Psionic Overview(1/2)
Reprinted from Dungeons & Dragons Psionics Handbook.
Psychic Overview
The psion ialdabode only needs to stay focused to manifest his innate psychic powers, drawing out the inner power and turning it into his own ability. He does not need messy materials, awkward spells or clumsiness
By invoking a small number of "powerpoints" through his conscious mind, he can create flames out of thin air, move a boulder without touching anything, glimpse a moment in future time and space, or add numbers.
Communicate with creatures miles away.
Psionic powers are generated by an intelligent mind. As long as they have an Intelligence score of no less than 1, even undead creatures and other incorporeal creatures may have inherent psionic abilities that allow them to display supernatural powers.
Yes. Insects with the ability of "swarm consciousness", such as hell wasp swarms (see page 238 of the "Monster Manual"), are exceptions to this regulation.
Psionics are one-time psionic effects. Psionic characters and psionic creatures can use powers without prior preparation. They either have enough power points to manifest the power or they cannot manifest the power.
A power can be manifested when a psionic character pays the number of power points required to manifest it. Some psionic creatures can freely manifest powers (this is called a psi-like ability) and
There is no need to spend power points. Other creatures, like psychic characters, must pay power points to display abilities.
Each power has a special effect, as explained in Chapter 5. A psion can manifest a power he knows at any time, as long as he has enough power points to pay for it.
Psychic powers are subdivided into six factions, which are called "disciplines". The six disciplines embody the six main forms of psionic powers. This chapter will explain these six disciplines in detail.
Differences between systems. In addition, it also introduces some power description formats, broadly discusses how psionic powers work, and explains how psionic combat is conducted between psionic creatures and non-psionic creatures.
andor: This sentence follows psihb, but xph no longer has psychic combat, so it is doubtful and needs to be retranslated or commented.} It also explains what happens when multiple psionic powers, or psionic powers and magic are combined to take effect. This chapter also provides
Another way to deal with psionics is to treat psionics and magic as two completely different forms of energy.
The second part of this chapter deals with the topic of psionic campaigns and involves high-level psionic characters {andor: Re-read this sentence after completing this chapter}.
Manifesting powers
Psionic characters and psionic creatures can manifest powers. Whether a psionic character manifests it by spending power points or as a psionic ability, the effect of a specific power is always the same.
Sometimes the process of manifesting superpowers is simple - for example, the dwarf savant Kazak uses "telekinesis" to raise a small object to a high stand, but sometimes it is more complicated.
--For example, when a group of orcs were swinging their giant axes at Kazzak's head with all their strength, trying to cut him down, Kazzak tried to quickly burn the axes of the orc opponents through "material ignition".
Manifesting a power is very similar to casting a spell, but there are a number of important differences.
Choosing a power
First you must choose which power to manifest. You can choose any power you know, assuming you have the ability to manifest a power of that level or higher.
To manifest a power, you must pay power points, which are deducted from your daily power point total. As long as you have enough power points, you can manifest the same power multiple times.
concentration
You must concentrate to manifest the power. If your concentration is disturbed while manifesting the power, you must make a Concentration check. If you fail, the power point is lost and the power will not be manifested. The more you are disturbed, the more you are disturbed.
Stronger, the higher the level of the power to be displayed, the higher the corresponding DC. (The higher the level of the power, the more effort the manifester has to expend.)
Injury: Being injured while attempting to manifest a power or being affected by an offensive psionic energy can break your concentration and ruin a manifestation. If you are harmed while manifesting a power, you must make a Concentration check (dc=10
+ damage + the level of your manifested power). Manifestation is interrupted by an event that occurs between the time you start manifesting and the time you finish manifesting (for powers that manifest for a full round or more).
), or the event was caused by a manifested power (such as an attack of opportunity triggered by a manifested power or an attack initiated by a prepared action).
If you take sustained damage, such as from the "Mayouf Acid Arrow" spell, half of the damage is considered to have been caused while manifesting the power. You must make a Concentration check (DC = 10 + the most recent sustained damage
+ half of the power level you displayed), if the latest damage caused is the last damage that the effect can cause (for example, the last round of the effect of "Mayouf Acid Arrow"), then the damage after that is
It ends {andor: original intention pending}, and it will no longer interfere with you. Repetitive damage, such as "energy wall", is not considered continuous damage.
Power: If you are affected by another power when you are manifesting your own power, you must make a "Concentration" check. If you fail, the power you are manifesting will fail. If the power that affects you causes damage, Concentration
The DC of concentration is 10 + damage + the level of the power you are manifesting. If the power is otherwise hindering or interfering with you, the concentration dc is the saving throw DC of the interfering power + the level of the power you are manifesting.
Level. If the power fails a saving throw, use the DC it would have had if the saving throw was allowed.
Grappled or pinned: To manifest a power while being grappled or pinned, you must make a "Concentration" check (DC = 20 + the level of the power you are manifesting). If you fail, the manifested power will fail.
.
Violent Vibration: When you are on horseback, in a bumpy carriage, in a boat through rapids, in a cabin in a storm, or in a similar situation, you must make a Concentration check (DC = 10 + your
(level of the superpower), if it fails, the manifested power will become invalid.
Violent Shock: When you gallop on horseback, ride in a violently turbulent carriage, travel in a small boat through dangerous rapids or storms, or are violently jolted by similar conditions, you must make a Concentration check (DC 15 + the power you are displaying)
level), if it fails, the performance will fail.
Severe Weather: If you are in a strong wind mixed with rain or snow, the DC is 5 + your demonstrated power level. If you are in a strong wind blowing hail, dust, or debris, the DC is 10 + your level.
The level of the power being manifested. Failure to pass the Concentration check in either case will result in a failure to manifest the power. If the weather is caused by a power, the rules for the power entry above apply.
Defensive Manifestation: If you want to manifest a power without provoking an attack of opportunity, you need to dodge. You must make a Concentration check (DC = 15 + the level of the power you are manifesting) to successfully manifest the power.
Can. If you fail, you will lose power points and the special ability will not be displayed.
Entanglement: If you wish to manifest a power while entangled in a web or affected by a power that produces similar effects (such as entangled ectoplasm), you must make a DC 15 Concentration check to manifest the power.
If it fails, the performance will fail.
Manifester level (manifesterlevel)
Variations in power effects often depend on manifester level, which is equal to your psionic class level. For example, the "astral construct" power lasts for one round per manifester level. So starting with an 11th-level Build Divers
The manifested "Astral Construct" power lasts for 11 rounds. The maximum amount you can amplify a power for additional effects is limited by your manifester level (you can't spend more on the same power than you
Manifester level power points). See "Amplification" in "Description Text" below.
You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough to manifest the power, and all features associated with the manifester level must use the manifested power.
operator level. For example, if you were to manifest "slow" on someone for only one minute, you would do it with a manifester level of 1st. Your maximum range is 30 feet.{jim:This power's
The range is marked as close: 25ft.+5ft./ml. Is this also called close?
If a class feature or other special ability (such as the channeling beyond limit feat or the wild rush class feature of the fanatic) adjusts your manifester level, the adjustment applies not only to all manifester level-based
Effects (such as range, duration, and amplification potential) also apply to the manifester level check you make to overcome power resistance (see "Power Resistance" on page 62) and the manifester level required to dispel the check.
(Including the dispel check and the dc of the check). {jim: Talking nonsense, doesn’t it mean that there is no ability to dispel psychic energy? Why give this ridiculous example?
Power failure (powerfailure)
If you attempt to use the power without the power's characteristics (range, range, etc.), the manifestation will fail and the power points will be wasted. For example, if you perform "Psychic Charm Human" on a dog
”, then the ability will fail because Dog is not the ability’s target type.
The power also fails if your concentration is interrupted (see "Concentration" above).
thepower’sresult
Once you know which creatures (or items, or areas) are affected, and whether those creatures make saving throws (if they can), you can add the effects of the power to them.
Many powers only affect certain types of creatures. For example, "psionic control" (when not amplified) only affects humanoid creatures.
special power effects
Certain properties apply to all abilities:
Attack: Some powers involve attacks. All offensive combat actions, even actions that do not cause damage (such as disarming and bull rush), are considered attacks. Anything that the opponent can make a saving throw, deal damage, or
Powers that otherwise harm or hinder the subject are considered attacks. "Astral constructs" and similar powers are not considered attacks because they do not themselves harm others.
Bonus type: Many abilities can provide bonuses to a creature's attribute values, defense level, attack and other characteristics. Each bonus has a type that indicates how the ability generates the bonus. For example, "Lazy Armor"
Provides an armor bonus to AC, meaning the power creates physical armor to protect you. Defensive premonition, on the other hand, provides an insight bonus to AC when an opponent attempts to attack you.
You know. (Bonus types are described in detail in the Dungeon Master's Guide, page 21.) The importance of bonus types is that two bonuses of the same type usually do not stack with each other. With the exception of dodge bonuses, most environmental bonuses
With the exceptions of bonuses and racial bonuses, only the higher bonus of the same type applies (see "Combining Psionic and Magical Effects" below). Penalties follow the same principle - any damage caused by two or more
When there are penalties of the same type, only the worst penalty is calculated.
Resurrection from the dead: Among all psychic powers, only "alteration of reality" has the ability to resurrect slain characters.
When a living creature dies, its soul leaves the body, leaves the material plane, passes through the astral plane and enters the plane where the god it believes in lives. If the creature has no beliefs, its soul chooses according to its alignment.
Plane. To raise a person from the dead means to find his or her soul and return it to his or her body.
Level Loss: The process of passing from life to death and back to life is extremely painful for a creature's soul. Therefore, any creature that is resurrected usually loses one experience level. The character's new experience point total becomes its new (reduced)
) level and the experience required to gain the next level. If a character only has one level when he or she dies, he or she loses two points of Constitution instead of one level.
This level loss or physical loss cannot be restored by any mortal means, even the spell "Wish" or "Miracle". A resurrected character can regain the lost by continuing adventures and gaining enough experience points.
Level. A resurrected first-level character can also increase his physical value to make up for his lost physical value when he reaches a level that allows increased attributes.
Preventing Resurrection: Enemies may take steps to make it more difficult to resurrect a character. Taking away the body will prevent others from displaying a "reality change" to resurrect a slain character.
Resurrection Against Will: You cannot resurrect a creature that does not wish to be resurrected. The spirit knows the name, alignment, and beliefs (if any) of the character attempting to resurrect it and can refuse resurrection based on these.
Combining psionic and magical effects
The default rule for how psionics and magic interact is simple: psionics affect spells, or spells affect psionics, in exactly the same way that spells or spell-like abilities affect each other. This is known as It's called "psionic-magic transparency".
Psionic Magic Equivalent Interaction: Although not explicitly stated in the spell descriptions in the Player's Handbook or the magic item descriptions in the Dungeon Master's Guide, all spells that may affect psionics, Spell-like abilities, as well as magic items, can actually affect psionics (unless your DM uses the variant "Psionics Are Different from Magic" rule mentioned later in this chapter). Use the "Psionics-Magic Equivalent Interactions" rule Will have the following effects:
Spell resistance is effective against powers, and works by exactly the same mechanism. Similarly, power resistance is effective against spells, and works by the same mechanism as spell resistance. If a creature has one of these resistances, it defaults to Because it has another kind. (They are the same effect brought about by different means.)
All spells that dispel magical effects also work with powers as if they were spells of the same level, using the same calculation model as spells. Vice versa.
To be continued...