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I

7- 'I
Telepathy

Telepathic Sciences horrent (against his alignment),

Domination -".a
The cost to establish and maintain this power
Power Score: Wis - 4 equals twice the cost to contact the victim.
Initial Cost: contact Power Score-The maintenance cost is
Maintenance Cost: varies halved.
Range: 30 yards 20-The victim knows that someone a
Preparation Time: 0 tempted to dominate him.
Area of Effect: individual
Prerequisites: mindlink, contact Ejection
With domination, a psionicist can project Power Score: Wis - 4
signals from his own mind into the mind of Initial Cost: varies
one other person or creature. As a result, the Maintenance Cost: na
subject is forced to do nearly anything the Range: 0
psionicist wishes. The dominated subject Preparation Time 0
knows what is happening, but he cannot resist Area of Effect: persona-
the psionicist's will. Commands are given Prerequisite: none
mentally and automatically.
The victim's abilities are neither diminished Ejection is the final defense against
nor enhanced by this power. The subject can wanted contact. If one psionicist has for
be forced to use any power or ability he nor- contact with another's mind, or has been
mally can-assuming the psionicist knows granted contact and is now doing t h i s b t .

about it. Domination does not reveal facts or should not be, he can be ejected.
secrets about a victim. The cost of ejection is twice the opponer
As soon as domination is attempted, the
victim makes a saving throw vs. spells. If this
saving throw succeeds, the victim is not domi-
nated. If it fails, the victim has fallen under the
psionicist's control. However, if the victim is to see what "side effects" the psionicist suffer2
later forced to do something completely ab-
1 Lose access to all sciences for ldlO
hours
reviations 2 Lose access to one discipline, selected
by the DM, for ld10 hours
lepathic attack and defense modes are of- 3 Lose ldlO + 10 additional PSPs
abbreviated as follows, especially in 4 Lose ld10 additional PSPs
aracter or creature descriptions. 5 Lose 1point of Constitution
Defense Modes permanently
IF = intellect fortress 6 Lose ldlO hit points
id insinuation MB = mental barrier 7 Sever only one portion of contact (one
hmst
blast
M- = mindbl
TS = thoueht
svchiccrush TW
I 8
successful attack reestablishes it)
Sever only two portions of contact (tv
successful attacks reestablish it) R,pI 'i3
.:,..
.~
Power Score-Roll ld6 on the table above. Mindlink
The result applies to the ejected being.
20-Ejection fails, but the psionicist still Power Score: Wis -5
makes a d6 roll on the table above. Initial cost: contact
Maintenance Cost: Wround
Range: unlimited
Fate Link Preparation Time: 0
Power Score: Con -5 Area of Effect: individual
Initial Cost: contact Prerequisite: contact
Maintenance Cost: 5/turn
Mindlink allows the user to communicate
Range: 2 miles
wordlessly with any intelligent creature he
Preparation Time: 1
can contact (InteUigence 5 or greater on a hu-
Area of Effect: individual
Prerequisite: mindlii, contact man scale). This is two-way communication.
It is not the same as mind-reading because the
This power enables the telepath to inter- psioniast only receives thoughts which the
twine his own fate with that of another crea- other party wants to send. Language is not a
ture. If either being experiences pain, both feel barrier. Distance affects the telepath's ability
it. When one loses hit points, both lose the to make contact, but it has no other effect (see
same amount. If either dies, the other must "contact").
immediately make a saving throw vs. death to Power Score-The mindlink allows one
avoid the same fate. probing question (see probe).
Power Score-Range is unlimited. 20-The psioniast must save vs. petrifica-
20-Social regression. The psioniast loses tion or be stunned for ld4 rounds.
Id6 points of Charisma for a day.
Mindwipe
Mass Domination Power Score Int -6
Power Score: Wis - 6 Initial Cost: contact
Initial Cost: contact Maintenance Cost: Wround
Maintenance Cost: varies Range: touch
Range: 40 yards Preparation Time: 1
Preparation Time: 2 Area of Effect: individual
Area of Effect: up to 5 creatures Prerequisite: mindlink, contact
Prerequisite: mindlii, contact, Mindwiping is a crude form of psychic sur-
domination gery which affects the subject's IQ. (I
This power is identical to domination ex- temporary lobotomy.) The telepath

hit dice-must be paid for each dominated fig- saves vs. spdls. If he succeeds, the mindwi
ure. is thwarted for one round, but next round t

psionicist's efforts.
-I
I

point. Second, it reduces his experience level the subject fails a saving throw vs. spells, t
or hit dice by 1point. all his memories and knowledge are access
These reductions have considerable impact. to the prober-from memories deep below
All characters may lose languages or profi- surface to those still fresh in the su
ciencies and their magical defense adjustment. mind. The information gained is not nec
Experience level and hit dice losses affect ily true, but it is true as far as the su
everything except hit points. The victim keeps knows.
all of his hit points regardless of what is wiped The telepath can learn the answer to on
from his mind. question per round. DMs have some discre-
Intelligence and Wisdom losses affect wiz- tion in determining this rate. If the questions
ards and clerics as if those losses were perma- (or answers) become too complicated, ea
nent. Clerics lose bonus spells, their chance of may take longer than one round to resolve.
spell failure rises, and eventually they cannot Telepaths can probe a subject who is co
cast spells. Wizards suffer reductions in their scious, as well as one who resists. A prob
maximum spell level, their chance to learn even be carried out in the midst of melee,
spells, and their maximum spells per level. vided the telepath can get close enough.
When the number of available spells at a probed wizard or cleric tries casting a sp
spell-level drops, a character must make an the telepath knows both that a spell is be
ability check before casting a spell of that cast and what the general effects of that spe
level. Wizards roll an Intelligence check. Cler- are.
ics roll a Wisdom check. Both use current Power Score-Two questions may be asked
scores. If the check succeeds, the character can per round.
cast the spell. If it fails, he has forgotten the 20-The subject knows about the probe a
spell and can’t cast any spell that round. tempt and is not pleased.
Mindwipe only seals off information; it
doesn’t erase it. All of a character‘s lost Wis- Psychic Crush
dom, Intelligence, and experience levels can
be restored through psychic surgery (q.v.). Power Score: wis - 4
This power has no effect against creatures Initial Cost: 7
with neither stats nor hit dice. Maintenance Cost: na
Power Score-No saving throw allowed. Range: 50 yards
20-The power affects the psionicist instead Preparation Time: 0
of his intended victim. Area of Effect: individual
Prerequisites: mindlink
Probe Psychic crush is one of the five telepathic at-
Power Score: Wis -5 tacks used to establish contact with another
psionicist’s mind. It is a massive assault upon
Initial Cost: contact
all neurons in the brain, attempting to destroy
Maintenance Cost: 9/round
all by a massive overload of signals.
Range: 2 yards
If this attack is used against any mind
Preparation Time: 0
the psionicist has contacted, the victim m
Area of Effect: individual
make a saving throw vs. paralyzation. Failu
Prerequisite: ESP, contact
A probe is similar to ESP (a telepathic devo-
-
costs the t m e t Id8 hit Doints.
Power Score-The save automatically fails
tion), but a probe allows psionicists to dig 20-The victim is immune to further crush
much deeper into a subject’s subconscious. If es by this psionicist for 24 hours.

76 Chapter Seven

I
Superior Invisibility ties. For example, a telepath who switches
minds with a 10th level fighter gains a body
Power Score: Int -5 with that fighter's hit points and physical at-
Initial Cost: contact tributes (Strength, Constitution, and Dexteri-
Maintenance Cost: S/round/creature ty). However, he retains his own THACO,
Range: loo yards proficiencies, and so forth.
Preparation Time: 0 The switch takes a turn to complete, and
Area of Effect: personal the process is quite traumatic. At the end of
Prerequisite mindlii, contact the turn, both characters must make system
invisibility shock saving throws using their new Constitu-
tion scores. A character who fails this roll
Superior invisibility is like invisibility (see lapses into a coma for 1-100 hours.
page 86), but it masks the character com- Bodies that have undergone a personality
pletely. The psionicist makes no sound and switch tend to degenerate. Both characters
has no smell, though he can still be felt if must make a Constitution ability check every
touched. If he attacks someone physically, he day. If a check fails, the character loses one
automatically breaks contact with that char- point of Constitution. If his Constitution
acter. drops to zero, he dies.
Power Score-Opponents affected by this This Constitution loss is temporary, but it
power cannot detect the psionicist even if he does not reverse itself until the personalities
touches or physically attacks them. are restored to their proper bodies. At that
20-Everyone contacted becomes aware of point, both bodies recover one point of Con-
the psionidst and his desire to be invisible. stitution per day.
The psionicist does not lose his psionic
Switch Personality powers if his Constitution drops below 11.
However, if a power score is based on
Power Score: Con - 4 Constitution-like this power's score is-the
Initial Cost: contact +30 score drops accordingly.
Maintenance Cost: na Power Score-System shock rolls automat-
Range: touch ically succeed, and the Constitution checks
Preparation Time: 3 are made only once a week.
Area of Effect: individual 20-The psionicist lapses into a coma for
Prerequisite: mindlink, contact I d l M hnius.

Some psionicists can literally put them-


selves in another man's (or woman's) shoes.
This science allows the psionicist to switch his
own mind with someone else's. In effect, they
exchange bodies. The other person's mind in-
habits the psionidst's body, while the psioni-
cist's mind inhabits his subject's body. The
switch is permanent, and lasts until the psioni-
cist uses this power to reverse it.
Each character gains the other's physical at-
tributes. However, both minds retain all their
own knowledge and knowledge-based abili-
Tower of Iron Will from blind obsession.
or over a cliff, for ex
Power Score: Wis -2
Initial Cost: 6
Maintenance Cost: na
Range: 0 mediate. And if the danger is not
Preparation Time: 0
Area of Effect: 1yard
Prerequisites: none the attraction.
Tower of iron will is one of the five telepath- Power Score-The effect borders on
ic defenses against unwanted contact. It relies session; the victim takes serious risks.
only upon the superego to build an unassaila- 20-No additional effe
ble haven for the brain.
Like intellect fortress (a telepathic devo- Aversion
tion), tower of iron will has an area of effect Power Score: Wis -4
beyond the psionicist's mind. At 3 feet, it's Initial Cost: contact
very limited. Maintenance Cost: Wtum
A psionicist can initiate one other psionic Range: 200 yards
power during the round in which he uses the Preparation Time: 0
tower of iron will. Area of Effect: individual
Power Score-The area of effect increases Prerequisite: mindlink, contac.
to 10 feet.
20-The psionicist is "lost inside himself"
and cannot engage in psionic activity for ld4
hours.
ject of his aversion. He will not ap
Telepathic Devotions within 20 yards, and if
yards, he will back away at the first opportu-
nity.
Attraction The aversion is "planted" in the victim's
Power Score: Wis - 4 brain for one turn. It cannot be maintained for
Initial Cost: contact another turn unless the psionicist maintains
Maintenance Cost: Wround contact throughout that turn.
Range: 200 yards Power Score-The object of aversion af-
Preparation Time: 0 fects the victim like a fear spell.
Area of Effect: individual 20-No additional effect.
Prerequisite: mindlink, contact
The opposite of aversion (see below), this
power creates an overwhelming attraction to
a particular person or thiig-be it an item,
creature, action, or event. A victim of this
power will do whatever seems reasonable to
get close to the object of his attraction.
The key word is "reasonable." The victim is
completely fascinated, but he doesn't suffer
'2

Power Score: Cha -2 Power Score: wis


Initial Cost: contact Initial Cost: varies
Maintenance Cost: 4/round Maintenance Cost: l/round
Range: 0 Range: Special
Preparation Time: 0 Preparation Time: 0
Area of Effect: 20 yards Area of Effect: individual
Prerequisite: mindlink, contact Prerequisite none
A psionicist can use this power to make oth- Contact must be established before virtually
ers hold him in awe. Each character contacted any telepathic power can be used on another
must make a saving throw vs. spells. Charac- character or creature. It is just what its name
ters who fail are mentally cowed; they sense implies-contact between the minds of the tel-
the telepaths "awesome might." They have no epath and another character or creature. Con-
desire to serve or befriend him, but they won't tact does not allow communication by itself; it
attack him unless forced to do so. (For exam- is merely the conduit for other telepathic ex-
ple, someone says, 'You kill him or I11 kill changes.
you.") They'll do whatever they can to avoid Many telepathic powers list "contact" as
angering or upsetting the psionicist. If possi- their initial cost. That means contact must be
ble, they11 avoid him altogether, and take the established in a previous round before those
first opportunity to escape him. powers can be used. As long as contact is
Power Score-The save automatically fails. maintained, the psionicist can use other
20-All contacted characters view the powers which require it, and can even switch
psionicist as pathetic and ridiculous. (using attraction and then mindlink on the
same subject after contact was established, h
Conceal Thoughts example).
A psionicist can maintain contact with more
Power Score: Wis than one subject at a time, but he must contact
Initial Cost: 5 each one individually, and pay a maintenance
Maintenance Cost: 3/round cost for each use of the power. For example, if
Range: 0 a psionicist wishes to inspire awe in two sub-
Preparation Time: 0 jects, he must establish and maintain contart
Area of Effect: 3 yards with each one separately.
Prerequisite: none Once contact is established, it costs 1PS.
per round to maintain. The psionicist can per-
This defensive devotion protects the psioni- form any other action while maintaining con-
cist against psionic or magical ESP, probes, tact. If he uses another telepathic power on the
mindlink, life detection, and other powers or same subject while maintaining contact, the
spells which read or detect thoughts. To over- contact power is "free." (The cost of maintain-
come thought concealment, an attacker must ing contact is covered by the other power'-
wage and win a psychic contest. cost.)
Power Score--All related psychic contests Establishing Contact: The initial cost or
will automatically be won by the defender. contact is based on the target's
. level or hit dice,
20-No additional effect. as shown belo '.
*!.
.
.I.,

80 Chapter Seven
1-5 levels or hit dice 3 PSPs/round The maximum range for establishing contact
6-10 levels or hit dice 8 PSPs/round is 10,OOO miles when a psionicist cannot view
11-15 levels or hit dice 13 PSPs/round his subject. Contact can be maintained across
16-20 levels or hit dice 18 PSPs/round any distance, however; it is not broken if a
contacted subject moves out of range. There is
A psionicist cannot contact a subject that he one exception: contact cannot be extended be-
knows nothing about. In other words, he can't yond a crystal sphere.
use this power to scan around and "see what's
Resistance: An untrained character-i.e., a
out there." He must either have his subject in nonpsionicist-can actively resist intrusion,
sight or know specifically who or what he is resulting in a -2 modifier to the psionicist's
looking for. He cannot, for example, try to power score. To resist, the character fills his
contact any random orc which may or may mind with a barrage of thoughts and
not be standing behiid a dosed door. How- emotions-much as a child avoids a lecture by
ever, he can try to contact a pmticular orc plugging his ears and yelling. For example, a
which he has seen before. character might repeat a poem ad nauseam, or
If a psionicist fails to establish contact, he scream battle cries. However, even these ef-
can try again the next round. Failure doesn't forts won't work unless 1)the character is spe-
necessarily mean the target's mind cannot be cifically resisting psychic intrusion, and 2)
contacted. Rather, it means the target has not resisting intrusion is his sole activity. If the
been found yet. The psionicist can continue character tries to fight or cast a spell, for exam-
searching. de, his psychic defense has too many "holes"
Several factors can make telepathic contact to be useful. Unless a wild talent knows a tele-
difficult to establish: pathic defense mode, he is as vulnerable to
how far the target is (distance) contact as any nonpsioniast.
resistance by the target-especially if the Psionicists (and psionic creatures) are much
target is a psionicist better at resisting contact. In fact, this power
whether or not the target is an intelligent won't work against them unless they inten-
mammal tionally drop their natural defenses. They
Each factor is described below. must allow another psionidst to use contact
on them, and can exclude some contacts while
Distance: The greater the distance between remaining open to others. If a psionicist re-
the two minds, the more difficutt it usually be- sists, contact can only be established through
comes to make contact. If the psionicist can mental attacks: psychic crush, ego whip, id in-
see the target-either with normal vision or by sinuation, mind thrust, or psionic blast. See
using psionic powers-distance is not a factor. Chapter 2, "Psionic Combat," for more infor-
If the psionicist cannot see his target, normal mation.
range modifiers apply. Simply knowing where Unusual Sub#& Contact can also be es-
to look does not constitute "seeing the target." tablished with nonhuman minds, even plants.
Separation Power Score The further the subject is removed from mam-
Distance Modifier mals, the more difficult it becomes to establish
Line-of-sight 0 contact. Modifiers that affect power scores are
1 mile -1 listed on the following page.
10 miles -3
100 miles -5
1,ooO miles -7
10,000miles -9 / .

Telepathy 81
I
o h : We have ways of making you
Contact tive against characters with Intelligence 14 or
Score less who are not concentrating hard on the
Life Order Modifier task before them, but are just going about
Mammal (except marsupial) -1 their business in a casual, relaxed manner.
Marsupial -2 Once affected, the daydreamer pays little
Bird -3 attention to his surroundings, making it much
Reptile, amphibian -4 easier for someone to pick his pocket, slip past
Fish -5 him unobserved, or otherwise escape his no-
Arachnid, insect -6 tice. Thieves gain a 20% bonus on their pick
Monster -7 pockets, move silently, and hide in shadows
Plant -8 scores. Other Characters can perform these
tasks as an average 4th level thief (pick pock-
These modifiers are in addition to any dis- ets, 45%; move silently, 33%; hide in
tance modifiers that may apply. That means shadows, 25%). The DM can assign chances
contacting a distant plant or monster is an un- for success to other types of skulkmg and
certain proposition at best. skullduggery.
Breaking Contact: Contact is not severed Power Score-Increase the bonuses to 30%
until the psionicist breaks it off (fails to main- for thieves and 5th level for others.
tain it). If the person contacted is a psionicist, 20-The victim realizes someone is toying
he may also do something to sever it. A with his mind.
psionicist often can eject an unwanted in-
truder (see "ejection"). Ego Whip
Optional Rule: The minds of very intelligent
beings are more diffidt to latch onto. Increase Power Score: Wis -3
the cost of contact by adding the creature's "I of Initial Cost: 4
Languages,"minus two, as shown on Table 4 in Maintenance Cost: na
Chapter 1of the Player's Handbook. For exam- Range: 40/80/120yards
ple, a creature with Intelligence 17 knows six Preparation Time: 0
languages.The cost of contacting this creature's Area of Effect: individual
mind is increased by four. Prerequisites: mindlink, contact
Power Score-The contact is maintained Ego whip is one of the five telepathic attacks
for four rounds for free. used to establish contact with another psioni-
20-Further contact with this mind is im- cist's mind. (See Chaptm 2.) The power assaults
possible at this experience level. the victims ego, leaving him with feelings of in-
feriority and worthlmess. If used against a
Daydream contacted mind, the target is dazed for 1 4
Power Score: Wis rounds, during which all of his die rolls (psionic
Initial Cost: contact attacks, melee attacks, saving throws, etc.) are
Maintenance Cost: 3/round penalized five points (or 25%) and he cannot
Range: unlimited cast any spells above third level.
Preparation Time: 0 This power has three ranges: short, medi-
Area of Effect: individual um, and long. At medium range, the psioni-
Prerequisite: mindlink, contact cist's power score is reduced by two. At long
range, it is reduced by five.
By using this power, the telepath causes Power Score-No additional effect.
someone's mind to wander. This is only effec- 20-No additional effect.

Telepathy 9 83

I
Initial Cost:
Maintenance Cost:
cWis
contact (or 1*)
l/round False Sensory Input
Range: unlimited Power Score: Int -3
Preparation Time: 0 Initial cost: contact
Area of Effect: 20 ft. x 20 ft. Maintenance Cost: 4/round
Prerequisites: contact Range: unlimited
By using empathy, a psionicist can sense the Preparation Time: 0
basic needs, drives, and/or emotions gener- Area of Effect: individual
ated by any mind. Thiit, hunger, fear, fa- Prerequisite: mindlink, contact
tigue, pain, rage, hatred, uncertainty, This devotion allows the psionicist to f
curiosity, hostility, friendliness, love-all
these and more can be sensed.
*When used against nonpsionic targets,
contact is not required.
Power Score-The subject of the emotion is can be completely hidden or made to
revealed. pear, and everything must retain its g
20-The target senses the attempt. sue and intensity.
For example, a human could be made
ESP look l i e a dwarf, but not l i e a parrot.
Power Score: Wis -4
Initial Cost: contact
Maintenance Cost: 6/round
but not like water.
Range: unlimited Power Score-Almost any false percepti
Preparation Time: 0 can be achieved.
Area of Effect: individual
20-The psionicist cannot see, hear,
Prerequisites: contact
Extrasensory perception, or ESP, allows a rounds, except psionically.
psionicist to read someone else's mind (as the
power is treated here). The telepath can only Id Insinuation
perceive surface or active thoughts. He cannot
use ESP to explore someone's memories or
Power Score: WE -4
delve into their subconscious. Initial Cost:
Most intelligent creatures tend to think in Maintenance Cost:
words, so language is a barrier to understand-
ing. Unintelligent creatures think in pictures.
Magical thought, such as a wizard uses in
casting spells, is also unintelligible. However, Prerequisites: mindlink, contact
a telepath can easily recognize such thoughts
as part of the spell-casting process.
Power Score-The first round of mainte-
-ance is free.
20-The psionicist develops a splitting

84 Chapter Seven
I

I
L
Technically speakmg, this power drives him
nuts, at least temporarily. His id-the seat of
primitive needs, animal drives, cruelty, and fe-
By applying this power to another charac-
ter, the psionicist can gain knowledge about
past lives. One past life can be explored per
I
rocity-seeks to launch him into a rage of vio- round, starting with the most powerful p
lence and desire. His, superego-the seat of sonalities (usually these are also the most
moral conscience and the " c i d i part of his mous, but not always).
brain-struggles to maintain the upper hand. If The psionicist also knows immediately how
this power is used against a contacted mind, many times this particular personality has
the target can do n o t h i i for ld4 rounds. been killed and raised from the dead. It is up
Id insinuation has three ranges: short, me- to the players to put this information to use.
dium, and long. At medium range, the tele- Power Score-All past life information is
paths power score is reduced by two.At long gained in one quick mental blast.
range, it is reduced by five. 20-Overwhelmed, the psionicist lapses in-
Power Score-The victim's id overpowers to a trance until jolted or slapped-or for ld4
his superego and he turns against his allies for hours, whichever comes first.
ld4 rounds.
20-The psionicist's id is unleashed; the re- inflict Pain
sulting rage imposes a -1 penalty on all his
Power Score: Con -4
attack rolls and power checks for one turn.
Initial Cost: contact
Maintenance Cost: 2/round
Identity Penetration Range: touch
Power Score: Wis -3 Preparation Time: 1
Initial Cost: contact Area of Effect: individual
Maintenance Cost: 6/round Prerequisite mindlink, contact
Range: unlimited This is a particularly nasty form of torture.
Preparation Time: 0 It causes no actual harm to the subject and
Area of Effect: individual leaves no marks or scars, but causes excrucia
Prerequisite: contact ing pain of any sort the telepath desires. Onl.
Identity penetration allows the user to de- evil characters can learn this power freely;
termine the target's true identity in spite of others find their alignments twisting toward
polymorphs, illusions, disguises, etc. evil if they wish to inflict pain.
Power Score-No additional effect. If the victim is an NPC who is being ques-
20-Until he gains another level, the tele- tioned, he must make a saving throw vs. para-
path cannot penetrate the identity of the cur- lyzation to withstand this agony.
rent target. If the psionicist finds a way to use this
power in combat, the victim must also make a
Incarnation Awareness saving throw vs. paralyzation. Success means
he grits his teeth and keeps on fighting. Failure
Power Score: Wis -4 means the pain imposes a four-point penalty
Initial Cost: contact on the character's attack rolls that round, or
Maintenance Cost: 13/round disrupts and ruins a spell.
Range: unlimited Power Score-The pain is so excruciating
Preparation Time: 0 that the victim passes out for Id10 rounds.
Area of Effect: individual 20-Thiis particular contact is broke ..
.,'i
Prerequisite: contact <?
. .
I
k
I
Telepathy 85

I
Intellect Fortress when the blow was struck, he's out for 10
rounds.
Power Score: Wis.-3
Even if the victim of this power is never ac-
Initial Cost: 4
tually struck, his behavior is likely to change.
Maintenance Cost: na Fully expecting the next blow to kill him, he
Range: 0
may stop attacking and simply parry, or try to
Preparation Time: 0 flee, or even surrender and beg for quarter. If
Area of Effect: 3-yd. radius the character has not been struck, however,
Prerequisites: none the psionicist must keep renewing the power
Intellect fortress is one of five telepathic de- every round; otherwise future blows will af-
fenses against unwanted contact. It calls forth fect him normally.
the powers of the ego and superego to stop at- "Invinable foes" can also work in reverse.
tacks. In other words, an attacker can be made to be-
Unlike most other defenses, intellect for- lieve that every blow he strikes is fatal. The
tress has an area of effect beyond the psioni- belief is strong enough to create an illusion:
cist's mind, offering protection to other minds even if the attacker barely scratches his foe, he
within that radius. Every mind within that ar- sees the "victim" lying down, mortally
ea defends against telepathic attack with the wounded. He will continue to imagine that
psionicist's intellect fortress power score. opponent lying on the ground until the oppo-
A psionicist can initiate one other pionic nent attacks again (it doesn't matter whom he
power in the same round that he uses intellect attacks; any attack breaks the illusion).
fortress. This reversal has several consequences.
Power Score-No additional effect. Characters who have been "killed-i.e.,
20-This defense falters and is not usable struck-can simply walk away from the f&t,
again for ld4 rounds. leaving their "corpses" behind. Or they can
move into position and attack again, gaining a
Invincible foes +2 bonus to hit. After this happens three
times, the affected character must make a sav-
Power Score: Wis -3 ing throw vs. spells. If it fails, he becomes
Initial Cost: contact convinced that his foes are unkiiable and re-
Maintenance Cost: 5/round acts accordingly. (PCs, of course, are free to
Range: unlimited react as they see fit.)
Preparation Time: 0 Power Score-No other effect.
Area of Effect: individual 20-No other &ect.
Prerequisite: mindlink, contact
The victim of this devotion believes that Invisibility
any blow struck against him will cripple or Power Score: Int -5
kill him. Even if the blow actually causes just Initial cost: contact
one point of damage, the victim thinks he's Maintenance Cost: 2/round/creature
dying, and that he can no longer f i t . He falls 100 yards
to the ground in horrible pain. Range:
Preparation Time: 0
A character who is struck while under the Area of Effect: individual
effect of this power won't recover until a turn Prerequisite: mindlink, contact
later, even if the psionicist stops concentrating
on him and turns his attention elsewhere. As Psionic invisibility differs significantly from
long as the character was under this effect magical invisibility. To make himself invisible,

I
86 Chapter Seven
the psionicist must individually contact each yards, 90 degrees to a range of 60 yards, or 30
mind that he wants deceive. Once they are all degrees to a range of 100 yards.
contacted, he makes himself invisible to them One round of scanning will detect humans,
only. He can still see himself, as can anyone demihumans, humanoids, mammals, and
who was not contacted. Only characters with- monsters with eight or more hit dice. A sec-
in 100 yards of the psionicist can be affected by ond round of scanning will detect birds, rep-
this power. tiles, amphibians, fish, and monsters with less
Invisibility is a delusion affecting one or than eight hit dice. In either case the character
more select characters, not an illusion affect- gets an accurate count of the creatures.
ing everyone. The only real change occurs in The DM should make this power check an('
the mind of the psionicist's targets. For this keep the result secret from the player. If th,
reason, the psionicist can make anyone invisi- psionicist doesn't detect anything, the player
ble-not just himself. The "invisible" being won't know whether that means there's noth-
must be approximately man-sized (or ing there, or the power didn't work. If the rol'
smaller), however. is 1, the psionicist gets faulty information. H,
The psionicist must make a separate power detects what is there, but gets the numbers
check for each delusion, and pay a separate wrongby +/-50%.
maintenance cost for each. In this case, a delu- Power Score-The psionicist can instantly
sion is one "invisible" creature or character, as detect everything within 100 yards, in every
perceived by one other character. For exam- direction.
ple, if the psionicist wants to make two things 20-The telepath detects ld6 creatures
invisible to two people, he must make four which aren't there.
separate power checks.
This power affects vision only. Observers Mental Barrier
may still be able to hear or smell "invisible"
creatures. Power Score: Wis -2
Power Score-The power works like supe- Initial Cost: 3
rior invisibility (a telepathic science). Maintenance Cost: na
20-All contacts are broken. Range: 0
Preparation Time: 0
Life Detection Area of Effect: person
Prerequisites: none
Power Score: Int -2
Initial Cost: 3 Mental barrier is one of five telepathic de-
Maintenance Cost: 3/round fenses against unwanted contact. It is a care-
Range: 100 yards fully built wall of thought repetition whic:
Preparation Time: 0 exposes only one small area of the mind at
Area of Effect: varies time.
Prerequisite: none A psionicist can initiate one other psioni
power in the same round that he uses ments
A telepath can detect the presence of living, barrier.
thinking creatures within a limited area. He Power Score-Contact during this rounl
must scan like radar. If he is scanning at short and the nex! is impossible.
range, he can cover a large angle. At long 20-The barrier fails, and the mental at-
range, the angle is significantly reduced. He tempt disrupts any currently active powers.
can scan through 180 degrees to a range of 40
Mind Bar In fact, a character can still recover PSPs
while using this power. That's because mind
Power Score: ht -2
blank is almost instinctual; if a character
Initial Cost: 6
knows it, it's nearly always active, even when
Maintenance Cost: 4/round
Range: 0
he's sleeping or meditating. The power is inac-
Preparation Time: 0 tive only if 1)the player announces it, or 2 )
the character uses another defense mode.
Area of Effect: personal
Even though mind blank has no PSP cost, it
Prerequisite: none
still constitutes psionic activity. If the power is
Mind bar is a magician's bane and the tele- active, a character is vulnerable to detection.
paths boon. It gives the psionicist 75% magic He still may attract psionic feeders, or suffer
resistance against charm, confusion, ESP, some other unpleasant effect.
fear, feeblemind, magic jac sleep, and sugges- A psionicist can use one other psionic
tion spells. It also offers complete protection power (but not another defense mode) in the
against possession of any sort. same round that he uses mind blank.
In addition, mind bar protects a psionicist Power Score-No other effect.
against all telepathic powers, except the five 20-The character cannot use mind blank
contact-establishing attacks. No telepathic for ld4 hours.
power can affect a barred mind unless the tele-
pathic attack prevails in a psychic contest. Mind Thrust
(The defender uses mind bar.)
Power Score-The telepath gains a +5 bo- Power Score: Wis -2
nus to his power score when defending in a Initial Cost: 2
psychic contest. Maintenance Cost: na
20-The telepaths saving throws vs. the Range: 30/60/90 yards
spells listed above have a - 4 penalty for one Preparation Time: 0
hour. Area of Effect: individual
Prerequisites: mindlink, contact
Mind Blank Mind thrust is one of the five telepathic at-
tacks used to establish contact with another
Power Score: Wis -7 psionicist's mind. It is a stabbing attack which
Initial Cost: 0 seeks to "short" the synapses of the defender.
Maintenance Cost: 0 If the subject's mind has already been con-
Range: 0
tacted, and he has psionic powers, then this
Preparation Time: 0 power can do some damage. The subject loses
Area of Effect: personal the use of one power, chosen randomly, for
Prerequisites: none
2d6 days. Beyond establishing contact, mind
Mind blank is one of five telepathic defenses thrust has no effect on creatures or characters
against unwanted contact. It attempts to hide without psionic powers.
the mind from attack, making its parts uni- This power has three ranges: short, medi-
dentifiable. This defense is particularly effec- um, and long. At medium range, the psioni-
tive against a psionic blast and id insinuation. dst's power score is reduced by two. At long
(See Chapter 2, "Psionic Combat," for de- range, it's reduced by five.
tails.) Power Score-No other effect.
Mind blank is unique. Unliie the other four 20-The telepath loses all tangents, but not
defense modes, it costs nothing to maintain. contacts.

88 Chapter Seven
Phobia Ampiificatlon Any creature with an Intelligence between 7
I and 17 can receive a post-hypnotic suggestion.
Power Score: Wis -2 (Very dim or very brilliant creatures are not
Initial Cost: contact susceptible.) The psionicist plants a suggestion
Maiqtenance Cost: 4/rO~nd of some reasonable course of action in the crea-
Range: unlimited ture's s~bconscious,along with the situation
Preparation Time: 0 that will trigger this action. When that situa-
Area of Effect: individual tion arises, the DM makes a power chedc
Prerequisite: mindlink, contact against the psionicist's post-hypnotic sugges-
This power allows the psionicist to reach in- tion score, with a - 1penalty for each day that
to someone's mind and discover his greatest has passed since the suggestion was planted.
fear, then amplify it to the point of irrational- A "reasonable course of action" is one that
ity. A victim who fails a saving throw vs. spells does not violate the creature's alignment or
believes he is imminently threatened by the ob- class restrictions. It can be something that he
ject of this fear, even if it is completely absurd. would not normally do, but if it is too strange,
A character with a fear of fallii, for example, he just won't do it.
is convinced he could pitch over a cliff at any The maintenance cost for this power is a
moment-even while on an endless p r a i r i e one-time-only payment, made when the sug-
unless he stands absolutely still. gestion is implanted.
The reaction of the frightened character de- Power Score-The psionidst's power Score
pends on the fear. He will defend himself if at- is not reduced for the passage of time.
tacked (unless defending himself is somehow 20-The intended victim is aware of the at-
tied in to his phobia). A wizard may teleport tempt.
away or use other spells to guarantee his
safety. Other characters might freeze in place Psionic Blast
or flee for their lives. But all of their actions Power Score: wis -5
will be geared toward protecting against the Initial Cost: 10
fearsome object or situation. bk3htelWIlceCOSk M
This fear lasts as long as the psionicist main- Range: 20/40/M) yards
tains the effect. Once he stops, the fear fades Preparation Time: 0
back to its normal proportions, probably Area of Effea: individual
leaving the character slightly shaken and prerequisites: mindlink
more than slightly chagrined.
Power Score-The target's save vs. spells Psionic blast is a wave of brain force which
automatically fails. can jolt a subject's mind l i e shocking news.
20-The subject has no detectable phobias. This is one of the five telepathic attacks used
to establish contact with another psionicist.
Post-Hypnotic Suggestion (An illithid's mind blast is not the same.)
If this power is used against a mind that has
Power Score: Int -3 already been contacted, the mbject must save
Initial Cost: contact vs. death. Failure means he loses 80% of his
Maintenance Cost: l/level or hit die remaining hit points, but only in his mind.
w e : unlimited The hit points are still there; he only thii
Preparation Time: 0 they're gone. He will pass out when the re-
Area of Effect: 1creature maining 20% of his hit points are gone but
Prerequisites: mindlink, contact won't die unless all of them are actually lost.

Telepathy 89

I
In any case, this effect wears off after six PsychIc Messenger
turns. At that time, an unconscious character
awakens. Power Score: Con - 4
This power has three ranges: short, medi- Initial Cost: 4
um, and long. At medium range, the psioni- Maintenance Cost: 3/round
cist's power score is reduced by two. At long Range: 200 miles
range, it is reduced by five. Preparation Time: 2
Power Score-A victim who fails his save Area of Effect: 1 sq. yd.
passes out for one turn. Prerequisite: none
20-No other effect. This power allows a character to create an
insubstantial, 3-D image of himself, which
Psychic Impersonation can appear anywhere within 200 miles and de-
liver a message. Everyone present can see and
Power Score: Wis hear the messenger. Communication is one-
Initial Cost: 10 way. The telepath has no idea what is happen-
Maintenance Cost: 3/hour ing around his messenger unless he's using
Range: 0 some other power.
Preparation Time: 1turn Power Score-The psionicist can make the
Area of Effect: personal messenger's a
Prerequisite: probe 20-No eff

Thk power enables a psionicist to mask his Repugnance


own aura and thought patterns, and make
them match someone else's perfectly. To ac- Power Score: Wis -5
complish this, the psionicist must first probe Initial cost: contact
Maintenance Cost: 8/round
the subject he wishes to impersonate.
Range 200 yards
Psychic impersonation does not alter any of
the psionicist's other features. It only changes Preparation Time: 0
Area of Effect: individual
his identity to other creatures with psionic
Prerequisite: mindlink, contact
powers. Even then, a psychic contest with
identity penetration or probe can penetrate With this power, a psionicist mak
the disguise. something-a particular person, place, or
While psychic impersonation is in effect, all object-completely repugnant to another
of the user's psionic power scores are reduced character. That character is overwhelmed
by one. with loathing for the "thing," and he will seek
Power Score-The disguise cannot be de- to destroy it as completely and quickly as
tected psionically and power scores are not possible.
decreased. If this destruction is strongly against the
20-Until the psionicist reaches a new expe- character's alignment (such as making a tem-
rience level, he cannot impersonate that sub- ple repugnant to its cleric), the character gets
ject. to make a saving throw vs. spells to shake off
the effect.
Power Score-No save is allowed.
20-The victim is aware of the attempt.
I
I
90 Chapter Seven
Send Thoughts Sound Link
Pow r Score Int -1 Power Score Con -2
hiti$ Cost: : contact Initial cost: contact
7'.
Maidtenance Cost:
. .
Tie.
Prep ration
2/round
unliiited
Maintenance Cost:
Range:
Preparation Time:
4/tnm
unlimited
1
Are4 of Effect: individual Area of Effect: individual
Prerequisite: contact Prerequisite: mindlink, contact
Ttlis is one-way communication, allowing By means of a sound link,
the telepath to send his own thoughtsto some- into the auditory
one +e's mind. The telepath can send infor- creature. He hears
matibn or simply distract the target. the l i e d creature is subjected b a n auditory
If Ithe target is a wizard casting a spell, he attack (by sirens, shriekers, etc.8, the &?path
musb make a saving throw vs. spells. The wiz- must make the appropriate saving throw or
ard ipplies a modifier to the save: the differ- also be affected.
encel between his Intelligence and the Power Score-Sit l i is
score. (If the wizard's Intelli- 2O-The psioniast is deaf
it's a bonus; if it's lower, it's a
save fails, the wizard's concen- synaptic static
and the spell is spoiled.
If b e target t w i i distracted is someone in- Power Score: Int -4
v o l e in melee, he has a two-point penalty Initial cost: 15
on all attack rolls (but not damage rolls). Maintenance Cost: lO/round
Phwer Score-Wizards cannot make the Range: 0
say+ throw. Preparation Time: 0
2Q-If the receiver is a friend, he is distract- Area of meck 20/50/90 yds
ed. Prerequisite: mindli
Synaptic static interfereswith all psionic ac-
sight Link tivity withii a given area. Even the psionicist
Power Score Con -3 is affected; when he Creates statk, he cannot
Init+ Cost: contact use any other power simultaneoUsly. How-
Maintenance Cost: 5/turn ever, he may also prevent others from using
unlimited their powers. Anyone who hies to use a psi-
oNc power within the area af effed must fight
individual the static's creator in a psychic contest. If an
mindlink, contact opponent succeeds, his power functions nor-
to tap into an- mally. If not, his power fails.
system. The telepath Exposure to synaptic static for more than
(Hisown vision is five rounds will give anyone a splitting head-
the linked creature is subjected ache. This hks no game effect,but it wiU make
to d gaze attack, the telepath must make the NFCs and animals irritable.
appropriate saving throw or aEo be affected This power has three ranges: short, medi-
by (he gaze. um, and long. At medium range, the charac-
+wer Score-Sound link is also gained. ter's power score is reduced by two. At long
20-The psionicist is blinded for ld4 hours. range, it is reduced by five.

I Telepathy 91
Power Score-The psionicist receives a + 1 angry. for example, but not happy. Empath
bonus in all psychic contests prompted by the changes are a matter of degrees, no more.
current use of static. Power Score-Emotions can be drastical
20-The character has injured himself try- altered (love to hatred, etc.) while this pow
ing to create static. He immediately loses Id20 is maintained.
PSPs and ld6 hps. 20-All affected characters experien
strong negative emotions toward the psion
Taste Link cist for Id6 ro

Power Score: Con -2 Thought Shi


Initial Cost: contact
Maintenance Cost: 4/turn Power Score: Wis -3
Range: unlimited Initial Cost: 1
Preparation Time: 1 Maintenance Cost: na
Area of Effect: individual Range: 0
Prerequisite: mindlink, contact Preparation Time: 0
Area of Effect: personal
Could this be a dieter's dream? Taste l i i al- Prerequisites: none
lows the telepath to tap into the flavor senses
of another person or creature. The psionicist Thought shield is one of five telepathic de-
tastes whatever his link tastes. fenses against unwanted contact. It douds the
If the linked creature takes poison ordy, mind so as to hide first one part, then another.
the telepath must make a saving throw vs. A psionicist can initiate one other psionic
poison to avoid passing out and severing the power during the same round in which he uses
link. The psionicist can't actually be poisoned thought shield.
this way, however. Power Score-No other effect.
Power Score-Scent link is also gained (not 20-No other effect.
a defined power).
20-The psionicist has a bitter taste in his Truthear
mouth, but no other effect occurs. Power Score: Wis
Initial Cost: 4
Telempathic Projection Maintenance Cost: 2/round
Range: 0
Power Score: Wis -2 Preparation Time: 0
Initial Cost: contact Area of Effect: hearing
Maintenance Cost: 4/round Prereauisite: mindink
Range: unlimited
Preparation Time: 1 When a psionicist uses truthear, he can tell
Area of Effect: 10 yard diam whether other people intentionally lie. He
Prerequisite: mindlink, contact does not hear their words translated
truth; he merely knows whether or not sp
Telempathic projection allows the user to ers believe the; are lying.
send emotions to everyone who has been con- Power Score-The psionicist recognizes
tacted within a common 10-yard diameter. falsehood even when the speaker does not.
This power cannot radically change a charac- 20-The psionicist can't use this power ef-
ter's emotional state, however. A character fectively against this subject for Id6 days.
who is very angry could be made only slightly

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