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A wild talent is a hero from any character class other than the psionicist class who has natural psionic potential. This potential can be present in any character, regardless of class, alignment, or race. The alignment restrictions of the psionicist class don't apply to wild talents.

Wild talents have one or two psionic powers, up to three psionic defenses, and up to three psionic attacks at their disposal once they've reached full power. The psionic defenses come naturally, one at a time, according to the Psionic Progression table.

Psionic attacks are only gained after the PC places the contact proficiency in an available nonweapon proficiency slot. A wild talent chooses one of the five attack forms at that time. He may select a second and a third attack form when slots become available according to his group proficiency progression (as outlined in the Player's Handbook).

Testing for Wild Talents[]

Testing for wild talents involves risk. The test must be performed when a character is created, when a character's Wisdom score increases, when psionics are introduced into a campaign, or the first time a character receives psychic surgery.

Every character and monster has a base chance of 1% to be a wild talent. This is modified as follows:

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 to 8th level +1%
Character is 9th level or higher +2%
Wizard, priest, or non human*  12
* Round fractions up. Apply this penalty only once, even if checking a non human wizard or the like.

Once a character's chance to be a wild talent is determined, roll percentile dice. Results are as follows:

  • If the result is more than the modified chance and less than 97, the character is not a wild talent.
  • If the result is less than or equal to the modified chance, the character is a wild talent. The player rolls percentile dice and consults the Wild Talents table. His character's PSPs are determined as under the Psionic Strength Points section.
  • If the result is 97, the character must save vs. death or his Wisdom is permanently reduced by 1d6 points.
  • If the result is 98, the character must save vs. death or his Intelligence is permanently reduced by 1d6 points.
  • If the result is 99, the character must save vs. death or his Constitution is permanently reduced by 1d6 points.
  • If the result is 100, the character must save vs. death at –5 or his Wisdom, Intelligence, and Constitution scores are all permanently reduced to 3 points.

Table 83: Wild Talents

Roll
1d100
Wild Devotion Roll
1d100
Wild Devotion
— Clairsentient Devotions — — Psychometabolic Devotions —
01–02 All-Round Vision 28–29 Absorb Disease
03 Combat Mind 30–31 Adrenaline Control
04–05 Danger Sense 32 Aging
06–07 Feel Light 33–34 Biofeedback
08 Feel Sound 35 Body Control
09 Hear Light 36 Body Equilibrium
10 Know Direction 37–38 Body Weaponry
11–12 Know Location 39–40 Catfall
13 Poison Sense 41 Cause Decay
14–15 Radial Navigation 42–43 Cell Adjustment
16–17 See Sound 44–45 Chameleon Power
18 Spirit Sense 46 Chemical Simulation
47 Displacement 94–96 Send Thoughts
— Psychokinetic Devotions — 48–49 Double Pain
19–20 Animate Shadow 50 Ectoplasmic Form
21–22 Control Light 51–52 Enhanced Strength
23–24 Control Sound 53 Expansion
25 Molecular Agitation 54–55 Flesh Armor
26–27 Soften 56 Graft Weapon
57–58 Heightened Senses
59 Immovability
60–61 Lend Health
62–63 Mind Over Body
64–65 Reduction
66–67 Share Strength
68–70 Suspend Animation
Roll
1d100
Wild Devotion Roll
1d100
Wild Devotion
— Psychoportive Devotions — — Clairsentient Sciences —
71–72 Astral Projection 01–06 Aura Sight
73–74 Dimensional Door 07–14 Clairaudience
75–77 Dimension Walk 15–22 Clairvoyance
78–79 Dream Travel 23–27 Object Reading
80–81 Phase 28–32 Precognition
— Telepathic Devotions — 33–36 Sensitivity To Psychic
Impressions
82–84 Conceal Thoughts — Psychokinetic Science —
85–87 Empathy 37–44 Telekinesis
88–89 ESP — Psychometabolic Sciences —
90–91 Life Detection 45–49 Animal Affinity
92–93 Psychic Messenger 50-53 Complete Healing
94-96 Send thoughts 54–55 Death Field
97-98 Roll two devotions 56–61 Energy Containment
99 Roll one science 62–63 Life Draining
100 Roll one devotion and
one science
64–72 Metamorphosis
72–80 Shadowform
— Psychoportive Sciences —
81–83 Probability Travel
84–86 Teleport
— Telepathic Sciences —
87–92 Mindlink
93–95 No science gained
96–100 Roll two sciences



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