This article is about the lore. You may be looking for : Psionic. Psionic powers a. They are present to various degrees in various species. The presence of psionic powers within a species is rare, and is dictated by their structural makeup. Even the subtlest of changes to an organism's or species' genetic code can destroy its psionic potential.

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Psionic powers spring from sentient minds. Even an undead creature or a being that has no physical form can create a reserve of inner strength necessary to manifest powers, as long as it has an Intelligence score of at least 1. Vermin possessed of a hive mind ability are an exception to this rule.

A psionic power is a one-time psionic effect. Psionic characters and creatures need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a power or they do not.

A power is manifested when a psionic character pays its power point cost. Some psionic creatures automatically manifest powers, called psi-like abilities, without paying a power point cost. Other creatures pay power points to manifest their powers, just as characters do. Each power has a specific effect. A power known to a psionic character can be used whenever he or she has power points to pay for it.

Psionic characters and creatures manifest powers. The process of manifesting a power is akin to casting a spell, but with significant differences. First you must choose which power to manifest. You can select any power you know, provided you are capable of manifesting powers of that level or higher.

To manifest a power, you must pay power points, which count against your daily total. You can manifest the same power multiple times if you have points left to pay for it. To manifest a power, you must concentrate. The more distracting the interruption and the higher the level of the power that you are trying to manifest, the higher the DC.

Higher-level powers require more mental effort. Getting hurt or being affected by hostile psionics while trying to manifest a power can break your concentration and ruin a power. The interrupting event strikes during manifestation if it occurs between when you start and when you complete manifesting a power for a power with a manifesting time of 1 round or longer or if it comes in response to your manifesting the power such as an attack of opportunity provoked by the manifesting of the power or a contingent attack from a readied action.

If you are taking continuous damage half the damage is considered to take place while you are manifesting a power. If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you. If you are affected by a power while attempting to manifest a power of your own, you must make a Concentration check or lose the power you are manifesting. In either case, you lose the power if you fail the Concentration check.

If the weather is caused by a power, use the rules in the Power subsection above. If you want to manifest a power without provoking attacks of opportunity , you need to dodge and weave. You lose the power points without successful manifestation if you fail. If you want to manifest a power while entangled in a net or while affected by a power with similar effects you must make a DC 15 Concentration check to manifest the power.

You lose the power if you fail. See Augment under Descriptive Text, below. You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level. If you try to manifest a power in conditions where the characteristics of the power range, area, and so on cannot be made to conform, the manifestation fails and the power points are wasted.

Powers also fail if your concentration is broken see Concentration , above. Once you know which creatures or objects or areas are affected, and whether those creatures have made successful saving throws if any were allowed , you can apply whatever results a power entails.

Some powers refer to attacking. All powers that opponents can resist with saving throws , that deal damage, or that otherwise harm or hamper subjects are considered attacks. Many powers give creatures bonuses to ability scores, Armor Class, attacks, and other attributes. Each bonus has a type that indicates how the power grants the bonus. With the exception of dodge bonuses , most circumstance bonuses , and racial bonuses, only the better bonus works see Combining Psionic and Magical Effects , below.

The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.

Various psionic powers, such as reality revision and psionic revivify , have the ability to restore slain characters to life. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead means retrieving his or her soul and returning it to his or her body.

Consequently, any creature brought back to life usually loses one level of experience. If the character was 1st level at the time of death, he or she loses 2 points of Constitution instead of losing a level.

This level loss or Constitution loss cannot be repaired by any mortal means, even the spells wish or miracle. A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of Constitution by improving his or her Constitution score when he or she attains a level that allows an ability score increase. Enemies can take steps to make it more difficult for a character to be returned from the dead.

Keeping the body prevents others from using a single manifestation of reality revision to restore the slain character to life. A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment , and patron deity if any of the character attempting to revive it and may refuse to return on that basis.

The default rule for the interaction of psionics and magic is simple: Powers interact with spells and spells interact with powers in the same way a spell or normal spell-like ability interacts with another spell or spell-like ability. This is known as psionics-magic transparency. Though not explicitly called out in the spell descriptions or magic item descriptions, spells, spell-like abilities , and magic items that could potentially affect psionics do affect psionics.

When the rule about psionics-magic transparency is in effect, it has the following ramifications. Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other.

The effects have similar ends despite having been brought about by different means. All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa. The spell detect magic detects powers, their number, and their strength and location within 3 rounds though a Psicraft check is necessary to identify the discipline of the psionic aura.

Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect and vice versa for spells that affect powers. Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place.

Powers that provide bonuses or penalties on attack rolls , damage rolls, saving throws , and other attributes usually do not stack with themselves. You use whichever bonus gives you the better result. The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies.

If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect assuming its duration has not yet expired. The same power or spell can sometimes produce varying effects if applied to the same recipient more than once.

The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts.

Sometimes psionic or magical effects that establish mental control render one another irrelevant. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.

Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature. Psionic characters manifest powers, which involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation.

He can manifest the same power more than once, but each manifestation subtracts power points from his daily limit. Manifesting a power is an arduous mental task. To regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period.

If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points.

If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points. If a psionic character has manifested powers recently, the drain on his resources reduces his capacity to regain power points. When he regains power points for the coming day, all power points he has used within the last 8 hours count against his daily limit. To regain power points, a psionic character must have enough peace, quiet, and comfort to allow for proper concentration.

Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining power points.

If a character dies, all daily power points stored in his mind are wiped away. A potent effect such as reality revision can recover the lost power points when it recovers the character. Psionic characters can learn new powers when they attain a new level.

A psychic warrior can learn any power from the psychic warrior list.


Psionic Powers Overview

All psionic powers are grouped into six different categories called disciplines, representing six general themes of powers. This chapter describes the differences between the disciplines. In addition, it discusses how powers work, gives an overview of the format of power descriptions, explains how psionics works between psionic beings and against non-psionic targets, and discusses what happens when psionic effects combine with other psionics and with magic. The second part of the chapter discusses the topic of the psionic campaign and ways to integrate psionics into your game world. Psionic characters and creatures manifest powers. First you must choose which power to manifest.

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Psionic Powers

An X denotes a power with an XP component paid by the manifester. Some powers reference other powers that they are based upon. Only information in a power later in the power chain that is different from the base power is covered in the power being described. Header entries and other information that are the same as the base power are not repeated. The same holds true for powers that are the equivalents of spells, only the way the power varies from the spell is noted, such as power point cost.


Absolute Psionic Power

In American science fiction of the s and '60s, psionics was a proposed discipline that applied principles of engineering especially electronics to the study and employment of paranormal or psychic phenomena, such as telepathy and psychokinesis. Campbell, Jr — it never achieved general currency, even among academic parapsychologists. In the years after the term was coined in , it became increasingly evident that no scientific evidence supports the existence of "psionic" abilities. In , two authors — biologist Berthold P. The word "psionics" first appeared in print in a novella by science fiction writer Jack Williamson — The Greatest Invention [14] — published in Astounding Science Fiction magazine in Only later was the term retroactively described in non-fiction articles in Astounding as a portmanteau of "psychic electronics", by editor John W.

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