The Psionicist
by Arthur Collins


The Psionicist Table I Table II - -
Expanded Psionics Minor Disciplines (Devotions) Major Disciplines (Sciences) Grand Disciplines (Arts) ... And the Deryni make three
Dragon Classes - Psionics Dragon 78

And now, the psionicist:
A class that moves psionics into the mainstream
by Arthur Collins

[ E d i t o r ' s   i n t r o d u c t i o n :   B y   c o u r t e o u s
a r r a n g e m e n t   w i t h   K a t h e r i n e   K u r t z ,
author of the Deryni and Camber fantasy
trilogies, this article and the ones followi n g   i t <(The Deryni, Heroes & Villains of the Deryni>   i n c o r p o r a t e   c e r t a i n   e l e m e n t s   o f   t h e
Deryni universe in its description of the
P s i o n i c i s t   c h a r a c t e r   c l a s s   f o r   t h e   A D & D ?
g a m e .   S o m e   p a r t i c u l a r   t e r m s   a n d   p h r a s e s
used in these articles are drawn more or
l e s s   d i r e c t l y   f r o m   M s .   K u r t z ? s   w o r k s ;   t h e s e
are marked with an asterisk (*). Readers
interested in learning more about the
Deryni universe will find a list of Ms.
Kurtz's books at the end of this section;
t h e y   a r e   h i g h l y   r e c o m m e n d e d . ]

F r o m   t h e   m o m e n t   I   d i s c o v e r e d   p s i o n i c s
i n   t h e   P l a y e r s   H a n d b o o k ,   t h i s   a s p e c t   o f
the AD&D? game has had an enormous
a t t r a c t i o n   f o r   m e .   P s i o n i c   p o w e r s   s p i c e
u p   t h e   g a m e   w i t h   n e w   p o s s i b i l i t i e s .   A n d ,
for me at least, they have one great advantage over spell casting: they are simpler,
p a r t i c u l a r l y   i n   t h e i r   m e t h o d s   o f   u s e   a n d
recovery. They also open up new vistas of
g a m i n g ;   p l a n a r   t r a v e l   i s   m u c h   e a s i e r   t o
a c c o m p l i s h   p s i o n i c a l l y ,   f o r   i n s t a n c e .
But there are some weighty problems
i n v o l v e d   i n   u s i n g   p s i o n i c s ,   t o o :   m a i n t a i n i n g   g a m e   b a l a n c e ,   f o r   o n e   t h i n g .   A d d e d
to an already powerful character?s abilit i e s ,   t h e   u s e   o f   p s i o n i c s   m a y   r e s u l t   i n   a
? k i l l e r   c h a r a c t e r , ?   w h i c h   i s   b o r i n g   t o
play and detrimental to the game. And
k e e p i n g   t r a c k   o f   p s i o n i c   s t r e n g t h   p o i n t s
c a n   g e t   t o   b e   r a t h e r   c o m p l i c a t e d .
A l s o ,   t h e r e ? s   a   r a t h e r   b a s i c   p r o b l e m
w i t h   t h e   w h o l e   c o n c e p t   o f   p s i o n i c
endowment. As the rules are written, a
p s i o n i c   i n d i v i d u a l   c a n n o t   h a v e   m o r e   t h a n
6  d i s c i p l i n e s  -- n o t   e n o u g h   t o   m a k e   p s i o n i c s   s t a n d   a l o n e   a s   t h e   n u c l e u s   o f   a
c h a r a c t e r ' s   p r o f e s s i o n .   B u t   w h e n   p s i o n i c
a b i l i t y   i s   a d d e d   o n   t o p   o f  t h e   a b i l i t i e s   a
character already has by virtue of his
c l a s s ,   y o u   r u n   t h e   r i s k   o f   o v e r b a l a n c i n g
the character -- you get (for example)
thieves who are better at psionics than
they are at thievery, or who use their psionic abilities more often than they use
their thieving skills. For these reasons, it
is easy to see why psionic powers are a
(little-used) optional part of the game.
The practice of psionics really belongs
as a character class profession in its own
right. Psionic powers need a little expansion, but have the potential to add a great
new class to the game: a  distinct  class,
rather than merely a subclass of something else. Nor would such a class relegate the present system of psionics for all
classes to the dustbin. The two could

exist side by side. To differentiate
between them, we will call the psionically
endowed character of a standard class a
Psionic,  and the member of the new class
a  Psionicist.

THE PSIONICIST

The Psionicist is a member of a class
devoted to the exercise of arcane mental
powers. Certain individuals have within
them a talent for that sort of thing, and
these persons can opt to be Psionicists.

Table I: Class specifications
Ability score minimums
Strength 3
Intelligence 101
Wisdom 101
Dexterity 3
Constitution 9
Charisma 101

Possible races: human, half-elf
Maximum level attainable: 20

Hit die type: varies with level (see below)
Maximum number of hit dice: 11
S p e l l   a b i l i t y :   n o
Armor permit ted: none
Shield permitted: none
Weapons permitted: club, dagger, dart,
hammer, sling, spear, staff, sword,
scimitar (but not two-handed sword)
Oil permitted: yes
P o i s o n   p e r m i t t e d :   a c c o r d i n g   t o   a l i g n m e n t
Alignment: any
Starting money: 3-36 gp (3d12)
W e a p o n   p r o f i c i e n c i e s :   i n i t i a l l y ,   3 ;
a d d i t i o n a l   p r o f i c i e n c i e s   g a i n e d   a t   4 t h
and 7th level (maximum 5 weapons)
N o n - p r o f i c i e n c y   p e n a l t y :   - 4
Bonuses to x.p. awarded: +10% if IWC
avg. (see below) is 16 or better
M i n i m u m   s t a r t i n g   a g e :   h u m a n ,   1 8   +   1 d 6 ; half-elf, 40 + 2d6
Combat: uses thief table
Saving throws: uses magic-user table

Notes to Table I
    Ability scores: As with regular psionics,
at least one of a character's scores
in intelligence, wisdom, and charisma
must be 16. For the Psionicist class, the
other two scores must be at least 10 each.

Hit dice type:  As seen in Table II, the
hit dice a Psionicist gains will vary from
level to level. He begins at 1st level with
one 10-sided die, then gains an 8-sided die
at 2nd level (the points rolled being added
to those gained at 1st level), another d8 at
3rd level, and so forth. No other class has
a pattern like this. This system simulates
a Psionicist's mental development. The
Psionicist begins with only a fraction of
his eventual mental powers operative,
and so must depend upon brawn as much
as brain. As he (or she) goes up in levels,
he still needs to be in good physical
shape, but the mental training he pursues
will mean he puts less and less emphasis
on the physical side of things, like combat training. These abilities atrophy
somewhat, to be replaced by increased
psionic ability. (Also, in terms of game
balance, a little extra hit-point help to
begin with can enable this character to
survive.) In terms of average hit points,
this is not unreasonable. A 14th-level
Psionicist has an average of 40½ hit
points. A 12th-level cleric has an average
of 46½ hp, a 12th-level magic-user has 28½
hp, and a 12th-level monk has 32½ hp. All
three of these example characters would

have approximately the same number of
experience points as a 14th-level Psionicist would have.

Armor and  weaponry: The Psionicist
can pick from a fair assortment of weapons (just a little better than the choices of
a druid). All of these are common, nonspecialty type weapons, unlike bows, pole
arms, two-handed swords and such that
are typically employed by specialists.
However, the Psionicist uses no armor or
shield; he is not interested in fighting as a
profession. (Deryni are an exception to
this; see the following article.)

The IWC  average:  This concept, mentioned in Table I in relation to experience-point bonuses, is crucial to the
Psionicist as a class. It shows up again in
Table II under "Ability factor." It is the
average of the Psionicist?s intelligence,
wisdom, and charisma scores. The lowest
IWC average (IWC for short) a Psionicist
could have would be 12 (2 scores of 10
plus one score of 16 = 36, divided by 3 =
12), while the highest IWC would be 18
(all three scores of 18). Averages are carried to one decimal place in all cases, and
an IWC of 15.7 (for instance) is not equivalent to 16.

Table II: Experience levels, hit dice, and psionic abilities
Experience Points Level No. 
HD
HD 
type
Level title Ability 
factor
Attack Defense Minor Major Grand
0 -- 2,500 1 1 d10 Beginner x 10 1 0 1 0 0
2,501 -- 5,000 2 2 d8 Psychic x 11 1 1 2 0 0
5,001 -- 10,000 3 3 d8 Medium x 12 2 1 3 0 0
10,001 -- 15,000 4 4 d6 Adept x 13 2 2 4 0 0
15,001 -- 25,000 5 5 d6 Guide x 14 3 2 4 1 0
25,001 -- 50,000 6 6 d6 Sub-Warden x 15 3 3 5 1 0
50,001 -- 75,000 7 7 d4 Warden x 16 4 3 5 2 0
75,001 -- 100,000 8 8 d4 Trainer x 17 4 4 6 2 0
100,001 -- 125,000 9 9 d4 Director x 18 5 4 6 3 0
125,001 -- 150,000 10 10 d4 Sub-Master x 19 5 5 7 3 0
150,001 -- 300,000 11 11 d4 Master (name level) x 20 5 5 7 4 0
300,001 -- 450,000 12 11+1 -- -- Grand Master x 21 5 5 7 4 1*
450,001 -- 700,000 13 11+2 -- -- Grand Master (13th level) x 21 5 5 8 4 1
750,001 -- 1,000,000 <mistake!> 14 11+3 -- -- Grand Master (14th level) x 21 5 5 8 5 1
1,000,001 -- 1,300,000 15 11+4 -- -- Grand Master (15th level) x 21 5 5 8 5 2
1,300,001 -- 1,600,000 16 11+5 -- -- Grand Master (16th level) x 21 5 5 9 5 2
1,600,001 -- 2,000,000 17 11+6 -- -- Grand Master (17th level) x 21 5 5 9 6 2
2,000,001 -- 2,500,000 18 11+7 -- -- Grand Master (18th level) x 21 5 5 10 6 2
2,500,001 -- 3,000,000 19 11+8 -- -- Grand Master (19th level) x 21 5 5 10 7 2
3,000,001 + 20 11+9 -- -- Grand Master (20th level) x 21 5 5 10 7 3

* IWC of 16 or higher needed to acquire any of the Grand Arts

Notes to Table II
    Name level: Upon reaching 11th level,
the Psionicist attains the title of Master,
and can found a school if he desires. He
will have to outfit a lab and assemble a
library. Costs for this are similar to those
for outfitting a resident alchemistor sage.
The school will attract 2-5 students (1st
level Psionicists), who conform to the
category of followers generally, and can
advance in levels. They will not pay for
their tuition, but the Master could always
take students for pay, of course. However,
having more than 5 students at one time
(whether they are followers or customers)
will cut significantly into the Master?s
adventuring/research time.
The Master who assembles a lab and
library gains the following benefits:
The ability to function as a sage in the
specialty categories of Human (or HalfElven) Psychology, Divination, Medicine,
Metaphysics, and Planes;
The ability to concoct potions, without
the aid of an alchemist, that affect psionic
ability;
The ability to do research and fabricate
various items, such as a  helm of telepathy.
For matters concerning research and item fabrication, see the description
of the  power transfer  discipline (below)
and consult the DMG to adapt procedures
not covered to fit the Psionicist.

Ability factor:  When the IWC is determined for a Psionicist character, his
acquisition of psionic strength points is
also determined. A character with an IWC
of 14 begins with 140 psionic ability
points (70 psionic attack points and 70
psionic defense points): 14 × 10 = 140. At
second level, he would have 154 points
(14 × 11); at third level, 168 (14 × 12); and
so on. For purposes of this calculation,
round decimal fraction up; a Psionicist
with an IWC of 15.7 begins at first level
with 157 psionic ability points (78½
attack, 78½ defense); at second level he
would have 173 points (15.7 × 11 = 172.7,
r o u n d e d   t o  1 7 3 ) .   I f   h i s   a b i l i t y   s c o r e s
change for any reason, then so would his
p s i o n i c   a b i l i t y .   T h u s ,   t h e   l o w e s t   p s i o n i c
a b i l i t y   a n y   P s i o n i c i s t   c o u l d   b e g i n   w i t h
w o u l d   b e   1 2 0   ( m i n i m u m   I W C   o f   1 2   ×   1 0 ) ,
a n d   t h e   m o s t   h e   c o u l d   b e g i n   w i t h   w o u l d
b e   1 8 0 :   n o t   a   v e r y   i m p o s i n g   p s i o n i c
endowment, but adequate. However, at
12th level (Grand Master), when his abili t y   f a c t o r   r e a c h e s   i t s   m a x i m u m   ( x 2 1 ) ,   t h e
r a n g e   o f   a b i l i t y   i s   f r o m   1 5 2   ( m i n i m u m
I W C   o f   1 2   ×   2 1 )   t o   3 7 8 ,   s l i g h t l y   h i g h e r
t h a n   the upper limit of 344   f o r   a   P s i o n i c
character (as described in the Players
H a n d b o o k ) .

A c q u i s i t i o n   o f   a t t a c k / d e f e n s e   m o d e s
and disciplines:  Consonant with the pursuits of a class devoted solely to psionics,
the Psionicist can eventually acquire all
the attack and defense modes of psionic
combat, and up to 10 minor devotions, 7
major sciences, and 3 grand arts (described below in the section on
"Expanded psionics"). This acquisition
is gradual, level by level; the character
always begins with the  mind blank
defense mode, as per the PH, then gains
one attack mode or one defense mode, in
alternating fashion, at every experience
level after 1st until the maximums (5 of
each) are reached. As the DM allows,
these can be gained in a random order or
by choice.

The same goes for acquisition of disciplines. Either a minor devotion, a major
science, or one of the grand arts is
acquired upon attainment of a new experience level. (But note that a minimum
IWC of 16 is required to practice the
grand arts.) Being a distinct class, the
Psionicist ignores the exclusions of various disciplines to certain classes, and in
cases where classes vary in their ability to
use a particular discipline (e.g.,  body
weaponry)  always uses the most advantageous listing. Note, however, that the
term "level of mastery" presents some
problems. The general rule in the PH
says, "The level of mastery of any discipline equals the level of experience of the
character who possesses it unless otherwise specified." But that would mean that
a person who acquired a new discipline
at 5th level would automatically begin
exercising it at the 5th level of mastery. It
makes more sense to alter the general rule
to say:  The level of mastery of any discipline equals the number of levels the
character has possessed that discipline,
unless otherwise specified.  Thus, a discipline acquired at 8th level is used at the
1st level of mastery until the character
attains 9th level, whereupon that discipline is now used at the 2nd level of
mastery.

In terms of level advancement and
tutoring, requirements for the Psionicist
should be adapted from the requirements
for magic-users where practical.

EXPANDED PSIONICS
    The Psionicist could function well
within the parameters of the psionic
powers given in the AD&D rules. But
much could yet be done to expand the
psionics system, and more disciplines are
needed to flesh out the Psionicist's
abilities.

Table III: Additional psionic disciplines
Minor devotions -
23. Lights
24. Rapport
Major sciences -
19. Wards*
20.  Mental surgery
Grand Arts -
1. Amplification
2. Endowment
3.  Power Transfer
4. Preservation*
5. Restoration
6. Severance*

(Additional minor and major disciplines are numbered in sequence
with the table on p. 111 of the Players Handbook.)

Minor Disciplines (Devotions)

23. Lights
Range: 3"
Strength Point Cost: l/turn
Duration: Time of concentration or
2 turns/level of mastery
Saving Throw: None
Area of Effect: See below

    Explanation/Description: The use of
this discipline enables the user to duplicate the effects of the spells  faerie fire,
dancing lights,  and  light  (as per the druid
and magic-user spells). The  light  produced is shimmery and varies in color,
with each individual possessor having his
particular color; anyone may choose
white light if the ?individual color? is
not desired. The variation known as
handfire*  resembles a ball of the  dancing
lights  kind of light, although once conjured, any Psionic character may move it
or control it at a cost of 1 point/round.
Extinguishing light from this discipline
costs 5 points if the one doing the extinguishing is not the original conjurer, and
control of the light in a competitive situation goes to the character who expends
the most strength points to achieve control. Another function of this discipline is
the ability to light candles (from 1-12,
varying wih each exercise of the discipline) at a cost of 1 point for each pair of
candles, rounding up (so that it costs 2
points to light 3 candles). This use of the
discipline resembles  molecular agitation,
in a way.

24. Rapport
    Range: 3"
    Strength point cost: 5/round (10/round if not touching)
    Duration: Time of concentration
    Saving throw: Neg.
    Area of effect: 1 individual, or see below

    Explanation/Description: The basic
form of this discipline is a simple
Psionic-to-Psionic telepathy that can be
shared by up to 6 individuals.  Rapport
cannot be established with non-psionic
creatures, unless they are under the influence of a psionic-related spell or device
(DM's judgment). Memories may also be
shared with this discipline. When using
this discipline for anything beyond the
basic (1st level of mastery) form, only 1
individual may be scanned or probed at
one time. The powers gained from this
discipline are cumulative as additional
levels of mastery are achieved.

First level of mastery: Basic rapport  as
described above.

Second:  Rapid sharing  (A more sophisticated  rapport  where the information
shared is communicated in only onefourth the time it would otherwise take,
or is up to 4 times more complex.)

Third:  Detect lie  (1 individual, saving
throw applies.)

Fourth:  Mind scan  (1 individual, saving throw applies; this usage supplies a
rapid check on superficial motives, intentions, etc.)

Fifth:  Very rapid sharing  (As above for
2nd level of mastery, but extended to onetenth the time or 10 times the
complexity.)

Sixth:  Undetectable lie  (Check for each
hearer at -2 on saving throw.)

Seventh:  Detect lie  (1-4 individuals,
with saving throw at -3 for 1 individual,
-2 for 2 individuals, -1 for 3 individuals,
or as usual for 4 individuals.)

Eighth:  Mind probe  (An intensive
probe of 1 individual's mind, willing or
not; saving throw applies.)

Major Disciplines (Sciences)

19. Wards*
Range: 0
Strength point cost: 50 (plus special;
see below)
Duration: Until dispelled
Saving throw: None
Area of effect: Up to 10" radius hemisphere from single user (up to 4 users
may cooperate; see below)

    Explanation/Description: Of the various kinds of psionic warding and shielding, this is the most powerful. It affects
an area around the user or a room, and
once invoked the user need no longer
concentrate upon it. Normally, that area
is defined by the Psionic's presence (a 20'
diameter hemisphere centered on the
user) or the shape of the room, but if the
user is employing a  wards major matrix
(see the magic item section later in this
article), the placement of those objects
defines the extent of the  ward's
protection.

Up to 4 Psionic characters or creatures
may participate in setting  wards.  They
can all contribute to the 50 psionic
strength points necessary to invoke one,
in which case the  ward  extends for a 10?
radius around the user contributing the
most points. Or, if each user contributes a
full 50 points and each is within 10? of at
least one other user, they may overlap
their  wards  and thus extend the area of
protection to 2, 3, or 4 times the radius of

a single usage, centered on whichever
user is desired.

O n c e   t h e   ward  has been invoked, the
area of protection thus formed may be
opened only from the inside (costing 20
points to open, 20 points to close again)
unless enough power is concentrated
upon it (from outside or inside) to break
it. The user(s) who put up the  ward  can
cancel the effect whenever desired, at no
point cost. A  ward  invoked without prior
preparation can be broken by the application of three times the psionic strength
points used to invoke it (150 points for a
single-user  ward,  300 points for one
formed by two users who spent 50 points
each, and so forth). If the area to be
warded (such as a room) has been previously prepared by the user, then breaking it requires five times the strength
points used to create it. Preparation of the
area costs 20 strength points, which must
be expended by each user, and this preparation lasts for 24 hours before it must be
renewed. A  ward  formed with the aid of a
wards major matrix  cannot be broken by
anything short of a  wish  spell.

The wards discipline is equivalent in
effect to a protection from evil spell, a
magic circle, or similar things for
keeping out undesirables. No living thing
can pass the circle except at the desire of
the invoker (and after he spends 20
strength points to open the circle). In
addition, sound does not penetrate the

circle, nor can anyone eavesdrop on those
within it, or spy on them with  clairaudience,  clairvoyance, the scrying of a
crystal ball,  or by other magical or psionic means. (Those inside can see out,
but the converse is not true.) The outer
surface of the  ward  hemisphere appears as
a pale, shimmering light, rising to form a
dome up to 10? high per each user setting
the  wards.  The color of the light can be
keyed to one of the invokers (see the
lights  discipline, above), or can be an
almost-invisible white.

20. Mental Surgery
    Range: Touch
    Strength point cost: Special
    Saving throw: Neg. (only necessary if used on another person)
    Area of effect: 1 individual

    Explanation/Description: Mental
surgery is the ability to reach into one's
mind or the mind of another and alter it
or cure it of an affliction. The functions
are listed according to the level of mastery.

    First: Dispel exhaustion -- As the 4th-level
illusionist spell, except that the
haste function does not apply. Cost 10
points per individual affected.

    Second: Inhibition -- Plants a behavior
pattern in an individual which that individual
must make a save against to overcome.
Cost 20 points per week of effect.

    Third:  Read memories  -- Saving throw
applies. This is a much deeper kind of
work than that mentioned under  rapport,
above. Any of the subject?s general recollections are open to the reader, at a cost of
10 points per age of a particular recollection measured in months. (Scanning a
memory from six months in the past
would cost 60 points.) Major events from
the distant past can be scanned, but only
yield sketchy information, at a cost of 20
points per age of the memory measured
in years. Detailed examination or reading
of a hidden or shielded memory costs 50
points above and beyond the ?scanning?
cost, and can only be done once per day.
Reading memories  occurs almost instantaneously, and the subject of the  reading
is not aware of what is taking place.

Fourth:  Adjust memories --  Can cause
subject to forget or remember some fact,
or can construct a fake memory, at the
same costs as for  reading memories.

Fifth:  Feeblemind -- As the spell, permanent until removed. Cost 30 points.

Sixth:  Cure insanity or feeblemind --
Saving throw applies, otherwise permanent. Cost 40 points.

Seventh: Cure psychic wound --
Effective against an injury of the variety
causd by psionic combat. Cost 50 points.

Eighth: Trigger -- Puts a "trigger" in
the subject's mind, so that if it is tampered
with in a certain way, feeblemind
or death (as desired by the user of the
discipline) will occur. Cost 70 points.

Grand Disciplines (Arts)

1 . Amplification
R a n g e :   3 ?
S t r e n g t h   p o i n t   c o s t :   1 0 / p e r s o n
D u r a t i o n :   S p e c i a l
Saving throw: Neg. (applies only to
unwilling subjects)
Area of effect: Up to six individuals

Explanation/Description: This is the
ability to augment psionic ability by tapping the resources of non-psionic minds.
The subject(s), willing or not, are placed
in a deep, trance-like sleep which lasts for
4-9 (d6+3) hours. If awakened before that
time, the subject(s) will be in a state of
stupor, unable to function effectively.
While under the effects of the trance,
the mental energies of the subject(s) are
available to be employed by the user of
the  amplification  art. Each point of intelligence, wisdom, and charisma the subject possesses equates to 2 points of psionic ability.
The controller can use these
psionic strength points in any fashion
and at any rate he desires as long as he is
within range of the subject(s).

The user of this discipline can choose
the amount of a subject?s psionic potential to ?borrow,? expressing this choice as
a percentage of the subject?s total potential (which may or may not be known by
the user). However, only up to 50% of a
subject?s psionic energy potential can be
siphoned off during a single application
of the discipline without danger to the
subject. Using more than 50% of someone?s psionic potential brings one of the
following consequences down upon the
subject (saving throw applies):
51-60% = temporary amnesia (2-12 wks.)
61-70% = permanent amnesia.
71-80% = subject feebleminded,
81-90% = subject in coma for 1-12 days,
must make a system shock roll
every day or die.
91-100% = death unless save is made,
    in which case subject's
    intelligence, wisdom, and
    charisma scores fall to 3.

2. Endowment
    Range: 0
    Strength Point Cost: 100
    Duration: Permanent
    Saving throw: Success (see below)
    Area of effect: 1 individual

    Explanation/Description: This art
enables the user to endow eligible non-psionics
with psionic power. An eligible
non-psionic must meet two criteria: He
must have at least two scores of 10 and
one score of 16 in intelligence, wisdom,
and charisma; and he must make a saving
throw (which, like all saving throws
involving psionics, includes the magical
attack adjustment for wisdom). If he
makes the saving throw, he becomes a
Psionic (as per the Players Handbook). <(see: Psionic Ability, Attack Modes, Defense Modes, and Psionic Disciplines)>
If he fails the save, this indicates that he
does not possess usable Talent and cannot
ever receive psionic powers.

    Previous to the use of endowment, the
Psionicist must mind probe the individual
(rapport, 8th level of mastery function)
to determine the proper "power ritual"
for the individual. The power ritual
will usually involves the acquisition of
one or two hard-to-get items peculiar to
the individual being endowed, and once
all preparations are complete, the ritual
itself will take 1 hour to perform. The
newly endowed Psionic immediately
reckons up his abilities and commences
his career as a Psionic, as per the PH.

    Note that it is possible, through
employment of this art, for a character to
obtain psionic ability after he has already
advanced in experience levels, so that a
5th-level character (for instance) who was
just endowed would only have a single
minor discipline available, at the 1st level
of mastery, as though the character was
only 1st level in experience. Except for
acquisition and mastery of disciplines,
psionic ability gained in this way comes
fully developed and ready to be used.

Endowment (The Forum, Dragon #81)

3. Power Transfer
Range: Touch
Strength point cost: Special
Duration: Permanent unless object is
destroyed
Saving  throw: Neg. (see below)
Area of effect: 1 object

Explanation/Description: This art is
used in the making of  objects of power.

In principle, this is similar to making
magical items: the object to be empowered must be of the finest quality, etc.
Once made, the object has qualities similar to those of an  unusual  sword: semi-sentient, with ego and intelligence.
Empowering an  object  costs 100
strength points for every minor devotion
transferred to it; 200 strength points for
every major science transferred to it; and
300 strength points for every grand art
transferred to it. The physical  object  itself
must be of special manufacture, and will
cost 20,000-50,000 gp (at least) and take
from 40-400 days for the Psionicist to
complete. Beginning on the day after
completion of the manufacture of the
object  and continuing day by day thereafter, the Psionicist attempts to "send" a
particular discipline into it; the object is
able to ?receive? as long as it makes a
saving throw equal to the Psionicist?s
own save vs. spells.

Prior to each daily  power transfer
attempt, the object must be prepared for
the undertaking, at a cost of 50 psionic
strength points. An attempt to transfer
one power may be made each day following completion of the item. During this
time, the Psionicist may do nothing else
beyond eating and sleeping: the fabrication of the object consumes his whole
working attention. If a day goes by in
which no transfer attempt is made, or if
the transfer work is interrupted (by the
Psionicist, voluntarily, or by a failed saving throw), then the  object  is finished as
it then is; no more powers may be transferred into it.

When all of its possible abilities are
stored in an  object  of power,  it may be
?sealed? by an application of  permanency  (see  the  preservation  art, below,
under 5th level of mastery). If this is not
done, either by the creator of the object  or
a different Psionicist, the item will lose
10% of its original psionic ability at the
end of each full month of its existence
until it becomes powerless after 10
months.

Upon completion, the  object  has a psionic ability equal to half of the maker?s
ability score, an intelligence score equal
to its maker?s, and an ego score of 1 pt.
per minor devotion, 2 pts. per major
science, and 3 pts. per grand art (cumulative) transferred into it. It might also have
one (25% chance) or two (10%) attack
modes; it will always have one defense
mode (but not necessarily mode F). It will
be very hard to destroy (-5 on all attacks
made or actions taken against it, +5 on all
its saving throws).

Should the maker desire it, he can
render the  object  physically indestructible
except through some cataclysmic force.
This is done by channeling 400 psionic
strength points into it on the day prior to
the application of  permanency.

The object will have the exact alignment its maker possesses at the time of
completion. Further, the maker will be
a b l e   t o   s e n s e   t h e   p r e s e n c e   o f   t h e   object  if
it is within 12?, and can command it
within a 3? range, even if it is in another?s possession. If the maker?s will is resisted by the present possessor of the
object,  then the issue is resolved by a
struggle for control between the  object
and its possessor. (For this purpose, the
ego  of the  object  is doubled when the
item is within 3? of its maker.) The  object
of power  will attempt to overcome its
possessor and make him turn the  object
over to its maker.

If the  object of power  is destroyed, then
its maker (if still living) suffers. The destruction of a normal  object of power  will
cause its maker to immediately lose all of
his psionic strength, stripping him of
power until he builds it up again, and he
must also make an immediate system
shock roll. The destruction of a superhardened  object of power  (one which was
protected by the expense of 400 strength
points, as above) will cause the permanent loss of all psionic ability for the
maker, who will be killed and  feebleminded  into the bargain.

An  object  that is engaged in psionic
combat can be effectively destroyed if its
strength is reduced to zero, but only if its
powers have not been ?fixed? by the
application of  permanency.  In such  a
case,  it will regain its power as a psionically endowed individual would. If  permanency  has not been placed upon it,
and its psionic strength is reduced to zero,
then the  object  is drained of power and
no longer functions (like a magic item
drained of charges).

The possessor of an  object  of power,  if
psionic himself, may add its strength
points to his own for the purposes of
stepping up his own power (as in multiple psionic operations); or he may
employ the  object?s  power without using
his own supply. Reference should be
made to the "Swords vs. Characters" section of the DMG in moderating the use of
an  object of power.  If a non-Psionic is
employing an  object  of power,  his use of
it largely depends on his ability to withstand its combined ego and intelligence.

4. Preservation*
Range: Touch
Strength point cost: 50
Duration: Permanent, except for 1st
level of mastery
Saving throw: None
Area of effect: 1 individual or object

Explanation/Description: The grand
art of  preservation  is primarily directed at
forestalling decay or preventing demise. It
may be placed on oneself or on another.
Particular powers available to the user
depend on the level of mastery.

    First:  Preserve  a corpse or other dead
thing from decay (duration 24 hours).

    Second:  Trap soul  in irretrievably dead body.

    Third:  Release soul  trapped in irretrievably dead body or other object.

    Fourth:  Siphon memories --  Can only
be done in the first 1-10 minutes after a
subject dies, and only with 50% effectiveness at most. Also, for every minute that
elapses after death before the  siphoning
begins, 5% less of the subject?s memories
can be siphoned, so that after 5 minutes,
only 25% of all the subject's memories can
be acquired in this way. Siphoned memories become part of the taker (he  becomes
that person, to a degree). Thereafter, for a
time, he may outwardly present that person's personality and memories, alignment aura, etc., instead of his own aura.
However, he must assimilate the
siphoned memories within one week. For
every 24 hours beyond this he delays, he
must make a system shock survival roll,
and he must make a saving throw vs.
spells when he does attempt to assimilate
the memories. Failing a system shock roll
means he dies; failing the saving throw
means he goes insane. Once the attempt
is made successfully, it takes 10-40 turns
to assimilate the siphoned memories,
after which time the "alternate aura" can
no longer be used.

    Fifth: Permanency -- As per the magic-user
spell; see the text for power transfer,
above, for an example of an application
of this discipline that is unique to
Psionicists.

    Sixth: Dispel permanency -- Neutralizes
the effects of magical or psionic
permanency.

    Seventh:  Dying stasis --  Stops the process of dying; the soul/spirit is linked to
the body (dead, but not irretrievably so)
and cannot venture more than 3? from
the corpse. This must be applied to the
body within one round (1 minute) after
death, or the soul will have vacated the
body and not be retrievable by this means.
A soul or spirit affected by  dying stasis
may not communicate with living beings,
except through  speak with dead  or similar means. It is on the Prime Material
Plane, and can see other souls, spirits,
and necromantic phenomena on the same
plane. It is invisible to, and unnoticeable
by, living and corporeal creatures.

Eighth:  Remove stasis  -- Cancels the
dying stasis  effect. The ?dead? body must
then be immediately healed/cured, or it
will truly die.

5. Restoration
Range: Touch
Strength point cost: 60
Duration: Permanent
Saving throw: Neg.
Area of effect: 1 person, creature, or
object
 

    Explanation/Description:  Restoration
can be used in three ways.

The first way is
as the spell of the same name, including
the deadline for efficacy -- 1 day/level of
experience (mastery) of the Psionicist
doing the  restoration.  However, the
Psionicist may expend 20 points per day
a f t e r   t h e   d e a d l i n e   t o   e x t e n d   i t   f u r t h e r .   I n
a d d i t i o n ,   o b j e c t s   t h a t   h a v e   b e e n   b r o k e n ,
defaced, drained of magic, or polluted
may be restored (physical limitations:
object may not be greater than man-sized
a n d   a p p r o x i m a t e l y   2 0 0   l b s .   w e i g h t ) .   T h e
s a v i n g   t h r o w   d o e s   n o t   a p p l y   t o   t h i s   f u n c tion. It  does  apply to the second function,
which is the reverse of the first:  energy
drain  of a creature or object, as the spell.
The third function has to do with the
home plane(s) of undead creatures. The
user of this discipline may force undead
(ghosts, wraiths, etc.) wholly  into  or  out
of  the Prime Material plane, with some
interesting results: a ghost?s AC is at
stake, a wight?s ability to drain levels,
etc., since these are tied to their dual
existence on other planes. The user himself may also freely enter their half-worlds
and planes with no risk to himself
directly from the environment of the
plane. For instance, the Negative Material
Plane would utterly drain the life energy
of any Prime Material Plane native who
went there ? but not if the journey is by
the use of this discipline: the Psionicist
will be as much ?at home? as the undead
that reside there, and can meet them on
common ground. This plane-shifting is
n o t   permanent, and will last 12 hours, if
not cancelled sooner by shifting back
(costing another 60 points). Thus, undead
will revert to their normal dual-planar
existence, and the Psionicist will be
drawn back to where he came from after
12 hours.

Restoration (The Forum, Dragon #81)
 
 

6.Severance*
Range: Touch
Strength point cost: Special
Duration: Permanent until removed
Saving throw: Neg.
Area of effect: 1 individual

Explanation/Description: This discipline is rather like a continuation of
mental  surgery.  It is the ability to reach
into another?s mind and block the exercise of certain mental powers. Use of this
discipline triggers a nexus in the mind of
the victim or patient who fails his saving
throw, rendering the subject unable to
cast spells and/or use psionic powers.
Innate abilities such as laying on of
hands are also affected. A magic-user,
cleric, paladin, Psionicist, or other such
character who is/was capable of spell use
or the exercise of some sort of magical or
mental power may have his abilities
severed  to the extent that he becomes
simply a ?normal? person, retaining only
any non-magical and non-mental skills
related to class and level (?to hit?
bonuses, weapon proficiencies, etc.). A
character cannot advance in levels while
affected by  severance.  Strength point costs
for specific applications of the discipline
are as follows.
Cleric/druid spell use: 30 points × the
level of spell use severed (for example, the
blocking of the ability to use 3rd-level
spells would cost 3 × 20, or 60 points).

    Magic-user/illusionist spell use: As
above, but costing 20 points x the level of
spell use blocked.

    Innate magical and/or clerical abilities:
30 points per ability blocked.

    Psionic ability: 80 points to block the
use of any psionic strength points; also
forces the subject to act as a "defenseless
psionic" in any psionic combat situation.

Table IV: Representative magic items
affecting psionics or used with psionics
1. Ring of wishes or luck blade
2. Book of exalted deeds
3. Book of vile darkness
4. Deck of many things
5. Helm of telepathy
6. Ioun stones
7. Pearl of wisdom
8. Sphere of annihilation
9. Talisman or Zagy
10. Tome of clear thought
11. Tome of leadership & influence
12. Tome of understanding
13. Vacuous grimoire
14. Various artifacts and relics
15. Shiral crystal*
16. Jerraman crystal*
17. Merasha* (potion)
18. Transfer portal*
19. Mind link medallion*
20. Wards major matrix*

The above items either affect psionic
power or levels of experience or the ability scores of characters. Also included are
new items, marked with asterisks, particulars for which are given below.


 

Shiral crystal: These beautiful amber-colored
crystals have no innate magical
powers, but due to their crystalline structure
act as focussing agents for mental
energies concentrated upon them. Deep
meditation with a shiral crystal doubles
the rate of recovery of psionic strength
points and halves the meditation time for
recovery of magic-user or cleric spells.
Crystal balls made of shiral operate at
+25% efficiency.
    Small, GP: 500
    Small, XP: 1,000
    Large, GP: 2,000
    Large, XP: 8,000

Jerraman crystal:  These brightly
colored stones have the ability to absorb
psionic or spell potential and then deliver
it back upon anyone triggering them.
They may also be timed to deliver their
psionic or spell power within 48 hours.
The user first infuses the crystal with the
desired spell or psionic power. Then he
either times it or sets a trigger (such as
going off when the first person enters the
room), and leaves it. The  jerraman crystal
does the rest. However, the  jerraman  cannot discriminate between events or sense
someone's or something's identity (it's
only a rock, at that), so there is the possibility that a trap set for a thief might be
triggered by a bunch of giant rats. The
DM is the final judge of what is reasonable in terms of triggering events set by the
user of the jerraman crystal.
    GP: 100
    XP: 500

Merasha:  A potion much dreaded by all
who use psionic powers,  merasha  has the
effect of deadening mental abilities. It
comes in two forms. A lesser preparation
mixed with a drink of wine or some alcoholic beverage leaves a psionically
endowed person psionically defenseless
for 2-12 hours (though he will not know
it unless he attempts to use his powers
and finds they're gone). The full-strength
merasha,  whether ingested or injected (in
any measurable quantity of one-quarter
ounce of more) has the effect of rendering
a psionically endowed person helpless:
his mind is  confused  (as per the  confusion  spell), his psionic powers are
blocked, his strength and dexterity
reduced to 3, along with a generally
stupefied state of mind. This lasts for 4-16
hours. Saving throws apply in both cases,
success indicating either no effect (lesser
potion) or half effect (greater potion).
The effect of either variety has a duration
of 2-8 hours per application.  Merasha  is
used in healing as a major means of treating psionic persons whose minds must be
sedated, but it is also a potent narcotic
capable of being used for mischievous
purposes. It has no effect on non-psionic
persons/creatures, unless they are of the
type that can use psionically related spells
or devices, in which case the effects of the
potion will come into play if they use
those spell powers or devices any time
after the application of  merasha,  during
its period of potency (2-12 or 4-16 hours,
depending on strength, saving throw
applies).  Merasha  is treated as a poison
instead of a magic potion when a distinction needs to be made.
    GP, Lesser: 1,000
    XP, Lesser: 500
    GP, Greater: 5,000
    XP, Greater: 800

Transfer portal:  This is a common
means of getting places for psionically
endowed individuals. A  transfer portal  is
constructed by means of the  power
transfer  and  teleportation  disciplines, the
power being placed on an ordinary paving stone or even a patch of ground. Such
a portal is invisible and can be covered by
a thin layer of wood or fabric (but not
metal) and still function. It will teleport
(without error) up to 3 individuals from
this one to another  portal.  The individual
using the  portal  need only stand over the
prescribed spot and expend 10 psionic
strength points, and he and everything he
is carrying will be whisked instantaneously to another  portal.  However, he
must have seen at least a mental image of
the destination  portal  in order to go
there. Placing a  ward  over a  portal  effectively negates that  portal;  an individual
cannot teleport to that  portal,  and cannot
teleport away from it until and unless the
ward  is broken.  Transfer portals  rank as
standard psionic items, and their destruction will entail no ill effects for their
original maker, unless some unusual feature has been built into them. They do
not require  permanency  to be placed
upon them, and they will last until
psionically or magically destroyed, since
they do not have any psionic strength of
their own: they are merely focal points for
psionic energy. It costs 250 strength
points to destroy a  portal.
    GP: - - -
    XP: - - -

Mind link medallion:  A simple device
created by a psionically endowed person,
a  mind link medallion  can be any hard
metal object. The maker attunes the
medallion  to himself by use of the rapport  discipline (10 points cost) and at the
same time attunes it to another person.
Thereafter, either may contact and mindconverse with the other while meditating.
The call of the device is weak, however,
unless another Psionic or Psionicist is
channeling energy through the device to
notify the other person of the need to
converse. A non-psionic using the device
cannot make it ?call? to another person.
Therefore, it is wise for the users to have
pre-arranged times for contact. A third
party who comes into contact with the
device can use it to locate and identify the
maker if he or she is probing it psionically while the maker is receptive to its
call. The maker can disempower the
device (for 5 strength points) any time it
is in his possession. It will last for 8-32
days otherwise.
    GP: - - -
    XP: - - -

Wards major matrix:  These are a collection of small cubes like dice without
spots, 4 white and 4 black. When
arranged in the proper pattern and used
with the discipline of  wards,  they form an
unbreakable  ward,  a shimmering dome of
protection. The white and black cubes are
merged to form 4 grey oblong blocks
which are placed around the area to be
protected before the  ward  is finished.

Thereafter, they define the circumference
of the protected area, which can be a circle with a radius of up to 10?. As mentioned under the description of the  wards
discipline above, this area can be
extended with the help of other psionicsusers. The  wards major matrix  can be
used up to 10 times a month?
    GP: 10,000
    XP: 2,500

Value of new psionic items
Item GP (sale) Ex. pts.
Shiral crystal, small 500 gp 1,000 xp
Shiral crystal, large 2,000 gp 8,000 xp
Jerraman crystal 100 gp 500 xp
Merasha (lesser) 1,000 gp 500 xp
Merasha (greater) 5,000 gp 800 xp
Transfer portal - - - - - -
Mind link medallion - - -  - - - 
Wards major matrix 10,000 gp 2,500 xp

... And the Deryni makes three
    Mention has been made above to having
the two types of psionic-using characters
in play in the same campaign. The
Talent develops differently in different
people. For some (the Psionicists), it
comes slowly to flower, with much training
needed to realize its full potential. For
others (the Psionicists), it blossoms all at
once. And there is yet a third type of
psionically endowed individual: the
Deryni. This race and some major personages
within it, taken from the books
of Katherine Kurtz, are detailed in a pair of
articles accompanying this one.

<(The Deryni, Heroes & Villains of the Deryni)>
 

1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
    STRENGTH =
    INTELLIGENCE =
    WISDOM =
    DEXTERITY =
    CONSTITUTION =
    CHARISMA =
    COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE =
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =

zb

OUT ON A LIMB

Discipline problem
 

Dear Editor:
I would like to congratulate you on the whole
issue of DRAGON #78. The articles on psionics
were well planned out and well written. They
cleared up many problems and misunderstandings,
and the new class and its psionic powers
make a new and different type of character (not a
subclass).
 

The only question I have is this: Can a psionic
person not of the psionicist class use the major
and minor disciplines under Table III, or are
those limited to that class only?
 

Chris Beck
Tucson, Ariz.
(Dragon #80)
 

Arthur Collins, the author of the article on the
psionicist class, created the new disciplines particularly
for that class -- "to flesh out the Psionicist
's abilities," as the article puts it. But that
doesn't mean you can't consider them new
disciplines usable by any psionic character. (Since
the whole psionics system is optional to begin
with, and the additions printed in the magazine
are not official rules, you can pretty much do
what you want, as long as it works for you.)

From a rules-structure standpoint, there's
something to be said for including the new minor
and major disciplines in the big list, since that
brings the totals to 24 minor devotions and 20
major sciences and makes random rolling for
disciplines a little easier. Be advised, though, as
with all of the material in DRAGON® Magazine,
that anything you use from an article or feature is
not a rule change that would be recognized in any
official tournament or competition; you won't be
able to go to an AD&D Open Tournament (for
instance) and play a psionicist character, or a
psionic character who knows the mental surgery
discipline. Only when (and if) the information in
an article is incorporated into an official rule book
can it be considered "fair game" for tournament
play and other official activities.

-- KM
(Dragon #80)
 

Psionic repairs
 

Dear Editor:
A short note to pass on to you two corrections
that need to be made to my Psionicist article in
#78.

First, on p. 27, the attack and defense modes
were reversed in Table II. The Psionicist starts
out with 1 defense mode (mind blank) and 0
attack modes; not, as printed, 1 attack mode and
0 defense modes. The second paragraph on page
28 states this correctly, but the table had it
reversed.

Second, on p. 32, the examples under Severance
got confused. The text reads "30 points x
the level of spell use severed," so the example
should say that "the blocking of the ability to use
3rd-level spells would cost 3 x 30, or 90 points."

These are trivial, I know. And I must confess,
I?ve never had to send you a correction before for
anything of mine you've published -- all in all, a
very good track record!
 

Arthur Collins
Indianapolis, Ind.
(Dragon #80)
 

'Over-powered'

Dear Editor:
I'd like to point out (as I'm sure many other
readers will) that Arthur Collins misinterpreted
the relation of psionic attack and defense points to
ability points in his article (issue #78). According
to the Players Handbook, 1 ability point is
made up of 1 each of both attack and defense
points, i.e., 100 attack points and 100 defense
points equal 100 ability points. As a result, his
Psionicist class is vastly over-powered. The
"Ability factor" multiplier in Table II should be
halved to adjust the class's abilities to more
reasonable levels. As they stand now, Psionicists
have twice as much power as they need.
 

Robert M. Schroeck
Princeton, N.J.
(Dragon #81)
 

I was surprised to get this letter — from one of
the other authors who contributed to our psionics
section in issue #78 — and even more surprised
at what I uncovered after a little investigation.

I can't find a passage in the Players Handbook
section on psionics that backs up Robert’s contention.
The text, in fact, says the opposite: “Psionic
ability is double psionic strength, . . . One-half
of psionic ability is attack strength, one-half is
defense strength.” In other words, Arthur seems
to be right, and Robert seems to be the one with
the misinterpretation.

Well, that explains why no one else wrote in to
tell us about Arthur Collins’ “mistake.” Then I
checked out Robert’s article, “Overhauling the
system,” and discovered that he had incorporated
his misinterpretation into his manuscript — and,
worse yet, we didn’t catch it. He says that 25
points of psionic ability is equivalent to 25 points
of attack strength and 25 points of defense
strength. Based on my understanding of the
rules, that’s wrong. Fortunately, the error doesn't
ruin the reasoning behind Robert’s proposal for
“overhauling the system”; all you have to do to
make his suggestion consistent with the rules is
change “25 points” to “50 points” in a couple of
places, so that his hypothetical first-level psionic
character is still endowed with 25 attack points
and 25 defense points.
 



 

The Forum (Dragon #81)
The Psionicist articles (#78) were very
well thought out and researched. However,
I have three comments/criticisms about
them.

First, the grand discipline of Restora-
tion. I have no problem with the first two
abilities this grants, but the power to force
undead to return to their home planes did
not seem to fit. Semantics aside, the de-
scription of this power does not mesh with
the other two. It seems like a very limited
combination of probability travel with the
spells to return other-planar creatures to
their home planes. This could be fitted in
with the other two powers if it were rewrit-
ten in the same vein as the other two. As it
stands, it resembles Banishment with a little
teleportation thrown in.

The second point deals with the discipline
of Endowment. This is an excellent render-
ing of the power-assumption ceremonies in
the Deryni books. However, there is an
easier way to test for the possibility to as-
sume powers. Simply follow the procedure
described in  Camber of Culdi  and  High
Deryni.  A potential test may be made by
using a shiral crystal. The person to be
tested goes into a trance under the direction
of the Psionicist. Then, in that state, he or
she tries to make the crystal glow. Simply
have the character roll the save described
for Endowment. If the character makes the
save, Endowment can be used with no save
needed. If he or she fails the save, there is
no need to waste the energy it requires for
Endowment.

The third point also deals with Endow-
ment. In the description of this discipline, it
states that when a person is Endowed with
psionic abilities, he or she starts with one
minor discipline. This does not correspond
with the books, but this must be because of
game balance. I do not think it would upset
game balance too much, though, if the
person were to receive the number of disci-
plines he or she would have had at that
level. This would allow them to gain several
abilities at once, rather than having to wait
a lot longer to earn the requisite number of
experience points to advance another level.
At high levels, assuming power would not
give the advantage that it should, since it
takes so much longer to advance. This
procedure is designed to cure that.
 

William L. Collins
Sandwich, Mass.
Dragon #81

*    *    *    *

Although I enjoyed the Psionicist article
in issue #78, I encountered a problem. If a
psionicist gains a discipline such as Preser-
vation upon becoming a 20th level Grand
Master, he can then attain only a first level
mastery of that discipline. In some disci-
plines, of course, level of mastery makes no
difference; in cases like this, however, there
is a very great difference. There should be
some provision made for advancement in
certain disciplines after the psionicist be-
comes a Grand Master (20th).

Andrew R. Briggs
College Park, Ga.
(Dragon #81)

zb

32 | Khaitai Ghentin (psionicist 4; 93.433)

31 | Ariel Anjelique (psychokineticist 2; 93.271)

30 | Fare Mirage (psionicist 5; 93.268)

Fare's Coat of Protection +1 (93.241)

29. Psionicist

28. Mellenea (psionicist 14; 92.732)

27. Woltor (psionicist 7; 92.476)

26. Endemian (psychokineticist 16; 92.477)

25. Malto (psychometabolicist 12; 92.473)

24. Vierna (psionicist 5; 92.474)

23. Harlo Everwinter

 

22. Meari (psychometabolicist 15; 92.230)

21. Stelectra (psychoporter 5; 92.231)

20.

Empower: The sword can be mightier than the pen.

19.

Probe: We have ways of making you think.

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