D&D 2e Deck of Psionic Powers.pdf
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Aura Alteration
rower score:
Wisdom
-4
Initial Cost:
10
Maintenance Cost:
Not applicable
Range:
Touch
Preparation
Time:
5
Area of Effect:
Individual
Prerequisites:
Psychic
swgety
5th level
Roll
of
Power
Score:
Roll
of
20
No additional effect
The full
ESP
cost of the power
must
be
paid despite the lack of
success,
and this psionicist can't
alter
this
aura until he achieves
a
higher experience
level
Reference:
CPH page
93
rower Score:
Wisdom -12
Area
of Effect:
10th level
Roll
3
Power
Score:
No additional effect
If three
20s
are
rolled during
the
empowering process, the item
is
Psychic Clone
Power score:
Wisdom
-8
Initial Cost:
Maintenance Cost
5Iround
Preparation Time:
10
rounds
Clairaudience, clairvoyance,
psychic messenger, 5th
level
Clone
can
travel
through
walls
and other solid objects
No
additional effect
Roll
of Power Score:
Psychic Surgery
Power
score:
Wisdom -5
Maintenance Cost:
lll/turn
Individual
Mindlink, contact
"implanted power
Surgeon
can't
use
this
power
successfully for Id4 days
Split Personality
rower score:
Wisdom -5
Initial Cost:
Maintenance Cost:
h/round
Area of Effect:
Psychic surgery, 10th
level
The mind splits into
three
parts
instead of two
User
passes out for ld6
tllrns
Roll of Power Sore:
Initial Cost:
Prere
"kites:
1
item
Area of Effect:
Initial cost:
Contact
Personal
Aura Alteration
With aura alteration,
a
psionicist can tem-
porarily disguise a cha;acter’s alignment,
disguise her level,
or
remove
aura
afflic-
tions like
curses,
geases, and quests.
Disguising
a
character’s alignment
or
level is the easiest to do. The disguise is
temporary, lasting only Id6 hours. It has
no effect on the character’s
real
alignment
or class,
hut
a
psionicist with
aura
sight
will be fooled by the fake aura.
Because
curses,
geases, and quests
are
imprinted on the character’s aura, they
can
be removed with this power.
A
psionicist
who tries this
suffers
a
4
penalty to his
power
score
and must expend
20 PSPs
instead of 10.
If
the power check
roll
is
1,
the psionicist’s patient must make
a
saving
throw vs. spells to avoid losing one experi-
ence
level.
(A
slip of the psychic scalpel can
close off vital parts of the brain.)
#217
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288
01994
TSQ Inc.
All
Rights
Empower
Empower allows
a
psionicist to imbue an
item with rudimentary intelligence and
psionic ability.
See
CPH for full details.
The item muzt be worth 250% to 500% of
the normal cost for
an
item of its type, It must
be new,
no
more than 48 hours since
manu-
facture. If tried on
an
older item, the
user
fails
Step 1, expending 50 PSPs.
Step
1.
Each day.
user
must first prepare
item.
Cost
50 PSI’S and a power check. Fail:
no
progress until next day
Step
2.
User can give prepared item
access
to one psionic discipline (that user has).Cost:
100 PSPs and
a
power check.
Step 3. The psionicist can attempt to
empower the item with any
one
power he
knows
within the discipline
(on
same day it
was
properly prepared). User makes two
power checks; first for the chosen power
(using its score), second, another
el
check.
If both checks
succeed,the item
psionic power, with
a
score
two
point
user’s. Successcosts 100
PSPs,
failutp
:
Step
4.
User can add other
POT
repeating Step
3.
It can acquire one
PO
day, if it has been properly prepared.
Step
5.
When item has acquired
powers
user
intends to
give
it, he
<
those powers. He must prepare the il
more time (expending 50
PSPs),
and
final power check. If the check succeed
never
gain
or
loss any powers. If i
sealed, it loses
one
power
per
month
hecomes normal.
Empoweringprocessmust
be
unb2
a
day
passes in which the user doesn’t at
to
prepare the object,
it
is finished
as
is.
I
even
try to seal the powers.
#218
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288
01594TSR.1nc.AilRight~
Psychic Clone
When this power is initiated, a clone of the
psionicist steps out of his body. It is in
every way identical to the original form,
except that it has no substance. The psion-
icist can
see
and hear what the done
sees
and hean.
The
clone will do anything the
psionicist wants it to do (as if it were actu-
ally him). Furthermore, the
user’s
psyche
goes with the
clone,
thus enabling it to use
all of
his psionic powers.
This
power has a serious drawback.
As
long as the clone exists, the psionicist him-
self is practically
a
vegetable. He
retains
only three
senses:
smell, taste, and touch.
He
can’t move, see
or
hear. All his psionic
powers are transferred to the clone.
In
effect,
the
immobile character is no longer
a psionicist; not
even
psionic sense will
reveal his hue nature.
He
can
1
without any combat
rolls if an
01
wishes to do so.
The clone can travel up to
60
fc
the psionicist. It can go anywh
psionicist himself could go.
For
exa
can walk down
a
corridor, walk acr
(the clone has no substance and
hurt), and swim (provided the
us
Because the psionicist could walk I
an
unlocked door, so can the
although the clone passes througl
ghost. However, a clone can’t
through walls
or
walk on water,
the psionicist can’t either.
The
clone
is
impervious to
all
forms of
attack and damage except psionic
or
men-
tal attack (which will affect the psionicist).
#219of
288
81994TSR.Inc.AURightrReserved.
~~~
~~~
Psychic Surgery
Psychic surgery allows a psionidst to tppair
psychic damage.
even
on himself
(-5
to power
score).
Phobias, aversions,
comas,
seizure-
thwe and other psychic ailments
can
be beat-
ed
and
ad.
Curses or
magical
conditions
can’t be
cured.
This
power can‘t
cure
possession. It con
confirm that
the
problem really is possession,
and
can
force
the possessing enti4
into
pionic
cmbnf
if the
surgeon
desires. Psychic sugery
could the possession indirectly by forcing
a weak entity to
flee
rather than face combat.
Most psychic
ailments
can
he
aned
in
one
turn
or
less.
If
the power chedn roll is
I
or
2,
the
problem is &cky and
requires
another
turn.
If
the check fails, it is too patfor the
user
to
fix.
He
can
try
again after gaining another expen-
ence
level.
This
power
can
help nonpsionics unleash
their wild powers.
If
the
user
succeeds, the
patient gains
a
-2 bonus to his wild talent roll
It
can
also be used to
make
the effect of
any telepathic power permanent with no
maintenance cost.
The
pmer
is not bestowed
on
the subject,only its effect.A
person
can
he
permanently dominated, for example.
The
following restrictions apply:
1. The power must have
a
maintenance cost.
2. The power’s range must be more than 0.
3.
The
surgeon must
know
the power and
use
it successfully
on
the patient.
4.
This application won’t work
on
the
user or
another psionicist.
5. One power can
he
made permanent
per
turn.
On
a power check roll of
1 or 2,
pro=
dure takes
twoturns.
This procedure can also be reversed; psy-
chic
surgery
can
be
used to remove
a
perma-
nently implanted telepathic effect.
11220
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288
01934 ER,
Inc.
All
Rights
Reserved.
Split Personality
This
power divides
one’s
mind into
two
indr
pendent parts. Each part functions in
com-
plete autonomy,
like
two
characters in one
body, Both parts communicate fully, Both can
use
psionic powers,
even
at the
same
time.
That means
a
split personality
can
uw
twice
as
many psionic powers per round. (The char-
acter’s PSP total
tpmains
the
same,
with both
personalities drawing
fmm
it.) Alternately,
one
personality can
use
psionic
powers
while
the other des something els-ontrol the
body in
melee,
for example. Split personality
allows
a
characterto physically and psionical-
ly battle at the same time.
Mental attacks directed against the psion-
icist affedonly half of the mind. Contact must
be established separately with each half.
If
one
half is somehow destroyed
or
subdued,
the other half can continue fighting indepen-
dently and retains control of the body.
Before he attempts to
make his
personaliq
whole again, the psionkist must make
a
saving
thmw vs. paralyzation if any of the following
is hue:
he doesn’t control bath
porfians
of his
mind; he has unrepaired psychic damage;
or
he
is
sufferingunwanted contact.
A successful
save
means
that his mind returns to complete
health and thmws
off
all
undesired influences.
Failure means that the afflicted portion of his
mind becomes dominant and he passes out for
Id6
hlms.
When
he awakens, he is free of
undesired
influences.
1221
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01994
TSQ
Inc.
All
Rights
Reserved.
(see
cpm.
Subjective Reality
power
score:
Wisdom
-5
Maintenance
Cost
7/round
Range:
0
Preparation Time:
0
Area of Effect:
Penonal
Prerequisites:
8th
level
Roll of
Power Score:
Psionicist
can
alter what he is
disbelieving
from
round
to
round
User
muit
save
YS.
spells
or be
plane
shifted
to
8
random Outer
Plane
Roll of
20
Reference:
WW page
89
Cannibalize
rower
score:
constitution
Initial
cost:
0
Maintenance
Cost:
Not applicable
Range:
0
Preparation Time:
0
Area
of Effect:
P
ersona1
Prerequisites:
5th
level
ithout
tihition
n
them by
Roll of
Power Score:
Roil of
20
User
gains
8 PSPs
reducing Constitr
User loses
Id4
Ca
points, but
anmi
resting
in
Refemnce:
CPH
page
97
Cognitive Trance
Power Score:
Initial
Cost:
Maintenance Cost:
Not applicable
Preparation Time:
0
Area
of
Effect:
PerSOIlal
Prerequisites:
"XIe
User gains
+4
bonus
to all
Intelligence checks
for
duration
of
the trance
User
develops
mild
headache
for
Id6
turns,
and
power can't
be used
Roll of
Power
Score:
Initial Cost:
35
Subjective Reality
With this power, the user can ignore the
reality of an object
or
category of objects
and make them have no existence
for
him.
The psionicist can only disbelieve inan-
imate objects
or
effects with this power,
since he finds it impossible to ignore living
creatures. Some possible uses of the power
include:
*Disbelieving a type of weapon, such as
hand-held weapons, bows and
cross-
bows,
or
hurled weapons.
No
weapon of
that type can harm the psionicist while
power is maintained.
*Disbelieving an entire
type
of magic,
such
as
priestly
or
wizardly magic.
*Disbelieving
a
manifestation of an
ele-
ment, such
as a
fire
or
a
rock slide
*Disbelieving any one object (large
or
small), such as a boulder, an enemy’s
armor,
or
an enemy‘s magical item.
The DM must decide what the
exact
effectsof subjective reality
are,
but in gen-
eral the disbelieved objects simply
do
not
exist for the psionicist.
He
can’t be harmed
by them, nor can he have any effect on
them himself.
#222
Of
288
01994
TSR,
Inc.
All
Rights
Raaved.
Suppress Magic
This power lets psionicists draw upon
their command of psychic energy to create
a field that dampens magic of all types.
Within the field, no spells function, weap-
ons lose their enchantments,creatures with
magical attacks
or
powers (such
as
a
basilisk‘s gaze) can’t use them, magically
animated monsters (animated dead,
golems) stop in their tracks, and magical
items don’t function.
The field remains as long
as
the user
maintains
it.
The base maintenance cost is
1
PSP
per
round, but each
spell
level
or
magical
power usage within the field adds
1
PSPta the maintenancecost. Effectswith-
out
a
spell level should be equated to
a
similar
spell.
If there is no similar spell, the
user pays maintenance
PSPs
equal to
1
per
Hit Die
or
level of the initiating creature.
This effect will temporarily disrupt
enchantments in effect,
so
a charmed per-
son is temporarily freed, polymorphed
creatures return to their original form, and
so
on. Things that were changed by magic
but are no longer magical, such
as
a stone
bench that was created by
stone
shape,
don’t
change in form.
A
person stoned by a
medusa’s gaze remains that way. Once the
user
ceases
to maintain the power,
all
enchantments resume uninterrupted.
#223
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288
01994
TSR,
Lnc.
All
P4ghts
Reserved.
Ultrablast
A character using psionic ultrablast can
overwhelm and damage nearby psyches.
To
do this, she casts thought waves in all
directions. In laymen’s terms, the user
“grumbles” psychically for three rounds.
Then her consciousness bursts forth and
a
horrid, psychic scream penetrates all
minds within
50
feet. Victims may never be
the same again.
All characters within
50
feet of the
ultrablast must save vs. paralyzation.
Failure
means they pass out for 2d6 turns.
Those
who
pass
out must immediately
save vs. paralyzation again.
If
they fail a
second time, they
lase
all psionic power.
Only psychic surgery can help them recov-
er this loss.
Although the blast does not &ect the
user, the risks
are
great.
If
the power check
fails, she becomes comatose for Id10 days:
Some characters may think she’s dead.
#224
of
288
01994TSR, Lnc.
All
Rights Reerved.
Cannibalize
This power allows the character
to
canni-
balize his
own
body far
extra
PSPs.
When
it
is
used, the character can take any num-
ber of Constihltion points and
convert
them directly to
El’s
at a ratio of
1%
(One
Constitution point becomes
8 PSPs.)
The
psionicist can uses these points anytime,as
if
they were
part
of
his
total.
The Constitution redudon is not
per-
manent, but is debilitatingand long-lasting.
The
character immediately loses bonus hit
points.
His
system shock and resmction
survival chances are reduced.
Most
impor-
tantly, all of his psionic power scores which
are
based on Constitution are reduced by
the
appropriate amount.
A psionicist can recover one camibal-
ized point of Constitution per week of rest.
Rest means staying quietly at home (safely
indoors). Adventuring
is
not allowed.
A
psionicist can cannibalize the body of
a
victim he has used switch personality on.
6225
Of
288
01994
TSR,
Inc.
All Rights Reserved.
~~~~
Cognitive Trance
Apsionidst with this power can place him-
self in
a
trance that clears his mind
for
calm
and contemplative thought. Anything the
psionicist
sees,
hean, or reads while under
the mind-sharpening influence of
the
cog-
nitive trance can be committed
to
his mem-
ory
verbatim, for precise recall at a later
time.
The player running the psionicist
char-
acter can
use
this ability to remember
detailed inshuctions
or
conversations to
the word, even if he himself doesn’t
remember the exact content. This can be
handy to remember detailed instructions
to
a
certain location
or
the exact wording of
a series
of intricate passwords.
The
psionicist can also enter the trance
to
consider any problem, puzzle,
or
riddle,
gaining
a
+2
bonus on any Intelligence
checks to find
a
solution.
If used
for
photographic memory, the
trance lasts as long
as
it taketo completely
take in all the information.
If
used to solve a
puule, the trance lasts
as
long
as
it takes the
psionicist
to
make a single attempt to amve
at a
solution. An extended trance may last
for several hours.
While
in
a
trance, the user suffers a
-1
penalty to surprisechecks. Combat
or
even
conversation breaks the trance.
U226
of
288
81994
TSR,
Inc.
All
Rights Reserved.
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