(c) Jerry Harris, 2012
Published here as Open Game Content.
Psychic Powers
0-LEVEL
PSI POWERS (DC 10 to cast)
Detection: Psychics can detect Magic, Undead, Demonic, and Celestial entities, 10’/level.
Firestarter: May spark a fire upon combustible
materials. Takes 1 rd to ignite and
another to create a small fire. From
there, it could become a large fire, but it could be put out quickly if caught
quickly.
Minor
Telekinesis (Mage Hand): 5-pound telekinesis. Close range
1ST-LEVEL
PSI POWERS (DC 13 to cast)
Terror
(Cause Fear): One
creature of 5 HD or less flees for 1d4 rounds. (Will Sv)
Mesmerize
(Charm Person):
Makes one person your friend. 1 turn/level. (Will Sv)
Comprehend
Languages: You understand all spoken and written languages. 1 turn/level.
Disguise
Self: Changes your
appearance. 1 turn/level. Disrupted if
injured, Will Sv to see through it, but only if suspicious.
Identify: 1 turn Ceremony.
Determines properties of magic item.
Psi-Bolt: 4 + Psi-check impact damage +
Knocked down. (Will Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC,
blocks magic missiles. Encounter.
Summon Servant Spirit: HD 1 + ½ level, d8, Max hp,
Attack 1d6 + ½ level damage, Save as Ftr level equal to HD, Lasts 1
turn/encounter, Int bonus x day. Spirit
is insubstantial and invisible, though it must become visible to attack and interact
with the real world.
2ND-LEVEL
PSI POWERS (DC 14 to cast)
Locate Object: Senses direction toward object
(specific or type) within 1 mile.
Requires a Sympathy (this can include
a similar object). 1 turn Ceremony and requires the use of a Focus item,
such as a Crystal Ball or an Amulet.
Psi-Mass Stun: Stuns 1 + ½ level sentient
entities for 1 rd. (Will Sv)
Psi-Blast:
6 + Psi-check impact damage + Knocked down. (Will Sv all damage) Medium
range.
Scare: Panics targeted creatures of less
than 6 HD. All non-allies in immediate
area. 1 turn/level. (Will Sv)
Speak to the Dead: 1 turn Ceremony
and requires the use of a Focus item, such as a Crystal Ball or an Amulet and,
obviously, a dead body. Failing this
attempt, the Psychic must roll a DC 12 Will Sv or be temporarily
possessed. This possession continues
until the Save is made or 1 turn at most.
3RD-LEVEL
PSI POWERS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 1
rd./level. Line of sight, through 1
wall. 1 turn Ceremony
and requires the use of a Focus item, such as a Crystal Ball or an Amulet.
Greater Psi-Blast:
8 + Psi-check impact damage + Knocked down. (Will Sv all damage) Medium
range.
Psi-Knock Out:
1 Sentient creature of less HD is rendered unconscious 1 turn. Those of
equal or more HD are stunned 1 rd and confused for rest of encounter (moved to
last in Initiative and cannot cast spells or other complex operations). (Will Sv)
Failing to activate this power twice in a
turn/encounter stuns the user for 1 rd.
Suggestion: Compels non-hostile subject to
follow stated course of action. 1 turn/level. (Will Sv)
Séance: 1 turn Ceremony
and requires the use of a Focus item, such as a Crystal Ball or an Amulet, and
at least 4 people joined in circle. A
Séance is trying to speak to a deceased spirit, corpus delicti. Anyone with
+3 Int Bonus in the circle adds +1 to the attempt, up to +4. Failing this attempt, everyone in the circle
must roll a DC 12 Will Sv or be temporarily possessed. This possession continues until the Save is
made or 1 turn at most.
4TH-LEVEL
PSI POWERS (DC 16 to cast)
Mesmerize
Monster: Makes
monster believe it is your ally.
Encounter/turn. (Will Sv)
Fear: Non-allied subjects within
5’/level flee for 1 turn/level. (Will Sv)
Locate
Creature:
Indicates direction of creature (specific or type within 1 mile. Requires a Sympathy.
1 turn Ceremony and requires the use of a Focus item, such as a Crystal Ball or
an Amulet.
Psi-Decelebrate: Sentient creature of less HD than
user suffers critical brain damage. They
are not dead, but are functionally brain dead. Creatures of equal or more HD
are knocked out 1 turn. (Will Sv) Failing to activate this power twice in a
turn/encounter knocks out the user for 1 turn.
Scrying: Spies on subject from a distance
(1 mile). Requires a Sympathy. 1 turn/level.
Ceremony and requires the use of a Focus item, such as a Crystal Ball or
an Amulet.
5TH-LEVEL
PSI POWERS (DC 17 to cast)
Dominate
Person: Controls
humanoid telepathically. 1 turn/level. (Will Sv)
Psi-Vaporize: Destroys 1 creature (sentient or
not) of less HD than the user. Equal or
more HD creatures suffer 12 + Psi-check damage.
Will blow a man-sized hole in an inanimate object. (Will Sv) Failing to activate this power twice in a
turn/encounter causes the user 6 + Psi-check damage.
Sending: Delivers short message anywhere,
instantly.
Telepathic
Bond: Link lets
allies communicate. 1 turn/level.
Telekinesis: Moves object, 25 lbs/level
weight. Using an object against a
creature (Ref Sv or Knock Out 1 turn) or direct push on a creature (Will Sv or
Knock back or down).
6TH-LEVEL
PSI POWERS (DC 18 to cast)
Commune: The Spirits answer one simple
question. 1 turn Ceremony and requires the
use of a Focus item, such as a Crystal Ball or an Amulet.
Discern
Location: Reveals
exact location of creature or object, no range limit. Requires a Sympathy. 1
turn Ceremony and requires the use of a Focus
item, such as a Crystal Ball or an Amulet.
Exorcism: Forces a possessing spirit to
return to its native plane, must have less
HD than user. 1 turn Ceremony
Postcognition
(Legend Lore):
Lets you learn tales about a person, place, or thing. Must have a Sympathy
object or be physically in their presence.
1 turn Ceremony
True
Seeing: Lets you
see all things as they really are.
Encounter/turn.
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