Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts

Friday, December 15, 2023

The Elemental Disciple

 

Elemental Priests have always been a favorite of mine in Dark Sun and while placing them onto the wizard chassis would be the simplest approach it didn’t quite sit right with me. With all the unique abilities they posses I decided instead to make their own class, with their own spells and magic dice. For now I simply present the base four elements, but have plans to move onto the para-elements as well.


The Elemental Disciple

Starting Gear: Basic weapon, leather armor, a wooden icon of your pact.

Skills: (1) Music, (2) Oral History, (3) Herbalism, (4) Medicine

+1 ED for each template you posses.


A: Elemental Invocations, Sense Element, Defy Defiler

B: Align to Element, +1 Invocation

C: Gate Element, +1 Invocation

D: Sanctify Shrine, Transcend Element +4 Invocation


Elemental Invocation: You use Elemental Dice (ED) to cast Elemental Invocations just like you can with Magic Dice (MD). When you gain Elemental dice you must swear yourself to one of the four elements (Air, Earth, Fire, Water).

You begin play with two elemental invocations from your elemental list by rolling a d6 twice. When you gain the second level in this template roll a d8 to choose your new invocation, and roll a d10 when you gain the third level in this template. Upon gaining the 4th template in this class choose 4 invocations and learn them.

Additional invocations can be learned from prayer scrolls by bringing them to an appropriate shrine and meditating upon them. This costs 25 cp in prayer materials and takes 1 hour, at which point you learn the invocation. You cannot learn invocations of other elements, but you can cast from their prayer scrolls. These scrolls come with one inherent ED and the scroll is consumed – you may add your own ED to the invocation but these ED only return to your pool on a 1-2.

After a night of good rest you can meditate to regain your Elemental Dice, but note Elemental Dice only recharge while you are in contact or adjacent to your chosen element. Earth disciples must be touching rock or soil (but not silt), Air disciples must be in at least a minor breeze, Fire disciples must bask in a fire at least the size of a torch, and Water disciples must be near a pool of water (at least 1 gallon of water poured out counts).

 

Sense Element: By closing your eyes and concentrating you can sense the presence of your element with 30 ft or so. This can sense your element through up to about a foot of solid non-living material.

  • Air Disciples detect air

  • Earth Disciples detect earth, soil and stone

  • Fire Disciples detect fire

  • Water Disciples detect water

If there is a mystical disturbance related to your element in the area you can sense that too.


Defy Defiler: When you are within the destructive life sapping radius of a defiler’s spell you hear the land shriek and groan in pain, and you can come to its aid. You volunteer your own life force in place of the land’s, taking [dice] damage and protecting the land from destruction.


Align to Element: Once per day you can ignore your element for one minute. For each ED rolled you may extend this ability to [sum] willing recipient.

  • Air Disciples ignore all winds, gales, storms and toxic gases

  • Earth Disciples may walk through earth and stone as if it were not there. If the duration ends while inside the stone, Save or die.

  • Fire Disciples are immune to fire and heat for this time, but not direct contact with magma.

  • Water Disciples can ignore water and breath underwater


Gate Element: Once per day you can summon forth your element directly from it’s elemental plane, calling about 1 cubic foot per Elemental Disciples template. By rolling an ED you can do this an additional time. A list of suggested effects are listed below, but more creative applications are obviously possible. Any foe that is not surprised may Save to halve the effects.

  • Air Disciples call forth a terrific wind that zips across the battlefield. This wind can be directed to strike a foe, potentially knocking them over. This can also negate toxic clouds, stop arrows, and more.

  • Earth Disciples can call stone in any basic shape near them, potentially dropping it on foes (1d8 damage), creating walls, or any other creative endeavor.

  • Fire Disciples can forth columns of flame that strike a foe for 2d6 fire damage. Nearby flammable material ignites.

  • Water Disciples can summon forth water, able to extinguish fires, relieve dehydration or douse individuals (but never doing damage)


Sanctify Shrine: An Elemental Disciples may now seek out a place of elemental importance and can sanctify it. Sanctifying a shrine requires clearing it of all mystical taint and 1000 cp in sacrifices.

While casting at a shrine add +1 ED to all invocations. While at your shrine by way of an hour long ritual you may transport yourself and up to 8 other creatures to the elemental plane of your element (or come back if on the other side)


Transcend Element: You can now use the Align Element ability for a number of hours equal to your level each day. If you would be struck by an attack that uses your element you can Save to instinctively activate this ability to ignore it.



Invocations

Note: Invocations with an (R) next to them denote that the invocation can be found in Skerple’s wonderful GLOG: Many Rats on a Stick edition.


Air Disciples Invocations:

  1. Feather Fall (R)

  2. Wind Blade

  3. Dust Devil

  4. Wind Whispers

  5. Levitate (R)

  6. Control Air (R)

  7. Sturdy Circle in The Air (R)

  8. Call Lightning

  9. Call Elemental

  10. Commune

  11. Wind walk

  12. Cloudkill (R)


Earth Disciples Invocations:

  1. Dust Devil

  2. Hold Person (R)

  3. Spider Climb (R)

  4. Control Earth (R)

  5. Stoneskin (R)

  6. Encase

  7. Control Stone (R)

  8. Obedient Stone (R)

  9. Call Elemental

  10. Commune

  11. Serpents of The Earth (R)

  12. Earthquake


Fire Disciples Invocations:

  1. Light (R)

  2. Protection from Fire (R)

  3. Control Fire (R)

  4. Crush Flames (R)

  5. Vision Ignited

  6. Scorching Ray (R)

  7. Flame Cloak

  8. Ignite (R)

  9. Call Elemental

  10. Commune

  11. Walk The Cinder Path

  12. Fireball (R)


Water Disciples Invocations:

  1. Cure Wounds (R)

  2. Fog (R)

  3. Moon Lust (R)

  4. Clarity (R)

  5. Control Water

  6. Animate Potion (R)

  7. Speak with Water

  8. Bless Water

  9. Call Elemental

  10. Commune

  11. Desiccate (R)

  12. Resurrection (R)





Acid Rain

Sphere: Rain, Water

R: 100’, T: Point, D: [Sum] rounds

A cloud bursts into existence, raining down acid on all caught beneath. This storm is 30’ in radius and deals 2d4 damage each round. Once a foe has taken damage from this spell their defense is treated as 2 lower until repairs or healing are performed. If you wish you may create an eye of the storm at the center, 5’ in radius.

 

Bless Water

Sphere: Water

R: Touch, T: Pool of water, D: 1 hour

Bless water, from one to [sum] gallons. This is treated as holy water against undead and fire (and sun, magma, and silt) elementals. Alternatively [dice] weapons may be blessed with this water, granting them a +1 magical bonus until sunrise.

 By spending 2+ ED you can permanently bless water this way.

 

Commune

Sphere: All

R: 0’, T: Self, D: [Sum] Minutes

By meditating you may speak with the cosmic elemental spirits themselves, asking [Dice] questions of them. These spirits know a great many things and usually will answer honestly, but aren’t compelled to. If you cast this spell in a place of notable power to your element you gain an additional question.


Call Elemental

Sphere: All

R: 15’, D: Concentration

Summon forth an elemental to do your bidding. The creature has 2x[dice] HD, Defense as Chain, and an attack that deals 1d6* damage. Each elemental can use the Elemental Priest ability Gate Elemental once per day. The elemental is loyal to you and its elemental masters. At the end of the duration the elemental vanishes.

  • Air elementals can fly rapidly, fit through cracks and are immune to non-magical ranged attacks.

  • Earth elementals have defense as Plate and deal an additional 1d6 damage on attacks.

  • Fire elementals ignite their target, dealing 1d6 damage until they extinguish themselves.

  • Water elementals can swim, fit through cracks, and heal 1d6 damage per turn.

By investing 4 ED you can charge the summoned elemental to a long term task such as delivering a message or guarding a shrine. In a year and a day the elemental returns to its home if it has not completed its task.


Call Lightning

Sphere: Air, Rain

R: 120’, T: Self, D: [Sum] Minutes

You call forth a miniature cloud above you, allowing you to fire lightning bolts at targets in range. Each lightning bolt does [Dice]d6 damage and the target may save for half. Once you have fired [Dice]+1 lightning bolts the spell ends.


Condensation

Sphere: Rain, Water

R: 60’ T: Water or Fog, D: 0

Instantly turn up to [sum] gallons of water into that many 30’ cubes of fog, or vice versa. When mist is turned into water you can choose where that water forms, such as in a vase. This process can turn all the water in a fresh corpse into a 30’ radius fog cloud, drying out and shriveling the corpse instantly.


Dew Touched

Sphere: Rain, Water

R: Touch, T: Up to [sum] creatures, D: [sum] hours

For the duration as long as the targets are in contact with fresh water (even a few drops on the skin) they are kept at a cool refreshing temperature. They take [dice] less damage from fire and lightning.


Dust Devil

Sphere: Air, Earth, Silt

R: 60’, T: Space of air, D: [dice]x10 minutes

A small patch of wind is animated to serve you. It has 1 HD but cannot attack directly. You can order it, directing it around or asking it to do things for you, but it has trouble interacting as it is a swirling dust devil (it can still move light objects around, perhaps even a shield with major concentration). It can swirl around foes, creating dust clouds to distract them.


Earthquake

Sphere: Earth

R: 1 mile, T: Earth, D: [dice] rounds

Shake the ground below, you level structures and ruin lives. This spell requires at least 3 [dice] invested to be cast. All creatures must test morale and take [dice] damage. Structures Save or crumble, with a modifier based on their sturdiness. Those within collapsing structures are usually buried, often dying while buried alive.


Encase

Sphere: Earth

R: Touch, T: Willing Creature or Object, D: [sum] hours

The touched creature or object must be standing on stone or earth when you cast this spell. The affected creature sinks into the earth into a tiny peaceful chamber for the duration, healing 1d4 HP per hour.


Feather Step

Sphere: Silt, Air

R: Touch, T: Creature or Object, D: [sum]x10 minutes

For the duration the creature or object becomes exceptionally light but can still walk. Doing so allows them to walk across pressure plates, flimsy bridges, even silt, without causing it to break. Due to their lack of weight their jump distance is doubled, but so is the distance they are pushed.


Flame Cloak

Sphere: Fire

R: Touch, T: Creature, D: [sum] Minutes

The creature is wreathed in flames, protecting them against the cold and reducing all incoming cold or fire damage by [dice]. Any creature that gets too close or tries to strike the creature with a melee attack takes 1d6+[dice] fire damage as the flaming cloak burns them.


Speak with Water

Sphere: Water

R: Touch, T: Water, D: [dice]x10 Minutes

You may speak with water and it can talk back, answering questions and holding conversation. Water is generally agreeable, but note the priorities of water are not that of humans, for great oasis might ponder slowly, while rushing rivers jump quickly from topic to topic. By using 3 or more [dice] you may ask the water to perform a minor favor for you.


Walk the Cinder Path

Sphere: Fire

R: [dice]x50 miles, T: Self and 1 + [dice] creatures, D: 0

You and any other creatures step into a fire at least the size of a camp fire, and emerge out of a similarly sized fire of your choosing within range. Alternatively you may specify a general area and come out of the nearest fire there, but there is usually a 2 in 6 chance that there is no available fire at the moment of casting if done this way.


Wind Blade:

Sphere: Air

R: 0, T: Self, D: [sum]x10 minutes

Summon a nearly invisible blade of pure wind in your hand, as a longsword. You are always proficient with this magical blade and for the duration you can always reform it in your hand. Dropping the wind blade causes it to evaporate. By slashing the air you can “throw” the blade, giving attacks the range of a sling.


Wind Walk

Sphere: Air

R: Touch, T: Self and 1 + [dice] creatures, D: [sum] hours

You and other creatures may race across the winds, moving quickly across the open earth. While doing so your movement is 4 times faster and you ignore effects of terrain, though great storms might slow you still. While safe, landing with any precision is difficult due to the speed, usually off by 1d6 meters.


Wind Whispers

Sphere: Air

R: 1 mile, T: Self, D: [dice]x10 minutes

Opening your ears you invite the wind to whisper to you what secrets it has heard. By focusing in a particular direction you can faintly hear conversations up to 1 mile away. Alternatively if looking for rumors this may grant you a [dice] in 6 chance to hear these rumors. These abilities don’t work through encased chambers.


Sunday, October 1, 2023

The Psion

 

Welcome to Impulsive Necromancy, a place for me to post a smattering of RPG related writings usually.

This is the first post in a series of converting the AD&D rule set into a GLOG ruleset, based around the Many Rats on Sticks version of the rules.

To begin here’s my first write up of The Psion, a keystone of the Dark Sun setting. It’s by no means a 1:1 conversion of the class, instead taking my favorite parts of the original class and translating it over. As well note that while writing this class I had in mind Psionic Wild Talents, which everyone on Dark Sun has, so a character will likely have 1 or 2 more PSP.


The Psion

Starting Gear: Dagger, 3 candles, Glimmering Crystal (Break to regain 1 PSP)

Skill: Roll (1) Philosophy (2) Politics (3) Meditation (4) History (5) Back Alley Deals (6) Masonry

+2 PSP per template


A: Devotion, Psionics, Mental War, +2 Powers

B: +1 Power, Mental Rejuvenation

C: +1 Power, Second Devotion (+1 Power)

D: +3 Powers


Psionics: You gain the ability to use Psionic powers, which cost psionic strength points (PSP) points to use. It takes your action to activate a psionic power unless otherwise noted. Psychic powers take at least 1 PSP to activate, but often more can be spent if you wish to boost the power. The total number of PSPs spent on a power is denoted as [PSP] and will often effect how strong the power is – note that [PSP] is not split across the power or anything. There is however {PSP}, noted by squiggle brackets, which are used to augment a power. PSPs put into {PSP} do not add to [PSP].

Ex: You have a power that reads “Deal [PSP] damage to [PSP] targets. If you spend {1 PSP} they all turn into lizards.” If you spend 3 PSP to activate the power, and spend 1 additional PSP to turn them into lizards, then all 3 targets take 3 damage and turn into lizards.

While many Psionic powers can be used on yourself or others you touch, to affect others you must make a psychic link using the Psychic War power first. At the start of each morning you regain all PSP points if you got a good night’s sleep, otherwise Save per missing PSP to see if you regained it.

You can detect strong ambient psionic powers if you are not distracted. To learn details about a psionic emanation roll under Intelligence.


Psychic War: There are exactly three known Psychic Stances, which are used between psions fighting a mental battle. Each stance has one weakness and one strength, thus the battle of minds never ends. You have mastered all three stances, but now you must master their strategy.

You can attempt to establish one psychic link per scene for free, additional attempts cost 1 PSP. If they do not know any psychic stances you establish a psychic link. Otherwise, a psychic war begins.

The attacker and defender each secretly pick one of the three stances and reveal them at the same time, consulting the table below. A [+] indicates the attacker has advantage on their d20 roll, while a [-] means they have disadvantage on the roll. The attacker and defender both roll a d20, if the attacker rolls higher they break the defenses of their opponent and establish a psychic link.


Attack \ Defense

Ego Precipice

Sublime Crown

Apathetic Deluge

Ego Precipice


[+]

[-]

Sublime Crown

[-]


[+]

Apathetic Deluge

[+]

[-]


A defender who has a psychic link established to them may initiate another psychic war on their turn to push the attacker out of their mind, but does not establish a psychic link in doing so.

You can have as many psychic links are you want, and they last an hour as long as the target is within 200’.


Devotion: Pick a specific subtype of Psionics to influence your powers. At first level roll a d4 twice to see what powers you know. At second level and third level, roll a d6 to see what power you learn. At fourth level pick three powers between your devotion and second devotion to learn.

The devotions are Clairvoyance, Psychokinesis, Psychometabolism, Telepathy and Psychoportation. It’s also said there’s a devotion of Metapsionics, but that’s just a silly rumor.

You can learn additional devotions from psionic power gems as a wizard can learn spells from scrolls. You can only learn powers from your devotion (and second devotion when you get one).


Mental Rejuvenation: Once per day when you are very calm (meditation, etc) or very emotional (near death experience, betrayal, etc) you can regain half your total PSP.


Second Devotion: You have expanded your psychic capabilities to a second field of psionics. Roll a d6 to see what new power you learn from your second devotion.



PSIONIC POWERS


Clairvoyance

While you have a psychic link with the target you can choose one of their senses and perceive through it for one minute. You can do this a number of times equal to your Psion templates, then the link ends.


1. Sense Object
C: 1+ PSP, R: 100’, T: self, D: [PSP]x10 minutes

Choose a broad material or object such as wood, gold, food, water, but not like “my missing gold ring” or “a statue of The Dragon”. You can sense any examples of the chosen material in range, however at least one foot of solid material reduces the range to 10’.


2. Read Aura

C: 1+ PSP, R: 30’, T: Self, D: [PSP]x10 minutes

For the duration you can see the colorful soul auras of creatures. Vibrant emotional creatures appear as flickering rainbows, while undead appear as crackling black voids. By spending a moment examining an aura you can get a sense for the creature’s current emotional state.


3. Read The Threads

C: 1+ PSP, R: 0, T: Self, D: 0

You may ask [PSP] questions of the GM, usually about the outcome of possible action. The GM can answer “weal” or “woe” (or other cryptic one word answers), but has a 1 in 6 chance to lie to you. This ability has a limited time horizon of about 1-3 days. By spending {4 PSP} you can negate the chance the GM lies to you.


4. Swap Senses

C: 1+ PSP, R: Touch, T: One Creature, D: [PSP] Hours

Pick two of the five senses, the target creature swaps them for the duration. This may allow you to “see” via sound, allowing you to see even if blind folded. You could hear sounds via smell, or taste via touch, etc. If an attack would target one sense but you have swapped it, such as a petrifying gaze while you are seeing via scent, you are immune to that ability. By spending 8 PSP you can make this ability permanent.


5. Clairvoyance

C: 1+ PSP, R: [PSP] miles, T: self, D: [PSP]x10 minutes

You project one of your senses to a designated location within range, ignoring any walls, etc. For the duration you can choose to perceive via that sense at the point. For each additional {PSP} spend you can do one of the following: (1) Add an extra sense to the location (2) Move the location of the power


6. Object Reading

C: 1+ PSP, R: Touch, T: One object, D: 0

By touching an object you get a vision of the last strong emotional impression left upon it. The stronger the emotional impression, the clearer the vision. Each additional {PSP} can show you a clearer vision, or go farther back to previous strong emotional impressions. For example a knife used to murder someone will have a strong impression of the killer’s rage and thus show a clear vision of the stabbing, or a bed will have a strong impression of the person who has been sleeping there all their life.


7. Divination

C: 2+ PSP, T: Creature or Object, D: [PSP]x10 minutes

When you use this power on a psychic creature you must first beat them in a psychic war. Choose a creature or object you know of. If it is on the same plane as you your senses are hurled across space to scry on them for the duration, as well as giving you a general direction towards them. Alternatively you may specify something such as “The nearest thri-kreen” or “The key ring of Kalak”. The power is not able to pick up hidden information such as “The nearest traitor to the uprising”.


8. Genius Loci

C: 1+ PSP, R: 10’+, T: Self, D: Concentration

This power takes 1 minute to activate, and can be maintained an additional round by concentrating and spending 1 additional {PSP} per round, and the range increases by 10’.

For the duration the psioncist perceives everything within range from the smallest grain of sand to the lurking assassin behind the wall. Even magic such as invisibility is pierced, but this power does not extend to other planes. Hidden magics are revealed and the true forms of creatures are laid bare to the caster.



Psychokinetic

While you have a psychic link with a target you can shove them 10’ in any direction. You can do this a number of times equal to your Psion templates, then the link ends.


1. Levitate

C: 1+ PSP, R: 50’, T: Creature Object, D: Concentration

You cause the target to raise, lower or hover. It can only move vertically under this power, 20’ round. The weight limit is [PSP]x250 lbs. If you concentrate on this power for more than 3 rounds, take 1d6 damage.


2. Energy Manipulation

C: 1+ PSP, R: 50’ T: Self, D: [PSP]x10 Minutes

For the duration you can control energy, dousing or kindling fires, heating or cooling objects. By focusing on an object you cause it to slowly heat up or cool down, moving the damage up or down the dice chain (0, 1d2, 1d3, 1d4, 1d6, etc) to a maximum of 4 steps per PSP spent.


3. Force Pane

C: 1+ PSP, R: Touch, T: Creature or Object, D: [PSP]x10 minutes

Create a nearly invisible plane of force, 10’ x 10’ in any orientation. It is twice as strong as steel. Each [PSP] allows you to draw an additional 10’ x 10’ pane, which must be within 10’ of another pane.


4. Control Light and Sound

C: 1+ PSP, R: 50’, T: Self, D: [PSP] minutes

For the duration you can manipulate light and sound. While the power is active you can do one of the following: brighten or dim light, move shadows, create generic noises, or amplify or deafen noises. For each additional PSP spent you can add another effect.


5. Molecular Manipulation

C: 1+ PSP, R: Touch, T: Object(s) D: 0+ minutes

By touching two objects you can bond or separate them at the molecular level, fusing them together. This connection isn’t unbreakable, just rather strong.

Alternatively the psionicist may temporarily transmute one type of matter into another similar type of matter for [PSP]x10 minutes.


6. Telekinesis

C: 1+ PSP, R: 60’, T: Self, D: [PSP] minutes

For the duration you can telekinetically effect the world around you. You can shove creatures [PSP]x10’ feet each turn, though they may save to half the distance. Slower and more precise movement is also possible, with a weight limit of [PSP] x 100’ lbs. Only one creature or object can be manipulated at a time, and without fine motor control. A lever could be pulled, but a small note could not be scrawled.


7. Puppet

C: 1+ PSP, R: 30’, T: Creature+, D: [PSP] rounds

You must have a psychic link to use this power. Via telekinesis you can control the actions of another like a puppet on a string. This is only physical control not mental control, thus you cannot have them cast spells, etc. If you would have the target do something suicidal or against their base instincts (kill their spouse, etc) they can save to prevent the action. For each additional {PSP} you can target an additional creature. Controlling your target(s) takes your action each turn.


8. Detonate

C: 1+ PSP, R: 30’ T: Non-living, D:0

Choose a non-living creature or object. It explodes, taking 1d10+{PSP} damage, Save half. If it deals 10 or more damage to an object, it is usually destroyed. When targeting a large piece of material, such as a wall, this ability only affects a 1 cubic meter at a time.



Psychometabolism

While you have a psychic link with the target you are always aware whenever the target’s body is hurt or impaired, such as via a wound or drinking poison. You can end the link to heal the target 1d8 HP or remove one Fatal Wound.


1. Alter Self

C: 1+ PSP, R: 0, T: Self, D: [PSP]x10 minutes

Alter yourself to look like another humanoid. You can also grow claws, fangs, horns, gills and other similar basic modifications. You have fine enough control to impersonate another if you spend [3 PSP]. This transformation can be made permanent by spending {5 PSP}.


2. Adaptation

C: 1+ PSP, R: 0, T: Self, D: [PSP]x8 hours

You modify your body to adjust to extreme circumstances. This allows you to survive without trouble in temperatures from -20° F to 140° F. You require half rations and water as long as you are within sunlight for the majority of the time since you adsorb some of your needed energy from the sun.


3. Energy Drain

C: 1 PSP, R: Touch or 50’, T: One Creature, D: 0

Deal 1d10 damage to a creature and regain that many hit points yourself. By spending {1 PSP} and using this power on a willing creature you can transfer hit points between the two of you as long as you are in physical contact. To use this power at range you must have Psychic Link.


4. Regeneration

C: 1+ PSP, R: Touch, T: Creature, D: [PSP] rounds

Touched creature heals [PSP] HP per round, for a total of [PSP]d6. If at least [4 PSP] is spend, limbs and other missing body parts slowly regenerate over the course of an hour.


5. Monstrous Form

C: 1+ PSP, R: Touch, T: Creature, D: [PSP]x10 minutes

You must have a psychic link to use this on another creature. The target grows in size, twisting into a monstrous version of itself, thirsty for blood. The creature grows a natural attack dealing 1d6, develops natural armor as Chain, and increases it’s size by 50%. In addition you may spend PSP in the following manner: Increase it’s maximum health by 2x{PSP}, {2 PSP} grants it wings to fly, Increase the damage of it’s attack by {PSP}. Other similar changes may be available but must be negotiated with your GM.


6. Shadow Form

C: 2 PSP, R: 0, T: Self, D: [PSP] minutes

For the duration you turn into a living two dimensional shadow, moving along surfaces. Moving through patches of bright light deals you 1d6 damage per round, but you are otherwise immune to non-psychic attacks. Neither can you attack, you can only use non physical psychic abilities.


7. Metamorphosis

C: 2 PSP, R: 0, T: Self, D: [PSP] minutes

You change yourself into any creature with approximately the same mass: A dog, a chair, etc. Your stats remain the same save for your armor and any attacks the new form might possess. You do not gain any magical abilities of the new form. For the duration you may change your form up [PSP] times, reverting to your standard form at the end.


8. Death Field

C: 2 PSP, R: 30’, T: Self, D: 0

When you activate this power spend any number of hit points. All other creatures in the area save or lose that many hit points as well. Those that succeed only lose half as many hit points (round up).

 

 

Telepathy

While you have a psychic link with the target you can choose to read their surface thoughts for one minute. You can do this a number of times equal to your Psion templates, then the link ends.


1. Charm

C: 1+ PSP, R: 60’, T: Creature, D: [PSP] minutes

Using this ability requires a psychic link to be established. Target creature must save or be charmed by you, treating you as a friend. They aren’t utterly loyal or controlled by you but don’t wish harm to you either. You or your friends betraying their trust (such as attacking their allies) allows them to Save.


2. Mental Mesh

C: 1 PSP, R: 60’, T: Creature, D: [PSP] hours

Using this ability against a hostile creature requires a psychic link to be established. You and any number of creatures you choose while activating this ability can communicate via telepathic speech for the duration as long as you are within [PSP] miles of each other.


3. Probe Mind

C: 1+ PSP, R: 30’, T: Creature, D: 1 min

Using this ability requires a psychic link to be established. You can probe into the mind of a creature, seeing [PSP] pieces of information / brief memories. If the creature is conscious or particularly strong willed they may Save to resist each query.


4. Psionic Blast

C: 1 PSP, R: 120’, T: Creature, D: 0

Using this ability requires a psychic link to be established. Deal 1d10+[PSP] damage to the creature. They save to end the psychic link, with a bonus on the save equal to [PSP].


5. Memory Shift

C: 1+ PSP, R: 10’, T: Creature, D: Forever

Using this ability requires a psychic link to be established. You can blank the recent memory of a creature, about the last 10 minutes. For each [PSP] you can erase another particular memory. If you spend {2 PSP} you can instead rewrite those memories. Rewriting memories requires you to be able to be understood by the target and takes 10 minutes per memory. Note that this power does not let you see memories, you can simply overwrite a period of time.

The creature gets a save to resist for each memory, unless they are unconscious. If shown overwhelming evidence against false memories they may save again to overcome this modification. A psion can also use this power to try to heal modified memories, allowing another save per memory.


6. Mind Swap

C: 4 PSP, R: Touch, T: Two Creatures

Using this ability requires a psychic link to both creatures to be established. You swap the consciousness of two creatures between their bodies. They bring their mental stats, skills, knowledge and class abilities but gain everything else from their new form. The GM adjudicates this process as needed.

This process takes 10 minutes. A creature who does not want to swap bodies can Save to resist this, if either creature passes the process fails.


7. Fate Link

C: 1+ PSP, R: 30’, T: Creature, D: [PSP] rounds

Using this ability requires a psychic link to be established. You and target creature are linked mentally by fate, meaning that whenever one loses hit points so does the other, though they can save to halve this damage. When one creature dies, the other must save or drop to 0 HP. The two creatures are always vaguely aware of the other and know their general direction.


8. Dominate

C: 3+ PSP, R: 30’, T: Creature, D: [PSP] minutes

Using this ability requires a psychic link to be established, though they may save to resist. You utterly control the target creature, making them bend their will to your commands. They are devout servants to you and do whatever you say. If you issue a command that would be fatal to them or go against their core convictions (killing their true love, etc) they can Save to end the effect.

By spending {4 PSP} you can increase the duration of this ability to 1 week. After the initial successful use of this power on a creature, further uses only cost 2 PSP.



Psychoportive

While you have a psychic link you can teleport yourself up to 60’ up to the target, even without line of sight. You can do this a number of times equal to your Psion templates, then the link ends.


1. Time Shift

C: 1+ PSP, R: Touch, T: Creature or Object, D: 1 Hour

Touched creature or object is flung ahead in the time stream, appearing at a designated time point within the duration of the power. They effectively cease to exist until then, at which point they reappear in the same spot. An unwilling creature can save to resist this effect. By spending [1 PSP] the duration can be extended to 1 day. Alternatively by spending {6 PSP} you can go back in time to the start of your turn last round.


2. Jaunt

C: 1+ PSP, R: Touch, T: Creature or Object, D: 0

You or an object you touch are teleported up to 120’ to a point you can see or a direction you choose, however you cannot teleport into solid material. You can bring [PSP] additional creatures with you.


3. Swap

C: 1 PSP, R: 60’, T: Creature or Object, D: 0

Pick two targets, they both teleport, swapping places. If either creature is unwilling, or the item(s) are in the possession of unwilling creatures, they may save to resist this effect.


4. Banishment

C: 1 PSP, R: 30’, T: Creature or Object, D: [PSP] hours

Using this on an unwilling creature requires a psychic link to be established. Target creature is banished into a harmless space between spaces about the size of a room for the duration, reappearing at the end of the power. If the targeted creature is not native to this plane they instead are banished back to their home plane forever.

Alternatively you can take yourself and {PSP} other willing creatures into this space between spaces, giving you a safe respite.


5. Summon Energies

C: 1+ PSP, R: [PSP]x20’, D: 0

Choose a point, and open a portal to call forth raw planar energy upon all in a 10’ radius. Each creature takes [PSP]d4 damage, and can save for half. The usual elements you can call are fire, cold, lightning and acid. This generally pisses off nearby elemental spirits.


6. Teleport

C: 2+ PSP, R: Athas T: Self and [PSP] other creatures or objects, D: 0

The psionicist and all designated creatures and objects teleport to a chosen location that the psionicist can visualize or knows well. They are swapped with an appropriate amount of mass there. There is 5 – {PSP}% chance of something going awry during this process.


7. Planar Travel

C: 3+ PSP, R: Creation, T: Self and [PSP] other creatures or objects, D: 0

Chose a plane of existence that you are familiar with or have a tuning rod for. You and all designated creatures and objects are transported to that plane. A destination can be chosen but you are usually off target by 1d6 x 10 miles. They are swapped with an appropriate amount of mass there.


8. Summon

C: 1+ PSP, R: 10’, T: Planar Creature, D: [PSP]x10 minutes

Call forth a planar entity by type or by name, and summon one of those creatures before you. Name a task for the creature to complete, it must do so to the letter. Once they have finished their task they are free to do what they will, returning to their home plane at the end of the duration of the power or if they reach 0 HP.

Alternatively you may spend {4 PSP} and offer to pay the creature for its service. In doing so you extend the duration of the power until an end clause is met – there must always be an end clause. Note that the payments of spirits and otherworldly creatures is not the same as those of mortals.

Glogtober '24 - 2 : The Eclectic Wizard (A-Z)

 Glogtober '24 prompt: "GLOG-class formatted as an acrostic using the English alphabet." Maybe not quite a true acrostic, but...