AD&D Psionic Ability Chart

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Psionic Powers

Psionic powers are broken down into three categories - Attack modes, Defense modes and Disciplines. While disciplines are not listed on the stat line for creatures in the Monster Manual, but there are some that have disciplines available to them and can be found in the creature's description. Information is as found in the Advanced Dungeons and Dragons Player's Handbook (1997), pages 110-122.


Attack Modes

Attack Mode Point Cost per Usage Attack Range
A. Psionic Blast 20 Short 2", Medium 4", Long 6"
B. Mind Thrust 4 Short 3", Medium 6", Long 6"
C. Ego Whip 7 Short 4", Medium 8", Long 12"
D. Id Insinuation 10 Short 6", Medium 12", Long 18"
E. Psychic Crush 14 Short 5", Medium -, Long -

Psionic Blast: A wave of brain force, in effect much like "stunning news" to the mind. It is costly in attack point expenditure, but it is the only psionic attack that can effect that can affect non-psionic creatures. The attack is a cone-shaped wave of force 1/2" diameter at its source and 2" diameter at its terminus (6" distannce).

Mind Thrust: A stabbing attack which seeks to short the synapses of the defender. the attack is individual.

Ego Whip: Attacks the ego, either by feelings of inferiority and worthlessness or by superiority and megalomania. The attack affects but a single creature.

Id Insinuation: Seeks to loose the uncontrolled subconscious mind of the defender, pitting it against the super-ego. The attack affects all psionically aware creatures in a 2" X 2" area within attack range.

Psychic Crush: A massive assault upon all neurons in the brain, attempting to destroy all by a massive overload of signals. This mode of attack affects but one defender. If it is used, the user may defend with only mode G, Thought Shield, or have no defense at all.

Point Cost per Usage: This shows the number of psionic attack points of strength which the attacker must expend in using the attack mode.

Attack Range: This table shows the various distances at which the various attack modes will function. Effects of attacks are reduced at medium and long ranges.

Defense Modes

Defense Mode Point Cost per Usage Area Protected
F. Mind Blank 1 Individual Only
G. Thought Shield 2 Individual Only
H. Mental Barrier 3 Individual Only
I. Intellect Fortress 8 10' radius of individual
J. Tower of Iron Will 10 3' radius of individual

Mind Blank: Attempts to hide the mind from attack, making its parts unidentifiable.

Thought Shield: Cloaks the mind so as to hide first one part, then another. This defense can be kept up at all times, unlike the others.

Mental Barrier. A carefully built thought repetition wall which exposes only that small area.

Intellect Fortress: A defense which calls forth the powers of the ego and super-ego to stop attacks.

Tower of Iron Will. Relies only upon the super-ego to build an unassailable haven for the brain.

Point Cost per Usage: This shows the number of psionic defense points of strength which the attacker must expend to use the defense mode when under psionic attack.

Area Protected: If the defense mode has an area of protection beyond the individual, it offers its defense, or the defense used by any individual within its radius, whichever is better. Suppose 3 psionics are defending in a group; the first puts up defense mode F, another I, and the third puts up J. The first selects from defense modes F, I or J; the other two from either I or J, whichever does the most efficient job of damage reduction. Non-psionics in the area are given 1-2 by an Intellect Fortress, +6 by a Tower of iron Will, on saving throws versus Psionic Blast.

Table of Psionic Disciplines

Minor (Devotions) Major (Sciences)
1. Animal Telepathy Astral Projection
2. Body Equilibrium Aura Alteration
3. Body Weaponry (excludes magic-users) Body Control
4. Cell Adjustment Dimension Door
5. Clairaudience Dimension Walk
6. Clairvoyance Energy Control
7. Detection of Good and Evil Etherealness
8. Detection of Magic Mass Domination (excludes thieves)
9. Domination (excludes thieves) Mind Bar
10. Empathy (excludes fighters Molecular Manipulation
11. ESP Molecular Rearrangement
12. Expansion (excludes clerics) Probaility Travel
13. Hypnosis Telekinesis
14. Invisibility Telempathic Projection (excludes fighters)
15. Levitation Telepathy
16. Mind Over Body Telepathic Projection
17. Molecular Agitation Teleportation
18. Object Reading (excludes thieves) Shape Alteration
19. Precognition Roll Again (or select one)
20. Reduction (excludes clerics) Roll Again (or get two inor ones)
21. Sensitivity to Psychic Impressions
22. Suspend Animation
23. Roll again (or select one)
24. Roll again (or select one)
 

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