- | - | - | - | - |
Dungeons & Dragons | - | Dragon magazine | - | The Dragon #6 |
For human and half-human player characters.
Humans require a
percentile die roll of 91, while half-humans
require a roll of 95. These
rolls do not take into consideration any
of the players’ other characteristics;
however, a low intelligence would limit
the number of abilities
the character could learn to use, as well
as extending the time necessary
to learn to use additional abilities. Further,
any character can have any
of the thirty-seven known psionic abilities.
It does not matter what class
the character may choose, the fact of his
humanity is the basis for his
potential for psionic abilities. For this
reason the character does not incur
a penality for acquiring additional abilities.
After all being psionic
they are subject to attack by psionic monsters
and individuals.
For player characters with psionic potential
there are three ways to
learn how to use those abilities:
1. Spontaneously as stated in Eldritch
Wizardry. In this regard the
ability develops on its own. (The percentile
roll is made as the next level
is attained.)
2. Characters with psionic potential may
learn to use other abilities
from other characters. To do this requires
the learner to have ESP (or
have an ESP Medallion) and the teacher
must have Telepathic Projection
(or a Helm of Telepathy). The learning
of attack and defense
modes is performed in the same fashion.
When learning a new basic ability it would
take one week per level
of difficulty. The superior abilities taking
1½ weeks per level; while,
the attack and defense modes take nine
weeks each.
3. Lastly, any character can acquire a psionic
ability magically, but
this does not enable a non-psionic character
to learn other psionic abilities
except through magic. Unless the character
is made magically
psionic.
The abilities are divided into six categories: perceptions, control
of
own body, control of others, health & healing, control of mass
& energy,
and travel. Each section being progressively more difficult.
PSIONIC ABILITIES TABLE
(Numbers in parenthesis are the page numbers on which the ability is
explained in Eldritch Wizardry.)
BASIC ABILITIES | SUPERIOR ABILITIES |
Detection of Evil/Good (18)
Detection of Magic (18) Clairvoyance (16) Clairaudience (16)* ESP (18) Empathy (20) |
Precognition (15) |
Body Weaponry (16)
Mind over Body (15) Suspend Animation (15) Body Equilibrium (16) Reduction (14) Expansion (14) Levitation (15) Invisibility (15) |
Body Control (18)
Shape Alteration (20) Mind Bar (18) |
Domination (15)
Hypnosis (18) Animal Telepathy (21) |
Mass Domination (21)
Telempathic Projection (21) Telepathic Projection (19) |
Cell Adjustment (20) | Aura Alteration (21) |
Molecular Agitation (19) | Telekinesis (17)
Molecular Rearrangement (17) Molecular Manipulation (18) Energy Control (16) |
- | Dimension Walking (17)
Astral Projectin (17) Dimension Door (19) Teleportation (20) Etherealness (20) Probability Travel (21) |
*The range of Clairaudience progresses the same as Clairvoyance.
Other than the abilities themselves the
referee should consider
some treasure items that are usable only
by characters with psionic potential.
Some of these could be natural, such as
a mineral crystal which
works like a crystal ball. Or perhaps,
a crystal that will give off light
when used by a psionic character.