OPTIONAL DETERMINATION OF PSIONIC ABILITIES
by David W. Miller


 
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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.