- Fixed roll override for psionic abilites

- Added new styling for spell table to handle right alignement
- Added powers up to telepathic sciences
This commit is contained in:
Peter Bjerg Lidegaard
2022-08-25 10:10:03 +02:00
parent ecd9801509
commit 32ae09f2d0
8 changed files with 2009 additions and 5 deletions
File diff suppressed because it is too large Load Diff
+16
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@@ -1524,6 +1524,22 @@ button {
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-left5 td:nth-child(5) {
text-align: left;
}
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-right,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right td,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right5 td:nth-child(5),
.sheet-rolltemplate-2Epsionic .sheet-spell-table td.sheet-spell-right,
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right td,
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right1 td:nth-child(1),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right2 td:nth-child(2),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right3 td:nth-child(3),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right4 td:nth-child(4),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right5 td:nth-child(5) {
text-align: right;
}
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-bottom,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom td,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom1 td:nth-child(1),
+16
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@@ -634,6 +634,22 @@
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-left5 td:nth-child(5) {
text-align: left;
}
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-right,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right td,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-right5 td:nth-child(5),
.sheet-rolltemplate-2Epsionic .sheet-spell-table td.sheet-spell-right,
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right td,
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right1 td:nth-child(1),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right2 td:nth-child(2),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right3 td:nth-child(3),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right4 td:nth-child(4),
.sheet-rolltemplate-2Epsionic .sheet-spell-table.sheet-spell-right5 td:nth-child(5) {
text-align: right;
}
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-bottom,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom td,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom1 td:nth-child(1),
+25 -1
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@@ -98,4 +98,28 @@ Priests. DMG p. 121
- For charges, the priest have 24 hours to cast the appropriate spells into the item
Druids
- Druids with 3 proficiency slots in the Herbalism Nonweapon proficiency can create magical herbal brews. The Complete Druid's Handbook p. 103
- Druids with 3 proficiency slots in the Herbalism Nonweapon proficiency can create magical herbal brews. The Complete Druid's Handbook p. 103
// Telepathic defense modes have no prerequisites: intellect fortress, mental barrier, mind blank, thought shield, tower of iron will
//
// Ego Whip has contact as a prerequisite
//
// p. 75 The heading for the "Fate Link" power is missing
//
// Mindlink
//
// Mindlink is not a prerequisite for the following telepathic devotions: empathy, ESP, identity penetration, incarnation awareness, psychic impersonation, send thoughts.
//
// Mindlink has never been a prerequisite for: ejection, conceal thoughts, contact, life detection, mind bar, psionic blast, and psychic messenger
//
// Mindlink is a prerequisite for all other telepathic powers.
//
// All references to the "telepathy" power should be to the "mindlink" power.
//
// Mind thrust has contact as a prerequisite.
//
// Psionic blast is a science.
//
// Psychic crush is a devotion.
//
// Psychokinesis: The following PK devotions do not require telekinesis as a prerequisite: animate shadow, control light, control sound, molecular agitation, soften, telekinesis.
@@ -4028,6 +4028,12 @@
<datalist id="telepathic-devotions">
</datalist>
<datalist id="telepathic-sciences">
<option value="Domination"></option>
<option value="Ejection"></option>
<option value="Fate Link"></option>
<option value="Mass Domination"></option>
<option value="Mindlink"></option>
<option value="Mindwipe"></option>
</datalist>
<datalist id="psychokinetic-devotions">
<option value="Animate Object"></option>
@@ -4054,10 +4060,48 @@
<option value="Telekinesis"></option>
</datalist>
<datalist id="psychoportive-devotions">
<option value="Astral Projection"></option>
<option value="Dimensional Door"></option>
<option value="Dimension Walk"></option>
<option value="Dream Travel"></option>
<option value="Teleport Trigger"></option>
<option value="Time Shift"></option>
<option value="Time/Space Anchor"></option>
</datalist>
<datalist id="psychoportive-sciences">
<option value="Banishment"></option>
<option value="Probability Travel"></option>
<option value="Summon Planar Creature"></option>
<option value="Teleport"></option>
<option value="Teleport Other"></option>
</datalist>
<datalist id="psychometabolic-devotions">
<option value="Absorb Disease"></option>
<option value="Adrenaline Control"></option>
<option value="Aging"></option>
<option value="Biofeedback"></option>
<option value="Body Control"></option>
<option value="Body Equilibrium"></option>
<option value="Body Weaponry"></option>
<option value="Catfall"></option>
<option value="Cause Decay"></option>
<option value="Cell Adjustment"></option>
<option value="Chameleon Power"></option>
<option value="Chemical Simulation"></option>
<option value="Displacement"></option>
<option value="Double Pain"></option>
<option value="Ectoplasmic Form"></option>
<option value="Enhanced Strength"></option>
<option value="Expansion"></option>
<option value="Flesh Armor"></option>
<option value="Graft Weapon"></option>
<option value="Heightened Senses"></option>
<option value="Immovability"></option>
<option value="Lend Health"></option>
<option value="Mind Over Body"></option>
<option value="Reduction"></option>
<option value="Share Strength"></option>
<option value="Suspend Animation"></option>
</datalist>
<datalist id="psychometabolic-sciences">
<option value="Animal Affinity"></option>
@@ -4065,6 +4109,8 @@
<option value="Death Field"></option>
<option value="Energy Containment"></option>
<option value="Life Draining"></option>
<option value="Metamorphosis"></option>
<option value="Shadow-form"></option>
</datalist>
<datalist id="metapsionic-devotions">
</datalist>
+924 -1
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@@ -41,7 +41,7 @@
//
// Mindlink is not a prerequisite for the following telepathic devotions: empathy, ESP, identity penetration, incarnation awareness, psychic impersonation, send thoughts.
//
// Mindlink has never been a prerequisite for: ejection, conceal thoughts, contact, life detection, mind bar, psionic blast, and psychic messenger
// Mindlink has never been a prerequisite for: ejection, conceal thoughts, contact, life detection, mind bar, psionic blast, and psychic messenger
//
// Mindlink is a prerequisite for all other telepathic powers.
//
@@ -923,9 +923,932 @@ PSYCHOMETABOLIC['Science']['Life Draining'] = {
'1': '',
'effect': 'With this devotion, a psionicist can drain hit points from another character and use them to recover his own. This transfer occurs at the rate of 1d6 points per round.\n&emsp;The character can absorb up to 10 more hit points than his healthy total, but these bonus points last only one hour. After that, if the psionicist still has more hit points than he should, the excess points vanish.\n&emsp;*Power Score*—Rate of drain increases to 1d20 points per round.\n&emsp;*20*—Backfire! Half of the psionicist’s remaining hit points are absorbed by the target, reversing the power’s effects.'
};
PSYCHOMETABOLIC['Science']['Metamorphosis'] = {
'attribute': '@{Constitution}',
'modifier': '-6',
'context-modifier': '',
'initial-cost': '21',
'maintenance-cost': '1/turn',
'range': '0',
'prep': '5',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 53',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The system shock roll automatically succeeds, and the new form’s mass can be up to three times that of the psionicist’s body.',
'20': 'The psionicist must save vs. paralyzation. Failure means he changes to the new form permanently.',
'1': '',
'effect': 'This science resembles polymorphing, but it has a much wider application. The psionicist can change himself into *anything* with approximately the same mass as his body: a wolf, a condor, a chair, a rock, a tree. While in this form, he retains his own hit points and THAC0, if possible, but gains the armor class of the new form. The psionicist also gains all physical attacks that form allows, but no magical or special abilities (this all depends on the new form; a tree cannot attack, so THAC0s and attacks are meaningless).\n&emsp;Like any massive change of shape, however, this causes great physical stress. The psionicist must make a system shock roll to survive the change. If the roll fails, he does not die, but the PSPs are expended and he passes out for 2d6 turns.\n&emsp;*Power Score*—The system shock roll automatically succeeds, and the new form’s mass can be up to three times that of the psionicist’s body.\n&emsp;*20*—The psionicist must save vs. paralyzation. Failure means he changes to the new form permanently.'
};
PSYCHOMETABOLIC['Science']['Shadow-form'] = {
'attribute': '@{Constitution}',
'modifier': '-6',
'context-modifier': '',
'initial-cost': '12',
'maintenance-cost': '3/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 53',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist gains all desirable powers of the “shadow” monster for [[1d4]] turns.',
'20': 'The player must roll a save vs. lightning for the psionicist’s most valuable item. If it fails, the item becomes shadow and drifts away, lost forever.',
'1': 'The psionicis becomes shadow but none of his clothing or equipment makes the switch.',
'effect': 'A psionicist using this power actually transforms himself into living shadow, along with his clothing, armor, and up to 20 pounds of equipment. He can blend perfectly into any other shadow and travel with a movement rate of 6. He can only travel through darkness and shadow, however. Areas of open light are impassable.\n&emsp;While in shadow—form, the psionicist can be detected only by life detection, other types of psychic detection, or by a *true seeing* spell. He cannot harm anyone physically, or manipulate any corporeal object, but he can still use psionic powers.\n&emsp;If the psionicist rolls a 1 on his power check, he becomes shadow but none of his clothing or equipment makes the switch.\n&emsp;*Power Score*—The psionicist gains all desirable powers of the “shadow” monster for 1d4 turns.\n&emsp;*20*—The player must roll a save vs. lightning for the psionicist’s most valuable item. If it fails, the item becomes shadow and drifts away, lost forever.'
};
PSYCHOMETABOLIC['Devotion']['Absorb Disease'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '12',
'maintenance-cost': 'na',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 53',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The disease is automatically destroyed by the psionicist’s immune system.',
'20': 'The disease remains in the victim while spreading to the psionicist.',
'1': '',
'effect': 'This power lets the psionicist take the disease from another character’s body, and absorb it himself. Presumably, the psionicist will then heal himself (using complete healing). This power can absorb magical diseases, but not curses, such as lycanthropy.\n&emsp;*Power Score*—The disease is automatically destroyed by the psionicist’s immune system.\n&emsp;*20*—The disease remains in the victim while spreading to the psionicist.'
};
PSYCHOMETABOLIC['Devotion']['Adrenaline Control'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '8',
'maintenance-cost': '4/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 54',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Instead of dividing the d6 result, the character applies that many points to each of the three attributes.',
'20': 'The psionicist must make a successful system shock roll or suffer a 50% loss in current hps and pass out for 1d8 hours.',
'1': 'The psionicist overtaxes his system with this adrenaline. He still gets the boost, but he loses twice that many hit points, too.',
'effect': 'By controlling the production and release of adrenaline in his system, the psionicist can give himself temporary physical boosts on demand. When he increases his adrenaline, the character gains 1d6 points, which he can add directly to his Strength, Dexterity, or Constitution scores however he chooses. He enjoys all the normal bonuses for high physical attributes while this power is in effect.\n&emsp;If the psionicist’s power check result is a 1, he overtaxes his system with this adrenaline. He still gets the boost, but he loses twice that many hit points, too.\n&emsp;*Power Score*—Instead of dividing the d6 result, the character applies that many points to each of the three attributes.\n&emsp;*20*—The psionicist must make a successful system shock roll or suffer a 50% loss in current hps and pass out for 1d8 hours.'
};
PSYCHOMETABOLIC['Devotion']['Aging'] = {
'attribute': '@{Constitution}',
'modifier': '-7',
'context-modifier': '',
'initial-cost': '15',
'maintenance-cost': 'na',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 55',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The victim ages 1d20 years.',
'20': 'The psionicist ages [[1d10]] years.',
'1': 'There is a backlash and he, too, ages 1d4 years.',
'effect': 'With this power, an evil psionicist can cause unnatural aging by touch (other psionicists can use this power, too, but their alignment would begin to twist toward evil). The victim ages 1d4 years instantly and must make a saving throw vs. polymorph. Failure means that the change was traumatic, and he ages another year automatically.\n&emsp;If the psionicist’s power check result was a 1, there is a backlash and he, too, ages 1d4 years.\n&emsp;*Power Score*—The victim ages 1d20 years.\n&emsp;*20*—The psionicist ages 1d10 years.'
};
PSYCHOMETABOLIC['Devotion']['Biofeedback'] = {
'attribute': '@{Constitution}',
'modifier': '-2',
'context-modifier': '',
'initial-cost': '6',
'maintenance-cost': '3/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 55',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'AC is reduced by three.',
'20': 'Excessive blood flow results in scattered bruises and a 10% hp loss.',
'1': '',
'effect': 'Biofeedback is the power to control the flow of blood through one’s own body. This power has two key effects.\n&emsp;First, the psionicist can easily control bleeding. As a result, he suffers two fewer points of damage from every attack against him which causes physical injury.\n&emsp;Second, by flooding key portions of his body with blood, the psionicist effectively cushions blows against him and reduces their effect. The character’s armor class is reduced by one.\n&emsp;*Power Score*—AC is reduced by three.\n&emsp;*20*—Excessive blood flow results in scattered bruises and a 10% hp loss.'
};
PSYCHOMETABOLIC['Devotion']['Body Control'] = {
'attribute': '@{Constitution}',
'modifier': '-4',
'context-modifier': '',
'initial-cost': '7',
'maintenance-cost': '5/turn',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 55',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist can adapt himself to a new environment while maintaining the power.',
'20': 'The character becomes even more vulnerable, and the environment causes [[1d4]] points of damage per round (a second use of body control halts damage).',
'1': '',
'effect': 'This power allows a psionicist to adapt his body to a hostile environment. The change must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc. If the power works, the psionicist not only survives, he fits in like a native organism. He can breathe and move normally, and he takes no damage simply from being in that environment.\n&emsp;An attack in any form does not constitute an environment. For example, a character who can survive subarctic temperatures is still vulnerable to a *cone of cold*.\n&emsp;*Power Score*—The psionicist can adapt himself to a new environment while maintaining the power.\n&emsp;*20*—The character becomes even more vulnerable, and the environment causes 1d4 points of damage per round (a second use of body control halts damage).'
};
PSYCHOMETABOLIC['Devotion']['Body Equilibrium'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '2',
'maintenance-cost': '2/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 55',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The effect lasts up to a day without maintenance.',
'20': 'The psionicist’s weight instantly rises by a factor of 10; he must use body equilibrium to fix the problem.',
'1': '',
'effect': 'Body equilibrium allows the user to adjust the weight of his or her body to correspond with the surface he’s standing on. Thus he can walk on water, quicksand, or even a spider’s web without sinking or breaking through. If the character is falling when he uses this power, he will fall 120 feet per round—slow enough to escape injury.\n&emsp;Because of his lightness, the character must be wary of wind gusts, which can easily sweep him up and blow him away.\n&emsp;*Power Score*—The effect lasts up to a day without maintenance.\n&emsp;*20*—The psionicist’s weight instantly rises by a factor of 10; he must use body equilibrium to fix the problem.'
};
PSYCHOMETABOLIC['Devotion']['Body Weaponry'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '9',
'maintenance-cost': '4/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 57',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The “armament” gives the psionicist a +1 attack bonus (but no damage bonus).',
'20': 'The psionicist must make a system shock roll or pass out for 1d10 rounds.',
'1': '',
'effect': 'Body weaponry allows the psionicist to convert one of his arms into a weapon. Virtually any sort of weapon can be imitated—except a short bow, hand crossbow, light crossbow, or any weapon the psionicist cannot normally use. The arm actually becomes wood and/or metal, and assumes the weapon’s form. It behaves in every respect like a normal weapon of the chosen type, with a bonus: it can never be dropped or stolen.\n&emsp;*Power Score*—The “armament” gives the psionicist a +1 attack bonus (but no damage bonus).\n&emsp;*20*—The psionicist must make a system shock roll or pass out for 1d10 rounds.'
};
PSYCHOMETABOLIC['Devotion']['Catfall'] = {
'attribute': '@{Dexterity}',
'modifier': '-2',
'context-modifier': '',
'initial-cost': '4',
'maintenance-cost': 'na',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 57',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist can jump 50 feet instead of 30 during this single use of the power.',
'20': 'No effect.',
'1': '',
'effect': 'A character using this power can spring like a cat in the same round, and always land gracefully on his feet. He still suffers damage from falling, but the damage is halved. He can jump down 30 feet without risking any injury at all.\n&emsp;*Power Score*—The psionicist can jump 50 feet instead of 30 during this single use of the power.\n&emsp;*20*—No effect.'
};
PSYCHOMETABOLIC['Devotion']['Cause Decay'] = {
'attribute': '@{Constitution}',
'modifier': '-2',
'context-modifier': '',
'initial-cost': '4',
'maintenance-cost': 'na',
'range': 'touch',
'prep': '0',
'aoe': '60 lbs.',
'prerequisites': 'none',
'reference': 'p. 57',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The save automatically fails.',
'20': 'One of the psionicist’s own items decays (no save)—either the first item touched, or an item chosen randomly by the DM.',
'1': '',
'effect': 'This power works only against inanimate objects. The psionicist’s touch\n&emsp;causes instant decay: metal rusts, wood ages and splits, cloth falls to dust. The DM rolls a saving throw vs. acid for the item touched. If this fails, the item—or a maximum of 60 pounds of it—is consumed by decay within one round.\n&emsp;*Power Score*—The save automatically fails.\n&emsp;*20*—One of the psionicist’s own items decays (no save)—either the first item touched, or an item chosen randomly by the DM.'
};
PSYCHOMETABOLIC['Devotion']['Cell Adjustment'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '5',
'maintenance-cost': 'up to 20/round',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 57',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '1 natural disease or up to 4 hit points',
'power-score': 'All disease—or up to 10 points of damage—is instantly healed at a cost of 5 PSPs.',
'20': 'The psionicist suffers [[1d10]] points of damage but the patient is unaffected.',
'1': 'The psionicist succeeds but it’s doubly taxing (10 PSPs).',
'effect': 'Cell adjustment allows the psionicist to heal wounds and cure diseases. Any sort of wound can be healed, but only nonmagical diseases are affected (e.g., this power cannot heal mummy rot, nor can it cure a lycanthropic curse).\n&emsp;The psionicist can cure a disease in one round by spending 5 PSPs and making a successful power check. If the die roll equals a 1, he succeeds but it’s doubly taxing (10 PSPs). If it equals a 2, he fails because the disease is too widespread; he must spend another 5 PSPs and try again next round.\n&emsp;A “cure” doesn’t automatically restore hit points lost due to illness; it merely arrests the disease. However, the psionicist can heal up to 4 points of damage in each subsequent round by spending 5 psionic strength points per hit point recovered. He cannot cure the disease and restore hit points during the same round.\n&emsp;*Power Score*—All disease—or up to 10 points of damage—is instantly healed at a cost of 5 PSPs.\n&emsp;*20*—The psionicist suffers 1d10 points of damage but the patient is unaffected.'
};
PSYCHOMETABOLIC['Devotion']['Chameleon Power'] = {
'attribute': '@{Constitution}',
'modifier': '-1',
'context-modifier': '',
'initial-cost': '6',
'maintenance-cost': '3/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 58',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist’s power score gains a +3 bonus during “hiding” checks.',
'20': 'The psionicist’s colorations strongly clash with the background; he sticks out like a sore thumb.',
'1': '',
'effect': 'The psionicist using this power actually changes the coloration of his skin, clothing, and equipment to match his background. The match is automatic; he does not choose the appearance. The change takes several seconds. As he moves, the coloration changes and shifts to reflect any changes in the surroundings.\n&emsp;In effect, chameleon power makes a psionicist very difficult to spot. If the character remains stationary, he can avoid detection simply by making a successful power check. If the character moves, his power score is reduced by three when he makes the check.\n&emsp;This power is most effective in natural surroundings, where one’s coloration would logically conceal him. In an urban setting, or in an area without natural cover during broad daylight, the character’s chameleon power score is halved (rounded down).\n&emsp;*Power Score*—The psionicist’s power score gains a +3 bonus during “hiding” checks.\n&emsp;*20*—The psionicist’s colorations strongly clash with the background; he sticks out like a sore thumb.'
};
PSYCHOMETABOLIC['Devotion']['Chemical Simulation'] = {
'attribute': '@{Constitution}',
'modifier': '-4',
'context-modifier': '',
'initial-cost': '9',
'maintenance-cost': '6/round',
'range': 'touch',
'prep': '1',
'aoe': 'varies',
'prerequisites': 'none',
'reference': 'p. 58',
'book': 'The Complete Psionics Handbook',
'damage': '2-3 damage',
'damage-type': '',
'healing': '',
'power-score': 'All saves for normal items fail; magical items still get a saving throw.',
'20': 'Acid oozes from the psionicist’s sweat glands; all items touching his skin must save vs. acid.',
'1': '',
'effect': 'With this devotion, a psionicist can make his body simulate the action of acids. The character secretes an “acid” through his hand.\n&emsp;Any item he touches and holds briefly must make a saving throw vs., acid or be dissolved. If used as a weapon, this acid cannot inflict more than two or three points of damage, though it can cause considerable pain.\n&emsp;*Power Score*—All saves for normal items fail; magical items still get a saving throw.\n&emsp;*20*—Acid oozes from the psionicist’s sweat glands; all items touching his skin must save vs. acid.'
};
PSYCHOMETABOLIC['Devotion']['Displacement'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '6',
'maintenance-cost': '3/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 58',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The AC bonus is +4',
'20': 'No effect.',
'1': '',
'effect': 'This power resembles the displacer beast’s natural ability to make itself appear to be up to 3 feet from his actual location. The psionicist decides where this false image will appear. This is a very effective means of protecting oneself from attack, giving the psionicist a two—point bonus on his armor class (lowering it two points). *True seeing* will reveal the character’s real location.\n&emsp;*Power Score*—The AC bonus is +4\n&emsp;*20*—No effect.'
};
PSYCHOMETABOLIC['Devotion']['Double Pain'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '7',
'maintenance-cost': 'na',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 59',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The victim must make a system shock roll upon each hit, or pass out due to the excruciating pain.',
'20': 'The power backfires and affects the psionicist for one hour.',
'1': '',
'effect': 'By touching another person, the psionicist greatly lowers that character’s pain threshold (even a little scrape will feel like a serious injury). The effect lasts one turn. During that time, all damage scored against that character is doubled. However, only half of this damage is real; the other half represents the amplified pain. When the character’s total of real damage and pain reduces his hit points to zero or less, he passes out. He will regain consciousness 1d10 rounds later. At that time he also regains “fake” hit points—those lost only to pain.\n&emsp;If the victim does not pass out in one turn (the duration of this power’s effects), damage scored against him is no longer doubled. However, the points of “pain damage” which he has an already incurred will remain in effect for another 1d6 rounds.\n&emsp;*Power Score*—The victim must make a system shock roll upon each hit, or pass out due to the excruciating pain.\n&emsp;*20*—The power backfires and affects the psionicist for one hour.'
};
PSYCHOMETABOLIC['Devotion']['Ectoplasmic Form'] = {
'attribute': '@{Constitution}',
'modifier': '-4',
'context-modifier': '',
'initial-cost': '9',
'maintenance-cost': '9/round',
'range': '0',
'prep': '1',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 59',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The maintenance cost is 3 PSPs per round.',
'20': 'The psionicist’s items become ectoplasmic, but he doesn’t. He must use this power again (successfully) to retrieve them.',
'1': '',
'effect': 'With this power a psionicist converts himself to ectoplasm, (a fine-spun, smoky substance). He becomes insubstantial, ghostlike, and able to walk through solid material as if it didn’t exist. The psionicist is still visible as a wispy outline. He moves at his normal movement rate and in the normal fashion (e.g., if he couldn’t fly before, he can’t now).\n&emsp;The psionicist can also convert the following to ectoplasm: his clothing, armor, and up to 15 pounds of equipment that he’s carrying.\n&emsp;*Power Score*—The maintenance cost is 3 PSPs per round.\n&emsp;*20*—The psionicist’s items become ectoplasmic, but he doesn’t. He must use this power again (successfully) to retrieve them.'
};
PSYCHOMETABOLIC['Devotion']['Enhanced Strength'] = {
'attribute': '@{Wisdom}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': 'varies',
'maintenance-cost': 'varies',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 59',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist can raise his strength to 18/00, with each 25% increase costing an additional PSP.',
'20': 'The power backfires and lowers Strength by [[1d6]] until arrested by this power.',
'1': '',
'effect': 'A psionicist can increase his physical Strength score to a maximum of 18 through this devotion. The PSP cost is twice the number of points he adds to his Strength score. (If he fails, he loses half this amount; see Chapter 1.) The maintenance cost per round equals the number of Strength points he has added.\n&emsp;Physical Strength cannot be raised above 18 psionically. The psionicist does not qualify for exceptional Strength bonuses if he raises his Strength to 18.\n&emsp;*Power Score*—The psionicist can raise his strength to 18/00, with each 25% increase costing an additional PSP.\n&emsp;*20*—The power backfires and lowers Strength by 1d6 until arrested by this power.'
};
PSYCHOMETABOLIC['Devotion']['Expansion'] = {
'attribute': '@{Constitution}',
'modifier': '-2',
'context-modifier': '',
'initial-cost': '6',
'maintenance-cost': '1/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 60',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Maximum expansion becomes 10 times and the rate is 100% per round.',
'20': 'The psionicist shrinks by 50% until arrested by this power.',
'1': '',
'effect': 'The psionicist can expand his own body proportions in any dimension: height, length, width, or thickness. He can increase any or all of these proportions by 50% of their original size per round. Maximum expansion is four times original size.\n&emsp;This power has no effect on clothing or equipment. Ability scores don’t increase either. In other words, the character does not grow stronger simply because he became taller. However, being very big often has other advantages.\n&emsp;*Power Score*—Maximum expansion becomes 10 times and the rate is 100% per round.\n&emsp;*20*—The psionicist shrinks by 50% until arrested by this power.'
};
PSYCHOMETABOLIC['Devotion']['Flesh Armor'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '8',
'maintenance-cost': '4/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 60',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist gains a +1 bonus to the armor class listed above.',
'20': 'The power just grows ugly hair over his body, which must be shaved off or he loses 2 points of Charisma.',
'1': '',
'effect': 'The psionicist transforms his own skin into armor. No one can see the change, but it’s as if he had actually acquired some type of armor. The type of armor his body mimics depends on the result of his power check, as shown in the following table:}}{{c1-1=1}}{{c2-1=2}}{{c3-1=3—4}} {{c4-1=5—6}} {{c5-1=7—8}} {{c6-1=9—10}} {{c7-1=11+}} {{c1-2=left hand functions as a shield, AC 9}}{{c2-2=leather, AC 8}}{{c3-2=ringmail, AC7}}{{c4-2=scalemail, AC6}}{{c5-2=chainmail, AC5}}{{c6-2=banded mail, AC 4}}{{c7-2=platemail, AC3}}{{effects2=&emsp;Because this armor is part of his body, the psionicist can enjoy its benefits without suffering any penalty he might have if he were actually wearing that type of armor. The armor created by this power weighs nothing, has no magnetic properties, and in no way encumbers the psionicist.\n&emsp;*Power Score*—The psionicist gains a +1 bonus to the armor class listed above.\n&emsp;*20*—The power just grows ugly hair over his body, which must be shaved off or he loses 2 points of Charisma.'
};
PSYCHOMETABOLIC['Devotion']['Graft Weapon'] = {
'attribute': '@{Constitution}',
'modifier': '-5',
'context-modifier': '',
'initial-cost': '10',
'maintenance-cost': '1/round',
'range': 'touch',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 60',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The +1 bonus for attacks and damage increases to +4.',
'20': 'The weapon has been weakened; it will break on any attack roll of 1.',
'1': '',
'effect': 'With this power the psionicist can graft any one—handed melee weapon directly onto his body. He picks up the weapon, activates this power, and the weapon becomes an extension of the character’s arm. Assuming the character is proficient with that type of weapon, he gains a +1 bonus to attack rolls and damage. If he is not proficient with the weapon, he suffers the usual nonproficiency penalties, but still gets the +l bonus.\n&emsp;*Power Score*—The +1 bonus for attacks and damage increases to +4.\n&emsp;*20*—The weapon has been weakened; it will break on any attack roll of 1.'
};
PSYCHOMETABOLIC['Devotion']['Heightened Senses'] = {
'attribute': '@{Constitution}',
'modifier': '0',
'context-modifier': '',
'initial-cost': '5',
'maintenance-cost': '1/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 61',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'One of the heightened senses (chosen randomly) stays with the psionicist for a full day.',
'20': '0ne of the psionicist’s five senses is lost for [[1d12]] hours.',
'1': '',
'effect': 'By means of this devotion the psionicist sharpens all five of his normal senses: sight, hearing, taste, touch, and smell. This has several effects, which are described below. The DM may allow additional applications as he sees fit.\n&emsp;First, the character has a good chance to notice thieves who are hiding in shadows or moving silently. The thief’s skill chance is halved when someone with heightened senses is observing him. Even if the thief is already hidden, he must roll again when a character with heightened senses enters the picture.\n&emsp;Second, the psionicist can track someone like a bloodhound. He must make an intelligence check every turn to stay on the trail or recover the trail if it is lost. His movement rate when tracking is 6. The trail can be no more than 24 hours old.\n&emsp;Third, the psionicist’s ranges for hearing and seeing are tripled. He can, for example, identify a person (in daylight) at a range of 400 yards.\n&emsp;Fourth, the character can taste poisons or other impurities in quantities that are much too small to cause any harm.\n&emsp;Fifth, the character can identify almost anything by touch. He can, for example, tell two gold pieces from each other after having previously handled just one of them. He can also tell if something has been handled in the last five minutes simply by handling it himself.\n&emsp;*Power Score*—One of the heightened senses (chosen randomly) stays with the psionicist for a full day.\n&emsp;*20*—0ne of the psionicist’s five senses is lost for 1d12 hours.'
};
PSYCHOMETABOLIC['Devotion']['Immovability'] = {
'attribute': '@{Constitution}',
'modifier': '-5',
'context-modifier': '',
'initial-cost': '9',
'maintenance-cost': '6/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 61',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Moving the psionicist becomes impossible.',
'20': 'The psionicist can’t stop the power; he maintains it until he runs out of PSPs.',
'1': 'The psionicist attaches himself so well that even he can’t break free simply by shutting off the power. He must pay the initial cost again (9 PSPs) to free himself.',
'effect': 'When a psionicist makes himself immovable, he is exactly that. A tremendous amount of force is required to uproot him from his spot.\n&emsp;Moving the psionicist requires a combined Strength total that is at least 10 times greater than his immovability score (Con -5). If a character is pushing the psionicist, and makes a successful bend bars roll, that character can double the Strength he’s contributing to the total. Even if a group manages to move the psionicist once, they may not be able to move him any easier the next time. The psionicist remains immovable until he stops maintaining the power.\n&emsp;This power has nothing to do with weight. A character will not crash through the floor because he made himself immovable. He has instead attached himself to the fabric of the universe, which is considerably more powerful than the strongest castle. He does, however, need a horizontal surface as an anchor.\n&emsp;If the psionicist’s power check results in a 1, he attaches himself so well that even he can’t break free simply by shutting off the power. He must pay the initial cost again (9 PSPs) to free himself.\n&emsp;*Power Score*—Moving the psionicist becomes impossible.\n&emsp;*20*—The psionicist can’t stop the power; he maintains it until he runs out of PSPs.'
};
PSYCHOMETABOLIC['Devotion']['Lend Health'] = {
'attribute': '@{Constitution}',
'modifier': '-1',
'context-modifier': '',
'initial-cost': '4',
'maintenance-cost': 'na',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 62',
'book': 'The Complete Psionics Handbook',
'damage': 'Up to [[@{HP}-1]] to self',
'damage-type': '',
'healing': 'Up to [[@{HP}-1]] to target',
'power-score': 'Every point drained from the psionicist heals two hit points in the beneficiary.',
'20': 'The psionicist suffers all the wounds which his target currently has. No one is healed.',
'1': '',
'effect': 'Lend health is a power of healing. The psionicist who makes a successful power check can transfer his own hit points to someone else he is touching. Each hit point transferred heals one point of damage. The character can transfer as many points as he wants to in a single round.\n&emsp;If the psionicist tries to transfer hit points when he has fewer than five remaining, he must make another power check. If this fails, he cannot transfer the points. In any case, he cannot transfer hit points if he has only one remaining.\n&emsp;The beneficiary of this power can never exceed his normal, healthy total of hit points.\n&emsp;*Power Score*—Every point drained from the psionicist heals two hit points in the beneficiary.\n&emsp;*20*—The psionicist suffers all the wounds which his target currently has. No one is healed.'
};
PSYCHOMETABOLIC['Devotion']['Mind Over Body'] = {
'attribute': '@{Wisdom}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': 'na',
'maintenance-cost': '10/day',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 62',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist need not rest after using this power.',
'20': 'The power fails, but the psionicist collapses with exhaustion and must rest for 24 hours.',
'1': '',
'effect': 'Mind over body allows the user to suppress his body’s need for food, water, and sleep. In exchange for one hour of meditation per day, all of the psionicist’s physical needs are overcome. He does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation.\n&emsp;The psionicist can also suppress the basic needs of others while suppressing his own. To do so, he must pay an additional 10 PSPs per person and spend an additional hour of meditation per person. Each person being aided must be in physical contact with the psionicist throughout the entire period of meditation. Usually, all the characters hold hands, forming a continuous line or circle.\n&emsp;The psionicist can survive in this fashion for a number of days equal to his experience level, or five days, whichever is more. Currently [[{[[@{level-psionic}]],5}kh1]] days. At the end of that time, he collapses from exhaustion. He must then rest one day for every two days spent sublimating his body’s needs. Or he can be restored through 24 hours of complete healing. These rules also apply to any characters the psionicist has aided.\n&emsp;*Power Score*—The psionicist need not rest after using this power.\n&emsp;*20*—The power fails, but the psionicist collapses with exhaustion and must rest for 24 hours.'
};
PSYCHOMETABOLIC['Devotion']['Reduction'] = {
'attribute': '@{Constitution}',
'modifier': '-2',
'context-modifier': '',
'initial-cost': 'varies',
'maintenance-cost': '1/round',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 62',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Each PSP spent results in twice the described effect (if desired).',
'20': 'The psionicist doubles in size, and stays this big for an hour or until he uses this power again successfully.',
'1': '',
'effect': 'This power is the reverse of expansion. The psionicist can reduce his body’s dimensions along any or all axes: height, length, width, or thickness. The change amounts to 1 foot per PSP spent, until the dimension being affected is 1 foot or less. After that, the psionicist can halve his dimensions each time he spends a PSP.\n&emsp;For example, let’s assume Magnilda (a dual—class psionicist and warrior maiden) stands 6 feet tall. Five strength points reduce her height to 1 foot. Three more strength points halve her size three times: to 6 inches, then 3 inches, and finally to 1.5 inches.\n&emsp;Now let’s assume Magnilda only wants to make her arm thin enough to slide through a keyhole. At its thickest point, her arm measures 4 inches across. Three strength points will reduce the thickness of her arm to 1/2 inch (from 4 to 2, then to 1, then to 1/2) without altering its length at all. She can now slide her arm through the keyhole and unlock the door from the inside.\n&emsp;*Power Score*—Each PSP spent results in twice the described effect (if desired).\n&emsp;*20*—The psionicist doubles in size, and stays this big for an hour or until he uses this power again successfully.'
};
PSYCHOMETABOLIC['Devotion']['Share Strength'] = {
'attribute': '@{Constitution}',
'modifier': '-4',
'context-modifier': '',
'initial-cost': '6',
'maintenance-cost': '2/round',
'range': 'touch',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 63',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The point transfer is 1:1.',
'20': 'The psionicist loses one Strength point for a day. If he fails a save vs. paralyzation, the loss is permanent.',
'1': 'The psionicist must expend three points for each point his pal gains, instead of two for one.',
'effect': 'The psionicist can effectively lend his physical Strength to another character. The psionicist sacrifices *two* of his own Strength points (ability points, not PSPs) for every single point the recipient gains. This transfer remains in effect until the psionicist stops paying the devotion’s maintenance cost; then all points return in one round. If the recipient is killed before the psionicist gets his Strength points back, the psionicist’s Strength score is permanently reduced.\n&emsp;If the psionicist’s die roll is a 1, he must expend three points for each point his pal gains, instead of two for one.\n&emsp;*Power Score*—The point transfer is 1:1.\n&emsp;*20*—The psionicist loses one Strength point for a day. If he fails a save vs. paralyzation, the loss is permanent.'
};
PSYCHOMETABOLIC['Devotion']['Suspend Animation'] = {
'attribute': '@{Constitution}',
'modifier': '-3',
'context-modifier': '',
'initial-cost': '12',
'maintenance-cost': 'na',
'range': '0/touch',
'prep': '5',
'aoe': 'individual',
'prerequisites': 'none',
'reference': 'p. 63',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist remains aware of his surroundings and can wake at any time he chooses.',
'20': 'The psionicist falls unconscious and only violent slapping can revive him.',
'1': '',
'effect': 'With this power a psionicist can “play dead”—bringing all life functions to a virtual halt. Only the most careful examination will show that the character is still alive. Even psionic powers such as life detection and ESP will not turn up any evidence of life unless those powers are maintained for at least three minutes. Use of the probe power will detect life immediately.\n&emsp;The psionicist can remain in suspended animation for a number of weeks equal to the results of his power check—or less. When he wishes to put himself to sleep, he first decides when he wants to wake. Then he makes his power check.\n&emsp;If the number rolled is less than the time he hoped to be “suspended” he awakens prematurely.\n&emsp;Another willing character can also be suspended for the same PSP cost (not at the same time as the psionicist, however). This has a preparation time of one hour and a range of touch.\n&emsp;*Power Score*—The psionicist remains aware of his surroundings and can wake at any time he chooses.\n&emsp;*20*—The psionicist falls unconscious and only violent slapping can revive him.'
};
const PSYCHOPORTIVE = {Devotion: {}, Science: {}};
PSYCHOPORTIVE['Science']['Banishment'] = {
'attribute': '@{Intelligence}',
'modifier': '-1',
'context-modifier': '',
'initial-cost': '30',
'maintenance-cost': '10/round',
'range': '5 yards',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'teleport',
'reference': 'p. 64',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The banished figure cannot return of its own accord; it must wait until it is allowed to return.',
'20': 'Both the intended victim and the psionicist are banished to the same place. The other figure bounces back when the psionicist stops paying the maintenance cost, but the psionicist himself must return via some other method: teleportation, probability travel, etc.',
'1': '',
'effect': 'With this power, the psionicist can teleport a creature against its will to a pocket dimension and hold it there. The creature being banished must be extremely close—within 5 yards. The pocket dimension is a featureless area with a benign environment—it may be hot or cold, dark or light, but not so much that it will cause injury.\n&emsp;Banishment has a boomerang feature. If the psionicist fails to pay the pay the maintenance cost, the banished creature automatically returns to its original location. The creature cannot reappear in a location that now contains other matter, however (e.g., to a doorway that has been closed, or to a spot that now has sharp stakes upon it). If this happens, the creature returns to the nearest open space. In other words, psionicists cannot rely on the boomerang feature to kill or harm a creature.\n&emsp;As long as the psionicist pays the maintenance cost, the creature will not automatically return. If the creature has access to the astral or ethereal planes, or it can teleport between planes, it could try to return that way. If the banisher is still maintaining the power, however, a psychic contest takes place. If the banisher wins, the victim is prevented from returning.\n&emsp;*Power Score*—The banished figure cannot return of its own accord; it must wait until it is allowed to return.\n&emsp;*20*—Both the intended victim and the psionicist are banished to the same place. The other figure bounces back when the psionicist stops paying the maintenance cost, but the psionicist himself must return via some other method: teleportation, probability travel, etc.'
};
PSYCHOPORTIVE['Science']['Probability Travel'] = {
'attribute': '@{Intelligence}',
'modifier': '0',
'context-modifier': '',
'initial-cost': '20',
'maintenance-cost': '8/hour',
'range': 'unlimited',
'prep': '2',
'aoe': 'individual +',
'prerequisites': 'none',
'reference': 'p. 64',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The color pool is right where the character wants it to be.',
'20': 'The character attracts the attention of an astral creature, which may',
'1': '',
'effect': 'With probability travel, a psionicist can traverse the astral plane physically as if he’s in astral form. This power has a distinct advantage over magical astral travel. When a wizard uses the *astral* spell, he forms an astral body, which remains connected to his material body by a silvery cord. In contrast, a psionicist using probability travel never leaves his physical form; he brings it along. He has no cord, so, unlike the wizard, he can never die because his cord has been severed. (On the other hand, he can still be blown to bits.)\n&emsp;The astral plane boasts nothing that would attract tourists, but its two-dimensional color pools serve as highways to the outer planes. These pools, scattered randomly throughout the astral plane, provide connections to all surface layers of the outer planes.\n&emsp;Travel through the astral plane is speedy: 10 yards per minute per Intelligence point. However, distance on the astral plane does not equate to distance on other planes. After 1d6 + 6 hours of travel, the traveler reaches the color pool he sought. There is a flat 75% chance that this pool leads to the exact destination the character wants. Otherwise, it is at least 10 miles off target—maybe more.\n&emsp;The psionicist can take other persons (as defined by the *charm person* spell) along on his probability trip. Each passenger costs 12 extra PSPs initially, plus 4 extra PSPs per hour, and adds one—half hour to the time needed to find the correct color pool. Passengers must travel voluntarily; this power cannot drag a character into the astral plane against his will.\n&emsp;Combat on the astral plane is unusual. The traveler’s physical body cannot affect astral bodies in any way. However, psionic powers do work against the minds of astral travelers. Most magical items do not work in the astral plane. Magical items which are keyed to a particular plane do function there, often with enhanced effect.\n&emsp;If the psionicist simply turns off this power while in the astral plane, he doesn’t leave. Instead, he’s stranded, unable to move except by physically pushing off of solid objects (which are extremely rare in the astral plane). He’s also stranded if he runs out of PSPs or is knocked unconscious on the astral plane. The only exit from this plane is a color pool.\n&emsp;If you’d like to learn more about traveling on the astral plane, see the\n&emsp;AD&D handbook *Manual of the Planes*.\n&emsp;*Power Score*—The color pool is right where the character wants it to be.\n&emsp;*20*—The character attracts the attention of an astral creature, which may or may not be hostile, at the DM’s discretion.'
};
PSYCHOPORTIVE['Science']['Summon Planar Creature'] = {
'attribute': '@{Intelligence}',
'modifier': '–4',
'context-modifier': '',
'initial-cost': '45/90',
'maintenance-cost': 'na',
'range': '200 yards',
'prep': '12',
'aoe': 'one creature',
'prerequisites': 'teleport',
'reference': 'p. 66',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The creature summoned enjoys this sort of thing and won’t be angry with the psionicist.',
'20': 'The psionicist attracts the attention of a powerful, extraplanar creature without summoning it.',
'1': 'The creature pops in within 10 yards.',
'effect': 'This science allows the psionicist to reach into another plane, grab whatever creature he happens to find there, and teleport it to his own plane. The victim will be disoriented for one round after arriving; as a result, he suffers a two—point penalty on die rolls for initiative, attacks, and saving throws.\n&emsp;A *magical* summons offers some control over a planar creature, and usually returns that creature to its home automatically. This psionic power does neither; it merely teleports something. To be rid of the creature, the psionicist must banish it, teleport it again, kill it, or control it somehow. If the creature is intelligent, the psionicist might reason with it. However, the creature is almost certain to fly into a murderous rage when it discovers its plight.\n&emsp;The psionicist can make the summoned creature materialize anywhere within 200 yards of his present position. This is a tremendous advantage, since the creature, at least initially, has no idea who summoned it. Its anger is likely to be vented against the first target it finds. However, if the psionicist’s power check result was a 2, this range is reduced to 50 yards. If the result was a 1, the creature pops in within 10 yards. Obviously, some risk is involved.\n&emsp;The psionicist chooses the plane from which the creature will come. He does not choose the creature, however; that’s determined at random. A creature from one of the elemental planes usually will be an elemental of the appropriate type. A creature from an outer plane probably will be a native of that particular plane, but it could also be a visitor, or even an adventurer who happened to be in the wrong place at the right time. In contrast, the astral or ethereal planes are a cornucopia of creatures, frequented by beings of every imaginable description. In any event, the DM decides which creature is summoned, drawing from the monsters for which he has game statistics. This book describes some extraplanar creatures. Many more are covered in the *Manual of the Planes* and various Monstrous Compendiums, especially the compendium featuring outer planar creatures.\n&emsp;It costs 45 PSPs to summon a creature from the astral or ethereal plane. If the psionicist is dipping into an inner or outer plane, the cost soars to 90 PSPs.\n&emsp;*Power Score*—The creature summoned enjoys this sort of thing and won’t be angry with the psionicist.\n&emsp;*20*—The psionicist attracts the attention of a powerful, extraplanar creature without summoning it.'
};
PSYCHOPORTIVE['Science']['Teleport'] = {
'attribute': '@{Intelligence}',
'modifier': '0',
'context-modifier': '?{Distance teleported?|10 yards (+1),1|100 yards (0),0|1000 yards (-1),-1|10 miles (-2),-2|100 miles (-3),-3|1000 miles (-4),-4|10000 miles (-5),-5|planet to planet (-6),-6}',
'initial-cost': '10 +',
'maintenance-cost': 'na',
'range': 'infinite',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 67',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The PSP cost is reduced by 20 percent, rounded up.',
'20': 'No effect.',
'1': 'The character and anyone else with him are momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2—point penalty to the following for [[1d6]] rounds: initiative die rolls, psionic power checks, and attack rolls.',
'effect': 'Teleport is the essential power within this discipline. It allows the psionicist to teleport to a familiar spot. The destination must be a place that the character knows and can picture mentally—even if he’s never actually been there. For example, a psionicist may still know a location that he has seen through a crystal ball, via a sight link, or even by scanning someone else’s mind for the information.\n&emsp;The psionicist can still teleport to a place even if it has somehow changed from the way he pictures it. For example, if a room has been rearranged, or is currently on fire, such changes won’t affect the teleport.\n&emsp;Teleports always take characters to a fixed location. For example, if a character tries to teleport into a gypsy wagon which is on the move, he’ll arrive at the wagon’s location when he last knew it. The wagon itself may be miles away by then. Also, if the character was picturing the wagon’s interior, he will teleport to the space corresponding to the wagon’s interior—which is several feet off the ground! Because the wagon itself has moved, the teleporter will fall when he arrives (imagine teleporting to a room on the fifth floor of a tower, only to discover the tower has been razed by marauders since your last visit).\n&emsp;Teleportation is instantaneous. The teleporting character simply ceases to exist in his previous location and springs into being at the destination. There is a slight, audible “pop” at both ends, as air rushes into the sudden vacuum or is instantly displaced.\n&emsp;Restraints do not affect teleportation. A character who is tied up, shackled to a wall, or buried up to his neck can still teleport. The restraints remain behind.\n&emsp;Clothing, on the other hand, does accompany a character who teleports. He may also carry small items in his grasp or wear equipment (e.g., armor) on his person, not exceeding one—fifth of his own body mass. If he doubles the amount of PSPs expended, he can carry up to three times his body mass, or take along one or two other characters on whom he has a firm grasp.\n&emsp;A character can teleport any distance, but as the distance increases, so does the chance of failure and the cost in PSPs. Ranges, point costs, and power score modifiers are shown below.\n&emsp;If the teleportation die roll is a 1 or 2, the character and anyone else with him are momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2—point penalty to the following for 1d6 rounds: initiative die rolls, psionic power checks, and attack rolls.}}{{style=bottom sheet-spell-center2 sheet-spell-center3}}{{c1-1=**Distance**}}{{c2-1=10 yards}}{{c3-1=100 yards}}{{c4-1=1,000 yards}}{{c5-1=10 miles}}{{c6-1=100 miles}}{{c7-1=1,000 miles}}{{c8-1=10,000 miles}} {{c9-1=planet to planet&ast;}}{{c1-2=**Initial**\n**Cost**}}{{c2-2=20}}{{c3-2=20}}{{c4-2=30}}{{c5-2=40}}{{c6-2=50}}{{c7-2=60}}{{c8-2=70}}{{c9-2=100}}{{c1-3=**Power Score**\n**Modifier**}}{{c2-3=+1}}{{c3-3=0}}{{c4-3=-1}}{{c5-3=-2}}{{c6-3=-3}}{{c7-3=-4}}{{c8-3=-5}}{{c9-3=-6}}{{effects2=&ast; Players with the SPELLJAMMER boxed set should note that interplanetary teleports are possible only within the same crystal sphere. It is impossible to teleport between crystal spheres or different planes of existence.\n&emsp;*Power Score*—The PSP cost is reduced by 20 percent, rounded up.\n&emsp;*20*—No effect.'
};
PSYCHOPORTIVE['Science']['Teleport Other'] = {
'attribute': '@{Intelligence}',
'modifier': '-2',
'context-modifier': '?{Distance teleported?|10 yards (+1),1|100 yards (0),0|1000 yards (-1),-1|10 miles (-2),-2|100 miles (-3),-3|1000 miles (-4),-4|10000 miles (-5),-5|planet to planet (-6),-6}',
'initial-cost': '20 +',
'maintenance-cost': 'na',
'range': '10 yards',
'prep': '0',
'aoe': 'na',
'prerequisites': 'teleport',
'reference': 'p. 68',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The PSP cost is reduced by 20 percent, rounded up.',
'20': 'All would-be teleporters are seriously disoriented. They cannot cast spells and suffer a -4 penalty on all die rolls for [[1d4]] turns.',
'1': '',
'effect': 'This power is identical to the one listed directly above, except it is used to teleport other characters. The psionicist stays where he is while someone else is teleported. The character must be willing to be teleported, or unconscious. PSP costs and power score modifications are the same as for teleportation. (In other words, cost and difficulty increase with distance.) If the psionicist pays twice the usual PSP cost, he can teleport up to three characters, provided they are firmly grasping one another.\n&emsp;*Power Score*—The PSP cost is reduced by 20 percent, rounded up.\n&emsp;*20*—All would-be teleporters are seriously disoriented. They cannot cast spells and suffer a -4 penalty on all die rolls for 1d4 turns.'
};
PSYCHOPORTIVE['Devotion']['Astral Projection'] = {
'attribute': '@{Intelligence}',
'modifier': '0',
'context-modifier': '',
'initial-cost': '6',
'maintenance-cost': '2/hour',
'range': 'na',
'prep': '1',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 68',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The first color pool found is precisely where the psionicist wants it.',
'20': 'The psionicist attracts the attention of a powerful creature in the astral plane.',
'1': '',
'effect': 'Astral projection is similar to probability travel, except the traveler is not accompanied by his physical body. Instead, an astral body is created. This astral body immediately leaps into the astral plane. Only creatures or characters who are also on the astral plane can see it.\n&emsp;A silvery cord connects the astral body to the physical body. Nearly all astral travelers have such a cord. It is visible as a translucent string which stretches 10 feet from the astral body, and then becomes invisible and intangible. If the cord is severed, both bodies die (so does the character). The silvery cord is nearly indestructible, however. Usually it can be severed only by the psychic wind at its most powerful, or by the *silver swords* of the githyanki.\n&emsp;Since the astral plane is a highway leading to other planes, a character who uses this power usually has another destination in mind—either a distant point on the prime material plane or an outerplanar locale. When the traveler reaches his destination, a temporary physical body is formed there. This body resembles the character’s real body in every respect, and the two are still connected by the invisible, silvery cord.\n&emsp;If either the astral body or the temporary physical body is killed, the cord returns to the real body. This second physical body is not formed if the character travels to another location on the same plane where his real physical body is located. He can view that plane in astral form, but cannot affect it or even enter it physically, nor can he direct magical or psionic powers into it.\n&emsp;Magical items can be taken into the astral plane, but most lose their magical properties temporarily while in that plane.\n&emsp;If you’d like more detail on astral travel and the astral plane, see the *Manual of the Planes*, an AD&D game handbook.\n&emsp;*Power Score*—The first color pool found is precisely where the psionicist wants it.\n&emsp;*20*—The psionicist attracts the attention of a powerful creature in the astral plane.'
};
PSYCHOPORTIVE['Devotion']['Dimensional Door'] = {
'attribute': '@{Constitution}',
'modifier': '-1',
'context-modifier': '?{Distance between doors?|50 yards (0),0|75 yards (-2),-2|100 yards (-5),-5|150 yards (-8),-8|200 yards (-12),-12}',
'initial-cost': '4',
'maintenance-cost': '2/round',
'range': '50 yards +',
'prep': '0',
'aoe': 'na',
'prerequisites': 'none',
'reference': 'p. 69',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Transit does not cause disorientation.',
'20': 'The psionicist is momentarily exposed to the transit dimension and is disoriented as if he had stepped through the portal.',
'1': '',
'effect': 'Like teleportation, a dimensional door takes a character from one location\n&emsp;to another. The similarity stops there, however. With dimensional door, the psionicist opens a man-sized portal which leads to the edge of another dimension. The edge acts as a lightning-quick transit system, carrying travelers to a destination chosen by the psionicist who uses this power.\n&emsp;When the psionicist uses this devotion, he creates a door leading into the alternate dimension. The door is a vaguely outlined portal, which appears in front of the psionicist. At the same time, an identical portal appears wherever he wants it, within range (see below). The door can have whatever orientation the psionicist chooses. If someone (including the psionicist) steps into either portal, he immediately steps out of the other. Both doors remain in place for as long as the psionicist maintains the power.\n&emsp;The dimension accessed by this power is not fully understood. Clearly, it has very different qualities of time and space, such that motion is greatly accelerated. For many years this transit was thought to be instantaneous, but arduous experiments by Larue d’jar Azif of Dhaztanar have proved that a very tiny bit of time does elapse. What this means is still unknown.\n&emsp;Travel via this power is disorienting. Presumably, exposure to the alternate dimension traumatizes the body in some way. As a result, a traveler is dazed and cannot attack or move for one round after stepping through a dimensional skip portal. Quick transit is advisable. People who shove only an arm through a portal suffer intense pain. Fools who poke their head through a portal must make a system shock roll; failure means they lose 50% of their current hit points and pass out.\n&emsp;Inanimate objects are not affected by exposure to the dimension’s edge. In fact, a character can throw or fire objects through a portal, and they’ll come out on the other side. Attackers suffer a -4 penalty on their to—hit rolls against targets on the other side of the dimension’s edge.\n&emsp;**Range:** The normal range of this power—i.e., the maximum distance between the two portals—is 50 yards. The distance can be extended only with severe reductions to the character’s power score, as shown below. Increasing the range does not increase the PSP cost, however.}}{{style=right2}}{{c1-1=**Distance**\n**Between**\n**Doors**}}{{c2-1=50 yards}}{{c3-1=75 yards}}{{c4-1=100 yards}}{{c5-1=150 yards}}{{c6-1=200 yards}}{{c1-2=**Power**\n**Score**\n**Modifier**}}{{c2-2=0}}{{c3-2=-2}}{{c4-2=-5}}{{c5-2=-8}}{{c6-2=-12}}{{c1-3= }}{{effects2=&emsp;*Power Score*—Transit does not cause disorientation.\n&emsp;*20*—The psionicist is momentarily exposed to the transit dimension and is disoriented as if he had stepped through the portal.'
};
PSYCHOPORTIVE['Devotion']['Dimension Walk'] = {
'attribute': '@{Constitution}',
'modifier': '-2',
'context-modifier': '',
'initial-cost': '8',
'maintenance-cost': '4/turn',
'range': 'na',
'prep': '2',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 69',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist receives a +2 bonus when making his Wisdom checks.',
'20': '0vercome with vertigo, the character can do nothing but retch for three rounds.',
'1': '',
'effect': 'With dimension walk, a psionicist can travel from place to place in his own dimension by piercing other dimensions at right angles. This has two advantages over a dimensional door: 1) a dimension walk is not physically traumatizing and 2) the range of travel is greater. On the other hand, dimension walk only allows the psionicist himself to travel, and he can easily get lost.\n&emsp;The dimension walker opens up a vaguely shimmering portal. Only the psionicist who opened the portal can enter it. As soon as he does, the portal closes behind him. He finds himself engulfed by an inky grayness that is virtually without features. The effect is one of extreme sensory deprivation.\n&emsp;The psionicist can travel through this gray realm at a speed of 7 leagues (21 miles) per turn. He cannot see where he is or where he’s going while in the realm. He has only his instinct to guide him, and must make a Wisdom check every turn. If these checks succeed, he’ll find himself at his chosen destination when he steps out of the realm. If any single Wisdom check fails, however, the character will stray off course by several miles. When the walker steps out of the gray realm, the DM can place him in any location, within the maximum distance from his starting point (e.g., if the psionicist walked for 10 rounds, he must be within 21 miles of his origin). It’s up to the psionicist to figure out his location; this power doesn’t help him gain his bearings.\n&emsp;Aside from getting lost, dimension walking is completely safe. Apparently anything that lives in the other dimensions crossed cannot interact with dimensional travelers (Larue d’jar Azif of Dhaztanar postulated that these other dimensions teem with life just as much as our own, but because the traveler is crossing them “against the grain”, as it were, they do not register on his senses). The character can bring along as much as he can carry, but *bags of holding* and other dimensional storage devices spill their contents immediately if taken into this space.\n&emsp;*Power Score*—The psionicist receives a +2 bonus when making his Wisdom checks.\n&emsp;*20*—0vercome with vertigo, the character can do nothing but retch for three rounds.'
};
PSYCHOPORTIVE['Devotion']['Dream Travel'] = {
'roll-override': 'Secret by DM',
'attribute': '@{Wisdom}',
'modifier': '-4',
'context-modifier': '-?{How many passengers? (Excluding the psionist)|0}',
'initial-cost': '1/25 miles',
'maintenance-cost': 'na',
'range': '500 miles',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 70',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'No additional effect.',
'20': 'The dream is nightmarish. The psionicist must save vs. paralyzation or appear dead until violently struck.',
'1': '',
'effect': 'Dream travel is a powerful but unreliable means of getting from here to there. The traveler journeys in his dreams, and awakes wherever his nocturnal wandering carried him. The psionicist can even take other characters with him, although it’s more difficult than traveling alone (see “Passengers” below).\n&emsp;To use dream travel, the psionicist must be asleep. Once asleep, he begins fashioning a dream that involves traveling from his present location to his intended destination. At the beginning of the journey, the DM secretly makes a power check for the character. If the check succeeds, the psionicist will reach his destination. If the check fails, the character will fall short 10% for each point that the die roll exceeded the power score.\n&emsp;If the DM wants, this power check is all that’s required to handle dream travel during a game. However, it’s far more satisfying to actually role—play the dream. The player creates the setting and describes his intentions, with the DM interrupting to change things arbitrarily and throw obstacles in the character’s path.\n&emsp;If the player overcomes the obstacles and solves problems inventively, the DM is justified in giving a bonus to the character’s power check. If the dream is dull and lifeless, the DM can also penalize the power check.\n&emsp;The DM should remember that this is a dream; terrain on the journey may not resemble actual terrain, the character may be completely different, and the world may be completely strange. The length of the dream journey should be approximately the same as the real distance, however, and the final destination should be at least similar to the real destination. Such dream adventures should minimize combat and maximize problems, puzzles, and surreal atmosphere. If combat does occur, it has no effect on the character physically, but if he is killed, he wakes up, right where he started.\n&emsp;A dream journeys take approximately eight hours to complete, successful or not.\n&emsp;**Passengers:** The psionicist can bring other characters along with him in the dream. His power score is reduced by one for each passenger he carries. Passengers must also be sleeping. A single power check launches everyone on the dream journey. If the check fails, they still attempt the dream journey but fall short of their target. The psionicist must pay the PSP cost of the trip individually for each character accompanying him in the dream.\n&emsp;Intelligent animals can also be drawn into the dream, but normal animals (horses, dogs, falcons, whatever) are very difficult to bring along. The psionicist must make a separate power check to draw in each animal and his power score is halved, rounded down, when making this check.\n&emsp;When the dream travelers reach their destination, they awaken. In the place where they lay sleeping, their bodies and any equipment carried or worn fades away. At the same time, they fade into being at their new location, still in sleeping posture, but fully awake.\n&emsp;*Power Score*—No additional effect.\n&emsp;*20*—The dream is nightmarish. The psionicist must save vs. paralyzation or appear dead until violently struck.'
};
PSYCHOPORTIVE['Devotion']['Teleport Trigger'] = {
'attribute': '@{Intelligence}',
'modifier': '+1',
'context-modifier': '',
'initial-cost': '0',
'maintenance-cost': '2/hour',
'range': 'infinite',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'teleport',
'reference': 'p. 72',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The character can ignore power score penalties for distance.',
'20': 'No other effect.',
'1': '',
'effect': 'A teleport trigger is a programmed event which causes the psionicist to instantly and reflexively teleport to a safe location. After making a successful power check, the psionicist must specify where he intends to go. He must also define very specifically what conditions will trigger the teleportation. These can be anything he wants, but the teleport will not be triggered unless he is aware that the conditions have been met. A volcanic eruption 500 miles away will not trigger teleportation unless the character has some way to know that the volcano is erupting.\n&emsp;For example, here are three typical triggers: being reduced to 10 or fewer hit points, seeing a mind flayer, and being attacked by a *magic missile* spell. When such predetermined conditions are fulfilled, the character instantly teleports to the programmed location.\n&emsp;When the teleport is triggered, the character must have enough PSPs remaining to teleport to that location, because he pays the cost just as if he were performing a normal teleport (See “teleport.”). He must also make a teleport power check, with penalties based on the distance traveled. If this power check fails, so does the programmed teleport.\n&emsp;No PSPs are spent when the trigger is defined, but the character spends two points per hour from that time just to maintain the trigger. The trigger remains in effect until the character stops paying the maintenance cost.\n&emsp;*Power Score*—The character can ignore power score penalties for distance.\n&emsp;*20*—No other effect.'
};
PSYCHOPORTIVE['Devotion']['Time Shift'] = {
'attribute': '@{Intelligence}',
'modifier': '0',
'context-modifier': '?{Rounds traveled into the future?|1 round (0),0|2 rounds (-2),-2|3 rounds (-6),-6}',
'initial-cost': '16',
'maintenance-cost': 'na',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'teleport',
'reference': 'p. 72',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'No other effect.',
'20': 'The psionicist is disoriented, and suffers a -2 penalty on all die rolls for as many rounds as he intended to shift.',
'1': '',
'effect': 'Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. He sees everything frozen around him just as it will be when that moment in the future actually arrives.\n&emsp;The psionicist enters a different reality when he uses this power. No one in the “still life” that surrounds him can see or detect him in any way. He can move freely through the environment, putting himself wherever he wants to be when he returns to normal time. But he cannot affect anything around him, nor can anything affect him. Even two time—shifted characters are completely invisible to each other. To the people in real time, the character simply vanishes and then reappears sometime later.\n&emsp;The character does not exist for any normal game purpose during the period when he is time shifted. If, for example, a *fireball* spell detonates in the room while the character is time shifted, the character is completely protected against its effects. In fact, unless the blast leaves visible effects (charred walls or corpses or sulfurous fumes), the character won’t even know it happened. He sees none of the intervening events.\n&emsp;This power cannot help a character escape contact, however. If someone has established contact or tangents (see Chapter 2) with the time shifter—and continues paying their maintenance cost—then the tangents or contact will still be in effect when the character returns to normal time.\n&emsp;Time shifting offers an obvious advantage in combat. A psionicist can leap one round into the future and maneuver into position for an attack. In that case, the shifter receives a +4 bonus to his attack roll. With enough time, he could even escape.\n&emsp;How long does a time shift last? If the psionicist travels one round forward, then he has one round in which to maneuver. If he travels two rounds forward, then it takes two rounds for reality to catch up. Three rounds is the limit. The farther (or longer) the trip, the more difficult it is to make, as shown in the table below.}}{{style=bottom sheet-spell-center2 sheet-spell-center3}}{{c1-1=**Time**\n**Shifted**}}{{c2-1=1 round}}{{c3-1=2 rounds}}{{c4-1=3 rounds}}{{c1-2=**Psionic**\n**Strength**\n**Cost**}}{{c2-2=3}}{{c3-2=6}}{{c4-2=12}}{{c1-3=**Power**\n**Score**\n**Modifier**}}{{c2-3=0}}{{c3-3=-2}}{{c4-3=-6}}{{effects2=&emsp;*Power Score*—No other effect.\n&emsp;*20*—The psionicist is disoriented, and suffers a -2 penalty on all die rolls for as many rounds as he intended to shift.'
};
PSYCHOPORTIVE['Devotion']['Time/Space Anchor'] = {
'attribute': '@{Intelligence}',
'modifier': '0',
'context-modifier': '',
'initial-cost': '5',
'maintenance-cost': '1/round',
'range': '0',
'prep': '0',
'aoe': '3 yards',
'prerequisites': 'none',
'reference': 'p. 73',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The psionicist receives a +2 bonus in any resulting psychic contests.',
'20': 'The psionicist is rooted to the spot for [[1d6]] rounds. During that time his AC is penalized 5 points.',
'1': '',
'effect': 'This power protects psionicists against unwanted teleportation. When a time/space anchor is in effect, the psionicist cannot be teleported against his will unless he loses a psychic contest.\n&emsp;Anyone and anything else inside the 3—yard radius is also protected using the psionicist’s power score. Items are protected automatically, but living creatures or characters are protected only if the psionicist wants them to be. Each additional creature protected costs another PSP per round. This power cannot prevent someone from teleporting himself away; it only prevents teleporting from an outside source.\n&emsp;*Power Score*—The psionicist receives a +2 bonus in any resulting psychic contests.\n&emsp;*20*—The psionicist is rooted to the spot for 1d6 rounds. During that time his AC is penalized 5 points.'
};
const TELEPATHIC = {Devotion: {}, Science: {}};
TELEPATHIC['Science']['Domination'] = {
'attribute': '@{Wisdom}',
'modifier': '-4',
'context-modifier': '',
'initial-cost': 'contact',
'maintenance-cost': 'varies',
'range': '30 yards',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'mindlink, contact',
'reference': 'p. 74',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The maintenance cost is halved.',
'20': 'The victim knows that someone attempted to dominate him.',
'1': '',
'effect': 'With domination, a psionicist can project signals from his own mind into the mind of one other person or creature. As a result, the subject is forced to do nearly anything the psionicist wishes. The dominated subject knows what is happening, but he cannot resist the psionicist’s will. Commands are given mentally and automatically.\n&emsp;The victim’s abilities are neither diminished nor enhanced by this power. The subject can be forced to use any power or ability he normally can—assuming the psionicist knows about it. Domination does not reveal facts or secrets about a victim.\n&emsp;As soon as domination is attempted, the victim makes a saving throw vs. spells. If this saving throw succeeds, the victim is not dominated. If it fails, the victim has fallen under the psionicist’s control. However, if the victim is later forced to do something completely abhorrent (against his alignment), he can make another saving throw to regain his free will.\n&emsp;Domination can exact a high price in PSPs. The cost to establish and maintain this power equals twice the cost to *contact* the victim.\n&emsp;*Power Score*—The maintenance cost is halved.\n&emsp;*20*—The victim knows that someone attempted to dominate him.'
};
TELEPATHIC['Science']['Ejection'] = {
'attribute': '@{Wisdom}',
'modifier': '–4',
'context-modifier': '',
'initial-cost': 'varies',
'maintenance-cost': 'na',
'range': '0',
'prep': '0',
'aoe': 'personal',
'prerequisites': 'none',
'reference': 'p. 74',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Roll [[1d6]] on the table below. The result applies to the ejected being.',
'20': 'Ejection fails, but the psionicist still makes a [[d6]] roll on the table below.',
'1': 'Lose access to all sciences for [[1d10]] hours',
'effect': 'Ejection is the final defense against unwanted contact. If one psionicist has forced contact with another’s mind, or has been granted contact and is now doing things he should not be, he can be ejected.\n&emsp;The cost of ejection is twice the opponent’s contact power score (even if contact was established through combat).\n&emsp;Ejection is risky for the user. If the power check result is 8 or less, consult the table below to see what “ side effects” the psionicist suffers.}}{{c1-1=1}}{{c2-1=2}}{{c3-1=3}}{{c4-1=4}}{{c5-1=5}}{{c6-1=6}}{{c7-1=7}}{{c8-1=8}}{{c1-2=Lose access to all sciences for 1d10 hours}}{{c2-2=Lose access to one discipline, selected by the DM, for 1d10 hours}}{{c3-2=Lose 1d10 +10 additional PSPs}}{{c4-2=Lose 1d10 additional PSPs}}{{c5-2=Lose 1 point of Constitution permanently}}{{c6-2=Lose 1d10 hit points}}{{c7-2=Sever only one portion of contact (one successful attack reestablishes it)}}{{c8-2=Sever only two portions of contact (two successful attacks reestablish it)}}{{effects2=&emsp;*Power Score*—Roll 1d6 on the table above. The result applies to the ejected being.\n&emsp;*20*—Ejection fails, but the psionicist still makes a d6 roll on the table above.'
};
TELEPATHIC['Science']['Fate Link'] = {
'attribute': '@{Constitution}',
'modifier': '–5',
'context-modifier': '',
'initial-cost': 'contact',
'maintenance-cost': '5/turn',
'range': '2 miles',
'prep': '1',
'aoe': 'individual',
'prerequisites': 'mindlink, contact',
'reference': 'p. 73',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'Range is unlimited.',
'20': 'Social regression. The psionicist loses [[1d6]] points of Charisma for a day.',
'1': '',
'effect': 'This power enables the telepath to intertwine his own fate with that of another creature. If either being experiences pain, both feel it. When one loses hit points, both lose the same amount. If either dies, the other must immediately make a saving throw vs. death to avoid the same fate.\n&emsp;*Power Score*—Range is unlimited.\n&emsp;*20*—Social regression. The psionicist loses 1d6 points of Charisma for a day.'
};
TELEPATHIC['Science']['Mass Domination'] = {
'attribute': '@{Wisdom}',
'modifier': '–6',
'context-modifier': '',
'initial-cost': 'contact',
'maintenance-cost': 'varies',
'range': '40 yards',
'prep': '2',
'aoe': 'up to 5 creatures',
'prerequisites': 'mindlink, contact, domination',
'reference': 'p. 75',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The range is extended to 100 yards.',
'20': 'The intended targets are aware of the psionicist’s efforts.',
'1': '',
'effect': 'This power is identical to domination except the psionicist can control up to five creatures simultaneously. Each one must be contacted and dominated individually. The maintenance cost—twice the victim’s level or hit dice—must be paid for each dominated figure.\n&emsp;*Power Score*—The range is extended to 100 yards.\n&emsp;*20*—The intended targets are aware of the psionicist’s efforts.'
};
TELEPATHIC['Science']['Mindlink'] = {
'attribute': '@{Wisdom}',
'modifier': '–5',
'context-modifier': '',
'initial-cost': 'contact',
'maintenance-cost': '8/round',
'range': 'unlimited',
'prep': '0',
'aoe': 'individual',
'prerequisites': 'contact',
'reference': 'p. 75',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The mindlink allows one probing question (see probe).',
'20': 'The psionicist must save vs. petrification or be stunned for 1d4 rounds.',
'1': '',
'effect': 'Mindlink allows the user to communicate wordlessly with any intelligent creature he can contact (Intelligence 5 or greater on a human scale). This is two—way communication. It is not the same as mind—reading because the psionicist only receives thoughts which the other party wants to send. Language is not a barrier. Distance affects the telepath’s ability to make contact, but it has no other effect (see “ contact” ).\n&emsp;*Power Score*—The mindlink allows one probing question (see probe).\n&emsp;*20*—The psionicist must save vs. petrification or be stunned for 1d4 rounds.'
};
TELEPATHIC['Science']['Mindwipe'] = {
'attribute': '@{Intelligence}',
'modifier': '–6',
'context-modifier': '',
'initial-cost': 'contact',
'maintenance-cost': '8/round',
'range': 'touch',
'prep': '1',
'aoe': 'individual',
'prerequisites': 'mindlink, contact',
'reference': 'p. 75',
'book': 'The Complete Psionics Handbook',
'damage': '',
'damage-type': '',
'healing': '',
'power-score': 'The victim does not get a saving throw.',
'20': 'The power affects the psionicist instead of his intended victim.',
'1': '',
'effect': 'Mindwiping is a crude form of psychic surgery which affects the subject’s IQ (it’s like a temporary lobotomy). The telepath systematically seals off portions of the subject’s mind, making whatever knowledge was contained there inaccessible.\n&emsp;When a mindwipe is attempted, the victim saves vs. spells. If he succeeds, the mindwipe is thwarted for one round, but next round the psionicist can try again.\n&emsp;Each round of mindwiping has two important, immediate effects. First, it reduces the victim’s intelligence and Wisdom scores by 1 point. Second, it reduces his experience level or hit dice by 1 point.\n&emsp;These reductions have considerable impact. All characters may lose languages or proficiencies and their magical defense adjustment. Experience level and hit dice losses affect everything except hit points. The victim keeps all of his hit points regardless of what is wiped from his mind.\n&emsp;Intelligence and Wisdom losses affect wizards and clerics as if those losses were permanent. Clerics lose bonus spells, their chance of spell failure rises, and eventually they cannot cast spells. Wizards suffer reductions in their maximum spell level, their chance to learn spells, and their maximum spells per level.\n&emsp;When the number of available spells at a given spell—level drops, a character must make an ability check before attempting to cast a spell of that level. Wizards roll an intelligence check. Clerics roll a Wisdom check. Both use *current*; scores. If the check succeeds, the character can cast the spell. If it fails, he has forgotten the spell and can’t cast any spell that round.\n&emsp;Mindwipe only seals off information; it doesn’t erase it. All of a character’s lost Wisdom, Intelligence, and experience levels can be restored through psychic surgery (a metapsionic science).\n&emsp;This power has no effect against creatures with neither stats nor hit dice.\n&emsp;*Power Score*—The victim does not get a saving throw.\n&emsp;*20*—The power affects the psionicist instead of his intended victim.'
};
const METAPSIONIC = {Devotion: {}, Science: {}};
const ATTACK = {Devotion: {}, Science: {}};
const DEFENSE = {Devotion: {}, Science: {}};
+1 -1
View File
@@ -2475,7 +2475,7 @@ PSIONIC_CORE_SECTIONS.forEach(({section, name, macro, number, cost_number, disci
macroBuilder.push(`prep=${power['prep']}`);
macroBuilder.push(`prereq=${power['prerequisites']}`);
macroBuilder.push(`reference=${power['reference']}, ${power['book']}`)
let powerRoll = power['roll-overriede'] || `[[1d20cf20+(@{psionic-mod${number}})]]`;
let powerRoll = power['roll-override'] || `[[1d20cf20+(@{psionic-mod${number}})]]`;
macroBuilder.push(`powerroll=${powerRoll}`);
let powerScoreValue = `@{powerscore-nomod${number}}+(@{powerscore-mod${number}})`;
if (power['context-modifier']) {
+10
View File
@@ -484,6 +484,16 @@
text-align: left;
}
td.sheet-spell-right,
&.sheet-spell-right td,
&.sheet-spell-right1 td:nth-child(1),
&.sheet-spell-right2 td:nth-child(2),
&.sheet-spell-right3 td:nth-child(3),
&.sheet-spell-right4 td:nth-child(4),
&.sheet-spell-right5 td:nth-child(5) {
text-align: right;
}
td.sheet-spell-bottom,
&.sheet-spell-bottom td,
&.sheet-spell-bottom1 td:nth-child(1),