Excerpts 04/02/2004


The Expanded Psionics Handbook
By Bruce R. Cordell



Your character's mind is an infinite metaphorical plane, where all things are possible. It may be that all characters have within them the potential for harnessing the energy of the mind, but only those who succeed in tapping into that potential can become psionic characters. A psionic character knows the mental pathways that lead to amazing edifices of thought and energy.

The Expanded Psionics Handbook gives you everything you need to create and play psionic characters, including psionic races, classes, skills and feats, powers, items, monsters, spells, and deities. Our sneak peek offers just a sampling:

From Chapter 5: Powers

Dimension Swap
Psychoportation (Teleportation)
Level: Nomad 2, psychic warrior 2
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one ally in range, or any two allies in range; see text
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 3

You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.

Special: A psychic warrior can manifest this power to swap positions with an ally, but not to swap the positions of two allies.

Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Intellect Fortress
Psychokinesis
Level: Psion/wilder 4
Display: Auditory
Manifesting Time: 1 immediate action
Range: 20 ft.
Area: 20-ft.-radius spread centered on you
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 7

You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.

Powers that are not subject to power resistance are not affected by an intellect fortress.

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn.

Augment: For every additional power point you spend, this power's duration increases by 1 round.

Psychic Crush
Telepathy [Mind-Affecting]
Level: Psion/wilder 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9

Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 3d6 points of damage.

Augment: For every 2 additional power points you spend, this power's damage increases by 1d6 points.

The synesthete power also provides
mmunity to gaze attacks.

Synesthete
Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 1

You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.

Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.

If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks.

If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks.

Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.

You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).

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