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Psionic Overview

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.

The spell "Detect Magic" can detect within 3 rounds: the presence of psychic energy, the number of psychic powers in the detection area, the intensity of psychic energy in the detection area and the specific location of each psychic energy (but if you want to To identify the energy system to which a specific power aura belongs, you need to conduct a test of the "Distinguish Power" skill).

Multiple Effects: Powers or psionic effects generally follow the description in Chapter 5, regardless of how many other powers, psionic effects, spells, or magical effects are simultaneously acting on the location or subject. Except under special circumstances, A power does not affect the working of other powers or spells (one special case is "dispel magic," which attempts to dispel other magical and psionic effects). If a power has a special effect on other powers or spells, then This effect is explained in the power description (and conversely, spells that can affect powers). For multiple abilities, spells, magic effects, or psionic effects that are active in the same area at the same time, the other The same general rules apply.

Cumulative effects: Abilities that give bonuses to attack rolls, damage rolls, saving throws, and other such characteristics. Their effects usually do not accumulate with each other. For example, two "ectoplasmic armor" abilities are It is not possible to bring double bonus effects to the recipient at the same time. However, the two "lazy armor" abilities interact with each other. If the duration of one of them ends first, the other will continue to activate during its duration. effect.

More generally, any two bonus effects of the same type are not cumulative with each other, even if they come from two different powers, or one comes from a power and the other comes from a spell. For example That is, the armor bonus from "Mage Armor" and the armor bonus from "Lazy Armor" do not stack with each other. In this case you can only get the best bonus from each. Likewise, The ability "Sense Danger" gives you an insight bonus to your AC against traps, but this bonus does not stack with the insight bonus provided by "Defensive Premonition".

Different bonus types: If the bonus types are different, the bonus effects or penalty effects derived from two different powers, or one from the power and the other from the spell, can be accumulated. For example

, the "Early Warning" spell can bring a +2 insight bonus to your AC. If a character is under the effect of "Early Warning" and is also wearing a weapon created by a power, it can provide a +4 armor bonus.

value of "lazy armor", then her AC can get a total bonus of +6, because the two different bonus types can be calculated cumulatively.

Bonuses with no specified type (just "+2 bonus" rather than "+2 insight bonus") stack with any other bonus.

Multiple identical effects with different strengths: If there are two or more abilities or spells with the same effect taking effect in the same area at the same time, but with different strengths, then only the strongest effect among them can be produced.

Effect. For example, a character who is under the influence of both "Oak Body" and "Iron Body" can only benefit from the strongest power (in this case, "Iron Body"). If one of the

When one ability or spell is dispelled or its duration expires, another ability or spell can take over (provided that its own duration has not been exhausted).

The same effect with different results: Sometimes the same power may have different effects if it is applied to the same recipient more than once. For example, the "Shadow Figure" power can cause a

A psychic warlock transformed into a living shadow, but if she was subsequently affected by the power of "paramorphic change", even the "shadow form" would still be in the process of taking effect normally. This psychic warlock

The object form transformed through the "super state change" will also replace the shadow form brought by the original "shadow figure". And if the "super state change" was followed by a series of casts by a mage opponent,

"Transform Others" spell, then the last spell in this series of spells will override the other spells and take effect, and it will also override the previous two abilities. These spells or abilities have not been removed.

Or disable it, but their effects will not take effect within the duration of the last spell or ability.

Effects that negate other effects: Sometimes a power can cause other powers to be ineffective. For example, if a psion manifests "Adapt to a certain energy" on himself, giving himself 10 fire resistance, and then displays "Adapt to a specific energy"

" to gain 10 points of resistance to all four {andor: should be five} energies, then "adapting to specific energy" will be invalid {andor: invalid word to be considered}.

Multiple mind control effects: Sometimes certain psychic effects or magical effects that cause mind control will prevent other mind control effects from working properly. For example, a "brain lock" will prevent any other form of mind control effects.

Invalidation - whether it is psychic or magical, because it makes the person immobilized lose the ability to move. Mind control that does not cause the target to lose the ability to move normally will not usually interfere with other mind control effects, although

It is possible to make certain adjustments to other effects. If a creature is controlled by two or more creatures, it will do its best to obey each controller simultaneously until the duration of each controlling effect ends. If the controlled creature simultaneously

When conflicting orders are given, the creature's commander must make an opposed Charisma check to determine which order the creature will accept.

Powers and spells with opposite effects: Powers and spells with opposite effects are calculated sequentially according to their normal methods, and all bonuses, penalties, or status-changing effects caused by them are calculated sequentially. Some powers and spells can cancel each other or

Counters, this is a special effect and is noted in the power or spell description.

Immediate effect: Two or more magical or psychic effects with "immediate" duration, if they act on the same object, location or creature, their effects should be additive. Therefore, when two "

When the "Energy Ball" power affects the same creature, the creature must make Reflex saving throws against them separately and take damage based on the results of the rolls.

Power descriptions (powerdescriptions)

The available powers are described in detail in Chapter 5, "Power Descriptions." The description of each power follows a standard format. Each column of information is introduced and defined below.

name

The first line of each power's description gives the power's most commonly known name. A power may have other names in some regions, and specific manifestors may name their power, such as "Mastery"

"Mind" instead of "Psychic Control".

Energy system (sub-energy system)

The line below the name gives the discipline (and subdiscipline, if necessary, in parentheses) to which the power belongs.

Each power is closely tied to one of the six major disciplines. A discipline is a group of related powers that operate in a similar way. Here is an introduction to each discipline:

clairsentience

Psychic powers allow you to learn long-forgotten secrets, glimpse the next moment and foresee the distant future, find hidden things, and know information that is normally unavailable. Typical powers of this school include "acute perception."

, "Read Objects", "Precognition" and "Psionic Seeing".

Psychic divination powers are considered divination powers for purposes of psionic magic equivalent interactions (thus, a creature immune to divination spells is also immune to divination powers).

The area of ​​effect of many Psychic Divination powers is a cone. The area moves with you and expands in the direction you look. The cone describes the area you can scan each round. If you study the same area over multiple rounds, you can usually

For more information, this is noted in the power's description text.

Scrying: The scrying subpower creates an invisible sense organ that can gather information for you. Unless otherwise noted, the sense organ is the same as your corresponding sense. This includes the following:

Effects and powers for which you are the subject (such as "psionic darkvision"), but not effects or powers that originate from you (such as "detect psionic power"). However, the sense organ is considered

A separate, independent sense organ of yours, so it can function normally even if you are blinded, deafened, or otherwise impaired. Any creature with an Intelligence of 12 or higher can make a DC 20 attempt.

Make an Intelligence check to discover the sense. The sense can be dispelled as if it were a continuing power.

Plates or psionic shields (such as "anti-psionic fields" or "psionic mind barriers") can block scrying powers, and you will be aware that the power is being blocked.

Metacreativity

Psychic creation powers create objects, creatures, or some form of matter. Creatures you create usually (but not always) obey your commands. Typical powers include "Astral Construct", "Concealed Barrier"

”, “ectoplasmic creeper” and “ectoplasmic wall”.

The psychic creation power draws raw ectoplasm from the astral plane to create objects or creatures at the location designated by the psionic character (subject to the restrictions stated above {andor: suspected below}). Objects created in this way are the same as ordinary ones.

Objects are just as strong even though they were originally made of soft materials.

Psionic creatures created by psychic creation powers are considered constructs rather than extraplanar.

The created creature or object cannot appear inside other creatures or objects, nor can it appear in the air. It must appear in an open space with a surface that can support it. The created creature or object must appear within the power

within the distance, but does not always need to remain within the range of the superpower.

Psychic creation powers are treated as conjuration powers for purposes of psionic equivalent interactions (thus, a creature immune to conjuration spells is also immune to psionic creation powers).

Creation: A power with the "creation" subpower creates a creature or object at a location chosen by the manifester (subject to the limitations noted above). If the power's duration is not "immediate,"

means that the creation is maintained by psychic energy. When the power ends, the created creature or object disappears, leaving only a fleeting flash of ectoplasmic mist. If the duration of the power is "immediate"

, the created creature or object is just assembled by spiritual energy. It will exist indefinitely, and this existence does not need to rely on spiritual energy.

Psychokinesis

Telekinesis powers manipulate energy or extract energy from the mind to achieve a purpose. Many powers of this type can cause more gorgeous effects than ordinary phenomena (see "Phoenixes" below), such as making a target move, melt,

Transform or explode. Psychic transformation powers can cause a lot of damage. Typical powers include "concussive blast", "energy surge" and "energy frenzy" {andor: the above three are to be considered}.

Psychic transformation powers are treated as evocation powers for purposes of psionic equivalent interactions (thus, a creature immune to evocation spells is also immune to psionic transformation powers).

Psychometabolism

Psychic self-shaping powers can change the physical properties of certain creatures, objects or environments. Typical powers include "pain transfer", "melting body" and "shadow body".

Psychic powers are considered transmutation powers for purposes of psionic equivalent interactions (thus, a creature immune to transmutation spells is also immune to psionic powers).

Healing: The mind-shaping ability of the "healing" subpower can remove damage from a creature. However, in terms of immediacy, psionic healing is often inferior to divine magic healing. For example, Manifestation

The player uses the "Pain Transfer" ability to transfer the wounded person's damage to the manifester, and then can use "Body Adjustment" to heal himself.

Psychoportation

Teleportation abilities can cause the manifester, an object, or another creature to move in time or space. Typical abilities include "Astral Brigade", "Psychic Dimension Gate", and "Psychic Teleportation"

” and “trigger teleportation”.

In terms of psionic equivalent interactions, there is no equivalent school of magic for teleportation powers.

Teleportation: Powers of the "teleportation" subschool can transport one or more creatures across great distances. The most powerful of them can cross plane boundaries. Usually the teleportation process is one-way (except

Specially specified), and cannot be released. Teleportation is instantaneous movement through the astral plane. Any means that can block the movement of the astral plane can also block teleportation.

Telepathy

Psychic enchantment abilities can detect and influence the minds of others, and change or control their behavior. Typical abilities include "disgust", "psionic charm of humans", and "psionic control".

Most mind enchantment powers are "mind-affecting."

Psychic enchantment powers are considered enchantment powers for purposes of psionic equivalent interactions (so a creature that is resistant to enchantment spells, such as an elf or a monk, is also resistant to psionic enchantment powers).

Charm: The power of the "Charm" sub-power can change the subject's view of you. The most typical one is to regard you as a friend.

Compulsion: Powers from the "compulsion" subpower force the subject to act in a certain pattern, or change the way his mind works. Some compulsion powers can determine the subject's actions or affect the subject.

Some allow you to determine the subject's actions when you manifest the power, while others allow you to affect the subject over time.

[Property description]

On the same line as the power and subpowers (if any) is the descriptor, which classifies the power more specifically in a sense. Some powers have more than one descriptor.

The descriptors used to describe powers in this book are: acid, cold, death, electricity, evil, fire, force,

Good, language-dependent, light, mind-affecting and sonic.

Most property descriptions themselves do not affect game play, but they describe how these abilities interact with other abilities, spells, special abilities, special creatures, alignments, etc.

Powers that rely on language use meaningful language as a medium. For example, if the subject cannot understand the manifester's speech, the power "Psychic Message" will fail.

Mind-affecting powers only work on creatures with an Intelligence score of 1 or higher.

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