Psionics Cheatsheet

Total Page:16

File Type:pdf, Size:1020Kb

Psionics Cheatsheet PSIONICS CHEATSHEET Written by Samantha Gagnon Compatible with Ultimate Psionics from Dreamscarred Press WHAT ARE PSIONICS? Although there are some settings and Game-Masters that “Psionics”, in its plainest sense, is the power of the treat them differently, this is generally the standard. mind. By tapping into an inner reservoir of power POWER POINTS & MANIFESTING POWERS within their psyche, characters can use psionics to achieve otherwise impossible actions: telepathy, While powers behave similarly to spells (a one-time telekinesis, teleportation, and a whole host of other effect that does something fantastic), the way they are supernatural powers are pushed to the extent of the utilized is different. While magic-users have a set imagination by psionic characters. amount of spells that they can use per day, psionicists do The path to accessing this psychic inner power, and not. Instead, they draw from a pool of daily power what that power is capable of, is different depending on points. Each power costs a certain amount of points, and the type of psionicist. Some psionic characters hone to manifest the power the character must pay the power their psionic abilities for use in combat, others see point cost. The only limit on how many times a psionics as a discipline and use an expert technique, psionicist can use a power is her power point pool. while others channel raw and primal emotion into Table 5-1: Power Levels and Power Point Costs unrefined psionic might. Power 1st 2nd 3rd 4th 5th 6th 7th 8th 9th In the Pathfinder Roleplaying Game, psionics are Level only available through 3rd party publishers. Specifically, PP Cost 1 3 5 7 9 11 13 15 17 the book Ultimate Psionics from Dreamscarred Press details all of the rules for psionics. Our imprint Manifester Level: This is essentially the same thing as Spoonbender Games has printed additional psionic a caster level: it’s how many levels a character has in a options available as well. class with psionic manifesting capabilities. A character cannot spend more power points on any power or PSIONICS VS. MAGIC ability than her manifester level. While psionic functions in a lot of the same ways as Augmenting: Many psionic powers have additional magic, they are not exactly the same. The main effects that can be utilized by spending extra power difference is their source: psionics don’t come from points when the power is manifested. This is called musty tomes, generous deities, or ancestral bloodlines, “augmenting” the power. These augmentation options they come from inside one’s mind. Another big are found at the bottom of the power’s description. difference is the way that powers are manifested with power points versus using spells per day (see below). An ability that provides bonuses from a spell does not stack with a similar psionic power (unless the granted bonuses are of different types). Power and spell resistance are synonymous and detect psionics can detect magical auras while detect magic can detect Samplepsionic auras. This is called “Psionics-Magic file Transparency” and when in effect both schools of abilities are treated the same. 1 The Golden Rule: This is the most important rule to this psionic focus. Regaining your psionic focus is a remember when using psionics is: a manifester cannot full-round action that provokes attacks of opportunity. spend more power points on a power than her A good comparison to the psionic focus would be manifester level. This includes the base cost of the tapping and untapping a card in Magic the Gathering. In power, any augmenting being done to the power, effects online games, psionic focus is often tracked by checking like metapsionic feats, and anything else that increases and unchecking a box. Psionic focus can be tracked in a the power point cost of a power. For example, a variety of ways in IRL games, including a coin with character with 4 levels in a class with psionic heads and tails, tapping or flipping a card, or by writing manifesting abilities can only spend up to 4 power and erasing a certain spot on your character page. points on a single power or ability. This rule is key to keeping the game balanced. If you TL;DR find your game feels off-balance, make sure that your - Psionics is the power of the mind. Psionics players are following this rule. functions differently from magic in its source and Bonus Power Points: The equation to figure out how system, but not in its compatibility for resistances, many bonus power points per day a character receives detection, and other effects. is (AxB)/2, where A is the modifier for the character’s - Instead of using spells per day, a psionicist has a main manifesting ability and B is the character’s pool of daily power points. Each psionic “power” (like a manifester level. For example, a 4th level psion with an spell) a character knows costs a certain amount of Intelligence score of 16 would have an equation of points, and to use this power she must pay a number of (3x4)/2=6, granting her 6 bonus power points per day. points from her power point pool. The limit to how many times per day she can use her known powers is PSIONIC FOCUS only limited by the number of power points available to Any character that has access to a pool of power her. points (regardless of how many they have left) has a - Some powers can be “augmented” by spending psionic focus. No action is necessary to upkeep this extra power points. Augmenting can unlock new psionic focus, your character is simply in a features of the power, improve the power’s save DC, and psionically-empowered state of mind. Typically, other benefits depending on the power. characters are considered to be psionically focused at - The most important rule to remember when using the beginning of combat. Some abilities can only be used power points is that the most power points a character while the character maintains this psionic focus, and can use on a single power or ability is equal to their others can only be activated by expending (or losing) manifester level. This is the key to keeping the psionics system balanced. - “Psionic Focus” is something a psionic character has. Characters typically start combat psionically focused, and can maintain it (which doesn’t require any action on part of the character). Some psionic abilities require you to maintain your psionic focus, while others require you to expend (or lose) the focus to use (which takes a full-round action provoking attacks of opportunity to get back). Essentially, psionic focus keeps certain abilities active, and can be expended to activate a single ability that deactivates those that rely on it, Sampleusually until the end of ba ttle. file 2 TABLE 5-2: USEFUL PSIONIC FEATS Feat Prerequisites Benefit Psionic Body - +2 hit points for each psionic feat you have (including this one) Deep Focus Psionic Body, Autohypnosis 4 ranks Gain a second psionic focus Psionic Dodge Dex 13, Dodge +1 dodge bonus to AC with psionic focus Psionic Meditation Wis 13, Autohypnosis 4 ranks Gain psionic focus as a move action Persistent Focus Wis 13, Psionic Meditation, Always treated as maintaining psionic focus for Autohypnosis 4 ranks a single ability Psionic Shot Point Blank Shot +1 damage with ranged weapon with psionic focus, expend psionic focus to deal +2d6 Greater Psionic Shot Point Blank Shot, Psionic Shot, base Bonuses become +2 damage and +4d6 attack bonus +6 Psionic Talent - Gain 2 (or more) power points Psionic Weapon Str 13 +1 damage with melee weapon with psionic focus, expend psionic focus to deal +2d6 Greater Psionic Weapon Psionic Weapon, base attack bonus +6 Bonuses become +2 damage and +4d6 Quicken Power - Spend 6 extra power points and expend psionic focus to manifest a power as a swift action Speed of Thought Wis 13 +10 feet to speed in light or medium armor and with psionic focus Wild Talent - Gain psionic ability and 2 power points Sample file 3 Compatibility with Ultimate Psionics requires Ultimate Psionics: Core “Product Identity” means product and product line names, logos and Psionics system from Dreamscarred Press. See identifying marks including trade dress; artifacts; creatures characters; http://dreamscarredpress.com for more information on Ultimate Psionics. stories, storylines, plots, thematic elements, dialogue, incidents, language, Dreamscarred Press does not guarantee compatibility, and does not artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, endorse this product. themes and graphic, photographic and other visual or audio Based on the original roleplaying game rules designed by Gary Gygax and representations; names and descriptions of characters, spells, Dave Arneson and inspired by the third edition of the game designed by enchantments, personalities, teams, personas, likenesses and special Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter abilities; places, locations, environments, creatures, equipment, magical or Adkison. supernatural abilities or effects, logos, symbols, or graphic designs; and any Product Identity: The following items are hereby identified as Product other trademark or registered trademark clearly identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), identity by the owner of the Product Identity, and which specifically and are not Open Content: All trademarks, registered trademarks, proper excludes the Open Game Content; (f) “Trademark” means the logos, names, names (characters, deities, etc.), dialogue, plots, storylines, locations, mark, sign, motto, designs that are used by a Contributor to identify itself characters, artwork, and trade dress. (Elements that have previously been or its products or the associated products contributed to the Open Game designated as Open Game Content or are in the public domain are not License by the Contributor (g) “Use”, “Used” or “Using” means to use, included in this declaration.) Distribute, copy, edit, format, modify, translate and otherwise create Open Content: Except for material designated as Product Identity (see Derivative Material of Open Game Content.
Recommended publications
  • 1416784711307.Pdf
    PSI-CRAFT THE FANTASY CRAFT PSIONICS TOOLKIT Version 1.1 TABLE OF CONTENTS TABLE OF CONTENTS TABLE OF CONTENTS ................................................................. 2 COMSUMABLES ......................................................... 36 INTRODUCTION ............................................................................. 3 SERVICES ......................................................................... 36 PSIONIC CAMPAIGNS ................................................................... 4 ARMOR & WEAPON ....................................................... 36 NEW ARMOR UPGRADES ......................................... 36 PSIONIC BASICS ................................................................ 4 NEW WEAPON UPGRADES ....................................... 36 WHAT ARE PSIONICS? ................................................. 4 MAGIC ITEMS AS PSIONIC ITEMS .............................. 37 WHY PSIONICS? ............................................................ 4 ESSENCE DESCRIPTIONS.......................................... 37 ADDING PSIONICS TO YOUR CAMPAIGN ................... 4 CHARM DESCRIPTIONS ............................................ 37 CREATING PSIONIC RACES AND SPECIALTIES ..... 5 SAMPLE PSIONIC ITEMS ........................................... 38 DETERMINING PSIONIC POWER LEVELS ................ 5 NEW CAMPAIGN QUALITIES ......................................... 5 PSIONIC NPCS ................................................................................ 40 PSIONIC CHARACTERS ...............................................................
    [Show full text]
  • The Grand History of Eberron
    The Grand History of Eberron Edited by Christopher J. Monte Based on the bestselling campaign world of Eberron created by Keith Baker and Wizards of the Coast The longer you look back, the farther you can see forward. —Sir Winston Churchill The world is a fine place and worth the fighting for… —Ernest Hemingway, For Whom the Bell Tolls There is a tide in the affairs of men, Which, taken at the flood, leads on to fortune; Omitted, all the voyage of their life Is bound in shallows and in miseries. On such a full sea are we now afloat, And we must take the current when serves, Or lose our ventures. —William Shakespeare, Julius Caesar , Act IV, scene iii 2 Acknowledgements and Works Cited All ideas and storylines below are trademark/copyright their respective publishers and/or creators. This is a non-profit publication for use as a supplement to Eberron reading and the Dungeons and Dragons game and is NOT in any way affiliated with Wizards of the Coast or any other licensed distributor of Dungeons and Dragons merchandise. Any items or rights that are the property of these sources are not claimed by this writer. All rights are reserved to their original creators. The world of Eberron was created by Keith Baker. This work represents only a compilation of information and ideas first published in the following sources by him and other authors and game designers employed by Wizards of the Coast and is in no way an original work of this author. City of Stormreach by Keith Baker, Nicolas Logue, James Desborough and C.A.
    [Show full text]
  • Dragon Magazine #180
    SPECIAL ATTRACTIONS AD&D Trading Cards TSR staff Issue # 180 Insert Your preview of the 1992 series is here in this issue! Vol. XVI, No. 11 April 1992 OTHER FEATURES Publisher Not Quite the Frontispiece Ken Widing James M. Ward 9 Our April Fools section wandered off. Just enjoy. Suspend Your Disbelief! Tanith Tyrr Editor 10 Maybe its fantasy, but your campaign must still make sense! Roger E. Moore Not Another Magical Sword!?! Charles Rodgers Fiction editor 14 Why own just any old magical sword when you can own a legend? Barbara G. Young Role-playing Reviews Rick Swan 18 A good day for the thought police: three supplements on psionics. Associate editor Dale A. Donovan Your Basic Barbarian Lee A. Spain 24 So your fighter has a 6 intelligence. Make the most of it. Editorial assistant Wolfgang H. Baur Hot Night in the Old Town Joseph R. Ravitts 28 If your cleric thinks his home life is dull, wait till the DM sees this! Art director Colorful Connection Raymond C. Young Larry W. Smith 34 Whats the puzzle within this puzzle? A fantasy crossword for gamers. Production staff The Voyage of the Princess Ark Bruce A. Heard Gaye OKeefe Angelika Lokotz 41 What happens when a D&D® game character dies? Tracey Zamagne Mary Chudada Your Own Treasure Hunt Robin Rist 52 When funds run low in your gaming club, its time for a fund-raising Subscriptions adventure. Janet L. Winters The Role of Computers Hartley, Patricia, and Kirk Lesser U.S. advertising 57 A visit with Dr. Brain, Elvira, and the Simpsons.
    [Show full text]
  • Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
    Fighter 20 [Psi Warrior] Devorxa Duk'ich CLASS & LEVEL PLAYER NAME Githyanki Sailor CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS • +12 Strength ARMOR Max HP Current HP Temp HP STRENGTH +1 Dexterity • +11 Constitution +0 20 204 -- +5 +6 Intelligence CLASS +1 Wisdom INITIATIVE HIT POINTS 20 +0 Charisma Total 20d10 SUCCESSES Saving Throw Modifiers Resistances - Psychic DEXTERITY FAILURES +1 Bonus on +0 saves DEFENSES HIT DICE DEATH SAVES 10 SAVING THROWS INSPIRATION === ARMOR === Heavy Armor, Light Armor, Medium Armor, CONSTITUTION P +6 Acrobatics DEX Shields PES +4 +0 Animal Handling WIS +6 === WEAPONS === +5 Arcana INT Martial Weapons, Simple Weapons 19 P +11 Athletics STR === TOOLS === LSE -1 Deception CHA Navigator's Tools, Vehicles (Water) +5 History INT INTELLIGENCE === LANGUAGES === P +6 Insight WIS Common, Deep Speech, Gith 30 ft. (Walking), 50 ft. (Flying), 40 ft. -1 Intimidation +5 CHA (Swimming) +5 Investigation INT 20 +0 Medicine WIS SPEED PROFICIENCIES & LANGUAGES +5 Nature INT WISDOM P +6 Perception WIS -1 Performance CHA === ACTIONS === Once you take this action, you can’t do so again until Standard Actions you finish a short or long rest, unless you expend a +0 -1 Persuasion CHA Attack, Cast a Spell, Dash, Disengage, Dodge, Psionic Energy die to take it again. Help, Hide, Ready, Search, Use an Object, +5 Religion INT 10 Opportunity Attack, Grapple, Shove, Improvise, === BONUS ACTIONS === +0 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object Bulwark of Force • 1 / Long Rest As a bonus action, you can choose up to 5 +0 Stealth DEX Psionic Power: Telekinetic Movement • 1 / Short Rest creatures, which can include you, that you can see You can move an object or a creature with your within 30 ft.
    [Show full text]
  • Cataclysmic Ectoplasmic Psychedelic Barbaric 4E D&D
    CATACLYSMIC ECTOPLASMIC PSYCHEDELIC BARBARIC 4E D&D By Ron Edwards It's a unique non-canonical setting built from selected components of rulebook material. I started with races and classes I found most fun to look at – briefly, most of the primals and the psionics. From there I brainstormed a sylvan paradise disrupted by aberrant metaphysical chaos, where cataclysm is the new normal. THE SETTING It's a physically and metaphysically shattered world: not really holding together, and not really meaning anything. Imagine wilderness, ruins, voids, wastelands, ancient battlefields, crystals, vortices, with some surviving strongholds and holdouts. Forget all canonical D&D imagery. I'm talking about serious Ditko-level surrealism, Moebis-art landscapes and mind-shattering voids with barely cohering floating fragments of worlds, phase-isolated echoes of the past or future, and the occasional inability to tell whether you're in some kind of reality or trapped in someone's mind. The vortices provide the "dungeon" in the game title, freaky three-D spherical manifestations – they grow, therefore getting more and more levels/interiors, which is awesome. Tripping yet? Good. This is raw psycho-savage fantasy at the edge of hallucination. Damage will be described in detail. I expect characters to get naked. RACES These are the only player-character races in the setting: Githzerai, Shifter, Minotaur, Shardmind, Wilden We're working only from the abstracted descriptions in the 4E books, so we're using absolutely no content from the canonical settings or
    [Show full text]
  • Simple Psionics
    Simple Psionics Tasha’s Cauldron of Everything Compatible Psionics Psionics in 5e D&D has been a very controversial topic. When first released as part of UA, WOTC’s attempts were generally considered overcomplicated to such an extent that it received very negative backlash. With the release of TCOE, Psionics has been reduced to a very limited set of powers used by the Soul Knife Rogue and the Psi-Warrior Fighter. Dissatisfied with the end result, I decided to try and make a dedicated psion which integrates as smoothly as possible with the existing mechanics. The following contains the Psion class and 3 subclasses, as well as a Discipline system that all functions off of one resource: the psionic energy dice (or psi-dice for short). by Peter Lathamhurst DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast.Sample This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork containedfile herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
    [Show full text]
  • Psionic Powers
    Svlrqlf#Srzhuv# Sv|fklf#Edfnodvk# Any time a psionicists attempts an ability beyond their Note: These powers are designed to go with The Psionicist character class, found in the Classes and Races of Domaria current expertise, there is a chance of suffering psychic backlash, a sort of burnout for pushing their limits. If at any PDF. They have been separated from that file for Open time a psionicist fails her roll to activate a psionic power, Content reasons. A combined file with both the character class and these powers can be found at http://www.grey- she suffers 1d4 points of subdual damage per CC of the elf.com/candc/ power, and may not access that particular ability for 24 hours. Psionic powers are abilities that impart great and broad Example: Clara, a third-level psionicist with 18 Wisdom, power, but are far more focused than the magic wielded by attempts to activate her pyrokinesis power to mimic a that of wizards and clerics. Psionicists may have far more rd fireball spell. Since fireball is a damaging spell, 3 -level for control over one or two areas of power, but will never have wizards, it has a CC of 6 (see Psionics and Magic, below). the diversity of effects available to them that their more Pyrokinesis is a Wisdom-based ability (p. 6), a Prime for traditional magic-using counterparts have. Even still, psionicists. Hence, the CL for her to activate the power is psionics is a gateway to vast power that creates suspicion 18. She rolls and gets a 10.
    [Show full text]
  • X Artillerist
    Custom Lineage Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them: Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size. You are Small or Medium (your choice). Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2. Feat. You gain one feat of your choice for which you qualify. Variable Trait. You gain one of the following options of your choice: (a) darkvision with a range of 60 feet or (b) proficiency in one skill of your choice. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Artificer Alchemist - X Armorer - Defensive Field is now limited to proficiency uses per long rest. Second Skin changed to Dampening Field, now gives advantage on Stealth checks but doesn't negate disadvantage from armor, stating they cancel out. In function, straight roll if the armor normally gives disadvantage. Advantage if the armor doesn't provide disadvantage. Artillerist - X Battle Smith - Steel Defender wording changed. Brought in line with Drake ranger. Steel Defender can act while you're incapacitated etc. Other - Armor of magical strength no longer requires level 10, artificers get Green Flame Blade and Booming Blade cantrips. Barbarian Path of the Beast - Bite now heals Prof mod instead of Con mod, it also only heals you if you are below half health.
    [Show full text]
  • 50000-Sample.Pdf
    Sample file 95365720_ToM_Chp1.indd 1 1/4/06 9:59:37 AM CREDITS DESIGNERS ART DIRECTOR D&D MATTHEW SERNETT, ARI MARMELL, KARIN JAQUES DAVID NOONAN, ROBERT J. SCHWALB COVER ARTIST DEVELOPMENT TEAM TODD LOCKWOOD ANDY COLLINS, JESSE DECKER, MIKE DONAIS, STEVE SCHUBERT, ROB WATKINS INTERIOR ARTISTS ED COX, CARL CRITCHLOW, DAARKEN, EDITORS WAYNE ENGLAND, CARL FRANK, BRIAN HAGAN, CHRIS THOMASSON, M. ALEXANDER JURKAT, MICHAEL KOMARCK, HOWARD LYON, PENNY WILLIAMS CHRIS MALIDORE, RAVEN MIMURA, LUCIO PARRILLO, MICHAEL PHILLIPPI, ERIC POLAK, EDITING MANAGER STEVE PRESCOTT, SCOTT ROLLER, JOEL THOMAS, KIM MOHAN FRANCIS TSAI, FRANZ VOHWINKEL, DESIGN MANAGER JAMES ZHANG CHRISTOPHER PERKINS CARTOGRAPHER DEVELOPMENT MANAGER MIKE SCHLEY JESSE DECKER GRAPHIC DESIGNER DIRECTOR OF RPG R&D KARIN JAQUES BILL SLAVICSEK GRAPHIC PRODUCTION PRODUCTION MANAGERS SPECIALIST JOSH FISCHER, RANDALL CREWS ANGELIKA LOKOTZ SENIOR ART DIRECTOR RPG R&D IMAGE TECHNICIAN STACY LONGSTREET CHRISTINA WYLIE Some information in this book is taken from or derived from “Lord of Darkness” by Nicholas J. Thalasinos and “Shadow’s City” by Phillip Larwood, both originally presented in issue #322 of Dragon Magazine. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.
    [Show full text]
  • Psionics Expanded Psionics Expanded Psionics
    PsionicsPsionicsPsionics expandedexpandedexpanded This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. his section provides rules and definitions for Another big difference between psionics and magic is the using psionic powers and playing psionic dependency on movements, incantations and materials. characters. In addition it contains description While some of them are required to cast different spells, of psionic practitioners, their place in the psionics use only thoughts to cause an effect. world and the story of how they discovered their powers. T The first thing a psionic practitioner, learns is to recognize their internal energy. Everyone is filled with internal energy but few are the ones who become aware of it, and fewer that learn how to manipulate it. First the psion notices their internal energy at times of The psionic energy dice represents the well of psionic power emotional extremes, whether they be highs or lows. Grief, in the character and different psionic powers affect the intense joy, numbing heartache or complete focus, at times as psionic energy dice pool in different ways. A character has a such it is easy to notice the internal energy. maximum of psionic energy dice equal to twice their proficiency bonus. Psionic powers usually call for the After the practitioner finds their internal energy, they notice expending of the psionic dice, making some of the dice the unrhythmic ebb and flow of the energy. How it rises and unavailable, others call for rolling a psionic die.
    [Show full text]
  • DRAGON Magazine (ISSN 0279-6848) Is Pub- Those Issues Has Sunk to Zero a Lot Faster Sage Advice
    DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan Mental souvenirs Editorial staff: Roger Raupp Patrick L. Price The sixteenth GEN CON® Game Con- Mary Kirchoff vention was pretty much the same as the Roger Moore Vol. VIII, No. 4 October 1983 other four Ive been to: same location, Business manager: Mary Parkinson same wall-to-wall humanity, same events SPECIAL ATTRACTION Subscriptions: Mary Cossman (essentially), same job (for me), and many Layout designer: Kristine L. Bartyzel of the same faces every year. But thats Contributing editor: Ed Greenwood Citadel by the Sea . 41 kind of like saying that every baseball Contest-winning AD&D module National advertising representative: game you watch is identical: same loca- Robert Dewey tion, same faces, . yet every game is still 1836 Wagner Road distinctive, and so is every convention. OTHER FEATURES Glenview IL 60025 The 1988 convention has been over for Phone (312)998-6237 about three weeks as I write this, and two MIND GAMES . .6 This issues contributing artists: thoughts linger in my editors memory. A set of articles on Denis Beauvais Phil Foglio The first is that were bound to disap- psionics in the AD&D world Roger Raupp Dave Trampier point a lot of people, no matter what we Timothy Truman Larry Elmore do, because of something we didnt do. Psionics is different . 7 We didnt print a whole lot of extra An overview and examination copies of older issues, and our supply of DRAGON Magazine (ISSN 0279-6848) is pub- those issues has sunk to zero a lot faster Sage Advice .
    [Show full text]
  • Psiforged EL 3: a Daelkyr Half-Blood Rogue
    RANDOM HEIGHT AND WEIGHT Combat Gear wand of magic missile (CL 1st, 21 charges), scroll of fi reball, potion cure light wounds Base Height Base Weight Wizard Spells Prepared (CL 3rd): CHARACTER OPTIONS Height Modifi er Weight Modifi er 2nd—scorching ray (+3 ranged touch), web (DC 14) 5’4” +2d6 135 lb. ×1d6 lb. 1st—mage armor†, shield†, charm person (DC 15) 0—detect magic, light (2), read magic DAELKYR HALF-BLOOD †Already cast ENCOUNTERS Abilities Str 10, Dex 14, Con 12, Int 15, Wis 13, Cha 8 Adventurers could encounter a daelkyr half-blood and SQ aberration traits, symbiont dependency, unbalanced never realize it, until the half-blood revealed her symbiont mind Feats Toughness, Spell Focus (Enchantment), Symbiont during some desperate fi ght or fl ight. It is possible that one B of the many human acquaintances (or enemies) previously Mastery made by a group of adventurers is secretly a daelkyr half- Skills Spellcraft +8, Concentration +7, Knowledge (arcana) blood—a secret that might be revealed in the proper frantic +8, Search +5, Listen +1, Spot +1 circumstance. Possessions combat gear plus quarterstaff, breed leech The statistic blocks presented below can be used to symbiont (see page 154) represent encounters with NPC daelkyr half-bloods. Half- bloods might also be found with others of their race or within adventuring parties. Psiforged EL 3: A daelkyr half-blood rogue. “Our creation was no accident, and it serves some higher purpose, even if our EL 5: A team of two daelkyr half-blood rogues. creators are blind to it.” EL 7: A daelkyr half-blood sorcerer with three daelkyr —Hectommer the Seer, psiforged psion half-blood rogue toughs.
    [Show full text]