Clairvoyance |
(Clairsentient Science)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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7 (base) 5/2 Unlimited 0 Special None
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This power allows the user to see images from a distant
location. The user picks a spot he knows, makes an MTHAC0 roll, then looks
at everything he would be able to see if he were standing in that spot. The
user's field of vision is the same as normal, and turning his head allows
him to scan the area.
Clairvoyance doesn't replace normal vision. The user still sees what's
around his physical location, with the distant scene superimposed. Closing
one's eyes blocks the double vision and leaves only the distant scene. This
power doesn't enhance vision, so hidden or invisible objects remain
undetected. The distant scene is visual only; there is no sound.
The distance of the viewing spot modifies the power's MAC, as shown below.
|
Range | Power's MAC |
100 yards | 7 |
1,000 yards | 5 |
10 miles | 3 |
100 miles | 1 |
1,000 miles | -1 |
10,000 miles | -3 |
Interplanetary* | -5
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* Clairvoyance only works within a given plane or crystal sphere.
See Magic |
(Clairsentient Devotion)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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10 5/2 0 0 Special None
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The psionicist can use this power to perceive wizardly
magic, including magical items, effects, and potential. Any enchanted
items, scrolls, spellbooks, or potions glow faintly in the psionicist's
vision. He can see continuing spell effects such as fire trap, wall
of stone, or even a character under the influence of a charm
person spell. See magic does not give the user the ability to determine
what kind of magic is being used; all he would know is that the item or
person radiates magical energy.
If the psionicist passes his power check with a roll of 10 or better, he
also can see the spell potential of a magic-using character. A high-level
wizard who has used up all of his spells would not have much potential, but
one who had not expended any memorized spells would glow very brightly.
This ability cannot detect priestly magic of any kind.
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Watcher's Ward |
(Clairsentient Devotion)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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7 3/hour/1 0 0
Personal None
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By using this power, the psionicist attunes herself to her
surroundings and becomes extremely sensitive to any disturbances. The area
covered can be as small as a single door or as large as a circle 60 feet in
radius, centered on the psionicist. If the psionicist moves out of the area
after initiating the power, she must re-initiate it if she wants to continue
the watcher's ward.
While this power is in effect, the psionicist can't be surprised by the
approach of any creature or force. She is instantly aware of any changes in
the area, but does not automatically spot the invaders-she only knows that
something is coming.
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Telekinesis |
(Psychokinetic Science)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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8 3+/1 30 yards 0 One item None
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This power allows the user to move objects without touching
them. Telekinesis tends to be physically taxing, as it takes a lot of internal
energy to move objects. Small objects are easy. But larger, more massive objects
are significantly more difficult.
The cost listed above assumes the object being moved weighs three pounds or less.
For heavier objects, use the following:
� PSP cost equals the item's weight in pounds.
� The power's MAC improves by a bonus equal to one-third of the item's weight,
rounded down. For example, moving a 10-pound rock requires rolling against a MAC
of 5.
Telekinesis moves the targeted item up to 60 feet per round. Items moving at
such a slow rate of speed don't make effective weapons, but items weighing more
than three pounds can be used to disrupt spellcasting or psionic use. The user
rolls his base THAC0 score to hit, with a penalty equal to one-third of the
item's weight, rounded down. For example, if a hero whose THAC0 is 15 wants to
attack a priestess whose AC is 0, he needs an 18 or better to hit her with a
10-pound rock.
Telekinesis can be used to perform very fine work, such as writing or sewing.
The user must be capable of performing the work himself, and a second MTHAC0
roll (and second round of power use) is needed to complete fine work. If the
hero wants to use the power to pull an item away from an opponent, use the
rules for psychic contests, except that the defender uses his Strength score
to decide the contest.
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Ballistic Attack |
(Psychokinetic Devotion)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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6 5/3 30 yards 0 One 1 lb. Object Telekinesis
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This power can make any psionicist a "David" when
he's facing "Goliath." It's a special variation of the telekinesis
science. Instead of moving any object relatively slowly, ballistic attack
allows the character to hurl a small object at a target. The object, no more
than 1 pound in weight, can achieve deadly speeds. It must be within sight of
the psionicist and cannot be anchored or attached to anything else. A rock is
the most common weapon. The psionicist uses his regular THAC0 to determine
whether he hits the target. If he succeeds, the missile inflicts ld6 points of
damage (assuming, of course, that the character made a successful MTHAC0 roll
in the first place).
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Control Sound |
(Psychokinetic Devotion)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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5 3/1 100 yards 1 Specific Sound None
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This power allows the user to shape and alter existing sounds.
A man's words could emerge as a lion's roar, or the noise of marching soldiers
can be made to sound like the wind of a sandstorm. Sounds also can be layered,
so that one singer can be made to sound like a choir. Control sound can also
dampen a noise. The player must specify what sound his character intends to
eliminate. For example, the user might quiet the strike of a hammer or erase
the creak of a door. He couldn't eliminate both at once, however.
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Send Thoughts |
(Telepathic Devotion)
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MAC: PSP Cost: Range: Preparation Time: Area of Effect: Prerequisites:
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8 3+/2+ Unlimited 0 Individual None
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This power only works on an open mind, allowing the user to
send his thoughts to another mind via one-way communication. He can send
information or simply use the power to distract the target. If the target is a
wizard casting a spell, he gets a save vs. spell. If the wizard fails his save,
his concentration is broken and the spell fails. If the target is distracted
while in melee combat, he receives a -2 penalty to all attack rolls.
|
Target's Level | PSP Cost |
1-5 levels or HD | 3/2 |
6-10 levels or HD | 4/2 |
11-15 levels or HD | 5/3 |
16-20 levels or HD | 6/3 |
21+ levels or HD | 8/4
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