Psionics

Requirements (1st edition DMG)

Int 16 (16 + Int bestows a +2 bonus for each point above)
Wis 16 (16 + Wis bestows a +1 bonus for each point above)
Cha 16 (16+ Cha bestows a + bonus for each point above)

Races: Humans, Half - Elves, Dwarves, Halflings

Relevant Abilities: Intelligence, Wisdom, and Charisma

If any character has the requirements, the character may possess Psionics. The character has to roll a 00 on a d100 roll. Ability scores will lower the percentage number as noted above. The bonuses are cumulative as per the examples below:

So with an intelligence of 18, wisdom of 18, and charisma of 18 yields a 9% chance of having psionics or the character must roll a 91 or better on a d100 roll. If the character makes a successful percentage roll, the character now has psionic ability.

The character again rolls percentage dice again to determine psionic strength. The following scores modify this roll:

(1st edition DMG)

One score is above 16: +1 to the roll

Two scores are above 16: number of points is doubled

Three scores are above 16: number of points is quadrupled

Attack and Defensive Modes

Roll d100 once for the number of attack modes and once for the number of defense modes the character has:

(Table from 1st Edition Dungeon Master's Guide)

01 - 25 1 attack mode 01 - 25 2 defense modes

26 - 50 2 attack mode 26 - 75 3 defense modes

51 - 75 3 attack mode 76 - 90 4 defense modes

76 - 95 4 attack mode 91 - 00 5 defense modes

96 - 00 5 attack mode

The number is rolled randomly, the actual attack and defense modes are chosen. Mind blank must always be chosen. Then roll on the chart below to find out how many sciences and devotions the character has:

Psionic Abilities:

(Table from 1st edition Dungeon Master's Guide)

Number of Number of

Roll Sciences Devotions

01 - 10 0 1

11 - 25 0 2

26 - 40 0 3

41 - 55 1 2

56 - 70 1 3

71 - 80 1 4

81 - 90 2 3

91 - 95 1 5

96 - 00 2 4

Next, determine which sciences the character has access to:

(Modified Table from Player's Option: Skills and Powers)

Clairsentience Sciences Psychokinetic Sciences

01 - 06 Aura Sight 37 - 44 Telekinesis

07 - 14 Clairaudience

15 - 22 Clairvoyance

23 - 27 Object Reading

28 - 32 Precognition

33 - 36 Sense psychic impressions

Psycho metabolic Sciences Psychoportive Sciences

45 - 49 Animal Affinity 81 - 83 Probability Travel

50 - 53 Complete Healing 84 - 86 Teleport

54 - 55 Death Field

56 - 61 Energy Containment

62 - 63 Life Draining

64 - 72 Metamorphosis

72 - 80 Shadow form

Telepathic Sciences

87 - 92 Mind link

93 - 95 Domination

96 - 00 PC chooses two sciences from complete list with DM's approval

Next, determine which devotions the character has access to. If the character rolls a devotion that has a science requirement which not been already selected by the dice roll, the character also gains access to that devotion and its governing discipline.

However, the character must learn any requisite sciences or devotions, if he does not already have them, before using the devotion.

(Modified Table from Player's Options Skills and Powers)

Clairsentience Devotions Psychokinetic Devotions

01 - 02 All -round vision 19 - 20 Animate Shadow

03 Combat mind 21 - 22 Control light

04 - 05 Danger sense 23 - 24 Control sound

06 - 07 Feel light 25 Molecular agitation

08 Feel sound 26 - 27 Soften

09 Hear light

10 Know direction

11 - 12 Know location

13 Poison sense

14 - 15 Radial navigation

16 - 17 See sound

18 Spirit sense

Psycho metabolic Devotions Psychoportive Devotions

28 - 29 Absorb disease 71 - 72 Astral projection

30 - 31 Adrenaline control 73 - 74 Dimensional door

32 Aging 75 - 77 Dimension Walk

33 - 34 Biofeedback 78 - 79 Dream travel

35 Body control 80 - 81 Phase

36 Body equilibrium

37 - 38 Body weaponry

39 - 40 Cat fall

41 Cause decay

42 - 43 Cell adjustment

44 - 45 Chameleon power

46 Chemical simulation Telepathic Devotions

47 Displacement 82 - 84 Conceal thoughts

48 - 49 Double pain 85 - 87 Empathy

50 Ectoplasmic form 88 - 89 ESP

51 - 52 Enhanced strength 90 - 91 Life detection

53 Expansion 92 - 93 Psychic messenger

54 - 55 Flesh armor 94 - 96 Send thoughts

56 Graft weapon 97 - 98 choose two devotions*

57 - 58 Heightened senses 99 choose one science*

59 Immovability 00 choose one devotion and

60 - 61 Lend health one science*

62 - 63 Mind over body

64 - 65 Reduction * PC chooses from complete list with

66 - 67 Share strength DM's approval

68 - 70 Suspend animation

I am not going to include the complete lists. They can be found in the Core Rules Expansion 2.0 or The Player's Options Skills and Powers.

Every psionic (person) rolls his attack modes, defense modes; psionic strength points, sciences and devotions the same. The psionic person is also known as a Wild Talent and can make one of two choices, stay a wild talent or become a Psionicist.

A Wild talent psionic will keep his current psionic abilities and never develops them any further. A wild psionic can only make one attack per round as well as one defense or two defenses. He can activate one power per round and keep previously activated powers current. The wild talent can become any other class in which he has the requirements for.

A full Psionicist can gain additional devotions and sciences as per the following graph. He cannot gain more devotions and sciences than his current disciplines allow. A Psionicist can make a number of psionic attacks per round similar to a fighter of equal level with weapon attacks, or activate multiple defenses instead of attacks, activate one power in a round, and/or keep previously activated powers current.

Level Additional Additional

Devotions Sciences

1 -- --

2 2 1

3 4 1

4 6 2

5 8 2

6 10 3

7 12 3

8 13 4

9 14 4

10 15 5

Weapon Proficiencies Nonweapon Proficiencies

Initial # Levels Penalty Initial # Levels

2 5 -4 3 3

Initial Refers to the number of proficiency slots available to 1st-level psionicists.

# Levels Indicates how many levels a psionicist must advance before receiving a new slot. He receives one new weapon slot at levels 5, 10, 15, and 20. He receives one new nonweapon slot at levels 3, 6, 9, 12, 15, and 18.

Penalty A modifier to a psionicist's attack roll when he uses a weapon he isn't proficient with.

Psionicist Experience Hit Dice

Level Points Roll (d6)

1 0 1

2 2,200 2

3 4,400 3

4 8,800 4

5 16,500 5

6 30,000 6

7 55,000 7

8 100,000 8

9 200,000 9

10 400,000 9+2

11 600,000 9+4

12 800,000 9+6

13 1,000,000 9+8

14 1,200,000 9+10

15 1,500,000 9+12

16 1,800,000 9+14

17 2,100,000 9+16

18 2,400,000 9+18

19 2,700,000 9+20

20 3,000,000 9+22

---General Group---

Proficiency Slots Ability Modifier

Contact 1 Wisdom 0

Mental Armor 1 Wisdom -2

---Psionicist Group---

Proficiency Slots Ability Modifier

Gem Cutting 2 Dexterity -2

Harness Subconscious 2 Wisdom -1

Meditative Focus 1 Wisdom +1

Musical Instrument 1 Dexterity -1

Reading/Writing 1 Intelligence +1

Rejuvenation 1 Wisdom -1

Religion 1 Wisdom 0

Note: Italicized proficiencies are described in this book. All others are in the Player's Handbook.

From Player's Option: Skills and Powers

P, P, R, S, Pet/ Breath

Level DM W Poly* Weapon Spell

1-4 13 15 12 16 15

5-8 12 13 10 15 14

9-12 11 11 8 13 12

13-16 10 9 7 12 11

17-20 9 7 6 11 9

21+ 8 5 5 9 7

* Excluding polymorph wand attacks.

Excluding those that cause petrification or polymorph.

Excluding those for which another saving throw type is specified.

Bold numbers are levels; normal numbers are THAC0s

----- Psionicist's Level -----

1 2 3 4 5 6 7 8 9 10 11 12

20 20 19 19 18 18 17 17 16 16 15 15

13 14 15 16 17 18 19 20 21 22 23 24

14 14 13 13 12 12 11 11 10 10 9 9

25 26 27 28 29 30

8 8 7 7 6 6

----- Psionicist's Level ----- MTHAC0's

1 2 3 4 5 6 7 8 9 10 11 12

20 19 18 17 16 15 14 13 12 11 10 9

13 14 15 16 17 18 19 20 21 22 23 24

8 7 6 5 4 3 2 1 0 -1 -2 -3

25 26 27 28 29 30

-4 -5 -6 -7 -8 -9

I did not include the wild talent table because wild talents are as proficient with what they know as a normal Psionicist they just don't learn anymore.

Intelligence MTHAC0 (Mental THAC0)

Score Modifier

15 or less 0

16-17 -1

18-19 -2

20-22 -3

23+ -4

Ability Base MAC (Mental Armor Class)

Score MAC a Modifier b

15 or less 10 0

16 9 -1

17 8 -1

18 7 -2

19 6 -2

20 5 -3

21 4 -3

22 3 -3

23 2 -4

24 1 -4

25 0 -4

a. Wisdom score for base MAC

b. Intelligence for MAC modifier

Psionic Attacks Vs. Psionic Defenses

Mind Thought Mental Intellect Tower of

Blank shield barrier fortress iron will

Mind thrust -5 -3 +2 +3 +5

Ego whip -3 -4 -2 +4 +3

Id insinuation +5 +3 +1 -2 -5

Psychic crush -1 +4 -4 +1 +2

Psionic blast +3 -2 +5 -4 -3

A - indicates a to hit penalty for the attacker, i.e. the psionic attack mind thrust would receive a -5 penalty to hit vs. the psionic defense mind blank.

A + indicates a to hit bonus for the attacker, i.e. the psionic attack psionic blast would gain a +3 bonus to hit vs. the mental defense mind blank.

Psionic Combat

The contact power and/or proficiency are no longer needed. Opening a mind is simply an act of bypassing the target's or actual power's Mental Armor Class. A psionic only has to roll the defender's or power's MAC modified by any psionic defenses, ability score modifiers, or mental techniques, if applicable. If the attacker is successful, he inflicts appropriate damage or has successfully utilized the power he has attempted. Psionic attacks really mess the mind so only a few of them can actually open the mind for further contact. As stated earlier, a Psionicist can make a number of psionic attacks per round similar to a fighter of equal level with weapon attacks

A defenseless psionic is one who has an open mind (as Skills and Powers puts it) while using a science or devotion or has no psionic defenses in use when he is attacked.

The 1st edition had a table that was labeled Psionic Attacks upon a Defenseless Psionic. This table also listed the defender's psp strength in increments. This meant that the psionic was capable of activating psionic defenses but was surprised or did not have any active at the time of his attack. His base power level gave him some resistance. In this situation, the defenseless psionic usually did take increased damage. This leads me to believe that Skills and Powers translated this table into what they call natural mental armor class or MAC.

The 1st edition had a table that shows saving throws for non-psionics vs. psionic blast and another table for non-psionics to gain additional bonuses. Again, Skills and Powers translated this table into the natural Mental Armor Class. Non-psionics have a MAC vs. psionic blast only. Non-psionics are allowed a MAC modifier to adjust the MAC of telepathic sciences and devotions when a psionic attempts to use them. The modifier will still be found on the table as noted above with intelligence being used as the modifying ability. The saving throw adjustment table vs. psionic blast can be found below; they are MAC adjustments instead of for saving throws. Psionic attacks are no longer required to open non-psionic minds in order to use powers. That's good because psionic blast in 1st edition did anything but open non-psionic minds, see the table below. Not to mention it was the only attack that affected non-psionics.

I also increased the damage done to open or defenseless psionics, which is why I listed the attack modes below. I think it needed some of the flavor of 1st edition reinstated.

Ego Whip (EW)

This attack assaults a target's self-esteem and individuality. It strikes like a glowing whip, its crack slicing open the wells of inferiority and worthlessness buried deep behind the target's defenses. For every 8 PSPs put into the attack (declared before a successful attack roll is made), the attacker rolls 1d6 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or remains open for further contact if psps falls to zero. A failed attack costs 4 PSPs.

Ego whip has three ranges: short (40 yards), medium (80 yards), long (120 yards)

Range Penalty -2 -5

If used against an open mind (using a power) or a defenseless psionic, ego-whip leaves the target dazed for 1d4 turns and roll psionic damage as above. The attacker must roll vs. defenders natural MAC but with a +4 bonus to hit. While dazed, the psionic cannot be involved in psionic or any other activity.

Id Insinuation (II)

This attack assaults a target's subconscious, like a mental battering ram tearing through the walls that separate primitive needs from social constraints. For every 10 PSPs put into the attack (declared after a successful attack roll is made), the attacker rolls 1d8 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 3 PSPs.

Id Insinuation has three ranges: short (60 yards), medium (120 yards), long (180 yards). Range Penalty -2 -5

If used against an open mind or defenseless psionic, id insinuation leaves its victim confused and powerless to act for 2d4 rounds with no psionic activity possible and take a loss of psp damage as rolled above. The attacker must roll vs. the defenders natural MAC with a +4 bonus to hit.

Mind Thrust (MT)

This attack stabs the mind of the defender, piercing thoughts and memories. For every 6 PSPs put into the attack (declared before a successful attack roll is made), the attacker rolls 1d4 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or has his mind opened to further psionic contact if no PSPs remain. A failed attack costs 3 PSP.

Mind thrust has three ranges: short (30 yards), medium (60 yards), long (90 yards). Range penalty: -2 -5

If used against an open mind, mind thrust causes the target to lose the use of one psionic attack, defense, science or devotion (chosen randomly) for 2d8 weeks and takes psp damage as above. The attacker must roll vs. the defenders natural MAC but with a +4 to hit bonus.

Psionic Blast (PB)

This attack takes the form of a wave of mental force that jolts a defender's mind. For every 20 PSPs put into the attack (declared before a successful attack roll is made), the attacker rolls 1d10 to determine psionic damage against his foe. If hit, the defender loses that many PSPs or remains open for further psionic contact if psps fall to zero. A failed attack costs 5 PSPs. Note, the psionic must have at least 100 psps in order to use this attack on a non-psionic.

Psionic blast has three ranges: short (20 yards), medium (40 yards), long (60 yards). Range penalty: -2 -5

If used against an open mind or a defenseless psionic, psionic blast causes permanent loss of one attack, defense, or psionic power and dazed as ego whip above. Although no defenses exist, the attacker still needs to make a successful roll against target's MAC with a +4 bonus. NOTE: this is the only psionic attack that does damage to a non-psionic mind.* Non-psionics are affected by psionic blast according to the chart below. Psionic Blast does not open non-psionic minds.

*In my campaign, anyway

Psionic Blast Vs. a Non - Psionic DM or attacker rolls percentile dice

Target's

Total

Intelligence

Wisdom Death Coma Sleep Stun Confuse

0 - 5 01-85 86-99 00 ----- ----

6 - 9 01-10 16-90 91-99 00 ----

10 - 13 01 02-15 16-90 91-99 00

14 - 17 ----- 01 02-15 16-90 91-99

18 - 21 ----- ----- 01 02-15 16-90

22 - 25 ----- ----- ----- 01 02-15

26 - 29 ----- ----- ----- ----- 01

Enrage Panic Feeblemind P. Insan. T. Insan. M. Insan.

14 - 17 00 ---- ----- ----- ----- -----

18 - 21 91-99 00 ----- ----- ----- -----

22 - 25 16-90 91-99 00 ----- ----- -----

26 - 29 02-15 16-90 91-99 00 ----- -----

30 - 33 01 02-15 16-90 91-99 00 -----

34 - 35 ----- 01 02-20 21-85 86-99 00

36 - 37 ----- ----- 01 02-15 16-90 91-00

38 & up ----- ----- ----- 01 02-15 16-00

The attacker must roll the non-psionic's natural MAC. The attacker must also have psp strength of 100 or more to use psionic blast vs. a non-psionic.

Explanations of Table

Death: can be brought back to life as usual

Coma: 2d6 days where creature cannot be awakened

Sleep: 5d4 turns where creature cannot be awakened

Stun: 2d4 turns is stunned

Confuse: 2d4 turns as per the spell of the same name

Enrage 2d4 rounds and creature affected must cast a spell upon or physically attack closest creature. Creature will not think of defense while enraged.

Panic 2d4 rounds as per the fear spell from a 4th level caster.

Feeblemind lasts until heal, restoration or wish is used. Creature's intelligence and wisdom is in the 0 - 5 range and erases all spells from memory. The creature cannot attack or defend.

Permanent Insanity lasts until a heal, restoration, or wish is used. Select two forms of insanity (list is in the 1st edition DMG or Player's Option Spells and Magic) and have affected person behave accordingly as long as condition lasts.

Temporary Insanity 2d6 weeks, otherwise as permanent insanity.

Mild Insanity 1d4 weeks, one form of insanity, otherwise as permanent insanity.

Additional Adjustments for a Non-Psionic MAC Vs. Psionic Blast

Bonuses Penalties

Magic-user +1

Cleric +2

Intellect Fortress in 10' +2 panicked -1

Mind Blank spell +2 enraged -1

Tower of iron will in 10' +6 confused -2

Helm of telepathy* +4 hopeless -3

Mind bar +6 stunned -3

Elf +2 using ESP device -5

Dwarf +4 Feeblemind D

Halfling +4

Insane N.A.

Helm of telepathy will stun the attacker for 1d4 rounds if the attacker does not penetrate the defender's natural MAC

Feebleminded people have combined intelligence and wisdom of 0 - 5.

Insane people are not affected by psionics.

D; as in death on the table above.

Psychic Crush (PsC)

Like a terrible mental weight, this attack seeks to crush a defender's mind. For every 14 PSPs put into the attack (declared before a successful attack roll is made), there is a 7% chance of automatically killing the opponent. A failed attack costs 7 PSPs. Psychic crush has a range of 50 yards.

If used against an open mind, psychic crush causes has a 14% chance of automatically killing the opponent for every 14 psps put into the attack. Although no psionic defenses remain, the attacker must roll the defender's MAC to successfully hit with a +4 bonus to the attack roll.

Costs for Psionic Defenses

Mind Blank 1/rd

Thought Shield 2/rd

Mental Barrier 3/rd

Intellect Fortress 8/rd

Tower of Iron Will 10/rd

Costs for Sciences and Powers: as per the Player's Options Skills and Powers or Psionic's Handbook.

Closing an Open Mind (POS: Skills and Powers)

A non-psionic mind is one that has never had any PSPs. Its natural state is closed unless willingly opened or opened by psionic means. If the attacker was not successful opening a target's mind using a psionic attack or power used, the target can automatically close his mind immediately If a psionic power was used successfully against the newly opened non-psionic mind, the target can still attempt to close its mind, but this requires a saving throw vs. paralyzation at -3 penalty. The target may attempt to close its mind every round thereafter.

For a newly opened psionic mind (defenseless psionic or psionic using a power), the target can't attempt to re-close its mind until 1d4+1 rounds have passed. After the required rounds have passed, the target can make a Wisdom check at a -3 penalty every round thereafter to attempt to close its mind.

When either a non-psionic or psionic character succeeds at re-closing his mind, the following occurs: any psionic power currently in use against the character ceases to function, and contact between the two minds is broken. If the power's effect already took place in the round in which the mind re-closed, the Psionicist expends the full PSP cost. If the power's effect didn't take place yet in the round, then the lower PSP cost is subtracted from the psionicist's PSP total (as if the activation attempt failed). If the Psionicist wants to reestablish contact, he'll have to once again open the target's mind.

References

1st edition Dungeon Master's Guide

1st edition Player's Handbook

2nd edition Player's Option Skills and Powers

Core Rules 2.0 Expansion