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Wild Talents[]

A wild talent is someone from any other character class who has natural, latent psionic potential. This potential can be present in any character, regardless of class, alignment, or race. Wild talents can never approach psionicists in skill, but they do boast at least one psionic power - which is known as a "wild power" among psionicists.

Any character can test for wild powers (the character should be forewarned: such efforts are not without risk, as explained below). A character can test for wild powers only at specific times: when the character is first created; when the character's Wisdom increases to a higher point than it has ever been; the first time the character goes to a psionicist who can perform psychic surgery on him; when psionics is first introduced to the campaign.

Every character (and NPC and monster, if the DM wishes) has a base chance of 1% to possess wild powers. This is modified as shown below:

Each Wis, Con, or Int score of 18 +3
Each Wis, Con, or Int score of 17 +2
Each Wis, Con, or Int score of 16 +1
Character is 5th-8th level +1
Character is 9th level or higher +2
Mage, cleric, or nonhuman* x  12
* Round fractions up. Apply this penalty only once, even if more than one of these descriptions fits (e.g., a "nonhuman mage").

Once you've determined the character's chance to be a wild talent, roll percentile dice. Subtract 2 from the roll if the character is under the guidance of a psychic surgeon (see "psychic surgery" in Chapter 8). If the result is less than or equal to the modified chance, the character has at least one wild power. If the number is 97 or higher, the character suffers dire consequences. See "The Risks" below.

Example: Consider a 3rd level dwarf cleric with a Wisdom of 17, intelligence of 9, and Constitution of 16. His chance to be a wild talent is 1 (base chance) + 2 (Wis 17) + 1 (Con 16) x 0.5 (because he's a dwarf). The final result equals 2%. The dwarf has a 2% chance of being a wild talent. The player rolls a 3 on percentile dice. The dwarf has no talent.

Determining Powers: If a character is a wild talent, the player should roll percentile dice again and consult Table 12, "Wild Devotions" to determine exactly what the character's psionic powers are. Most wild talents have only one power. A lucky few (those with high-rolling players) boast more than one. Furthermore, if a character gains any power with a prerequisite, he automatically gains the prerequisite, too. For example, if the wild talent knows a telepathic power which requires contact (an important telepathic power), he automatically knows contact, too.

Strength Points: Like an actual psionicist, a wild talent has psionic strength points. He receives the minimum number of PSPs necessary to use the power (or powers) once. If a power can be maintained, he receives enough additional points to pay the maintenance cost four times. Afterward, the character receives four additional PSPs every time he gains a new experience level (he receives no bonus for levels he already has).

The Risks: Characters who attempt to unlock their psionic potential are tampering with things they cannot begin to understand. If the dice roll is 97 or higher, the character suffers the following consequences:

Dice
Roll
Result
97 Save vs. death or Wisdom reduced by 1d6 points-permanently
98 Save vs. death or Intelligence reduced by 1d6 points-permanently
99 Save vs. death or Constitution reduced by 1d6 points-permanently
00 Save vs. death with -5 penalty or Wisdom, Intelligence, and Constitution are all reduced to 3-permanently

Table 12: Wild Devotions

Clairsentient Devotions
01 All-Round Vision
02 Combat Mind
03 Danger Sense
04 Feel Light
05 Feel Sound
06 Hear Light
07 Know Direction
08 Know Location
09 Poison Sense
10 Radial Navigation
11 See Sound
12 Spirit Sense
13 Choose any clairsentient devotion above
14 Choose any clairsentient devotion above
Psychokinetic Devotions
15 Animate Object
16 Animate Shadow
17 Ballistic Attack
18 Control Body
19 Control Flames
20 Control Light
21 Control Sound
22 Choose any psychokinetic devotion above
Psychometabolic Devotions
23 Absorb Disease
24 Adrenaline Control
25 Aging
26 Biofeedback
27 Body Control
28 Body Equilibrium
29 Body Weaponry
30 Catfall
31 Cause Decay
32 Cell Adjustment
33 Chameleon Power
34 Chemical Simulation
35 Displacement
36 Double Pain
37 Enhanced Strength
38 Ectoplasmic Form
39 Expansion
40 Flesh Armor
41 Graft Weapon
42 Heightened Senses
43 Immovability
44 Lend Health
45 Mind Over Body
46 Reduction
47 Share Strength
48 Suspend Animation
49 Choose any psychometabolic devotion above
Telepathic Devotions
50 Attraction
51 Aversion
52 Awe
53 Conceal Thoughts
54 Daydream
55 Empathy
56 ESP
57 False Sensory Input
58 Identity Penetration
59 Incarnation Awareness
60 Inflict Pain
61 Invincible Foes
62 Invisibility
63 Life Detection
64 Mind Bar
65 Phobia Amplification
66 Post-Hypnotic Suggestion
67 Psychic Impersonation
68 Psychic Messenger
69 Repugnance
70 Send Thoughts
71 Sight Link
72 Sound Link
73 Synaptic Static
74 Taste Link
75 Telempathic Projection
76 Truthear
77-78 Choose any telepathic devotion above
Psychoportive Devotions
79 Astral Projection
80 Dimensional Door
81 Dimension Walk
82 Dream Travel
83 Time Shift
84 Time/Space Anchor
85 Choose any psychoportive devotion above
86-87 Roll two times
88-89 Roll three times
90 Choose any two devotions
91-99 Roll on Table 13: Sciences
00 Choose any devotion. Then roll again and consult Table 13.

Table 13: Wild Sciences

Clairsentient Sciences
01-02 Aura Sight
03-04 Clairaudience
05-06 Clairvoyance
07-08 Object Reading
09-10 Precognition
11-12 Sensitivity to Psychic impressions
13-16 Choose any clairsentient science or devotion
Psychokinetic Sciences
17-18 Detonate
19-20 Disintegrate
21-22 Molecular Rearrangement
23-24 Project Force
25-26 Telekinesis
27-30 Choose any psychokinetic science or devotion
Psychometabolic Sciences
31-32 Animal Affinity
33-34 Complete Healing
35-36 Death Field
37-38 Energy Containment
39-40 Life Draining
41-42 Metamorphosis
43-44 Shadow-form
45-48 Choose any psychometabolic science or devotion
Telepathic Sciences
49-50 Domination
51-52 Fate Link
53-54 Mass Domination
55-56 Mindwipe
57-58 Probe
59-60 Superior Invisibility
61-62 Switch Personality
63-64 Mindlink
65-68 Choose any telepathic science or devotion
Psychoportive Sciences
69-70 Banishment
71-72 Probability Travel
73-74 Summon Planar Creature
75-76 Teleport
77-78 Teleport Other
79-82 Choose any psychoportive science or devotion
83-85 Roll two times
86-88 Roll three times
89-92 Choose any science or devotion
93-96 Choose any science and two devotions
97-99 Choose any science and three devotions
00 Choose any two sciences and four devotions
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