The Complete Psionics Handbook
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Advanced Dungeons & Dragons 2nd Edition® Player's Handbook Rules Supplement PHBR5 The Complete Psionics Handbook by Steve Winter CREDITS Design: Steve Winter, with monster updates by Blake Mobley Editing: Andria Hayday Black and white illustrations: Terry Dykstra Chapter illustrations: Dee Barnett Color photography (used with permission): page 1 by Lightscapes, ©The Stock Market page 9 by Ken Cooper, ©The Image Bank pages 45 and 77 by Steven Hunt, ©The Image Bank Graphic design: Stephanie Tabat Typography: Gaye O'Keefe Production: Dee Barnett, Sarah Feggestad Playtest coordination and liberal advice: Jon Pickens Playtesters: Rich Brewer with Allen Thomas, Mike Mlczeko. Arthur Collins with Phred Cain, Jason Davis, Jeff Pickett. Lee G. Irons with Andy Cohen, Matt Harrop, John Whitmer. Alan Grimes with Bob Bellamy, Leo Hallack, Shaun Horner, Jeff Kennedy, Mike Leibhart, Sam Orlando, Tim Pontallion, Alex West. Caroline R. McBride with Brenda A. Floyd, Joe Floyd, R. Keith McBride, Sarah McBride, Mary E. Noah, Donnie Wolfgeher. Mark Middleton with David Boddorf, Tony Caine, Paul Conway, Jerry Harper, Ed Isaacs, Liz Neese, Kip Romine. Jim Milan and William Tracy with Gay Milan, Jeff Stevens, Justin Stevens, Paul Stevens, Teresa Stevens, Jeff Wherry. Norm Ritchie with Linda Bingle, Mary Conczyk, Dewey Frech, Mark Hougaard, Jim Moeller, Jay Tummelson. TSR, Inc. TSR, Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of TSR Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. AD&D, ADVANCED DUNGEONS & DRAGONS, FORGOTTEN REALMS, DRAGONLANCE and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. RAVENLOFT, SPELLJAMMER, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc. Printed in the United States of America. ©Copyright 1991, TSR, Inc. All Rights Reserved. ISBN 1-56076-054-0 2117 The following alterations have been made in this electronic text from the original: - The Table of Contents does not list page numbers; - The text reflects incorporation of errata published in The Will and The Way: 1 Psychokinetic Disciplines The following Devotions do not require Telekinesis as a prerequisite: Animate Shadow, Control Light, Control Sound, Molecular Agitation, Soften. 2 Telepathic Disciplines - On page 75 the heading for the Fate Link power is missing. - Psychic Crush should be a devotion and Psionic Blast should be a science. - Ego Whip and Mind Thrust both require Contact as a prerequisite. - Telepathic defense modes have no prerequisites. A character does not need access to Telepathy to get Defense modes. - The Mindlink power is not a prerequisite for the following Devotions: Empathy, ESP, Identify Penetration, Incarnation Awareness, Psychic Impersonation, Send Thoughts. 3 Metapsionic Disciplines - All references to Telepathic power (or prerequisite) should be changed to Mindlink instead. 4 Psionic Monsters list Brain Mole: References to the amplification power should be changed to Psychic Drain. Also, Mind Thrust is a Telepathic Power, not Metapsionic. Intellect Devourer (adult): References to the amplification power should be changed to Psychic Drain. Also, Ectoplasmic Form should be listed as a Discipline, not a Science. - Some minor alterations in the placement of various Tables have been made to make the text more coherent in this format; - A minor correction was made to the Bibliography (the title of a book by Zenna Henderson); - Some additions were made to the Bibliography; - The Thought Eater was moved to its proper place, after the Su-Monster. - The Summary of Powers and the Powers Index found at the end of the book are not included here (redundant in this format); - Scattered typographical errors were corrected throughout the text. Text that is colored green (like this) is information obtained directly from Mr. Steve Winter that clarifies certain aspects of the rules. No doubt, new errors were introduced. This document has been proofread and spellchecked several times in order to reduce the instance of new errors, as well as old errors that might have gone undiscovered. A great deal of effort was made to make this text as similar as possible to the original, printed version. I apologize for any errors that slipped through (please note that, depending on the program you use to view this file, you may find certain formatting “ errors” that will not show up in other programs. For example, this document was edited in MS Word; there are a substantial number of alterations in the tabs when this is viewed with WordPad, or WordPerfect). AN IMPORTANT NOTE: Much of the material presented in the AD&D 2nd Edition Dark Sun campaign supplement, The Will and the Way, is considered to be official supplementary material for The Complete Psionics Handbook, except for that material which is stated to relate to Dark Sun only. Particularly, Chapter 3 to the end can be considered supplemental to this book, with relatively minor editing to remove Dark Sun references; Chapters 1 and 2 have almost no bearing whatsoever on this book. Table of Contents Introduction What's Changed? How Does This Fit My Campaign? Is Psionics Magical? Chapter One: The Psionicist Requirements Ability Requirements Prime Requisites Racial Restrictions Multi-class Characters Dual-class Characters Racial Level Limits Alignment Other Qualifications Initial Funds A Psionics Primer Psionic Strength Points Power Scores Power Checks Advancement Gaining Disciplines Gaining Sciences and Devotions Advancing Mid-adventure Raising Psionic Power Scores Psionic Strength Points Gaining Psionic Strength Points Recovering Psionic Strength Points Defense Modes Special Abilities Maintaining Powers THAC0 and Saving Throws Followers Restrictions Weapons Armor Proficiencies The Psionicist Group Wild Talents Determining Powers Strength Points The Risks Chapter Two: Psionic Combat Using Powers Power Checks Psychic Contests Psychic Lock The Combat Round Telepathic Combat Attack Modes Defense Modes Attack Modifiers Tangents Other Considerations Line of Sight Touch Attacks Combat Cards Sidebar: Understanding Power Descriptions Chapter Three: Clairsentience Clairsentient Sciences Clairsentient Devotions Chapter Four: Psychokinesis Psychokinetic Sciences Psychokinetic Devotions Chapter Five: Psychometabolism Psychometabolic Sciences Psychometabolic Devotions Chapter Six: Psychoportation Psychoportive Sciences Psychoportive Devotions Chapter Seven: Telepathy Telepathic Sciences Telepathic Devotions Chapter Eight: Metapsionics Metapsionic Sciences Metapsionic Devotions Chapter Nine: A Psionics Campaign Look What I Got! Burn Him! TSR's Campaign Worlds Psionics and Magic Monsters, Villains, and other NPCs Living Psionics Knights of the Floating Table Related Reading Monsters Baku Brain Mole Cerebral Parasites Intellect Devourer, adult Intellect Devourer, larva (ustilagor) Shedu Su-Monster Thought Eater Vagabond Appendices Monstrous Compendium Update (Missing: Summary of Psionic Powers and Powers Index) Tables 1: Racial Level Limits 2: Experience Levels 3. Individual Class Awards 4: Psionic Power Progression 5: Inherent Potential 6: Psionic Strength Recovery 7: Calculated THAC0s 8: Saving Throws 9: Armor Penalties 10: Proficiency Slots 11: Nonweapon Proficiencies 12: Wild Devotions 13: Wild Sciences 14: Attack vs. Defense Modes Introduction "What do you think I am, a mind reader?" As a matter of fact, you might be, if you're an AD&D® game character with the right stuff. All you need is brainpower, discipline, and The Complete Psionics Handbook. Psionics - the practice of extraordinary psychic powers - was included in the original AD&D game. Some players favored psionic powers; others found them confusing. Psionics was not included in the AD&D 2nd Edition game. Now psionics is back by popular demand, and it's better than ever. Powers this great may not be for everyone, so psionics is a completely optional addition to the AD&D 2nd Edition rules. But if you're ready to put mind over matter - to test the limits of inner space - then this book is for you. The Complete Psionics Handbook is not a reprint of the old psionics rules; it's a complete revision. If you remember the original AD&D rules, you'll find much that seems familiar here. Beware: old words may have new meaning. We've kept a lot of the terminology, but changed the definitions. Read this book carefully before you assume an old rule still applies or jump to conclusions about what certain powers can or cannot do. What's Changed? This book contains five major revisions to the original AD&D psionics rules: 1) The psionicist is a character class. Characters cannot pick up a psionic power here and there just because they have a superior brain. Psionicists are extraordinary characters who develop their powers through arduous training (while members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists). An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. Most of the psionicist's powers are unique. He advances slowly, at a rate somewhere between the fighter and