Psychokinetic Devotions



Animate Object
Power Score: Int -3
Initial Cost: 8
Maintenance Cost: 3/round
Range: 50 yards
Preparation Time: 0
Area of Effect: 1 object, 100 Ibs.
Prerequisites: telekinesis


Inanimate objects can be "brought to life" with this devotion. The objects are not actually alive, but they move under the psionicist's control as if they were. For example, chairs may walk, trees may dance, and stones may waddle around. The object being animated must weigh 100 pounds or less. The material being animated affects the difficulty of the task; stronger or more brittle materials are harder to animate than weak or floppy materials. Once animated, however, all materials become flexible to some extent.

MaterialPower Score Modifier
Cloth, paper0
Live wood, dead animal-1
Dead wood-2
Water-3
Thin metal -4
Thick metal-5
Stone-6


Fluid motion is not common. The animated item moves more like a puppet. Its movements are jerky and clumsy, and if the item was rigid to begin with, it makes a loud creaking, groaning, or grating sound. It can move 60 feet per round (movement rate 6), in any direction chosen by the psionicist. It can attack as a club with a THACO of 20.
Power Score: Animation is smooth and lifelike.
20: No additional effect.

Animate Shadow
Power Score: Wis -3
Initial Cost: 7
Maintenance Cost: 3/round
Range: 40 yards
Preparation Time: 0
Area of Effect: 100 sq. ft.
Prerequisites: none


With this devotion the psionicist can animate the shadow cast by anyone or anything and make it seem to have life of its own. The shadow can even move away from the person or thing that cast it. It must, however, remain flatly cast along a surface. It can never be more than two-dimensional. An animated shadow can't really do anything other than startle or amuse someone. It cannot attack or disrupt a mage's concentration. In this regard, it is similar to a cantrip's effect. It can serve as a diversion by entertaining someone or attracting a guard's attention.
Power Score: The range increases to 100 yards.
20: The shadow disappears completely for one round.

Ballistic Attack
Power Score: Con -2
Initial Cost: 5
Maintenance Cost: na
Range: 30 yards
Preparation Time: 0
Area of Effect: 1 item, 1 Ib.
Prerequisites: telekinesis


This power can make any psionicist a "David" when he's facing "Goliath." It's a special variation of the telekinesis science. Instead of moving any object relatively slowly, ballistic attack allows the character to hurl a small object at a target. The object, no more than I pound in weight, can achieve deadly speeds. It must be within sight of the psionicist and cannot be anchored or attached to anything else. A rock is the most common weapon. The psionicist uses his regular THACO to determine whether he hits the target. If he succeeds, the missile inflicts ld6 points of damage (assuming, of course, that the character made a successful power check in the first place).
Power Score: Damage increases to ldl2.
20: Ballistic boomerang. The psionicist becomes the object's target.

Control Flames
Power Score: Wis -1
Initial Cost: 6
Maintenance Cost: 3/round
Range: 40 yards
Preparation Time: 0
Area of Effect: 10 sq. ft
Prerequisites: telekinesis


By controlling flames, a psionicist can make a normal fire bigger, smaller, hotter, or colder. He can even make it move around as if it were a living creature. A fire's size can be increased by 100% or decreased by 50%. If the fire's heat is increased, it causes double damage. If its heat is reduced, the damage is halved. This applies to flaming torches, burning oil, and other normal fires, but not to magical fires such as fireballs or burning hands. An animated fire can move up to 90 feet per round (MR 9). It can be shaped like a person or an animal, as long as it covers no more than 10 square feet of ground. If the fire moves away from its fuel, it can survive for only one more round, then dies out. An animated fire can also attack by engulfing an opponent. The psionicist must make an attack roll using his regular THACO. If successful, the attack causes ld6 points of damage.
Power Score: Size can increase up to 200% or decrease to 0% (the fire is extinguished).
20: The psionicist burns himself, suffering ld4 points of damage.

Control Body
Power Score: Con -2
Initial Cost: 8
Maintenance Cost: 8/round
Range: 80 yards
Preparation Time: 0
Area of Effect: individual
Prerequisites: telekinesis


This science allows psychokinetic control of another person's body. In effect, the victim becomes a marionette. He knows that someone else is pulling his strings, though, and he's probably mad as all get-out. Before this science actually works, the psionicist must engage in a psychic contest, pitting his power score directly against the victim's Strength. If the victim wins the contest, he breaks free (the psionicist still pays the power cost). In a tie, the contest continues into the next round, provided the psionicist maintains the power. The victim can't do anything else during this contest; all his effort is focused on retaining control of his own body. If the power works, the psionicist has rudimentary control over the victim's limbs. He can make the victim stand up, sit down, walk, turn around, etc. The body can be forced to attack physically, but with a - 6 penalty on attack rolls (using the victim's own THACO). The victim can't be forced to speak. In fact, he keeps control over his own voice and can say whatever he likes. The victim must stay within the 80-yard range or the psionicist's control is broken automatically. If the body is forced to do something obviously suicidal, like walking off a cliff or poking at a red dragon, the victim can fight another contest with the psionicist to regain control (the adrenaline rush of imminent danger gives him renewed strength).
Power Score: The psionicist automatically wins the initial psychic contest.
20: The psionicist suffers partial paralysis (an arm or leg) for ldIO turns.

Control Light
Power Score: Int
Initial Cost: 12
Maintenance Cost: 4/round
Range: 25 yards
Preparation Time: 0
Area of Effect: 400 sq. ft.
Prerequisites: none


The psionicist can manipulate existing light with this devotion. He cannot create light from darkness, but he can create darkness from light. This power can accomplish the following, and anything else the DM allows:
  • Deepen existing shadows, making them inky black. A thief hiding in this shadow gets a 20% bonus on his ability roll.
  • Lighten existing shadows, reducing a thief's hiding ability by 20%.
  • Brighten a light source until it hurts to look at it. This gives everyone exposed to the light a -2 penalty on attack rolls.
  • Dim a light source so it resembles twilight. This does not affect anyone's attack rolls.
  • Extend shadows into areas that are otherwise well lit. Only an existing shadow can be extended, but its size can be increased by 200% (i.e., its size can be tripled).
  • Extend light into areas that are otherwise in shadow. Shadows can be reduced in size by 50%.
Power Score: The maintenance cost is reduced to I PSP per round.
20: The effect is the opposite of what is desired, and maintenance fails.

Control Sound
Power Score: Int -5
Initial Cost: 5
Maintenance Cost: 2/round
Range: 100 yards
Preparation Time: 0
Area of Effect: na
Prerequisites: none


This power allows the psionicist to shape and alter existing sounds. As a woman speaks, for example, the psionicist could change her words into a lion's roar, or even into different words. Or he could disguise the sound of 20 men marching past a guard as falling rain. Sounds can also be layered-so that one singing person sounds like an entire choir, for example. If the character's power check is a I, something about the sound he's altered isn't quite right, so it arouses suspicion. If he is trying to exactly duplicate another voice, this fault occurs on a roll of I or 2. This power can also dampen a sound. The player must specify which sound the character intends to eliminate; the power has no area of effect. For example, the psionicist might quiet the sound of a hammer, muffle the words from someone's mouth, or eliminate the creaking of a door. He could not do all three simultaneously, however.
Power Score: The maintenance cost is reduced to 1 PSP per round.
20: A loud boom erupts from the psioni-cist's location.

Control Wind
Power Score: Con -4
Initial Cost: 16
Maintenance Cost: 10/round
Range: 500 yards
Preparation Time: 2
Area of Effect: 1,000 yards
Prerequisites: telekinesis


The psionicist can gain limited control over wind speed and direction with this devotion. The speed of any existing wind can be increased or decreased by 10 miles per hour or 25%, whichever is greater. The direction of the wind can also be changed by up to 90 degrees. These changes are temporary, lasting only as long as the psionicist pays the maintenance cost. The changes occur within moments after he wills them, and die out in less than a minute when he stops maintaining them. Winds above 19 miles per hour prevent anything smaller than a man or a condor from flying and impose a -4 modifier on missile fire. They also whip up waves on the sea and make sailing difficult. Winds gusting at over 32 miles per hour cause minor damage to ships and buildings. These gusts also kick up clouds of dust, and prevent all but the largest creatures from flying. Winds over 55 miles per hour prevent all flight, knock down trees and wooden buildings, and threaten to swamp ships. Winds over 73 miles per hour are hurricane gales.
Power Score: The psionicist gains total direction control and can change speeds by up to 25 mph or 50 %, whichever is greater.
20: No additional effect.

Create Sound
Power Score: Int -2
Initial Cost: 8
Maintenance Cost: 3/round
Range: 100 yards
Preparation Time: 0
Area of Effect: na
Prerequisites: telekinesis, control sound


Unlike the control sound devotion, this power allows a psionicist to create sound from silence. That means the psionicist can choose the source or location of the sound. For example, he can make rocks sing, weapons cast insults, and trees sound as if a battle is occurring inside. The sound can be as soft as a whisper or as loud as several people shouting in unison. Once the sound is created, the psionicist can control it without expending additional PSPs (other than normal maintenance). If the die roll for the character's power check is a I, the sound is not quite true and may arouse suspicion in listeners. If a specific human voice is being mimicked, this happens on a roll of I or 2. Created sounds cannot have any magical effect. The psionicist might duplicate a banshee's wail, for example, but it cannot harm anyone.
Power Score: Sound volume can be up to that of a dragon's roar.
20: A loud boom erupts near the initiator.

Inertial Barrier
Power Score: Con -3
Initial Cost: 7
Maintenance Cost: 5/round
Range: 0
Preparation Time: 0
Area of Effect: 3-yard diam.
Prerequisites: telekinesis


The inertial barrier is a defense. The psionicist creates a barrier of "elastic" air around himself and anyone else within 3 yards. Like an unpoppable, semipermeable bubble, this barrier helps soften missile blows and can shield those inside from many forms of damage. Specifically, the barrier helps protect against the following, by absorbing some (or with luck all) of the potential damage:
  • Any nonmagical missile weapon.
  • Any physical missile which was created with magic.
  • Any missile with magical pluses.
  • Flames.
  • Some breath weapon attacks, depending on the nature of the breath.
  • Acid. The barrier stops or slows the attack. This doesn't matter much if the acid comes from above, because it just drips on the characters.
  • Gas. The barrier turns it aside, at least partially (depending on the defenders die roll), but after a turn it will eventually work its way inside and take full effect. Falling. A psionicist with an inertial barrier in place suffers only one-half damage from a fall; the barrier absorbs a lot of the impact, but the character still gets banged around inside.
The inertial barrier has no effect against the following:
  • Missiles conjured from pure magic.
  • Raw heat or cold.
  • Pure energy or light.
  • Gaze weapons.
Furthermore, the barrier cannot keep enemies out, but it does slows them a bit. Anyone trying to cross the barrier must stop moving when he hits it. He can then cross inside (or outside) in the next round. Handling Missile Attacks: The inertial barrier saps energy from missile weapons by tightening around them as they pass through. If a missile strikes its target inside the barrier, the attacker rolls damage normally. The defender then rolls the same type of die (as the attacker just did) to see how much damage the barrier absorbed. The defender does not include any magical pluses the weapon may have. The defender then subtracts the result of his die roll from the attackers damage. If anything is left over, the defender loses that many hit points. If the defender's roll equals or exceeds the total damage, the weapon falls harmlessly to the ground. If the missile is explosive, the barrier does prevent damage, but not the explosion. The barrier does not differentiate the direction of travel. If a weapon is fired from the inside, the penalties above still apply.
Power Score: The barrier blocks an additional point per die.
20: The psionicist creates a bizarre wind-pocket that knocks him to the ground.

Levitation
Power Score: Wis -3
Initial Cost: 12
Maintenance Cost: 2/round
Range: 0
Preparation Time: 0
Area of Effect: individual
Prerequisites: telekinesis


Levitation allows the user to float. It is the use of telekinesis on oneself. A character can lift himself at the rate of I foot per second, or 60 feet per round. The character can descend as quickly as he wants by simply letting himself fall, then slowing down as he nears the ground. Levitation is not flying; it doesn't provide any horizontal movement. The character can hover motionless, and will drift with the wind, however. He can also push himself off a wall or other fixed object and drift up to 60 feet per round in a straight line, but he can't stop until he meets another solid object or lowers himself to the ground. Two other powers-control wind and project force-can help the levitating psionicist propel himself forward. Control wind allows him to determine the direction in which he drifts. Project force allows him to create a "wall" wherever it's wanted; movement is up to 60 feet per round, in any direction. Each change of direction or speed is a distinct use of the power, however, and costs PSPs. A psionicist can always levitate his own weight. Additional weight, however, such as equipment or passengers, is a hindrance. Every 25 pounds of added weight reduces the characters power score by one point.
Power Score: The rate of levitation is doubled (to 120 feet/round).
20: The psionicist doubles his weight for one round. If he falls, he suffers an extra d6 points of damage.

Molecular Agitation
Power Score: Wis
Initial Cost: 7
Maintenance Cost: 6/round
Range: 40 yards
Preparation Time: 0
Area of Effect: 1 item, 20 Ibs.
Prerequisites: none


Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, water boils, etc. The list below shows what's possible, depending on how many rounds the substance is agitated.
  1. round: readily flammable materials (e.g., paper, dry grass) ignite, skin becomes red and tender (I point of damage), wood becomes dark.
  2. rounds: wood smolders and smokes, metal becomes hot to the touch, skin blisters (ld4 points of damage), hair smolders, paint shrivels.
  3. rounds: wood ignites, metal scorches (ld4 points of damage), skin burns away (ld6 points of damage), water boils, lead melts (damage does not increase after this round, but does continue).
  4. rounds: steel grows soft.
  5. rounds: steel melts.
Where magical items are concerned, allow saving throws against destruction, but add a +10 penalty to the saving throw number (this heat is quite destructive, coming from inside the material rather than outside).
Power Score: After round one, the rate of agitation doubles (3 rounds of damage occurs in just 2, 5 rounds of damage occurs in 3).
20: An item belonging to the psionicist (chosen at random) is affected for one round.

Molecular Manipulation
Power Score: Int -3
Initial Cost: 6
Maintenance Cost: 5/round
Range: 15 yards
Preparation Time: 1
Area of Effect: 2 sq. inches
Prerequisites: telekinesis


This power allows the user to weaken the molecular bonds within an object or structure. When someone stresses the object or strikes a blow it, it snaps. The psionicist can create a "breaking point" of approximately two square inches per round. Deterioration occurs across a plane (in two dimensions, not three). One round's work is enough to fatally weaken most small objects-e.g., swords, ropes, saddle straps, belts, and bows. Larger objects require more time, and DM discretion. DMs must decide how vulnerable this power makes larger, oddly shaped items like shields or doors. They should keep in mind that an object need not be in two pieces before its virtually useless. For example, a little boat with a cracked hull is unsafe at sea. And a shield that is split halfway across offers little or no protection; if successive blows don't shatter it, they certainly will rattle the holders arm unmercifully.
Power Score: Weakening occurs at twice the rate above.
20: The item is strengthened. Now it requires twice the normal effort to weaken.

Soften
Power Score: Int
Initial Cost: 4
Maintenance Cost: 3/round
Range: 30 yards
Preparation Time: 0
Area of Effect: 1 object, 10 Ibs.
Prerequisites: none


This power resembles molecular manipulation, except that it weakens the entire object instead of small area across a single plane. The object softens overall, losing its rigidity and strength. Specific effects vary, depending on the material. Metal: For each round of softening, weapons incur a -1 penalty to attack rolls and cause one less point of damage, cumulatively. The armor class of metal armor increases one point per round of softening. After 10 rounds, any metal becomes soft and rubbery, but retains its shape. Wood: Like metal, weapons with wooden shafts or handles suffer a -1 penalty to attack rolls and damage per round of softening. After six rounds, wood becomes stringy and rubbery but retains its shape. After 10 rounds, the grain can be split easily and a punch can break through even the hardest and thickest doors or chests. Stone: After two rounds, stone becomes noticeably soft to the touch. After five rounds, it can be worked like stiff clay, but this is as soft as it gets. Magical Items: Save vs. crushing blow to escape the effect entirely. Living Tissue: No effect. DMs can use their own judgement and the examples above to handle other materials.
Power Score: All effects are doubled.
20: The item is strengthened, and can't be affected again until the psionicist gains one level.