Mind over Matter - Chapter 2
Copyright Phillip A. Ellis © 2013
Edited by Terence Wynne for The Guild Companion
"The psions on this list affect the ability of the target to sense the caster ... by directly affecting ... brain activity."
Mind Over Matter: a Psionics Companion for RMSS/RMFRP
Although the lists in this 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 Two: The School of Alteration
2.1: Concealment
The psions on this list affect the ability of the target to sense the caster. They usually work by directly affecting targets brain activity, rather than their sensory input, unlike equivalent spells. This means that the target or targets are allowed a RR (where applicable) in order to sense them, as the stimulus provided by their senses overrides the blockage caused in their brains.
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Overlook I | 1 target | C | 100' |
| 2 | Chameleon | caster | 1 min/lvl | self |
| 3 | Cloaking II | caster | 1 min/lvl | self |
| 4 | Dim | 5' R/2 lvls* | 1 min/lvl | 5' R/2 lvls* |
| 5 | Hiding | caster | C | self |
| 6 | Overlook III | varies | C | 100' |
| 7 | Overlay | 5' R/2 lvls* | 1 min/lvl | 5' R/2 lvls* |
| 8 | Cloaking V | caster | 1 min/lvl | self |
| 9 | Hiding True | caster | C | self |
| 10 | Invisibility | caster | 1 min/lvl | self |
| 11 | Overlook V | varies | C | 100' |
| 12 | Displacement II | caster | 1 min/lvl | self |
| 13 | Cloaking X | caster | 1 min/lvl | self |
| 14 | Mirror Image | 1 target/lvl | C | 10' |
| 15 | Disguise | caster | 1 min/lvl | self |
| 16 | Cloaking XX | caster | 1 min/lvl | self |
| 17 | Displacement V | caster | 1 min/lvl | self |
| 18 | Mass Cloaking | caster | 1 min/lvl | 10' R |
| 19 | Mass Displacement | caster | 1 min/lvl | 10' R |
| 20 | Lord Cloaking | caster | 1 min/lvl | 10' R |
| 25 | Lord Invisibility | 1 target/lvl | 1 min/lvl | 10' R/lvl |
| 30 | Cloaking True | 1 target | C | 10' R/lvl |
| 50 | Invisibility True | 1 target | 1 hr/lvl | 10' R/lvl |
* round up.
1—Overlook I (M)
The caster is able to cause one person to overlook him. The caster
cannot move, and any stimulus that the target receives other than the
visual will cause him to detect the caster, and nullify the psion. In
effect this means that the target receives a RR, due to the passive
effect of scent, either overt or subliminal (e.g., pheromones) caused by
the target, or if, for example, the target is in the same vicinity as
the caster (e.g., the target may bump into the caster, and feel him).
2—Chameleon (U)
The caster, and all his clothing and equipment worn, will appear to
change colour to match his immediate surroundings. This adds a +50 bonus
to Hiding when he is not moving; if he is moving, this bonus drops to
+25. There is no RR associated with this psion.
3—Cloaking II (P)
The caster gains +10 against all attempts to detect him via magical or
psionic means. Ordinary senses are not affected.
4—Dim (PM)
The caster makes everyone within the area of effect perceive the
environment to be much dimmer than it really is. This has the effect of
causing the area to appear to all within it as hazy or faint.
5—Hiding (M)
The caster is invisible to everyone, although each target may make a RR.
If the caster either moves or makes a sound, the effect of this psion is
cancelled.
6—Overlook III (M)
The caster may cause up to three targets to overlook him. If one target
is selected, the caster may choose up to three forms of sense that are
affected (e.g., the caster may choose sight, smell, and touch). If there
are two targets, the caster may choose two senses; if three, only one.
Since this psion directly affects the brain, rather than the senses,
each target is allowed a RR.
7—Overlay (PM)
The caster makes everyone in the area of effect perceive their
surroundings as unreal and slightly hallucinatory, as if another level
of reality has been overlaid on the environment. This has the effect of
unnerving them, and possibly encouraging them to disbelieve their
senses.
8—Cloaking V (P)
The caster gains a +25 bonus against all attempts to detect him via
magic or psions. This spell does not affect normal senses.
9—Hiding True (M)
The caster becomes invisible to all who may ordinarily sense him. This
effect is total, and so pervasive that the targets do not receive a RR.
If the caster moves, or makes a sound, he is detected.
10—Invisibility (U)
The caster may move freely and not be seen by normal visual means. He
may be detected by other senses (thereby allowing a RR). If the caster
performs an offensive action, such as attacking someone or something,
casting a spell or psion, etc., the psion is cancelled and he will be
revealed.
11—Overlook V (M)
The caster is able to affect up to five targets, and have them overlook
them. If there is one target, all five basic senses are affected (though
if the target has other, more outré senses, these will not be affected);
if there are two targets, up to three senses may be affected, two senses
if there are three targets, and only one if there are four or five
targets. Targets may receive a RR, since this spell directly affects the
brain, rather than the senses.
12—Displacement II (F)
The caster appears offset from where he actually is, so that all attacks
other than those affecting a wider area (such as fireballs) receive a
-10 modifier while the psion is in effect. There is no RR associated
with this psion.
13—Cloaking X (P)
The caster gains a +50 bonus against all attempts to sense him using
magic or psions. This psion has no effect against ordinary senses.
14—Mirror Image (P)
The caster creates an image that resembles him in every way, from
appearance to action and so on, in the minds of his targets. These
targets then find it difficult to determine which is the caster, and so
may easily mistake the false one for the real one. There is a 50% chance
that the illusory image will be struck (e.g., by a spell, a weapon
attack, and so on), causing all targets to make a RR; if they save, the
effect of the psion is dispelled for them, and if all save the psion is
dispelled. Once a target saves he perceive the real caster, and is
unaffected unless the psion is recast.
15—Disguise (P)
The caster takes on the visual appearance of another being. This being
may be one wholly imaginary, or one derived from memory, and the being
may be of any size. If the disguise departs significantly from the
caster, it may be easily detected.
16—Cloaking XX (P)
The caster gains a +100 bonus against all attempts to sense him via
magic or psions. This psion has no effect against ordinary senses.
17—Displacement V (F)
The caster appears offset from where he actually is, so all attacks,
elemental attack spells, etc., aimed against the caster, and that do not
affect a wider area of effect, are at -25 while this psion is in effect.
There is no RR associated with this psion.
18—Mass Cloaking (P)
The caster and all within ten feet of the caster receive +1 bonus per
caster level against magical and psionic detection. This psion does not
affect ordinary senses.
19—Mass Displacement (F)
The caster and all allies of the caster within ten feet of him appear
offset from where they actually are. All attacks, attack spells, etc.
(but not those with a larger area of effect, such as a fireball), are at
-1 per caster level while this psion is in effect. There is no RR
associated with this psion.
20—Lord Cloaking (P)
The caster and all within ten feet radius of the caster gain a +2 bonus
per caster level against attempts to detect them via magic or psion.
This psion does not affect ordinary senses.
25—Lord Invisibility (P)
This psion allows the caster to cause up to one individual per five
levels (round off) of the caster to become invisible. Those affected may
move freely and not be seen by normal visual means. They may be detected
by other senses (thereby allowing a RR). If they perform offensive
actions, such as attacking someone or something, casting a spell or
psion, and so on, the psion is cancelled and they will be revealed. Each
individual is treated as a separate psion for RR purposes, so that if,
say five people are invisible, and only one attacks, the others are not
subject to detection via RR.
30—Cloaking True (F)
The caster and all within ten feet radius per level gain a +2 bonus per
caster level against all attempts to detect them with magic or psions.
This does not affect the ordinary senses.
50—Invisibility True (F)
The caster and all desired objects or targets within ten feet radius per
caster level are rendered invisible, and they gain a +100 bonus against
all attempts to detect them via magic or psions. The beings or objects
affected may be detected by other senses (thereby allowing a RR). If
they perform an offensive action, such as attacking someone or
something, casting a spell or psion, and so on, the psion is cancelled
and they will be revealed. Each individual is treated as a separate
psion for RR purposes, so that if, say five people are invisible, and
only one attacks, the others are not subject to detection via RR.
Likewise, when the duration expires this psion is dispelled.
2.2: Mind Over Matter
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Warm Matter | 40cu.'/lvl | 1 day | touch |
| 2 | Cool Matter | 40 cu.'/lvl | 1 day | touch |
| 3 | Portal Jam | 1 portal | 1 day | touch |
| 4 | Heat Matter | 40 cu.'/lvl | 1 day | touch |
| 5 | Chill Matter | 40 cu.'/lvl | 1 day | touch |
| 6 | Stonefires | 40 cu.'/lvl | 1 min./lvl | touch |
| 7 | Warm Matter | 400 cu.'/lvl | 1 min/lvl | touch |
| 8 | Cool Matter | 400 cu.'/lvl | 1 min/lvl | touch |
| 9 | Shatter | 64cu." | — | 10'/lvl |
| 10 | Disintegration | 1 object | P | touch |
| 11 | Rock to Earth | 400 cu.'/lvl | P | 25' |
| 12 | Heat Matter | 400 cu.'/lvl | 1 min/lvl | touch |
| 13 | Chill Matter | 400 cu.'/lvl | 1 min/lvl | touch |
| 14 | Undoor | 1 door | P | 10' |
| 15 | Melt Stone | 40 cu.'/lvl | C | 10' |
| 16 | Burn Matter | 40 cu.'/lvl | — | 25' |
| 17 | Soften Matter | 40 cu.' | C | touch |
| 18 | Mass Disintegration | 1 object/5 lvls | P | 10' |
| 19 | Restore Stone | 400 cu.'/lvl | P | 25' |
| 20 | Unstone | 400 cu.'/lvl | P | 25' |
| 25 | Mould Matter | 64 cu." | P/C | touch |
| 30 | Stone Tunnel | 40'/lvl | 1 min./lvl | 10' |
| 50 | Transmutation | .025 lb | P | touch |
1—Warm Matter (F)
The caster can warm solid, nonliving matter up to a temperature of 100
degrees Fahrenheit. If the material affected is warmer than that
temperature initially, this psion has no effect.
2—Cool Matter (F)
The caster can cool solid, nonliving matter by up to 60 degrees
Fahrenheit, to a minimum of 32 degrees Fahrenheit.
3—Portal Jam (F)
The caster can cause a single portal (of up to ten feet by ten feet, and
up to two inches thick) to jam by manipulating the temperature and/or
the humidity. When jammed, the door/window may only be opened by either
breaking through it, or by casting another Portal Jam (or similar spell)
upon it; doing the latter allows the initial Portal Jam to receive a RR
as if at the caster's level.
4—Heat Matter (F)
The caster can warm up solid, nonliving material to a maximum of 400
degrees Fahrenheit, at a rate of up to a hundred degrees per round. The
caster is immune to this heat, but other beings are not; usually, though
they can drop, remove, or avoid the material in time to avoid any burns.
5—Chill Matter (F)
The caster can cool solid, nonliving matter by up to 200 degrees
Fahrenheit, to a minimum of -120 degrees Fahrenheit. The caster is
immune to this coldness, but other beings are not; usually, though they
can drop, remove or avoid the material in time to avoid any frostburn.
6—Stonefires (F)
The caster can heat nonliving, non-animate stone to a temperature of up
to 300 degrees Fahrenheit in such a manner that flames play upon its
exposed surfaces (there must always be at least one exposed surface for
this psion to work). The caster is immune to this heat.
7—Warm Matter (F)
The caster can warm solid, nonliving matter up to a temperature of 200
degrees Fahrenheit. If the material affected is warmer than that
temperature initially, this psion has no effect.
8—Cool Matter (F)
The caster can cool solid, nonliving matter by up to 125 degrees
Fahrenheit, to a minimum of -30 degrees Fahrenheit.
9—Shatter (F)
The caster causes any nonliving, nonmetallic object of up to 64 cubic
inches to shatter. The item must be a single piece of material, and not
a multi-part object. The caster must also be able to see the item, and
items held by or carried on another being receive a RR at that being's
level.
10—Disintegration (F)
The caster can cause a single object up to two pounds in weight, or up
to five cubic inches in volume, to disintegrate into a fine dust.
11—Rock to Earth (F)
The caster can cause any rock to become hard-packed earth. If the rock
is animate (e.g., a golem), it receives a RR; making the save means that
it is not changed, and remains rock.
12—Heat Matter (F)
The caster can warm nonliving, solid material up to a maximum
temperature of 1000 degrees Fahrenheit, or to its melting point
(whichever is lower), at a rate of 100 degrees Fahrenheit per round. The
caster is immune to this heat.
13—Chill Matter (F)
The caster can cool material by up to 400 degrees Fahrenheit, to a
minimum of -100 degrees Fahrenheit. The caster is immune to this
coldness.
14—Undoor (F)
The caster causes any single door up to ten feet by ten feet, by two
inches in thickness to vaporise totally.
15—Melt Stone (F)
When this psion is cast, an amount of nonliving, non-animate stone
effectively melts while retaining the same basic temperature. While the
caster concentrates, it can be manipulated, moved, and/or scooped; once
concentration stops it hardens.
16—Burn Matter (F)
The caster can ignite solid, nonliving material by heating it up to a
temperature of 1000 degrees Fahrenheit (the material must be combustible
at this or lower temperatures). The caster is not immune to this heat.
17—Soften Matter (F)
While concentrating, the caster can soften and manipulate matter. Once
concentration ends or is broken, the material returns to its original
state as far as possible; it is possible, for example, to insert a sword
or other item into stone using this psion so that, when concentration is
finished, the item remains embedded. The finer manipulation of the
matter is impossible with this spell.
18—Mass Disintegration (F)
The caster can cause a number of objects (one per five levels, rounded
off) up to two pounds each in weight, or up to five cubic inches each in
volume, to disintegrate into a fine dust.
19—Restore Stone (F)
The caster can cause cracked, blemished, rotting, and otherwise damaged
stone to be restored to a pristine state.
20—Unstone (F)
The caster can disintegrate rock, mud, or earth. Metal, living flesh,
and artificial substances are unaffected. If the material is animate
(e.g., a golem or elemental) it receives a RR; a save means that the
target is not destroyed.
25—Mould Matter (F)
The caster may shape nonliving matter of any type while concentrating,
by moulding it with their hands like putty. While the caster
concentrates, it remains soft, but it returns to its original hardness
immediately afterwards.
30—Stone Tunnel (F)
The caster creates a five foot diameter tunnel through nonliving,
non-animate stone.
50—Transmutation (F)
The caster can transmute any one nonliving substance into another
nonliving substance that the caster has a sample of.
2.3: Telekinesis
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Manipulate Control | 1 control | C | 10 '/lvl |
| 2 | Levitation I | self | 1 min/lvl | self |
| 3 | Telekinesis I | 1 object | C | 100' |
| 4 | Deflections I | 1 projectile | — | self |
| 5 | Levitation II | self | 1 min/lvl | self |
| 6 | Man. Control True | 1 control/lvl | C | 10'/lvl |
| 7 | Flight I | self | 1 min/lvl | self |
| 8 | Telekinesis II | 1 object | C | 100' |
| 9 | Deflections II | varies | — | self |
| 10 | Hurling I | 1 object | — | 100' |
| 11 | Levitate Other | 1 target | 10 min/lvl | 10'/lvl |
| 12 | Deflections III | varies | — | self |
| 13 | Landing True | self | varies | self |
| 14 | Telekinesis V | varies | C | 100' |
| 15 | Deflections V | varies | — | self |
| 16 | Flight III | self | 1 min/lvl | self |
| 17 | Bladeturning | varies | — | self |
| 18 | Catch | 1 object | 1 round/lvl | 100' |
| 19 | Divert | self | — | self |
| 20 | Deflections True | varies | — | self |
| 25 | Hurling III | varies | — | 100' |
| 30 | Reaiming | self | — | self |
| 50 | Telekinesis X | varies | C | 25'/lvl |
1—Manipulate Control (F)
The caster is able to operate one control switch that can be operated by
a finger, rather than a large, manual lever. Only one control may be
manipulated per use of this psion.
2—Levitation I (F)
The caster can ascend and descend vertically, at a rate of up to ten
feet per round. Horizontal movement is only possible through ordinary
means.
3—Telekinesis I (F)
The caster can manipulate and move one object weighing up to two pounds
per level without touching it. Living beings or objects in contact with
a living being receive a RR based on that being's level. The item moves
at a rate of up to 200 feet per round, with no acceleration beyond this
limit. In addition, the object does not possess enough kinetic force to
make a useful missile or missile weapon. If the object reaches the limit
of its range, it stays there until it is moved back into range; if the
caster comes closer, the object stays where it has stopped, until it is
moved again.
4—Deflections I (F*)
This psion deflects one missile or projectile cast at the caster, by
subtracting 100 from its offensive bonus. The missile or projectile must
be in the caster's field of vision.
5—Levitation II (F)
As Levitation I, except that the maximum rate is fifty feet per round.
6—Manipulate Control True (F)
This psion is similar to Manipulate Control, save that multiple controls
may be manipulated, one at a time, one per round.
7—Flight I (F)
The caster can fly at a rate of twenty feet per round.
8—Telekinesis II (F)
As Telekinesis I, except that the maximum weight that can be moved is
twenty pounds per level.
9—Deflections II (F*)
Similar to Deflections I, this psion subtracts either 200 from the
offensive bonus of one missile or projectile within 200' and the
caster's range of vision, or 100 from two within 100' and the caster's
range of vision.
10—Hurling I (F)
The caster may âeurooehurlâeuro one object of up to two pounds in weight
with sufficient force to deliver Impact Criticals. A base attack roll
with the usual modifiers is made, and the target can apply their
defensive bonus. The attack is treated as a thrown attack. Treat the
attack as a sling attack for damage and criticals, with all criticals
being Impact. Skill must be developed in this psion as per directed
spell attacks (same cost, stats, and other details).
11—Levitate Other (F)
The caster may vertically raise or lower an object or being weighing up
to 200 pounds per level, at a rate of up to ten feet per round. This
psion does not allow for horizontal movement. If the target is
unwilling, he receives a RR; a successful saving throw means that they
are not subject to the levitation.
12—Deflections III (F*)
This psion deflects up to three missiles or projectiles, with a total
subtraction of 300 divided equally among the offensive bonuses. As with
the similar spells, the missiles or projectiles must be in the caster's
field of vision; they must also all be within 300' of the caster.
13—Landing True (F*)
The caster may land normally from a fall from any height, with only a 1%
chance of the psion failing.
14—Telekinesis V (F)
Similar to Telekinesis I, this psion allows the caster to move up to one
object per level, up to a total of 200 pounds in mass. The caster can
control and move the objects independently so long as they remain in
range.
15—Deflections V (F*)
Similar to Deflections III, up to five missiles or projectiles within
500' may be deflected, with 500 divided among the missiles or
projectiles, to be subtracted from their offensive bonuses.
16—Flight III (F)
As Flight I except that the rate of movement is 300' per round.
17—Bladeturning (F*)
Similar to Deflections II, this psion affects up to two melee attacks
made against the caster, and within the caster's range of vision.
18—Catch (F*)
This psion allows the caster to catch an object, stopping its momentum
and holding it in place. The object remains stationary until it is
either affected by another spell or psion from the caster, or the
psion's duration expires, whereupon it drops to the ground. If the
object is under the control of another, a will vs. will contest is made
(with a stat bonus of SD/SD/Pr). The person succeeding at this contest
controls the object. The object may not weigh greater than two pounds
per caster's level.
19—Divert (F*)
One missile or projectile attack made against the caster is reversed to
its source, with a bonus of +10 to its offensive bonus.
20—Deflections True (F*)
Similar to Deflections II, all missile or projectile attacks against the
caster during the round that this psion is cast subtract 100 from their
offensive bonus.
25—hurling III (F)
Similar to Hurling III, up to three items may be hurled. The same basics
affect this psion as with the other; each attack is made separately, and
may be directed against up to three targets both within the caster's
field of vision and within ninety degrees of each other.
30—Reaiming (F*)
All missile and projectile attacks made against the caster are reversed
to their point of origin, with a +10 modifier to their OB.
50—Telekinesis X (F)
Similar to Telekinesis V, the maximum weight than can be moved is 2000
pounds per level.
2.4: Telepathy
| Lvl | Name | AoE | Duration | Range |
|---|---|---|---|---|
| 1 | Phrase I | self | 3 images | touch |
| 2 | Speak I | self | C | touch |
| 3 | Phrase II | self | 3 images | 25'/lvl |
| 4 | Speak II | self | C | 25'/lvl |
| 5 | Phrase III | self | 3 images | 5 miles/lvl |
| 6 | Listen | self | 1 rnd/lvl | touch |
| 7 | Speak III | self | C | 5 miles/lvl |
| 8 | Mass Speech | self | C | 100' |
| 9 | Telepath I | self | C | touch |
| 10 | Empathic Bonding | self | C | 25'/lvl |
| 11 | Telepath II | self | C | 25'/lvl |
| 12 | Mass Speech True | self | 1 min/lvl | 25'/lvl |
| 13 | Phrase True | self | 3 images | 25'/lvl |
| 14 | Mass Empathy | self | C | 100' |
| 15 | Lord Phrase | self | 3 images | 25'/lvl |
| 16 | Mass Empathy True | self | C | 25'/lvl |
| 17 | Far Phrase | self | 3 images | special |
| 18 | Telepath True | self | 1 min/lvl | 25'/lvl |
| 19 | Distant Phrase | self | 3 images | special |
| 20 | Lord Telepath | self | 1 min/lvl | 25'/lvl |
| 25 | Far Speak | self | C | special |
| 30 | Far Telepath True | self | 1 min/lvl | special |
| 50 | Distant Telepath True | self | 1 min/lvl | special |
1—Phrase I (I*)
The caster may mentally "speak" to any one other sentient being. The
caster can speak with this psion, but not hear; to do so the caster must
also use Listen, or else the target must also be able to communicate
(such as by using psions or spells).
2—Speak I (I*)
The caster may mentally "speak" to any one other sentient being within
range. The caster can speak with this psion, but not hear; to do so the
caster must also use Listen, or else the target must also be able to
communicate (such as by using psions or spells).
3—Phrase II (I*)
The caster may mentally "speak" to any one other sentient being. The
caster can speak with this psion, but not hear; to do so the caster must
also use Listen, or else the target must also be able to communicate
(such as by using psions or spells).
4—Speak II (I*)
The caster may mentally "speak" to any one other sentient being within
range. The caster can speak with this psion, but not hear; to do so the
caster must also use Listen, or else the target must also be able to
communicate (such as by using psions or spells).
5—Phrase III (I*)
The caster may mentally "speak" to any one other sentient being. The
caster can speak with this psion, but not hear; to do so the caster must
also use Listen, or else the target must also be able to communicate
(such as by using psions or spells).
6—Listen (I*)
The caster is able to "hear" communications produced in the mind of
another sentient being. The sentient must be able to be told what they
are to do (such as via speech), wish to cooperate and be in physical
contact with the caster. In order to carry on a conversation, the caster
will need to cast this, and either Phrase or Speak until they can cast
Telepath, or any of the Lord or True psions below.
7—Speak III (I*)
The caster may mentally "speak" to any one other sentient being within
range. The caster can speak with this psion, but not hear; to do so the
caster must also use Listen, or else the target must also be able to
communicate (such as by using psions or spells).
8—Mass Speech (I*)
The caster may mentally "speak" to a number of individual, sentient
beings equal to his level in number, so long as they stay within range,
and as long as the caster concentrates. The caster can speak with this
psion, but not hear; to do so the caster must also use Listen, or else
the target must also be able to communicate (such as by using psions or
spells).
9—Telepath I (I*)
The caster may mentally Speak and Listen to one other sentient being as
long as the caster concentrates.
10—Empathic Bonding (I*)
Caster can "send" his emotional state, and "receive" the emotional state
of any one being within range.
11—Telepath II (I*)
The caster may mentally Speak and Listen to one other sentient being as
long as the caster concentrates.
12—Mass Speech True (I*)
The caster may mentally "speak" to a number of individuals equal in
number to the caster's level. The individuals must be in range, and all
of the targets "hear" what the caster says.
13—Phrase True (*)
The caster may mentally "speak" to up to ten individuals. The
individuals must be in range, and all of the targets "hear" what the
caster says.
14—Mass Empathy (*)
The caster may mentally "send" his emotional state to, and "receive" the
emotional states from a number of individuals equal in number to the
caster's level. The individuals must be in range, and all of the targets
"feel" what the caster feels.
15—Lord Phrase (*)
The caster may mentally "speak" to a number of individuals equal in
number to the caster's level. The individuals must be in range, and all
of the targets "hear" what the caster says.
16—Mass Empathy True (*)
The caster may mentally "send" his emotional state to, and "receive" the
emotional states from a number of individuals equal in number to the
caster's level. The individuals must be in range, and all of the targets
"feel" what the caster feels.
17—Far Phrase (I*)
The caster may mentally "speak" to any one other sentient being upon the
same planet.
18—Telepath True (I*)
The caster may mentally Speak and Listen to one other sentient being for
the duration of this psion.
19—Distant Phrase (I*)
The caster may mentally "speak" to any one other sentient being upon the
same plane of existence.
20—Lord Telepath (I*)
The caster may mentally "speak" to up to twenty other sentient beings
for the duration of this psion.
25—Far Speak (I*)
The caster may mentally "speak" to one other sentient being upon the
same planet.
30—Far Telepath True (I*)
The caster may mentally Speak and Listen to one other sentient being for
the duration of this psion. The target must be on the same planet.
50—Distant Telepath True (I*)
The caster may mentally Speak and Listen to one other sentient being for
the duration of this psion. The target must be on the same plane of
existence.
Note: Unless the other being perceives reality in a radically different manner from the caster, telepathic communication should be relatively clear, as what are transmitted are the images and concepts, rather than spoken words.