Clairsentient Sciences

Aura Sight
Power Score: Wis -5
Initial Cost: 9
Maintenance Cost: 9/round
Range: 50 yds.
Preparation Time: 0
Area of Effect: personal
Prerequisites: none

An aura is a glowing halo or envelope of colored light which surrounds all living things. It is invisible to the naked eye. A creature's aura reflects both its alignment and its experience level. When a psionicist uses this power, he can see auras. Interpreting an aura requires some concentration, however. With each use of this power, the psionicist can learn only one piece of information-either the subject's alignment or experience level, but not both simultaneously. A psionicist can examine up to two auras per round. (He must be able to see both subjects.) Alternately, he can examine the same aura twice, to verify his first impression with a second reading or to pick up remaining information. In any case, the psionicist must make a new power check each time he attempts to interpret an aura. The psionicist can be reasonably discreet when he uses this power. He doesn't have to poke at the subject or give him the hairy eyeball. However, he does need to gaze at the subject intently. Since the range of this power is the range of vision, the psionicist can go unnoticed by maintaining his distance. If he tries to sense auras on the people he is conversing with, they certainly will notice that he is staring and probably will be uncomfortable. The level of the character being analyzed affects the psionicists power check. The higher the subject's experience level, the tougher it is to interpret the subjects aura. This translates into a -1 penalty for every three levels of the subject, rounded down. For example, a psionicist reading the aura of an 8th level character would suffer a - 2 penalty. If the die roll for the power check is a I, the psionicist's reading is incomplete or slightly incorrect. For example, the psionicist may learn only the chaotic portion of a chaotic neutral alignment. Or he may interpret the character's level with an error of one or two levels.
Power score: The psionicist can examine up to four auras per round instead of two.
20:- The initiator can't use this power again for 24 hours.

Clairaudience
Power Score: Wis -3
Initial Cost: 6
Maintenance Cost: 4/round
Range: unlimited
Preparation Time: 0
Area of Effect: special
Prerequisites: none

Clairaudience allows the user to hear sounds from a distant area. The psionicist picks a spot anywhere within range. He then can hear everything that he would be able to hear normally if he were standing in that spot. If the psionicist has enhanced senses, the senses apply to clairaudience as well. The farther the "listening spot" is from the psionicist, the more difficult it is to use this power. The table below gives specifics.

RangePower Score Modifier
100 yards0
1,000 yards-2
10 miles-4
100 miles-6
1,000 miles-8
10,000 miles-10
Interplanetary*-12

NOTE: Players with the SPELLJAMMER boxed set should note that clairaudience works only within a given crystal sphere or plane. Using clairaudience does not screen out background noise around the psionicist. If something in his own neighborhood is raising a racket, he may have trouble hearing what is happening somewhere else. Clairaudience also does not give the psionicist the ability to understand a foreign or alien language, nor does it help him interpret sounds. For example, if the psionicist hears furniture scraping across the floor, he can only guess whether it's a chair or something else-just as if he heard it while blindfolded.
Power Score: The psionicist automatically gains clairvoyance of the area as well.
20: The psionicist is deaf for ldl2 hours.



Clairvoyance
Power Score: Wis -4
Initial Cost: 7
Maintenance Cost: 4/round
Range: unlimited
Preparation Time: 0
Area of Effect:special
Prerequisites: none


Clairvoyance allows the user to see images from a distant area. The psionicist picks a viewing spot anywhere within range. He can then see anything that he could normally see if he were standing in that spot. His field of vision is no wider than usual, but he can scan the area by turning his head. Clairvoyance does not replace the character's normal eyesight. The psionicist can still "see" what is actually before him, but the distant scene is superimposed. For this reason, most clairvoyants close their eyes to avoid the confusion of images. The more distant the viewed area is, the more difficult it is to use clairvoyance. The table below shows how the range to a viewed area can diminish the psionicist's power score.

RangePower Score Modifier
100 yards0
1,000 yards-2
10 miles-4
100 miles-6
1,000 miles-8
10,000 miles-10
interplanetary*-12


*Players with the SPELLJAMMERR boxed set should note that clairvoyance works only within a given crystal sphere or plane. Clairvoyance does nothing to enhance the character's vision. Unless some other power or magic is at work, he still cannot see objects that are invisible, hidden in shadow, or behind other objects. This power also provides no sound, so the character actually sees a kind of silent movie (without subtitles, of course). Once the viewing spot is chosen, it is fixed in space. To enjoy the view from another location, the psionicist must use this power another time, and make a new power check. The psionicists clairvoyant presence is undetectable by normal means. It cannot be dispelled, repelled, or kept away by any form of magic.
Power Score: The psionicist automatically gains clairaudience, too, for the duration of the clairvoyant vision.
20: The psionicist is blind for ld4 hours.

Object Reading
Power Score: Wis -5
Initial Cost: 16
Maintenance Cost: na
Range: 0
Preparation Time: 1
Area of Effect: touch
Prerequisites: none


Object reading is the ability to detect psychic impressions left on an object by its previous owner, including his race, sex, age, and alignment. The power can also reveal how the owner came to possess the item, as well as how he lost it. The amount of information gained depends on the result of the power check. If the psionicist's power check is successful, he learns the information listed beside that result in the table below, plus all the information listed above it.

Power Check Result Information Gained
1-2Last owners race
3Last owner's sex
4Last owner's age
5Last owner's alignment
6-7How last owner gained and lost item
8+All this information about all owners


An object can be read only once per experience level of the psionicist; additional readings at that level reveal no additional information. When the clairvoyant gains a new experience level, he can try reading the same object again, even if his object reading score has not changed.
Power Score: The psionicist automatically learns all information on the table above.
20: The psionicist becomes obsessed with the object; he strives to keep it until he can attempt to read it again.

Precognition
Power Score: Wis -5
Initial Cost: 24
Maintenance Cost: na
Range: 0
Preparation Time: 5
Area of Effect: na
Prerequisites: none


Precognition enables the psionicist to foresee the probable outcome of a course of action. This foresight is limited to the near future-no more than several hours from the time he uses the power. Furthermore, the character must describe the intended course of action in some detail in order to establish the course of events. The DM makes the power check secretly. If the check fails, the character gains no information. If the roll is 20 exactly, the character sees himself meeting his own death in a particularly nasty and grisly way and must make a saving throw vs. petrification. If the character fails the save, he is so completely shaken up by the vision that all his psionic power scores are reduced by three for ld6 hours. If the power check succeeds, the character sees the most likely outcome of the actions described. The DM has some liberty in describing the scene and should use the d20 roll as a guide to how much detail to include. High rolls get more detail. Even when its successful, precognition offers no guarantees. The psionicist sees only one possible (albeit likely) outcome to a specific course of action. If the characters involved deviate from the actions the psionicist describes, then they are changing the conditions and the lines of time, thereby making other outcomes more likely. Die rolls (particularly for surprise, initiative, and normal combat) also play a large part in a precognition's inaccuracy. The DM cannot be expected to engineer die rolls to the players' advantage, and even events with 95% certainty fail to occur 5% of the time. Anyone who relies on precognition to the exclusion of caution and common sense is asking for trouble. Precognition is tiring. Regardless of the outcome, a psionicist who has used this power must rest for at least one turn before he can use any other clairsentient powers (the use of other disciplines is not affected).
Power Score: The psionicist's player may reroll three die rolls to maintain the precognition's validity.
20: See above. (Not an optional result.).

Sensitivity to Psychic Impressions
Power Score: Wis -4
Initial Cost: 12
Maintenance Cost: 2/round
Range: 0
Preparation Time: 2
Area of Effect: 20-yard radius
Prerequisites: none


With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions which were experienced in a given area. These impressions offer him a picture of the locations past. Battles and betrayals, marriages and murders, childbirth and great pain-only events which elicited strong emotional or psychic energy leave their impression on an area. Everyday occurrences leave no residue for the psionicist to detect. To determine how far into the past a psionicist can delve, divide the result of his power check by two and round up. This is the number of strong events which he can sense. Only one event can be noted per round, however, beginning with the most recent and proceeding backward through time. The character's understanding of these events is vague and shadowy, as if he were viewing a dream. The dominant emotion involved-anger, hate, fear, love, etc.- comes through very clearly.
Power Score: The character gains an unusually clear understanding of each event.
20: An angry ghost comes forward and attempts to use magic jar against the psionicist.