Roleplaying Resources

The Psionics Handbook (2E)

I wrote this in 1995-1996 for AD&D 2nd Edition, having never read TSR's Psionics Handbook. Be amused. This was reformatted for the web in 2011.

This is release 5.0 of the Psionics Handbook, based on WotC/TSR's Advanced Dungeons and Dragons 2nd edition role-playing game. Feel free to comment on this document by emailing The DM. This AD&D Psionics Handbook is copyright 1995-2000 by The DM. It may be not be disributed or modified in any way without the written consent of the author. AD&D and all Advanced Dungeons and Dragons rules cited in this document are copyright Wizards of the Coast.

Psionics Handbook version 1.01

Ability Requirements

Intelligence 10, Wisdom 10, Charisma 13

Prime Requisite


Allowed Races


Allowed Alignments


Allowed Multi-Class
  • Elven or Half-elven psionicist/fighter
  • Elven or Half-elven psionicist/thief
  • Half-elven psionicist/fighter/thief
  • Halfling psionicist/thief
  • Dwarven psionicist/fighter
  • Can never be combined with wizard or priest, even with the human dual-class ability.
Weapon Proficiencies

2 starting + 1 every 4 levels, -3 penalty for non-proficient weapon use.

NonWeap Proficiencies

4 starting + 1 every 3 levels.

Allowed Proficiencies

General, ancient history, astrology, healing, ancient languages, local history, musical instrument, navigation, reading lips, reading/writing, singing, survival, ventriloquism, weather sense.

Starting Money



20 minus one per three experience levels.

Hit Dice

d6 until level 9, and 2HP thereafter.

Experience Levels

Lvl Exp Lvl Exp Lvl Exp Lvl Exp
2 2250 7 60000 12 1040000 17 2340000
3 4500 8 110000 13 1300000 18 2600000
4 9000 9 260000 14 1560000 19 2860000
5 18000 10 520000 15 1820000 20 3120000
6 36000 11 780000 16 2080000

Saving Throws

Level Paryliz/Pois/Death Rod/Staff/Wand Petrif/Polymorph BreathWeapon Spell
1-3 10 16 12 16 18
4-6 8 15 11 14 16
7-9 7 13 10 13 14
10-12 5 12 8 12 13
13-15 4 10 7 10 11
16-18 2 9 5 8 10
19+ 1 7 4 7 8


The mental talents of the psionicist are unique among the character classes. Unlike wizards and priests, psionicists do not depend on books or prayers to aid them in their skills. Their talents are innate, recognized some time during their lives and used from then on. Some psionicists learn of their skills as children, and some find out only after half a century of solitude. There are stories of psionicists living their lives as gamblers, betting on their resistance to alchahol or tempurature. Many of these over-estimate their resistance and live very short lives. There are other stories of wise empaths who devoted their lives to helping people. Some psionicists posess that bit of wanderlust that turns men of all sorts into adventurers. Many psionicists are misunderstood or hated, and must live apart from society. Many more seperate themselves from the towns and cities because they consider themselves above the common man.

A psionicist is limited in weapon use the same way that a wizard is because of their lack of talent in armed combat. A psionicist/fighter may use any weapon. No psionicist can wear plate mail, and the use of helmets, magical or otherwise, negates all powers. Psionicists can use many of the magical items that are not specifically designed for another class, including potions and oils, rings, books and tomes, jewels and jewelry, cloaks and robes, boots and gloves, girdles, bags and bottles, dusts and stones, musical intstruments, some of the wierd stuff, and armor and weapons available to their class. They have a natural repulsion to intelligent weapons and other intelligent items (and, more often than not, the intelligent weapons and items have a repultion to them), so it is rare that they can wield such objects.

Psionicists usually can not make enough money to survive using only their powers. Furthermore, since psionicists are rarely of the upper classes, they are usually unskilled workers. Any player wanting to play a non-multiclassed psionicist must either chose to be a begger or equivelant, or must chose a type of unskilled labor to be good at. Fishing, masonry, mining and tennantry are some of the possible choices.

Because of the psionicists' control over their minds, they have several innate abilities. These abilities show to some extent throughout the psionicist' lives, but they are only obvious once the psionicists begin to recognize their powers. These abilities all tend to die away when psionicists are very old.


Psionicists have a high resistance to the following:

  • Normal temperature extremes: -10 to 110 degrees farenheit.
  • Hunger/thirst: Can fast for 10 days before they start to feel hungry, and can go without water for two days before they are thirsty.
  • Fatigue and sleepyness: Can swim, walk, run, and stay awake twice as long as non-psionicists can.
  • Addiction: They are almost immune to addiction, but if they become addicted to a substance, they can break out of their addiction twice as quickly as non-psionicists can.
  • Poison: They can easily save against poison, parylization, and death.
  • Alchahol: If actively trying, they can prevent themselves from getting drunk for a long time, almost until they drink enough to kill themselves.
  • Suffocation: They can hold their breath for twice as long as others before they faint.
  • Desiese: They are unaffected by mind colds, headaches, and nausia, and can save against any non-magical desiese by rolling a 7 or lower on 2d6. If exposed to a desiese for a long time, they must roll their saving throw once a day.
  • Death: Possibly the psionicists' most powerful innate ability is their resistance to death. Psionicists' hit points can drop to -10 before they die. However, they can not use any of the Greater or Lesser Powers when they have fewer than 0 hitpoints. Also, psionicists automatically have d20 years added to their natural life expectancy.

Note that, although psionicists can tolerate the above things, they are still affected by them physically. They have control over their minds, but not over their body's requirements. Yes, they can sit in a bowl of ice outside in the winter, but they get frostbite just as easily as anyone else. Psionicists can live without hunger and thirst for a long time, but they become weak due to lack of food and water just like everyone else, and tend to pass out often when starving themselves. After enduring fatigue or sleepyness for double the normal allowed time, the negative results are doubled. These resistances are useful to some extent, but they can also harm the psionicist severely. Being able to remain sober for such a long time can come in handy, until someone drinks enough to kill themselves. Psionicists can live for a very long time, but, more often than not, they die early by misusing their abilities.

Psionicists can detect the presence of other psionicists within 100ft/lvl if actively trying.

They can tell when their minds are being probed or altered by magical or psionic means.

They have a 10% resistance to illusions unless higher resistance is granted to their race.


In addition to their innate abilities, psionicists have several powers. They begin with a few (the Lesser Powers) automatically, and must chose what new skills (the Greater Powers) to practice later on. They begin with one Greater Power, and can chose another at every third level beginning with level three. Many powers require more experience to learn than others. Those have a minimum level qualifyer in their decriptions.

Each power has a success rate, which is the highest number on a d100 that implies a successful use of the power. That percentile is raised each level the psionicist has that ability by the Modifier in the power description. Unless noted otherwise, the success rate can never rise above 95%.

There is also a drain rate for each power. Psionic powers are extremely exhausting, so they drain hitpoints from the psionicist. These hit points are regenerated at the rate of one every three hours. At level eight, the regeneration rate is increased to one every two hours, and at level sixteen, it is one every hour. Only hit points lost through the use of psionic powers can be regenerated. Intense meditation doubles the regeneration rate, but must be performed in complete, natural (non-magical) silence. Sleep restores the hitpoints at the rate of one every hour. These hit points can not be restored by any other natural or magical means short of a limited wish.

Since the psionic powers are so draining, they will not work well if the player is physically exhausted due to high encumberence. For each level of on the specific encumbrance scale above unencumbered, the psionicist suffers a 5% penalty to all psionic powers. Therefore, if a human psionicist has his movement rate reduced to 6 due to encumberence, or a dwarf has his rate lowered to 3, psionic powers have a 30% lower chance of success. The success rate can never drop below 1%. The effects of encumberence last for three turns after items are dropped, so it does not help to suddenly drop everything right before a battle (the effects last at least to the end of the battle no matter how many turns pass, because staying alive during a battle is exhausting enough they the character would not have time to recover from encumbrance). Effectively, psionicists are much more limited in what they can carry than the other classes.

When the description for a power says that the target must be visable to the character, it referrs to all methods of seeing, including through crystal balls and other magical items.

Only one power can be used at a time. If a power fails due to a success roll of 96-00 that gives misdirection or misinformation (does not apply to levitation etc), then the power will yield the same error for the next 24 hours.


Base Success 60%
Modifier d10/lvl
Drain Rate 1HP/attempt, 3HP if sensing a small group, 1HP for a large group.
Description One of the simplest and least draining of all psionic powers. This allows the psionicist to sense emotions. On a success roll of 96-00, the most likely emotion given what the player knows of the circumstances is percieved, whether or not it is the target's true emotion. The empath must be able to see the target, and there is a +10% bonus to the success rate if the target is humanoid and its face can be seen, and a 20% bonus if the target is of the same race as the psionicist and its face can be seen. If the target has no face, or uses facial expressions that are significantly different than those of a humanoid, there is a 10% to 20% penalty, at the DM's disgression. If the psionicist is sensing a large group, there is a 10% bonus. The reason for the unusual progression of drain rates, is that it is easy to sense the communal emotions of a large group. Individuals are ignored, and the basic feeling of a group is percieved. However, with a small group, individual emotions must be taken into account. Note that even with a large group, the psionicist must be able to see it.
Base Success 40%
Modifier d10/lvl
Drain Rate 1HP/turn/target
Description Telepathy is a method of communicating without speaking. The psionicist can communicate anything to the target, but the target will not understand messages that are not sent in a language the target knows. Every time this power is used, there is a 1/10 chance that the target will be able to locate the psionicist without being told a location. The psionicist must be able to see the target, unless the target is willing and is also a telepath. In that case, the range is double the success chance in feet. Telepaths can not read minds. Two telepaths can communicate with each other with no possible failure.
Psionic Finding
Base Success 10%
Modifier d10/lvl
Drain Rate 2HP/round or attempt
Description Finders with clear mental pictures of an object or being can sense the direction toward which it is located. The power works for objects or beings within a distance of 1/10 the success rate, in miles. On a success roll of 96-00, the wrong direction is given. If more than five feet of rock or metal, ten feet of wood, or twenty feet of cloth, water, or other soft barrier blocks the path to the object or person, the finding automatically fails. Therefore, it is usually a good idea to use this power from atop a hill or other high place.
Base Success 5%
Modifier d4/lvl
Drain Rate 4HP/attempt+4HP if a strong emotion is detected.
Description Intelligent creatures that possess an object for a long period of time leave a residual aura which can be detected by a psionicist. Thus, if the psionicist touches a crown, he can tell who that crown belonged to last, on a succesful roll. The object must have been owned for over six months. The psionicist must touch the object in order to sense its residual aura. If the creature that owned the object has never been seen or is unfamiliar to the psionicist, only vague hints are given as to who owned it. (“A king once wore this crown,” “A tall, ugly human last wielded this sword,” etc.). Unless the object was very important to its owner, the residual aura fades after three months. If the object was important, the aura fades after six months to several years. In extreme cases, such as the ownership of an artifact, an aura might be left for hundreds of years. In addition to the owner of an item, a psionicist can sometimes sense an emotion as well. If a dagger was used to kill, it might radiate fear or anger. Also, if an object contains a creature (such as a sole magically captured in a gem), the presense of life is immediately detected, and the psionicist can then use telepathy, with half success rate and double drain rate, to communicate with the encased creature.
PSI Healing, Inner
Base Success 10%, see below.
Modifier d10/lvl
Drain Rate None
Description Through Inner PSI healing, psionicists concentrate the energy of their minds to heal their bodies. They can not heal anyone else's body with this power. To use Inner PSI healing, the psionicist must concentrate for one full hour to heal a group of hitpoints. The amount healed each hour is one tenth of the success rate, rounded down. There is no success roll required to use this power, and the success percentage can rise indefinately (higher than 100%). This power is very useful, as it allows the psionicist to heal hit points other than those lost due to psionic exhaustion. Hit points lost due to psionic exhaustion can not be restored with this power.
Mind Blast
Base Success 30%
Modifier d10/lvl
Drain Rate See below.
Description This is the psionicist's most effective offensive attack. The psionicist concentrates on a target, and damage is inficted. The strength of this power is up to the psionicist. For every hit point drained (the psionicist can decide how many to use), d4 damage points are inflicted. The success rate is modified by -20% against creatures with intelligence of 17 or above, -10% against 14 or above, +10% against 6 or below, and +20% against 3 or below, but is not modified for those creatures without any intelligence, such as undead. Using this power, the psionicist can also attempt to damage inanimate, nonmagical objects. For example, the psionicist can concentrate on and shatter a pane of glass. However, the drain rate when such an attempt is made is 5HP/attempt, and the success rate is quartered. The target must be seen by the psionicist.
Create Dreams
Base Success 10%
Modifier d6/lvl
Drain Rate 2HP/round
Description This power enables the psionicist to create dreams in the minds of intelligent creatures. It is only effective on creatures with intelligence between 6 and 18. The psionicist does not know when the attempt fails. The affects of these dreams are completely up to the DM.
Base Success 10%
Modifyer d8/lvl
Drain Rate 1HP/attempt
Description With this power, the psionicist can fortell imminent danger. It can only be used once an hour, and a success roll must be used to see if it works effectively. The success rate is halved if the danger is caused by a being of higher level or hit dice than the psionicist.
Psychic Shield
Base Success 20%
Modifyer d10/lvl
Drain Rate 1HP/attempt
Description The Psychic Shield grants full imminity to all mind-probing, mild-altering, and psionic effects by creatures of equal or lesser level or hit dice, and immunity based on the success rate for those of higher level (30% chance of a psionic attack against the player failing if the success rate is 30%) for one full day. The shield can only be created once a day, and a success roll must be passed, or the shield is innefective. The psionic can not tell that the shield is ineffective until it can be tested (when a mind-probe is used on the psionic, for example). The shield can be extended to protect other creatures, but the success rate is quartered, and then divided by the number of creatures to be protected. Because of this final condition, this success rate for this power can be raised indefinately, but a success roll of 96-00 still indicates automatic failure.

Greater Powers

Minimum Level 1
Base Success 20%
Modifier d10/lvl
Drain Rate 1HP/attempt+2HP/round, see below.
Description This ability enables the psionicist to concentrate on a location and hear any noise within 60ft of that point. The location must have been phisically seen by the psionicist, or chances are reduced to one percent for every three experience levels, and the drain rate is trippled. If the location is 50 miles away or further, the drain rate is doubled, and success rate halved. The the location is within the psionicist's natural (non-magical) line of sight, the drain rate is halved. The psionicist's clairaudiecent hearing is easily muffled by surrounding noise; if the psionicist attempts to hear a conversation in a room full of people, it is unlikely that more than a few words can be made out. On a success roll of 96-00, incorrect sounds are heard, or a different location is sensed. The sensed location can not move, unless the psionicist makes another attempt, subject to a new success roll. This power can be countered or falsified by magical means, according to the nature of the magic.
Minimum Level 1
Base Success 10%
Modifier 1HP/atempt+d8/lvl
Drain Rate 3HP/round, see below.
Description This ability enables the psionicist to concentrate apon a location and see anything within 30ft of that point, but twice as blury as with normal vision, so that small objects can not be seen, and facial features can not be made out. The location is seen from a bird's eye view, the height of which can be determined by the psionicist. The location must have been phisically seen by the psionicist, or chances are reduced to one percent for every three psionicist levels, and the drain rate is trippled. If the location is 50 miles away or further, the drain rate is doubled and the success rate is halved. If the the location is within the psionicist's natural (non-magical) line of sight, the drain rate is halved. On a success roll of 96-00, incorrect sights are seen, or a different location is sensed. The sensed location can not move, unless the psionicist makes another attempt, subject to a new success roll. The power can be countered or falsified by magical means, according to the nature of the magic.
Mind Block
Minimum Level 1
Base Success 30%
Modifyer d10/lvl
Drain Rate 3HP/attempt
Description This power allows the psionicist to block others' psionic ability, reducing their effectiveness by 1/2 for a full turn. Their ability is blocked in all respects, not just in those directly affecting the mind blocker. The target knows that his mind has been blocked as soon as he attempts to use any psionic power, but he can only locate the blocker without further information 1/10 of the time.
Imposed Emotion
Minimum Level 1
Base Success 30%
Modifier d8/lvl
Drain Rate 2HP/attempt/target
Description Imposed Emotion is the broadcasting or forcing of emotions. It allows the psionicist to affect other creatures' emotions. If successful, the empath can alter the enemy's reaction one point either way, or alter the severity of an emotion one level either way (passionate, fervent, strong, mild, weak, indifferent, weakly opposed, mildly opposed, strongly opposed, fervently opposed, passionately opposed). The DM may refuse to allow a change in emotion if he sees fit. New emotions can be created, but the chance of success is only one tenth the normal chance. There is a +10% bonus to the success rate on targets with inteligence of 3 or lower, and a -20% penalty on targets with inteligence of 16 or higher. On a success roll of 96-00, the opposite affect as expected occurs. The empath must be able to see the target, and there is a +5% bonus to the success rate if the target is humanoid and its face can be seen, and a +10% if the target is of the same race as the psionicist, and its face can be seen. The affects of this power wear off in d10 hours.
Mind Reading
Minimum Level 1
Base Success 5%
Modifier d8/lvl
Drain Rate 1HP/round (one target only)
Description Mind Reading allows the psionicist to read the thoughts of others. Only the strongest of surfaced thoughts are percieved by this power. Nothing useful can be obtained from creatures with low inteligence, and there is a -20% success modifier for those with 16 or more inteligence. The mind reader must be able to see the target. Language barriers might be a problem.
Minimum Level 3
Base Success 50%
Modifier d10/lvl
Drain Rate 1HP/round
Description This power enables the psionicist to levitate. Psionicists can lift themselves and anything they are carrying. If attacked while levitating, the psionicist can lose concentration and must pass another success roll with a -20% penalty or fall. While levitating, the psionicist can do most of the things possible on the ground. Every turn, another success roll must be made to avoid falling. While levitating, the psionicist has a movement rate of 1/2 parallel to the ground, or 1/4 when moving up or down. The psionicist can increase the movement rate, but each multiple of the movement rate lowers the success rate by 1/2 for new success rolls, and a new check must be made when speed is increased. For example, if the psionicist wants to move at a rate of 2, there is a 40% success penalty, because 1/2 needs to be quadrupled to reach 2.
Mind Probe
Minimum Level 3
Base Success 10%
Modfier d10/lvl
Drain Rate 5HP/attempt
Description This power enables the psionicist to enter another creature's mind and probe for a specific thought. If the psionicist knows the exact thought he is looking for, the success rate is modified by +10%. A certain type of thought can also be probed for (treason, lustful thoughts, etc). The success rate is lowered by double the target's intelligence score. If the target is willing to be probed, the success rate is doubled. If the target is unconcious, there is a +5% bonus. On a success roll of 96-00, incorrect information is recieved. Although pictures can be percieved occasionally, any thoughts percieved may be subject to language limitations. This power is useful for detecting lies. The psionicist must be able to see the target, and concentrate for one turn.
Minimum Level 6
Base Success 90%
Modifier None
Drain Rate 4HP/round + 1HP/round/100lb (rounded down)
Description Telekinesis allows the psionicist to move objects with a thought. Weight capacity, or the amount the telekinetic can move, varies by method of movement. If an object is moved on the ground, the weight allowed is 20x the psionicist's experience level in pounds. If the object is moved in water, the wieght allowed is 15x the level. If moved in air, the weight must be lower than 10x the level. Every round an object is lifted off the ground, another success check must be made, and a check must be made when an object is moved from one type of location (land, water, air) to another. Failure means that the object falls. If it falls from an extreme height, the telikinetic may attempt to “catch” the object with a 45% success rate and double drain rate, assuming the object weights half or less than half of the telekinetic's maximum press. For all telekinesis, the success rate is lowered to 20% if the target is living and not willing to be moved. If the target is alive and willing to be moved, the rate is 60%. The target must be seen at all times. If it passes out of the telekinetic's line of sight, or the telekinetic is forced to look away, the target instantly drops and suffers normal falling damage. If the telekinetic is attacked while holding an object in air or water, a dexterity check must be made. If a specific task is needed out of a moved object (using a key to unlock a door, for example), a check must be made against half the average of the telekinetic's dexterity and intelligence, rounded down, and two consecutive telikenetic success rolls must be made. A telekinetic can not lift himself with this power.
Minimum Level 6
Base Success 5%
Modifier d4/level.
Drain Rate 1HP/200ft up to 1000ft, 5HP/mile, 50HP for 100+ miles.
Description Teleportation moves a psionicist and up to 10xlevel pounds of inanimate matter to a different place. There is a +40% bonus on the success rate to travel to a location within the psionicist's natural line of sight. The chance is raised by 10% if the character has seen the location through natural or magical means. If the psionicist knows where the place is, but has never seen it, the success rate is halved. The player can also decide to teleport to an unnamed location a certain number of feet away. The success rate is doubled, but the DM decides where the player ends up from all the locations that many feet away. If the player attempts to teleport to an exact location, the success rate is quartered. The DM decides what happens on a roll of 95-00. Psionicists can not teleport if they can not concentrate for a full round, and the success chance is halved when attempting to use teleportation to escape bonds, teleport while held, or preform other unusual feats. Once such an attempt is failed, the psionicists must wait a full hour before making another attempt.
PSI Healing, Outer
Minimum Level 9
Base Success 30%
Modifier 10/lvl
Drain Rate Special
Description Outer PSI healing allows psionicists to use the power of their minds to heal others' bodies. Two hit points are drained for every hit point healed, and it takes one full round of concentration to restore a hit point. The maximum percentage of hit points that can be healed is the same as the success rate, rounded down (if the target has 20 total HP and is lowered to one, and the psionicist has a 40% success rate, the target can only be healed up to 8 hit points, 40% of 20).
Force Field
Minimum Level 9
Base Success 30%
Modifier d20/lvl
Drain Rate 2HP/round
Description This power creates a mind-controlled force-field that barely covers the psionicist and posessions. The field can be extended to other creatures, but its effectiveness and chance of success is devided by the number if creatures affected. Normal projectiles can not penatrate the field. Magic projectiles do 1/2 damage. Other weapons have a -4 penalty to attack rolls, and do 1/2 damage. If the psionicist is hit succesfully, the force field is broken. If a projectile that wieghs more than 100lb is hurled at the force field, the psionicist must roll a successful saving throw vs spell, or the field is broken and the psionicist suffers 1d10 hit points damage. The psionicist must concentrate on maintaining the field, so he can only attack every third round, and must make another success roll when attacking.
Occupy Mind
Minimum Level 9
Base Success 20%
Modifier d10/lvl
Drain Rate 5HP/attempt and 1HP/hr
Description This power can only be used on a willing target. It allows the psionicist to enter the mind of the target and sense using the target's senses (see through target's eyes etc). The target must be seen and concentrated on for a full turn to occupy the mind, but once it is occupied, the target may go any distance from the psionicist, even to other planes of existance, without losing contact. The psionicist can not communicate with the target and has no control over the target's body. While occupying another mind, the psionicist is put into a deep trance that can only be broken by the psionicist himself. The psionicist can not use his own senses, so if the psionicist is attacked while in a trance, s/he does not know it, and can be easily killed. If the psionicist is killed while occupying a mind, contact with the occupied mind slowly fades over the course of several hours, and then the psionicist ceases to exist. It is usually a good idea, therefore, for mind-occupying psionicists to keep their bodies well guarded. If the occupied creature is damaged, the psionicist's body suffers half the damage that the occupied one does. The chance of success is halved for creatures with intelligence above 15 or below 6. Each successive attempt to use this power on the same creature in a day lowers the success rate by 10%.
Energy Drain
Minimum Level 9
Base Success 20%
Modifyer d10/lvl
Drain Rate 5HP/round
Description This power drains a target's energy, but is not related in any way to certain undead creatures' energy drain ability. The psionicist must be focusing his complete attention on the target. If the psionicist is attacked while using Energy Drain, double damage is inflicted on the psionicist and the energy drain fails automatically. While using this power, the psionicist has a +5 AC penalty. The target is allowed an intelligence check for each round of use (with a 1pt penalty per 10% success rate), or the effects are negated. If the psionicist's hit points drop to zero or below because of this power, it can not be used for a week. For the first round the power is used, the target begins to feel weak, finding all his damage rolls reduced to 75% of their normal strength, and his AC worstened by one. During the next round (rounds must be consecutive), the target loses 1d6HP and a point of strength (strength regained after a full day's rest). During the third round, the target feels his mind affected. Damage rolls are halved, AC is worstened by two, and two points of strength and one of intelligence are lost (regainable by a day's rest), but the target can detect who is causing him harm. After the sixth round, attack is impossible, AC is worstened to 10, 2d10 HP are lost immediately, and again every fourth hour for a day, and two points of strength and two of intelligence are lost (regainable by a day's rest). Psionicists can detect who is using energy drain on them immediately.
Minimum Level 12
Base Success 60%
Modifyer d10/lvl
Drain Rate 5HP/attempt + 5HP/round
Description This power allows the psionicist to tell the future. The psionicist can probe into the future of a specific being, or of a large group (with 1/2 success rate). The power is not perfect. Based on the success rate and the likelyhood of the event (events seen farther in the future are usually less likely), the view can be foggier or clearer. Furthermore, procognition only fortells likely circumstances, not definate ones. Another important limitation is that the questions of when and why can not be answered about what is seen. What is usually seen is an event in the target's future. If a specific event or time period is looked for, the success rate drops by 20%. Precognition usually reveals an image or scene, not words or ideas. If, for example, a psionicist tries to learn about a target's death, an old man might be seen dying peacefully in his sleep, or the psionicist might see a group of satisfied trolls sitting around a dinner table. For each consecutive round the power is used, the psionicist has a 1% cumulative chance of becoming insane. When insane, the psionicist loses much control over his actions. While using this power, the psionicist must roll another success roll each round or lose concentration.
Mind Travel
Minimum Level 12
Base Success 100%
Modifyer None
Drain Rate 1HP/turn
Description This allows the psionicist to leave his body and travel as a spirit, at half normal movement rate. The psionicist's body is put into the same trance that occurs with Occupy Mind. If a remove curse spell is cast within 10' of the psionicist, the psionicist must pass a system shock test or die, and returns to his or her body with 5d10 points of damage if he does not die. Otherwise, the psionicist can not instantly return to his body. The psionicist's spirit must travel back to the body, so it is a good idea to leave plenty of hit points for the return trip. While in spirit form, the psionicist can see and hear as well as he usually could, but can not feel, smell, taste, or act upon surroundings in any way. The spirit form can pass through normal barriers with a successful check against half the intelligence score. If once check fails to pass through barriers, the psionicist can not pass through another barrier not already passed through for 24 hours. The spirit form can not pass through magical barriers.
Mind Control
Minimum Level 15
Base Success 10%
Modifier d8/lvl
Drain Rate 6HP/round or attempt
Description One of the most draining and powerful of psionic abilities, mind control enables the psionicist to completely control another creature's mind. Each time something is requested that is not in the creature's nature, another success roll must be made. The success rate is lowered by double the creature's intelligence score. On a success roll of 96-00, the creature violently attacks the psionicist with a +2 bonus to all attack rolls, unless it is completely opposing the creature's nature to do so, in which case it looks unfavorably on the psionicist for at least 24 hours.
Cause Insanity
Minimum Level 18
Base Success 30%
Modifier d6/lvl
Drain Rate Special
Description This is an extremely powerful and difficult to wield power. It enables the psionicist to cause any target, of any race, class, or experience level, to become insane. The type and severity of the insanity is up to the DM, and can depend on the target's wisdom, if the DM so decides. The success rate is lowered by the target's wisdom. When a psionicist uses this power, his hit points can be drained in one of two ways. If the power fails, the psionicist instantly loses half of his maximum hit points. If it succeeds, the psionicist loses enough hit points to bring his total down to -15, and, once restored to 1 or more hit points, is stricken with incurable nausea for 2d4 days, is unable to fight at all or move at faster than 1/6 normal movement rate, and must sleep for at least 18 hours a day. The reason for this extreme penalty is that, in causing the insanity of another, the psionicist threatens his own control over his mind and body.
Shifting Walls of Force
Minimum Level 18
Base Success 75%
Modifier d4/lvl
Drain Rate 5HP/round
Description This is the most unusual of all the psionicist's powers. It affects a spherical volume with a radius of 5ft per level over fourteen. Within the volume, the target is trapped in a maze of shifting walls. Half the sphere is underground. The walls can appear to be made of any material the psionicist desires. They shift in such a way that the target only has a 5% chance per round of escaping, plus 1% per intelligence point, minus half the psionicist's level, but never lower than 1%. The chance is also modified by the creature's size. Gargantuan creatures have a +80% chance to escape, Huge creatures have +30%, large creatures have +10%, small have -10%, tini have -30%, but again, never less than 1%. The walls can confuse or madden anyone within, and cause great fear. Psionicists can hide themselves in the center of such a sphere, and the chances of getting in are equal to those of getting out. The psionicist must concentrate for the entire duration of the power, so any attack made on the psionicist negates the effect, and the walls disipate over the course one round. Since the walls are not illusions, but rather a psionic effect, they can not be disbelieved, or ignored by those with immunity to illusions.