Telepathic Sciences

Domination
Power Score: Wis -4
Initial Cost: contact
Maintenance Cost: varies
Range: 30 yards
Preparation Time: 0
Area of Effect: individual
Prerequisites: mindlink, contact



With domination, a psionicist can project signals from his own mind into the mind of one other person or creature. As a result, the subject is forced to do nearly anything the psionicist wishes. The dominated subject knows what is happening, but he cannot resist the psionicists will. Commands are given mentally and automatically. The victims abilities are neither diminished nor enhanced by this power. The subject can be forced to use any power or ability he normally can-assuming the psionicist knows about it. Domination does not reveal facts or secrets about a victim. As soon as domination is attempted, the victim makes a saving throw vs. spells. If this saving throw succeeds, the victim is not dominated. If it fails, the victim has fallen under the psionicists control. However, if the victim is later forced to do something completely abhorrent (against his alignment), he can make another saving throw to regain his free will. Domination can exact a high price in PSPs. The cost to establish and maintain this power equals twice the cost to contact the victim.
Power Score: The maintenance cost is halved.
20: The victim knows that someone attempted to dominate him.

Ejection
Power Score: Wis -4
Initial Cost: varies
Maintenance Cost: na
Range: 0
Preparation Time: 0
Area of Effect: personal
Prerequisite: none



Ejection is the final defense against unwanted contact. If one psionicist has forced contact with another's mind, or has been granted contact and is now doing things he should not be, he can be ejected. The cost of ejection is twice the opponent's contact power score (even if contact was established through combat). Ejection is risky for the user. If the power check result is 8 or less, consult the table below to see what "side effects" the psionicist suffers.
  1. Lose access to all sciences for 1d10 hours
  2. Lose access to one discipline, selected by the DM, for 1d10 hours
  3. Lose 1d10 +10 additional PSPs
  4. Lose 1d10 additional PSPs
  5. Lose 1 point of Constitution permanently
  6. Lose 1d10 hit points
  7. Sever only one portion of contact (one successful attack reestablishes it)
  8. Sever only two portions of contact (two successful attacks reestablish it)

Power Score: Roll 1d6 on the table above. The result applies to the ejected being.
20: Ejection fails, but the psionicist still makes a d6 roll on the table above.

Fate Link
Power Score: Con -5
Initial Cost: contact
Maintenance Cost: 5/turn
Range: 2 miles
Preparation Time: 1
Area of Effect: individual
Prerequisite: mindlink, contact



This power enables the telepath to intertwine his own fate with that of another creature. If either being experiences pain, both feel it. When one loses hit points, both lose the same amount. If either dies, the other must immediately make a saving throw vs. death to avoid the same fate.
Power Score: Range is unlimited.
20: Social regression. The psionicist loses 1d6 points of Charisma for a day.

Mass Domination
Power Score: Wis -6
Initial Cost: contact
Maintenance Cost: varies
Range: 40 yards
Preparation Time: 2
Area of Effect: up to 5 creatures
Prerequisite: mindlink, contact,domination



This power is identical to domination except the psionicist can control up to five creatures simultaneously. Each one must be contacted and dominated individually. The maintenance cost-twice the victim's level or hit dice-must be paid for each dominated figure.
Power Score: The range is extended to 100 yards.
20: The intended targets are aware of the psionicist's efforts.

Mindlink
Power Score: Wis -5
Initial Cost: contact
Maintenance Cost: 8/round
Range: unlimited
Preparation Time: 0
Area of Effect: individual
Prerequisite: contact



Mindlink allows the user to communicate wordlessly with any intelligent creature he can contact (Intelligence 5 or greater on a human scale). This is two-way communication. It is not the same as mind-reading because the psionicist only receives thoughts which the other party wants to send. Language is not a barrier. Distance affects the telepath's ability to make contact, but it has no other effect (see "contact").
Power Score: The mindlink allows one probing question (see probe).
20: The psionicist must save vs. petrifica-tion or be stunned for 1d4 rounds.

Mindwipe
Power Score: Int -6
Initial Cost: contact
Maintenance Cost: 8/round
Range: touch
Preparation Time: 1
Area of Effect: individual
Prerequisite: mindlink, contact



Mindwiping is a crude form of psychic surgery which affects the subjects IQ. (It's like a temporary lobotomy.) The telepath systematically seals off portions of the subject's mind, making whatever knowledge was contained there inaccessible. When a mindwipe is attempted, the victim saves vs. spells. If he succeeds, the mindwipe is thwarted for one round, but next round the psionicist can try again. Each round of mindwiping has two important, immediate effects. First, it reduces the victim's Intelligence and Wisdom scores by I point. Second, it reduces his experience level or hit dice by I point. These reductions have considerable impact. All characters may lose languages or proficiencies and their magical defense adjustment. Experience level and hit dice losses affect everything except hit points. The victim keeps all of his hit points regardless of what is wiped from his mind. Intelligence and Wisdom losses affect wizards and clerics as if those losses were permanent. Clerics lose bonus spells, their chance of spell failure rises, and eventually they cannot cast spells. Wizards suffer reductions in their maximum spell level, their chance to learn spells, and their maximum spells per level. When the number of available spells at a spell-level drops, a character must make an ability check before casting a spell of that level. Wizards roll an Intelligence check. Clerics roll a Wisdom check. Both use current scores. If the check succeeds, the character can cast the spell. If it fails, he has forgotten the spell and can't cast any spell that round. Mindwipe only seals off information; it doesn't erase it. All of a characters lost Wisdom, Intelligence, and experience levels can be restored through psychic surgery (q.v.). This power has no effect against creatures with neither stats nor hit dice.
Power Score: No saving throw allowed.
20: The power affects the psionicist instead of his intended victim.

Probe
Power Score: Wis -5
Initial Cost: contact
Maintenance Cost: 9/round
Range: 2 yards
Preparation Time: 0
Area of Effect: individual
Prerequisite: ESP, contact



A probe is similar to ESP (a telepathic devotion), but a probe allows psionicists to dig much deeper into a subjects subconscious. If the subject fails a saving throw vs. spells, then all his memories and knowledge are accessible to the prober-from memories deep below the surface to those still fresh in the subject's mind. The information gained is not necessarily true, but it is true as far as the subject knows. The telepath can learn the answer to one question per round. DMs have some discretion in determining this rate. If the questions (or answers) become too complicated, each may take longer than one round to resolve. Telepaths can probe a subject who is conscious, as well as one who resists. A probe can even be carried out in the midst of melee, provided the telepath can get close enough. If a probed wizard or cleric tries casting a spell, the telepath knows both that a spell is being cast and what the general effects of that spell are.
Power Score: Two questions may be asked per round.
20: The subject knows about the probe attempt and is not pleased.

Superior Invisibility
Power Score: Int -5
Initial Cost: contact
Maintenance Cost: 5/round/creature
Range: 100 yards
Preparation Time: 0
Area of Effect: personal
Prerequisite: mindlink, contact invisibility



Superior invisibility is like invisibility, but it masks the character completely. The psionicist makes no sound and has no smell, though he can still be felt if touched. If he attacks someone physically, he automatically breaks contact with that character.
Power Score: Opponents affected by this power cannot detect the psionicist even if he touches or physically attacks them.
20: Everyone contacted becomes aware of the psionicist and his desire to be invisible.

Switch Personality
Power Score: Con -4
Initial Cost: contact +30
Maintenance Cost: na
Range: touch
Preparation Time: 3
Area of Effect: individual
Prerequisite: mindlink, contact



Some psionicists can literally put themselves in another man's (or woman's) shoes. This science allows the psionicist to switch his own mind with someone elses. In effect, they exchange bodies. The other person's mind inhabits the psionicist's body, while the psioni-cist's mind inhabits his subject's body. The switch is permanent, and lasts until the psionicist uses this power to reverse it. Each character gains the other's physical attributes. However, both minds retain all their own knowledge and knowledge-based abilities. For example, a telepath who switches minds with a 10th level fighter gains a body with that fighter's hit points and physical attributes (Strength, Constitution, and Dexterity). However, he retains his own THACO, proficiencies, and so forth. The switch takes a turn to complete, and the process is quite traumatic. At the end of the turn, both characters must make system shock saving throws using their new Constitution scores. A character who fails this roll lapses into a coma for 1-100 hours. Bodies that have undergone a personality switch tend to degenerate. Both characters must make a Constitution ability check every day. If a check fails, the character loses one point of Constitution. If his Constitution drops to zero, he dies. This Constitution loss is temporary, but it does not reverse itself until the personalities are restored to their proper bodies. At that point, both bodies recover one point of Constitution per day. The psionicist does not lose his psionic powers if his Constitution drops below II. However, if a power score is based on Constitution-like this power's score is-the score drops accordingly.
Power Score: System shock rolls automatically succeed, and the Constitution checks are made only once a week.
20: The psionicist lapses into a coma for 1d100 hours.