IV.A. Psionic vs. Psionic in Mental Combat


4a. Psionic vs. Psionic in Mental Combat
4b. Psionic Attack Upon Defenseless Psionic
4c. Psionic Blast Upon Non-Psionic Creature
4d. Psionic Attack Ranges and Damage Adjustments
Psionic Combat Notes
Combat Tables
-
-
-
DMG

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)

PSIONIC COMBAT NOTES:

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.