Psychoportive Sciences

Power Score: Int -1
Initial Cost: 30
Maintenance Cost: 10/round
Range: 5 yards
Preparation Time: 0
Area of Effect: individual
Prerequisites: teleport

With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The creature being banished must be extremely close-within 5 yards. The pocket dimension is a featureless area with a benign environment-it may be ' hot or cold, dark or light, but not so much that it will cause injury. Banishment has a boomerang feature. If the psionicist fails to pay the maintenance cost, the banished creature automatically returns to its original location. The creature cannot reappear in a location that now contains other matter, however (e.g., to a doorway that has been closed, or to a spot that now has a sharp stakes upon it). If this happens, the creature returns to the nearest open space. In other words, psionicists cannot rely on the boomerang feature to kill or harm a creature. As long as the psionicist pays the maintenance cost, the creature will not automatically return. If the creature has access to the astral or ethereal planes, or it can teleport between planes, it could try to return that way. If the banisher is still maintaining the power, however, a psychic contest takes place. If the banisher wins, the victim is prevented from returning.
Power Score: The banished figure cannot return of its own accord; it must wait until it is allowed to return.
20: Both the intended victim and the psionicist are banished to the same place. The other figure bounces back when the psionicist stops paying the maintenance cost, but the psionicist himself must return via some other method: teleportation, probability travel, etc.

Probability Travel
Power Score: Int
Initial Cost: 20
Maintenance Cost: 8/hour
Range: unlimited
Preparation Time: 2
Area of Effect: individual +
Prerequisites: none

With probability travel, a psionicist can traverse the astral plane physically as if he's in astral form. This power has a distinct advantage over magical astral travel. When a wizard uses the astral spell, he forms an astral body, which remains connected to his material body by a silvery cord. In contrast, a psionicist using probability travel never leaves his physical form; he brings it along. He has no cord, so, unlike the wizard, he can never die because his cord has been severed. (On the other hand, he can still be blown to bits.) The astral plane boasts nothing that would attract tourists, but its two-dimensional color pools serve as highways to the outer planes. These pools, scattered randomly throughout the astral plane, provide connections to all surface layers of the outer planes. Travel through the astral plane is speedy: 10 yards per minute per Intelligence point. However, distance on the astral plane does not equate to distance on other planes. After ld6+6 hours of travel, the traveler reaches the color pool he sought. There is a flat 75% chance that this pool leads to the exact destination the character wants. Otherwise, it is at least 10 miles off target-maybe more. The psionicist can take other persons (as defined by the charm person spell) along on his probability trip. Each passenger costs 12 extra PSPs initially, plus 4 extra PSPs per hour, and adds one-half hour to the time needed to find the correct color pool. Passengers must travel voluntarily; this power cannot drag a character into the astral plane against his will. Combat on the astral plane is unusual. The traveler's physical body cannot affect astral bodies in any way. However, psionic powers do work against the minds of astral travelers. Most magical items do not work in the astral plane. Magical items which are keyed to a particular plane do function there, often with enhanced effect. If the psionicist simply turns off this power while in the astral plane, he doesn't leave. Instead, he's stranded, unable to move except by physically pushing off of solid objects (which are extremely rare in the astral plane). He's also stranded if he runs out of PSPs or is knocked unconscious on the astral plane. The only exit from this plane is a color pool. If you'd like to learn more about traveling on the astral plane, see the new PLANESCAPE" accessory.
Power Score: The color pool is right where the character wants it to be.
20: The character attracts the attention of an astral creature, which may or may not be hostile, at the DMs discretion.

Summon Planar Creature
Power Score: Int -4
Initial Cost: 45/90
Maintenance Cost: na
Range: 200 yards
Preparation Time: 12
Area of Effect: one creature
Prerequisites: teleport

This science allows the psionicist to reach into another plane, grab whatever creature he happens to find there, and teleport it to his own plane. The victim will be disoriented for one round after arriving; as a result, he suffers a two-point penalty on die rolls for initiative, attacks, and saving throws. A magical summons offers some control over a planar creature, and usually returns that creature to its home automatically. This psionic power does neither; it merely teleports something. To be rid of the creature, the psionicist must banish it, teleport it again, kill it, or control it somehow. If the creature is intelligent, the psionicist might reason with it. However, the creature is almost certain to fly into a murderous rage when it discovers its plight. The psionicist can make the summoned creature materialize anywhere within 200 yards of his present position. This is a tremendous advantage, since the creature, at least initially, has no idea who summoned it. Its anger is likely to be vented against the first target it finds. However, if the psionicist's power check result was a 2, this range is reduced to 50 yards. If the result was a I, the creature pops in within 10 yards. Obviously, some risk is involved. The psionicist chooses the plane from which the creature will come. He does not choose the creature, however; that's determined at random. A creature from one of the elemental planes usually will be an elemental of the appropriate type. A creature from an outer plane probably will be a native of that particular plane, but it could also be a visitor, or even an adventurer who happened to be in the wrong place at the right time. In contrast, the astral or ethereal planes are a cornucopia of creatures, frequented by beings of every imaginable description. In any event, the DM decides which creature is summoned, drawing from the monsters for which he has game statistics. This book describes some extraplanar creatures. Many more are covered in the Manual of the Planes and various MONSTROUS COMPENDIUMR Volumes, especially the appendix featuring outer planar creatures. It costs 45 PSPs to summon a creature from the astral or ethereal plane. If the psionicist is dipping into an inner or outer plane, the cost soars to 90 PSPs.
Power Score: The creature summoned enjoys this sort of thing and won't be angry with the psionicist.
20: The psionicist attracts the attention of a powerful, extraplanar creature without summoning it.

Power Score: Int
Initial Cost: 10+
Maintenance Cost: na
Range: infinite
Preparation Time: 0
Area of Effect: personal
Prerequisites: none

Teleport is the essential power within this discipline. It allows the psionicist to teleport to a familiar spot. The destination must be a place that the character knows and can picture mentally-even if he's never actually been there. For example, a psionicist may still know a location that he has seen through a crystal ball, via a sight link, or even by scanning someone elses mind for the information. The psionicist can still teleport to a place even if it has somehow changed from the way he pictures it. For example, if a room has been rearranged, or is currently on fire, such changes won't affect the teleport. Teleports always take characters to a fixed location. For example, if a character tries to teleport into a gypsy wagon which is on the move, he'll arrive at the wagon's location when he last knew it. The wagon itself may be miles away by then. Also, if the character was picturing the wagon's interior, he will teleport to the space corresponding to the wagon's interior-which is several feet off the ground! Because the wagon itself has moved, the tele-porter will fall when he arrives. (Imagine tele-porting to a room on the fifth floor of a tower, only to discover the tower has been razed by marauders since your last visit.) Teleportation is instantaneous. The tele-porting character simply ceases to exist in his previous location and springs into being at the destination. There is a slight, audible "pop" at both ends, as air rushes into the sudden vac- uum or is instantly displaced. Restraints do not affect teleportation. A character who is tied up, shackled to a wall, or buried up to his neck can still teleport. The restraints remain behind. Clothing, on the other hand, does accompany a character who teleports. He may also carry small items in his grasp or wear equipment (e.g., armor) on his person, not exceeding one-fifth of his own body mass. If he doubles the amount of PSPs expended, he can carry up to three times his body mass, or take along one or two other characters on whom he has a firm grasp. A character can teleport any distance, but as the distance increases, so does the chance of failure and the cost in PSPs. Ranges, point costs, and power score modifiers are shown below. If the teleportation die roll is a 1 or 2, the character and anyone else with him are momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2-point penalty to the following for ld6 rounds: initiative die rolls, psionic power checks, and attack rolls.

Distance Initial Cost Power Score Modifier
10 yards 10 +1
100 yards 20 0
1,000 yards 30 -1
10 miles 40 -2
100 miles 50 -3
1,000 miles 60 -4
10,000 miles 70 -5
planet to planet* 100 -6

* Players with the SPELLJAMMERR boxed set should note that interplanetary teleports are possible only within the same crystal sphere. It is impossible to teleport between crystal spheres or different planes of existence.
Power Score: The PSP cost is reduced by 20 percent, rounded up.
20: No effect.

Teleport Other
Power Score: Int -2
Initial Cost: 10+
Maintenance Cost: na
Range: 10 yards
Preparation Time: 0
Area of Effect: na
Prerequisites: teleport

This power is identical to the one listed directly above, except it is used to teleport other characters. The psionicist stays where he is while someone else is teleported. The character must be willing to be teleported, or unconscious. PSP costs and power score modifications are the same as for teleporta-tion. (In other words, cost and difficulty increase with distance.) If the psionicist pays twice the usual PSP cost, he can teleport up to three characters, provided they are firmly grasping one another.
Power Score: The PSP cost is reduced by 20 percent, rounded up.
20: All would-be teleporters are seriously disoriented. They cannot cast spells and suffer a -4 penalty on all die rolls for ld4 turns.