PSIONIC POWERS IN D&D


Note: These are initially cut and pasted from the d20 Modern SRD as it presents a very simple, easy to understand and implement, starting point for introducing psionics into a D&D campaign. As playtesting progresses within the SpiderWorld Campaign I will make changes here. I imagine it may end up playing pretty closely to the Force Powers system in my Jedi Knight Class. In fact the Jedi Knight is a good starting point for base characters in Spider World because there are no magic-users or clerics as such, everyone is a basic human hunter-gatherer fighting for survival, though some are manifesting psionic powers.

PSIONIC POWERS


A psionic power is a one-time psionic effect manifested by a psionic character or creature. Psionic powers require power points to use, although naturally psionic creatures can manifest their powers a certain number of times per day with no power point cost.

Each psionic power is tied to a specific ability, which is the key ability for that psionic power. A psionic character must have a key ability score equal to at least 10 + the power's level to manifest a particular power.

Unlike arcane spellcasters, psionic characters don't have spellbooks and they don't prepare their powers ahead of time. A psionic character's level limits the number of power points available for manifesting powers. A psionic character has a set number of powers available that he may manifest at will, provided he has sufficient power points to pay for the manifestation.

A power manifests when the psionic character pays its power point cost. The character pays the cost, and the power manifests immediately.

Psionic powers don't require special gestures, words, or materials. They operate as thoughts made manifest. Most powers do have a noticeable display associated with their use, however.
Manifesting a Power

Psionic advanced classes describe how many powers each class knows by level, as well as how many power points they have available each day.

To manifest a power, a character selects one power that he or she knows and pays the power point cost.

Power Points

A power's cost is determined by its level, as shown below. Every power's cost is also noted in its description for easy reference.

Power Level       0    1    2    3    4    5
Power point cost  0/1* 1    3    5    7    9


*A psionic character can manifest any 0-level power he or she knows a number of times per day equal to 3 + his or her psionic level; additional manifestations cost 1 power point each.

HOW TO READ A POWER DESCRIPTION


In most significant respects, manifesting a psionic power follows the same rules as casting a spell. The differences between a power description and a spell description are summarized in this section. See How to Read a Spell Description, above, for information that is the same for both psionic powers and spells.

Key Ability

The first line beneath the power's name provides the key ability associated with the power. A psionic character must have a score in this ability equal to at least 10 + the power's level in order to manifest the power.

Powers By Ability

- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma

Descriptors

Descriptors are a way of classifying powers that have some common characteristic. Descriptors are often useful for knowing which creatures are or are not affected by a power. A power's descriptors (if any) appear in brackets on the line containing the key ability. Descriptors for powers include compulsion, electricity, fire, language-dependent, and mind-affecting.

Level

The relative strength of a power is indicated by its level. A power's level also indicates whether a particular psionic character is capable of using the power, based on the character's class level and key ability score.

Display

When psionic powers manifest, secondary displays usually accompany the primary effect. The psionic display may be auditory (Au), material (Ma), mental (Me), olfactory (Ol), or visual (Vi). Each power describes the sort of display that accompanies it.

Manifestation Time

Manifesting a psionic power is either an attack action or a full-round action, depending on the power. See the power descriptions for details.

Range

Each psionic power has a range, as listed in the power description. A power's range is the maximum distance from the psionic character that the power's effect can occur. The range categories are the same as the ones used for spells.

Target, Effect, Area

These terms are defined and used the same as they are for spells.

Saving Throw

Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power's level + the psionic character's key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.

Power Resistance

Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he or she must make a level check (1d20 + psionic character's class level) equal to or greater than the creature's power resistance for the power to affect it.

Each power description includes an entry that indicates whether power resistance applies to the power (if so, Yes; if not, No). Other details are the same as for spell resistance.

Power Point Cost

All powers of a certain level have the same power point cost. The point cost to manifest a particular power is also provided in that power's description.
Descriptive Text

A power's descriptive text explains how the power works or what it does.

Power Failure

If a character tries to manifest a power in conditions where the characteristics of the spell (range, area, and so forth) cannot be made to conform, the effort fails and the power is wasted.

Powers also fail if the character's concentration is broken (see the Concentration skill).

New Feat

Note: in D&D this should be treated as a class feature not a feat!

If the Gamemaster decides to include psionics in the campaign, he or she will make the following feat available to psionic characters.

Wild Talent

The character can manifest one 0-level psionic power.

Benefit: Select one 0-level psionic power. The character can manifest this power up to three times in a 24-hour period. There is no power point cost for using this power. Where manifester level is a factor (such as for determining the range of the power), use the character's manifester level + 1. Thus, if a character has no levels in an appropriate psionic class, she uses the power as if she were a 1st-level manifester.

Special: This feat can be taken multiple times. Each time it is taken, the character selects a different power.

LIST OF POWERS BY LEVEL


This section lists the psionic powers alphabetically by level.

Hit Dice: The term "Hit Dice" is used synonymously with "character levels" for effects that affect a number of Hit Dice of creatures. A creature with only Hit Dice from its species, not from any classes it may have, has a character level equal to its Hit Dice. A creature with class levels is considered to have Hit Dice equal to the total of its Hit Dice and its class levels.

Manifester Level: A power's power effect depends on manifester level, which is the manifester's level in the appropriate psionic class. Creatures with no classes have a manifester level equal to their Hit Dice unless otherwise specified.

Creatures and Characters: "Creatures" and "characters" are used synonymously in the power descriptions.

List Format: Powers in the following lists are presented in order of power level (from lowest to highest) and alphabetized within each level group. A brief description of the power's effect is provided. Also, each power's key ability is identified in parentheses right after its Name.

Level Zero
Burst (Dex) Speed improves by 10 feet for 1 round.
Daze (Cha) Target loses next action.
Detect Psionics (Wis) Manifester can detect the presence of psionic activity.
Distract (Cha) Target's mind wanders, imparting a -1 penalty on certain actions.
Far Hand (Con) Minor telekinesis.
Far Punch (Con) Telekinetic strike deals 1 damage.
Finger of Fire (Int) Deal 1d3 fire damage to target.
Missive (Cha) Send a one-way telepathic message.
Valor (Str) Gain a +1 morale bonus on saving throws.
Verve (Str) Gain 1 temporary hit point.

Level One
Attraction (Cha) Target develops an attraction the manifester specifies.
Charm Person (Cha) Makes target manifester's friend.
Combat Precognition (Wis) Gain a +1 insight bonus to Defense.
Control Object (Con) Telekinetically animate a small object.
Fire Bolt (Int) Deals 1d6+1 fire damage to target.
Lesser Bioweapon (Str) Create a staff of bioenergy that deals 1d4 bludgeoning damage.
Lesser Body Adjustment (Str) Heal 1d8 hp, or gain +1 bonus on next Fortitude save to resist poison or disease, or heal 1 point of ability damage.
Lesser Concussion (Con) Mentally pummel target for 1d6 damage.
Lesser Mindlink (Cha) Forge a limited mental bond with target.
Object Reading (Wis) Reveal an object's past.
Vigor (Str) Gain 3 temporary hit points.

Level Two
Brain Lock (Cha) Target can't move or take any mental actions.
Clairaudience/Clairvoyance (Wis) Hear or see at a distance.
Claws of the Bear (Str) Manifester's claw attack deals 1d12 damage.
Combat Focus (Wis) Gain a +4 insight bonus to initiative.
Combat Prescience (Wis) Gain a +2 insight bonus on attack rolls.
Concussion (Con) Mentally pummel target for 3d6 damage.
Darkvision (Wis) See in the dark.
Detect Thoughts (Cha) Detect target's surface thoughts.
Electric Charge (Int) Shocking touch deals 2d6 damage to target.
Inflict Pain (Cha) Mental attack deals 3d6 damage to target.
Levitate (Dex) Target moves up or down at manifester's direction.
Sensitivity to Psychic Impressions (Wis) Reveal an area's past.
Suggestion (Cha) Compels target to follow suggested action.

Level Three
False Sensory Input (Cha) Falsify one of the target's senses.
Lesser Domination (Cha) Forces target to obey manifester's will.
Lightning Strike (Int) Deals 3d6 electrical damage in a 30-foot radius.
Mental Blast (Cha) Target stunned for 3d4 rounds.
Metaphysical Weapon (Int) Weapon gains a +3 enhancement bonus.
Mind Darts (Int) A flurry of mental bursts deals 2d6 damage to target.
Mindlink (Cha) Forge a mental bond with others.
Negate Psionics (Con) Cancels psionic powers and effects.
Whitefire (Int) Deals 5d4 fire damage in 20-foot radius.

Level Four
Domination (Cha) Subject obeys manifester's will.
Fire Storm (Int) Deals 5d6 fire damage in 30-foot radius.
Forced Mindlink (Cha) Forge mental bond with unwilling target.
Greater Bioweapon (Str) Creates a staff of bioenergy that deals 2d8 bludgeoning damage.
Natural Armor (Str) Manifester gains a +4 natural armor bonus to Defense.
Psychofeedback (Str) Use power points to boost Str, Dex, and/or Con modifiers.
Tailor Memory (Cha) Plant false memory in target.
Telekinesis (Con) Lift or move 25 pounds per level at long range.

Level Five
Mind Probe (Cha) Discover a target's secret thoughts.
Power Resistance (Wis) Target gains power resistance 12.
Sending (Dex) Deliver short message anywhere instantly.

See also:

Psionic Powers

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