Monday, March 7, 2016

Fastasy Core RPG: Psychic Powers

FANTASY CORE RPG
(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. 

No comments:

Post a Comment