Mind over Matter - Chapter 4
Copyright Phillip A. Ellis © 2013
Edited by Terence Wynne for The Guild Companion
"This psion allows the caster to merge to a depth of up to his body plus four inches into any solid, normal material. The caster may neither move nor see whilst merged."
Although the lists in this, the previous chapter, and the following chapters are based on those in both the Spell User's Companion and in the earlier editions of Spacemaster, rather than replicating them exactly, I have modified details, in some cases completely rewritten, discarded and added new psions. The use of metrical parameters has been changed to imperial ones, and in most cases these have been revised downwards, to reflect a less systematised (and less potent) form of psionic ability.
Chapter Four: The School of Self-Mastery
4.1: Illusion
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Touch II | self | 1 maneuver | self |
| 2 | Leaping | self | 1 rnd | self |
| 3 | Landing | self | varies | self |
| 4 | Dodging I | self | 1 rnd | self |
| 5 | Flip I | self | 1 rnd | self |
| 6 | Strength | self | 1 rnd/lvl | self |
| 7 | Hold Breath | self | varies | self |
| 8 | Great Leap | self | 1 rnd | self |
| 9 | Dodging III | self | 1 rnd | self |
| 10 | Touch IV | self | 1 maneuver | self |
| 11 | Flip III | self | 1 rnd | self |
| 12 | Strength True | self | 1 min/lvl | self |
| 13 | Landing True | self | varies | self |
| 14 | Haste | self | five rnds | self |
| 15 | Wallrunning | self | 1 min/lvl | self |
| 16 | Awake | self | — | self |
| 17 | Touch VI | self | 1 maneuver | self |
| 18 | Dodge V | self | 1 rnd | self |
| 19 | Flip V | self | 1 rnd | self |
| 20 | Dodging True | self | 1 rnd | self |
| 25 | Ceilingrunning | self | 1 min/lvl | self |
| 30 | Haste True | self | 1 rnd/lvl | self |
| 50 | Master of Self | self | 1 rnd/lvl | self |
1—Refraction (M)
1—Touch II (U)
The caster of this psion gains superior tactile sensitivity, enabling
him to perform certain maneuvers (such as repairs, picking a lock, a
surgical procedure, and so on) at +10. This psion can be cumulative with
the Concentration psions (Mind Discipline).
2—Leaping (F*)
The caster of this psion is capable of leaping up to seventy feet
laterally or up to twenty feet vertically in the round that the psion is
cast.
3—Landing (F*)
The caster of this psion can land safely after a fall of up to twenty
feet per level, and to take that same distance off any fall of a greater
distance (e.g., if a third level caster falls a hundred feet, he
effectively reduces that to a fall of forty feet).
4—Dodging I (F*)
This psion allows the caster to dodge one melee or missile attack. The
attacker must be in the caster's field of vision, and the caster
receives a +50 bonus to his DB for the one specific attack.
5—Flip I (F*)
This psion allows the caster to somersault in midair, landing up to ten
feet away, fully orientated and facing any direction. The caster adds 25
to his DB while 'flipping.'
6—Strength (U)
The caster of this psion gains great strength for a short period of
time. He adds +20 to his OB, and he doubles the hits delivered, while in
combat. The caster is also capable of performing feats of great
strength, the exact limits of which are to be determined by the GM (they
should not exceed what is theoretically possible by a humanoid or
equivalent member of a similar race to the caster).
7—Hold Breath (U*)
The caster of this psion is able to hold his breath up to a duration
equal to six rounds plus one round per level (e.g., at level seven this
is equal to thirteen rounds) by conserving oxygen.
8—Great Leap (F*)
The caster of this psion is capable of leaping up to ten feet per level
laterally, or up to ten feet per level vertically in the round that the
psion is cast.
9—Dodging III (F*)
This psion allows the caster to dodge up to three melee or missile
attacks. The attacker(s) must be in the caster's field of vision, and
the caster receives a +50 bonus to his DB for the relevant attacks
alone.
10—Touch IV (U)
The caster of this psion gains superior tactile sensitivity, enabling
him to perform certain maneuvers (such as repairs, picking a lock, a
surgical procedure, and so on) at +20. This psion can be cumulative with
the Concentration psions (Mind Discipline).
11—Flip III (F*)
This psion allows the caster to somersault in midair, up to three times
in succession, landing up to ten feet further away each time, fully
orientated and facing any direction. The caster adds 25 to his DB while
'flipping.'
12—Strength True (U)
The caster of this psion gains great strength for a short period of
time. He adds +30 to his OB, and triples the hits delivered while in
combat. The caster is also capable of performing feats of great
strength, the exact limits of which are to be determined by the GM (they
should probably not exceed lifting beyond fifty pounds per level).
13—Landing True (F*)
The caster of this psion can land safely after a fall of up to fifty
feet per level, and to take that same distance off any fall of a greater
distance (e.g., if a thirteenth level caster falls seven hundred feet,
he effectively reduces that to a fall of fifty feet).
14—Haste (F*)
The caster of this psion may act at twice his normal movement rate for
up to five rounds in duration. The caster must still act within the
normal round sequence
15—Wallrunning (F*)
The caster of this psion is capable of walking or running on any solid
surface, up to an angle of ninety degrees from the local down, as if he
is on 'flat ground.'
16—Awake (S*)
This psion will awaken the caster from even the deepest of sleeps, in
the round following the casting.
17—Touch VI (U)
The caster of this psion gains superior tactile sensitivity, enabling
him to perform certain maneuvers (such as repairs, picking a lock, a
surgical procedure, and so on) at +30. This psion can be cumulative with
the Concentration psions (Mind Discipline).
18—Dodging V (F*)
This psion allows the caster to dodge up to five melee or missile
attacks. The attacker(s) must be in the caster's field of vision, and
the caster receives a +50 bonus to his DB for the relevant attacks
alone.
19—Flip V (F*)
This psion allows the caster to somersault in midair, up to five times
in succession, landing up to ten feet further away each time, fully
orientated and facing any direction. The caster adds 25 to his DB while
'flipping.'
20—Dodging True (F*)
This psion allows the caster to dodge all melee and missile attacks made
against him. He gains a bonus of 50 to his DB against all such attacks.
25—Ceilingrunning (F*)
The caster of this psion may walk or run on any solid surface as if he
is acting against normal gravity.
30—Haste True (F*)
The caster of this psion may act at twice his normal movement rate for
up to one round per level in duration. The caster must still act within
the normal round sequence.
50—Master of Self (F*)
The caster may utilize any of the non-Haste psions on this list, one per
round, for the duration of these psions. These do not cast any Pps
beyond those needed to cast this psion.
4.2: Changing
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Contortions | self | varies | self |
| 2 | Study | self | — | 100' |
| 3 | Mask | self | 10 min/lvl | self |
| 4 | Merge | self | 1 min/lvl | self |
| 5 | Shape-shift | self | C | self |
| 6 | Mask True | self | P | self |
| 7 | Passing | self | — | self |
| 8 | Great Merge | self | 10 min/lvl | self |
| 9 | Shape-shift True | self | 10 min/lvl | self |
| 10 | Metamorph | self | 10 min/lvl | self |
| 11 | Merge True | self | 10 min/lvl | self |
| 12 | Lord Mask | self | P | self |
| 13 | Passing True | self | C | self |
| 14 | Metamorph True | self | 10 min/lvl | self |
| 15 | Contortions True | self | C | self |
| 16 | Lord Merge | self | 10 min/lvl | self |
| 17 | Lord Passing | self | C | self |
| 18 | Deletion | self | 10 min/lvl | self |
| 19 | Addition | self | 10 min/lvl | self |
| 20 | Lord Metamorph | self | 1 hr/lvl | self |
| 25 | Shifting | self | 1 hr/lvl | self |
| 30 | Change | self | 10 min/lvl | self |
| 50 | Master Metamorph | self | P | self |
1—Contortions (P)
This psion allows the caster to slightly alter his muscles, limbs and
trunk, so that he can escape more easily from both bonds and small
places.
2—Study (P)
The caster of this psion studies and memorizes the appearance and
mannerisms of a being, for later use in other psions of this list.
3—Mask (P)
This psion allows the caster to alter the form of his face of the same
or another race. If he has studied a member of a race, he can take the
exact form of that being.
4—Merge (P)
This psion allows the caster to merge (up to his body's thickness plus a
foot in depth) into any solid material. The caster cannot move while he
is merged. The caster is also unable to pass through magical barriers.
5—Shape-shift (P)
The caster can alter his body to the form of another humanoid race, but
with no increase or decrease in mass. This cannot be a specific person.
6—Mask True (P)
This psion allows the caster to alter the form of his face of the same
or another race. If he has studied a member of a race, he can take the
exact form of that being. The face remains until changed or cancelled.
7—Passing (P)
The caster of this psion may pass through any material up to a yard in
thickness. This psion simply does not activate when attempting to pass
through thicker material.
8—Great Merge (P)
This psion allows the caster to merge (up to his body's thickness plus a
foot in depth) into any solid material. The caster may turn while he is
merged and view the outside. The caster is also unable to pass through
magical barriers.
9—Shape-shift True (P)
The caster can alter his body to the form of another humanoid race, but
with no increase or decrease in mass. This can be a specific person.
10—Metamorph (P)
The caster can alter his body to the form of another humanoid race, to
within twenty-five percent of his original mass. The caster must take on
a form similar to his own, for example centaur, insectoid, humanoid, and
so on.
11—Merge True (P)
This psion allows the caster to merge (up to his body's thickness plus a
foot in depth) into any solid material. The caster may turn while he is
merged and view the outside. The caster is also unable to pass through
magical barriers. The caster may also cast psions upon himself while
merged.
12—Lord Mask (P)
This psion allows the caster to alter the form of his face to that of
another being or species. If he has studied a being, he can take the
exact form of that being. The face remains until changed or cancelled.
13—Passing True (P)
The caster of this psion may pass through any material up to one yard
per level in thickness. This psion simply does not activate when
attempting to pass through thicker material.
14—Metamorph True (P)
The caster can alter his body to the form of another being, to within
fifty percent of his original mass. The caster may take on a form
dissimilar to his own, such as a horse, a bear, a giant spider, etc.
15—Contortions True (P)
This psion allows the caster to alter his muscles, limbs and trunk, so
that he can escape from both bonds and small places. He is able, also,
to squeeze his way through cracks and narrow crevices up to a yard deep
per level, and up to a six inches wide at his narrowest, without ill
effects.
16—Lord Merge (P)
This psion allows the caster to merge (up to his body's thickness plus a
foot in depth) into any solid material. The caster may turn and
otherwise move up to ten foot per round from his initial position (but
no deeper), while he is merged, and he may view the outside. The caster
is also unable to pass through magical barriers. The caster may also
cast psions upon himself and others while merged.
17—Lord Passing (P)
The caster of this psion may pass through any material up to ten feet
per level in thickness. This psion simply does not activate when
attempting to pass through thicker material.
18—Deletion (F)
This psion allows the caster to decrease his weight, but not his mass,
by up to two percent by level. At fiftieth level, this means that he has
no weight; he can never lose more than a hundred percent of his weight.
The GM is advised to caution his players when using this psion, because
of the potential harm that players may cause upon themselves.
19—Addition (*)
This psion allows the caster to increase his weight, but not his mass,
by up to ten percent by level. At twentieth level, this means that he
has double his weight. This psion does not enable the caster to
withstand terrible crushing weights, just to add to his own weight by
using psionic energy. The GM is advised to caution his players when
using this psion, because of the potential harm that players may cause
upon themselves.
20—Lord Metamorph (P)
The caster can alter his body to the form of another being, to within
fifty percent of his original mass. The caster may take on fairly
dissimilar physical shapes to his own, such as a horse, a bear, a giant
spider, and so on. Along with his assumed form come the normal,
nonmagical abilities associated with that form, such as water-breathing
(for fish), web-spinning and venom (for certain giant spiders), etc.
25—Shifting (P)
The caster can alter his body to the form of another humanoid race, but
with no increase or decrease in mass. This can be a specific person. The
caster may change his form at will, up to once per round.
30—Change (P)
The caster can alter his body to the form of any fairly solid object (no
more liquid than a very viscous fluid), to within fifty percent and two
hundred percent of his original mass. The caster may take on different
physical shapes to his own, even those of an inanimate object, such as a
horse, a chair, a rabbit dinner, etc. Along with his assumed form come
all nonmagical abilities associated with that form.
50—Master Metamorph (P)
The caster can alter his body to the form of any object (including
liquids and gases), to within ten percent and five hundred percent of
his original mass. The caster may take on different physical shapes to
his own, even those of an inanimate object, such as a horse, a chair, a
rabbit dinner, etc. Along with his assumed form come all abilities and
penalties associated with that form.
4.3: Metabolic Control
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Clotting | self | C | self |
| 2 | Pain Relief | self | C | self |
| 3 | Unstun I | self | — | self |
| 4 | Mask Pain I | self | 1 min/lvl | self |
| 5 | Cut Repair | self | P | self |
| 6 | Tissue Repair | self | P | self |
| 7 | Fracture Repair | self | P | self |
| 8 | Unstun III | self | — | self |
| 9 | Vessel Repair | self | P | self |
| 10 | Resist Poison | 1 poison | C | self |
| 11 | Resist Disease | 1 disease | C | self |
| 12 | Mask Pain II | self | 1 min/lvl | self |
| 13 | Tissue Repair True | self | P | self |
| 14 | Pain Relief True | self | 1 min/lvl | self |
| 15 | Fracture Repair True | self | P | self |
| 16 | Neutralize Poison | self | C/varies | self |
| 17 | Neutralize Disease | self | C/varies | self |
| 18 | Nerve Repair True | self | P | self |
| 19 | Rapid Heal | self | P | self |
| 20 | Regenerate | self | varies | self |
| 25 | Resist Stun | self | — | self |
| 30 | Trance | self | varies | self |
| 50 | Renewal True | self | varies | self |
1—Clotting (H*)
This psion reduces the caster's bleeding rate (hits/round) by one. After
one minute of concentration, the stoppage is permanent.
2—Pain relief (H*)
This psion repairs one concussion hit per minute on the caster.
3—Unstun I (H*)
The caster of this psion is relieved of one round of accumulated stuns.
4—Mask Pain I (H*)
The caster is able to sustain one hundred and twenty five percent of
hits before lapsing into unconsciousness. The hits are still taken, and
remain when this psion lapses.
5—Cut Repair (H)
This psion reduces the bleeding rate (hits/round) of the caster by one
each round. This is permanent.
6—Tissue Repair (H)
The caster is able to repair one damaged (but not destroyed) muscle or
tendon. This requires one hour of concentration.
7—Fracture Repair (H)
The caster of this psion is able to repair one damaged bone or cartilage
that is broken, cut, or torn (but neither shattered nor destroyed). This
requires one hour of concentration.
8—Unstun III (H*)
The caster of this psion is relieved of up to three rounds of
accumulated stuns.
9—Vessel Repair (H)
The caster is able to repair one damaged (but not destroyed) vein or
artery. This requires one hour of concentration.
10—Resist Poison (S*)
This psion delays the effects of one poison in the caster as long as the
caster concentrates.
11—Resist Disease (S*)
This psion delays the effects of one disease in the caster as long as
the caster concentrates.
12—Mask Pain II (H*)
The caster is able to sustain one hundred and fifty percent of hits
before lapsing into unconsciousness. The hits are still taken, and
remain when this psion lapses.
13—Tissue Repair True (H)
The caster is able to repair one damaged muscle or tendon. This requires
no concentration. The wounded area must be kept immobile, though. This
psion will repair a destroyed muscle or tendon in one day while the
caster is in a trance.
14—Pain Relief True (H*)
This psion repairs one concussion hit per round on the caster. The
caster does not need to concentrate.
15—Fracture Repair True (H)
The caster is able to repair one damaged bone or cartilage. This
requires no concentration. The wounded area must be kept immobile,
though. This psion will repair a shattered or destroyed bone or
cartilage in one day while the caster is in a trance.
16—Neutralise Poison (S*)
The poison is the target of this psion, and must make a RR against the
level of the psion. Failure means that the poison is permanently
rendered harmless. The caster must concentrate for one hour to
completely destroy the poison, and the effect is delayed for as long as
the caster concentrates in any case.
17—Neutralise Disease (S*)
The disease is the target of this psion, and must make a RR against the
level of the psion. Failure means that the disease is permanently
rendered harmless. The caster must concentrate for one hour to
completely destroy the disease, and the effect is delayed for as long as
the caster concentrates in any case.
18—Nerve Repair True (H)
The caster is able to repair one group of damaged nerves. This requires
no concentration. The wounded area must be kept immobile, though. This
psion will repair a destroyed nerve group in one day while the caster is
in a trance.
19—Rapid Heal (H)
The caster of this psion is able to heal up to five concussion points of
damage per level.
20—Regeneration (H*)
The caster of this psion is able to regenerate lost limbs, and damaged
or destroyed organs (but not the brain) while in a trance. Note that, if
the caster is supposed to die from such a wound in a given period, this
psion will not save him unless it completes the repair before that time.
The time required varies: it is 5-100 days for a limb (finger to leg);
ten days for a damaged organ, and fifty days for a destroyed organ.
Naturally, if the heart, liver, etcetera, is destroyed, the caster will
die, but if the organ is a kidney, an eye, etc., the caster will be able
to hold out and survive.
25—Resist Stun (S*)
Any and all rounds of accumulated stun that the caster of this psion has
are immediately annulled.
30—Trance (S*)
If the caster of this psion is struck a death-blow, this psion places
him in a trance-like state. The caster does not die, but remains in a
state of suspended animation. If the caster is able to subconsciously
utilize the repair psions above, (or, ideally, Renewal True below),
the trance will last until he is able to regain consciousness, even if
it takes days.
50—Renewal True (S*)
If the caster is forced to revert to a Trance (above), or is otherwise
rendered unconscious, this psion is triggered and it utilizes all the
psions necessary to repair the caster, as a total cost of only fifty
PPs.
4.4: Mind Discipline
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Detect Probe | self | varies | self |
| 2 | Concentration II | self | — | self |
| 3 | Mnemonic | self | C | self |
| 4 | Recall | self | — | self |
| 5 | Memory Trance | self | P | self |
| 6 | Observation | self | — | self |
| 7 | Concentration VI | self | — | self |
| 8 | False Pattern | self | — | self |
| 9 | Unpresence | self | C | self |
| 10 | Mind Block | self | 1 min/lvl | self |
| 11 | Concentration VIII | self | — | self |
| 12 | False Presence True | self | 1 day/lvl | self |
| 13 | Correlation | 1 topic | — | self |
| 14 | Sensitivity | self | 1 min/lvl | self |
| 15 | Total Recall | self | P | self |
| 16 | Unpresence True | 1 target/5 lvls | C | 10'/lvl |
| 17 | Balance True | self | varies | self |
| 18 | Concentration X | self | — | self |
| 19 | Mind Block True | self | C | self |
| 20 | Observation True | self | 1 min/lvl | self |
| 25 | Sensitivity True | self | 1 min/lvl | self |
| 30 | Correlation True | 1 topic | — | self |
| 50 | Mind Master | self | 10 min/lvl | self |
1—Detect Probe (I*)
This psion is triggered whenever the caster's mind is being probed,
attacked or monitored in any way, and the probing psion fails a RR by 25
or more.
2—Concentration I (U*)
This psion adds ten to any maneuver other than combat.
3—Mnemonic (P)
This psion allows the caster to retain anything he read or learns as if
he had a photographic memory with total recall.
4—Recall (U)
The caster of this psion gets a twenty-five percent chance of recalling
some key fact or occurrence from his subconscious, which could relate to
the current situation (it could be from the caster's background, or else
something that he has forgotten).
5—Memory Trance (P)
The caster of this psion enters a trance-like state where he is unable
to talk or move, and are in fact not consciously aware of his
surroundings. He is able, however, to absorb and flawlessly memorize
audio or visual information at ten times normal speed. The session can
last up to four hours, and the caster can pre-arrange the ending time,
or a trigger that will terminate the trance. Otherwise the trance is
difficult to come out of, and the caster is groggy for 2-20 rounds if
disturbed or wakened by someone unaware of the âeurooetrigger.âeuro This
psion is usable once a day only.
6—Observation (U)
The caster of this psion gains insight or facts by observing a person or
thing from as far away as a hundred feet, with intense concentration.
7—Concentration VI (U*)
This psion adds thirty to any maneuver other than combat.
8—False Pattern (P*)
This psion is triggered any time someone attempts to Mind Pattern or
Pattern Store the caster, and he fails to resist detection (there is a
-50 bonus to the person attempting to Mind Pattern or Mind Store).
It generates a unique, false mental pattern, different every time. The
caster of Mind Pattern or Mind Store is unaware that he has taken a
false pattern.
9—Unpresence (P)
The caster of this psion is undetectable by Presence, Mind Pattern
and similar psions.
10—Mind Block (P)
The caster of this psion gains +20 to RRs versus all telepathic attacks.
11—Concentration VIII (U*)
This psion adds forty to any maneuver other than combat.
12—False Pattern True (P*)
This psion is triggered any time someone attempts to Mind Pattern or
Pattern Store the caster, and he fail to resist detection (there is a
-50 bonus to the person attempting to Mind Pattern or Mind Store).
It generates a false mental pattern, that the caster can pre-set to any
pattern desired. The caster of Mind Pattern or Mind Store is unaware
that he has taken a false pattern.
13—Correlation (P)
The caster of this psion is able to correlate known facts to obtain
conclusions (for example, help is given by the GM based upon a roll).
14—Sensitivity (P)
Similar to Observation (above) except that, by using all his senses in
concert (the caster must be physically present to fully utilize this
psion). The caster might detect hidden presences by breathing or
heartbeat, note air patterns, minute temperature changes, odors, sounds
(or the lack thereof), and thereby deduce useful data. The caster should
roll, using any Perception bonus. Generally, the range is about a
hundred yards.
15—Total Recall (P)
The caster of this psion enters a trance-like state where he is unable
to talk or move, and are consciously aware of his surroundings. He is
able to absorb and flawlessly memorize audio or visual information at
ten times normal speed. The session can last up to four hours, and the
caster can terminate the trance at any time. This psion is usable once a
day only.
16—Unpresence True (P)
The caster of this psion is undetectable by Presence, Mind Pattern
and similar psions. The caster may shield one target per five levels
(round down) including themselves.
17—Balance True (U*)
This psion adds fifty to any one balance maneuver, regardless of speed.
18—Concentration X (U*)
This psion adds fifty to any maneuver other than combat.
19—Mind Block True (P)
The caster of this psion gains +40 to RRs versus all telepathic attacks.
20—Observation True (P)
The caster of this psion gains insight or facts by observing a person or
thing from as far away as a hundred feet, with intense concentration.
Virtually nothing escapes the attention of the caster. Also, there is a
duration, which implies that the caster is constantly receiving
input—including from other persons in the room: nervous gestures,
significant glances, body language, etc. The GM should be aware of the
enormous amount of information which can be gained by the truly
observant.
25—Sensitivity True (P)
Similar to Observation (above) except that, by using all his senses in
concert (the caster must be physically present to fully utilize this
psion). The caster might detect hidden presences by breathing or
heartbeat, note air patterns, minute temperature changes, odors, sounds
(or the lack thereof), and thereby deduce useful data. The caster should
roll, using any Perception bonus. Generally, the range is about a
hundred yards. The GM should be aware of the enormous amount of
information which can be gained by the truly observant.
30—Correlation True (P)
The caster of this psion is able to correlate known facts to obtain
conclusions (for example, help is given by the GM based upon a roll)
based upon even the slightest of information.
50—Mind Master (P)
The caster of this psion is able to freely use Total Recall,
Sensitivity True, and Correlation True at will for the duration of
this psion.
4.5: Mind's Defense
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| Lvl | Name | AoE | Duration | Range |
| 1 | Inkling | self | — | 100' |
| 2 | Locate Attacker | self | — | 100' |
| 3 | Psion Shield II | self | 1 min/lvl | self |
| 4 | Mind Alert | self | — | self |
| 5 | Psion Armor II | self | 1 min/lvl | self |
| 6 | Psion Shield VI | self | 1 min/lvl | self |
| 7 | Area Shield I | 6' radius | 1 min/lvl | self |
| 8 | Mind Block | self | C | self |
| 9 | Psion Armor IV | self | 1 min/lvl | self |
| 10 | Ready Block | self | C | self |
| 11 | Psion Shield X | self | 1 min/lvl | self |
| 12 | Retaliation I | self | 1 min/lvl | 100' |
| 13 | Area Shield II | 12' radius | 1 min/lvl | self |
| 14 | Psion Armor VI | self | 1 min/lvl | self |
| 15 | Mind Block True | self | 1 min/lvl | self |
| 16 | Retaliation V | self | 1 min/lvl | 100' |
| 17 | Area Shield III | 25' radius | 1 min/lvl | self |
| 18 | Psion Armor VIII | self | 1 min/lvl | self |
| 19 | Surround Shield | self | 1 min/lvl | self |
| 20 | Lord Retaliation | self | 1 min/lvl | 100' |
| 25 | Psion Defense | self | 1 min/lvl | self |
| 30 | Retaliation True | self | 1 min/lvl | 100' |
| 50 | Psion Citadel | self | 1 min/lvl | self |
1—Inkling (PS*)
If the caster of this psion is conscious and generally alert, he is
warned one round before someone is about to mentally attack him,
assuming that the attacking psion requires preparation. If the attacker
succeeds in a RR, this psion is not triggered.
2—Locate Attacker (PS*)
If the caster of this psion is conscious and generally alert, he is
aware of the attacker using psions against them in the same round that
someone is mentally attacking them. If the attacker succeeds in a RR,
this psion is not triggered.
3—Psion Shield II (D)
This psion provides a +10 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against all frontal
psion attacks. This psion is not cumulative with Psion Armor or Area
Shield.
4—Mind Alert (PS*)
The caster of this psion is instantly warned of an impending psionic
attack, and are awakened if asleep. The caster is also aware of the
nature of the attack and its direction.
5—Psion Armor II (D)
This psion provides a +10 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against psion attacks
from any direction. This psion is not cumulative with Psion Armor or
Area Shield.
6—Psion Shield VI (D)
This psion provides a +30 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against all frontal
psion attacks. This psion is not cumulative with Psion Armor or Area
Shield.
7—Area Shield I (D)
This psion provides a +5 to the RR (or DB, if attacked by a physical
attack psion, such as Energy Channels) of both the caster and the
caster's companions in the area of effect, against all frontal psion
attacks. This psion is not cumulative with Psion Armor or Psion
Shield.
8—Mind Block (D*)
The caster of this psion is able to shield his mind from all probes, but
not attacks, as if the caster were twice his actual level. The caster
must have cast this psion before being probed.
9—Psion Armor IV (D)
This psion provides a +20 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against psion attacks
from any direction. This psion is not cumulative with Psion Shield or
Area Shield.
10—Ready Block (DS*)
The caster of this psion is able to shield his mind from all probes, but
not attacks, as if the caster were thrice his actual level. This psion
is activated automatically by the caster's subconscious.
11—Psion Shield X (D)
This psion provides a +50 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against all frontal
psion attacks. This psion is not cumulative with Psion Armor or Area
Shield.
12—Retaliation I (M)
The caster of this psion not only gets +20 to his RR against one psion,
should this attacking psion be resisted successfully the attacking psion
is cast on the original caster. This psion must be recast after a
successful Retaliation. Other psions cannot be cast while this one is
active.
13—Area Shield II (D)
This psion provides a +10 to the RR (or DB, if attacked by a physical
attack psion, such as Energy Channels) of both the caster and the
caster's companions in the area of effect, against all frontal psion
attacks. This psion is not cumulative with Psion Armor or Psion
Shield.
14—Psion Armor VI (D)
This psion provides a +30 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against psion attacks
from any direction. This psion is not cumulative with Psion Shield or
Area Shield.
15—Mind Block True (DS*)
The caster of this psion is able to shield his mind from all probes, but
not attacks, as if the caster were five times his actual level. This
psion is activated automatically by the caster's subconscious. The
caster cannot cast any other psion while this is active. The caster does
not need to concentrate.
16—Retaliation V (M)
The caster of this psion not only gets +20 to his RR against one psion,
should this attacking psion be resisted successfully the attacking psion
is cast on the original caster. This psion may be used to retaliate up
to five psions, or until the caster of this psion fails a RR.
17—Area Shield III (D)
This psion provides a +15 to the RR (or DB, if attacked by a physical
attack psion, such as Energy Channels) of both the caster and the
caster's companions in the area of effect, against all frontal psion
attacks. This psion is not cumulative with Psion Armor or Psion
Shield.
18—Psion Armor VIII (D)
This psion provides a +40 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against psion attacks
from any direction. This psion is not cumulative with Psion Shield or
Area Shield.
19—Surround Shield (D)
This psion provides a +50 to the caster's RR (or DB, if attacked by a
physical attack psion, such as Energy Channels) against all psion
attacks. This psion is not cumulative with Psion Armor, Psion
Shield, or Area Shield.
20—Lord Retaliation (M)
The caster of this psion not only gets +20 to his RR against one psion,
should this attacking psion be resisted successfully the attacking psion
is cast on the original caster. This psion may be used to retaliate up
to twenty psions, or until the caster of this psion fails a RR.
25—Psion Defense (D*)
The caster of this psion is able to shield his mind from all probes and
all attacks, as if the caster were five times his actual level. This
psion is activated automatically by the caster's subconscious. The
caster cannot cast any other psion while this is active. The caster does
not need to concentrate.
30—Retaliation True (DS*)
The caster of this psion not only gets up to +1 per level to his RR
against up to three psions per round, should this attacking psion be
resisted successfully the attacking psion is cast on the original
caster. This psion may be used to retaliate up to one psion per level,
or until the caster of this psion fails a RR. This psion is activated
automatically when the caster is attacked.
50—Psion Citadel (DS*)
The caster of this psion is automatically able to shield his mind from
probes (not attacks) as if the caster were five times his actual level.
This psion is activated automatically by the caster's subconscious. The
caster may cast other psions while using the Citadel. The caster is
further immune to all psions under twentieth level, and has a +1/lvl
bonus to RR against all attacks.
4.6: Teleportation
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Blink | self | 1 rnd/lvl | self |
| 2 | Orientation | self | — | self |
| 3 | Phase Jump | self | — | self |
| 4 | Phasing | self | 1 min/lvl | self |
| 5 | Leaving I | self | — | self |
| 6 | Merge | self | 1 min/lvl | self |
| 7 | Long Door I | self | — | self |
| 8 | Leaving II | self | — | self |
| 9 | Phasing True | self | 1 min/lvl | self |
| 10 | Teleport | self | — | self |
| 11 | Passing | self | 1 min/lvl | self |
| 12 | Leaving III | self | — | self |
| 13 | Long Door II | self | — | self |
| 14 | Moving Blink | self | 1 rnd/lvl | self |
| 15 | Merging True | self | 1 min/lvl | self |
| 16 | Mind's Portal | self | — | self |
| 17 | Leaving IV | self | — | self |
| 18 | Phasing Lord True | self | 1 min/lvl | self |
| 19 | Long Door III | self | — | self |
| 20 | Teleport II | varies | — | 5 miles/lvl |
| 25 | Passing True | self | 1 min/lvl | self |
| 30 | Mind's Portal II | varies | — | 5 miles/lvl |
| 50 | Teleport True | self | — | self |
1—Blink (F)
The caster of this psion is able to 'blink' out of normal space-time for
up to a number of rounds equal to his level. The caster must decide,
when casting this psion, how long he intends to stay 'blinked out,' as
he has no perception of events during his absence, and, in fact, has no
sense of time passing. The caster returns to exactly the same spot with
the same orientation as before.
2—Orientation (I*)
The caster of this psion, immediately after casting another psion on
this list, can make a snap perception roll and, if successful, can act
accordingly. This perception roll does not take any time, but is
immediate.
3—Phase Jump (F)
The caster teleports himself and his personal equipment up to ten feet
away. There can be no intervening physical or magical barriers in a
direct line between the caster and the destination. For these purposes,
a barrier is anything that the caster could not physically go through; a
closed door is a barrier, a pit is not.
4—Phasing (F)
This psion allows the caster to put himself and his personal equipment
'out of phase.âeuro(TM) The caster's perception, while out of phase, is
at -50, and the caster can neither be hit by any weapon, nor either
attack or cast psions. The caster is visible as three overlapping
images, one blue, one red, one yellow; the overlap is imperfect. The
caster may move at a rate of up to thirty feet per round, but at a risk
of âeuro˜disassembling.âeuro(TM) For each yard (or fraction moved) the
caster has a one percent chance of disassembling. The roll is made when
the psion is terminated. If a disassembly is rolled, the caster
dissipates and dies in a colorful display.
5—Leaving I (F)
The caster teleports himself and his personal equipment up to a hundred
feet away. There can be no intervening physical or magical barriers in a
direct line between the caster and the destination. For these purposes,
a barrier is anything that the caster could not physically go through; a
closed door is a barrier, a pit is not.
6—Merge (F)
This psion allows the caster to merge to a depth of up to his body plus
four inches into any solid, normal material. The caster may neither move
nor see whilst merged.
7—Long Door I (F)
The caster of this psion teleports himself to a point up to a hundred
feet away. The caster can pass through barriers by specifying exact
distances. An attempted long door through a magical barrier simply
bounces the caster back where they started; the caster must also roll a
psion failure.
8—Leaving II (F)
The caster teleports himself and his personal equipment up to a hundred
yards away. There can be no intervening physical or magical barriers in
a direct line between the caster and the destination. For these
purposes, a barrier is anything that the caster could not physically go
through; a closed door is a barrier, a pit is not.
9—Phasing True (F)
This psion allows the caster to put himself and his personal equipment
'out of phase.âeuro(TM) The caster's perception, while out of phase, is
at -25, and the caster can neither be hit by any weapon, nor either
attack or cast psions. The caster is visible as three overlapping
images, one blue, one red, one yellow; the overlap is imperfect. The
caster may move at a rate of up to thirty feet per round, but at a risk
of 'disassembling' if the caster moves any faster. For each yard (or
fraction moved) over thirty feet per round moved, the caster has a one
percent chance of disassembling. The roll is made when the psion is
terminated. If a disassembly is rolled, the caster dissipates and dies
in a colorful display.
10—Teleport (F)
The caster of this psion teleports to a point up to five miles per level
away. This is more risky than Long Door. The following chances for
failure (in addition to the normal failure roll) exist: Never seen
target point (only described) = 25%; Studied (1 day) = 10%; Studied
carefully (10 days) = 1%; Lived there (100 days) =.01% In case of
teleport failure, first determine direction of endpoint error, then
distance (open-ended roll for number of yards).
11—Passing (F)
The caster of this psion is able to shift his molecules and so pass
through any normal material of thickness up to four inches per level. If
the caster attempts to pass through a magical shield or wall of any
type, they must resist against a first level attack, or his molecules
will be hopelessly scrambled (he is dead). A successful RR cancels the
psion and bounces them back into a normal state.
12—Leaving III (F)
The caster teleports himself and his personal equipment up to five
hundred feet away. There can be no intervening physical or magical
barriers in a direct line between the caster and the destination. For
these purposes, a barrier is anything that the caster could not
physically go through; a closed door is a barrier, a pit is not.
13—Long Door II (F)
The caster of this psion teleports himself to a point up to a hundred
yards away. The caster can pass through barriers by specifying exact
distances. An attempted long door through a magical barrier simply
bounces the caster back where they started; the caster must also roll a
psion failure.
14—Moving Blink (F)
The caster of this psion is able to 'blink' out of normal space-time for
up to a number of rounds equal to his level. The caster may have full,
normal movement while blinked out, and may change facing, returning to
normal space-time in relation to his movement while blinked out. If the
caster attempts to re-enter normal space-time within something, this
psion will prevent reentry into normal space-time, and the caster must
try again. If the caster fails to move to a clear reentry space by the
time the psion duration ends, they will be deposited at the point of his
entry into the âeuro˜blink.âeuro(TM) The caster may vary the time spent
'blinked' at any time during the duration of this psion. The caster has
no perception of events during his absence, and in fact has no sense of
any time passing.
15—Merging True (F)
This psion allows the caster to merge to a depth of up to his body plus
four inches into any solid, normal material. The caster may turn around
and see out.
16—Mind's Portal (F)
The caster of this psion teleports himself to a point up to five miles
per level away. If the caster is in mental communication with a friendly
entity at the destination point, there is no chance for failure.
17—Leaving IV (F)
The caster teleports himself and his personal equipment up to five
hundred yards away. There can be no intervening physical or magical
barriers in a direct line between the caster and the destination. For
these purposes, a barrier is anything that the caster could not
physically go through; a closed door is a barrier, a pit is not.
18—Phasing Lord True (F)
This psion allows the caster to put himself and his personal equipment
'out of phase.âeuro(TM) The caster's perception is unaffected while out
of phase, and the caster can neither be hit by any weapon, nor either
attack or cast psions. The caster is visible as three overlapping
images, one blue, one red, one yellow; the overlap is imperfect. The
caster may move at a rate of up to thirty feet per round, but at a risk
of 'dissembling' if the caster moves any faster. For each yard (or
fraction moved) over thirty feet per round moved, the caster has a one
percent chance of dissembling. The roll is made when the psion is
terminated. If a disassembly is rolled, the caster dissipates and dies
in a colorful display.
19—Long Door III (F)
The caster of this psion teleports themselves to a point up to a
thousand feet away. The caster can pass through barriers by specifying
exact distances. An attempted long door through a magical barrier simply
bounces the caster back where they started; the caster must also roll a
psion failure.
20—Teleport II (F)
The caster of this psion teleports themselves and one other being within
fifty percent of his body mass to a point up to five miles per level
away. The caster must be touching the being. This is more risky than
Long Door. The following chances for failure (in addition to the
normal failure roll) exist: Never seen target point (only described) =
25%; Studied (1 day) = 10%; Studied carefully (10 days) = 1%; Lived
there (100 days) =.01% In case of teleport failure, first determine
direction of endpoint error, then distance (open-ended roll for number
of yards). In case of regular psion failure, the caster never leaves the
departure point.
25—Passing True (F)
The caster of this psion is able to shift his molecules and so pass
through any normal material of thickness up to one yard per level. If
the caster attempts to pass through a magical shield or wall of any
type, they must resist against a first level attack, or his molecules
will be hopelessly scrambled (he is dead). A successful RR cancels the
psion and bounces them back into a normal state.
30—Mind's Portal II (F)
The caster of this psion teleports themselves and one other entity up to
fifty percent of his mass to a point up to five miles per level away.
The caster must be touching the other being. If the caster is in mental
communication with a friendly entity at the destination point, there is
no chance for failure.
50—Teleport True (F)
The caster of this psion teleports to a point anywhere on the same
plane. This is more risky than Long Door. The following chances for
failure (in addition to the normal failure roll) exist: Never seen
target point (only described) = 25%; Studied (1 day) = 10%; Studied
carefully (10 days) = 1%; Lived there (100 days) =.01% In case of
teleport failure, first determine direction of endpoint error, then
distance (open-ended roll for number of yards).