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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 - Supra 14.4 - Sysop: Gug A Game Master Support BBS RPG, Homebrew Beer, & Fiction Text .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. This file is a list of new spells and psionic powers for TSR's AD&D game. It was originally posted to the ADND-L mailing list in July, 1992. Any comments or feedback can be sent to JDELISLE@LOYOLA.EDU SPELLS Freeze (Enchantment) Level: 1 Range: 30 feet Components: VS Duration: Instantaneous Casting Time: 1 Area of Effect: 8 cubic feet per level (2' x 2' x 2' cube) Saving Throw: None This spell instantly freezes a quantity of water in any shape the caster desires. If a living creature has any part of it inside the area of effect, it can make a saving throw vs. paralyzation (with a +4 bonus) to escape, or be stuck in the ice. The ice is nonmagical and can be affected normally. Mist (Evocation) Level: 1 Range: 20 yards Components: VS Duration: 2 rounds/level Casting Time: 1 Area of Effect: up to one 50-foot cube per level Saving Throw: None Mist creates a huge fog cloud that can be seen through, but reduces the range of vision greatly. In normal use, all sighting distances (in the PHBv2) are halved. Vision can be decreased to a third of its normal range by reducing the area of effect to one cube (with a 25 foot side) per level. The shape of the cloud must be rectangular. For example, a 2nd level mage could create a Mist cloud 100'x50'x50'. Coin Toss (Alteration) Level: 2 Range: 30 feet Components: SM Duration: Instantaneous Casting Time: 2 Area of Effect: One Metal Coin (preferably gold) Saving Throw: None Coin Toss gives an electrical charge to a single metallic coin, which is then thrown at the target. The casting of the spell appears to be rather innocuous, but a bit theatrical (ie, taking approx 10 seconds to take a coin out of a purse). Only a mage who has this spell, someone actively using the spellcraft proficiency (and states it), or someone who has fallen victim to this spell before will recognize that Coin Toss is being cast. Upon completing the spell, the caster throws the coin at the intended victim, requiring an attack roll. Treat metal armor as AC 10, but allow for any magical or dexterity bonuses. If the victim is actively trying to catch the coin, consider it an automatic hit ("Take my last gold piece, thief!"). If the attack is successful, the victim takes 1 point of damage per caster level (maximum 16 points). If the coin is gold or another good conductor, add 1 point to the damage roll. If the victim is wearing metal armor, add 1d4 to the damage roll. The material component is the coin being throw, which is consumed in the casting. Stealth Missile (Evocation) Level: 2 Range: 10 yards + 5/level Components: S Duration: Instantaneous Casting Time: 2 Area of Effect: 1 or more creatures in a 10 foot by 10 foot area Saving Throw: None This spell is the same as a Magic Missile spell, except that it can be cast in absolute silence, and its missiles are extremely hard to see (5% chance per observer's level). It is perfect for those who need quiet and mage/thieves. Vanquil's Tent (Alteration) Level: 2 Range: 0 Components: V Duration: 4 hours + 1 hour/level Casting Time: 2 Area of Effect: 11' radius sphere Saving Throw: None This spell is a lesser version of Leomund's Tiny Hut. It will keep out winds of up to 50 miles per hour, as well as one type of precipitation (rain, snow, sleet, hail, etc) that is named at casting time and cannot be changed. For example, if the spell was cast to keep out rain, but the weather changed to hail, the hail would be able to enter the Tent. As with Leomund's Tiny Hut, the caster cannot leave the Tent without ending the spell. Temperatures inside the tent are the same as those outside the tent, but there is enough room inside for a small fire. Vanquil developed this spell as a lower-level alternative to the Tiny Hut, since he typically used all of his third level spells in combat. Gymlainac's Lightbend (Alteration - Wild Magic) Level: 3 Range: 0 Components: V Duration: 1d4 + 1 round/level Casting Time: 3 Area of Effect: Creature Touched Saving Throw: None This wild magic spell bends light waves around the recipient, creating an effect similar to the 2nd level spell Blur and a Cloak of Displacement. The recipient's form is both blurred and sways (regardless of movement), making him much more difficult to hit. When the spell is cast, roll 1d4 to determine the armor class and saving throw bonus. This spell was developed by the wild mage Gymlainac, in an effort to create a wild magic version of Invisibility. Timejump (Enchantment, Alteration) Level: 3 Range: 0 Components: V Duration: 1 round (special) Casting Time: 1 Area of Effect: The Caster Saving Throw: None Timejump allows the teleport ahead in time by (roughly) 60 seconds. When the spell is cast, the caster disappears for 1 round, and then reappears in the same place. For the caster, the shift in time is instantaneous, so he cannot prepare for "re-entry" in any way. The caster reappears at the same time in the round that he disappeared (using initiative as a clock), and cannot take any actions during the round of "re-entry". If a solid object is blocking the spot where the caster will re-appear, then he will be trapped in the Astral Plane. Getting home is up to the caster. Timespeed (Alteration, Enchantment) Level: 3 Range: 30 feet Components: VM Duration: 2 rounds/level Casting Time: 3 Area of Effect: 20' by 20' square, 1 creature per 2 levels Saving Throw: None This spell is similar to a Haste spell, but instead of speeding up the recipients' metabolic reactions, Timespeed alters the flow of time around the recipients. As a result, for every minute that passes in the real world, 2 minutes passes for those affected. Because time itself is being changed, those affected by this spell do not age. On the downside, all spells or spell effects cast on the recipients of a Timespeed only last half as long (going by "real world" time), regardless of whether or not they were cast before or during the Timespeed. The maintenance cost of psionic powers that affect only the psionicist is doubled as well. Spellcasters cast spells as if they were under the influence of an Alacrity spell (TSR's Tome of Magic). The material components are two clock faces painted on slate, one an hour ahead of the other. These are consumed during the casting. Vanquil's Immunity To Pain (Illusion/Phantasm, Enchantment) Level: 3 Range: 0 Components: VS Duration: 1 round/level Casting Time: 2 Area of Effect: Creature Touched Saving Throw: Special This spell is a mixed blessing. It prevents the subject from feeling any kind of pain, either from wounds or artificially induced (ie, magic, psionics). Thus, spellcasters and psionicists can use their abilities regardless of what kind of damage they take in a round, and tortures and pain-inflicting abilities (like the psionic Inflict Pain) do not affect the recipient. On the downside, the recipient is unaware of any hit point losses, poisoning, disease, etc., and does not know if he has been hit or needs healing. The recipient could be down to 1 hit point and not know it. Low intelligence creatures tend to feel invulnerable while under this spell (no pain, no injury), while higher intelligence ones realize the danger of the situation. Unwilling creatures get a saving throw versus spell. Vanquil's Snowball (Evocation, Enchantment) Level: 3 Range: 25 yards/level Components: VS Duration: Instantaneous Casting Time: 1 Area of Effect: One creature Saving Throw: Special This spell functions like improved version of Snilloc's Snowball (although developed without knowledge of Snilloc or his spells). When cast, it creates a blue-white snowball in the caster's hand, which is then thrown in the same round, with a chance to hit equal to the caster's THAC0 +3. As it flies towards the target, the snowball expands to become a three-foot diameter mound of snow. Neither Shield nor Protection From Normal Missiles (or similar spells) will stop the Snowball, but a Minor Globe of Invulnerability will. Immunity to cold will not prevent damage, nor being knocked over if the save is failed, but will prevent the target from being unable to cast spells. If the target makes his saving throw vs. spell, he takes 1d2 points of damage per caster level (maximum 8d2 points of damage), and cannot cast spells in that round or the next round. If the target fails his saving throw, he takes 1d2 points of damage per caster level (up to 8d2), is knocked down (ie, prone), and the intense cold prevents spellcasting for the next 1d6+1 rounds (due to severe shivers and chattering teeth). This spell was developed as an anti-spellcaster weapon, and definitely _not_ intended for general use. It appears here only because the formula was stolen by an ungrateful apprentice of the elven mage Vanquil. Despite the fact that the apprentice was killed by Vanquil himself less than two weeks after the theft, the spell had already been circulated to several unscrupulous mages. Paranoia (Enchantment, Illusion/Phantasm) Level: 4 Range: 10 yards/level Components: VSM Duration: 1 hour + 3 turns/level Casting time: 6 Area of Effect: One Creature Saving Throw: Special Paranoia is a spell used to unnerve and frighten humanoid creatures. If the target makes a saving throw vs. spell with a -3 penalty (adjusted for Wisdom), then he will greatly desire to leave his present location, but will suffer no other ill effects. Elves have a 5% chance to resist the effects of the spell, but still get a saving throw. Creatures who fail the saving throw are convinced that "everyone is out to get them". The spell creates a hallucinatory person who follows the target everywhere, but "disappears" when looked for. The target also has the feeling that he is being watched, and in fact has a chance (5% per caster level) of thinking someone nearby is spying on him. The target believes that everyone is talking about him, especially those whose conversations he can't hear. Remove Curse or Heal will restore the person's mind, but Dispel Magic will not. Furthermore, any action that requires concentration (spellcasting, turning undead, using a psionic ability or thief skill, etc) has a chance to fail to the victim's highly emotional state. The chance of failure is: (level Paranoia's caster * 5%) - 30%. The end result of this spell is that anyone who fails their saving throw will be branded insane or bewitched, and treated appropriately. NPC's who are subjected to this spell will spend at least the next day sulking, still afraid of everyone (this is not a magical effect, simply an after-effect). If an NPC knows who cast the spell, they will either be afraid of the caster (for weaker NPC's) or very angry (stronger NPC's). For example: Two mages cast Paranoia at Strongarm and Bloodaxe, who are in a large dining room. Bloodaxe makes his saving throw, and becomes aware of something being "wrong" in the room. He leaves, wary of what might be out there, but more afraid of what is inside. Bloodaxe suffers no other ill effects. Strongarm fails his saving throw, and becomes convinced that everyone in the room is either plotting against him, or spying on him. In fact, he's certain that the Duke is spying on him. Not willing to fight everyone in the room ("they're all out to get me!"), Strongarm flees. As he runs down an empty hallway, he gets the feeling he's being followed, and actually sees someone in the corner of his eye. When Strongarm tries to confront his "shadow", he finds nothing. Once the spell expires, he will still feel uneasy (memories of having everyone against you are not easily forgotten!), but will no longer act abnormally. This spell was developed by Vanquil as a response to another mage's powerful mental spell, which caused great pain in its victims (specifically, Corinna and her Psiblade. Corinna has yet to experience a Paranoia spell...). This spell does not carry Vanquil's name since he does not wish it to be traced back to him (for good reason). The material components are either a lock of hair from a madman or a drop of blood from an assassinated noble or official. Understanding (Divination) Level: 4 Range: 5 feet/level Components: VS Duration: 1 round + 1 round/level Casting Time: 4 Area of Effect: One Creature Saving Throw: Negates This spell allows the caster get use both ESP and Empathy on a creature if it fails a saving throw vs. spell with a -2 penalty. For more detailed information, like memories or motivations, someone else must ask the caster the question. The caster's player can UNDER NO CIRCUMSTANCES supply questions for other people to ask!!! Doing so ends the spell immediately (forcing the caster back into his own mind). One question per round is reasonable for easy questions, but long or complicated questions can take longer (up to the DM). A common language is not needed between caster and target, and the caster always replies in the tongue he uses most. While the spell is in effect, all the caster can do is answer questions without ending the spell. The spell can be ended at any time, simply by willing it to end. For example: A mage casts Understanding on a dragon attacking a town, and learns (by ESP and Empathy) that it is angry and plans to destroy the town. The mage's apprentice asks the mage why the dragon is attacking, allowing the mage to probe the dragon's memories, and discover some humans stole the dragon's eggs. The mage lets the spell end, to try and bargain with the dragon. Vanquil's Backbiter (Abjuration, Evocation) Level: 4 Range: 0 Components: VSM Duration: 4 hours + 1 hour/level OR until used Casting Time: 2 rounds Area of Effect: The caster Saving Throw: None Vanquil's Backbiter is a way of protecting against a thief's backstab attack. The spell is triggered when any non-missile, non-energy (ie, magic, psionics, breath weapon, etc) hits the caster from behind without his knowledge. A backstabbing thief or an invisible/silenced fighter counts, so long as the caster is surprised. The spell is considered "activated" when the weapon of such a person comes within 3 inches (1/4 of a foot) of the caster's back. Activation requires no thought or effort from the spellcaster, but the Backbiter cannot be consciously activated. When activated, the spell instantly creates a brief Stoneskin effect on the caster's back, preventing the weapon from doing any damage (on the first attack). It then releases a burst of energy missiles (similar to a magic missile) at the backstabber, causing 1-2 points of damage per level (maximum of 10d2). The energy missiles never miss, and a Shield or Protection From Normal missiles will not prevent damage. Only one Backbiter can be in effect at any one time. If another is cast before the first is used, it is lost. The material component is a small diamond of any size and the eyes of a common housefly. Vanquil's Cellular Regeneration (Necromancy) Level: 4 Range: Touch Components: VSM Duration: 4 rounds Casting Time: 4 Area of Effect: One Creature Saving Throw: None Cellular Regeneration is a spell that increases the growth rate of the body's various tissues, causing them to mend together faster. Once the recipient is touched, the spell begins to work, restoring damage according to the table below: Round Healing ----- ------- 1 1 HP 2 1d4 HP 3 1d4 HP 4 1 HP If the recipient performs any strenuous activity during the spell duration (like combat, casting spells over third level, or using a psionic power that requires a Constitution check), the spell is immediately aborted. All hit points are gained at the _end_ of the appropriate round. Due to the stress of regeneration, this spell can not be cast more than once per person for increased healing. For the spell to be effective again, the recipient must take more damage. The material component is a piece of troll flesh that has been burned in acid. NOTE: This spell is intended to give mages some curative abilities, not to replace clerics. The spell is _much_ less powerful that the equivalent Cure Serious Wound, both in terms of damage and limitations. I would suggest that DM's limit the spell to be useful to a single person only once per day (regardless of injuries). If you wish to increase the level of the spell, that's up to you. I would not recommend banning it -- unless all the NPC necromancers in your world are murderous scum with an obsession for dead things. :-) Vanquil's Iceball (Evocation _or_ Conjuration) Level: 4 Range: 100 yards + 10/level Components: VS Duration: Instantaneous Casting Time: 4 Area of Effect: 20' radius sphere Saving Throw: 1/2 There are actually 2 different Iceball spells: An evocation version and a conjuration version. Both versions do 1d6 points of damage per level, up to 10d6, with a saving throw for half damage. The area of effect is a sphere with a 20 foot radius. The spells differ as follows: _Evocation_ version: The spell drains thermal energy from the affected area, producing intense cold. There is no pressure caused by the Iceball, so unlike a fireball, the chilled area conforms to the surroundings (like Snilloc's Snowball Swarm). Therefore, it can be used in confined areas without the danger of a backfire. The Evocation Iceball WILL freeze all exposed liquids, and if cast underwater, will create a 40' diameter ball of ice (creatures inside area save vs. paralyzation to avoid entrapment). The ball of ice will immediately float to the surface. Creatures immune to cold take no damage from this version. _Conjuration_ version: This version draws forth ice and cold from the Para-Elemental Plane of Ice, causing a destructive blast of ice. The Conjured Iceball will NOT conform to its surroundings, and will expand to its full area of effect, just like a fireball. Underwater, this version does only 1d4 points of damage per level, and does not create any large pieces of ice. Fragile objects (vials, mirrors, etc) must save vs. crushing blow to survive the ice barrage. Creatures immune to cold will still take 1-2 points of physical damage per level (unless immune to normal missiles). Because this version accesses an Elemental plane, it will not function while spelljamming in the Flow or in other situations where access to the elemental planes is cut off. Vanquil's Lightshed (Alteration) Level: 4 Range: 60 yards Components: VS Duration: 1 turn/level or until used up Casting Time: 3 rounds Area of Effect: Special Saving Throw: None Lightshed is a spell that creates multiple Continual Light spheres, one per level. The caster can create one Continual Light sphere per round, and can take any actions while the spell is in effect (except cast other spells). Continual Light spheres can be created as often as the caster wishes, up to the spell limits. The spheres created by Lightshed are permanent and essentially the same as Continual Light, but Lightshed cannot be used against a living creature (doing so will end the spell). Lightshed was created so that a mage could quickly and easily "cast" multiple Continual Light spells per day, without wasting every 2nd level spell available. This spell is also useful for mages who wish to earn money by lighting up local castles or dungeons, since the "average" price of a Continual Light is 50 g.p. per sphere. Vanquil's Milling Crowd (Conjuration/Summoning) Level: 4 Range: 5 yards/level Components: VS Duration: 5 rounds/level Casting Time: 1 round Area of Effect: One Crowd (special) Saving Throw: Negates (special) Milling Crowd summons people to enter a crowd and interact with the people in the crowd. The conjured people can try to impart one opinion or emotion of the caster's choosing, thus changing the crowd's mood or opinion. Thus, a group of angry protestors could be made to riot, become less violent, or protest a different (but related) topic. The spell summons 1 "person" per level, who can only be used to influence crowd reactions. Any attempts by the caster to attack the summoned people, use them as barriers, or use the in any way not associated with interaction will terminate the spell immediately. The people will be of the same racial mix as the crowd they must infiltrate (a crowd of 75% humans and 25% gnomes would result in 75% of the summoned people to be human, 25% to be gnomish). The spell can influence a crowd in one of two ways: It can either change the reaction adjustment of the crowd by one factor, or it can be used to give the crowd another direction. For example, Milling Crowd can either make a group more hostile or less hostile, OR it can change the group's focus in some minor way. If the group wanted to hang someone at noon, the spell could "suggest" an alternate means of execution, or a change in the time of execution, etc. The saving throw for the crowd uses the average hit dice for the saving throw vs. spell. If the mage is trying to influence reactions, the crowd has a -3 penalty on the saving throw. If the spell is trying to give the crowd other ideas, the saving throw is made without penalty. Depending on the nature of crowd and their focus of attention, it is not unreasonable to have saving throw modifiers from +5 to -5 (ranging from agreement with the caster's purpose to considerable opposition). The spell is not guaranteed to work if it encounters some form of absolute resistance (for example, a local custom dictating the means and time of execution). If the crowd makes its saving throw, it is unaffected. If the roll is a natural 20, the crowd is aware of attempts to manipulate it. It is important to note that the spell does not directly affect the crowd in any way, so magic resistance is useless and spells like Detect Charm will reveal nothing. Travel Cancellation (Alteration) Level: 5 Range: 30 yards Components: VSM Duration: 1 turn/level or until used up Casting Time: 5 Area of Effect: One Creature Saving Throw: None This spell prevents travel by extraplanar means, distorting the effects of spells like Blink and Teleport. Any time a spell involving such transport is cast and the victim is involved (either as caster or passenger), there is a 5% chance per level of the caster of Travel Cancellation that the transport spell will misfire. The spell lasts for a maximum of 1 turn per level, or for level/3 (rounded down) cancellations, whichever comes first. Misfires: Rope Trick: Victim is unable to enter extradimensional space Blink: Victim always reappears in the same spot, but facing away from enemies Dimension Door: Distance travelled is constant, but direction is random Dimension Folding: The fold closes in front of the victim, preventing transit Bowgentle's Fleeting Journey: The caster is teleported instead of the passenger Teleport: Either fails, or arrive 1d10 miles from destination (DM choice) Teleport Dead: The caster is teleported instead of the body Plane Shift: The group lands in a random area in the Prime Material Plane Succor (both versions), Teleport Without Error, Astral Spell, and any spells over 6th level are unaffected. It is the DM's option if extradimensional magic items (bag of holding, well of many worlds, etc) are affected by Travel Cancellation. The material component are two magnets that are strongly attracted to one another, one of which has the caster's sigil painted on it. Vanquil's Drifting Blizzard (Evocation) Level: 5 Range: 10 yards Components: VS Duration: 1 round/level Casting Time: 5 Area of Effect: 40' wide, 20' high, 20' deep cloud Saving Throw: Special This spell is a cold-based version of Cloudkill, creating a light gray cloud that leaves frost in its wake. It functions just like a Cloudkill, except that damage comes from cold, making fire based creatures more vulnerable to the spell (treat them as having 2 fewer hit dice, and they automatically take double damage). Creatures who fail their saving throws by 4 or more are encased in a thin layer of ice (about 1/4 inch). Those who make their saving throws still take appropriate damage (1d10). Cold based creatures are immune to this spell, and some (like white dragons) might find it refreshing. Hit Dice Fire-Based Saving Throw (normal) creatures ----------- ----------- ---------------- 4 or less 6 or less Killed instantly 4+1 to 5+1 6+1 to 7+1 Save vs Spell at -4 5+1 to 6 7+1 to 8 Save vs Spell (unmodified) 6+1 or more 8+1 or more None, 1d10 damage (2d10 for fire based) Vanquil's Freeze Ray (Evocation) Level: 5 Range: 5' per level Components: VS Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special This is an modified version of Cone Of Cold that effects only one creature. It creates a beam of intense cold 5 feet long per caster level, but only a tenth of an inch wide. If the target fails its saving throw (versus spell), it takes 1-8 points of damage per caster level (up to 12d8). If the target makes its saving throw, it narrowly dodges the beam, but is close enough for its body heat to dissipate the beam. Of course, that also means the beam cools down the target, causing 1 point of damager per caster level (max 12). Creatures that are cold-based (like white dragons or ice para- elementals) take no damage from this spell, but fire-based creatures (like red dragons and salamanders) take +1 point of damage per hit die. Undead take no damage from this version. Vanquil's Thermal Lance (Evocation) Level: 5 Range: 5' per level Components: VS Duration: Instantaneous Casting Time: 5 Area of Effect: One creature Saving Throw: Special Thermal Lance is a virtual duplicate of Vanquil's Freeze Ray, except that damage comes from a beam of magical fire. Fire-based creatures are immune, and cold-based creatures take +1 point of damage per hit die. ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- (note: unless otherwise noted, all spells were created by the elven fighter/mage/thief Vanquil. Would you want your name associated with the Paranoia spell?!?) ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- PSIONIC POWERS Psychokinetic ------------- Inertial Shield (devotion) Power Score: Con-3 Initial Cost: 7 Maintenance: 5/round Range: 0 Prep time: 0 Area of Effect: 3 yard radius, 120 degree arc Prerequisites: Telekinesis This is similar to an inertial barrier, but with one crucial difference: the field is compressed, giving greater protection from frontal attacks. It protects a 120 degree arc in front of the psionic, with coverage curving to reach over his head. (Think of it as the front 1/3 of an inertial barrier). To determine the damage, roll how much damage the missile would have done, then roll twice as many hit dice to determine the shield's protection. If the shield roll is less than, then subtract it from the missile's damage. If the rolls are equal, then the missile simply falls inside the shield (but explosions could still injure those behind the shield). If the shield roll is greater than the missile damage roll, the missile falls outside the shield, and any explosions will also be absorbed by the shield. The inertial shield protects against the same forms of attack as the inertial barrier, but is less effective in some situations (like gas attacks, or missiles coming from all directions). Power Score: The shield expands into a 180 degree arc at no extra cost, or into 270 degree arc for 6 points per round. 20: The shield works in reverse, doubling the damage done by missiles. Move Electrons (devotion) Power Score: Con-4 Initial Cost: variable Maintenance: na Range: 90 feet Prep time: variable (0-2) Area of Effect: one creature/object Prerequisites: Telekinesis This devotion allows the psionicist to move a number of electrons through an object, causing electrical damage to it. The cost is variable, but the longer a psionicist prepares to use the power, the more electrons that can be moved. Creatures that are made out of electricity take half damage (if somebody rearranged parts of your body, it would still hurt). Creatures immune to lightning or electrical damage are not affected by this power at all. It is possible to use this power against more than one creature, but only if they are connected by a good conductor (like metallic armor or very salty water); in this case, damage is divided between all connected creatures, with the target and those nearest the target taking the most damage. Magical metallic items will never conduct from creature to creature. Preparation Time: Cost Damage 0 rounds (immediate): 6 1d4 + 1 1 round: 8 1d8 + 1 2 rounds: 11 2d8 Metallic Armor: +2 points damage, plus possible conduction More than two rounds of moving electrons will not increase damage for mortal psionicists, but a psionic lich or demi-god with this power could use greater preparation times for even more damage. The DM can increase damage as seen fit, but I would max the damage at 4d8+4 (8-36 hit points) for 4 rounds of preparation time -- anything else would be too much like a wizard spell. The longer the preparation time, the louder the discharge will be; with no preparation, the sound will be barely audible beyond 10 feet, but with two rounds of preparation time, the sound could easily carry 50 feet or more, and would echo in underground circumstances. NOTE: I have not tried to use "real world" physics to the letter to create this power. If any DM allowing this power wishes to make it more "realistic" (using voltages, amps, or whatever), feel free. Dammit, I'm a DM, not an electrician! Power Score: Damage occurs on the next greater die type (either a d6 or a d10) and the damage bonus increases to +2. 20: The power backfires; the psionic takes 1/2 normal damage and cannot use this power for another 3 turns. The victim is unharmed. Molecular Dampening (devotion) Power Score: Wisdom Initial Cost: 5 Maintenance: 4/round Range: 50 yards Prep time: 0 Area of Effect: 1 item, 30 pounds Prerequisites: Telekinesis This power is the opposite of the molecular agitation devotion; instead of increasing the movement of molecules inside an object, this power slows them down, chilling the object. The amount of damping determines the effects: 1 round: things become cool to the touch, skin becomes clammy (no damage), some condensation (if humidity permits) 2 rounds: skin becomes numb (1-2 pts damage), water becomes slushy, items become cold to the touch, condensation coats the surface, paper becomes brittle 3 rounds: skin starts to freeze (1-3 pts damage), water freezes, metal becomes cold to the touch (1 pt damage, possibly freezing to the surface), condensation freezes, plants die, leather weakens 4 rounds: freezing temperatures harm tissues (1-4 pts damage), thin layer of ice if humidity permits, skin freezes to metal (1-4 pts damage), wood/plants/leather becomes brittle 5 rounds: hypothermia possible (1-6 pts damage max), possible limb loss, thick layer of ice (if possible), minerals weaken 6 rounds: rock becomes brittle, metal weakens, skin permanently freezes to metal 7 rounds: rock shatters like glass, metal becomes brittle 8 rounds: metal shatters like glass 10 rounds: adamantite weakens (maximum weakening) Weakening means that the substance has a -2 penalty to all saving throws (-4 vs. cold). Brittleness means that the object has the qualities of thin crystal, being easily breakable, and having similar saving throws. It still takes a good blow (from a blunt object) to shatter the item. Becoming "like glass" means that the object can be shattered easily, in the palm of one's hand (hopefully protected from cold!), and that all saving throws are made as glass. However, the shards are incredibly cold, and very sharp. Shattering a sword with an unprotected hand could easily cause 2-12 points of damage, plus whatever cold damage is possible. The "layer of ice" effects are up to the DM. In desert situations, a "thick" coating might only be 1/10 of an inch, but in a humid jungle, the thick layer may be up to 6 inches thick. The "layer of ice" effect has many uses near (or in) a large body of water. Power Score: Rate of damping doubles (as per molecular agitation) 20: The psionicst botches the damping, and the item is affected by _molecular agitation_ (whether or know the psionicist knows that devotion), but the psionicist is unaware of any problems. Psychokinetic Punch (devotion) Power Score: Con - 2 Initial Cost: 4 Maintenance: na Range: 50 yards Prep time: 0 Area of Effect: one object Prerequisites: Telekinesis With this devotion, the psionicist is able to create a weak punch effect, much like a weakened Project Force. The attack is made against armor class 10, modified for any magic and dexterity. If it hits, the punch does 1-4 points of damage, and disrupts any spellcasting. If the target is moving at any speed greater than that of normal combat (roughly 50 feet per round), then attacks are made with a -2 penalty. A Protection From Normal Missiles, Shield, or Stoneskin spell will be effective against a PK Punch. The power can also be used to give objects a "push". This is nowhere near as hard as a Project Force, but is more like bumping into something. For example, small objects can be moved quite a bit, like keys being knocked off a table or cracking a window, but large objects like a door will only have a small bit of motion, like moving a door slightly ajar. Psychokinetic Punch can also be used while levitating, to but a bit of force to horizontal movement (up to 30 feet per round). Power Score: Damage is 1-6, or objects are affected by a Project Force (DM's choice). 20: The motion is in the opposite direction; attacks always miss, and objects move in the opposite of the intended direction. Psychometabolic --------------- Control Aging (science) Power Score: Con-6 Initial Cost: 12 Maintenance: 8/round Range: touch Prep time: 1 Area of Effect: individual Prerequisites: none With this science, the character can control the aging process in a creature's body, causing to grow older or younger with a touch. The rate of aging is 2-5 years per round to make a creature older, 1-3 years to make a creature younger. Although the aging effect is permanent, natural aging will begin immediately after any age change is made, thus the clock cannot be stopped, but it can be moved forwards or backwards. In the case of undoing magical or unnatural aging, the rate of "youthening" is 1-4 years per round. Only evil psionicists can use the "forward" power repeatedly, without undoing it. Any other alignment will slowly twist to evil. Likewise, only good psionicists can undo the ravages of time on a creature. As with aging forward, any repeated use of the "youthening" power causes the psionicist to tap into his own youth and goodness. Power Score: The rate of age changing is increased by 2 years per round. 20: The psionicist grows 2-5 years older, and cannot use this power for another week. Enhanced Infravision (science) Power Score: Con-2 Initial Cost: 9 Maintenance: 4/turn Range: 90 feet Prep time: 5 Area of Effect: personal Prerequisites: none This science is a more powerful version of the infravision devotion, without the side effects of that power (namely, worsening the character's ability to see into the blue areas of the spectrum). This science actually creates more color-sensing pigments in the character's eyes, allowing for superior vision. Demihumans _can_ use this power, but it is not cumulative with innate infravision (an elf with infravision to 60 feet using this power gains infravision with a range of 90 feet, not 150). Power Score: Range increases to 120 feet. 20: The character botched the pigment creation, and becomes blind for 2-12 rounds. Infravision (devotion) Power Score: Con Initial Cost: 4 Maintenance: 2/turn Range: 60 feet Prep time: 1 Area of Effect: personal Prerequisites: none This devotion allows the psionicist to see in darkness, using the heat coming from an object. For all intents and purposes, it is identical to that possessed by elves and dwarves. It extends to 60 feet, does not function in the presence of light, and can be blinded by "hot" objects. A side effect is that any form of ultravision (being able to see beyond the violet end of the spectrum) is negated while this power is in effect, and the subject may have difficulty distinguishing colors past the blue end of the spectrum. The power works by shifting the photoreceptors in the eye down towards the red (and infrared) portions of the spectrum. Demihuman psionicists who already have infravision cannot use this power. Power Score: Range increases to 90 feet. 20: The character becomes colorblind and sensitive to bright light for 2-20 rounds. Telepathic ---------- Disconnect Skills (devotion) Power Score: Wis-4 Initial Cost: contact Maintenance: 11/round Range: 100 yards Prep time: 0 Area of Effect: individual Prerequisites: contact, mindlink This power allows the psionicist to "disconnect" a character's primary skills from his mind. Thus, a fighter cannot fight with weapons, a mage cannot cast spells, bards lose their musical and poetic abilities, a psionicist cannot use mental powers. Characters can do things not "native" to their class, for example, a mage fight with weapons, or a fighter use a magic wand. Multi-class characters lose the abilities of whichever class has the highest level (rolling if two or more are equal), and dual-classed humans lose the abilities of their current class. This devotion is very demanding, so if two tangents are established, contact is forcibly established, or more than 10% of the psionicist's maximum hit points are lost, the power ends. Contact is not broken. In general, only evil characters will leave others helpless in this manner. Power Score: The victim cannot take any actions for 1 round. 20: The psionicist is affected by this power for 2-12 rounds. Equilibrium Disruption (devotion) Power Score: Wis-4 Initial Cost: contact Maintenance: 4/round Range: 300 yards Prep time: 0 Area of Effect: individual Prerequisites: contact, mindlink This devotion allows the psionicist to weaken the victim's sense of balance. There is nothing physically wrong with the person, but the disruption prevents him or her from maintaining balance. Walking becomes difficult, spells may fail due to lack of balance, and skills are harder to perform. The victim is allowed a saving throw versus death. If the save is successful, the victim retains most of his/her equilibrium, causing all attacks or actions to be made at a -1 or -5% penalty. Movement is at 75% normal speed, spells of 7th level or higher cannot be cast, and there is a general 5% chance of spell failure. If the saving throw is failed, all actions are at a -3 or -15% penalty, the maximum movement rate is 1/3 the normal rate, and spells of 5th level or higher cannot be cast. Spells that are cast have a 15% chance of failure. If the character is near any height greater than 15 feet, vertigo strikes, worsening all penalties by an additional -1 or -5%. If the saving throw is an unmodified 1, then the character loses all equilibrium and falls to the ground, helpless. Helpless characters get a saving throw vs. death every round thereafter. If the save is made, then the character can function again, but using the "-15%" category for penalties. Once every 5 rounds, the character gets a saving throw vs. death to see how he or she is doing. Use this new saving throw to determine the penalties for the next 5 rounds. Characters that are helpless get to save every round until able to stand, then begin making a saving throw once every 5 rounds. Power Score: All penalties are increased by -1, or -5%. 20: The psionicist is affected by this power until he or she gets a 19 or 20 on the save versus death. Negate Sensory Input (devotion) Power Score: Int - 4 Initial Cost: contact Maintenance: 5/round Range: 15 miles Prep time: 0 Area of Effect: individual Prerequisites: contact, mindlink, false sensory input This devotion allows the psionicist to actually block out one form of sensory input. Affected senses can be taste, smell, sight, hearing, or one kind of touch (either pain, pressure, temperature, or hunger/thirst). While in effect, the victim is totally unable to "comprehend" the sense, almost as if it was disconnected from his brain. As a result, standard curative magic will not work, but remove curse might (DM's discretion). Only one sense can be affected for every use of this power, thus, it requires two separate usages to make a person deaf and blind. Standard penalties apply to blindness and deafness; loss of taste prevents the victim from being able to taste anything (including spoilage or poison), loss of smell prevents the victim from smelling smoke or a the stench of various monsters (including troglodytes and ghasts). In terms of loss of touch, inhibiting pain prevents a character from knowing how many hit points he's lost, inhibiting pressure causes the person's body to become numb (-2 on attacks, movement at 1/2 movement rate, DEX checks may be needed at DM's discretion to prevent falling or dropping something), inhibiting temperature means the person cannot tell if something is too hot/cold to handle (although after 7 points of heat/fire damage, pain begins, but the character might not know why), and inhibiting hunger and thirst means that the character does not realize he's hungry or thirsty... and thus could starve to death at a banquet, or be protected from an _insatiable thirst_ spell. Power Score: Two senses can be negated for 6 points per round, or one sense can be negated for 4 points per round. 20: The victim's senses are not altered, but the psionicist thinks the power worked. Also, the victim is protected from all forms of _false sensory input_ and _negate sensory input_, regardless of who is projecting it. Metapsionics ------------ Time Flux (devotion) Power Score: Con - 2 Initial Cost: 8 Maintenance: 5/round Range: 0 Prep time: 0 Area of Effect: individual Prerequisites: none Using this devotion, the psionicist can cause time to speed up or slow down for himself only. Thus, the psionicist can exist at twice the speed of the rest of the world, or half the speed, effectively _hasting_ or _slowing_ himself. Because the increase or decrease in speed is time oriented instead of biologically oriented, the psionicist can perform ALL actions at either twice or half normal speed. For example, a psionicist can make two psionic actions per round, use two magic items per round, etc; a _slowed_ psionicist could take only one action every two rounds. There are some other unique qualities of this ability. There is no metabolic change, like the aging associated with _haste_. Spells and psionic powers are affected, so if the psionicist increases his speed, spell duration is only half of what it would be in normal time, but an initiative bonus of 3 is gained while the power is in effect. For example, a protection from evil spell cast on the psionicist that would last 8 rounds of real time will now last only 4 rounds. On the other hand, if a psionicist slows himself, spells last twice as long as they would in real time, but there is an initiative penalty of 3 while being slowed down. For example, a slow poison cast on a slowed psionicist would last twice as long as normal. The PSP cost in real time for any psionic abilities outside the Time Flux (ie, not affecting the psionicist) does not change, but the cost for those abilities affecting the caster is increased or decreased appropriately. Numerous applications exist for this power. If a psionicist wants to "burn off" a harmful spell (like slow or hold person), the speeding up usage would help greatly. Likewise, if the psionicist wants a spell to remain longer than normal (in real time), then the slowing use is best. Power Score: Once during the maintenance the psionicist can _time shift_ himself one round into the future with no chance of failure or disorientation. The psionicist does not need to know the _time shift_ for this effect to occur. If the psionicist does in fact know _time shift_, then he can try to move two rounds into the future as if it were only one round (but with standard chance of failure). 20: The psionicist is stopped in time for 1-4 rounds, unable to react, but can be injured. For game purposes, all attacks hit and all saves are failed. The contents of this file (spells and psionic abilities) are Copyright 1992 Joseph Delisle, all rights reserved. Permission is given to copy, distribute, and use this file so long as it is not modified in any way, and no monetary profit is gained by doing so. (if you have any comments, I can be reached at JDELISLE@LOYOLA.EDU)