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IV.A. PSIONIC VS. PSIONIC IN MENTAL COMBAT
Defense Mode
Total Psionic Strength | Attack Mode | Mind Blank1 | Thought Shield2 | Mental Barrier3 | Intellect Fortress8 | Tower of
Iron Will10 |
01 to 25 | Psionic Blast20 | 3 | 7 | 4 | 1 | 0 |
01 to 25 | Mind Thrust4 | 12 | 4 | 0 | 0 | 1 |
01 to 25 | Ego Whip7 | 8 | 3 | 0 | 0 | 0 |
01 to 25 | Id Insinuation10 | 1 | 6 | 8 | 1 | 1 |
01 to 25 | Psychic Crush14 | 2% | --- | --- | --- | --- |
----------------------------------- | ------------------------ | ------------------------ | ------------------------- | ------------------------ | --------------------------- | ----------------- |
26 to 50 | Psionic Blast20 | 6 | 9 | 6 | 2 | 0 |
26 to 50 | Mind Thrust4 | 15 | 6 | 1 | 0 | 2 |
26 to 50 | Ego Whip7 | 12 | 4 | 0 | 0 | 0 |
26 to 50 | Id Insinuation10 | 2 | 8 | 10 | 3 | 3 |
26 to 50 | Psychic Crush14 | 5% | 2% | 1% | --- | --- |
----------------------------------- | ------------------------ | ------------------------ | ------------------------- | ------------------------ | --------------------------- | ----------- |
51 to 75 | Psionic Blast20 | 10 | 12 | 9 | 4 | 1 |
51 to 75 | Mind Thrust4 | 18 | 9 | 2 | 2 | 3 |
51 to 75 | Ego Whip7 | 17 | 6 | 1 | 1 | 1 |
51 to 75 | Id Insinuation10 | 4 | 11 | 13 | 7 | 6 |
51 to 75 | Psychic Crush14 | 9% | 7% | 2% | 1% | --- |
----------------------------------- | ------------------------ | ------------------------ | ------------------------- | ------------------------ | --------------------------- | ----------------- |
76 to 100 | Psionic Blast20 | 15 | 16 | 13 | 7 | 2 |
76 to 100 | Mind Thrust4 | 22 | 13 | 5 | 4 | 5 |
76 to 100 | Ego Whip7 | 23 | 9 | 3 | 2 | 3 |
76 to 100 | Id Insinuation10 | 7 | 15 | 17 | 12 | 10 |
76 to 100 | Psychic Crush14 | 14% | 7% | 3% | 3% | 2% |
----------------------------------- | ------------------------ | ------------------------ | ------------------------- | ------------------------ | ---------------------- | ----------------- |
101 to 125 | Psionic Blast20 | 21 | 21 | 18 | 11 | 4 |
101 to 125 | Mind Thrust4 | 26 | 18 | 9 | 7 | 8 |
101 to 125 | Ego Whip7 | 30 | 13 | 6 | 4 | 6 |
101 to 125 | Id Insinuation10 | 11 | 20 | 22 | 18 | 15 |
101 to 125 | Psychic Crush14 | 20% | 11% | 9% | 6% | 4% |
----------------------------------- | ------------------------ | ------------------------ | ------------------------- | ------------------------ | --------------------------- | ----------------- |
126 & up | Psionic Blast20 | 28 | 27 | 24 | 16 | 7 |
126 & up | Mind Thrust4 | 30 | 24 | 16 | 11 | 12 |
126 & up | Ego Whip7 | 38 | 18 | 10 | 7 | 10 |
126 & up | Id Insinuation10 | 16 | 26 | 28 | 25 | 21 |
126 & up | Psychic Crush14 | 27% | 16% | 14% | 10% | 7% |
Total Psionic Strength is the attacker's
attack and defense paint strength total prior to the subtraction
of attack points for the current attack segment and defense points for
the current defense mode for that same segment.
(These points, along with losses, if any, are taken only
at the end of the segment.)
ALL attacks AND DEFENSES ARE SIMULTANEOUS.
The Attack Mode is compared to the Defense Mode,
reading across, and a result is obtained.
Numbers indicate the number
of points of defense strength lost.
Psychic Crush shows the percentage
chance of instantly killing the opponent.
Any score
above that shown for the defensive mode used indicates no effect.
A dash indicates
no possible chance of causing instant death.
When both sides have attacked once and defended once the
psionic combat segment is over.
All points of strength expended in attacking and defending
are totaled separately,
points lost due to attack are added,
and a new Total Psionic Strength is determined
for each side.
EXCEPTION: If a psychic crush succeeds, the defender
is dead, and adjustments are mode only for the victor's strength.
Note: The subscripted numbers following the names of the attack and defense modes (as in Psionic Blast20) are the costs, in attack or defense points respectively, of using the modes.
IV.B. PSIONIC ATTACK UPON DEFENSELESS PSIONIC
Defender's Psionic Strength Total
Current
Attack Strength & Attack Mode |
10-59 | 60-109 | 110-159 | 160-209 | 210-259 | 260-309 | 310+ |
01-25 | -- | -- | -- | -- | -- | -- | -- |
Psionic Blast | D | C | C | 15 | 10 | 5 | 6 |
Mind Thrust | W | W | 40 | 35 | 30 | 25 | 20 |
Ego Whip | 30 | 25 | 20 | 15 | 10 | 5 | 5 |
Id Insinuation | 40 | 35 | 30 | 25 | 20 | 15 | 10 |
Psychic Crush | 72% | 60% | 50% | 40% | 30% | 20% | 10% |
26-50 | -- | -- | -- | -- | -- | -- | -- |
Psionic Blast | 5 | D | C | C | 15 | 10 | 10 |
Mind Thrust | W | W | W | 40 | 35 | 30 | 30 |
Ego Whip | 35 | 30 | 25 | 20 | 15 | 10 | 10 |
Id Insinuation | R | 20 | 35 | 30 | 25 | 20 | 20 |
Psychic Crush | 75% | 62% | 52% | 42% | 32% | 22% | 12% |
51-75 | -- | -- | -- | -- | -- | -- | -- |
Psionic Blast | W | S | D | C | C | 15 | 10 |
Mind Thrust | P | W | W | W | 40 | 35 | 30 |
Ego Whip | 40 | 35 | 30 | 25 | 20 | 15 | 10 |
Id Insinuation | R | R | 40 | 35 | 30 | 25 | 20 |
Psychic Crush | 79% | 65% | 55% | 45% | 35% | 25% | 15% |
76-100 | -- | -- | -- | -- | -- | -- | -- |
Psionic Blast | P | W | S | D | C | C | 15 |
Mind Thrust | P | P | W | W | W | 40 | 35 |
Ego Whip | P | 40 | 35 | 30 | 25 | 20 | 15 |
Id Insinuation | R | R | R | 40 | 35 | 30 | 25 |
Psychic Crush | 84% | 69% | 59% | 49% | 39% | 29% | 19% |
101-125 | -- | -- | -- | -- | -- | -- | -- |
Psionic Blast | K | P | W | S | D | C | C |
Mind Thrust | P | P | P | W | W | W | 40 |
Ego Whip | I | P | 40 | 35 | 30 | 25 | 20 |
Id Insinuation | R | R | R | R | 40 | 35 | 30 |
Psychic Crush | 90% | 74% | 64% | 54% | 44% | 34% | 24% |
126 & up | -- | -- | -- | -- | -- | -- | -- |
Psionic Blast | K | K | P | W | S | D | C |
Mind Thrust | P | P | P | P | W | W | W |
Ego Whip | I | I | P | 40 | 35 | 30 | 25 |
Id Insinuation | R | R | R | R | R | 30 | 35 |
Psychic Crush | 97% | 80% | 70% | 60% | 50% | 40% | 30% |
Defender's Psionic Strength Total is the score
prior to any reductions,
even though the current total for the individual could
be os low as 0.
The attacker's Current Attack Strength & Attack
Mode are compared with the Defender's Psionic Strength Total,
reading across, and a result is obtained.
Numbers indicate the number of the defender's psionic
attack points lost.
Letters:
C = Confused for 2-8 rounds,
no psionic activity possible
D = Dazed for 1-4 turns, no
psionic or other activity
I = Idiocy, psionic ability
lost forever, though idiocy is curable by a heal
spell
K = Killed, raising/resurrection
is possible, but psionic ability is lost
P = Permanent loss of one attack
or defense mode or psionic discipline*, and dazed as above
S = Sleeping is a coma for
1-4 weeks (catatonic state 99% likely to be mistaken for death)
R = Robot, meaning mind is
under control of the victor until released or 2-8 weeks have elapsed and
a saving throw versus magic is made
W = Wounded psionically, one
attack or defense mode or psionic discipline unusable for 2-8 weeks
* Choose randomly from all psionic
attack and defense modes and disciplines.
Note: Psionic creatures with
mind
bar ability will take damage only after all psionic strength is lost,
so treat letter results as -40 points until 0 is reached.
Damage accruing beyond the point where 0 psionic attack points was reached results in physical damage (hit points) being taken by the defender on a point for point basis.
Q: The line at the
bottom of p. 77 of the DMG ("Damage accruing
beyond the point . . .")
is unclear. Can you explain?
A: This line refers
to the attack strength point reductions
taken as
a result of using the 'Psionic
Attack Upon Defenseless Psionic'
table; if the defender runs
out of attack points because of these
reductions, then real hit
points are deducted instead.
(78.18)
IV.C. PSlONlC BLAST ATTACK UPON NON-PSIONIC CREATURE
The psionically attacking creature must have a current
psionic attack strength of 100 or more;
if current strength is 99 or fewer attack points,
the creature cannot use a psionic blast attack upon a
non-psionic.
Saving Throw at Attack Range
Target's Total Intelligence &
Wisdom ** |
Short | Medium | Long |
0-5 | 20 | 19 | 18 |
6-9 | 18 | 17 | 16 |
10-13 | 16 | 15 | 14 |
14-17 | 14 | 13 | 12 |
18-21 | 12 | 11 | 10 |
22-25 | 10 | 9 | 8 |
26-29 | 8 | 7 | 6 |
30-33 | 6 | 5 | 4 |
34-35 | 4 | 3 | 2 |
36-37 | 2 | 1 | 0 |
38 & up | 0 | -1 | -2 |
Saving Throw Dice Adiustments
Additions | Bonus | Subtractions | Penalty |
magic-user | +1 | panicked | -1 |
cleric | +2 | enraged | -1 |
elf | +2 | confused | -2 |
intellect fortress in 10' | +2 | hopeless | -3 |
mind blank spell | +2 | stunned | -3 |
dwarf | +4 | using psionic-related power* | -4 |
halfling | +4 | using ESP device | -5 |
helm of telepathy^ | +4 | feebleminded | ** |
tower of iron will in 3' | +6 | insane | *** |
mind bar | +6 | -- | -- |
^ The helm of telepathy will cause the attacker to be stunned for 1-4 rounds if the defender's saving throw is successful.
* These powers or spells are: astral projection/spell, augury, charm monster, charm person, clairaudience, clairvoyance, confusion, detect evil/good, detect magic, dimension door, divination, empathy, enlarge, ESP, etherealness, feeblemind, feign death, geas, invisibility (any sort), know alignment, levitation, locate object, magic lar, plane shift, polymorph self, quest, shape change, suggestion, symbol, telekinesis, telepathy, teleportation, true seeing.
** A feebleminded person has a comblned intelligence and wisdom score of 0-5.
*** Insane creatures cannot be psionically attacked. (See INSANITY.)
Target's Total Intelligence
& Wisdom |
Death | Coma | Sleep | Stun | Confuse | Enrage | Panic | Feeblemind | Permanent
Insanity |
Temporary
Insanity |
Mild
Insanity |
0-5 | 01-85 | 86-99 | 00 | - | - | - | - | - | - | - | - |
6-9 | 01-10 | 11-90 | 91-99 | 00 | - | - | - | - | - | - | - |
10-13 | 01 | 02-15 | 16-90 | 91-99 | 00 | - | - | - | - | - | - |
14-17 | - | 01 | 02-10 | 11-90 | 91-99 | 00 | - | - | - | - | - |
18-21 | - | - | 01 | 02-15 | 16-90 | 91-99 | 00 | - | - | - | - |
22-25 | - | - | - | 01 | 02-15 | 16-90 | 91-99 | 00 | - | - | - |
26-29 | - | - | - | - | 01 | 02-15 | 16-90 | 91-99 | 00 | - | - |
30-33 | - | - | - | - | - | 01 | 02-15 | 16-90 | 91-99 | 00 | - |
34-35 | - | - | - | - | - | - | 01 | 02-15 | 21-85 | 86-99 | 00 |
36-37 | - | - | - | - | - | - | - | 01 | 02-15 | 16-90 | 91-00 |
38 & up | - | - | - | - | - | - | - | - | 01 | 02-15 | 16-00 |
DEATH: Creature can be brought back to life as is usual.
COMA: 2-12 days where creature cannot be awakened.
SLEEP: 5-20 turns where creature cannot be awakened.
STUN: 2-8 turns where character is at usual stunned condition (see COMBAT).
CONFUSE: 1-4 turns as per the spell of the same name.
ENRAGE: 2-8 rounds and creature affected must immediately
launch a
spell or physical attack upon any opponent or other creature.
During
enraged period, creature will not think of defense or
any action save
attacking.
PANIC: 2-8 rounds with reaction as a fear spell from a 4th level magic-user.
FEEBLEMIND: This lasts until a heal, restoration, or wish
is used.
The creature's combined intelligence 8 wisdom is in the
0-5 range when so affected.
All memory of spells is gone, and the affected creature
cannot attack or defend.
PERMANENT INSANITY: This lasts until a heal,
restoration,
or wish is used.
Select TWO forms of insanity from the table herein, and
have affected
creature behave accordingly as long as the condition
lasts.
TEMPORARY INSANITY: 2-12 weeks duration, otherwise as above.
MILD INSANITY: 1-4 weeks duration, ONE form of insanity only, otherwise as above.
Note Regarding Insanity: In most cases the fact
that the creature has
been inflicted will NOT be immediately evident to associates.
Behavior
will make the condition suspect as appropriate to the
form of affliction.
Q: If a psionic character
uses psionic blast on a non-psionic
monster and slays it, should
the character be awarded XP
for the kill just as if
he had slain the creature in normal
(physical) combat?
A: This question is
most often asked with reference to unintelligent
creatures, who can be slain
quickly in this manner with little
apparent effort on the part
of the psionic character. Judging
from E. Gary Gygax's comments
on p. 84 of the DMG, it
would
appear that the DM is free
to adjust the amount of an XP
award based on the relative
difficulty involved in killing
the monster. A character
who attacks and slays a caged dinosaur
with psionic blast (from
outside the cage), when the dinosaur
could not conceivably have
presented a threat to him, might be
awarded only 1/10th (if
that) of the normal XP
value for that monster.
A character lost in the wilderness and
attacked by a purple worm
which could easily overcome the
character and slay him might
be awarded the full XP
value of the monster for
using a psionic blast under those
circumstances.
(78.20)
a.) Creatures involved in psionic combat cannot engage
in any other activity.
However, psionic combat tokes place very quickly
-- in segments rather than rounds -- and is usually over
in a very short time.
For this reason, when psionic combat is begun,
a good DM will usually just stop everything else until
it is taken care of.
b.) Psionically-attacked creatures will automatically
throw up a defense if they can do so,
and will use the best type (most applicable) they can.
c.) It is possible to engage in only one psionic activity
in
addition to defense modes at a time,
i.e., a psionic, while defending, could either attack
or use a psionic discipline.
It is never possible to attack and use a psionic discipline
or to use two psionic disciplines simultaneously.
d.) In psionic combat table IV.C. (Psionic
Blast Attack Upon Non-Psionic Creature),
the attacked creature's total intelligence and wisdom
is used to figure saving throws.
However, wisdom is not a standard given attribute of
monsters.
To compute the wisdom of non-psionic monsters, use the
following table:
Intelligence of Creature | Wisdom Range |
Low | 2-8 |
Average | 3-12 |
Very/Highly | 4-16 |
Exceptional/Genius | 8-18 (2d6 + 6) |
Supra-Genius | 8-20 (4d4 + 4) |
Godlike | 9-24 (3d6 + 6) |
Creatures below low intelligence have negligible wisdom.