The Psionicist
A psionicist is a
person who dedicates their development to the powers of the mind. Not
everyone has the psychic gift to the extent necessary to the operations of
the psionicist class. A psionicist must have a constitution score of
9 or more in order to withstand the ascetic practices necessary to
the development of psionic gifts. In addition, a psionicist must have
a score of 16 or more in at least one of intelligence, wisdom, or
charisma, and none of those scores may be less than 10. Due to the
intensive and extended training necessary to develop psionic powers,
roll 2d8 and add 24 to determine the psionicist’s starting age. An
important characteristic for psionicists is called the “IWC”.
This is the average of the character’s intelligence, wisdom, and
charisma scores, rounded to the nearest tenth of a point. A
psionicist gains a bonus of +10% to earned experience if the IWC
average is 16.0 or greater.
Table I: Experience Chart
Experience Points
|
Level
|
Hit Dice (d4)
|
Level Title
|
0-2,500
|
1
|
1
|
Beginner
|
2,501-5,000
|
2
|
2
|
Psychic
|
5,001-10,000
|
3
|
3
|
Medium
|
10,001-20,000
|
4
|
4
|
Adept
|
20,001-40,000
|
5
|
5
|
Guide
|
40,001-80,000
|
6
|
6
|
Sub-Warden
|
80,001-150,000
|
7
|
7
|
Warden
|
150,001-250,000
|
8
|
8
|
Trainer
|
250,001-500,000
|
9
|
9
|
Director
|
500,001-1,000,000
|
10
|
10
|
Sub-Master
|
1,000,001-1,500,000
|
11
|
11
|
Master
|
1,500,001-2,000,000
|
12
|
11+1
|
Grand Master
|
2,000,001-2,500,000
|
13
|
11+2
|
Grand Master (13th)
|
2,500,001-3,000,000
|
14
|
11+3
|
Grand Master (14th)
|
3,000,001-3,500,000
|
15
|
11+4
|
Grand Master (15th)
|
3,500,001-4,000,000
|
16
|
11+5
|
Grand Master (16th)
|
4,000,001-4,500,000
|
17
|
11+6
|
Grand Master (17th)
|
4,500,001-5,000,000
|
18
|
11+7
|
Grand Master (18th)
|
5,000,001-6,000,000
|
19
|
11+8
|
Grand Master (19th)
|
6,000,001+
|
20
|
11+9
|
Grand Master (20th)
|
Table II: Abilities
Level
|
Ability Multiplier
|
Modes
|
Disciplines
|
|||
Attack
|
Defense
|
Minor
|
Major
|
Grand
|
||
1
|
10
|
0
|
1
|
1
|
0
|
0
|
2
|
11
|
1
|
1
|
2
|
0
|
0
|
3
|
12
|
1
|
2
|
3
|
0
|
0
|
4
|
13
|
2
|
2
|
4
|
0
|
0
|
5
|
14
|
2
|
3
|
4
|
1
|
0
|
6
|
15
|
3
|
3
|
5
|
1
|
0
|
7
|
16
|
3
|
4
|
5
|
2
|
0
|
8
|
17
|
4
|
4
|
6
|
2
|
0
|
9
|
18
|
4
|
5
|
6
|
3
|
0
|
10
|
19
|
5
|
5
|
7
|
3
|
0
|
11
|
20
|
5
|
5
|
7
|
4
|
0
|
12
|
21
|
5
|
5
|
7
|
4
|
1*
|
13
|
21
|
5
|
5
|
8
|
4
|
1
|
14
|
21
|
5
|
5
|
8
|
5
|
1
|
15
|
21
|
5
|
5
|
8
|
5
|
2
|
16
|
21
|
5
|
5
|
9
|
5
|
2
|
17
|
21
|
5
|
5
|
9
|
6
|
2
|
18
|
21
|
5
|
5
|
10
|
6
|
2
|
19
|
21
|
5
|
5
|
10
|
7
|
2
|
20
|
21
|
5
|
5
|
10
|
7
|
3
|
*IWC average must
be at least 16.0 in order to acquire any Grand Arts.
To determine the
psionicist’s base Psionic Strength, multiply the IWC average by the
Ability Multiplier from Table II. As usual, half of this is Attack
Strength and half Defense Strength. For example, a psionicist with an
intelligence of 12, a wisdom of 11, and a charisma of 16 has an IWC
average of (39/3=) 13.0. At level 1, that psionicist would have
(13.0×10=) 130 Psionic Strength Points, of which 65 would be Attack
Strength and 65 Defense Strength.
The first Psionic
Combat Mode that the psionicist will gain is always Mind Blank. After
that, the player may choose Attack and Defense Modes freely as the
psionicist gains in level, according to Table II’s schedule of
Attack and Defense Modes. In addition, the player may freely choose
Disciplines received according to the progression on Table II, and
may choose from the expanded psionics Disciplines listed below as
well. Note that the character may not choose any Grand Arts unless
the character’s IWC average is at least 16.0, and does not gain any
compensation if a Grand Art is called for at a particular level
increase and the character cannot take such Arts. Disciplines begin
at level 1 when acquired, and each increases by 1 level for each
level the psionicist gains thereafter.
Expansions to
Psionic Disciplines (after the cut)
Table III: Additional Psionic
Disciplines
Minor Disciplines
|
Grand Arts
|
23. Lights | 1. Amplification |
24. Rapport | 2. Endowment |
3. Power Transfer | |
Major Sciences
|
4. Preservation |
19. Wards | 5. Restoration |
20. Mental Surgery | 6. Severance |
Minor Disciplines (Devotions)
23.
Lights
Range: 3”
Strength Point Cost: 1/turn
Duration: concentration or 2 turns/level of mastery
Saving Throw: none
Area of Effect: see description
Explanation/Description:
By using this discipline, the psionic may duplicate the effects of
the druid or magic-user spells Faerie
Fire,
Dancing Lights,
or Light.
The light produced shimmers and varies in color by individual, each
individual having a signature color. Any user may choose instead to
produce a white light rather than their personal color if desired. A
variation allows the psionic to create a ball of light similar to one
of the Dancing
Lights,
which can then be controlled and moved by another psionic at a cost
of 1 point/round (the original creator can move it freely as part of
the normal 1/turn cost listed above). To extinguish a light is free
if the psionic is the original creator of the light, or costs 5
points if another psionic is doing the extinguishing. If psionics
contend for control of the light, the original creator always wins,
or else the psionic who spends the most strength points on
controlling the light gains control. Additionally,
this discipline may be used to light candles, at a cost of 1 strength
point per 2 candles lit, rounding up.
24.
Rapport
Range: 3”
Strength Point Cost: 5/round (10/round if not in physical contact)
Duration: concentration
Saving Throw: negates
Area of Effect: 1 person, or see description
Explanation/Description: This discipline is the ability to read a
target’s mind. The effect varies by level of mastery.
First
level of mastery: Simple Rapport. This may only be entered into
between two psionics, and allows the psionics to share thoughts and
memories. Up to six psionics may join into a single Rapport
session, with each of them paying the full Strength Point Cost. All
of the following levels may only affect one person at a time unless
otherwise noted.
Second level: Rapid Sharing. This is a more sophisticated version of
Simple Rapport, allowing the possessor of this level of mastery to
share information up to 4 times as fast.
Third level: Detect Lie. Effects are similar to the level 4 cleric
spell, and a saving throw applies.
Fourth level: Mind Scan. This is a probe of the target’s surface
thoughts, revealing motives, intentions, etc.). A saving throw
applies.
Fifth level: Very Rapid Sharing. As Rapid Sharing, above, but up to
10 times as fast.
Sixth level: Undetectable Lie. Effects are similar to the reversed
form of the level 4 cleric spell, and a saving throw applies.
Seventh
level: Multiple Detect Lie. May use Detect Lie on up to 4
individuals. The targets get a save penalty
depending on how many the psionic is attempting to affect: 1
individual, -3; 2 individuals, -2; 3 individuals, -1; 4 individuals,
save as normal.
Eighth level: Mind Probe. A deep probe into the hidden secrets of the
target’s mind. A saving throw applies.
Major
Disciplines (Sciences)
19.
Wards
Range: 0
Strength Point Cost: 50 (plus special, see description)
Duration: until dispelled
Saving Throw: none
Area of Effect: up to 10’ radius hemisphere (additional psionics
can cooperate, see below)
Explanation/Description:
Once invoked, the psionic need no longer concentrate on this powerful
warding shield. The basic area of effect is a 20’ diameter
hemisphere centered on the user of the discipline, but some special
items might alter this. No physical or magical force can penetrate
the Ward.
Those inside the Ward
can see out, but no one outside of the Ward
can see in. The
Ward
appears as a dome of softly shimmering light, which may be colored or
white as per the Lights
discipline.
Up
to 4 psionics may cooperate in setting up a Ward.
Each contributes up to 50 points, with a minimum total of 50 points
from all of the participating psionics. For each full 50 strength
points, the radius of the Ward
is 10’, so that with an expenditure of 200 points, 50 from each of
4 participating psionics, the Ward
could have a radius of 40’. This larger Ward
will be centered on whichever psionic the participating psionics
choose.
One
the Ward
is set up, the area of protection may only be opened from the inside,
for a cost of 20 psionic strength points to open, and another 20
points to close it again. However, an overwhelming amount of power
concentrated on the Ward
from the outside can bring it down, see below. At any time, the
psionics who originally set up the Ward
may choose to simply end its effects.
If
the Ward
was set up without prior preparation, outside psionics may collapse
it by expending 3 times the amount originally used to set it up (150
points if one psionic set up the Ward
or multiple psionics only spent the minimum amount, up to 600 points
for a Ward
set up by 4 psionics expending the maximum amount). If the area was
previously prepared by each of the participating psionics expending
20 psionic strength points in a ritual requiring a full turn (10
minutes), then outside psionics will require 5 times the amount of
strength used to set up the Ward
to break it. The preparation of an area lasts for 24 hours, and
affects Wards
of up to 50 points per 20 points spent in preparation. Non-psionics
may break down the Ward
by inflicting a number of points of damage equal to the amount of
psionic strength needed to collapse it. Note that psionics within the
Ward may
regenerate the Ward
by expending psionic strength points, at a rate of 1 strength point
per strength or damage point required to collapse the Ward.
20.
Mental Surgery
Range: touch
Strength Point Cost: special, see description
Duration: special, see description
Saving Throw: negates (only necessary if used on unwilling person)
Area of Effect: 1 individual
Explanation/Description: This discipline is the ability to reach into
a target’s mind and make alterations there to cure it of
afflictions or to add particular mental quirks. The effects are as
follows, by level of mastery:
First
level: Dispel Exhaustion. As the 4th
level illusionist spell, except that the Haste
function does not apply. Cost: 10 strength points.
Second level: Inhibition. Plants a compulsive behavior pattern in an
individual which may only be overcome with a successful save. Cost:
20 strength points/week of effect.
Third
level: Read Memories. Much deeper and more comprehensive than the
abilities listed under Rapport,
this allows the instant
scanning of the individual’s mind to learn the subject’s secrets.
Any of the subject’s general recollections may be accessed, costing
10 strength points per month in the past the memories lay. Memories
from the more distant past may be discovered, but will be more
sketchy, and cost 20 points per year old the memory is. Gaining
detailed information or accessing a deliberately hidden memory costs
an extra 50 strength points, beyond the costs listed above. The
subject of the Reading is not aware that the process is taking place.
Fourth level: Adjust Memories. Can cause the subject to forget or
remember some fact, or implant an entirely new memory, for the same
cost as Read Memories.
Fifth
level: Feeblemind. As the 5th
level magic-user spell. Permanent until removed. Cost: 30 points.
Sixth level: Cure Insanity. Can remove an insanity or Feeblemind
effect. The target may resist with a saving throw, or the spellcaster
or psionic who initially caused the illness may resist with a saving
throw (even if not present or aware of the attempt). Cost: 40 points.
Seventh level: Cure Psychic Wound. Heals injuries of the sort caused
by psychic combat. Cost: 50 points.
Eighth level: Trigger. Plants a “trigger” in the subject’s
mind, so that if tampered with in a way defined by the psionic,
Feeblemind or instant death (chosen by the psionic) results. Cost: 70
points.
Grand
Disciplines (Arts)
1.
Amplification
Range: 3”
Strength Point Cost: 10/person
Duration: special
Saving Throw: negates (only applies to unwilling subjects)
Area of Effect: up to 6 individuals
Explanation/Description:
By using this discipline, the psionic may tap psionic strength from
non-psionic individuals. The subjects, who may be willing or not, are
placed in a deep, trancelike sleep that lasts 1d6+3 hours. For that
period of time, the psionic may make use of their latent psionic
strength, tapping up to 2 points for each point of intelligence,
wisdom, and charisma possessed by the targets. However, using too
much of the energy can have adverse effects on the subjects. Using
50% or more of the subject’s energy results in Feeblemind, lasting
for 1d6 weeks. Using 75% or more of the subject’s energy results in
a permanent Feeblemind effect. Using 85% or more of the subject’s
latent energy puts the subject into a coma for 1d12 days. Each day,
the character in the coma must make a System Shock roll or die. Using
95% or more of the latent energy forces the subject to save or die.
If the save is successful, the subject’s intelligence, wisdom, and
charisma scores all drop to 3 permanently.
2.
Endowment
Range: touch
Strength Point Cost: 100
Duration: permanent
Saving Throw: success (see description)
Area of Effect: 1 individual
Explanation/Description:
A sufficiently powerful and able psionic may Endow
others with psionic ability. This requires that the subject have an
intelligence, wisdom, and charisma score of at least 10 each, and one
or more of those scores must additionally be 16 or higher. If this
requirement is met, the psionic must Mind Probe the subject, using
the eighth level Rapport
ability, to determine the personal power ritual that will be
required. This ritual will usually require the acquisition of one or
two difficult-to-acquire items such as a phoenix feather, dragon’s
claw, or the like. Once this is done, the psionic and the subject
perform the rite, which should take about an hour, and the psionic
expends the 100 point strength cost. Then the subject makes a saving
roll vs. psionics, modified by the normal modifiers such as the
wisdom save bonus. If successful, the subject immediately becomes a
psionic as per the Players
Handbook.
Disciplines when first acquired are of a level 1 mastery and increase
as normal thereafter.
3.
Power Transfer
Range: touch
Strength Point Cost: special
Duration: permanent unless object is destroyed
Saving Throw: negates (see description)
Area of Effect: 1 object
Explanation/Description: This art is the method that psionicists use
to create objects of power, which are the psionic equivalents
of magical items. Generally, this method is similar to that used to
make magic items: the item that will be empowered must be of the
highest quality, etc. Once empowered, the object will have
qualities similar to those of an unusual sword. That is, the
object will have ego and intelligence and be semi-sentient.
To empower an object requires 100 strength points for every
minor devotion to be Transferred, 200 strength points for every major
science, and 300 points for every grand art to be possessed by the
object. The physical object will cost 20,000-50,000gp
(at the least) and take from 40-400 days to complete. The psionicist
must be closely involved with the manufacture of the item, even if
unable to produce it without assistance, taking 8 hours out of each
day working on the item alongside the creator if not using the
psionicist’s own skills. This time allows the psionicist to come to
intimately understand the most minor and seemingly insignificant
details of the item in preparation for Transferring power to it. On
the day after this process is complete, and each day thereafter, the
psionicist may attempt to Transfer a particular discipline, science,
or art into the item. This will succeed if the psionicist can roll a
successful saving throw vs. spells.
Prior to each daily Power Transfer attempt, the item must be prepared
by the expenditure of 50 psionic strength points, which allows the
above attempt to occur within 24 hours. One power may be Transferred
per day. During this period, the psionicist may do nothing else other
than eating and sleeping – the psionicist’s entire attention is
focused on the process. If a period of 24 hours goes by with no
attempt to Transfer a discipline, science, or art into the object
(whether due to voluntary or involuntary reasons), or if the
psionicist is interrupted by disruptive events, or if one of the
above saving throws vs. spells is failed, then the object is
finished and no further powers may be Transferred into it.
When the object is finished, it may be “sealed” by the
application of the permanency ability (see Preservation,
below). If this is not done, then the object will lose 10% of
its psionic strength per month, becoming a normal item after 10
months.
Upon completion, the object will have a psionic strength equal
to half of the maker’s psionic strength, an intelligence score
equal to that of the psionicist, and an ego score of 1 per
discipline, 2 per science, and 3 per art Transferred into it. Roll
1d20: 1-13 no attack modes, 14-18 one attack mode, 19-20 two attack
modes.; it will always have one defense mode (not necessarily Mind
Blank). It will be very difficult to destroy (+5 on all saving
throws, -5 on all attacks or other actions made against it).
If the maker chooses, the object can be made indestructible
(except by extreme, cosmic or cataclysmic force) by channeling 400
strength points into it on the day prior to the application of
permanency.
The object will have the same personality traits (or
alignment, in games which use that) as the psionicist possesses at
the time of completion. The making psionicist may sense the presence
of the object if it is within 12”, and may command the item
if it is within 3”, even if another person possesses it. If the
current possessor of the object resists the psionicist’s
control of the item, this is resolved by doubling the object’s
ego (remember that the psionicist must be within 3” of the object)
and using the normal procedure for control.
If the object of power is destroyed, then the psionicist who
created it will suffer. The maker will immediately lose all psionic
strength points (these are recovered normally) and must make a system
shock roll. If the object was made indestructible by the
application of 400 psionic strength points, then the destruction of
the object will automatically strip the psionicist of all
psionic strength permanently, and will be subject to feeblemind
and immediate death (no saving throw permitted).
If the object has not been subjected to the permanency
ability, then it will be unable to recover psionic strength points.
When it runs out of psionic strength, it will also lose its powers,
becoming an entirely normal item. If it has been subjected to
permanency, it will recover psionic strength just as any
living psionic.
A psionic in possession of an object of power may use the
object’s psionic strength points and other abilities as if they
were the psionic character’s own, so long as the psionic remains in
control of the object (as per the section “Swords vs.
Characters” in the DMG, p. 167-168). Non-psionic characters may
make use the object’s abilities so long as they remain in
control of the object.
4. Preservation
Range: touch
Strength Point Cost: 50
Duration: permanent, except for first level of mastery
Saving Throw: none
Area of Effect: one individual or object
Explanation/Description: Preservation is used to forestall
decay or prevent demise. Its effects may be applied to the psionicist
or to another individual or object. Depending on the level of
mastery, different specific effects are available.
First level: Preserve Corpse. A corpse affected by this ability will
not decay for 24 hours after application.
Second level: Trap Soul. This ability allows the psionic to keep the
soul of a dead character from leaving the body, with effects similar
to the eighth level Magic-User spell Trap the Soul.
Third level: Release Soul. This ability allows the release of a soul
trapped in a body or other object.
Fourth level: Siphon Memories. Can only be done in the first 10
minutes after the death of a character. The psionic Siphons
approximately 50% of the subject’s memories, gaining access to them
and becoming affected by them. For every minute after the subject’s
death, reduce the amount of memories Siphoned by 5%, so that 5
minutes after death, only about 25% of the subject’s memories are
recovered by the psionic. For up to one week, the psionic may display
the subject’s aura, personality, and so forth, fooling any magical
or psionic attempts to detect alignment or the like. However, before
the week is up, the psionic must “assimilate” the memories.
Delaying this forces the psionic to make a system shock survival
check for each 24 hours the assimilation is delayed. If the psionic
assimilates the memories after the week is up, a saving throw vs.
spells is required, with failure meaning that the psionic gains an
insanity (per DMG p. 83-84), which lasts until a heal,
restoration, or wish is used to alleviate the
condition. In any case, a psionic retains access to the percentage of
Siphoned Memories.
Fifth level: Permanency. As per the magic-user spell of the same
name. See the description of Power Transfer for an example of
the use of this ability.
Sixth level: Dispel Permanency. Neutralizes the effects of magical or
psionic Permanency.
Seventh level: Death Stasis. This ability stops the process of dying,
locking the soul to the body (and so it may not move more than 3”
from the body), such that the body is dead but not irretrievably so.
This ability must be applied within 1 minute of death, or else the
soul will have vacated the body and moved on to its destination. A
soul affected by Death Stasis may not communicate with the living,
except by a speak with dead spell or the like. It is still on
the Material plane, but is invisible to any creature that is not dead
or able to see the dead.
Eighth level: Remove Death Stasis. Cancels the Death Stasis effect,
restarting the dying process. The dead body must then be immediately
healed of its deadly injuries or else it will truly die.
5. Restoration
Range: touch
Strength Point Cost: 60
Duration: permanent
Saving Throw: negates
Area of Effect: 1 individual or object
Explanation/Description: This Art has two functions. The first is as
per the cleric spell of the same name, including the deadline for
effectiveness – 1 day/level of mastery of the psionicist, except
that the psionicist may extend the duration by expending 20 psionic
strength points extra per day of such extension. The second function
is the reverse of this, allowing the psionicist to energy drain
the subject, just as per the reversed form of the clerical spell. The
subject gets a saving throw against the latter ability.
6. Severance
Range: touch
Strength Point Cost: special, see description
Duration: permanent until removed
Saving Throw: negates
Area of Effect: 1 individual
Explanation/Description: This terrifying Art is in many ways a
continuation of Mental Surgery. It is the ability to reach
into a subject’s mind and soul and block the ability to use
magical, psionic, and divine powers. This includes spell casting
abilities, psionic abilities, paladins’ special divine abilities,
and similar powers. While Severed, the affected character cannot gain
experience points or levels either, so that the character becomes a
normal person, albeit with the saving throws, hit points, attack
ability, and other non-magical and non-psionic abilities previously
held. The costs to apply this Art are as follows:
Cleric/druid spell use: 30 points × the level of spell use severed.
For example, if the subject could use third level cleric spells, the
ability would cost 90 points.
Magic-user/illusionist spell use: 20 points × the level of spell use
severed.
Innate magical, divine, or monk abilities: 30 points per ability
blocked.
Psionic abilities: 80 points to block the use of any psionic strength
points, also forcing the subject to act as “defenseless psionic”
in any psionic combat situation.
It is up to the Referee if other abilities can be Severed, and what
psionic strength point cost is assessed.
This class is based on the article in Dragon magazine #78 by Arthur Collins, with many small and large adjustments to fit it better for the Middle Sea world and to correct problems I see in the original.
This class is based on the article in Dragon magazine #78 by Arthur Collins, with many small and large adjustments to fit it better for the Middle Sea world and to correct problems I see in the original.
I love it! Makes me really consider adding psionics to my game world :-)
ReplyDeleteSeparating it out into a specialized class does a lot to make it less of an imposition on the other players.
DeleteCongrats on the mention in OSR Today!
ReplyDeleteThanks! It made me happy to see that.
DeleteUpon reading:
ReplyDelete1. Make into PDF
2. Download
3. Stop hating first edition psionics.
Thanks! :D
Glad I could help out with that! Psionics sees a lot of hate, but it's a pretty interesting system in its own right. I could see, for example, a 1E game with no regular spell users at all, just fighters, thieves, psionicists, and maybe monks and assassins. It would have a certainly different tone!
DeleteKeep in mind that a 1st level Psionicist is even more limited than a 1st level Magic-User. A player choosing this class will almost certainly have to play very smart and cautious at least until 2nd level, when they can pick up Psionic Blast. After that, though, they become a spell-point magician, so it's a pretty good choice in 1E for people who don't get, or don't like, Vancian magic.
Have you considered sending this to & Magazine? This is great stuff!
ReplyDeleteThank you for saying! However, as I noted at the end, this is based on a previously existing article (with a number of large and small revisions, such as changing the experience chart significantly, adjusting hit dice, adjusting several of the new psionic abilities, and so on), and so would require extensive revision for any sort of actual publication. I share it here to show off what I am doing with the Middle Sea world campaign, but taking it beyond that hobbyist sharing of what we love seems like work. ;)
DeleteThat said, I might do some sort of massive rewriting of the class and submit it at a later date (if someone else doesn't do it first!), but I am more interested in working on other projects right now (such as the revision/retroclone of Fantasy Wargaming I've been writing, the Top Secret retroclone I have about a quarter completed, the Middle Sea world itself, and some other things).