The Mind's Eye
Psionic Potpourri
By Mark A. Jindra and Scott Brocius

Over the course of the past few years, the Mind's Eye has brought you new powers, feats, prestige classes, monsters, and more. But for every new article, a few things get cut or bumped because they don't fit the concept of the article or just haven't been sufficiently tested. So we decided that this month's theme would be a compilation of those psionic odds and ends we had laying around.

Psionic Powers

Psion Powers
1st-Level Psion Powers

Call Armor: Never lack for armor or a shield. [Psychoportation (Dex)]
Call Item: Never lack for items. [Psychoportation (Dex)]
Time Skip: Subject moves forward in time to the end of the next round. [Psychoportation (Dex)]

2nd-Level Psion Powers

Minor Action: Warp time to allow you to take 10 on one skill check. [Psychoportation (Dex)]
Skill Knowledge: You gain a +5 competence bonus on a skill check or gain proficiency with a weapon or armor. [Clairsentience (Wis)]
Temporal Blur: Grants concealment and bonuses on saves against direct magical and psionic effects. [Psychoportation (Dex)]

3rd-Level Psion Powers
Major Action: Warp time to allow you to take 20 on one skill check. [Psychoportation (Dex)]
4th-Level Psion Powers
Greater Skill Knowledge: You gain a +10 competence bonus on a skill check. [Clairsentience (Wis)]
5th-Level Psion Powers
Temporary Insanity:You reach into a subject's mind and cause it to descend into madness temporarily. [Telepathy (Cha)]
6th-Level Psion Powers
Combat Transformation: You become a fighting machine -- stronger, tougher, faster, and more skilled in combat. [Psychometabolism (Str) or Telepathy (Cha)]
7th-Level Psion Powers
Deepsight: As true seeing, however you can see into and through solid matter. [Clairsentience (Wis)]
Psychic Warrior Powers
1st-Level Psychic Warrior Powers

Call Armor: Never lack for armor or a shield. [Psychoportation (Dex)]
Call Item: Never lack for items. [Psychoportation (Dex)]

2nd-Level Psychic Warrior Powers

Minor Action: You may take 10 on one skill check. [Psychoportation (Dex)]
Temporal Blur: Grants concealment and bonuses on saves against direct magical and psionic effects. [Psychoportation (Dex)]

3rd-Level Psychic Warrior Powers
Major Action: Warp time to allow you to take 20 on one skill check. [Psychoportation (Dex)]

Call Armor
Psychoportation (Dex) [Teleportation]
Level: Psion 1/Psychic Warrior 1
Display: Au, Ma
Manifestation Time: 1 standard action
Range: Touch
Effect: 1 unattended item (see text)
Duration: 1 hour/level (see text) (D)
Saving Throw: None
Power Resistance: No
Power Points: 1 (see text)

You call a piece of armor or a shield "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in the multiverse.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the type. If the specified armor or shield type is one you can call at your level, it appears. You can use it immediately upon manifesting the power (picking up the shield as part of the action you use to manifest the power), but you must take the time to don any armor you call. If the armor is ever off your body or you relinquish your grip on the shield you called for 2 or more rounds, it automatically returns to wherever it originally came from (for this purpose, you're considered to be wearing armor when you're donning or shedding it).

As your level increases, you can call better and better armor and shields, although the power point cost is also greater.

Level Armor Example PP
1-3 Light/shield* Chain shirt 1
4-6 Medium/extras** Breastplate 3
7-9 Heavy Full plate 7
10-12 +1 enhancement +1 buckler 11
13-14 +2 enhancement +2 banded mail 13
15-17 +3 enhancement +3 large steel shield 15
18-20 +4 enhancement +4 full plate 17
* All shields from Table 7-6 in the Player's Handbook may be called starting at 1st level.
** Armor and shields with extras from Table 7-5 in the Player's Handbook (such as shield or armor spikes) may be called starting at 4th level.

Armor and shields with enhancement bonuses are assumed to be psionic, unless you specify otherwise. Armor and shields gained by call armor are distinctive due to the low hum they emit.

Call Item
Psychoportation (Dex) [Teleportation]
Level: Psion 1/Psychic Warrior 1
Display: Au, Ma
Manifestation Time: 1 standard action
Range: Touch
Effect: 1 unattended item (see text)
Duration: 1 hour/level (see text) (D)
Saving Throw: None
Power Resistance: No
Power Points: 1 (see text)

You call a piece of nonmagical equipment "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in the multiverse.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the type. This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more rounds, it automatically returns to wherever it originally came from.

As your level increases, you can call better and better items, although the power point cost is also greater.

Level Item Cost Example PP
1-3 10 gp Silk rope 1
4-6 100 gp Musical instrument 3
7+ 1,000 gp Spyglass 5

Items gained by call item are distinctive due to the low hum they emit.

Combat Transformation
Psychometabolism (Str) or Telepathy (Cha) (Compulsion) [Mind-Affecting]
Level: Psion 6
Display: Vi
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 11

You become a fighting machine -- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't manifest powers, even from psionic items (nor can you cast spells, even from magic items).

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose any ability to manifest powers, including your ability to use command thought, use activated, or power trigger psionic items, just as if the powers were not on your class list. You likewise lose the ability to use spell trigger or spell completion magic items. You lose the ability to use psionic attack modes, but can still use defense modes if attacked in psionic combat.

Deepsight
Clairsentience (Wis)
Level: Psion 7
Duration: 10 minutes/level
Power Points: 13

As true seeing, but you can see into and through solid matter within 30 feet as though it was transparent. Dense materials limit your vision; you can see through up to 3 feet of stone, 1 foot of common metal, or 1 inch of heavy metals like gold, lead, and platinum.

Greater Skill Knowledge
Clairsentience (Wis)
Level: Psion 4
Duration: 10 minutes/level (see text)
Power Points: 7

As skill knowledge, but you gain a +10 competence bonus on a single skill check. Alternatively, you gain proficiency with a single weapon (simple, martial, or exotic) or type of armor (light, medium, heavy, or shield) as if you had the appropriate feat.

Major Action
Psychoportation (Dex) [Time]
Level: Psion 3/Psychic Warrior 3
Power Points: 5

As minor action, however you are suspended in time long enough to take 20 on the skill check. You cannot use this power to "take 20" on an opposed check or on any check in which there is a penalty for failure (see Checks Without Rolls in Chapter 4 of the Player's Handbook).

Minor Action
Psychoportation (Dex) [Time]
Level: Psion 2/Psychic Warrior 2
Display: Vi (see text)
Manifestation Time: Special
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3

This power warps time around you, providing a stable enough temporal environment that you can fully concentrate and may take 10 (if allowed for that skill) on one skill check immediately following the manifestation of this power. Others perceive you as surrounded by a silvery-blue glow for a fraction of a second. Because manifesting this power disrupts time, it is treated as a free action.

Skill Knowledge
Clairsentience (Wis)
Level: Psion 2
Display: Vi
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Power Points: 3

This power grants you temporary knowledge. You gain a +5 competence bonuson a single skill check of your choice. If you have no ranks in the skill, you are considered trained in the skill for as long as this power lasts.

Alternatively, you gain proficiency with a single weapon (simple or martial) or type of armor (light, medium, heavy, or shield) as if you had the appropriate feat.

Temporal Blur
Psychoportation (Dex) [Time]
Level: Psion 2/Psychic Warrior 2
Display: Vi (see text)
Manifestation Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3

The subject is shrouded in a temporal field that bends time slightly, causing the subject to appear a fraction of a second behind actual time. This grants the subject concealment (20% miss chance) and a +2 circumstance bonus on saves against magical and psionic effects targeted at the subject or aimed directly at the subject.

A see invisibility or similar effect does not counteract this power, but a true seeing or similar effect does. Opponents that cannot see the subject ignore the power's effects (though fighting an unseen opponent carries penalties of its own; see Chapter 8 of the Player's Handbook).

Temporary Insanity
Telepathy (Cha) (Compulsion) [Mind-Affecting]
Level: Psion 5
Display: Me
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 3d4 rounds
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9

You reach into a subject's mind, causing it to descend into madness temporarily. If the subject fails a Will save, it suffers the effects of the insanity power for 3d4 rounds. A result of a 1 on the insanity table causes the subject to wander away for the duration of the power's effect. Additionally the subject takes 1 point of temporary Wisdom damage for each round that they are temporarily insane. If its Wisdom drops to 1, it does not suffer any further Wisdom damage. However, it is affected by insanity until its Wisdom score is restored to a value greater than 1, no matter how long this power lasts.

Time Skip
Psychoportation (Dex) [Time]
Level: Psion 1
Display: Vi, Au (see text)
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any object or creature whose weight is 600 lb. or less
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

As time hop (see the Psionics Handbook), but subject reappears at the end of the next round.

Feats

Disciplined Mind [Psionic]

Your mind is more disciplined, allowing greater flexibility in manifesting powers.

Prerequisite: Character level 3rd.

Benefit: The minimum key ability score for manifesting a power is reduced by 2 for all of your nonprimary disciplines. This feat does not grant the ability to manifest a nondiscipline power of a higher level than the highest-level primary discipline power you can manifest. For example, when manifesting a power, the required key ability score is normally 10 plus the power's level; this feat would reduce that to 8 plus the power's level. A psionic character without a primary discipline treats his highest ability score (when this feat is chosen) as his primary ability for purposes of this feat.

Special: You may take this feat multiple times. Each time you take this feat beyond the first reduces the minimum key ability score required for manifesting a power by 2 for all of your nonprimary disciplines. If a score is reduced to zero through temporary or permanent ability score loss, this feat ceases functioning for that ability and for any discipline associated with that ability score.

Psionic Prodigy [General]

You have an exceptional gift for psionics.

Benefit: For the purposes of determining bonus power points and the saving throw DCs of powers you manifest, treat the key ability score associated with your primary discipline as 2 points higher than its actual value. A psionic character without a primary discipline treats her highest ability score (when this feat is chosen) as her primary ability for purposes of this feat.

Special: You may take this feat as a 1st-level character only. You can take this feat even if you don't have any classes that manifest psionic powers yet. Psionic classes that do not gain bonus power points do not gain any additional power points from this feat.

Note: This feat is the psionic version of Spellcasting Prodigy from the Forgotten Realms Campaign Setting, and you should treat it similarly when determining if this feat should be allowed in your game.

Retrograde Chain [Psionic]

You can tap into the memory of forgotten powers.

Prerequisites: Chain Link or Upgrade Power.

Benefit: By using the Chain Link or Upgrade Power feats, you can manifest any power that you have previously "forgotten." Manifestation of a power in this way costs +1 power point on top of its normal cost. Powers forgotten but available through use of this feat do not count as powers that you know or can manifest for the purpose of satisfying requirements of prestige classes, items, or other feats. Tomanifest the power, you must meet all ability requirements.

Note: This feat requires you to keep track of any "forgotten" powers adding a small amount of extra paperwork. While we normally try to avoid such a thing we feel the benefits far outweigh the extra work.

Upgrade Chain [Psionic]

You can tap into powers of which you have some knowledge.

Prerequisites: Chain Link or Upgrade Power.

Benefit: Once per day you may select a power that is in a power chain that has the Upgrade Power or Chain Link feat applied to it. You do not need to have ever known the power. You need to know at least one other power in the specific chain of the chosen power. The power is considered on your list of known powers for 1 day. The power's level cannot exceed the highest-level power you know minus one. To manifest the power, you must meet all ability requirements. Manifestation of the power costs +2 power points on top of its normal cost.

Special: You may take this feat more than once. Each time you take this feat beyond the first grants you an additional power for the duration.

Note: This feat requires you to keep track of all powers in a chain affected by Chain Link or Upgrade Power so that you can easily choose what power you will be selecting. Chain Link does not automatically allow you to choose any power from your primary discipline; you still need to know at least one other power in the specific chain of the chosen power.

Transdimensional Power [Metapsionic]

You can manifest powers that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the area affected.

Benefit: A transdimensional power has full, normal effect upon incorporeal creatures, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space in the area affected. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. Powers affected by this feat no longer affect targets on the Prime Material plane.

You must be able to perceive a creature to specifically target it with a power, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.

A transdimensional power costs a number of power points equal to its standard cost +2.

Normal: Only force powers and effects can affect ethereal creatures, and no Material Plane attack affects creatures on the Plane of Shadow or in an enclosed extradimensional space. There is a 50% chance that any power other than a force effect fails against an incorporeal creature.

More Advanced Construction

Last year we added the Advanced Construction feat to a psionic character's repertoire. However since that time we have come up with a few more abilities that we think should be added to the feat. Simply add these abilities to the proper menu selections for Advanced Construction.

Lesser Power Storing (Menu A): As the power storing ability, but the psion can store a single, targeted psionic power of up to 1st-level in the astral construct

Power Storing (Menu B): When manifested, the psion can store a single, targeted psionic power of up to 2nd-level in the astral construct. (The power must have a manifestation time of 1 standard action.) The psion can have the astral construct activate the power as a free action. (This ability is a special exception to the general rule that manifesting a power from an item takes as long as manifesting the power normally.) Once the power has been manifested, the astral construct is empty, and the psion cannot imbed another power in the construct. The psion must maintain a power point reserve equal to the cost to manifest the power, for each construct with this ability, until the power is manifested. If she doesn't, the construct loses the power.

Greater Power Storing (Menu C): As the power storing ability, however the psion can store a single, targeted psionic power of up to 3rd level in the astral construct

Superior Power Storing (Menu D): As the power storing ability, however the psion can store a single, targeted psionic power of up to 4th level in the astral construct

Lesser Metaphysical Construct (Menu A): As the metaphysical construct ability, but the astral construct's body becomes a +1 psionic weapon.

Metaphysical Construct (Menu B): The astral construct's body becomes a +3 psionic weapon. This provides a +3 enhancement bonus on attack and damage rolls made with its slam attacks. While the power is in effect, the construct's body shimmers and arcs with static electricity.

Greater Metaphysical Construct (Menu C): As the metaphysical construct ability, however the astral construct's body becomes a +5 psionic weapon.

About the Author

Mark A. Jindra has been a fan of Dungeons & Dragons for the past 25 years and has organized RPGA Network events for many conventions and game days, including Origins and Winter Fantasy. In 1998 he landed his dream job as a web developer for Wizards of the Coast and is currently the developer of the D&D website. Mark has authored or coauthored various tournaments for the RPGA Network, and he also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

Scott Brocius has been "kicking around" with the D&D game since being introduced to it 1980. He's been an RPGA member for several years and has helped organize and run RPGA events for several conventions, including Origins. The new edition of D&D has renewed his love for and interest in the game. Scott also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.


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