Metapsionic Sciences

Power Score: Int -4
Initial Cost: 14
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisites: none

With this power, a psionicist can determine the likelihood that a specific course of action will succeed. He focuses on a course of action and examines the possibilities. He assigns probabilities. Then he mentally processes enormous calculations to arrive at an overall probability of success. In game play, the character must first pass a power check. If he does, the DM must reveal the percentage chance for the plan or actions success. Exact odds may be difficult or impossible to determine, but the DM should provide his most accurate, honest appraisal. No one, not even a psionicist, can foresee the future with assured accuracy. Like precognition, the success of this power depends on how closely the characters adhere to their plans. Do they act as they intended? React as they intended? What factors did they fail to foresee? Every deviation steers events away from the predicted path. If this power is used, the DM should give the best answer he can, based on information the characters have. Factors they don't know about, and therefore can't take into account while forming a plan, can change things dramatically.
Power Score: The player is allowed to reroll any three die rolls to help make his character's forecast more accurate.
20: The psionicist can't use this power successfully again for ld4 days.

Aura Alteration
Power Score: Wis -4
Initial Cost: 10
Maintenance Cost: na
Range: touch
Preparation Time: 5
Area of Effect- individual
Prerequisites: psychic surgery, 5th level

With aura alteration, a psionicist can temporarily disguise a person's alignment, disguise his level, or remove aura afflictions like curses, geases, and quests. Disguising a character's alignment or level is the easiest to do. The disguise is temporary, lasting only 1-6 hours. It has no effect on the character's real alignment or class, but a psionicist with aura sight will be fooled by the fake aura. Because curses, geases, and quests are imprinted on the character's aura, they can be removed with this power. A psionicist who tries this suffers a -6 penalty to his power score and must expend 20 PSPs instead of 10. If the die roll is I, the psionicist's patient must make a saving throw vs. spells to avoid losing one experience level. (A slip of the psychic scalpel can close off vital parts of the brain.)
Power Score: No other effect.
20: The full PSP cost of the power must be paid despite the lack of success, and this psionicist cannot alter this aura until he achieves a higher experience level.

Power Score: Wis -12
Initial Cost: varies
Maintenance Cost: na
Range: touch
Preparation Time: 0
Area of Effect: 1 item
Prerequisites: 10th level

This is not a tool for weak or inexperienced characters. Empower allows a psionicist to im- bue an item with rudimentary intelligence and psionic ability. The process, which requires extraodinary time and effort, is described below. Item Requirements. An item must meet two requirements before it can be empowered. First, it must be of exceptional quality-worth 250% to 500% of the normal cost for an item of its type. Second, it must be new. The process of empowering must begin within 48 hours after the item is manufactured. If it is delayed longer, the item cannot be empowered. (If the psionicist still tries, he automatically fails Step One below, expending 50 PSPs.) If the item meets these two requirements, the psionicist can begin the empowerment.
Step One. At the start of each day, the psionicist must first prepare the item to receive psionic power. This costs 50 PSPs and requires a power check. If this check fails, the day is wasted; no further progress can be made until the next day.
Step Two. If the item has been prepared, the psionicist can give it access to a discipline. It can have access to only one discipline, never more, and the psionicist himself must have access to it. This step costs 100 PSPs and requires a power check.
Step Three. The psionicist can attempt to empower the item with any single power he knows within the chosen discipline. (The item must have been properly prepared on the same day.) The psionicist must make two successful power checks: first, a check for the chosen power (using the appropriate power score), and second, another empower check. If both checks succeed, the item has that psionic power, with a score two points below the psionicist's. If Step Three is successful, the psionicist expends another 100 PSPs. (Failure means he expends half that amount, as usual.)
Step Four. The psionicist can imbue the item with other powers by repeating Step Three. The item can acquire one power per day, provided it has been properly prepared (see Step One).
Step Five. When the item has acquired all the powers which the psionicist intends to give it, the psionicist can seal those powers within the item. To do this, he must prepare the item one more time (expending 50 PSPs), and make an endowment power check one last time. If the item is sealed successfully, it can never gain any additional powers-but it can't lose them, either. An item that has not been sealed will lose one power per month until it is just a normal object again. An empowered object has 8 PSPs per devotion and 12 per science. It has Intelligence equal to its maker's Intelligence minus ld6 points, with a minimum of 12. Its ego is 2 points per devotion and 3 points per science. Unless it was empowered with another telepathic power, it communicates as indicated on Table 113, "Weapon Intelligence and Capabilities" in the AD&D 2nd Edition DMG (p. 186). Its alignment matches its creator's. The weapon has its own personality, however, and like all intelligent weapons, it will try to assert its independence at every opportunity. The empowering process must be unbroken. If a day passes in which the psionicist does not at least try to prepare the object, it is finished as is. He cannot even try to seal the powers; they will wear off over the course of time.
Power Score: No other effect.
20: If three 20's are rolled during the empowering process, the item is a complete and utter failure.

Psychic Clone
Power Score: Wis -8
Initial Cost: 50
Maintenance Cost: 5/round
Range: 60 feet
Preparation Time: 10 rounds
Area of Effect: special
Prerequisites: clairaudience, clairvoyance, psychic messenger, 5th level

When this power is initiated, a clone of the psionicist steps out of his body. It is in everyway identical to the original form, except that it has no substance. The psionicist can see and hear what the clone sees and hears. The clone will do anything the psionicist wants it to (as if it were actually him). Furthermore, the psioni-cist's psyche goes with the clone, thus enabling it to perform all of his psionic powers. This power has a serious drawback. As long as the clone exists, the psionicist himself is practically a turnip. He retains only three senses: smell, taste, and touch. He cannot move, see, or hear. All his psionic powers are transferred to the clone. In effect, the immobile character is no longer a psionicist; not even psionic sense will reveal his true nature. He can be slain without any combat rolls if an opponent wishes to do so. The clone can travel up to 60 feet from the psionicist. It can go anywhere the psionicist himself could go. For example, it can walk down a corridor, walk across acid (the clone has no substance and cannot be hurt), and swim (provided the psionicist can). Because the psionicist could walk through an unlocked door, so can the clone-although the clone passes through like a ghost. However, a clone cannot travel through walls or walk on water, because the psionicist could not either. The clone is impervious to all forms of attack and damage except psionic or mental attack (which will affect the psionicist).
Power Score: The clone can travel through walls and other solid objects.
20: No other effect.

Psychic Surgery
Power Score: Wis -5
Initial Cost: contact
Maintenance Cost: IO/turn
Range: touch
Preparation Time: 10
Area of Effect: individual
Prerequisite: mindlink, contact

Psychic surgery allows a telepath to repair psychic damage. He can even operate on him- self if need be, though his power score is reduced by 5 in this case. Phobias, aversions, idiocy, comas, seizures-all these psychic ailments can be treated and cured, as well as several others. Curses or magical conditions-such as geases and charms-cannot be cured. This power cannot cure possession, either. However, psychic surgery can confirm that the problem really is possession, and can force the possessing entity into psionic combat if the surgeon desires. This may be risky, since creatures capable of possession are often quite powerful and the psionicist cannot ascertain their power beforehand. On the other hand, psychic surgery could cure the possession indirectly by forcing a psionically weak entity to flee rather than face combat. Most psychic ailments can be cured in one turn or less. However, if the psionicist's power check result equals I or 2, the problem is particularly tricky and requires another turn to repair. If the power check fails, the problem is too great for the psionicist to fix. He can try again after gaining another experience level.
Special Operations: Psychic surgery has two special uses. First, the surgeon can use this power to help nonpsionicists unleash their wild powers. If the psionicist performs this kind of operation successfully, the patient gains a -2 bonus to his wild talent roll. (See Chapter 1.) The second operation can make the effect of any power in the telepathy discipline permanent with no maintenance cost. The patient is rarely grateful, because the power is not bestowed on the subject, only its effect. In this way, a person can be permanently dominated or fate-linked, for example. The following restrictions apply:
  1. The power must be maintainable (i.e., it must have a maintenance cost).
  2. The power must have a range of other than zero.
  3. The surgeon must know the power and use it successfully on the patient.
  4. A psionicist cannot use this type of surgery on himself or on another psionicist. If he tries, nothing happens.
  5. At most, only one power can made permanent per turn. If the result of the power check is I or 2, the procedure takes two turns instead of one. This procedure can also be reversed; i.e., psychic surgery can be used to remove a permanently implanted telepathic effect.

  6. Power Score: The surgery takes only 5 rounds per "implanted" power.
    20: The surgeon cannot use this power successfully again for 1d4 days.

    Split Personality
    Power Score: Wis -5
    Initial Cost: 40
    Maintenance Cost: 6/round
    Range: 0
    Preparation Time: 1
    Area of Effect: personal
    Prerequisites: psychic surgery, 10th level

    This is not a psychosis; it's the power to divide one's mind into two independent parts. Each part functions in complete autonomy, like two characters in one body. Both parts communicate fully. Both can use psionic powers, even at the same time. That means a split personality can use twice as many psionic powers per round. (The character's total number of PSPs remains the same, however, with both personalities drawing from it.) Alternately, one personality can use psionic powers while the other does something else-e.g., converse, ponder a puzzle, or control the body in melee. Thus, split personality allows a character to fight physically and psionically at the same time. Mental attacks directed against the psionicist affect only half of the mind. Contact must be established separately with each half. If one half is destroyed, controlled, or subdued somehow, the other half can continue fighting independently and retains control of the body. Before he attempts to make his personality whole again, the psionicist must make a saving throw vs. paralyzation if any of the following is true: 1) he does not control both portions of his mind, 2) he has unrepaired psychic damage, or 3) is suffering unwanted contact. A successful save means that his mind returns to complete health and throws off all undesired influences. Failure means that the afflicted portion of his mind becomes dominant and he passes out for ld6 turns, but regains consciousness free of undesired influences.
    Power Score: The mind splits into three parts instead of two.
    20: The character passes out for 1d6 turns.

    Power Score: Wis -10
    Initial Cost: 75
    Maintenance Cost: 0
    Range: 0
    Preparation Time: 3
    Area of Effect: 50' radius
    Prerequisites: 10th level

    A character using psionic ultrablast can overwhelm and damage nearby psyches. To do this, he casts thought waves in all directions. In laymen's terms, the psionicist "grumbles" psychically for three rounds. Then his consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again. All characters within 50 feet of the psionic ultrablast must save vs. paralyzation. Failure means they pass out for 2d6 turns. Those who pass out must immediately save vs. paralyzation again. If they fail a second time, they lose all psionic power. Only psychic surgery can help them recover this loss. Although the blast does not affect the initiator, the risks are great. If the power check fails, he becomes comatose for ldIO days. Some characters may think he's dead.
    Power Score: Creatures of 3 hit dice or less die if they fail their save.
    20: The initiator must save vs. paralyza-tion or die. If he lives, he loses the use of all his psionic powers for 2d6 days.