Metapsionic Devotions

Cannibalize
Power Score: Con
Initial Cost: 0
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: 5th level


This power allows the character to cannibalize his own body for extra PSPs. When it is used, the character can take any number of Constitution points and convert them directly to PSPs at a ratio of 1:8. (One Constitution point becomes eight psionic strength points.) The psionicist can use these points anytime, as if they were part of his total. The Constitution reduction is not permanent, but it is debilitating and long-lasting. The character immediately loses bonus hit points. His system shock and resurrection survival chances are reduced. Most importantly, all of his psionic power scores which are based on Constitution are reduced by the appropriate amount. A psionicist can recover one cannibalized point of Constitution per week of rest. Rest means staying quietly at home (safely indoors). Adventuring is not allowed.
Power Score: The psionicist gains 8 PSPs without reducing his Constitution.
20: The character loses 1d4 Constitution points, but can regain them by resting.

Convergence
Power Score: Wis
Initial Cost: 8
Maintenance Cost: 0
Range: 10 yards
Preparation Time: 1
Area of Effect: 10 yards
Prerequisites: contact, 4th level


When psionicists put their heads together, the results can be impressive. Convergence allows psionicists to link their minds into one synergetic being-an entity more powerful than the sum of the individual parts. There is no limit to the number of psionicists who join minds. Each participating psionicist must know the convergence power, however, and each must make a successful power check in the same round. Then they are linked. All their PSPs flow into a single pool, from which each draws his strength. If one participant knows a power, now anyone in the group can use it. Each participant can use psionic powers at the normal rate per turn: one defense and one other power per round. If the group is attacked psionically, the attack must overcome every working defense. If it does, the attack . affects every character in the convergence, or as many as possible. When the convergence is discontinued, PSPs that remain in the pool are evenly divided among all the participants. Fractions are rounded down, and no individual can exceed his usual maximum (extra points are lost).
Power Score: No other effect.
20: The participant loses 1d20 PSPs.

Enhancement
Power Score: Wis -3
Initial Cost: 30
Maintenance Cost: 8/round
Range: 0
Preparation Time: 5
Area of Effect: personal
Prerequisites: 6th level


This power yields the same results as the Meditative Focus proficiency, in less time. When a psionicist learns this power, he selects one discipline to enhance. As long as he maintains the enhancement power, all of his power scores within the chosen discipline are increased by two. At the same time, all other power scores are reduced by one.
Power Score: Other scores are not reduced.
20: All power scores in the chosen discipline are reduced by one for 24 hours.

Gird
Power Score: Int -3
Initial Cost: 0
Maintenance Cost: 2 x maintenance
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: 3rd level


Each time a psionicist girds another power, he can maintain that power automatically- i.e., without mental concentration. Thus, a psionicist who is maintaining only girded powers can sleep without disrupting those powers. To use gird, the psionicist must first initiate and maintain the power he intends to affect. Then he must make a girding power check. If he succeeds, he automatically pays twice the normal maintenance cost for the girded power-or a minimum of I PSP per hour. To remove the girding, he must consciously decide to do so (no power check is required). Otherwise, the girding remains in place until the psionicist runs out of PSPs. That means a psionicist who's unconscious or sleeping could awaken to find all his psionic strength girded away. If the psionicist wishes to reestablish a gird that he discontinued, he must make a new power check.
Power Score: No other effect.
20: The gird attempt disrupts the power.

Intensify
Power Score: Affected -3
Initial Cost: 5/increase
Maintenance Cost: I/round
Range: 0
Preparation Time: I/increase
Area of Effect: personal
Prerequisites: 3rd level


Intensify allows the psionicist to improve either his Constitution, his Intelligence, or his Wisdom for psionic applications. To improve one-for psionic purposes only-he must weaken the other two-for all purposes. Each point of increase in the targeted ability decreases the other two abilities by the same amount. In addition, each point of increase costs 5 PSPs. For example, Zenita is a psionicist with Con 15, Int 16, and Wis 17. She wants to intensify her Intelligence by 4 points. To do so, she must spend 20 PSPs initially (5 PSPs for each bonus point of Intelligence). Her Intelligence is raised 4 points to 20. Meanwhile, her Constitution and Wisdom scores drop 4 points (to II and 13, respectively). The increase in Intelligence affects psionic powers only. The drop in Constitution and Wisdom affects everything applicable except psionic strength points: psionic power scores, hps, system shock rolls, saving throws, spell bonuses, spell failure, etc. A psionicist can raise an ability score to a maximum of 25, provided he has enough PSPs and no other score is reduced below zero.
Power Score: The character's ability is raised to the level he intended, but the cost of this power is reduced to 3 PSPs per increased point.
20: The psionicist must make a system shock roll or the ability he intended to boost decreases by I point for 24 hours.

Magnify
Power Score: Wis -5
Initial Cost: 25 x magnification
Maintenance Cost: magnification / round
Range: 0
Preparation Time: 5
Area of Effect: personal
Prerequisites: 6th level


Magnify allows the psionicist to magnify the effects of another power in all conceivable ways-e.g., double damage, double range, double modifiers, and so on. However, the affected power's initial cost is proportionately magnified, as is its maintenance cost. The psionicist initiates the magnify power first. At the same time, he must designate which power he intends to improve. Unless he maintains the magnification, he must immediately use the power he wishes to improve (in the same round). Otherwise he can maintain the magnification until he uses the affected power (a costly endeavor). Once the power has been performed, magnify must be reinitiated to perform again. The amount of magnification depends upon the psionicist's level, as follows:

Levels 6-10 X2
Levels 11-15 X3
Levels 16-20 X4



Power Score: The magnification factor is one greater, with no additional cost.
20: The affected power becomes inoperative for a day.

Martial Trance
Power Score: Wis -3
Initial Cost: 7
Maintenance Cost: 0 (free)
Range: 0
Preparation Time: 1
Area of Effect: personal
Prerequisite: 3rd level


In some situations, the psionicist may find it useful to enter a trance before engaging in psi-onic combat. This trance focuses the character's complete attention on his psionic activity and tunes out all other distractions. While in the trance, he gains a +1 bonus on all of his Telepathy scores (all powers in the discipline). The martial trance ends whenever the character chooses to end it. It is not deep; the character is brought out of it by any blow, shake, or slap. His attention is completely occupied, so any melee attack against him hits automatically and causes maximum damage.
Power Score: He manages to maintain enough awareness to dodge melee attacks.
20: No other effect.

Prolong
Power Score: Con -4
Initial Cost: 5
Maintenance Cost: 2/round
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: 4th level


When this power is in effect, the range of all powers is increased by 50%, as is the radius of their areas of effect. This has no effect on powers with a range of zero or individual, nor does it alter personal, or single-item areas of effect. It does alter powers that affect a quantity of stuff; prolonged disintegration, for example, destroys up to 12 cubic feet of material instead of 8.
Power Score: The increase is 100%.
20: All ranges/areas of effect are halved for 1d4 hours.

Psionic Inflation
Power Score: Wis -5
Initial Cost: 20
Maintenance Cost: 3/round
Range: 0
Preparation Time: 1
Area of Effect: 100-foot radius
Prerequisites: 3rd level


When a psionicist invokes this power, he sends out a powerful ring of psionic noise (extending to 100 feet). All psionic activity within this area requires twice the normal initial cost and maintenance. The initiating psionicist is not affected; the noise actually begins about an inch beyond his aura, creating a bubble of relative quiet around him. Other psionicists in the area of effect will not realize anything is wrong until they have actually used a power. If they are maintaining a power, they discover the inflated rate after paying twice the normal maintenance cost. If two psionicists initiate psionic inflation in the same area, the psionicists must conduct a psychic contest. The loser's psionic inflation ceases. If both characters fail, then both cease their power maintenance. Reroll ties.
Power Score: All psionic activity within the area requires three times the normal initial cost and maintenance.
20: The psionicist cannot recover PSPs for two hours.

Psionic Sense
Power Score: Wis -3
Initial Cost: 4
Maintenance Cost: 1/round
Range: 0
Preparation Time: 0
Area of Effect: 200-yard radius
Prerequisites: mindlink


With psionic sense, a character can detect psionic activity anywhere within 200 yards. Any expenditure of PSPs constitutes psionic activity, even if it is only to maintain a power. Use of the mind blank power is psionic activity, too, even though it expends no PSPs. When the character makes his first successful power check, he learns whether or not someone-or something-is psionically active within range. If the psionicist makes a another successful power check in the following round, he also learns 1) how many PSPs are being spent, and 2) where the psionic activity is occuring (direction and distance). If psionic activity is occurring in more than one place, the psionicist gets a fix on all of it within 200 yards.
Power Score: Second-round information is gained in the first round.
20: This power cannot be used effectively for one turn.

Psychic Drain
Power Score: Wis -6
Initial Cost: IO/person + contact
Maintenance Cost: none
Range: 30 yards
Preparation Time: 0
Area of Effect: up to 6 minds
Prerequisites: mindlink, contact, 6th level


Psychic drain enables the psionicist to tap into the personal, psychic energy of other people to augment his own psionic strength. Up to six people can be tapped at one time. Each subject, who is often called a host, must first be asleep. Next, the psionicist must make contact with the person's mind. Then he expends another 10 PSPs and makes a psychic drain power check. If he succeeds, the host falls into a trance which lasts 4-9 (ld6+3) hours. The character can be awakened with some difficulty before then, but he'll be groggy and disoriented for another hour. While the host is in the trance, the psionicist can siphon psychic energy. Just as a vampire draws blood to grow strong, the psionicistdrains Wisdom, Intelligence, and Constitution points. He can drain as much as he desires. For every ability point the psionicist drains, he gains 10 PSPs. Any PSPs gained cannot be banked (added to the psionicist's total). They cannot be siphoned any faster than they are used. In other words, when the psionicist expends PSPs, he automatically draws these points from his host(s)-unless he specifies otherwise. The psionicist must remain within range of the entranced characters in order to draw strength points from them. If he exercises moderation, the psionicist does not harm his hosts. A host only begins to suffer ill effects when he loses more than 50% of his psionic potential. (Potential depends on Wisdom, Intelligence, and Constitution scores. See "Psionic Strength Points" in Chapter 1.) The table below shows the effects of excessive depletion. Psychic surgery can correct these problems.

Potential Lost Effect on host
51-60% Temporary amnesia (2-12 weeks)
61-70% Permanent amnesia
71-80% Intelligence reduced to 4
81-90% Intelligence reduced to 4; put in coma for 1-12 days, must make system shock roll every day or die
91-100% Save vs. death or die; if subject lives. Intelligence, Wisdom, and Constitution each reduced to 3, permanently



Power Score: The psionicist does not harm the subject(s) this time, regardless of how much he drains.
20: Contact broken.

Receptacle
Power Score: Wis -5
Initial Cost: 0
Maintenance Cost: 0
Range: touch
Preparation Time: 1 round/point
Area of Effect: one item
Prerequisites: empower or valuable gem


This power allows a psionicist to store psionic energy in a special receptacle. The psionicist can draw upon the energy later to fuel his other psionic powers. He cannot use these points when his total pool of psionic strength is at its maximum. However, he can keep the stored PSPs on hand until he's running low on psionic energy, and then use them immediately. (It's like storing a pint of your own blood at a hospital. With a little time, your body replaces the pint. Later, if you should lose blood in an accident or operation, you can use the stored blood to recover the loss quickly.) Before powers can be stored, a receptacle must be prepared. Two types of containers are appropriate: a vessel prepared with empower (a metapsionic science), or a valuable gem that has been specially prepared using the receptacle power. Empowered Vessel. Any vessel can serve as a receptacle for psionic energy if it is empowered first. The psionicist must perform the initial preparation and final sealing described earlier under "empower." He does not do anything further; the vessel needs no additional powers. It can hold PSPs equal to his psionic potential, multiplied by his experience level. Valuable Gem. A gem can hold 1 PSP for every 100 gold pieces of its worth, rounded down. For example, a gem worth 650 gold pieces can hold 6 PSPs, and a gem worth 1,000 gold pieces can hold 10 PSPs. The gem still requires preparation, however. To do this, the psionicist must slowly fill the gem with PSPs-1 per turn-until the gem reaches maximum capacity (1/100 of its value). The psionicist can do nothing else while filling the gem. When the task is complete, the psionicist must make a power check. If he fails, only one-half of the gem's capacity is useable. Storing Points. Using his receptacle power, he can automatically place I PSP into a properly prepared container per round. When he is finished, the psionicist must make a receptacle power check. If it succeeds, all is well; if it fails, only half the points he expended are stored in the receptacle, while the rest are merely spent. Using Stored Points. The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more PSPs than his maximum total. (For example, if his usual maximum is 100 PSPs, he can store no more than 100.) Only the psionicist who placed the points in the item can use them. The danger of this power is receptacle loss. If the receptacle is damaged or destroyed, its contents (PSPs) are instantly subtracted from the psionicist's total possible points. This loss is temporary, but until the psionicist is once again back up to his full PSP score he recovers PSPs only half as fast as normal.
Power Score: No other effect.
20: No other effect.

Retrospection
Power Score: Wis -4
Initial Cost: 120
Maintenance Cost: na
Range: 0
Preparation Time: 10
Area of Effect: personal
Prerequisites: convergence, 7th level


Retrospection is a kind of psionic seance. It allows psionicists to delve into the past and locate memories that have been loosed from other minds. A psionicist must join at least two other psionicists in a convergence before he can use this power. He-or one of the other participants in the convergence-then poses a question regarding a specific event in the past. To find the answer, the psionicist must make a successful power check. When retrospection succeeds, the characters tap into a universal, pervasive memory. They have access to any information that ever existed in anyone's memory regarding the incident they are investigating. The amount of detail that comes to mind depends on power check results:

1 extremely vague and fragmentary
2 vague or incomplete
3-5 complete but not very specific
6+ reasonably complete and specific


Memories bear the mark of the personalities who created them. The DM should role-play the memories accordingly, not just recite information. If the psionicists' alignments differ significantly from the memories' alignments, reaction rolls are in order. Memories can be polite and helpful, or they can be cantankerous and downright rude. Memories which have lain undisturbed for centuries may be angered by the intrusion, or they may be delighted for the chance to air themselves out and bring the truth to light.
Power Score: No other effect.
20: No other effect.

Splice
Power Score: Int-(2 x # spliced)
Initial Cost: 5 x # spliced
Maintenance Cost: # spliced/round
Range: 0
Preparation Time: # spliced
Area of Effect: personal
Prerequisites: 2 + level (see below)


Splicing psionic powers is tremendously useful. In effect, the psionicist is splicing to-gether two or more separate powers into one psionic release. This is very difficult, however, and it requires great precision. The more powers the psionicist attempts to splice, the more likely he is to fail. First, the character must make a successful splice check. His power score is decreased 2 points for each power being spliced. For example, if he is splicing two powers, his score equals Intelligence -4. The initial cost of this endeavor is 5 PSPs for every power being spliced. If the character passes this first power check, he must then initiate each spliced power in succession-without interruption. He does not have to make a separate splicing check for each of these powers, but he still pays their initial costs. Furthermore, each spliced power has absolutely no effect at this time. Once all the powers have been initiated, the psionicist must make a second splice check. (His power score is still reduced two points for each power being spliced.) If he fails this check, all his efforts are lost; the PSPs he spent are gone, and none of the powers works. If the power check succeeds, the psionicist can maintain the splice by expending I PSP per spliced power per round. At any later time (during which the splice has been maintained), the psionicist can unleash the spliced series of powers. In effect, he performs all of the spliced powers simultaneously-or with split second separations if desired. Success is not automatic. The psionicist must perform the individual power checks for these spliced powers when he releases them. He does not have to pay their initial costs again, however. The maximum number of powers that a psionicist can splice equals his experience level. For example, a 2nd level psionicist can splice up to two powers, and a 3rd level psionicist can splice up to three. A complex splice is a long shot at best, however. As noted above, a psionicist's power score decreases two points for every power he attempts to splice. That means a character who attempts a five-power splice has a score of Int -10. Many psionicists use splice to combine just two powers: contact, and another power that requires contact. This is the most common combination.
Power Score: The character receives a + 2 bonus on power checks when unleashing the spliced powers.
20: No other effect.

Stasis Field
Power Score: Con -3
Initial Cost: 20
Maintenance Cost: 20/round or I/round
Range: 0
Preparation Time: 3
Area of Effect: max. 1 yard/level
Prerequisites: 8th level


A stasis field is a region in which time slows to a crawl and energy is reduced to a meaningless fizzle. When created, the stasis field surrounds the psionicist like a bubble. It can have any radius he desires, up to a maximum of I yard per each level of his experience. For example, a 10th level psionicist can create a field with up to a 10-yard radius. From the outside, the stasis field looks like a slightly shimmering, completely smooth silver globe. When something presses against the edge, it gives slight resistance, but the object passes through. Inside the field, all is murky and dim. Light filters through from the outside, but it turns gray. A light source inside is only about one-fourth as bright as usual. Time is 60 times slower in a stasis field. That is, for every round (or minute) that passes inside, an hour elapses outside. (This dilation is not apparent to those inside the field, however. ) Each round the psionicist spends inside, he must pay 20 points to maintain the stasis field. Energy and motion also change inside a stasis field. Energy magicks-e.g., fireball, magic missile, cone of cold, and flamestrike-have no effect; the spells appear and then fizzle in midair. Movement is slowed down visibly, and swift objects are affected more than slow objects. Character and creature movement rates are halved. A dagger can easily be pushed through someone, but a lightninglike slash with a sword is slowed to a graceful arc, almost like slow motion. A missile weapon is useless; the missile drifts lazily through the air, only to bounce off an unwary target or be dodged by a target who's looking. If the psionicist keeps the stasis field centered on himself, it moves with him. He can transfer the focal point of the field to anything he touches, however. Then he can move freely within the field, or even leave it. If he does leave the field, the cost to maintain it is reduced to I point per round. (From one perspective, this is actually an increase in cost, since it equals 60 points for every round which passes inside. Remember, one hour outside equals one round inside.) While outside the field, the psionicist can roam up to 100 yards from it and still maintain the field. However, he cannot move the field from the outside. To move it again, he must re-enter it.
Power Score: No other effect.
20: The psionicist pays the full initial PSP cost.

Wrench
Power Score: Wis -4
Initial Cost: 15
Maintenance Cost: 8/round
Range:30 yards
Preparation Time:0
Area of Effect: 1 undead
Prerequisites: none


This power affects only creatures which exist simultaneously on the Prime Material and another plane of existence. This includes most undead in the MONSTROUS COMPENDIUM volumes. It specifically excludes gods, demigods, and avatars. When such a creature is wrenched, it is forced entirely into one plane or the other, at the psionicist's option. If the creature is forced out of the Prime Material plane, it is trapped in the other plane for 2d6 turns. It can return to the Prime Material when that time has elapsed. If the creature is wrenched entirely into the Prime Material plane, it is trapped only as long as the psionicist continues paying the maintenance cost. As soon as he stops, the creature's dual existence is immediately reestablished. Except where contradicted by the monster's description, a creature wrenched onto the Prime Material plane suffers any or all of the following effects, at the DMs option:
  • Its armor class is penalized ld6 points.
  • Undead lose the ability to drain life energy.
  • Magical pluses required to hit the creature are reduced by 1.
  • The creature is killed permanently if it loses all of its hit points.
The DM should impose any other penalties which seem appropriate, considering the creature and the other plane involved.
Power Score: The creature is momentarily dazed. It has a -2 initiative penalty in the first subsequent round.
20: No other effect.