These rules are inspired by ACKS Heroic Fantasy, Stars Without Number, and AD&D Complete Psionics Handbook.
Psionics is the exercise of mental powers to achieve supernatural effects, such as telekinesis and telepathy. In campaign settings where psionic powers exist, most sentient beings are usually capable of expressing them, and in some settings, even beasts may manifest psionic talents.
Psionic powers are functionally a kind of magic, just like arcane and divine magic; rather than manipulating cosmic energies through formulae or prayer, psionicists harness their inner potential.
However, by default, psionic powers are not treated as magic; spells like detect magic, dispel magic, or anti-magic shell and magic items such as a rod of cancellation do not affect psionics. Conversely, powers and abilities that interact with psionic powers do not affect magic.
Wisdom bonuses and penalties apply to saving throws against psionic powers, just as against spells.
The Judge may choose to make available versions of spells that specifically target psionics (e.g. detect psionics). It is recommended that these spells be available at the same levels as the spells they are based on.
At the Judge's option, psionics can be treated as just a kind of magic. In this case, interactions should go in both ways: dispel magic affects psionic powers, and the power dispel psionics affects magic spells.
Non-psionicist characters of all classes (as well as other creatures that have been given ability scores, at the Judge's discretion) have a chance of possessing psionic talent: psionic potential far in excess of the norm, which they can instinctively harness to some degree.
The chance of possessing psionic talent is equal to the sum of the character's INT, WIS, and CHA modifiers as a percentage chance, provided the total is +1 or higher.
If a character's INT, WIS, or CHA scores are increased permanently increased during play, it is recommended to make the roll again, as such chances are liable to awaken hidden psychic potential.
High-Psionics Settings: For settings in which psionic powers are common, the chance of psionic talent is quintupled: if a 1d20 roll is equal to or under the total of a character's INT, WIS, and CHA modifiers, the character has psionic talent.
If a character is found to have a psionic talent, roll on the table below to randomly determine what it is.
| 1d20 | Psionic Talent |
|---|---|
(how psionic talents use their abilities, choice of psychic ability score)
Psionics is divided into disciplines. Each psionicist knows specific disciplines to a specific level (e.g. Telepathy II). These discipline levels are analoguous to spell levels. In addition, disciplines contain techniques, specialized uses of psionic ability similar to spells. Each technique has a level; a psionicist cannot learn techniques with a level higher than their level in that discipline. Together, disciplines and techniques are called psionic powers, and function similarly.
The disciplines and techniques form a psionicist's psionic repertoire. A psionicist can use any power in their repertoire.
Just like spellcasting, using psionic powers requires a great deal of concentration: the psionicist must announce the intention to use psionic powers (but not which power will be used) before rolling initiative for a round. If the psionicist is damaged before their initiative, the power fails (without accruing any strain; see below).
Activating a psionic power requires a psionic proficiency throw. The target value of the throw depends on the psionicist's level and the level of the power: a 1st level psionicist can activate a 1st level power with a throw of 10+; the target number is reduced by 1 point per level of the psionicist above 1st, and increased by 2 points per level of the power above 1st. The proficiency throw receives a bonus equal to the psionicist's psychic ability score: one of Intelligence, Wisdom, or Charisma, whichever is a prime requisite for the psionicist's class (if the class has more than one prime requisite from that list, pick which one to use when the character is created).
| Psionicist Level | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Power Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 1st | 10+ | 9+ | 8+ | 7+ | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ | 0+ | -1+ | -2+ | -3+ |
| 2nd | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ | 0+ | -1+ |
| 3rd | 14+ | 13+ | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ | 6+ | 5+ | 4+ | 3+ | 2+ | 1+ |
| 4th | 16+ | 15+ | 14+ | 13+ | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ | 6+ | 5+ | 4+ | 3+ |
| 5th | 18+ | 17+ | 16+ | 15+ | 14+ | 13+ | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ | 6+ | 5+ |
| 6th | 20+ | 19+ | 18+ | 17+ | 16+ | 15+ | 14+ | 13+ | 12+ | 11+ | 10+ | 9+ | 8+ | 7+ |
When a psionicist fails a psionic proficiency throw, they accumulate 1 point of strain, reflecting mental exhaustion from using their inner power. A psionicist has a strain threshold equal to the highest level discipline they know: a psionicist whose highest level discipline is Telepathy V has a strain threshold of 5, for instance. Once a psionicist has accumulated strain equal to the threshold, they suffer burnout and can no longer use any psionic powers.
A psionicist can recover from burnout by resting for 8 hours, then engaging in 1 hour of mental exercises (yoga, meditation, kata, etc.). This removes all strain and allows the psionicist to access their powers again.
If a psionicist fails a psionic proficiency throw with a natural 1, the psionicist also risks psychic backlash: make a backlash throw with the same modifiers and target number as the original throw; if this throw fails, the psionicist suffers psychic backlash. The degree of backlash (minor, major, or catastrophic) depends on the level of the power that was attempted. Refer to the table.
| Power Level | Backlash Severity |
|---|---|
| 1st–3rd | Minor |
| 4th–5th | Major |
| 6th | Catastrophic |
| 1d10 | Minor | Major | Catastrophic |
|---|---|---|---|
| 1 | The burn deals 1d4 damage to you per level of the power attempted. | The major burn deals 1d6 damage to you per level of the power attempted. | The massive burn deals 1d8 damage to you per level of the power attempted. |
| 2 | Stunned. You are unable to move, act, or defend yourself for 1 round. | Staggered. You are unable to move, act, or defend yourself for 1d4 rounds. | Dazed. You are unable to move, act, or defend yourself for 1 turn. |
| 3 | The mental strain knocks you unconscious for 1 turn. | Psychic recoil renders you unconscious for 1 hour. | A psychic feedback loop leaves you unconscious for 8 hours. |
| 4 | Burnout! You suffer immediate burnout. | Serious burnout. You suffer immediate burnout, and cannot recover from it for 24 hours. | Severe burnout. You suffer immediate burnout, and cannot recover from it for 1 week. |
| 5 | A psionic rebound sends you into a coma for 1 week, or until you are treated with restore life and limb. | A psionic reverberation puts you in a coma for 1 month, or until you are treated with restore life and limb. | A psionic backblast puts you in an indefinite coma, until you are treated with restore life and limb. |
| 6 | Your mind is shaken loose, and you go insane for 1 day per level of the power attempted. | Your mind is unmoored, and you go insane for 1 week per level of the power attempted. | The psychic shock leaves you permanently insane. Only wish or miracle can cure you. |
| 7 | Your psionic ability and memory are damaged. You lose 1 level of experience unless you make a save v. Death. | Your psionic ability and memory are badly damaged. You lose 1 level of experience. | Your psionic ability and memory are horribly damaged. You lose 2 levels of experience. |
| 8 | Your body and mind feel the strain. You lose 1 point of Intelligence, Wisdom, Constitution, or Charisma (determine randomly). | Your body and mind are ravaged by psychic energies. You lose 1d3 points of Intelligence, Wisdom, Constitution, or Charisma (determine randomly). | Your body and mind are burnt out. You lose 1d4+1 points of Intelligence, Wisdom, Constitution, or Charisma (determine randomly). |
| 9 | Your mental capabilities are shaken. You permanently lose 1 point from your psionic ability score. | Your mind is damaged. You permanently lose 1d3 points from your psionic ability score. | Permanent brain damage. You permanently lose 1d4+1 points from your psionic ability score. |
| 10 | You suffer an aneurysm. You die in 1 turn unless you save v. Death. | You suffer a cerebral bleed. You die instantly unless you save v. Death. | Psychic backblast causes your brain and skull to explode, killing you instantly, unless you save v. Death. |
A psionicist can attempt to use a technique that is not in their repertoire, provided they possess the requisite discipline at a high enough level. This increases the target number for the psionic proficiency throw by +4, and doubles the chance of an automatic failure and risk of backlash (i.e., the attempt automatically fails and requires a backlash throw if the throw is a natural 1–2).
Psionic powers are divided into disciplines and techniques. Each discipline is learned one level at a time, from I to VI. Within each discipline are various techniques; a psionicist can only learn and use techniques that have a level equal to or lower than that which they know the discipline at.
Activating a technique does not require activating the discipline. Psionicists can only use one power in a round. A psionicist who has a discipline active can activate techniques, but can only concentrate on one power at a time; if a second power that requires concentration is activated, the first one must be ended.
Clairsentience is the power of extrasensory perception.
The clairsentience discipline itself (but not all clairsentience techniques) requires full concentration, precluding movement and other actions. Suffering damage or failing a saving throw breaks this concentration. Once activated, clairsentience can be used as long as concentration is maintained, with one aspect of the power used each round.
The range of clairsentience depends on the level of the discipline; even uses of lower levels of the discipline benefit from the range of the highest known level.
Most clairsentience powers are blocked by 3' or more of stone, earth, wood, etc., or a thin sheet or coating of gold or lead.
Clairsentience I: Range 60'. The medium can use clairvoyance to "borrow" someone's eyes, seeing through them. The subject cannot resist this and is not aware of it. The medium does not need to see the subject, but must have an approximate direction and distance. The caster may switch subjects while concentrating, after spending at least one turn borrowing one subject's eyes. If the subject moves out of range, unless the medium can change subjects, the power ends.
Clairsentience II: Range 90'. As above, but the medium can also use clairaudience to borrow the same subject's ears to hear.
Clairsentience III: Range 120'. The medium can project a psychic sensor through which they can see. The sensor shares any special seeing ability affecting the medium (such as infravision, detect life, etc.); the medium can try to activate clairsentience power that would grant such perceptive abilities even while concentrating on clairsentience (subject to the Judge's discretion).
Clairsentience IV: Range 180'. The medium can project a psychic sensor that also allows them to hear.
Clairsentience V: Range 240'. The medium can use remote viewing, with no limit on range; the medium can see a location through a stationary sensor (the more familiar the location, the more control they have over the exact location of the sensor) that can turn but not otherwise move. The medium can both see and hear through this sensor, and use any special powers of sight and hearing they have. If the medium has ESP or is a telepath capable of reading surface thoughts, they can also use those powers on subjects they can see. They cannot otherwise communicate or use powers or spells through remote viewing.
Clairsentience VI: Range 360'. The medium can use true seeing, out to a range of 120': the medium sees through normal and magical darkness, notices secret doors, sees the exact locations of displaced creatures or objects, sees through normal or magical disguises, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. It does not penetrate solid objects or concealment like fog or smoke. It does not work in conjunction with clairvoyance, psychic sensors, or remote viewing.
Metapsionics is the discipline dealing with psionics itself.
Metapsionics I: The psychic can detect psionics within 60', sensing active psionic powers (including psionicists concentrating on a power) and psionic items. This sense does not rely on sight, but if the subject is not within line of sight, the psychic only knows the approximate direction and distance to it. 3' of rock, earth, or wood, or 2" of gold or lead, will block the power. This lasts while the psychic concentrates.
Metapsionics II: The psychic can employ psychic nondetection to cloak themselves (or another subject within 30') from most psionic detection, including detect psionics, detect life, and so on, but not visual powers like clairvoyance or remote viewing. This power lasts for 1 hour per level.
Metapsionics III: The psychic can dispel psionics within 120', ending ongoing powers affecting a creature or object, or in effect in a cubic area 20' to a side. Powers originated by a psychic of a lower level are automatically dispelled; for powers originated by a higher-level psychic, there is a 5% chance the dispelling fails per level of difference.
Metapsionics IV: The psychic can create a psychic fortress, creating a barrier out to a 5' radius that prevents psionic powers up to 3rd level from getting inside it. Powers can be used out of it. The fortress lasts for 1 round per level.
Metapsionics V: The psychic can empower themselves for 1 turn. The psychic gains a +4 bonus to all saving throws vs. psionic powers, and a +4 bonus to psionic proficiency throws and psychic attack throws.
Metapsionics VI: The psychic can create psychic static, blocking all psionic powers within a 10' radius of themselves. Any ongoing effect entering or overlapping the area is dispelled. This power lasts for 6 turns, or until ended by the psychic.
Psychometabolism is the discipline of the body.
Basic psychometabolism has a range of touch, and can be used on the psionicist themselves.
Psychometabolism I: The psionicist can cure 1d6+1 hp of damage, or cure paralysis affecting the target.
Psychometabolism II: The psionicist can cure 2d6+2 hp of damage, or induce a restful state where the subject naturally heals an additional 1d3 hp per day of complete rest, lasting as long as the subject continues to rest (or receives any damage).
Psychometabolism III: The psionicist can cure 3d6+3 hp of damage, or cure disease (as the spell).
Psychometabolism IV: The psionicist can cure 4d6+4 hp of damage, or neutralize poison (as the spell).
Psychometabolism V: The psionicist can cure 5d6+5 hp of damage, or perform psychic surgery, healing scars, lost limbs, broken bones, disfigurements, and other permanent injuries. The subject must make a roll on the Tampering With Mortality table.
Psychometabolism VI: The psionicist can cure 6d6+6 hp of damage, or restore life to a previously living being that has been dead no longer than 2 days, plus 2 days per level above 7th. The subject must make a roll on the Tampering With Mortality table. An undead creature subjected to this power must make a saving throw v. Death or be instantly destroyed.
Psychoportation is the discipline of transporting things from one place to another.
Psychoportation I: The psychic can perform apportation to instantly transport themselves, and carried objects up to their maximum encumbrance, to a point up to 30' away that the psychic can either see, visualize, or identify the direction and distance to. The power fails if the destination would place the psychic inside solid matter, or in open air.
Psychoportation II: Range 120'. The psychic can use apportation on other creatures and objects (up to 10 stone per level of the psychic) by touch. Unwilling targets must be hit, and receive a saving throw v. Spells to negate the effect. The power still cannot apport the target into open air, inside solid matter, etc.
Psychoportation III: Range 360'. The psychic can use apportation on subjects up to 10' away. Unwilling targets receive a saving throw v. Spells to negate the effect.
Psychoportation IV: Range 1 mile. The psychic can use apportation on a number of subjects equal to the level of the Psychoportation power they activate.
Psychoportation V: The psychic's apportation is no longer limited by distance, but the psychic must still be able to see, visualize, or specify a distance and direction.
Psychoportation VI: The psychic can use apportation to tranport subjects into danger or death, including high into the air, inside solid objects, or even into the Void. Subjects receive a saving throw v. Spells to avoid the effect.
Telekinesis is the power to move things with one's mind.
Telekinesis requires full concentration, precluding movement and other actions. Suffering damage or failing a saving throw breaks this concentration. Once activated, telekinesis can be used as long as concentration is maintained, with one aspect of the power used each round. If a target makes a saving throw, telepathy must be re-activated.
Telekinesis requires line of sight to initiate, but once it is initiated, line of sight is only required to actually move the subject.
Basic Telekinesis cannot do fine manipulation, only gross movement. Items can be maneuvered through doors and windows, but the power cannot be used to e.g. insert keys into locks or to wield weapons.
Unwilling subjects can make a saving throw v. Spells to negate an attempt at telekinesis.
Instead of concentration, telekinesis can be used as an instantaneous telekinetic thrust. If the target fails a saving throw v. Spells, they are instantly propelled in a chosen direction (a distance equal to the feet per round for that level of the power), and must make a saving throw v. Paralysis or be knocked prone. If the subject is propelled into a solid object, they take 1d6 damage per 10' travelled. Alternatively, an item may be knocked out of someone's hand, if they fail a saving throw v. Spells.
Dropping a creature lifted by telekinesis causes 1d6 damage per 10' dropped. Dropping objects on creatures deals 1d6 damage per 10 stone, and can be avoided with a saving throw v. Blast.
For creatures, the Judge can assume that creatures smaller than man-sized weigh 10 stone, man-sized creatures weigh 20 stone, large creatures weigh 100 stone, huge creatures weigh 500 stone, gigantic creatures weigh 2,000 stone, and colossal creatures weigh 4,000 stone.
Telekinesis can be activated at a lower level than the highest one known, limiting all variables accordingly.
Telekinesis I: Range 30'. 5 stone/level. 20' per round.
Telekinesis II: Range 60'. 10 stone/level. 40' per round.
Telekinesis III: Range 90'. 25 stone/level. 60' per round.
Telekinesis IV: Range 120'. 50 stone/level. 80' per round.
Telekinesis V: Range 180'. 100 stone/level. 100' per round.
Telekinesis VI: Range 240'. 200 stone/level. 120' per round.
Telepathy is the ability to use one's mind to touch the minds of others.
Telepathy requires full concentration, precluding movement and other actions. Suffering damage or failing a saving throw breaks this concentration. Once activated, telepathy can be used as long as concentration is maintained, with one aspect of the power used each round. If a target makes a saving throw, telepathy must be re-activated.
The range of telepathy depends on the level of the discipline; even uses of lower levels of the discipline benefit from the range of the highest known level.
Undead, constructs, plants, and other creatures immune to charm, hold, and sleep are immune to telepathy (at the Judge's discretion).
All telepathy is blocked by 2" or more of rock or stone, or a thin sheet or coating of gold or lead.
Psychic Attacks: Telepathy can be used to make psychic attacks. These attacks require a psychic attack throw; this uses the same target number and modifiers as a psionic proficiency throw for a power of the appropriate level, but the target number is increased by the target's psychic Armor Class, equal to ½ the target's HD or level (rounded down), modified by its Wisdom modifier (if any). The telepath can make psychic attacks regardless of success or failure until their concentration is interrupted or they fail with a natural 1, at which point they must reactivate the telepathy power to continue. Telepaths have multiple options for effects their attacks deliver, and must choose which one is used before making the psychic attack throw.
A telepath can use the damage for a lower level of telepathy than their highest level. The initial activation is always done at the highest level of the discipline, but specific attacks are treated as having the level of the effect used. The Judge can allow characters to activate their telepathy at a lower level, but that will limit all psychic attacks to effects of that level or below until the power is re-activated.
Example: If Agis of Asticles, a 12th level psionicist who knows Telepathy VI, activates it to make psychic attacks, he must make a psionic proficiency throw of 9+ to activate a 6th level power. If he then makes a psychic attack to stun a half-giant for 1d6 rounds (a 2nd level effect), he makes a psychic attack throw at a base target number of 1+ (as for a 2nd level power).
Telepathy I: Range 60'. The telepath can send thoughts into the mind of one living target. These thoughts can take the form of words or images; in the case of words, the telepath and the target must share a language. A saving throw v. Spells allows the target to consciously block the communication.
The telepath can make psychic attacks that deal 1d6 base damage plus their psychic ability score modifier, or that stun the target for 1 round, rendering them unable to act (saving throw v. Spells negates).
Telepathy II: The telepath can read the surface thoughts of one living target, allowing for two-way communication. The target can block this reading with a successful saving throw v. Spells. This can also be used to e.g. detect lies.
The telepath's psychic attacks deal 2d6 base damage, or stun the target for 1d6 rounds (saving throw v. Spells negates).
Telepathy III: Range 90'. The telepath can concentrate for 1 round to detect and locate minds within range, except for those that make a successful saving throw v. Spells. (A successful saving throw does not terminate this use of telepathy.)
The telepath's psychic attacks deal 3d6 base damage, or may render the target unconscious for 1 turn (saving throw v. Spells negates).
Telepathy IV: The telepath can affect multiple targets, up to total HD equal to the telepath's level (or a single target of any HD). Weakest targets are affected first. The power only ends if all targets make successful saving throws. Treat any use of telepathy against multiple targets as a power of the highest applicable level (i.e. minimum 4th). The telepath can also probe minds, reading deep thoughts and memories; each specific memory takes 1 round to read, and the target can make a saving throw v. Spells for each (with a successful saving throw ending that use of telepathy, as usual).
The telepath's psychic attacks can likewise affect multiple targets, and now deal 4d6 base damage.
Telepathy V: Range 120'. The telepath can use mind control, controlling the reactions, actions, or perceptions of targets. These effects end when the power ends.
The telepath's psychic attacks deal 5d6 base damage, or can render the target unconscious for 1d6 turns.
Telepathy VI: The telepath can re-write minds, altering the memories, attitudes, and opinions of targets. Each alteration takes 1 round, and allows a separate save to resist. These changes persist after the power ends.
The telepath's psychic attacks deal 6d6 base damage, or can burn minds, instantly killing targets who fail a saving throw v. Death.