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This appendix introduces more than 60 new psionic sciences and devotions. It should be noted that the Dungeon Master has the right to disallow or modify any powers that he feels might be unbalancing to his campaign.

Each of the power descriptions is organized by discipline and classed as a science or devotion. The descriptions are presented in the following format

Power Score: This number or less must be rolled on a d20 when the character makes a power check. A character must always make a power check when attempting to initiate a power. If a character's abilities are so high that the adjusted power score is a 20 or higher, the character's power score is lowered to 19, and 20 is considered a normal failure without the optional "20" effects. A roll of 19 is then considered a regular power score roll. If the character has a range of scores which indicate a power score result—just as a tribal psionicist's enhanced powers do—this range should be counted downward from 19.

Initial Cost: This is the number of PSPs expended when the power is first used. If the character fails his power check, half of these PSPs are expended. Some telepathic powers list "contact" here. This means that contact must be established with the target before these powers can be used.

Maintenance Cost: The number of PSPs expended per round (or other time unit) to keep the power operating from the previous round. This does not have to be paid in the first round of a power use—the initial cost covers that. Maintaining a power by paying the maintenance cost does not require a power check. Range: The maximum range from the psionicist at which the power can be employed. A range of "touch" means that the psionicist must touch his target.

Preparation Time: This is how many rounds the character must spend preparing to use the power. A character cannot initiate other powers during the preparation time, but he can maintain powers that are already in use or raise any psionic defenses he has. Once a power has been prepared, it can be held for one round; if it isn't used after that, it fails with no PSP cost.

Area of Effect: The physical area or number of beings which a power affects. "Personal" means that the psionicist may only use the power on himself.

Prerequisites: Other sciences or devotions that a psionicist must know before he can learn this power.

Optional Results: Powers have optional results listed for "Power Score and 20. The former descnbes what happens when the character rolls his power score for a power check, and the latter when he rolls a natural 20. Both are optional; the DM may tailor the exact results to the situation if so desired.

Clairsentient Sciences[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Cosmic Awareness (High Science) Wis -6 20 10/round
Detection Wis -2 15 6/round
Spirit Lore Int -3 30 8/round
True Sight Wis -4 15 9/round

Clairsentient Devotions[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Bone Reading Wis -1 15 na
Know Course Int -2 5 4/hour
Safe Path Wis -4 8 5/round
See Ethereal Wis -5 4 2/round
See Magic Wis -3 6 6/round
Sensitivity to Observation Wis 5 na
Watcher's Ward Int -2 6 2/hour

Psychokinetic Sciences[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Kinetic Control Int -3 15 7/round
Megakinesis (High Science) Wis -4 30+ 15+/round
Telekinetic Barrier Con -3 18 10/round
Telekinetic Flight Wis -4 15 4/round

Psychokinetic Devotions[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Cryokinesis Wis 8 7/round
Deflect Int 4 na
Magnetize Int -1 2+ na
Mass Manipulation Int -3 9 9/round
Molecular Bonding Int -1 5 4/round
Momentum Theft Int -2 5+ na
Static Discharge Int -3 5 5/round

Psychometabolic Sciences[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Elemental Composition (High Science) Con -4 24 3/round
Nerve Manipulation Con -3 14 na
Poison Simulation Con -2 16 na
Regenerate Con -4 18 6/turn

Psychometabolic Devotions[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Accelerate Con -2 10 10/round
Alter Features Con -1 6 3/turn
Cause Sleep Wis -2 9 2/round
Photosynthesis Con +1 5 2/turn
Spider Touch Dex -1 4 2/round

Psychoportive Sciences[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Planar Transposition (High Science) Int -4 65/130 1/turn
Summon Planar Energies Int 32 na
Time Travel Int + special 20+ 8/hour
Wormhole Int -2 24+ 8+

Psychoportive Devotions[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Blink Int + 1 7 3/round
Dimension Blade Con -1 6 5/round
Dimensional Screen Con -3 9 6/round
Duo-Dimension Con -2 11 4/round
Phase Wis -1 6 6/round
Phase Object Wis -3 10+ 5/round
Pocket Dimension Wis 14 3/turn
Shadow Walk Con + 1 9/18 na
Spatial Distortion Int -4 8+ 4+
Summon Object Int -4 30+ na
Teleport Lock Int -1 8 2/round
Time Dilation Int varies na
Time Duplicate Int -1 22 na

Telepathic Sciences[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Hallucination Int -3 contact 6/round
Mass Contact (High Science) Wis varies 1/round/subject
Mindflame Wis -6 30 na

Telepathic Devotions[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Amnesia Wis -2 contact 5/round
Passive Contact Wis -1 contact 1/hour
Plant Mind Int -4 11 2/round
Sensory Suppression Int -2 contact 4/round/creature
Suppress Fear Wis +1 5 na

Metapsionic Sciences[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Subjective Reality Wis -5 35 7/round
Suppress Magic Con -4 30 1+/round

Metapsionic Devotions[]

Name Power
Score
Initial
Cost
Maintenance
Cost
Cognitive Trance Int 4 na
Fighting Trance Wis -1 4 1/round
Iron Will Wis 8 3/round
Probability Manipulation Int -4 10 na
Psionic Vampirism Wis -3 contact +8 3/round
Psychic Blade Con -2 7 4+/round
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