Old School Adventures™ Accessory GM2a
BASIC PSIONICS
GM PACK
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For use with Classic Edition game systems.
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MODIFIERS BY ATTACK/DEFENSE MODE
ATTACK MODE
telepathic/ telepathic/ telepathic/ telekinetic/ telekinetic/
area attack ind. attack ind. attack area attack ind. attack
DEFENSE Id Ego Mind Psionic Psychic
MODE Insin. (4) Whip (3) Thrust (3) Blast (5) Crush (5)
individual/telepathic:
+2 save bonus vs. telepathic attacks; Mind +2 +2 +2 ±0 ±0
halves effects of area attacks Blank (0) half normal normal half normal
individual/telepathic:
+1 save bonus vs. all attacks; Thought +1 +1 +1 +1 +1
halves any telepathic effects Shield (2) half half half normal normal
individual/telepathic:
+3 save bonus vs. area attacks; Mental ±3 ±0 ±0 +3 ±0
halves any telekinetic damage Barrier (2) normal normal normal half half
area defense (10' radius):
halves effects of all attack modes Intellect ±0 ±0 ±0 ±0 ±0
(telepathic or telekinetic) Fortress (4) half half half half half
area defense (5' radius):
+3 save bonus vs. all atttack modes Tower of +3 +3 +3 +3 +3
(telepathic or telekinetic) Iron Will (5) normal normal normal normal normal
PSP loss (or hp loss resulting from depleted PSPs) to psionic combatants is never modified, regardless of the defense mode being used.
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PSP COSTS FOR DISCIPLINES BY CHAKRA/TYPE BONUSES/PENALTIES DUE TO ABILITIES
PSP Cost INT Description Defensive Adjustments
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Major Minor 0 not ratable immune to psionic attack modes
Chakra/Ability Type Science Devotion
1 non- immune to psionic attack modes
1. Root/Psychometabolic 3 1
2 animal immune to psionic attack modes
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2. Sacral/Clairsentient 3 1
3 semi- –3 on psionic-based saving throws
3. Plexus/Psychokinetic 3 1
4-5 low –2 on psionic-based saving throws
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4. Heart/Telepathic 3 1
6-8 below average –1 on psionic-based saving throws
5. Throat/Psychoportative 3 1
9-12 average —
6. Third Eye/Metapsionic 5 2
13-15 very/highly +1 on psionic-based saving throws
Total PSP cost for psionic abilities used concurrently 16-17 exceptional +2 on psionic-based saving throws
may not exceed character’s psionic level plus 3; 18 genius +3 on psionic-based saving throws
PSP costs for defense modes do not count againts this total.
WIS Offensive Adjustments
Only 1 ability that requires “concentration” may be used 13-15 +1 on psionic combat damage rolls
during a single round, including attack modes.
16-17 +2 on psionic combat damage rolls
18 +3 on psionic combat damage rolls
MYSTIC SAVING THROWS
Poison/ Petrify/ Breath Magic Rods/
Level Death Paralyze Attacks Wands Spells ADDITIONAL PSIONIC
PSIONIC SAVING THROW
1-4 10 11 15 14 15 SAVING THROW ADJUSMENTS
5-8 8 9 13 12 12 ADJUSTMENTS BY RACE*
9-12 6 7 11 10 9 wearing helm of telepathy +4 Dwarf +4
13-16 4 5 9 8 7
enraged/fearful/panicked –1 Elf +2
17-20 2 3 7 6 5
confused/hopeless –2 Gnome +2
charmed/dominated –3 Halfling +4
MONK SAVING THROWS
using ESP device –4 Half-elf +1
Poison/ Petrify/ Breath Magic Rods/ feebleminded –5 Half-orc –1
Level Death Paralyze Attacks Wands Spells
Human ±0
1-4 11 12 14 13 16
5-8 9 10 12 11 14 * Not be used in editions where race is class.
9-12 7 8 10 9 12
13-16 5 6 8 7 10 Psionic saving throw = save vs. petrify/paralyze modified by INT.
SPELL EFFECTS VS. PSIONICS POWER STONES PSIONIC COMBAT SEQUENCE
Anti-Magic Shell. No effect against psionics. psionic time required to A. Characters declare
Detect Charm. Detects telepathic control level address the stone spellcasting and psionic use.
(e.g., domination). 1-2 6 rounds B. Psionic defense modes go into effect.
Detect Invisibility. Detects psionic invisibility, 3-4 5 rounds C. Each side rolls for initiative.
astral travelers, ethereal creatures, and those 5-6 4 rounds
D. The side with initiative acts
in shadow form. Does not work on creatures 7-8 3 rounds (or both sides act simultaneously
in other dimensions. 9-10 2 rounds if the initiative rolls tie):
Detect Magic. Does not detect psionics. 11+ 1 round 1. Morale checks (if necessary)
Dispel Magic. Does not affect psionics. 2. Movement
ESP. Psionicists get a saving thow vs. spells MONSTER NOTES 3. Psionic attacks and disciplines*
at +2. A successful save negates the spell.
Undead. Undead are immune to mind-af- 4. Missile fire
Free Action (e.g., ring of free action). Over- fecting and mind-reading effects of a 5. Magic spells*
comes all psionic effects over the character’s psionic nature (incl. disciplines and attack
body, including domination. modes). Undead with free will may other- 6. Melee (hand-to-hand) combat
Globe of Invulnerability (inlcluding Lesser/ wise make a psionic saving throw when
Minor Globe of Invulnerability). No effect allowed, undead without free will may not. * If a psionicist or caster loses initiative
against psionics.
and takes damage or fails a saving throw,
Creatures Whose Abilities Extend into the spell, attack mode or discipline is
Phantasms. Any psionicist using a psionic pow- the Astral and Ethereal Planes: basilisk, interrupted and lost (incuding associated
er against a phantasm gets an automatic saving catoblepas, coccatrice, gorgon, medusa PSP costs).
throw vs. spells to disbelieve the phantasm.
Magic Jar. psionicists get a +2 bonus to their
saving throw to avoid possession.
STRICT CHAKRA ATTAINMENT RELATIONAL CHAKRA ATTAINMENT
Magic Missile. No effect inside a stasis field. file
Mind Blank. Psionicists get a saving throw vs.
spells against this ability.Root
A successful save al- 6 Third Eye
(Metapsionic) Root
(Psychometabolic)
lows the psionicist to ignore
Chakra the spell’s effects. Chakra (Psychometabolic)
Chakra
Protection from Evil. Reduces the effects
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5 Throat
of all telepathic
Throatdisciplines by 2 psionic Plexus (Psychoportative)
Chakra Throat Plexus
(Psychoportative) (Psychokinetic)
levels. Additionally
Chakra prevents all mentalChakra
control 4 Heart
(Psychoportative)
Chakra
(Psychokinetic)
Chakra
Third Eye (Telepathic)
(including domination).(Metapsionic) Chakra
Third Eye
(Metapsionic)
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Chakra Chakra
3 Plexus
Protection from Evil 10' Radius. Reduces (Psychokinetic)
Chakra
the effects of all telepathic disciplines by
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2 Sacral
2 psionic levels. Sacral
Additionally prevents
Heart all (Clairsentient)
Chakra Sacral Heart
mental control(Clairsentient)
(including
Chakra
domination).
(Telepathic)
Chakra 1 Root
(Clairsentient) (Telepathic)
Chakra Chakra
(Psychometabolic)
Reincarnation. Unless character is reincar- Chakra
nated as mystic or monk, all psionic abilites
are lost. Monks may only retain those psionic
abilities normally allowed that class. Those
characters that had wild psionics before their SPELLS DUPLICATING PSIONIC CONVERSION FROM
reincarnation must re-roll to determine if they PSIONIC ABILITIES EARLY EDITIONS/RESOURCES
possess wild psionics in their new incarnation;
Draws attention of creatures Psionic Suggested Suggested
if they do, they may choose keep their psionic
abilities or start over with a new psionic ability
using psionic sense: Ability Psionic Level PSPs
(and starting PSPs). astral projection healing 1-15 1 5
Spell Immunity. Provides no protection blink heat metal 16-30 2 10
against psionics. charm (any) hypnotism 31-50 3 15
clairaudience invisibility (any) 51-75 4 20
Telekinesis. If opposed by psychokinetic
telekinesis, the psionicist gets an additional clairvoyance levitation
76-100 5 25
saving throw to avoid the spell’s effects. curing (any) plane shift
detection (any) polymorph 101-125 6 30
Trap the Soul. A psionicist trapped using this 126-150 7 35
dimension door (any)
spell may not use any of his or her psionic
abilities. (The body and soul are radically altered enlarge remove curse 151-175 8 40
in order to trap trap them magically, denying the ESP shape change 176-200 9 45
psionicist access to the physical energy needed feather fall telepathy 201-250 10 50
to fuel psionic powers.) feign death telekinesis
251-300 11 55
teleportation
301-350 12 60
Psionicist Saves vs. Enchantment/Charm (Optional). 351-400 13 65
Psionicists get a +2 bonus when making any saving throws vs. spells of enchantment/charm.
401-450 14 70
Stacking Magical and Psionic Effects (Optional). Powers that provide bonuses or
451-500 15 75
penalties on attack rolls, damage rolls, saving throws, etc., but which come from different powers
(i.e., from psionics and from magic) do not stack. Use whichever bonus gives the better result. +50 +1 +5
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Old School Adventures™ Accessory GM2a
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