Psychokinetic Sciences

Create Object
Power Score: Int -4
Initial Cost: 16
Maintenance Cost: 3/round
Range: 20 yards
Preparation Time: 0
Area of Effect: special
Prerequisites: telekinesis


A psionicist with this power can assemble matter from air and the surrounding area to create a solid object. This object remains in existence as long as the psionicist pays the power's maintenance cost. When he stops maintaining it, the object breaks into its constituent parts. An object created this way can have any shape, color, and texture the psionicist desires, provided it fulfills at least one of the following conditions: Only available materials within 20 yards of the psionicist can be used in the construction. However, these materials can be rearranged or restructured if the psionicist also has the power of molecular rearrangement. By combining these two powers, he could manufacture diamonds from coal dust or a sword from rocks containing iron ore. If the power check result is a I, the item contains a flaw-e.g., a sword breaks when struck, a diamond contains impurities obvious to a jeweler, and so on.
Power Score: The object is permanent. No cost is expended to maintain it.
20: The power backfires, and a personal belonging (chosen randomly) disintegrates.

Detonate
Power Score: Con -3
Initial Cost: 18
Maintenance Cost: na
Range: 60 yards
Preparation Time: 0
Area of Effect: one item, 8 cu. ft.
Prerequisites: telekinesis, molecular agitation


Some psionicists can make a bush self-destruct, or cause a zombie to explode. With the detonate power, latent energy inside plants or inanimate objects can be harnessed, focused, and released explosively. The power even works against animated undead (skeletons and zombies). It does not affect noncorporeal undead, such as ghosts, because they aren't material. Furthermore, the science has no effect on animals of any sort, including intelligent creatures such as humans, or undead with free will. The detonation inflicts ldIO points of damage upon all vulnerable objects which the psionicist chooses to attack, within 10 feet. A saving throw vs. breath weapon reduces damage to half. To determine what percentage of the object was destroyed, multiply the result of the psionicists power check by 10. If the product is 100 or more-i.e, 100% or more- the target has been completely destroyed. Anything less means a few significant chunks remain. No more than 8 cubic feet of material can be destroyed with this power. A portion of a wall can be blown out, for example, but if the wall is 10 inches thick, an opening about 3 feet square will appear.
Power Score: Damage and range double, to 2dl0 points and 20 feet, respectively.
20:The air surrounding the initiator detonates; everyone within 10 feet of him is attacked.

Disintegrate
Power Score: Wis -4
Initial Cost: 40
Maintenance Cost: na
Range: 50 yards
Preparation Time: 0
Area of Effect: one item, 8 cu. ft.
Prerequisites: telekinesis, soften


The disintegrate science reduces an item or creature to microscopic pieces and scatters them. Anything is vulnerable unless it is protected by magical shielding such as a minor or regular globe of invulnerability or by an iner-tial barrier. The psionicist chooses his target, but he can disintegrate no more than 8 cubic feet of material with one use of this power. If the target is an inanimate object, it must save vs. disintegration; success means it is unaffected. If the target is a living creature, character, or an undead creature with free will, it must make a saving throw vs. death magic. If it succeeds, the creature feels only a slight tingle, but is otherwise unaffected. If the save fails, the creature is disintegrated (or 8 cubic feet right out of its center, which should be enough to kill most anything).
Power Score: The power affects 16 cubic feet and saves are made with a -5 penalty.
20: The power backfires and it affects the initiator (save with +5 bonus).

Molecular Rearrangement
Power Score: Int -5
Initial Cost: 20
Maintenance Cost: 10 per hour
Range: 2 yards
Preparation Time: 2 hours
Area of Effect: one item
Prerequisite: telekinesis, molecular manipulation


Molecular rearrangement is the psionic equivalent of alchemy. By toying with an objects molecular structure, the psionicist can change its fundamental nature or properties. This power cannot create matter or mass from nothing, however. Nor can it change a materials state from liquid to solid, gas to liquid, and so on. It is best suited to converting one sort of element into another, but it can also be used for more complex operations-neutralizing a poison, for example. Converting one element to another is usually a simple operation, in which one ounce of material can be changed each hour. Typical conversions of this type include steel to lead, or any metal to gold. More complex rearrangement, like changing a metal to glass or changing a wooden goblet to a ruby goblet, takes four times longer. The creation of gold coins from other metals is possible, but its no way to get rich quick. At the rate of one ounce per hour, it would take 16 hours-about two work days-to change 10 copper pieces into 10 gold pieces, for a net profit of 9 gold pieces. Molecular rearrangement is often used to create superior weapons. A psionically tempered weapon may receive a+1 on damage rolls (see "Weapon Quality" in Chapter 6 of the DMG). The process is time-consuming, however. For example, a typical short sword takes at least 40 hours to temper psionically. (The average short sword weighs 3 pounds, or 48 ounces, most of which is the blade.) A psionically tempered weapon does not automatically offer a +1 attack-roll bonus. In order to receive that bonus, the psionicist must
  1. have the weaponsmithing proficiency and
  2. make a successful proficiency check when he fashions the weapon.
The psionicist makes his power check when the process is complete. If it fails, he did not waste all his effort. The difference between the character's die roll and his power score, multiplied by 10, equals the percentage of work which must be redone. If the roll is I, the item seems perfect but contains a hidden flaw which will cause it to break, or fail, or simply look wrong when it is put to use (the ruby goblet might leak, for example, or the sword might contain a soft portion which causes it to bend). This power has no effect against living creatures weighing more than one ounce. Creatures weighing one ounce or less are killed if their molecules are rearranged.
Power Score: The new material is extraordinary (DM's arbitration).
20: The item is seriously flawed and utterly useless.

Project Force
Power Score: Con -2
Initial Cost: 10
Maintenance Cost: na
Range: 200 yards
Preparation Time: 0
Area of Effect: na
Prerequisites: telekinesis


Some psionicists can push, shove, and otherwise bully an opponent from afar. Project force allows the psionicist to focus a psycho-kinetic "punch" against a target up to 200 yards away. If used offensively, this punch causes damage equal to ld6 points plus the target's armor class (negative armor classes reduce the damage). For example, a target with armor class 5 would suffer 6 to II points of damage (I to 6 points, plus 5). A successful save vs. breath weapon reduces the damage by half. This rather unsubtle blow can also be used to trigger traps, throw levers, open doors (if they aren't locked or latched), break windows, and the like.
Power Score: The blow also knocks down the target if it is roughly man-sized or smaller.
20: The blow strikes the initiator.

Telekinesis
Power Score: Wis -3
Initial Cost: 3+
Maintenance Cost: 1 + /round
Range: 30 yards
Preparation Time: 0
Area of Effect: single item
Prerequisite: none


Telekinesis, or "TK" for short, is the ability to move objects through space without touching them. All telekinetic efforts tend to be physically taxing, because they involve real work. Moving small, light objects is relatively easy. As the objects become more massive, the task becomes significantly more difficult. The costs above (3 PSPs initially and I per round of maintenance) assume that the object being moved weighs 3 pounds or less. For heavier objects, these rules apply:
  • The initial cost equals the objects weight in pounds.
  • The maintenance cost is half the initial cost, rounded down.
  • The characters power score is decreased by one-third of the objects weight in pounds, rounded down. For example, to telekinetically snatch a 15-pound battle axe from a rack, a psionicist must pay 15 PSPs and make a power check with a -5 modifier to his score.
A psionicist using TK can move an object up to 60 feet per round. The object can serve as a weapon. In this case, the character attacks using his own THACO score, with a penalty equaling the object's weight modifier (one-third its weight, rounded down).
Power Score: The character can lift a second item of equal or lesser weight simultaneously for the same cost.
20: The psionicist "fumbles" the item, knocking it over, etc.