Mind over Matter - Chapter 4

Copyright Phillip A. Ellis © 2013

Edited by Terence Wynne for The Guild Companion

"This psion allows the caster to merge to a depth of up to his body plus four inches into any solid, normal material. The caster may neither move nor see whilst merged."

Although the lists in this, the previous chapter, and the following chapters are based on those in both the Spell User's Companion and in the earlier editions of Spacemaster, rather than replicating them exactly, I have modified details, in some cases completely rewritten, discarded and added new psions. The use of metrical parameters has been changed to imperial ones, and in most cases these have been revised downwards, to reflect a less systematised (and less potent) form of psionic ability.

Chapter Four: The School of Self-Mastery

4.1: Illusion

Lvl Name AoE Duration Range
1 Touch II self 1 maneuver self
2 Leaping self 1 rnd self
3 Landing self varies self
4 Dodging I self 1 rnd self
5 Flip I self 1 rnd self
6 Strength self 1 rnd/lvl self
7 Hold Breath self varies self
8 Great Leap self 1 rnd self
9 Dodging III self 1 rnd self
10 Touch IV self 1 maneuver self
11 Flip III self 1 rnd self
12 Strength True self 1 min/lvl self
13 Landing True self varies self
14 Haste self five rnds self
15 Wallrunning self 1 min/lvl self
16 Awake self self
17 Touch VI self 1 maneuver self
18 Dodge V self 1 rnd self
19 Flip V self 1 rnd self
20 Dodging True self 1 rnd self
25 Ceilingrunning self 1 min/lvl self
30 Haste True self 1 rnd/lvl self
50 Master of Self self 1 rnd/lvl self
1—Refraction (M)
1—Touch II (U)
The caster of this psion gains superior tactile sensitivity, enabling him to perform certain maneuvers (such as repairs, picking a lock, a surgical procedure, and so on) at +10. This psion can be cumulative with the Concentration psions (Mind Discipline).
2—Leaping (F*)
The caster of this psion is capable of leaping up to seventy feet laterally or up to twenty feet vertically in the round that the psion is cast.
3—Landing (F*)
The caster of this psion can land safely after a fall of up to twenty feet per level, and to take that same distance off any fall of a greater distance (e.g., if a third level caster falls a hundred feet, he effectively reduces that to a fall of forty feet).
4—Dodging I (F*)
This psion allows the caster to dodge one melee or missile attack. The attacker must be in the caster's field of vision, and the caster receives a +50 bonus to his DB for the one specific attack.
5—Flip I (F*)
This psion allows the caster to somersault in midair, landing up to ten feet away, fully orientated and facing any direction. The caster adds 25 to his DB while 'flipping.'
6—Strength (U)
The caster of this psion gains great strength for a short period of time. He adds +20 to his OB, and he doubles the hits delivered, while in combat. The caster is also capable of performing feats of great strength, the exact limits of which are to be determined by the GM (they should not exceed what is theoretically possible by a humanoid or equivalent member of a similar race to the caster).
7—Hold Breath (U*)
The caster of this psion is able to hold his breath up to a duration equal to six rounds plus one round per level (e.g., at level seven this is equal to thirteen rounds) by conserving oxygen.
8—Great Leap (F*)
The caster of this psion is capable of leaping up to ten feet per level laterally, or up to ten feet per level vertically in the round that the psion is cast.
9—Dodging III (F*)
This psion allows the caster to dodge up to three melee or missile attacks. The attacker(s) must be in the caster's field of vision, and the caster receives a +50 bonus to his DB for the relevant attacks alone.
10—Touch IV (U)
The caster of this psion gains superior tactile sensitivity, enabling him to perform certain maneuvers (such as repairs, picking a lock, a surgical procedure, and so on) at +20. This psion can be cumulative with the Concentration psions (Mind Discipline).
11—Flip III (F*)
This psion allows the caster to somersault in midair, up to three times in succession, landing up to ten feet further away each time, fully orientated and facing any direction. The caster adds 25 to his DB while 'flipping.'
12—Strength True (U)
The caster of this psion gains great strength for a short period of time. He adds +30 to his OB, and triples the hits delivered while in combat. The caster is also capable of performing feats of great strength, the exact limits of which are to be determined by the GM (they should probably not exceed lifting beyond fifty pounds per level).
13—Landing True (F*)
The caster of this psion can land safely after a fall of up to fifty feet per level, and to take that same distance off any fall of a greater distance (e.g., if a thirteenth level caster falls seven hundred feet, he effectively reduces that to a fall of fifty feet).
14—Haste (F*)
The caster of this psion may act at twice his normal movement rate for up to five rounds in duration. The caster must still act within the normal round sequence
15—Wallrunning (F*)
The caster of this psion is capable of walking or running on any solid surface, up to an angle of ninety degrees from the local down, as if he is on 'flat ground.'
16—Awake (S*)
This psion will awaken the caster from even the deepest of sleeps, in the round following the casting.
17—Touch VI (U)
The caster of this psion gains superior tactile sensitivity, enabling him to perform certain maneuvers (such as repairs, picking a lock, a surgical procedure, and so on) at +30. This psion can be cumulative with the Concentration psions (Mind Discipline).
18—Dodging V (F*)
This psion allows the caster to dodge up to five melee or missile attacks. The attacker(s) must be in the caster's field of vision, and the caster receives a +50 bonus to his DB for the relevant attacks alone.
19—Flip V (F*)
This psion allows the caster to somersault in midair, up to five times in succession, landing up to ten feet further away each time, fully orientated and facing any direction. The caster adds 25 to his DB while 'flipping.'
20—Dodging True (F*)
This psion allows the caster to dodge all melee and missile attacks made against him. He gains a bonus of 50 to his DB against all such attacks.
25—Ceilingrunning (F*)
The caster of this psion may walk or run on any solid surface as if he is acting against normal gravity.
30—Haste True (F*)
The caster of this psion may act at twice his normal movement rate for up to one round per level in duration. The caster must still act within the normal round sequence.
50—Master of Self (F*)
The caster may utilize any of the non-Haste psions on this list, one per round, for the duration of these psions. These do not cast any Pps beyond those needed to cast this psion.

4.2: Changing

Lvl Name AoE Duration Range
1 Contortions self varies self
2 Study self 100'
3 Mask self 10 min/lvl self
4 Merge self 1 min/lvl self
5 Shape-shift self C self
6 Mask True self P self
7 Passing self self
8 Great Merge self 10 min/lvl self
9 Shape-shift True self 10 min/lvl self
10 Metamorph self 10 min/lvl self
11 Merge True self 10 min/lvl self
12 Lord Mask self P self
13 Passing True self C self
14 Metamorph True self 10 min/lvl self
15 Contortions True self C self
16 Lord Merge self 10 min/lvl self
17 Lord Passing self C self
18 Deletion self 10 min/lvl self
19 Addition self 10 min/lvl self
20 Lord Metamorph self 1 hr/lvl self
25 Shifting self 1 hr/lvl self
30 Change self 10 min/lvl self
50 Master Metamorph self P self
1—Contortions (P)
This psion allows the caster to slightly alter his muscles, limbs and trunk, so that he can escape more easily from both bonds and small places.
2—Study (P)
The caster of this psion studies and memorizes the appearance and mannerisms of a being, for later use in other psions of this list.
3—Mask (P)
This psion allows the caster to alter the form of his face of the same or another race. If he has studied a member of a race, he can take the exact form of that being.
4—Merge (P)
This psion allows the caster to merge (up to his body's thickness plus a foot in depth) into any solid material. The caster cannot move while he is merged. The caster is also unable to pass through magical barriers.
5—Shape-shift (P)
The caster can alter his body to the form of another humanoid race, but with no increase or decrease in mass. This cannot be a specific person.
6—Mask True (P)
This psion allows the caster to alter the form of his face of the same or another race. If he has studied a member of a race, he can take the exact form of that being. The face remains until changed or cancelled.
7—Passing (P)
The caster of this psion may pass through any material up to a yard in thickness. This psion simply does not activate when attempting to pass through thicker material.
8—Great Merge (P)
This psion allows the caster to merge (up to his body's thickness plus a foot in depth) into any solid material. The caster may turn while he is merged and view the outside. The caster is also unable to pass through magical barriers.
9—Shape-shift True (P)
The caster can alter his body to the form of another humanoid race, but with no increase or decrease in mass. This can be a specific person.
10—Metamorph (P)
The caster can alter his body to the form of another humanoid race, to within twenty-five percent of his original mass. The caster must take on a form similar to his own, for example centaur, insectoid, humanoid, and so on.
11—Merge True (P)
This psion allows the caster to merge (up to his body's thickness plus a foot in depth) into any solid material. The caster may turn while he is merged and view the outside. The caster is also unable to pass through magical barriers. The caster may also cast psions upon himself while merged.
12—Lord Mask (P)
This psion allows the caster to alter the form of his face to that of another being or species. If he has studied a being, he can take the exact form of that being. The face remains until changed or cancelled.
13—Passing True (P)
The caster of this psion may pass through any material up to one yard per level in thickness. This psion simply does not activate when attempting to pass through thicker material.
14—Metamorph True (P)
The caster can alter his body to the form of another being, to within fifty percent of his original mass. The caster may take on a form dissimilar to his own, such as a horse, a bear, a giant spider, etc.
15—Contortions True (P)
This psion allows the caster to alter his muscles, limbs and trunk, so that he can escape from both bonds and small places. He is able, also, to squeeze his way through cracks and narrow crevices up to a yard deep per level, and up to a six inches wide at his narrowest, without ill effects.
16—Lord Merge (P)
This psion allows the caster to merge (up to his body's thickness plus a foot in depth) into any solid material. The caster may turn and otherwise move up to ten foot per round from his initial position (but no deeper), while he is merged, and he may view the outside. The caster is also unable to pass through magical barriers. The caster may also cast psions upon himself and others while merged.
17—Lord Passing (P)
The caster of this psion may pass through any material up to ten feet per level in thickness. This psion simply does not activate when attempting to pass through thicker material.
18—Deletion (F)
This psion allows the caster to decrease his weight, but not his mass, by up to two percent by level. At fiftieth level, this means that he has no weight; he can never lose more than a hundred percent of his weight. The GM is advised to caution his players when using this psion, because of the potential harm that players may cause upon themselves.
19—Addition (*)
This psion allows the caster to increase his weight, but not his mass, by up to ten percent by level. At twentieth level, this means that he has double his weight. This psion does not enable the caster to withstand terrible crushing weights, just to add to his own weight by using psionic energy. The GM is advised to caution his players when using this psion, because of the potential harm that players may cause upon themselves.
20—Lord Metamorph (P)
The caster can alter his body to the form of another being, to within fifty percent of his original mass. The caster may take on fairly dissimilar physical shapes to his own, such as a horse, a bear, a giant spider, and so on. Along with his assumed form come the normal, nonmagical abilities associated with that form, such as water-breathing (for fish), web-spinning and venom (for certain giant spiders), etc.
25—Shifting (P)
The caster can alter his body to the form of another humanoid race, but with no increase or decrease in mass. This can be a specific person. The caster may change his form at will, up to once per round.
30—Change (P)
The caster can alter his body to the form of any fairly solid object (no more liquid than a very viscous fluid), to within fifty percent and two hundred percent of his original mass. The caster may take on different physical shapes to his own, even those of an inanimate object, such as a horse, a chair, a rabbit dinner, etc. Along with his assumed form come all nonmagical abilities associated with that form.
50—Master Metamorph (P)
The caster can alter his body to the form of any object (including liquids and gases), to within ten percent and five hundred percent of his original mass. The caster may take on different physical shapes to his own, even those of an inanimate object, such as a horse, a chair, a rabbit dinner, etc. Along with his assumed form come all abilities and penalties associated with that form.

4.3: Metabolic Control

Lvl Name AoE Duration Range
1 Clotting self C self
2 Pain Relief self C self
3 Unstun I self self
4 Mask Pain I self 1 min/lvl self
5 Cut Repair self P self
6 Tissue Repair self P self
7 Fracture Repair self P self
8 Unstun III self self
9 Vessel Repair self P self
10 Resist Poison 1 poison C self
11 Resist Disease 1 disease C self
12 Mask Pain II self 1 min/lvl self
13 Tissue Repair True self P self
14 Pain Relief True self 1 min/lvl self
15 Fracture Repair True self P self
16 Neutralize Poison self C/varies self
17 Neutralize Disease self C/varies self
18 Nerve Repair True self P self
19 Rapid Heal self P self
20 Regenerate self varies self
25 Resist Stun self self
30 Trance self varies self
50 Renewal True self varies self
1—Clotting (H*)
This psion reduces the caster's bleeding rate (hits/round) by one. After one minute of concentration, the stoppage is permanent.
2—Pain relief (H*)
This psion repairs one concussion hit per minute on the caster.
3—Unstun I (H*)
The caster of this psion is relieved of one round of accumulated stuns.
4—Mask Pain I (H*)
The caster is able to sustain one hundred and twenty five percent of hits before lapsing into unconsciousness. The hits are still taken, and remain when this psion lapses.
5—Cut Repair (H)
This psion reduces the bleeding rate (hits/round) of the caster by one each round. This is permanent.
6—Tissue Repair (H)
The caster is able to repair one damaged (but not destroyed) muscle or tendon. This requires one hour of concentration.
7—Fracture Repair (H)
The caster of this psion is able to repair one damaged bone or cartilage that is broken, cut, or torn (but neither shattered nor destroyed). This requires one hour of concentration.
8—Unstun III (H*)
The caster of this psion is relieved of up to three rounds of accumulated stuns.
9—Vessel Repair (H)
The caster is able to repair one damaged (but not destroyed) vein or artery. This requires one hour of concentration.
10—Resist Poison (S*)
This psion delays the effects of one poison in the caster as long as the caster concentrates.
11—Resist Disease (S*)
This psion delays the effects of one disease in the caster as long as the caster concentrates.
12—Mask Pain II (H*)
The caster is able to sustain one hundred and fifty percent of hits before lapsing into unconsciousness. The hits are still taken, and remain when this psion lapses.
13—Tissue Repair True (H)
The caster is able to repair one damaged muscle or tendon. This requires no concentration. The wounded area must be kept immobile, though. This psion will repair a destroyed muscle or tendon in one day while the caster is in a trance.
14—Pain Relief True (H*)
This psion repairs one concussion hit per round on the caster. The caster does not need to concentrate.
15—Fracture Repair True (H)
The caster is able to repair one damaged bone or cartilage. This requires no concentration. The wounded area must be kept immobile, though. This psion will repair a shattered or destroyed bone or cartilage in one day while the caster is in a trance.
16—Neutralise Poison (S*)
The poison is the target of this psion, and must make a RR against the level of the psion. Failure means that the poison is permanently rendered harmless. The caster must concentrate for one hour to completely destroy the poison, and the effect is delayed for as long as the caster concentrates in any case.
17—Neutralise Disease (S*)
The disease is the target of this psion, and must make a RR against the level of the psion. Failure means that the disease is permanently rendered harmless. The caster must concentrate for one hour to completely destroy the disease, and the effect is delayed for as long as the caster concentrates in any case.
18—Nerve Repair True (H)
The caster is able to repair one group of damaged nerves. This requires no concentration. The wounded area must be kept immobile, though. This psion will repair a destroyed nerve group in one day while the caster is in a trance.
19—Rapid Heal (H)
The caster of this psion is able to heal up to five concussion points of damage per level.
20—Regeneration (H*)
The caster of this psion is able to regenerate lost limbs, and damaged or destroyed organs (but not the brain) while in a trance. Note that, if the caster is supposed to die from such a wound in a given period, this psion will not save him unless it completes the repair before that time. The time required varies: it is 5-100 days for a limb (finger to leg); ten days for a damaged organ, and fifty days for a destroyed organ. Naturally, if the heart, liver, etcetera, is destroyed, the caster will die, but if the organ is a kidney, an eye, etc., the caster will be able to hold out and survive.
25—Resist Stun (S*)
Any and all rounds of accumulated stun that the caster of this psion has are immediately annulled.
30—Trance (S*)
If the caster of this psion is struck a death-blow, this psion places him in a trance-like state. The caster does not die, but remains in a state of suspended animation. If the caster is able to subconsciously utilize the repair psions above, (or, ideally, Renewal True below), the trance will last until he is able to regain consciousness, even if it takes days.
50—Renewal True (S*)
If the caster is forced to revert to a Trance (above), or is otherwise rendered unconscious, this psion is triggered and it utilizes all the psions necessary to repair the caster, as a total cost of only fifty PPs.

4.4: Mind Discipline

Lvl Name AoE Duration Range
1 Detect Probe self varies self
2 Concentration II self self
3 Mnemonic self C self
4 Recall self self
5 Memory Trance self P self
6 Observation self self
7 Concentration VI self self
8 False Pattern self self
9 Unpresence self C self
10 Mind Block self 1 min/lvl self
11 Concentration VIII self self
12 False Presence True self 1 day/lvl self
13 Correlation 1 topic self
14 Sensitivity self 1 min/lvl self
15 Total Recall self P self
16 Unpresence True 1 target/5 lvls C 10'/lvl
17 Balance True self varies self
18 Concentration X self self
19 Mind Block True self C self
20 Observation True self 1 min/lvl self
25 Sensitivity True self 1 min/lvl self
30 Correlation True 1 topic self
50 Mind Master self 10 min/lvl self
1—Detect Probe (I*)
This psion is triggered whenever the caster's mind is being probed, attacked or monitored in any way, and the probing psion fails a RR by 25 or more.
2—Concentration I (U*)
This psion adds ten to any maneuver other than combat.
3—Mnemonic (P)
This psion allows the caster to retain anything he read or learns as if he had a photographic memory with total recall.
4—Recall (U)
The caster of this psion gets a twenty-five percent chance of recalling some key fact or occurrence from his subconscious, which could relate to the current situation (it could be from the caster's background, or else something that he has forgotten).
5—Memory Trance (P)
The caster of this psion enters a trance-like state where he is unable to talk or move, and are in fact not consciously aware of his surroundings. He is able, however, to absorb and flawlessly memorize audio or visual information at ten times normal speed. The session can last up to four hours, and the caster can pre-arrange the ending time, or a trigger that will terminate the trance. Otherwise the trance is difficult to come out of, and the caster is groggy for 2-20 rounds if disturbed or wakened by someone unaware of the ‚eurooetrigger.‚euro This psion is usable once a day only.
6—Observation (U)
The caster of this psion gains insight or facts by observing a person or thing from as far away as a hundred feet, with intense concentration.
7—Concentration VI (U*)
This psion adds thirty to any maneuver other than combat.
8—False Pattern (P*)
This psion is triggered any time someone attempts to Mind Pattern or Pattern Store the caster, and he fails to resist detection (there is a -50 bonus to the person attempting to Mind Pattern or Mind Store). It generates a unique, false mental pattern, different every time. The caster of Mind Pattern or Mind Store is unaware that he has taken a false pattern.
9—Unpresence (P)
The caster of this psion is undetectable by Presence, Mind Pattern and similar psions.
10—Mind Block (P)
The caster of this psion gains +20 to RRs versus all telepathic attacks.
11—Concentration VIII (U*)
This psion adds forty to any maneuver other than combat.
12—False Pattern True (P*)
This psion is triggered any time someone attempts to Mind Pattern or Pattern Store the caster, and he fail to resist detection (there is a -50 bonus to the person attempting to Mind Pattern or Mind Store). It generates a false mental pattern, that the caster can pre-set to any pattern desired. The caster of Mind Pattern or Mind Store is unaware that he has taken a false pattern.
13—Correlation (P)
The caster of this psion is able to correlate known facts to obtain conclusions (for example, help is given by the GM based upon a roll).
14—Sensitivity (P)
Similar to Observation (above) except that, by using all his senses in concert (the caster must be physically present to fully utilize this psion). The caster might detect hidden presences by breathing or heartbeat, note air patterns, minute temperature changes, odors, sounds (or the lack thereof), and thereby deduce useful data. The caster should roll, using any Perception bonus. Generally, the range is about a hundred yards.
15—Total Recall (P)
The caster of this psion enters a trance-like state where he is unable to talk or move, and are consciously aware of his surroundings. He is able to absorb and flawlessly memorize audio or visual information at ten times normal speed. The session can last up to four hours, and the caster can terminate the trance at any time. This psion is usable once a day only.
16—Unpresence True (P)
The caster of this psion is undetectable by Presence, Mind Pattern and similar psions. The caster may shield one target per five levels (round down) including themselves.
17—Balance True (U*)
This psion adds fifty to any one balance maneuver, regardless of speed.
18—Concentration X (U*)
This psion adds fifty to any maneuver other than combat.
19—Mind Block True (P)
The caster of this psion gains +40 to RRs versus all telepathic attacks.
20—Observation True (P)
The caster of this psion gains insight or facts by observing a person or thing from as far away as a hundred feet, with intense concentration. Virtually nothing escapes the attention of the caster. Also, there is a duration, which implies that the caster is constantly receiving input—including from other persons in the room: nervous gestures, significant glances, body language, etc. The GM should be aware of the enormous amount of information which can be gained by the truly observant.
25—Sensitivity True (P)
Similar to Observation (above) except that, by using all his senses in concert (the caster must be physically present to fully utilize this psion). The caster might detect hidden presences by breathing or heartbeat, note air patterns, minute temperature changes, odors, sounds (or the lack thereof), and thereby deduce useful data. The caster should roll, using any Perception bonus. Generally, the range is about a hundred yards. The GM should be aware of the enormous amount of information which can be gained by the truly observant.
30—Correlation True (P)
The caster of this psion is able to correlate known facts to obtain conclusions (for example, help is given by the GM based upon a roll) based upon even the slightest of information.
50—Mind Master (P)
The caster of this psion is able to freely use Total Recall, Sensitivity True, and Correlation True at will for the duration of this psion.

4.5: Mind's Defense

Lvl Name AoE Duration Range
Lvl Name AoE Duration Range
1 Inkling self 100'
2 Locate Attacker self 100'
3 Psion Shield II self 1 min/lvl self
4 Mind Alert self self
5 Psion Armor II self 1 min/lvl self
6 Psion Shield VI self 1 min/lvl self
7 Area Shield I 6' radius 1 min/lvl self
8 Mind Block self C self
9 Psion Armor IV self 1 min/lvl self
10 Ready Block self C self
11 Psion Shield X self 1 min/lvl self
12 Retaliation I self 1 min/lvl 100'
13 Area Shield II 12' radius 1 min/lvl self
14 Psion Armor VI self 1 min/lvl self
15 Mind Block True self 1 min/lvl self
16 Retaliation V self 1 min/lvl 100'
17 Area Shield III 25' radius 1 min/lvl self
18 Psion Armor VIII self 1 min/lvl self
19 Surround Shield self 1 min/lvl self
20 Lord Retaliation self 1 min/lvl 100'
25 Psion Defense self 1 min/lvl self
30 Retaliation True self 1 min/lvl 100'
50 Psion Citadel self 1 min/lvl self
1—Inkling (PS*)
If the caster of this psion is conscious and generally alert, he is warned one round before someone is about to mentally attack him, assuming that the attacking psion requires preparation. If the attacker succeeds in a RR, this psion is not triggered.
2—Locate Attacker (PS*)
If the caster of this psion is conscious and generally alert, he is aware of the attacker using psions against them in the same round that someone is mentally attacking them. If the attacker succeeds in a RR, this psion is not triggered.
3—Psion Shield II (D)
This psion provides a +10 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against all frontal psion attacks. This psion is not cumulative with Psion Armor or Area Shield.
4—Mind Alert (PS*)
The caster of this psion is instantly warned of an impending psionic attack, and are awakened if asleep. The caster is also aware of the nature of the attack and its direction.
5—Psion Armor II (D)
This psion provides a +10 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against psion attacks from any direction. This psion is not cumulative with Psion Armor or Area Shield.
6—Psion Shield VI (D)
This psion provides a +30 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against all frontal psion attacks. This psion is not cumulative with Psion Armor or Area Shield.
7—Area Shield I (D)
This psion provides a +5 to the RR (or DB, if attacked by a physical attack psion, such as Energy Channels) of both the caster and the caster's companions in the area of effect, against all frontal psion attacks. This psion is not cumulative with Psion Armor or Psion Shield.
8—Mind Block (D*)
The caster of this psion is able to shield his mind from all probes, but not attacks, as if the caster were twice his actual level. The caster must have cast this psion before being probed.
9—Psion Armor IV (D)
This psion provides a +20 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against psion attacks from any direction. This psion is not cumulative with Psion Shield or Area Shield.
10—Ready Block (DS*)
The caster of this psion is able to shield his mind from all probes, but not attacks, as if the caster were thrice his actual level. This psion is activated automatically by the caster's subconscious.
11—Psion Shield X (D)
This psion provides a +50 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against all frontal psion attacks. This psion is not cumulative with Psion Armor or Area Shield.
12—Retaliation I (M)
The caster of this psion not only gets +20 to his RR against one psion, should this attacking psion be resisted successfully the attacking psion is cast on the original caster. This psion must be recast after a successful Retaliation. Other psions cannot be cast while this one is active.
13—Area Shield II (D)
This psion provides a +10 to the RR (or DB, if attacked by a physical attack psion, such as Energy Channels) of both the caster and the caster's companions in the area of effect, against all frontal psion attacks. This psion is not cumulative with Psion Armor or Psion Shield.
14—Psion Armor VI (D)
This psion provides a +30 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against psion attacks from any direction. This psion is not cumulative with Psion Shield or Area Shield.
15—Mind Block True (DS*)
The caster of this psion is able to shield his mind from all probes, but not attacks, as if the caster were five times his actual level. This psion is activated automatically by the caster's subconscious. The caster cannot cast any other psion while this is active. The caster does not need to concentrate.
16—Retaliation V (M)
The caster of this psion not only gets +20 to his RR against one psion, should this attacking psion be resisted successfully the attacking psion is cast on the original caster. This psion may be used to retaliate up to five psions, or until the caster of this psion fails a RR.
17—Area Shield III (D)
This psion provides a +15 to the RR (or DB, if attacked by a physical attack psion, such as Energy Channels) of both the caster and the caster's companions in the area of effect, against all frontal psion attacks. This psion is not cumulative with Psion Armor or Psion Shield.
18—Psion Armor VIII (D)
This psion provides a +40 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against psion attacks from any direction. This psion is not cumulative with Psion Shield or Area Shield.
19—Surround Shield (D)
This psion provides a +50 to the caster's RR (or DB, if attacked by a physical attack psion, such as Energy Channels) against all psion attacks. This psion is not cumulative with Psion Armor, Psion Shield, or Area Shield.
20—Lord Retaliation (M)
The caster of this psion not only gets +20 to his RR against one psion, should this attacking psion be resisted successfully the attacking psion is cast on the original caster. This psion may be used to retaliate up to twenty psions, or until the caster of this psion fails a RR.
25—Psion Defense (D*)
The caster of this psion is able to shield his mind from all probes and all attacks, as if the caster were five times his actual level. This psion is activated automatically by the caster's subconscious. The caster cannot cast any other psion while this is active. The caster does not need to concentrate.
30—Retaliation True (DS*)
The caster of this psion not only gets up to +1 per level to his RR against up to three psions per round, should this attacking psion be resisted successfully the attacking psion is cast on the original caster. This psion may be used to retaliate up to one psion per level, or until the caster of this psion fails a RR. This psion is activated automatically when the caster is attacked.
50—Psion Citadel (DS*)
The caster of this psion is automatically able to shield his mind from probes (not attacks) as if the caster were five times his actual level. This psion is activated automatically by the caster's subconscious. The caster may cast other psions while using the Citadel. The caster is further immune to all psions under twentieth level, and has a +1/lvl bonus to RR against all attacks.

4.6: Teleportation

Lvl Name AoE Duration Range
1 Blink self 1 rnd/lvl self
2 Orientation self self
3 Phase Jump self self
4 Phasing self 1 min/lvl self
5 Leaving I self self
6 Merge self 1 min/lvl self
7 Long Door I self self
8 Leaving II self self
9 Phasing True self 1 min/lvl self
10 Teleport self self
11 Passing self 1 min/lvl self
12 Leaving III self self
13 Long Door II self self
14 Moving Blink self 1 rnd/lvl self
15 Merging True self 1 min/lvl self
16 Mind's Portal self self
17 Leaving IV self self
18 Phasing Lord True self 1 min/lvl self
19 Long Door III self self
20 Teleport II varies 5 miles/lvl
25 Passing True self 1 min/lvl self
30 Mind's Portal II varies 5 miles/lvl
50 Teleport True self self
1—Blink (F)
The caster of this psion is able to 'blink' out of normal space-time for up to a number of rounds equal to his level. The caster must decide, when casting this psion, how long he intends to stay 'blinked out,' as he has no perception of events during his absence, and, in fact, has no sense of time passing. The caster returns to exactly the same spot with the same orientation as before.
2—Orientation (I*)
The caster of this psion, immediately after casting another psion on this list, can make a snap perception roll and, if successful, can act accordingly. This perception roll does not take any time, but is immediate.
3—Phase Jump (F)
The caster teleports himself and his personal equipment up to ten feet away. There can be no intervening physical or magical barriers in a direct line between the caster and the destination. For these purposes, a barrier is anything that the caster could not physically go through; a closed door is a barrier, a pit is not.
4—Phasing (F)
This psion allows the caster to put himself and his personal equipment 'out of phase.‚euro(TM) The caster's perception, while out of phase, is at -50, and the caster can neither be hit by any weapon, nor either attack or cast psions. The caster is visible as three overlapping images, one blue, one red, one yellow; the overlap is imperfect. The caster may move at a rate of up to thirty feet per round, but at a risk of ‚euro˜disassembling.‚euro(TM) For each yard (or fraction moved) the caster has a one percent chance of disassembling. The roll is made when the psion is terminated. If a disassembly is rolled, the caster dissipates and dies in a colorful display.
5—Leaving I (F)
The caster teleports himself and his personal equipment up to a hundred feet away. There can be no intervening physical or magical barriers in a direct line between the caster and the destination. For these purposes, a barrier is anything that the caster could not physically go through; a closed door is a barrier, a pit is not.
6—Merge (F)
This psion allows the caster to merge to a depth of up to his body plus four inches into any solid, normal material. The caster may neither move nor see whilst merged.
7—Long Door I (F)
The caster of this psion teleports himself to a point up to a hundred feet away. The caster can pass through barriers by specifying exact distances. An attempted long door through a magical barrier simply bounces the caster back where they started; the caster must also roll a psion failure.
8—Leaving II (F)
The caster teleports himself and his personal equipment up to a hundred yards away. There can be no intervening physical or magical barriers in a direct line between the caster and the destination. For these purposes, a barrier is anything that the caster could not physically go through; a closed door is a barrier, a pit is not.
9—Phasing True (F)
This psion allows the caster to put himself and his personal equipment 'out of phase.‚euro(TM) The caster's perception, while out of phase, is at -25, and the caster can neither be hit by any weapon, nor either attack or cast psions. The caster is visible as three overlapping images, one blue, one red, one yellow; the overlap is imperfect. The caster may move at a rate of up to thirty feet per round, but at a risk of 'disassembling' if the caster moves any faster. For each yard (or fraction moved) over thirty feet per round moved, the caster has a one percent chance of disassembling. The roll is made when the psion is terminated. If a disassembly is rolled, the caster dissipates and dies in a colorful display.
10—Teleport (F)
The caster of this psion teleports to a point up to five miles per level away. This is more risky than Long Door. The following chances for failure (in addition to the normal failure roll) exist: Never seen target point (only described) = 25%; Studied (1 day) = 10%; Studied carefully (10 days) = 1%; Lived there (100 days) =.01% In case of teleport failure, first determine direction of endpoint error, then distance (open-ended roll for number of yards).
11—Passing (F)
The caster of this psion is able to shift his molecules and so pass through any normal material of thickness up to four inches per level. If the caster attempts to pass through a magical shield or wall of any type, they must resist against a first level attack, or his molecules will be hopelessly scrambled (he is dead). A successful RR cancels the psion and bounces them back into a normal state.
12—Leaving III (F)
The caster teleports himself and his personal equipment up to five hundred feet away. There can be no intervening physical or magical barriers in a direct line between the caster and the destination. For these purposes, a barrier is anything that the caster could not physically go through; a closed door is a barrier, a pit is not.
13—Long Door II (F)
The caster of this psion teleports himself to a point up to a hundred yards away. The caster can pass through barriers by specifying exact distances. An attempted long door through a magical barrier simply bounces the caster back where they started; the caster must also roll a psion failure.
14—Moving Blink (F)
The caster of this psion is able to 'blink' out of normal space-time for up to a number of rounds equal to his level. The caster may have full, normal movement while blinked out, and may change facing, returning to normal space-time in relation to his movement while blinked out. If the caster attempts to re-enter normal space-time within something, this psion will prevent reentry into normal space-time, and the caster must try again. If the caster fails to move to a clear reentry space by the time the psion duration ends, they will be deposited at the point of his entry into the ‚euro˜blink.‚euro(TM) The caster may vary the time spent 'blinked' at any time during the duration of this psion. The caster has no perception of events during his absence, and in fact has no sense of any time passing.
15—Merging True (F)
This psion allows the caster to merge to a depth of up to his body plus four inches into any solid, normal material. The caster may turn around and see out.
16—Mind's Portal (F)
The caster of this psion teleports himself to a point up to five miles per level away. If the caster is in mental communication with a friendly entity at the destination point, there is no chance for failure.
17—Leaving IV (F)
The caster teleports himself and his personal equipment up to five hundred yards away. There can be no intervening physical or magical barriers in a direct line between the caster and the destination. For these purposes, a barrier is anything that the caster could not physically go through; a closed door is a barrier, a pit is not.
18—Phasing Lord True (F)
This psion allows the caster to put himself and his personal equipment 'out of phase.‚euro(TM) The caster's perception is unaffected while out of phase, and the caster can neither be hit by any weapon, nor either attack or cast psions. The caster is visible as three overlapping images, one blue, one red, one yellow; the overlap is imperfect. The caster may move at a rate of up to thirty feet per round, but at a risk of 'dissembling' if the caster moves any faster. For each yard (or fraction moved) over thirty feet per round moved, the caster has a one percent chance of dissembling. The roll is made when the psion is terminated. If a disassembly is rolled, the caster dissipates and dies in a colorful display.
19—Long Door III (F)
The caster of this psion teleports themselves to a point up to a thousand feet away. The caster can pass through barriers by specifying exact distances. An attempted long door through a magical barrier simply bounces the caster back where they started; the caster must also roll a psion failure.
20—Teleport II (F)
The caster of this psion teleports themselves and one other being within fifty percent of his body mass to a point up to five miles per level away. The caster must be touching the being. This is more risky than Long Door. The following chances for failure (in addition to the normal failure roll) exist: Never seen target point (only described) = 25%; Studied (1 day) = 10%; Studied carefully (10 days) = 1%; Lived there (100 days) =.01% In case of teleport failure, first determine direction of endpoint error, then distance (open-ended roll for number of yards). In case of regular psion failure, the caster never leaves the departure point.
25—Passing True (F)
The caster of this psion is able to shift his molecules and so pass through any normal material of thickness up to one yard per level. If the caster attempts to pass through a magical shield or wall of any type, they must resist against a first level attack, or his molecules will be hopelessly scrambled (he is dead). A successful RR cancels the psion and bounces them back into a normal state.
30—Mind's Portal II (F)
The caster of this psion teleports themselves and one other entity up to fifty percent of his mass to a point up to five miles per level away. The caster must be touching the other being. If the caster is in mental communication with a friendly entity at the destination point, there is no chance for failure.
50—Teleport True (F)
The caster of this psion teleports to a point anywhere on the same plane. This is more risky than Long Door. The following chances for failure (in addition to the normal failure roll) exist: Never seen target point (only described) = 25%; Studied (1 day) = 10%; Studied carefully (10 days) = 1%; Lived there (100 days) =.01% In case of teleport failure, first determine direction of endpoint error, then distance (open-ended roll for number of yards).