Clairsentient Devotions

All-Round Vision
Power Score: Wis -3
Initial Cost: 6
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none


This power gives the psionicist "eyes in the back of his head"-and in the sides and top, as well. (Of course, this is figurative; he does not literally sprout eyeballs.) In effect, the character can see in all directions simultaneously. Besides its obvious application when combined with the clairvoyance power, all-round vision prevents anyone from sneaking up on the character without some sort of concealment. On the down side, the psionicist suffers a -4 penalty against all gaze attacks while using this power.
Power Score: Infravision is also gained.
20: The psionicist is blind for ld4 hours.

Combat Mind
Power Score: Int -4
Initial Cost: 5
Maintenance Cost: 4/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none


A character using this power has an unusually keen understanding of his enemies and their fighting tactics. As a result, the psioni-cist's side in combat gains a -1 bonus when making initiative die rolls. This is cumulative with any other modifiers which may apply.
Power Score: The psionicist (but not his companions) also gains a +1 AC bonus.
20: The psionicist and his companions suffer a +1 initiative penalty.

Danger Sense
Power Score: Wis -3
Initial Cost: 4
Maintenance Cost: 3/turn
Range: special
Preparation Time: 0
Area of Effect: 10 yards
Prerequisite: none


When using danger sense, a psionicist will experience a slight tingling sensation at the back of his neck\when a hazard or threat is near. The DM must make a successful power check on the psionicist's behalf before the character detects the danger. This power does not give the psionicist any specific information about the type of danger. He does not learn how or when it will strike. However, he does learn the general direction of the threat (i.e., to the right, left, ahead, or behind). The characters power check results determine how much warning he gets. If the roll is 12 or more, he knows whether danger is lurking anywhere in the immediate area. If the roll is 8 or more, he enjoys a full round of warning before that danger strikes. If the roll is 7 or less, however, the psionicist isn't alerted until moments before danger strikes. If the roll is I exactly, he still has several moments' warning but the direction is off; e.g., if the attack is coming from the left, he thinks it is coming from ahead, behind, or the right (DM's option). If the psionicist and his companions have enough warning, they can do something to prepare-getting into defensive positions, preparing spells, or running away, for example. If they have less than one round of warning, the DM must decide how much preparation is possible. In any case, they always gain a +2 bonus on their own surprise rolls.
Power Score: The psionicist learns how far away the danger is.
20: The psionicist cannot sense danger successfully for ld6 hours.

Hear Light
Power Score: Wis -3
Initial Cost: 6
Maintenance Cost: 3/round
Range: 0
Preparation Time: 0
Area of Effect: special
Prerequisites: none


This extrasensory power resembles "feel light," but it relies on the characters hearing rather than his sense of touch. A character who has been blinded, either artificially, naturally, or by an injury, can "see" with his ears. Any light waves which reach him are converted to sound, and he "hears" the image. The image his mind perceives is just like an image offered by normal sight, and the character suffers no penalties for anything requiring vision.
Power Score: The psionicist can "hear" in the dark, as if he had infravision.
20: Bright light causes deafness, and all other light is just a buzz.

Feel Light
Power Score: Wis -3
Initial Cost: 7
Maintenance Cost: 5/round
Range: 0
Preparation Time: 0
Area of Effect: special
Prerequisites: none


This extrasensory power allows the psionicist to experience light through tactile sensations (by touch). His entire body becomes a receiver for light waves. In effect, his body replaces his eyes; he can see what his eyes would normally reveal. (His field of vision does not change.) This power does not allow him to see in the dark, since there must be light for him to feel. Nor does it counter magical darkness, which actually destroys or blocks light waves. The character gains a +4 bonus when saving against gaze attacks.
Power Score: The character can feel light in all directions.
20: The psionicist becomes overly sensitive to light for ldIO rounds. Exposure to light causes I point of damage per round, and the character cannot see.

Know Direction
Power Score: Int
Initial Cost: 1
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none


The psionicist becomes his own compass. By paying I PSP and making a successful power check, he knows which way is north.
Power Score: The power is automatically maintained for one day.
20: The psionicist is disoriented; he cannot use this power again for ld6 hours.

Feel Sound
Power Score: Wis -3
Initial Cost: 5
Maintenance Cost: 3/round
Range: 0
Preparation Time: 0
Area of Effect: special
Prerequisites: none


This power is almost identical to feeling light, but it makes the psionicist's body sensitive to sound. It allows him to continue hearing when his ears are disabled. This power does not detect sound where there is none, however, nor is it effective inside magical silence. The psionicist gains a +2 bonus against sonic attacks or effects, including a siren's song.
Power Score: The psionicist can detect noise like a thief of the same experience level.
20: For ld4 rounds, any sound causes I point of damage per round and is garbled.

Know Location
Power Score: Int
Initial Cost: 10
Maintenance Cost: na
Range: 0
Preparation Time: 5
Area of Effect: personal
Prerequisites: none


This power is useful to characters who frequently travel by using teleportation, gates, or via other planes of existence. When it works, the power reveals general information about the characters location. The information is usually no more detailed than the response of a simple farmer when asked, "Where am I?" Typical answers include "a few miles south-west of Waterdeep ...as the crow flies," "in the house of Kilgore the taxidermist," or "adrift on the Blood Sea." The higher the result of the power check, the more precise the location will be. If the die roll is 8 or more, the location is specified within a mile or less. If the roll is 7 or less, the location is specified within 10 miles. The character can get additional information that is less specific than the initial answer if his player asks for it. (The psionicist does not make another power check.) For example, if the DM's first response is "you're in the house of Kilgore the Taxidermist," the player might then ask where the house is. The DM might answer by saying Kilgore's house is in Chendi, in the Kingdom of Furyondy.
Power Score: The psionicist learns the exact location he's trying to determine.
20: Nothing within 100 miles can be located with this power for 24 hours.

Poison Sense
Power Score: Wis
Initial Cost: 1
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: 1-yard radius
Prerequisites: none


This power enables a psionicist to detect the presence of poison and identify its location within I yard of his body (or his presence, if he is using clairvoyance or traveling astrally). The type of poison is not revealed, only its presence. Any poison, including animal venom, can be detected.
Power Score: The psionicist determines the exact type of poison.
20: If poison exists, the sense of it mentally overwhelms the psionicist. The effects match those of actual exposure to the poison.

Radial Navigation
Power Score: Int -3
Initial Cost: 4
Maintenance Cost: 7/hour
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none


As long as this power is in use, the psionicist knows where he is in relation to a fixed starting point. In other words, no matter how or where he moves, he still knows the exact direction and distance to his starting point. He cannot necessarily tell someone how to get back to that starting point, however. If he is in a maze or dungeon, for example, he may know the starting point is 500 yards north, but he cannot retrace his steps through the maze automatically. Radial navigation does enhance his ability to do so, however. Every time the character comes to a decision point-e.g., "should I turn right or left?"-the DM makes a power check for him. If the check succeeds, the character knows which way he came. If the roll fails, he isn't sure. (He can still maintain the power normally, however.) Radial navigation can be helpful in several ways that are not obvious. For example, tele-portation and other extraordinary means of travel become simpler. Let's say a character cannot see a particular location because he's blindfolded. He leaves that location, but uses radial navigation to get a fix on it. That means he can still teleport back there. Furthermore, if the character has a fix on a place, he can reach it through the astral plane in just seven hours, the minimum possible (assuming of course that he can travel through the astral plane). And he can reach the same location by dimension walking (see the psychoportation discipline) with no chance of getting lost. Radial navigation can aid in telepathy, too. If the psionicist wants to make telepathic contact, and he has a fix on the target's location, he doesn't suffer the usual penalties for range. If the character stops maintaining this power, he loses his fix on the location. He can get it back by resuming this power and making a successful power check within six hours. After six hours, the location is lost. Only one location can be fixed at a time unless the character pays the maintenance cost individually for each.
Power Score: The psionicist can automatically retrace his steps to the starting point.
20: The psionicist forgets where he is for ld4 rounds.

See Sound
Power Score: Wis -3
Initial Cost: 6
Maintenance Cost: 3/round
Range: special
Preparation Time: 0
Area of Effect: personal
Prerequisites: none


This power enables a character to perceive sound waves visually-with his eyes-by converting the sound waves to light impulses. (It works in much the same way as feel light.) Only a character who can see normally can use this power. The psionicist can see sound even in darkness, because sound waves do not require light. The character can still be "blind-ed" by silence, however.
Power Score: The psionicist can maintain this power for I PSP per round.
20: Loud sounds cause "blindness," and all other sounds are as disturbing as bright lights.

Spirit Sense
Power Score: Wis -3
Initial Cost: 10
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: 15-yard radius
Prerequisites: none


Using this power allows the psionicist to sense the presence of "spirits" within 15 yards-meaning ghosts, banshees, wraiths, haunts, and other noncorporeal undead. If a spirit frequently haunts the location at hand, the psionicist will know it. He will also know when a spirit is within 15 yards, but he won't be able to pinpoint its location.
Power Score: The psionicist knows the exact location of the spirits he senses.
20: The psionicist has aggravated the spirits (DM determines exact result).