TEXT: Powers of the Mind - Starter 
   
   
   
   
   
  
   
   
  
  Powers of the Mind 
   
  by Matthew Jarmak 
   
  Special Thanks 
  Kormax, for giving me the energy I needed to TAKE IT TO THE MAX.  TAKE 
  IT TO THE MAX, with Kormax! 
   
   
   
   
   
   
   
   
   
   
   
  Powers of the Mind © 2015 Matthew Jarmak 
  This material is protected under the copyright laws of the United States of America. Any reproduction 
  or unauthorized use of the material contained herein is prohibited without the written permission of the copyright 
  owners. 
  Adventurer Conqueror King System © 2011-2015 Autarch™ LLC.  Autarch™, Adventurer Conqueror King™, 
  Adventurer Conqueror King System™, ACKS™, and ACKS™ Player’s Companion are trademarks of Autarch™ 
  LLC.  For more about ACKS™, visit their website at http://www.autarch.co. 
  All artwork in this product is sourced from the Yale University Online Art Gallery, http://artgallery.yale.edu/.  A list 
  of specific pieces used can be found in the back of this product. 
  This product is a work of fiction.  Any similarity to actual people, places, events, or organizations is purely 
  coincidental.  
   
  
  Table of Contents 
  (This is the table of contents for the full version.  The order is preserved in the starter edition, but the precise page 
  numbers will be inaccurate, as well as many things not being included.)
   
  Chapter 1: Introduction...............1 
  Chapter 2: Overview...................3 
       Psionic Powers...................3 
       Manifesting Powers...............3 
       Learning Powers..................4 
       Psionic Combat...................5 
       Attack Modes.....................6 
       Defense Modes....................6 
  Chapter 3: Psionic Classes............9 
       Psionicist......................10 
       Soulknife.......................12 
       Dwarven Battlemind..............16 
       Elven Ardent....................18 
       Psionic Value...................20 
       Psionic Tradeoffs...............21 
       New Proficiencies...............22 
  Chapter 4: The Disciplines...........24 
       Psychometabolism................24 
       Psychoportation.................25 
       Psychokinesis...................25 
       Metapsionics....................26 
       Clairsentience..................26 
       Telepathy.......................27 
  Chapter 5: Psionic Powers............29 
       How to Read a Power.............29 
       Psychometabolism Powers.........31 
         Psychometabolic Sciences......31 
         Psychometabolic Devotions.....33 
       Psychoportation Powers..........38 
         Psychoportive Sciences........38 
         Psychoportive Devotions.......41 
       Psychokinesis Powers............46 
         Psychokinetic Sciences........46 
         Psychokinetic Devotions.......48 
       Metapsionics Powers.............53 
         Metapsionic Sciences..........53 
         Metapsionic Devotions.........54 
       Clairsentience Powers...........57 
         Clairsentient Sciences........57 
         Clairsentient Devotions.......60 
       Telepathy Powers................64 
         Telepathic Sciences...........64 
         Telepathic Devotions..........66 
   
  Chapter 6: Psionic Campaigns.........74 
       Psionic Research................74 
       Empowering Psionic Items........74 
       Performing Psychic Surgery......76 
       Mishaps and Breakthroughs.......80 
       High Sciences...................84 
       Psionic Strongholds.............86 
       Psionic Populations.............86 
       Alternate Psionic Systems.......87 
       Psionic and Magic Interactions..87 
       Random PSP Gain.................88 
       Alternate Psionic Combat........89 
  Chapter 7: Psionic Monsters..........93 
       Monster Details.................93 
       Monster Listings................94 
         Aboleth.......................94 
         Blue..........................94 
         Brain Mole....................95 
         Caller in Darkness............95 
         Crysmal.......................96 
         Golem, Ruby...................96 
         Grey Glutton..................96 
         Neothelid.....................97 
  Appendix 1: Wild Talents.............98 
  Appendix 2: Psionic Power Creation..101 
  Appendix 3: Psionic Class 
  Constructions.......................103 
  OGL.................................104 
  List of Art.........................106 
  Glossary............................107 
  Index...............................109 
   
   
   
  
   
   
  Chapter 1 
   
   
   
  Introduction 
   
   
  
  Introduction 
  1 
   
  Powers of the Mind is my attempt to create a 
  psionics system for use with the Adventurer 
  Conqueror King System™ (ACKS).  Telepaths, 
  seers, and psychokinetic characters of all stripes 
  can be found within, as well as rules for making 
  your own psionic classes or powers. 
  While this book is intended as a supplement for 
  ACKS™ first and foremost, it can in theory be 
  adapted for use in any d20-based RPG.  It fits 
  best with older games or games inheriting an 
  older style (generally, games of the OSR 
  family), and would require a varying amount of 
  work depending on the game; Powers of the 
  Mind may be theoretically compatible with any 
  d20-based RPG, but it is designed for use with 
  ACKS™, and your results may vary.  
  Psionics have, historically, been a divisive 
  subject in fantasy RPGs, a fact of which I tried 
  to be aware when writing this.  Psionics will not 
  fit in every campaign; the Judge should consider 
  their world and their style of campaign when 
  choosing whether or not to include psionics. 
  That being said, many of the traditional 
  complaints about psionics are things I have tried 
  to address.  Many have complained about 
  psionics being overpowered; these psionic 
  powers and classes use the ACKS Player’s 
  Companion™ class and spell design rules as 
  their foundation.  Although I of course had to 
  expand my choices, everything was done with 
  an eye to balance, and though I may not have 
  succeeded perfectly, it was at least a design goal.  
  There have also been complaints that psionics 
  always feel to be tacked-on subsystems; by 
  starting with the ACKS Player’s Companion™ 
  rules, I’ve done my best to integrate the classes 
  into the foundation provided by ACKS™.  In 
  addition, the psionic campaign options are 
  designed to fit into the economy and world-
  building options of ACKS™. 
  Options are provided for a Judge who wants to 
  include just a little psionics, or who wants to 
  treat psionics as just another kind of magic, or 
  who wants to treat psionics as something 
  completely different; whether that’s from 
  Outside or not.  A Judge should feel free to 
  select whichever options fit their campaign, and 
  discard whichever ones do not. 
  With that gotten out of the way, it might benefit 
  a Judge to have an idea of what is in this book 
  and where. 
  Chapter 2 – Overview provides the general 
  psionic rules, including psionic combat, as well 
  as a short description of how the powers are 
  organized and what they can do. 
  Chapter 3 – Psionic Classes offers four psionic 
  classes (the psionicist, the soulknife, the 
  dwarven battlemind, and the elven ardent) for 
  use in your campaign, as well as the Psionic 
  class value for use in building your own classes 
  using the rules in the ACKS Player’s 
  Companion™ and new proficiencies used by 
  these classes. 
  Chapter 4 – Disciplines discusses the psionic 
  disciplines in greater detail, as well as how they 
  and their students fit into an average campaign 
  world. 
  Chapter 5 – Psionic Powers contains over one 
  hundred (151, to be precise) powers for use by 
  psionic characters. 
  Chapter 6 – Psionic Campaigns has campaign 
  options for high-level psionicists (including 
  psionic research, psychic surgery, and optional 
  rules for High Sciences), as well as psionic 
  strongholds, the place of psionic characters in 
  the world, and optional rules for different kinds 
  of psionics in your campaign. 
  Chapter 7 – Psionic Monsters offers eight new 
  psionic monsters. 
  Finally, appendices offer additional content, 
  from wild talents to how to create your own 
  psionic powers. 
  The powers of the mind lay open before you.  
  Enjoy! 
  
  Introduction 
  2 
   
   
   
   
  Chapter 2 
   
   
   
  Overview 
   
   
  
  Overview 
  3 
   
  Psionic Powers 
  The ability of psionics to affect the campaign 
  world is through powers.  A psionic character 
  manifests psionic powers, selected from the 
  pool that they know, to have an effect on the 
  world.  The process is very comparable to how 
  magic affects the world when a mage casts a 
  spell.  Spells are organized by their level.  
  Psionic powers do not have a level, but they 
  have their own system of organization. 
  Psionic powers are categorized in two ways.  All 
  powers are either devotions or 
  sciences.  Devotions are weaker, but less 
  difficult to learn and manifest, than sciences 
  are.  A psionic character will always learn more 
  devotions than he will sciences, and he will 
  generally use them more frequently.  Devotions 
  also tend to be more specialized, while sciences 
  usually have broader effects than devotions. 
  In addition, all psionic powers belong to a 
  discipline.  There are six disciplines.  A psionic 
  character will have access to a number of 
  disciplines, based on class and level, from which 
  all of his powers must be drawn.  The first 
  discipline a psionic character learns is known as 
  his primary discipline. 
  The six disciplines will be discussed in more 
  detail in Chapter 4: Disciplines, but a brief 
  overview is provided here. 
  Psychometabolism - The discipline of 
  Psychometabolism deals with altering living 
  beings.  A manifester with knowledge of 
  Psychometabolism can grow claws and teeth, 
  provide limited healing, and secrete acid. 
  Psychoportation - The discipline of 
  Psychoportation deals with movement.  A 
  manifester with knowledge of Psychoportation 
  can teleport, increase the speed of himself or 
  others, and affect time. 
  Psychokinesis - The discipline of Psychokinesis 
  deals with energy, primarily kinetic energy.  A 
  manifester with knowledge of Psychokinesis can 
  levitate, telekinetically affect objects, and create 
  barriers of force. 
  Metapsionics - Metapsionics is not truly a 
  discipline, but rather, a collection of powers 
  available to all psionicists.  The best-known 
  manifestations of metapsionics are the attack 
  and defense modes, as well as the abilities to 
  create psionically charged items.  Any psionicist 
  may learn any metapsionic power any time they 
  have a new power available, and need not worry 
  about any restriction that they might have more 
  powers in another discipline than in their 
  primary discipline, as metapsionics is not a 
  discipline. 
  Clairsentience - The discipline of clairsentience 
  deals with information and sensory 
  perception.  A manifester with knowledge of 
  clairsentience can peer into the past or future, 
  view distant locations, and cloud the perceptions 
  of others. 
  Telepathy - The discipline of telepathy deals 
  with altering the minds of others.  A manifester 
  with knowledge of telepathy can read minds, 
  charm creatures, dominate the will of weak 
  minds, or alter memories. 
  Manifesting Powers 
  A psionic character (commonly referred to as a 
  manifester) is someone who can manifest 
  psionic powers from a limited pool.  Any given 
  manifester will know a number of sciences and 
  devotions drawn from the six disciplines.  
  Psionic abilities are powered by the manifester's 
  pool of psionic strength points (PSPs).  A 
  manifester will have a number of PSPs 
  determined by class and level, gaining PSPs as 
  they increase in level.  Any power will have an 
  initial cost, and some powers will have a 
  maintenance cost as well.  In order to 
  successfully manifest a power, the manifester 
  must succeed in his power throw (described 
  later) and pay the initial cost out of his PSPs.  If 
  he has insufficient PSPs, he cannot manifest the 
  power. 
  
  Overview 
  4 
   
  All manifesters have a power throw value 
  determined by their class and level.  Making a 
  power throw is similar to making an attack 
  throw, except as described here.  A manifester's 
  power throw is modified by his Wisdom 
  modifier, as well as by the Difficulty of the 
  power he is attempting to manifest.  His Wisdom 
  will (hopefully) provide a bonus, while the 
  Difficulty will act as a penalty, in the same way 
  that Armor Class acts as a penalty to attack 
  throws against the target.  For example, a 
  psionicist with 13 Wis (+1) and a base Power 
  Throw of 9+ attempting to manifest Project 
  Force (a Difficulty 3 devotion) must roll an 11 
  or higher on his d20 to succeed.  If a manifester 
  fails on his power throw, he must pay half of the 
  initial cost of the power. 
  Like spells, the intent to manifest a power (and 
  which power) must be announced before rolling 
  initiative.  Intended targets for the power must 
  be in sight at the time of the announcement 
  (though like spellcasting, the target can be 
  changed, rather the intent is to prevent you from 
  saying "I will charm the next person who walks 
  through that door").  If the manifester suffers 
  damage before manifesting his power, the power 
  is lost, and the manifester must pay half of the 
  initial cost (as if he had failed his power 
  throw).  A manifester does not need any use of 
  his body to manifest a power with a purely 
  mental effect, but requires at least a little bit of 
  freedom to move or speak to manifest any power 
  that has an effect on the world around 
  him.  Thus, as long as he is conscious, even if 
  paralyzed, he can manifest powers with purely 
  mental effects.  Note that he still does need to be 
  able to identify his targets somehow, which may 
  be challenging if he is (for example) paralyzed 
  and blinded. 
  Manifesting a power is very similar to casting a 
  spell with the Quiet Magic proficiency.  Should 
  any ambiguity arise that is not covered in the 
  rules here, the Judge should make a ruling as if 
  the manifester was a spellcaster with Quiet 
  Magic.  
  Powers that have a duration longer than 
  instantaneous must be maintained.  In order to 
  maintain a power, a manifester must be 
  conscious and able to take purely mental actions.  
  Some effects will specify that powers cannot be 
  maintained.  In general, any conscious 
  manifester can continue to maintain their 
  powers.  Maintenance costs are listed as PSPs 
  per unit of time; for example, 5/turn.  When 
  manifested, the power will automatically last for 
  the listed unit of time once (one turn, in this 
  example).  After that time expires, the 
  manifester must pay the maintenance cost, or the 
  power ends.  As long as the maintenance cost is 
  paid, the effect of the power will continue. 
  Learning Powers 
  As a manifester gains levels, they will be able to 
  learn more powers.  They do not require any 
  teaching or any time to learn these powers.  
  Immediately upon gaining the level, they may 
  select new powers, from any discipline they 
  have access to, to the limit of their new sciences 
  and devotions known (but see below). 
  A manifester must always know more sciences 
  and more devotions in his primary discipline 
  than he does in any other single discipline.  As 
  an example, a psionicist whose primary 
  discipline is Psychometabolism knows one 
  Psychometabolic science and four 
  Psychometabolic devotions.  He gains a level 
  and is allowed to learn one new science and one 
  new devotion.  Because he must always know 
  more Psychometabolic sciences than in any 
  other single discipline, he must learn a second 
  Psychometabolic science.  Because he must 
  always know more Psychometabolic devotions 
  than any other single discipline, he may learn a 
  devotion in any discipline that he has access too, 
  so long as his total devotions in that discipline 
  (after learning the new one) is three or 
  fewer.  Alternately, he can, of course, learn a 
  fifth Psychometabolic devotion. 
  Some powers have prerequisite powers.  In order 
  to learn these powers, the manifester must first 
  know any prerequisite powers. 
  A manifester may also choose to ‘learn’ a power 
  more than once, to express mastery in that 
  
  Overview 
  5 
   
  power.  A manifester who chooses a power more 
  than once reduces the Difficulty of that power 
  by 1 for each additional slot they expend on it, to 
  a minimum of 0.  For example, a 
  psychokineticist who wishes to be a master of 
  Telekinesis learns Telekinesis with their first 
  science at level 1.  When they reach level 3, they 
  have the opportunity to learn a new science.  
  Our example character instead spends this slot 
  on Telekinesis again.  Instead of knowing two 
  unique sciences, they instead know Telekinesis 
  at Difficulty 3 (one lower than its normal 
  Difficulty of 4). 
  At some levels, a manifester will increase the 
  number of disciplines they have access to.  The 
  manifester gaining one of these levels must 
  declare which discipline they are adding to their 
  known disciplines.  They may then immediately 
  learn powers of their new discipline (with 
  whatever new powers they gained at that level of 
  experience).  A manifester may not ‘save up’ 
  access to a discipline, although a Judge may 
  allow a player to hold onto his decision for a few 
  sessions if he is having trouble choosing. 
  Psionic Combat 
  Any manifester is capable of engaging in 
  psionic combat, using specialized powers 
  known as attack modes and defense 
  modes.  Most manifesters will automatically 
  learn attack and defense modes as they gain 
  levels; whether they learn them automatically or 
  not, all manifesters may select them with their 
  learned sciences and devotions.  Psionic combat 
  is the process by which a manifester batters 
  down the defenses of a target mind.  Once these 
  defenses are defeated, the manifester has 
  contact with the target mind.  Having contact 
  with a mind is a prerequisite for use of many 
  telepathic powers; in general, a manifester 
  cannot alter the mind or senses of a creature 
  without having first contacted their mind.  A 
  contacted creature will remain contacted for one 
  turn. 
  There are three different ways for a manifester 
  to achieve contact.  Each of the five attack 
  modes utilizes a specific method.  Each of the 
  five defense modes protects against a specific 
  method as well.  However, most defense modes 
  also confer a weakness against one (or more) 
  methods of attack.  Some attack and defense 
  modes will not interact at all, while other pairs 
  will confer an advantage to the attacker or the 
  defender.  It is worth noting that some defense 
  modes confer a bonus or penalty to saving 
  throws versus psionic powers; this is not limited 
  to attack modes.  Any psionic power that allows 
  a saving throw will be affected by these defense 
  modes. 
  The three methods of achieving contact are: 
  Tangents - Use of the mind thrust attack mode 
  allows the manifester to place a tangent on the 
  targeted mind.  When a manifester reaches three 
  tangents on a target mind, they achieve contact. 
  Mental Armor Class (MAC) - Use of the ego 
  whip or psychic crush attack modes allow a 
  manifester to attack the MAC of a targeted 
  mind.  A target's MAC is normally equal to a 
  target's level or HD, plus two.  (Thus, a 0-level 
  human has a MAC of 2, while a 20 HD dragon 
  has a MAC of 22.)  The manifester makes a 
  power throw against their MAC, and if the 
  manifester succeeds, they achieve contact. 
  Saving Throw - Use of the psionic blast or id 
  insinuation attack modes allow a manifester to 
  assault the target's will directly.  The target is 
  entitled to a saving throw vs death.  If the target 
  fails, the manifester achieves contact. 
  Manifesting an attack mode is identical to 
  manifesting any other power, including the 
  requirement that a successful power throw be 
  made.  Manifesting a defense mode is different 
  from manifesting other powers; defense modes 
  do not require that a power throw be made and 
  do not consume your action.  Before rolling 
  initiative, a manifester who wishes to activate a 
  defense mode must declare the defense mode he 
  wishes to activate and pay the PSP cost.  He is 
  then protected for the entire round.  Each round, 
  before rolling initiative, he may manifest the 
  same or a different defense mode, the only 
  limitation being his PSPs.  However, a 
  
  Overview 
  6 
   
  manifester may have only one defense mode 
  active in any given round. 
  Attack Modes 
  Name 
  Cost 
  Difficulty 
  Range 
  Mind Thrust 
  2 
  1 
  30’ 
  Ego Whip 
  4 
  2 
  30’ 
  Id Insinuation 
  5 
  2 
  60’ 
  Psychic Crush 
  8 
  3 
  120’ 
  Psionic Blast 
  20 
  5 
  60’x20’ cone 
  Mind Thrust - Cost 2 - Difficulty 1 - Range 30'  
  When you successfully manifest this power 
  against a target, you gain a tangent on their 
  mind.  When you have three tangents, you 
  establish contact with their mind.  If this power 
  is used on a mind that is already contacted, and 
  the creature has psionic powers, they lose the 
  use of one randomly determined power for 2 
  days.  Beyond establishing contact, Mind Thrust 
  has no effect on targets without psionic powers. 
  Ego Whip - Cost 4 - Difficulty 2 - Range 30' 
  After successfully manifesting this power, you 
  must make a power throw against their 
  MAC.  (A target's MAC is normally equal to 
  their level or hit dice, plus two.)  If your 
  secondary power throw succeeds, you have 
  established contact with the target's mind.  If this 
  power is used on a mind that is already 
  contacted, the target is dazed for 1d4 rounds, 
  during which all their d20 rolls and throws 
  suffer a -5 penalty.  In addition, a dazed target 
  cannot cast any spells above 3rd level or spend 
  more than 10 PSPs on a single psionic power. 
  Id Insinuation - Cost 5 - Difficulty 2 - Range 60' 
  After successfully manifesting this power, the 
  target must make a saving throw vs death.  If 
  they fail, you have established contact with the 
  target's mind.  If this power is used against a 
  mind that is already contacted, they must make a 
  saving throw vs Spell.  If they fail, they can take 
  no action for 1d4 rounds as their id attempts to 
  seize control of their mind.  (They may still 
  defend themselves, suffer no AC penalty, and 
  are not helpless.) 
  Psychic Crush - Cost 8 - Difficulty 3 - Range 
  120'  
  After successfully manifesting this power, you 
  must make a power throw against their MAC.  If 
  your secondary power throw succeeds, you have 
  established contact with the target's mind.  If this 
  power is used on a mind that is already 
  contacted, the target suffers 1d8 points of 
  damage. 
  Psionic Blast - Cost 20 - Difficulty 5 - Range 60' 
  long and 20' wide cone  
  After successfully manifesting this power, 
  creatures in the area must make a saving throw 
  vs death.  If they fail, you have established 
  contact with the target's mind.  Any creatures in 
  the area that you already have contact with must 
  also save vs death.  Failure causes them to lose 
  80% of his current hit points, but only in their 
  mind.  They will pass out when the remaining 
  20% of hit points are lost but will suffer no other 
  ill effects.  The hit points return (as well as 
  consciousness, if necessary) after six rounds. 
   
  Defense Modes 
  Name 
  Cost 
  Mind Blank 
  0 
  Thought Shield 
  1 
  Mental Barrier 
  3 
  Intellect Fortress 
  4 
  Tower of Iron Will 
  6 
  Mind Blank - Cost 0 - While this psionic defense 
  mode is active, you gain a +1 bonus to MAC 
  and saves against psionic powers.  Mind Blank 
  may be left active for any length of time, and 
  may remain active while the psionicist is asleep. 
  Thought Shield - Cost 1 - While this psionic 
  defense mode is active, you gain a +4 bonus to 
  saving throws against psionic powers.  However, 
  whenever anyone successfully establishes a 
  tangent on you, they establish an additional 
  tangent. 
  
  Overview 
  7 
   
  Mental Barrier - Cost 3 - While this psionic 
  defense mode is active, you gain a +4 bonus to 
  saving throws against psionic powers.  However, 
  you suffer a -4 penalty to your MAC. 
  Intellect Fortress - Cost 4 - While this psionic 
  defense mode is active, you and allies within 10' 
  of you gain a +4 bonus to MAC.  However, you 
  and allies within 10' of you suffer a -4 penalty to 
  saving throws against psionic powers. 
  Tower of Iron Will - Cost 6 - At the end of each 
  round in which you have this psionic defense 
  mode active, make a power throw.  If successful, 
  remove one tangent from your mind.  However, 
  you suffer a -2 penalty to your MAC and saving 
  throws against psionic powers.
   
   
  
  Overview 
  8 
   
   
   
  Chapter 3 
   
   
   
  Psionic Classes 
   
   
   
   
   
   
   
   
   
  
   
  Psionic Classes 
  9 
   
  Human Classes 
  The Psionicist class is to psionics as the wizard 
  is to arcane magic.  He is the iconic psionic 
  character, and concentrates on improving his 
  psionic power almost to the exclusion of all 
  else.  Though armed with better combat training 
  than a wizard, the psionicist suffers in terms of 
  endurance.  However, his psionic powers are 
  fully developed and powerful. 
  The Soulknife class is a psionic assassin. 
  Trained in combat, stealth, and psionic powers, 
  he creeps silently through the night to slay 
  unsuspecting targets with his mind-blade, a 
  projection of psionic energy in the form of a 
  weapon. 
   
  Demihuman Classes 
  The Dwarven Battlemind class is a dwarf with 
  latent psionic potential.  They do not have the 
  staying power of a vaultguard, but possess very 
  similar combat training.  As they gain in power, 
  their potential unlocks, and at higher levels, they 
  may actually manifest psionic powers. 
  The Elven Ardent class is an elf who has chosen 
  to abandon his natural connection to magic in 
  favor of psionic energy.  The Ardent has 
  forsaken all other learning in favor of 
  maximizing his psionic potential, and he is 
  rewarded with unmatched psionic power.
  A Note on Proficiencies 
  Many psionic classes have access to 
  proficiencies such as Battle Magic which affect 
  spellcasting.  All such proficiencies, when 
  selected by a psionic character, affect 
  manifesting powers as if the psionic character 
  was casting a spell. 
  In other words, when a psionicist selects the 
  Battle Magic proficiency, he gains a +1 initiative 
  bonus when manifesting powers and is 
  considered two levels higher than his actual 
  level when dispelling psionic effects or 
  penetrating power resistance.  If he selects 
  Magical Engineering, he gains a +1 bonus to all 
  power throws involved in psionic research and 
  can recognize psionic items.  For simplicity, the 
  existing proficiencies have been used, instead of 
  creating new proficiencies that are identical in 
  almost all respects and requiring players to learn 
  new names for the same effect. 
  Should a character class be created that can both 
  manifest powers and cast spells, it is up to the 
  Judge whether or not a single proficiency can 
  affect both.  (If a hypothetical cerebremancer 
  class takes Battle Magic, it is left to the Judge’s 
  discretion whether the proficiency affects his 
  psionic powers, his spells, or both.)  The 
  judgement should be made based on the specific 
  proficiency and on the class’s abilities as a 
  whole. 
  When reading the proficiency lists of psionic 
  classes included here, a proficiency name in 
  bold indicates a new proficiency, found at the 
  end of this chapter. 
   
   
  
   
  Psionic Classes 
  10 
   
  Psionicist 
  Prime Requisite: WIS 
  Requirements: None 
  Hit Dice: 1d4 
  Maximum Level: 14 
   
  Psionicists, or students of the Way as they call 
  themselves, focus on unlocking the potential of 
  their mind through rigorous training.  Though 
  formal schooling in the Way leads to better 
  trained and better equipped psionicists, the 
  unlocking of psionic potential is within the grasp 
  of any with the Will to overcome its challenges. 
  At 1st level, the psionicist chooses their 
  primary discipline. This is their first 
  introduction into the Way, and this discipline 
  will always be considered their first and 
  foremost. They can never learn more powers 
  from another discipline (sciences or devotions) 
  than they possess in their primary one. They 
  begin play knowing one science and three 
  devotions from this discipline.  Every time they 
  learn a new power, they can select from among 
  available powers whose prerequisites they meet, 
  or they may "slot" an existing power again to 
  express mastery in it. The Difficulty of that 
  power is reduced by one (to a minimum of zero). 
  Psionic powers are fueled by psionic strength 
  points, or PSPs. At first level, a psionicist has 10 
  PSPs.  Every time a psionicist advances to a new 
  experience level, their PSPs increase by 10. 
  Psionic strength points are recovered at varying 
  rates depending on activity. If the psionicist is 
  performing any degree of hard exertion in the 
  course of an hour (such as fighting, running, 
  maintaining any psionic power, or exploring 
  dungeons), no PSPs are recovered. With simple 
  activity such as walking or riding, the psionicist 
  recovers 3 PSPs per hour. If resting, sitting, or 
  performing leisure activities such as reading or 
  eating, this value increases to 6 PSPs per hour.  
  If sleeping or using the Rejuvenation 
  proficiency, this increases to 12 PSPs per hour. 
  Psionicists are expected to be able to defend 
  themselves should their minds become 
  exhausted or their opponent prove resistant to 
  their mental powers. As such, they can wear 
  leather or lighter armor and wear shields, and 
  can use one handed melee weapons and missile 
  weapons. At 1st level, they hit an unarmored 
  (AC 0) target with an attack throw of 10+, and 
  improve their attack throw by two points every 
  four levels. They may make one cleave attack 
  per two levels. They may use magic items that 
  are usable by any class, and may use any psionic 
  item. 
  A psionicist's primary discipline grants them a 
  proficiency based on their focus. 
  Psychometabolism: Divine Health 
  Psychoportation: Skirmishing 
  Psychokinesis: Prestidigitation 
  Clairsentience: Alertness 
  Telepathy: Mystic Aura 
  All psionicists, whether formally trained or self-
  taught, also learn the methods of psionic 
  combat.  At first level, the psionicist learns the 
  foundational attack and defense modes of Mind 
  Thrust and Mind Blank. 
  At third level, the psionicist learns the attack and 
  defense modes Ego Whip and Thought Shield. 
  At fifth level, the psionicist learns the attack and 
  defense modes Id Insinuation and Mental 
  Barrier. 
  At seventh level, the psionicist learns the attack 
  and defense modes Psychic Crush and Intellect 
  Fortress. 
  Finally, at ninth level, the psionicist masters all 
  of the forms of psionic combat, learning the 
  attack and defense modes Psionic Blast and 
  Tower of Iron Will. 
  If a psionicist chose to learn any psionic attack 
  mode early, they reduce the difficulty of that 
  power by one at the level they would have 
  automatically learned it. 
  
   
  Psionic Classes 
  11 
   
   At 9th level, psionicists may claim a territory 
  and become a contemplative master. This 
  allows them to build a psionic academy and 
  instruct students in the Way. The psionicist 
  attracts 2d6 0th level disciples seeking to 
  become psionicists and 1d6 1st-3rd level 
  psionicists seeking to learn from the master.  For 
  full rules on psionic academies, see chapter 6 
  (page 86).  Also at 9th level, a psionicist may 
  perform psionic research to empower items or 
  perform psychic surgery; see Chapter 6 (page 
  74) for more details. 
  Proficiencies: Alertness, Alchemy, Battle 
  Magic, Command, Craft, Diplomacy, Fighting 
  Style, Harness Subconscious, Healing, 
  Hypnosis, Illusion Resistance, Knowledge, 
  Language, Loremastery, Magical Engineering, 
  Meditative Focus, Mystic Aura, Quiet Magic, 
  Profession, Prophecy, Rejuvenation, Sensing 
  Power, Soothsaying, Unflappable Casting, 
  Weapon Finesse, Weapon Focus 
   
  Psionicist Experience, Hit Die, and Power Progression 
  Experience 
  Title 
  Level 
  Hit Dice 
  Total Disciplines 
  Total Sciences 
  Total Devotions 
  Power Throw 
  0 
  Initiate 
  1 
  1d4 
  1 
  1 
  3 
  10+ 
  2,150 
  Student 
  2 
  2d4 
  2 
  1 
  5 
  9+ 
  4,300 
  Practitioner 
  3 
  3d4 
  2 
  2 
  7 
  9+ 
  8,600 
  Adept 
  4 
  4d4 
  2 
  2 
  9 
  8+ 
  17,200 
  Savant 
  5 
  5d4 
  2 
  3 
  10 
  7+ 
  34,400 
  Psion 
  6 
  6d4 
  3 
  3 
  11 
  7+ 
  70,000 
  Instructor 
  7 
  7d4 
  3 
  4 
  12 
  6+ 
  140,000 
  Mindlord 
  8 
  8d4 
  3 
  4 
  13 
  5+ 
  240,000 
  Contemplative Master 
  9 
  9d4 
  3 
  5 
  14 
  5+ 
  340,000 
  Contemplative Master 
  10 
  9d4+1 
  4 
  5 
  15 
  4+ 
  440,000 
  Contemplative Master 
  11 
  9d4+2 
  4 
  6 
  16 
  3+ 
  540,000 
  Contemplative Master 
  12 
  9d4+3 
  4 
  6 
  17 
  3+ 
  640,000 
  Contemplative Master 
  13 
  9d4+4 
  4 
  7 
  18 
  2+ 
  740,000 
  Master of the Will and 
  the Way 
  14 
  9d4+5 
  5 
  7 
  19 
  1+ 
   
   
  Psionicist Attack and Saving Throws 
  Level 
  Petrification and Paralysis 
  Poison and Death 
  Blast and Breath 
  Staffs and Wands 
  Spells 
  Attack Throw 
  1-2 
  13+ 
  13+ 
  16+ 
  14+ 
  15+ 
  10+ 
  3-4 
  12+ 
  12+ 
  15+ 
  13+ 
  14+ 
  9+ 
  5-6 
  11+ 
  11+ 
  14+ 
  12+ 
  13+ 
  8+ 
  7-8 
  10+ 
  10+ 
  13+ 
  11+ 
  12+ 
  7+ 
  9-10 
  9+ 
  9+ 
  12+ 
  10+ 
  11+ 
  6+ 
  11-12 
  8+ 
  8+ 
  11+ 
  9+ 
  10+ 
  5+ 
  13-14 
  7+ 
  7+ 
  10+ 
  8+ 
  9+ 
  4+ 
  
  Psionic Classes 
  12 
   
  New Proficiencies 
   
  Harness Subconscious: A psionic character 
  may use this proficiency to temporarily boost 
  their total PSP reserve. It must be used while the 
  psionic character is at full PSPs. The character 
  spends 48 hours in quiet concentration, breaking 
  only for eating and sleeping. At the end of this 
  time, the character makes a Power Throw (no 
  modifier). If successful, the character boosts 
  their PSPs (maximum and current) by 20% for 
  72 hours. During this time, PSPs cannot be 
  recovered beyond the unmodified maximum for 
  the character. At the end of the 72 hours, any 
  PSPs beyond the unmodified maximum are 
  immediately lost. 
   
  Hypnosis: This proficiency allows a character to 
  place another individual into a relaxed state in 
  which they are very susceptible to suggestions. 
  The subject of hypnosis must be willing and 
  know they are being hypnotized. The act of 
  hypnotizing someone takes one turn. The subject 
  can be made to remember things they might 
  have forgotten, to be made calm and unafraid of 
  specific situations, cured of bad habits, or 
  prepared to impersonate another individual by 
  adopting their personality.  With a successful 
  proficiency throw of 11+, the hypnotist can 
  grant the subject a +4 bonus to a proficiency 
  throw relevant to the hypnosis, or a +2 bonus to 
  a saving throw.  The subject can benefit from 
  this only once per hypnotism session, and only if 
  the situation arises within 48 hours of being 
  hypnotized.  Finally, a subject may benefit from 
  hypnotism only once every 48 hours.  At the 
  Judge’s discretion, the bonus may be reduced or 
  unavailable for some tasks that have difficulty 
  benefiting from hypnotism, or if hypnotism is 
  repeatedly used to benefit the same task. 
   
  Meditative Focus: By using this proficiency, a 
  psionic character can focus their mental energy 
  on one discipline. After meditating for two 
  hours, uninterrupted and as if they were 
  sleeping, the character improves their Power 
  Throw while using the focused discipline by 2 
  points, while penalizing other disciplines by 2. 
  For example, if a 2nd level psionicist focuses on 
  Psychometabolism, their Power Throw while 
  using that discipline is 7+ instead of 9+. 
  However, if they decided to use a Psychoportive 
  power, their Power Throw is modified to 11+. 
  This effect lasts 24 hours and cannot be 
  canceled. 
  Mental Fortitude: The character with Mental 
  Fortitude has trained to gird their mind against 
  the assaults of psionic opponents and mind-
  affecting powers. The character gains a +2 
  bonus to MAC and a +1 bonus to saving throws 
  versus Death and saving throws versus Spells. 
  Rejuvenation: This proficiency allows a psionic 
  character to recover PSPs at a greatly 
  accelerated rate, as though they were sleeping 
  (12 PSPs per hour). A rejuvenating character is 
  still aware of surroundings and does not suffer 
  penalties on surprise or initiative rolls, nor are 
  they helpless if attacked.  They cannot spend 
  PSPs until they end the rejuvenation process, 
  and suffer a -4 penalty to all d20 rolls and 
  throws.  Entering a rejuvenating state requires 
  no proficiency throw, but a throw of 11+ (and a 
  round’s action, if in combat) is required to end it 
  under stress.  If not under stress, the character 
  can cease rejuvenating by taking one turn to 
  concentrate. 
   
   
  
  Psionic Classes 
  13 
   
   
   
  Chapter 5 
   
   
   
  Psionic Powers 
   
   
   
  
  Psionic Powers 
  14 
   
  Manifesting Powers 
  The rules for manifesting powers are detailed 
  fully in Chapter 2: Overview, but a brief 
  summary is provided here. 
  To successfully manifest a power, a manifester 
  must succeed in a power throw and pay the 
  initial cost out of their PSPs.  If they have 
  insufficient PSPs, they cannot manifest the 
  power.  If they fail to manifest the power for any 
  reason (such as failing their power throw), they 
  must pay half of the initial cost. 
  A manifester’s power throw is modified by their 
  Wisdom modifier and by the Difficulty of the 
  power being attempted.  The Wisdom modifier 
  will ideally provide, at least, no penalty, while 
  the Difficulty acts as a penalty.  The mechanics 
  are similar to an attack throw; if a manifester has 
  a base power throw of 9+, and a Wisdom of 13 
  (+1) attempting to manifest a Difficulty 4 power, 
  they must roll a 12+ on their d20 to successfully 
  manifest the power. 
  Manifesting a power is much like casting a spell; 
  the intent to do so must be declared before 
  rolling initiative, and if the manifester suffers 
  damage before successfully manifesting the 
  power, they fail to do so (and lose their turn for 
  the round). 
  Learning Powers 
  As psionic characters gain levels, they will be 
  allowed to add more powers to their repertoire.  
  A psionic character need not prepare or 
  memorize or otherwise select between their 
  powers known; once they know a power, they 
  can use it any time (of course, assuming they 
  have enough PSPs and are not otherwise 
  prevented from manifesting powers).  When a 
  psionic character’s number of powers known 
  increases, they may select any powers from 
  within the disciplines they have access to that 
  they meet the prerequisites of, so long as 
  learning that power would not violate the 
  restriction on powers known outside of their 
  primary discipline.  Some powers require that 
  the character know one or more other powers 
  before they can be learned, acting as a 
  prerequisite. 
  When a psionic character gains access to a new 
  discipline, they do not automatically learn any 
  powers from that discipline.  They must select 
  the discipline to gain access to when gaining the 
  level.  They may select powers from that 
  discipline immediately; that is, with powers 
  learned at the same level they gained access to 
  the new discipline (remembering of course the 
  restriction on powers known outside of the 
  character’s primary discipline). 
  Metapsionics is considered a discipline for the 
  purposes of organization.  However, it is not 
  actually a discipline.  Manifesters need not 
  expend one of their known disciplines on 
  Metapsionics.  Any manifester may select any 
  metapsionics power that they meet the 
  prerequisites for when learning a new power.   
  How To Read A Power 
  All power descriptions contain the following 
  information. 
  Name – The name of the power.  
   
  Difficulty – The difficulty of manifesting the 
  power.  
   
  Range – The range at which the power is 
  effective.  Like spells, this range is measured in 
  feet if in an enclosed area such as a dungeon, or 
  yards if an open area such as wilderness.  
   
  Initial Cost – The amount of PSPs required to 
  manifest the power.  
   
  Maintenance Cost – The cost, if any, to maintain 
  the power’s effect over a period of time.   
  Maintenance costs can vary in both value and in 
  period; for example, one power might have a 
  maintenance cost of 1/round while another 
  might cost 4/turn.  
   
   
  
  Psionic Powers 
  15 
   
   The maintenance cost must be paid when the 
  defined unit of time has elapsed since the power 
  was manifested, and again each time it passes 
  again, until the manifester either chooses to let it 
  fade or can no longer pay the cost.  
   
  Effect – The meat of the power description, it 
  will tell you what happens when the power is 
  successfully manifested. 
  A power’s discipline is not explicitly contained 
  in the power description, nor is its type (science 
  or devotion).  However, the powers presented 
  are sorted, firstly by discipline and secondly by 
  type within the discipline. 
   
  
  Psionic Powers 
  16 
   
  Psychokinesis 
  Psychokinetic Sciences  
  Create Object 
  Difficulty 5     Range 60' 
  Initial Cost 12     Maintenance Cost 6/turn 
  Prerequisites: Telekinesis 
  A manifester with this power can force energy 
  and matter from the surrounding area into the 
  shape of an object of his choice.  The created 
  object exists only so long as he continues to pay 
  the maintenance cost; when he ceases to pay, the 
  object breaks into its constituent parts.  
  The object must be constructed entirely from 
  available materials within 60 feet of the 
  manifester.  However, if he also has the 
  Molecular Rearrangement power, he may alter 
  the construction of those materials.  For 
  example, a manifester with the Molecular 
  Rearrangement power as well as the Create 
  Object power may create a fully functional rope 
  out of plant fibers.  A manifester who possesses 
  only the Create Object power could bind 
  together plant fibers into a rope-like shape, but 
  could not create an actual rope, only an 
  improvised rope. 
  Only unworked or severely damaged materials 
  may be used to construct objects with this 
  power.  A manifester could not reshape a chair 
  or an enemy's sword into another 
  item.  However, if he broke the chair or 
  sundered the sword, he could then use this 
  power on the broken pieces. 
  Finally, any object to be created must fulfill at 
  least one of the following conditions. 
   
  Fits entirely within a sphere no more 
  than 4 feet in diameter 
   
  Fits entirely within a cylinder no more 
  than 20 feet high and 1 foot in diameter 
   
  Fits entirely within a cylinder no more 
  than 2 feet high and 6 feet in diameter 
   
  Weighs no more than 1 stone   
  Disintegrate 
  Difficulty 6     Range 120' 
  Initial Cost 30     Maintenance Cost N/A 
  Prerequisites: Telekinesis, Soften  
  The Disintegrate power allows the manifester to 
  focus his mind on the destruction of a single 
  creature or object (up to a 10'x10'x10' cube of 
  material).  The targeted creature or object is 
  entirely disintegrated, leaving behind only a 
  trace of thin dust.  A disintegrated creature's 
  equipment is unaffected. 
  A creature that makes a successful save vs Death 
  is unaffected. 
  Detonate 
  Difficulty 6     Range 150' 
  Initial Cost 14     Maintenance Cost N/A 
  Prerequisites: Telekinesis, Molecular Agitation 
  A manifester who uses the Detonate power 
  charges an object within range with sufficient 
  energy to cause it to explode.  An object up to 
  10'x10'x10' may be targeted; that object is 
  entirely destroyed, leaving behind only bits and 
  pieces scattered throughout the blast area.  Any 
  creature within 30' of the object takes 3d10 
  points of damage, suffering only half damage 
  with a successful save vs Blast.  If an object 
  carried by a creature is targeted, the creature 
  makes a save vs Blast.  If they succeed, the 
  explosion lacks force, and the item is not 
  destroyed.  They still suffer half of 3d10 
  damage; other creatures near the explosion 
  suffer no damage.  If they fail, the item is 
  destroyed, they suffer full damage, and other 
  creatures within 30’ must save for half damage 
  as above.  Magical items targeted cannot be 
  destroyed by this power, and will always act as 
  if the wielder had successfully saved. 
   
   
   
   
  
  Psionic Powers 
  17 
   
  Molecular Rearrangement 
  Difficulty 5     Range Touch 
  Initial Cost 15     Maintenance Cost 10/hour 
  Prerequisites: Telekinesis, Molecular 
  Manipulation 
  A manifester with the Molecular Rearrangement 
  power may alter the fundamental nature or 
  properties of a material.  This power cannot 
  create matter or mass from nothing, nor can it 
  alter an object's state (from liquid to solid, or 
  solid to gas, and so on).  It is best suited for 
  converting one sort of element to another, but 
  can also be used for more complex work, such 
  as neutralizing a poison. 
  Converting one element to another is usually a 
  simple operation, in which one ounce of material 
  can be changed per hour.  Typical conversions 
  include lead to gold or bronze to steel.  More 
  complicated conversions, like changing metal to 
  class or a wooden goblet to a ruby goblet, take 
  four times as long. 
  The creation of gold or gems from other items is 
  possible, but it is no way to get rich quick. 
  Converting one stone of copper into one stone of 
  gold would take roughly 160 hours, or 20 days 
  of solid work (assuming the manifester can 
  support the expenditure of 8 hours per day of 
  PSPs).  This would give one a profit of 33 
  gp/day, or 990 gp/month.  This is certainly a 
  noticeable amount of profit; but no character 
  below 7th level is likely to have the 95 PSPs 
  necessary to work for 8 hours a day, and a 7th-
  level character's GP threshold is 2,500 GP. 
  Any gems created by Molecular Rearrangement 
  will be of the lowest quality, and be worth no 
  more than an equal weight of gold. 
   
   
   
   
  Rend 
  Difficulty 5     Range 60' 
  Initial Cost 12     Maintenance Cost N/A 
  Prerequisites: Telekinesis, Project Force, Slam 
  The Rend power allows a manifester to attempt 
  to tear a single target’s body apart by the 
  application of brute telekinetic force.  The target 
  suffers 1d6 damage per level, to a maximum of 
  6d6 damage, and must immediately roll on the 
  Mortal Wounds table and suffer the permanent 
  effect.  (They do not suffer the effect listed 
  under Conditions and Recovery.)  For this 
  mortal wound roll, the only modifier that applies 
  is the target’s Con modifier. 
  A target who successfully makes a saving throw 
  vs Blast suffers half damage, and no mortal 
  wound. 
  Slam 
  Difficulty 4     Range 150’ 
  Initial Cost 10     Maintenance Cost N/A 
  Prerequisites: Telekinesis, Project Force 
  By means of the Slam power, a manifester can 
  drive an enemy to the ground with a powerful 
  blast of force.  The target suffers 1d8 points of 
  damage per level, to a maximum of 5d8, and is 
  knocked prone.  A target who successfully saves 
  vs Blast suffers only half damage and is not 
  knocked prone. 
  Telekinesis 
  Difficulty 4     Range 60' 
  Initial Cost 6     Maintenance Cost 1+/round 
  Telekinesis allows the manifester to move 
  objects or creatures through space without 
  touching them.  Moving small, light objects is 
  relatively easy.  As the target becomes more 
  massive, the cost increases.  A manifester may 
  lift an object or creature weighing up to 1 stone 
  at a maintenance cost of 1/round.  For each stone 
  of additional weight lifted in a round, the 
  maintenance cost increases by 1 PSP.  A 
  manifester may not lift more than 2 stone per 
  level in a round.  
  
  Psionic Powers 
  18 
   
  While maintaining Telekinesis, a manifester 
  must concentrate.  Each round that he continues 
  to maintain Telekinesis, he may continue to 
  move the same target or select a new target 
  within range.  An unwilling target is permitted a 
  saving throw vs Spells to negate the effect on 
  himself or an object he carries. 
  The manifester may move the target 20' in any 
  direction each round. 
   
  Psychokinetic Devotions 
  Animate Object 
  Difficulty 1     Range 120'  
  Initial Cost 6     Maintenance Cost 3/round  
  With the Animate Object power, a manifester 
  may target an object within range and bring it to 
  life.  An object weighing no more than 10 stone 
  may be animated.  Once animated, the object is 
  mentally controlled by the manifester and acts as 
  a 1 HD construct; it may attack with an attack 
  throw of 10+ dealing 1d6 damage on a 
  successful hit.  It has 4 hit points, an AC of 1, 
  and the standard construct immunities.  Its 
  combat movement rate is 20’.  An animated 
  object does not move fluidly, but jerks and hops 
  around.  A manifester does not need to maintain 
  concentration, but may not animate more than 
  one object at a time. 
  Animate Shadow 
  Difficulty 2     Range 30' 
  Initial Cost 6     Maintenance Cost 3/round  
  The Animate Shadow power is largely what its 
  name describes; it allows the manifester to take 
  control of a targeted shadow within range and 
  move or alter it.  The shadow must remain flat 
  on a two-dimensional plane (such as a wall or 
  floor), and must remain within range of the 
  manifester at all times.  It cannot make noise or 
  interact with any creature other than 
  visually.  Within these limitations, the 
  manifester has complete control over the 
  shadow, and may make it appear to be a 
  different type of shadow (the shadow of a 
  dragon, for example, or the shadow of a table), 
  or may move it, or may make it disappear 
  entirely.  When the manifester ceases to 
  maintain Animate Shadow, the creature's 
  shadow returns to normal. 
  Ballistic Attack 
  Difficulty 1     Range 120' 
  Initial Cost 2     Maintenance Cost N/A  
  The Ballistic Attack power allows the manifester 
  to rapidly accelerate a projectile at a target 
  within range.  The manifester must be holding a 
  valid projectile of some kind (whether it be a 
  dagger, an arrow, a rock, or even a coin or any 
  other small, hard object; a pillow will not serve 
  as a projectile).  The manifester must make a 
  successful attack throw to hit his target with this 
  projectile.  If he succeeds, he deals 1d6 damage 
  per level to the target, to a maximum of 3d6. 
  Control Body 
  Difficulty 3     Range 120' 
  Initial Cost 8     Maintenance Cost 8/round  
  The Control Body power allows the manifester 
  to seize control of the target's body by means of 
  attaching strands of force to his limbs, like a 
  marionette and his puppet.  The target is allowed 
  a saving throw vs Spells to negate the 
  effect.  Should he fail, he retains control of his 
  body from the neck up and retains his ability to 
  make decisions.  However, the manifester 
  controls the actions of his body from the neck 
  down, including the ability to make attacks.  The 
  target's attack throw is used, but suffers a -2 
  penalty. 
  The manifester must maintain concentration for 
  the duration, or the effect is broken.  If the target 
  is forced to move outside the power's range, the 
  effect is broken.  If the target is forced to do 
  something obviously suicidal, they are allowed 
  an additional saving throw; if it succeeds, the 
  effect is broken.  Actions that are especially 
  suicidal or against the target's nature may 
  provide a bonus to the saving throw, at the 
  Judge's discretion. 
  
  Psionic Powers 
  19 
   
  Control Flames 
  Difficulty 2     Range 60' 
  Initial Cost 6     Maintenance Cost 3/round  
  The Control Flames power allows a manifester 
  to enhance, reduce, or animate an existing 
  natural fire.  A fire's size can be increased by up 
  to 100% or decreased by up to 50%, with a 
  commensurate change in damage (+100% size 
  will cause the fire to deal double damage, while 
  -50% will cause it to deal half damage).  
  An animated fire can move up to 60 feet per 
  round, and may be shaped like a person or an 
  animal, or any other shape of the manifester's 
  choice, as long as it covers no more than 10 
  square feet of ground.  If a fire is moved away 
  from a fuel source, it will burn for one more 
  round, then go out.  
  An animated fire may also be used to engulf an 
  opponent, dealing damage.  Any creature in the 
  area of an animated fire suffers a base of 1d6 
  points of fire damage per round.  The Judge 
  should alter the damage as appropriate for the 
  size of fire (while a campfire may deal 1d6, a 
  bonfire may deal 7d6 or more.) 
  Control Light 
  Difficulty 2     Range 30' 
  Initial Cost 6     Maintenance Cost 4/round  
  A manifester with the Control Light power can 
  manipulate existing light.  He cannot create light 
  from darkness, but he can create darkness from 
  light.  Some example effects of this power 
  follow; the Judge may allow other similar uses. 
   
  Deepen existing shadows, making them 
  inky black.  A thief or similar character 
  Hiding in Shadows in the area gains a 
  +4 bonus to his skill throw. 
   
  Lighten existing shadows, making them 
  light grey.  A thief or similar character 
  Hiding in Shadows in the area suffers a  
  -4 penalty to his skill throw. 
   
  Brighten a light source until it hurts to 
  look at it.  Anyone in the area suffers a  
  -2 penalty to attack throws. 
   
  Dim a light source until it resembles 
  twilight.  This is not sufficient to confer 
  a penalty to attack throws, but will 
  darken the area sufficiently to allow a 
  thief or similar character to Hide in 
  Shadows. 
   
  Extend shadows into areas that are 
  otherwise well lit. Only existing 
  shadows can be extended, but their size 
  can be increased by up to 200%. 
   
  Extend light into areas that would 
  otherwise be shadowed.  A shadowed 
  area can have its size reduced by up to 
  50%. 
  Control Sound 
  Difficulty 2     Range 480' 
  Initial Cost 6     Maintenance Cost 3/round  
  A manifester using the Control Sound power can 
  alter existing sounds within 480' of him.  He 
  cannot, however, create sound out of nothing.  A 
  sound may have its sound increased or decreased 
  by up to 100% (making it double the volume or 
  silent), or may be altered on a more subtle level; 
  the words spoken by a person within the area 
  may be changed to different words, for 
  example.  Any character who can see the source 
  of the original sound is entitled to a saving throw 
  vs Spells to recognize that the new sound is 
  coming from the wrong place and has been 
  altered somehow.  (A character with the Lip 
  Reading proficiency who can see a speaker's lips 
  when the speaker's words are being altered 
  automatically succeeds on this saving throw.) 
  Control Wind 
  Difficulty 3     Range 480' 
  Initial Cost 8     Maintenance Cost 4/round  
  A manifester using the Control Wind power can 
  alter the existing wind state by up to 10 miles 
  per hour or 25%, whichever is greater.  The 
  direction of the wind can also be changed by up 
  to 90 degrees.  This alteration is temporary and 
  lasts only as long as the manifester continues to 
  pay the maintenance cost.  
  Winds above 19 miles per hour prevent anything 
  smaller than man-sized from flying and impose a 
  
  Psionic Powers 
  20 
   
  -4 penalty on missile fire.  Winds gusting at over 
  32 miles per hour can cause damage to ships and 
  buildings, as well as making missile fire 
  impossible, flight impossible for anything 
  smaller than an ogre, and kicking up great 
  clouds of dust.  Winds over 55 miles per hour 
  prevent all flight, knock down trees and wooden 
  buildings, and threaten to swamp ships.  Winds 
  over 73 miles per hour are hurricane gales. 
  Create Sound 
  Difficulty 1     Range 150' 
  Initial Cost 4     Maintenance Cost 2/round  
  The Create Sound power does exactly what it 
  says it does; it allows the manifester to create 
  sounds out of nothing.  The manifester may 
  choose the location and source of the sound 
  from anywhere within range.  The sound can be 
  as soft as a whisper or as loud as the manifester 
  can yell.  The manifester may alter the sound as 
  he wishes each new round, as long as he 
  continues to pay maintenance. 
  If the manifester wishes to mimic a specific 
  voice (other than his own), any listeners familiar 
  with the voice are entitled to a saving throw vs 
  Spells.  If they succeed, they recognize that the 
  mimicry is not quite true.  Obviously, a 
  manifester must know what the voice to be 
  mimicked sounds like; he cannot simply mimic 
  the voice of the Emperor of Man without having 
  heard said voice. 
  Inertial Barrier 
  Difficulty 3     Range 5' radius 
  Initial Cost 8     Maintenance Cost 4/round 
  The Inertial Barrier power summons an elastic 
  sphere 5' in radius around the manifester.  Any 
  nonmagical weapon, as well as any acid or fire 
  attack, that passes through the barrier (in either 
  direction) deals half damage.  Note that the 
  barrier is large enough to allow enemies to walk 
  through it and attack the manifester directly 
  without being impeded. 
  The manifester must remain stationary while 
  maintaining the barrier, but may act normally 
  otherwise. 
  Levitation 
  Difficulty 2     Range Touch 
  Initial Cost 6     Maintenance Cost 2/round 
  Levitate allows the manifester to move himself, 
  another creature, or an object up and down as 
  desired. A creature must be willing to be 
  levitated, and an object must be unattended or 
  possessed by a willing creature. The manifester 
  can mentally direct the subject to move up or 
  down as much as 20' each round, by 
  concentration. The manifester cannot move the 
  subject horizontally, but the subject could 
  clamber along the face of a cliff, for example, or 
  push against a ceiling to move laterally 
  (generally at half its normal land speed). A 
  creature can carry its normal amount of weight 
  when levitating (possibly including another 
  creature).  
   
  A levitating creature that attacks with a weapon 
  finds itself increasingly unstable; the first attack 
  throw has a -1 attack penalty, the second -2, and 
  so on, to a maximum penalty of -5.  A full round 
  spent stabilizing allows the creature to begin 
  again at -1. 
  Molecular Agitation 
  Difficulty 2     Range 90' 
  Initial Cost 6     Maintenance Cost 3/round  
  The Molecular Agitation power allows the 
  manifester to heat up the targeted creature or 
  object.  Skin blisters, water boils, etc.  This deals 
  1d4 points of damage per level (to a maximum 
  of 2d4), per round that the power is maintained, 
  to the creature or object. 
  Objects that take a particular amount of damage 
  from this power will light on fire or reach 
  relevant heat thresholds, as shown below. 
  1 point - Paper, tinder, or other readily 
  flammable materials ignite.  Skin becomes red 
  and irritated.  Wood begins to darken. 
  5 points - Wood smolders and smokes.  Metal 
  becomes hot to the touch.  Skin blisters.  Hair 
  smolders.  Paint shrivels. 
  
  Psionic Powers 
  21 
   
  10 points - Wood ignites.  Metal heated to this 
  point or beyond deals 1d4 points of damage per 
  round to anyone touching it.  Skin burns 
  away.  Water boils.  Lead melts. 
  15 points - Wet wood ignites.  Gold melts. 
  30 points - Steel melts. 
  If the targeted item is being wielded by a 
  creature, that creature is entitled to a saving 
  throw vs Spells.  Should the creature succeed in 
  their saving throw, the item remains hot, but 
  does not melt. 
  Molecular Manipulation 
  Difficulty 3     Range 15' 
  Initial Cost 8     Maintenance Cost 4/round  
  Molecular Manipulation allows the manifester to 
  weaken the molecular bonds within an object or 
  structure.  When someone stresses the object or 
  strikes a blow to it, it snaps. 
  The manifester can create a breaking point of 
  approximately two square inches per 
  round.  Deterioration occurs in a plane (in two 
  dimensions, not in three).  One round's work is 
  enough to fatally weaken most small objects; 
  short swords, daggers, ropes, saddle straps, and 
  the like.  Two round's work will fatally weaken 
  most carryable objects, including two-handed 
  swords, spears, bows, backpacks, and the 
  like.  Larger objects will require more time and 
  be at the Judge's discretion. 
  It is up to the Judge how this power affects large 
  or oddly shaped items such as shields or 
  doors.  They should keep in mind that an object 
  need not be in two pieces to be useless; for 
  example, a boat at sea with a crack in its hull is 
  unsafe regardless of the fact that it remains 
  nominally in one piece, and a shield that is split 
  halfway across offers little protection. 
  If the object being targeted is wielded by a 
  creature, that creature is entitled to a saving 
  throw vs Spell to negate the effects of this 
  power.  Even if that saving throw fails, an object 
  being wielded may not break immediately; each 
  time it is used, the wielder receives a saving 
  throw vs Paralysis at a -4 penalty.  If he fails, the 
  object breaks. 
  Project Force 
  Difficulty 3     Range 360' 
  Initial Cost 8     Maintenance Cost N/A 
  Prerequisites: Telekinesis 
  The Project Force power allows a manifester to 
  deliver an instantaneous blast of force at a 
  creature or object within range.  The blast of 
  force will deal 1d6 damage, and may knock a 
  creature down or back.  Tiny creatures (the size 
  of a house pet or smaller) are knocked down and 
  rolled 1d4x10 feet, taking 1d4 points of 
  nonlethal damage per 10'. If flying, a tiny or 
  smaller creature is blown back 2d6x10 feet and 
  takes 2d6 points of nonlethal damage due to 
  battering and buffeting.  Small creatures, such as 
  halflings or goblins, are knocked prone by the 
  force of the power, or if flying are knocked back 
  1d6x10 feet. Man-sized creatures are unable to 
  move forward for 1 round as they brace 
  themselves against the force, or if flying are 
  knocked back 1d6x5 feet.  Creatures of ogre size 
  or larger are not affected by the blast of force 
  (except in taking damage). 
  An object targeted will be affected in whatever 
  way you might imagine for a quick, intense 
  force being applied; a lever may be pushed, a 
  door slammed shut, a window broken, and so on. 
  Soften 
  Difficulty 1     Range 30' 
  Initial Cost 4     Maintenance Cost 2/round 
  This power resembles Molecular Manipulation, 
  except that it weakens the entire object instead 
  of across a small plane.  The object softens 
  overall, losing its rigidity and strength.  Specific 
  effects vary depending on the construction of the 
  object. 
  Metal:  For each round of softening, a metal 
  object suffers a -1 penalty to attack throws and a 
  -1 penalty to damage.  The AC of metal armor is 
  reduced by 1 point per round of softening.  After 
  10 rounds, metal becomes soft and rubbery, but 
  
  Psionic Powers 
  22 
   
  retains its general shape and will bounce back if 
  it is manipulated. 
  Wood: Like metal, weapons made of wood (with 
  either striking surface or haft being constructed 
  of such) suffer a -1 penalty to attack throws and 
  damage rolls per round of softening.  After six 
  rounds, wood becomes stringy and rubbery, but 
  retains its shape.  After ten rounds, the grain can 
  be split easily and a punch can break through 
  even the hardest and thickest chests or doors. 
  Stone:  After two rounds, stone becomes 
  noticeably soft to the touch.  After five rounds, it 
  can be worked like stiff clay, but this is as soft 
  as it gets.  A weapon made of stone suffers a -1 
  penalty to attack throws and damage rolls if it is 
  softened for two rounds, and an additional -1 
  (for a total of -2) if it is softened for five rounds. 
  If a magical item being wielded is targeted by 
  this power, the user is allowed a saving throw vs 
  Spell to negate the effect.  In no case can living 
  tissue (including a living tree) be affected by this 
  power. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Chapter 6 
   
   
   
  Psionic Campaigns 
   
  
  Psionic Campaigns - Preview 
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  This section offers excerpts from the Psionic 
  Campaigns chapter.  Mishaps and 
  Breakthroughs are a preview of the vagaries 
  awaiting manifesters who perform psychic 
  surgery to modify their powers.  The Alternate 
  Psionic Systems section contains only some of 
  the alternate psionic systems presented in the 
  full version, but every alternate system presented 
  is full and complete. 
  Mishaps and 
  Breakthroughs 
  Mishaps 
  Sometimes, a manifester performing psychic 
  surgery makes a mistake. When a manifester 
  fails by 10 or more, a mishap occurs.  When this 
  happens, roll 2d10 and consult the Mishaps 
  Table.  
  Breakthroughs 
  Sometimes, a manifester performing psychic 
  surgery discovers something unintended, but 
  usually helpful!  When a manifester succeeds by 
  10 or more, a breakthrough occurs.  When this 
  happens, roll 2d10 and consult the Breakthrough 
  table.  The Breakthrough table will tell you 
  whether the breakthrough achieved was minor, 
  major, or supreme, and how to determine which 
  breakthrough occurred.  There are general 
  breakthroughs, applicable to all Disciplines, as 
  well as specific breakthroughs for each 
  Discipline.  If choosing an effect randomly, first 
  roll 1d2 (evens or odds) to choose whether the 
  effect is general or specific to the power’s 
  Discipline, then roll among the appropriate 
  results.  Not all effects may be appropriate for 
  all powers.  If an effect is randomly generated 
  that makes no sense for the power being 
  modified, reroll.  (Obviously, when picking 
  effects, don’t pick one that makes no sense.) 
  A power may not benefit from more than one 
  breakthrough.  If a second breakthrough occurs 
  on a power that already has one, generate it as 
  normal.  The manifester may then choose which 
  breakthrough the power benefits from; the other 
  is lost.  
   
  Mishaps 
  Roll (2d10) 
  Result 
  2 The manifester loses complete control of the powers involved and dies, usually via cranial explosion. 
  3-5 The manifester is driven permanently insane. 
  6-8 The manifester forgets the power being modified.  It cannot be relearned, ever.  In addition, the manifester loses 
  the slot; if it was a devotion, their maximum devotions known is permanently reduced by one, or sciences if it 
  was a science. 
  9-12 The manifester forgets the power being modified.  It cannot be relearned, ever.  A new power may be learned to 
  fill the slot. 
  13-15 The manifester is driven insane for 1d6 months. 
  16-19 The manifester loses the ability to manifest psionic powers for 1d6 weeks. 
  20 The manifester manages to avoid any negative effects, and is left with a feeling of relief after their near miss. 
  Breakthroughs 
  Roll (2d10) 
  Result 
  2-4 Minor effect, Random 
  5-7 Minor effect, Judge picks 
  8-12 Minor effect, Player picks 
  13-14 Major effect, Random 
  14-15 Major effect, Judge picks 
  16-17 Major effect, Player picks 
  18-19 Supreme effect, Random 
  20 Supreme effect, Judge picks 
  
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  Number 
  Effect 
  Minor 
  Major 
  Supreme 
  General Breakthroughs 
  1 
  The power’s maintenance cost is significantly 
  reduced, but it now requires concentration to 
  maintain. 
  -50% maintenance 
  cost. 
  -75% maintenance 
  cost. 
  -100% maintenance cost 
  (free). 
  2 
  The power’s initial cost is significantly reduced, but 
  it now requires two full rounds to manifest. 
  -50% initial cost. 
  -75% initial cost. 
  -100% initial cost (free). 
  3 
  The power no longer requires a power throw to 
  manifest, but its initial cost is significantly 
  increased. 
  Initial cost raised 
  to 300% normal. 
  Initial cost raised to 
  200% normal. 
  Initial cost raised to 125% 
  normal. 
  4 
  You become resistant to harmful effects of the 
  power, gaining a power resistance throw against it 
  (whether or not those effects are self-inflicted). 
  Power resistance 
  15+. 
  Power resistance 
  11+. 
  Power resistance 5+. 
  5 
  After being manifested, the power automatically 
  maintains itself a limited number of times for free. 
  Once. 
  1d4 times. 
  1d8 times. 
  6 
  The power gains an enhanced effect appropriate to 
  the power, at the Judge’s discretion.1 
  Minor increase. 
  Major increase. 
  Game-changing increase. 
  Psychometabolism Breakthroughs 
  1 
  The power’s range changes from Self to Touch, but 
  the maintenance cost is significantly increased. 
  Maintenance cost 
  raised to 300% 
  normal. 
  Maintenance cost 
  raised to 200% 
  normal. 
  Maintenance cost raised to 
  125% normal. 
  2 
  You regain a small number of hit points after 
  manifesting the power. 
  1d4 hit points. 
  1d8 hit points. 
  2d10 hit points. 
  3 
  If you fail your power throw, you may choose to 
  suffer damage to succeed instead. 
  2d10 damage. 
  1d8 damage. 
  1d4 damage. 
  4 
  You may choose to suffer damage to increase the 
  power’s effect. 
  1d10 damage for 
  +25% Potency. 
  1d10 damage for 
  +50% Potency. 
  1d6 damage for +50% 
  Potency. 
  5 
  After manifesting the power, your next attack with a 
  melee weapon (including a natural weapon) deals 
  bonus damage.2 
  1d6 bonus 
  damage. 
  2d6 bonus damage. 
  4d6 bonus damage. 
  6 
  As long as you know the modified power, you gain 
  increased natural healing. 
  Additional 1d3 hit 
  points for a day of 
  rest. 
  Additional 2d3 hit 
  points for a day of 
  rest. 
  Additional 2d3 hit points, and 
  natural recovery regardless of 
  resting. 
  Psychoportation Breakthroughs 
  1 
  The power can be manifested more quickly. 
  Move half your 
  speed after 
  manifesting the 
  power. 
  Move your full 
  speed after 
  manifesting the 
  power. 
  You do not need to declare 
  the use of a power when 
  rolling initiative, and require 
  only the use of your action. 
  2 
  After manifesting the power, you gain a temporary 
  bonus to AC. 
  +1 AC for 1d4 
  rounds. 
  +1 AC for 1d6 
  rounds. 
  +2 AC for 1d10 rounds. 
  3 
  The power may take effect after a short delay, 
  instead of immediately when manifested.3 
  Up to 1d4 rounds. 
  Up to 1d6 rounds. 
  Up to 2d6 rounds. 
  4 
  After manifesting the power, you gain alternate 
  movement modes for 1d6 rounds. 
  You may run on 
  vertical surfaces 
  during your 
  movement. 
  You may walk on 
  water or other 
  liquids during your 
  movement. 
  You may fly during your 
  movement. 
  5 
  After manifesting the power, you gain a temporary 
  bonus to speed. 
  +30’ (10’ combat) 
  for 1d4 rounds. 
  +30’ (10’ combat) 
  for 1 turn. 
  +60’ (20’ combat) for 1 turn. 
  6 
  As long as you know the modified power, you 
  regain PSPs for traveling.4 
  1 PSP per mile 
  traveled. 
  2 PSPs per mile 
  traveled. 
  5 PSPs per mile traveled. 
   
   
   
   
   
  
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  Psychokinesis Breakthroughs 
  1 
  The variable numeric effects of the power are 
  increased. 
  After rolling the 
  effects, reroll up to 
  half the dice. 
  Roll the effects 
  twice and use the 
  better roll. 
  The variable numeric effects 
  are maximized. 
  2 
  The power gains a bonus to penetrate power 
  resistance. 
  The target’s power 
  resistance value is 
  increased by 2. 
  The target’s power 
  resistance value is 
  increased by 4. 
  The target’s power resistance 
  value is increased by 8. 
  3 
  The power applies a penalty to saving throws made 
  against it. 
  -1 penalty. 
  -2 penalty. 
  -4 penalty. 
  4 
  After manifesting the power, your next attack with a 
  ranged weapon deals bonus damage.2 
  1d6 bonus 
  damage. 
  2d6 bonus damage. 
  4d6 bonus damage. 
  5 
  The power’s effect is elemental, chosen when 
  manifested from the known list of elements. 
  One element 
  known. 
  Two elements 
  known. 
  All elements known. 
  6 
  As long as you know the modified power, you may 
  telekinetically hurl objects as attacks5.  
  1d4 damage, 60’ 
  range. 
  1d6 damage, 60’ 
  range. 
  1d10 damage, 60’ range. 
  Clairsentience Breakthroughs 
  1 
  After manifesting the power, you learn something.6 
  Judge’s discretion 
  – trivial fact. 
  Judge’s discretion – 
  important fact. 
  Judge’s discretion – ancient 
  secret man was not meant to 
  know. 
  2 
  After manifesting the power, you gain a bonus to 
  initiative rolls for 1d4 rounds. 
  +1 bonus. 
  +2 bonus. 
  +3 bonus. 
  3 
  After manifesting the power, you gain a bonus to 
  their next attack throw. 
  +2 bonus. 
  +4 bonus. 
  The attack automatically hits 
  on any roll but a natural 1. 
  4 
  After manifesting the power, you gain alternate 
  senses as long as it is maintained. 
  Can see in the 
  dark. 
  Can see invisibility. 
  As true seeing. 
  5 
  After manifesting the power, you glimpse the future, 
  gaining a bonus on a future d20 roll.7 
  +2 bonus to a roll 
  of your choice 
  within 2 hours. 
  +2 bonus to a roll of 
  your choice within 
  24 hours. 
  +4 bonus to a roll of your 
  choice within 24 hours. 
  6 
  The power’s cost is reduced if you know a secret 
  about a target (Judge’s discretion). 
  -25% initial cost. 
  -25% initial and 
  maintenance cost. 
  -50% initial and maintenance 
  cost. 
  Telepathy Breakthroughs 
  1 
  After manifesting the power, you can temporarily 
  detect lies. 
  For 10 minutes. 
  For 1 hour. 
  For as long as you know the 
  modified power. 
  2 
  After manifesting the power, you gain a bonus to 
  reaction rolls for 3 turns. 
  +1 bonus. 
  +2 bonus. 
  +4 bonus. 
  3 
  After manifesting the power, your next psionic 
  attack mode benefits. 
  Refunds the PSP 
  cost if it achieves 
  contact. 
  Ignores the target’s 
  defense mode. 
  Both previous benefits. 
  4 
  After manifesting the power, you may send a short 
  telepathic message to a nearby creature. 
  Up to 5 words to a 
  creature within 20 
  feet. 
  Up to 25 words to a 
  creature within 60 
  feet. 
  Up to 50 words to any 
  creature you can see. 
  5 
  If your power throw fails, you may spend extra 
  PSPs to succeed instead. 
  4 PSPs per point 
  the power throw 
  failed. 
  2 PSPs per point the 
  power throw failed. 
  1 PSP per point the power 
  throw failed. 
  6 
  You may choose to end contact with the target to 
  increase the power’s effects. 
  -2 to saving 
  throws. 
  -4 to saving throws. 
  The power lasts until you 
  contact them again. 
   
   
  
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  Notes 
  1 – This breakthrough is intentionally vague and is an opportunity for the Judge to exercise creativity.  As 
  an example, if a manifester modifies the Animal Affinity power, a minor increase might allow them to 
  gain an affinity for a second animal.  A major increase might allow them to meld features from two or 
  more animals at once.  A game-changing increase might allow them to gain an affinity for a truly 
  powerful animal or fantastic beast, such as a (young) dragon. 
   
  2 – The bonus damage does not stack if the power is used multiple times before attacking.  If no attack is 
  made for 1 minute, the bonus damage expires.  Missing does not consume the bonus damage; it will last 1 
  minute or until an attack is successful. 
   
  3 – The manifester may choose when the power manifests when benefiting from this breakthrough, up to 
  the limit given.  It requires no action or time to let the power manifest.  If the power is not allowed to 
  manifest by the time limit, the power dissipates harmlessly.  (No PSPs are refunded.) 
   
  4 – Only miles traveled in ‘reality’ count, not teleportation, dream or probability travel, or the like. 
   
  5 – Telekinetically hurling objects as attacks uses a Difficulty 0 power throw in place of an attack throw.  
  If the power throw is successful, the attack hits and deals the listed damage.  Only relatively small and 
  hard objects can be thrown as attacks (pillows do not deal significant damage, and tables are too large to 
  be thrown by this ability). 
   
  6 – Judge’s discretion.  Facts learned should be relevant to the power usage somehow.  Trivial facts might 
  be useful at some point, but are usually not immediately helpful (the manifester might learn the favorite 
  color of someone in the area of effect).  Important facts are usually immediately relevant (that bounty 
  hunter is holding a THERMAL DETONATOR!)  Ancient secrets man was not meant to know are not 
  necessarily restricted to things knowable at the current time; it may reveal, for example, that someone in 
  the area of effect betrayed and murdered their partner fifteen years ago. 
   
  7 – Only one bonus at a time can be ‘held’ from this breakthrough.  If the power is manifested again 
  before the first bonus is used or expires, no additional benefit accrues.  The bonus can be applied after the 
  roll is made, but before success or failure is announced. 
  
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  Alternate Psionic Systems 
  From this point on, this chapter describes ways 
  to customize psionics in your campaign and to 
  alter existing rules to better suit your campaign.  
  As in all cases, but especially with optional and 
  alternate rules, these rules are recommendations.  
  Another way to phrase it would be as a starting 
  point.  As the Judge, you are the best equipped 
  to decide what fits your campaign and what does 
  not.  If you like most of one option, and part of 
  another option, you should feel free to combine 
  them as you wish.  Just as with any houserule, it 
  is possible to cause balance issues by selecting 
  specific sets of optional rules or when modifying 
  them, and as Judge you should be aware of that 
  and keep your eye on the effects on your 
  campaign.  Do not fear to make whatever 
  modifications are necessary.  These rules are 
  designed carefully, but not every interaction can 
  be predicted, and in some cases (such as 
  randomness), problems can arise because it will 
  not always follow the average case.   
  As always, your campaign is your own.  Use 
  whatever options or inspiration you like and 
  discard the rest. 
  Psionic and Magic Interactions 
  The methods of interaction between psionics and 
  magic are the source of a great deal of the 
  conflict about psionics.  Therefore, I present you 
  with three different options.  All three are 
  excellent choices.  The Judge should decide 
  which option fits what they want out of psionics 
  in their campaign. 
  In general, if you want to treat psionics as rare 
  but not unknown, you should default towards 
  Shadows on the Wall.  If you want psionics to be 
  an ordinary thing that is just another branch of 
  magic, you should default towards Magic of the 
  Mind.  If you want psionics to be unknown 
  mental powers from Outside Reality, you should 
  default towards Ghost in the System.  Each set 
  of mechanics is best at supporting a specific 
  story of psionics, and should be selected to 
  enhance the lineup between the mechanics and 
  the story. 
  Option 1: Shadows on the Wall: Psionics 
  and Magic Interact, With Difficulty 
  In Shadows on the Wall, which is assumed to be 
  the default, psionics and magic can interact but 
  are not considered to be the same thing.  A 
  dispel magic spell will have no effect on 
  psionics, because psionics are not magic; 
  similarly with a disrupt psionics power, magic 
  will not be affected.  A creature with power 
  resistance has no resistance to magic, and a 
  creature with magic resistance has no resistance 
  to psionic powers.  However, if a spell or power 
  references an effect, then it does not care 
  whether the source is psionic or magic.  For 
  example, a see invisibility spell allows the 
  recipient to see through invisibility; it does not 
  care whether the source of the invisibility is 
  psionic or magical.  An undead creature immune 
  to charm and fear spells is also immune to any 
  powers that create a charm or fear effect, 
  because their immunity is based on the effect 
  and not a resistance to magic.  If there is any 
  doubt whether or not a resistance or immunity is 
  based on an effect or a source, assume it is based 
  on an effect.  If a creature would be immune to a 
  power were it a spell, and it is not described as 
  being specifically resistant to or immune to 
  magic, it is immune to the power as well. 
  Option 2: Magic of the Mind: Psionics 
  and Magic are Equivalent 
  In Magic of the Mind, psionics and magic are 
  the same thing.  Psionics is merely a branch of 
  magic.  Any power or effect that references 
  either magic or psionics affects both.  A dispel 
  magic spell will act as a disrupt psionics on 
  powers, and a disrupt psionics will act as a 
  dispel magic.  Any creature that has either magic 
  resistance or power resistance has an identical 
  resistance throw against both magic and 
  psionics.  In all cases, simply treat psionic 
  powers as if they were spells. 
   
  
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  Option 3: Ghost in the System: Psionics 
  and Magic Cannot Interact  
  In Ghost in the System, psionics and magic are 
  entirely different things and cannot affect each 
  other at all.  A see invisibility spell would be 
  unable to pierce psionic invisibility.  A mind bar 
  power would not protect you against the Enslave 
  spell, and so on.  Creatures with immunities to 
  spells or effects may or may not be immune to 
  psionic powers that do similar things, at the 
  Judge’s discretion.  (It is recommended that 
  creatures mindless or immune to charms, such as 
  golems, not be affected by psionic charms and 
  other effects even under this option.  However, it 
  is your campaign, and if you disagree, have at 
  it.) 
  Alternate Psionic Combat 
  Method 1: Psionic Arm Wrestling: 
  Opposed Rolls (Complicated) 
  The Psionic Arm Wrestling method of psionic 
  combat places the participants against each other 
  in a battle of wits, reflected by their ability to 
  roll a d20 and get a bigger number.  The attacker 
  rolls 1d20 + Psionic Attack Modifier.  The 
  defender rolls 1d20 + Wisdom modifier (with 
  potential other modifiers to either roll; see later).  
  A manifester’s psionic attack modifier is equal 
  to 10 – their base power throw, plus their 
  Wisdom modifier.  (Thus, a psionicist with a 
  base power throw of 9+ and a Wisdom of 13 has 
  a psionic attack modifier of +2.  Characters who 
  expect to regularly engage in psionic combat 
  should calculate this modifier ahead of time and 
  write it down.) 
  The attack and defense mode used applies a 
  modifier to the attacker’s roll (see table).  This 
  means that a positive number is good for the 
  attacker, and a negative number is good for the 
  defender.  (An attacker using Psychic Crush 
  would be very happy to face a defender using 
  Mind Blank, and very unhappy to face a 
  defender using Tower of Iron Will.)  Note that 
  ‘no defense mode’ is an option on the table; this 
  is different from nonpsionic.  A nonpsionic 
  character always offers a +0 modifier to the 
  attacking manifester.  At the Judge’s discretion, 
  wild talents (if being used; see Appendix 1, page 
  98) may count as nonpsionic, or may count as 
  offering no defense. 
   
  If the attacker’s roll beats the defender’s, then 
  contact has been established.  (Under this 
  method, all attack modes function identically; 
  one successful roll achieves contact.)  Note that 
  the defender wins in a tie; if both rolls generate 
  the same result, the attacker fails to establish 
  contact. 
  Some proficiencies and class features can 
  modify the defender’s roll.  An elven ardent 
  receives a +1 bonus to all their psionic defense 
  rolls.  A character with the Mental Fortitude 
  proficiency receives a +2 bonus.  A character 
  with the Divine Blessing proficiency receives a 
  +1 bonus, and a character with the Hardy People 
  trait or custom power (dwarves, by default) 
  receives a +2 bonus.  All of these modifiers 
  stack.  For any proficiency or feature not 
  mentioned here, in general, a bonus to their 
  defense roll should be applied equal to half of 
  their bonus to saves vs Death or Spell, plus half 
  of any bonus to MAC normally applied.  (For 
  example, Mental Fortitude grants +2 to MAC, 
  +1 to saves vs Spell, and +1 to saves vs Death, a 
  total of +4.  Half of this is a +2 bonus to their 
  defense roll.) 
  Some effects can modify the attacker’s roll, as 
  well.  Any trait or power which would add a 
  bonus to a manifester’s power throw for psionic 
  attack modes applies directly to their psionic 
  attack roll.  For example, an elven ardent 
  receives a +1 bonus to all power throws to 
  manifest attack modes; they gain a +1 bonus to 
  their psionic attack modifier. 
   
   
   
   
  
  Psionic Campaigns - Preview 
  30 
   
   
  Mind 
  Blank 
  Thought 
  Shield 
  Mental 
  Barrier 
  Intellect 
  Fortress 
  Tower of 
  Iron Will 
  No 
  Defense 
  Not Psionic 
  Mind Thrust 
  +1 
  +4 
  +0 
  +0 
  -8 
  +2 
  +0 
  Ego Whip 
  +1 
  +0 
  +4 
  -2 
  +0 
  +2 
  +0 
  Id Insinuation 
  -1 
  -2 
  -4 
  +2 
  +2 
  +2 
  +0 
  Psychic Crush 
  +4 
  +2 
  +0 
  -4 
  -4 
  +8 
  +0 
  Psionic Blast 
  +0 
  -4 
  -4 
  +4 
  -4 
  +2 
  +0 
  Method 2: Simplicity Itself: No Psionic 
  Combat 
  In the Simplicity Itself method, psionicists do 
  not use attack and defense modes for psionic 
  combat.  Instead, any power which requires 
  contact allows a saving throw vs Spell to negate 
  its effect.  (For those powers that already allow a 
  saving throw, the Judge may choose whether it 
  allows two saving throws or is unchanged.  
  Generally, one saving throw is sufficient; 
  obtaining contact is cheaper and easier than 
  manifesting, say, Switch Personality, and so 
  allowing two saving throws vs it would make it 
  significantly weaker than requiring contact, 
  while leaving it at only one saving throw does 
  not make it as much stronger.  (That is, in made-
  up numbers, it might suffer -10 power for being 
  given a second save but gain +5 power for being 
  down to just the one save.) 
  It is recommended that, if using this method of 
  psionic combat, the Judge utilize psionic 
  tradeoffs so that psionic classes do not 
  automatically learn attack and defense modes, 
  and give them appropriate custom powers in 
  their place.  Without contact being required for 
  powers, the attack and defense modes are not 
  especially useful powers (although not totally 
  useless).  If the Judge wants to have them still be 
  automatically learned, psionic classes should be 
  given one custom power to account for the 
  decrease in usefulness of these powers. 
   
   
   
   
   
   
   
  This concludes the Free Starter Edition of 
  Powers of the Mind.  If you liked it, the full 
  version has much more content to explore! 
  
   
  31 
   
  DESIGNATION OF PRODUCT IDENTITY 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, 
  
   
  32 
   
  based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins, and JD Wiker. 
  Adventurer Conqueror King System Copyright 2011, Autarch 
  LLC; Authors Alexander Macris, Tavis Allison, Greg Tito, and 
  Ryan Browning. 
  ACKS Player’s Companion Copyright 2012, Autarch; Author 
  Alexander Macris. 
  Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris 
  Gonnerman. 
  Castles & Crusades: Players Handbook Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
  Castles & Crusades: Monsters Product Support Copyright 2005, 
  Troll Lord Games. 
  Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor; Author 
  Daniel Proctor. 
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, 
  Daniel Proctor; Author Daniel Proctor. 
  Powers of the Mind Copyright 2015 Matthew Jarmak; Author 
  Matthew Jarmak. 
  END OF LICENSE 
   
  ADVENTURER CONQUEROR KING PRODUCT 
  IDENTITY LICENSE Version 1.0 
  Subject to the terms of the Open Game License, above, you may 
  create derivative works based upon the Adventurer Conqueror 
  King System and related supplements. However, the Open Game 
  License protects the Product Identity (explained and detailed 
  above) such that you must have permission from the copyright 
  holder before you may use any of the listed Product Identity. 
  You may use certain items of the listed Product Identity under the 
  following conditions: 
  1. You must comply fully with the Open Game License, version 
  1.0a, as described above; and 
  2. The work may not be obscene in nature; in general, any work 
  containing subject matter that would qualify for an NC-17 movie 
  rating in the United States, or an R rating due to explicit sexual 
  content, is considered obscene for purposes of this license. 
  If you comply with the above conditions, you may do either or 
  both of the following: 
  1. Include the text “Designed for use with the Adventurer 
  Conqueror King System” 
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  END OF LICENSE 
   
   
  
   
  33 
   
  List of Art Used 
   
  http://artgallery.yale.edu/collections/objects/58544 
   
  http://artgallery.yale.edu/collections/objects/32770 
   
  http://artgallery.yale.edu/collections/objects/180439  
   
  http://artgallery.yale.edu/collections/objects/95394  
   
  http://artgallery.yale.edu/collections/objects/180442 
   
  http://artgallery.yale.edu/collections/objects/83445  
   
  http://artgallery.yale.edu/collections/objects/95282 
   
   
   
  
   
  34 
   
  Open your mind!  Powers of the Mind – Free Starter Edition offers everything you need to get a 
  taste of psionics in your ACKS™ game.  
   
   
  The full Psionicist class, the iconic psionic class 
   
  Five psionic proficiencies, for use with your new Psionicist 
   
  The Discipline of Psychokinesis, offering enough powers for low to mid-level psionicists to feel 
  no lack 
   
  Two different systems for psionic combat, and one for modifying powers to not use it 
   
  Three different systems for resolving interactions between psionics and magic; the choice of 
  which to use is up to the Judge! 
   
  A preview of mishaps and breakthroughs possible in psychic surgery, a subset of psionic research 
   
  With an open mind, anything is possible! 
   
   
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Powers of the Mind Starter Edition.pdf