Psionics (on Kulan)

Knightfall

World of Kulan DM
Variant: Psionics is Different
(See D&D Expanded Psionics Handbook for more details, pg. 65 & 66.)

Dispelling
Dispel magic has no effect when cast against any psionic power, ability, or item. Likewise, dispel psionics has no effect when manifested against a spell, effect, or item. However, see under specialty spells and powers, below.

Mind-Affecting Spells and Powers
Creatures gain only half of their normal "racial" resistance vs. psionic versions of mind-affecting Enchantments. For instance, elves gain a +1 bonus on their Will saves to resist telepathy powers. However, any race or creature that is immune to mind-affecting Enchantments is also immune to telepathy powers.

Important!: A character's standard Will saving throw bonuses based on his or her classes and ability scores apply against psionic powers, as normal. They aren't divided by two like "racial" resistance bonuses.

Dead Magic/Null Psionics Area
Antimagic field does not hinder psionics, nor does null psionics field disrupt or suppress magic within its area.

Spell Resistance and Power Resistance
A creature's Spell Resistance works against powers, and Power Resistance works against spells, though in both cases the Power Resistance and Spell Resistance is considered to be 10 lower than its actual value. Thus a creature with Spell Resistance of 25 resists a power as though it had Power Resistance of 15. This includes any spells that grant Spell Resistance or powers that grant Power Resistance (i.e. mass spell resistance).

Creature "Evolution"
Similar to the Spell Resistance and Power Resistance diminished effect options, listed above, all creatures from the Monster Manual (and other sources) with Spell Resistance 11 or higher gain Power Resistance equal to their Spell Resistance minus 10. For example, a dragon with Spell Resistance 18 would also have Power Resistance 8. All creatures in the Monster Manual (and other sources) with psionic abilities gain Power Resistance equal to their Spell Resistance, if any (i.e. mind flayers).

A few creatures detailed in XPH have Power Resistance. Under this option, creatures with Power Resistance 11 or higher have Spell Resistance equal to their Power Resistance minus 10.

Specialty Spells and Powers
As with creature "evolution" above, specialty spells and powers must exist that allow the disparate energies to manipulate each other on a limited scale. For instance, spellcasters could have a dispel psionics spell, but it is not nearly as powerful against powers as dispel magic is against equivalent spells. Psions might develop a negate magic power, but it is not as potent against spells as dispel psionics is against equivalent powers. Generally, any spells or powers that allow spells to interact with psionics and vice versa should be of higher level* and provide less effect than spells or powers of similar name that remain within their own area of influence. (*Minimum 2 levels higher for my campaign.)

DM's Notes
The XPH goes on to describe "the basics" of 4 possible spells and powers: detect psionics (L2) & negate psionics (L5) (spells), and detect magic (L3) & negate magic (L5) (powers). These spells are available for all player characters, as are the spells detailed in the back of the Expanded Psionics Handbook (see pgs. 219 to 221). Other spells designed to "counteract" psionic powers must be researched as new spells.

Thus, if a player wanted a spell that would do the same thing as break enchantment, but against psionics too, then the spell would have to be a 6th-level bard spell, 7th-level cleric spell, and/or a 7th-level sorcerer/wizard spell, and it would be more limited. (Likely it would take 10 minutes to cast instead of 1 minute, or it would only have a limited duration, or some other restriction.)

A new spell that is created 4 levels higher than its base spell doesn't have any restrictions. (This is change I made after getting feedback.) Thus, that revised break enchantment spell (i.e. sunder enchantments) could be researched to be a 9th-level cleric spell and/or a 9th-level sorcerer/wizard spell. It couldn't be a bard spell, however, since bards can only cast up to 6th-level spells.

A new spell that is created at the same level as the base spell is also possible, but the new spell must have two restrictions, which will make it less powerful than the base spell.

Important!: Miracle and wish have special status. They affect 9th-level or lower psionic powers, as normal, even if the spells is cast to duplicate a restricted spell. (Note that there is a 9th-level psionic power with special status too. It is called reality revision.) The prismatic spells also have special status since the spell descriptions specifically state that the spells protect the character from all forms of attack, not just spells.

Spell resistance and mass spell resistance work as detailed under "Spell Resistance and Power Resistance," but it is possible to research a more powerful version of spell resistance to include psionics. Such a spell would be a 7th-level cleric spell, 7th-level Magic Domain spell, and/or a 7th-level Protection Domain spell with one restriction, or the new spell could be created as a 9th-level spell without any restrictions.

However, there are also two new feats available for players to choose, which will give characters another option rather than having to research new spells or powers.


Affected Spells from the Player's Handbook
Higher levels versions of these spells must be created in order for them to affect psionics. This list is by no means complete, nor is it finalized. Others may be added to the list and, after player feedback, some may be removed from the list. Other spells from other sources will be evaluated on a case by case basis.

  • Analyze Dweomer
  • Antimagic Field
  • Arcane Sight
  • Arcane Sight, Greater
  • Break Enchantment
  • Detect Magic
  • Dispel Magic
  • Dispel Magic, Greater
  • Freedom
  • Freedom of Movement
  • Globe of Invulnerability
  • Globe of Invulnerability, Lesser
  • Identify
  • Invisibility Purge
  • Knock
  • Limited Wish *
  • Magic Weapon **
  • Magic Weapon, Greater **
  • Mordenkainen's Disjunction
  • Nystul's Magic Aura **
  • Protection from Energy ***
  • Protection from Spells
  • Quench ***
  • Read Magic
  • Remove Blindness/Deafness ~
  • Remove Fear ~
  • Remove Paralysis ~
  • Resist Energy ***
  • Screen
  • See Invisibility
  • Spell Immunity
  • Spell Immunity, Greater
  • Spell Turning
  • True Seeing

  • This only applies when limited wish is cast to duplicate an appropriate spell on this list, as defined in the spell's description.
    • Magic weapon and the greater version cannot increase/change a psionic items enhancement bonus. Nystul's magic aura cannot alter a psionic items aura.
      • These spells do not protect against psionic powers that produce energy effects (i.e. psychokinesis effects).
~ These spells will not remove the listed conditions, if the conditions were the result of psionic powers being manifested on the victim.

Important!: Any psionic powers that duplicate these effects (i.e. psionic knock) is also just as ineffective against arcane and/or divine spells. Thus, a psionic knock will not open a door that has been affected by an arcane lock spell or a hold portal spell.


New Spells and Powers
Here are the basic spells and powers (two each) for use in the World of Kulan.

Spells

Detect Psionics

Divination
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spells works exactly like detect magic (see pg. 219 of the PHB), except for the change noted here under "Duration."

Negate Psionics
Abjuration
Level: Brd 5, Clr 5, Drd 5, Magic 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target or Area: One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spells works exactly like dispel magic (see pg. 223 of the PHB), except for the change noted here under "Range."

Powers

Detect Magic

Clairsentience
Level: Psion/wilder 3, psychic warrior 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

This power works exactly like detect psionics (see pg. 91-92 of the XPH), except for the change noted here under "Duration."

Negate Magic
Psychokinesis
Level: Psion/wilder 5
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 5

This power works exactly like dispel psionics (see pg. 94-95 of the XPH), except for the change noted here under "Range."
 
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