Psionics (Chi) in Alcirya | World Anvil

Psionics (Chi)

With psionics, a character can read the minds of others, move objects without physically touching them, or travel across vast distances in an instant. Consider the definitions of the following terms:

  • Psionics: The practice of extraordinary psychic powers. A character who has psionic abilities harnesses the power of his or her mind to produce a particular effect. Characters who have psionic powers are either Psion or Wild Talents.
  • Psionicist (Psion): A character who uses the force of his or her mind to affect the environment and inhabitants around them.
  • Wild Talent: A character from any class who has a natural psionic ability and at least one psionic power.
  • Discipline: Areas of study. Psionics
  • Science: Major powers in a Discipline.
  • Devotion: Minor powers in a discipline.
  • Defense: Intellect Fortress, Mental Barrier, Mind Blank, Thought Shield, and Tower of Iron Will.
  • Attack: Ego Whip, Id Insinuation, Mind Thrust, Psionic Blast, and Psychic Crush.
  • Closed Mind: A ‘defended’ mind. The natural state of all minds (psionic or not).
  • Open Mind: An ‘undefended’ mind. Either willing or forced (through attack). Regardless of the state of mind, any forcefully opened mind may close d4+1 rds. after it has been opened. Requires a successful Wisdom check at -3.
 
Wild Talents

Psionic Combat: Wild talents must select the Contact proficiency and place it in an open non-weapon proficiency slot. (Note that this should occur at the point when a character becomes a wild talent, whether when he is first created or later in his career when his psionic ability becomes known.) Along with the proficiency, wild talents receive only one psionic attack form. However, as a wild talent rises in level and gains non-weapon proficiency slots, he may select additional attack forms. These fill open slots, and the wild talent may choose more forms (for a total of three) as they gains slots. Wild talents may never have more than three of the five psionic attacks.

Wild talents can never make more than one psionic attack in a round.

 
Psionic Strength Points/Chi

Every psionicist and wild talent character has Psionic Strength Points, or PSPs. In many ways, PSPs are like mental hit points, though with a different function. Not only do they determine a character’s current psionic strength, they also power psionic abilities. This mental strength is used to create psionic attacks, activate psionic powers, and keep psionic defenses in place. As long as any PSPs remain, psionic defenses keep the mind closed to psionic intrusion of any sort. When a psionic character’s PSP total falls to zero, his defenses crumble and his mind is left open to psionic contact.

Each time a character uses (or attempts to use) a psionic science, devotion, or attack, he must pay the listed cost from his current PSP total. Damage caused by psionic attacks is also subtracted from PSP totals.

The PSP total for a psionicist depends on four factors: the psionicist’s Wisdom, Intelligence, and Constitution scores, and his experience level. Together, these factors determine the psionicist’s PSP.

A 1st-level psionicist has a number of PSP equal to their "Base Score" (Wisdom) + Ability Modifier (Intelligence) + Ability Modifier (Constitution) +d6.

The Psion character class gains d6 PSPs per level + their ability score modifiers (Int./Con./Wis.)

Recovery: Characters recover expended PSPs by resting for specific lengths of time (minimum of one full hour). The only states of rest that allow for PSP recovery are sleep or meditation. Any other physical activity or the use of psionic powers (which expend PSPs) negates the recovery process for that hour. A character can never recover more PSPs than his maximum total. During each hour of rest, characters recover one-eighth of their total PSPs (bearing in mind that they never recover more than their maximum total). To do this, divide a character’s PSP total by eight and round up. This is the number of PSPs the character recovers after one full hour of rest. So, if a psionicist is reduced to 0 PSPs, it takes eight full hours of rest to recover the expended PSPs - regardless of whether he has 20 or 100 PSPs. If the Psion is unable to sleep, they may still recover a trickle of PSPs as indicated below:

  • Physical Activity PSPs Recovered Hard exertion*: none
  • Walking, riding: 3/hour (1 every 2 turns)
  • Sitting, resting, reading: 6/hour (1/turn)
  • Rejuvinating**, sleeping: 12/hour (2/turn)

*"Hard exertion" includes fighting, running, digging ditches, walking while encumbered, climbing a rope, scaling a mountain, exploring a dungeon, swimming, and any other activity the DM wants to include.

**This refers to use of the psionicist's Rejuvination proficiency.

 

Gaining PSPs: The PSP total of psionicists increases with every level advancement. Psionicists receive d6 PSPs with each level increase up to 9th level, plus any bonuses for high Wisdom, Intelligence, and Constitution scores. Starting at 9th level, psionicists gain just 3 PSPs, and they receive bonuses only for high Wisdom scores. Regardless of their Intelligence or Constitution scores, they no longer receive bonuses for these abilities. Wild Talents follow their own progression.

 
Using Psionic Powers

All psionic powers have a mAC (mental Armor Class) score. To determine if a psionic power works against an open mind, a player must make an mTHAC0 (mental To Hit Armor Class 0) roll against the power’s mAC score on d20. Any roll equal to or greater than the number means the power has been activated and its effects are applied for that round of play.

All powers have a cost per round of use. The cost listed to the left of the slash is the number of PSPs needed to use the power for a single round. The cost listed to the right of the slash is the number of PSPs expended if the mTHAC0 roll fails (in which case the power’s effects aren’t applied).

Powers that have been successfully activated can be maintained from round to round without making additional mTHAC0 rolls. The psionicist simply expends PSPs to pay for the power’s cost. The first round that the character fails to pay the cost (either voluntarily or because his PSPs have been depleted), the power’s effects cease to function. If the psionicist wishes to reactivate the power in a later round, even against the same target, he must make a new mTHAC0 roll. If an mTHAC0 roll to activate a psionic power fails, and the character has enough PSPs remaining, he can try to activate the power again in the next round by making another mTHAC0 roll.

A roll of 1 is always a failure and a roll of 20 is always a success, no matter what the power’s mAC or the psionicist’s mTHAC0 scores are.

 
Psionic Combat

Psionicists automatically receive the Contact bonus proficiency when they are created. Contact gives them access to psionic attacks and allows them to participate in psionic combat.

The psionic attacks come naturally and don’t take up any proficiency slots.

Psionic combat is used to assault closed minds so that they can be opened to further psionic contact. This is accomplished like other attacks in the AD&D game system: The attacking psionicist selects an attack form and makes an mTHAC0 roll equal to or exceeding the defender’s mAC. Regardless of that mAC, a roll of 1 always fails and a roll of 20 always succeeds. Psionic attacks can be used against psionic and non-psionic minds. A non-psionic mind is defined as any character without a PSP pool (primarily, low level NPCs and most monsters). The procedures are the same, but the results are slightly different.

When attacking a psionic mind, psionic combat continues until one opponent is reduced to 0 PSPs or until the battle is broken off. A mind with 0 PSPs is open and can be subjected to other psionic powers. When attacking a non-psionic mind, however, only one successful attack is required to open the mind.

Psionic powers can only be used on open minds, whether willingly opened or attacked until that state occurs. A psionic power can be used in the same round that a mind is opened by psionic attack.

Psionic defenses, like armor and shields in physical combat, remain in place until the defender’s PSP total is reduced to 0 (in the case of a psionic character) or one successful psionic attack breaches the defenses (of a non-psionic character).

Psionic attacks require concentration. A psionicist who uses one during a combat round can move at only half his walking rate. A character using a psionic attack also can be disrupted the same way as can a wizard casting a spell. In the round when a character using a psionic attack is disrupted, the attack can’t be used. A disrupted psionic attack costs 1 PSP for the attempt.

 
Psionic Combat Sequence
  • The DM secretly decides what actions the monsters or NPCs will take - including choosing psionic attacks and defenses (if they have access to any). The DM doesn’t announce that decision to the players.
  • The players indicate what their characters will do, including choosing psionic attacks and defenses from the ones they have access to.
  • Initiative is determined. Note that psionic attacks and powers don’t have initiative modifiers. A seperate inititive should be rolled for psionic use (roll one d10 for physical actions, like movement, and a second d10 for psionic actions).
  • Attacks are made in order of initiative.
 
Closing an Open Mind

A non-psionic mind is one that has never had any PSPs. Its natural state is closed unless willingly opened or opened by psionic means. If such a target’s mind has been opened, but the subsequent psionic attack or power used against it wasn’t successful, the target can attempt to re-close its mind in the next round. This requires a saving throw vs. paralyzation at no penalty. If a psionic power was used successfully against the newly opened non-psionic mind, the target can still attempt to close its mind, but its saving throw is at a -4 penalty. The target may attempt to close its mind every round thereafter. For a newly opened psionic mind (one whose PSPs have been reduced to 0), the target can’t attempt to re-close its mind until d4+1 rounds have passed. After the required rounds have passed, the target can make a Wisdom check at a -3 penalty every round thereafter to attempt to close its mind. When either a non-psionic or psionic character succeeds at re-closing his mind, the following occurs:

  • Any psionic power currently in use against the character ceases to function, and contact between the two minds is broken.
  • If the power’s effect already took place in the round in which the mind re-closed, the psionicist expends the full PSP cost.
  • If the power’s effect didn’t take place yet in the round, then the lower PSP cost is subtracted from the psionicist’s PSP total (as if the activation attempt failed).
  • If the psionicist wants to reestablish contact, he’ll have to, once again, open the target’s mind.
 
Psionics in a Round

A psionicist can do several actions during a single round. He can:

  • Make as many psionic attacks as his experience level indicates.
  • Use one psionic defense.
  • Activate one psionic power against an open mind.
  • Maintain as many previously successfully activated powers as he wishes, provided he can afford to continue paying the PSP costs. Further, if a psionic attack succeeds and opens a closed mind, a psionic power can be used against the mind that same round.
 
Limitations to Psionic Powers

Psionic powers have definite limitations. Some of these already have been discussed, but are repeated here to emphasize them. Other limitations are new.

  • PSPs: Psionicists and wild talents have a finite amount of psionic strength available to them at any given time. This strength, expressed as PSPs, must be expended to use psionic attacks, defenses, and powers. The total also indicates how much damage a hero’s psionic defenses can withstand before his mind opens. As such, the psionic character must always balance the use of powers, attacks, and defenses with how strong he wants his own internal walls to remain.
  • Line of Sight: All psionic attacks and most powers require line of sight to use. If line of sight is blocked, most psionics won’t work.
  • Touch: Some psionic powers have a range of “touch.” These can be used in melee combat, but they require a physical attack roll and an mTHAC0 roll to work. Like all psionic powers, they only can be used against open minds.
  • Obstructions: Anything that hinders a character’s normal vision blocks line of sight. Unless the description states otherwise, psionicists require a line of sight to use a power. Obvious exceptions to this rule are the clairsentient powers and many of the telepathic powers. However, certain materials can obstruct these psionic powers if they completely block the target. These are lead and iron (at least 1 inch thick), obsidian (at least 2 inches thick), stone (at least 1 foot thick), and the Antimagic Shell spell.
 
Psychic Contests

Sometimes two or more psionicists try to use a psionic power on the same target. For example, two psionicists might try to use telekinesis to move a stone in two different directions, or they might attempt to teleport the same character to different locations, or they might use any psionic powers in such a way as to be in direct conflict with each other. Which power use prevails? The struggle results in a psychic contest. To resolve a psychic contest, compare the competing characters’ mTHAC0 rolls made to activate the powers. The character who has the lowest successful mTHAC0 roll wins the contest. If none of the competing characters roll successfully, none of the power uses succeed. If one character succeeds and the others fail the rolls, then that character wins the contest. If competing characters have the same mTHAC0 score and they roll the same numbers on the dice, then a psychic lock occurs. In a psychic lock, neither competing character wins the psychic contest that round. Both are applying equal psionic pressure, thus creating a stalemate. To resolve the contest, both characters must pay the power’s PSP cost and engage in another round of psychic contest. If either character fails to pay the cost - effectively giving up - that character suffers a psychic backlash and loses 4d4 PSPs immediately.

 
Psionics and Magic

Psionics and magic use completely different forces. Psionics uses internal energy, while magic taps into extraplanar power. Both arts can produce similar effects, but they do so in very different ways. For this reason, psionics and magic don’t ordinarily mix. Magical spells, for instance, can’t be used to detect or dispel psionic activity, unless otherwise stated. Likewise, psionic powers can’t detect magic that simulates psionic abilities. Lastly, if a psionicist uses a psychokinetic, psychometabolic, psychoportive, or telepathic power against a magical illusion, he automatically gets a saving throw vs. spell to disbelieve it. Specific spells, as listed below, intermix with psionics in the following ways:

  • Antimagic Shell: This spell blocks the effects of psionic powers.
  • Detect Charm: This spell detects telepathic control, such as domination.
  • Detect Invisibility: This spell allows the caster to see clearly psionic invisibility, astral travelers, shadowform, and ethereal creatures. It doesn’t work against characters in other dimensions.
  • Detect Magic: This spell has no effect on psionics.
  • Detect Scrying: This spell will detect psionic scrying, though psionicists get a save vs. spell to avoid detection.
  • ESP: If this spell is used against psionicists, they get a save vs. spell with a +2 bonus to negate the effects.
  • False Vision: This spell works against psionics, though psionicists get a save vs. spell to negate effects.
  • Forbiddance: This spell effectively blocks all teleportation and metabolic powers.
  • Free Action: This spell overcomes all psychokinetic effects against the subject’s body, as well as domination.
  • Globe of Invulnerability/Minor Globe of Invulnerability: These spells have no effect on psionics.
  • Magic Jar: Psionicists use their combined Wisdom and Constitution scores when determining the differential modifier.
  • Mind Blank: Psionicists get a save vs. spell to overcome this enchantment.
  • Misdirection: This spell has no effect on psionics.
  • Mislead: A psionic attack reveals this spell, but the first attack automatically fails.
  • Nondetection: This spell works normally against psionics.
  • Otiluke's Resilient Sphere: Psionics can’t penetrate this spell’s protection.
  • Protection from Evil/Protection from Evil 10' Radius: These spells provide +2 bonuses to mACs.
  • Spell Immunity: This spell has no effect on psionics.
  • Trap the Soul: Psionicists trapped by this spell can’t use any psionic powers.
Starting PSPs/Chi
  • Psions: Base Score (chart) + d6 + Ability Modifier (Int.) + Ability Mod. (Con.)
  • Wild Talents: Wisdom + d4 ​+ Ability Modifier (Int.) + Ability Mod. (Con.) + Ability Mod. (Wis.)
  • Normals: Wisdom
  • PSP Gain per Level
  • Psions: d6/level + Wis. Mod. (up to 9th) then +3/lvl + Wis. Mod.
  • Wild Talents: d4/lvl
  • Normals: None

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