Game Rules
d20 Modern SRD
Psionics
d20 Modern SRD
Psionics
Psionics
Key Ability
The first line beneath the power's name provides the key ability associated with the power. A psionic character must have a score in this ability equal to at least 10 + the power's level in order to manifest the power.Descriptors
Descriptors are a way of classifying powers that have some common characteristic. Descriptors are often useful for knowing which creatures are or are not affected by a power. A power's descriptors (if any) appear in brackets on the line containing the key ability. Descriptors for powers include compulsion, electricity, fire, language-dependent, and mind-affecting.Level
The relative strength of a power is indicated by its level. A power's level also indicates whether a particular psionic character is capable of using the power, based on the character's class level and key ability score.Display
When psionic powers manifest, secondary displays usually accompany the primary effect. The psionic display may be auditory (Au), material (Ma), mental (Me), olfactory (Ol), or visual (Vi). Each power describes the sort of display that accompanies it.Manifestation Time
Manifesting a psionic power is either an attack action or a full-round action, depending on the power. See the power descriptions for details.Range
Each psionic power has a range, as listed in the power description. A power's range is the maximum distance from the psionic character that the power's effect can occur. The range categories are the same as the ones used for spells.Target, Effect, Area
These terms are defined and used the same as they are for spells.Saving Throw
Most harmful powers allow an affected target a saving throw to avoid some or all of the effect. Each power lists which saving throw type applies. The DC for a saving throw to resist a power is 10 + the power's level + the psionic character's key ability modifier. The terms used to define the various types of saving throws and results are the same as for spells.Power Resistance
Power resistance is a special defensive ability that protects against psionic powers. If a psionic character faces a creature with power resistance, he or she must make a level check (1d20 + psionic character's class level) equal to or greater than the creature's power resistance for the power to affect it.Each power description includes an entry that indicates whether power resistance applies to the power (if so, Yes; if not, No). Other details are the same as for spell resistance.
Power Point Cost
All powers of a certain level have the same power point cost. The point cost to manifest a particular power is also provided in that power's description.Descriptive Text
A power's descriptive text explains how the power works or what it does.Power Failure
If a character tries to manifest a power in conditions where the characteristics of the spell (range, area, and so forth) cannot be made to conform, the effort fails and the power is wasted.Powers also fail if the character's concentration is broken (see the Concentration skill).
New Feat
If the Gamemaster decides to include psionics in the campaign, he or she will make the following feat available to psionic characters.Wild Talent
The character can manifest one 0-level psionic power.
Benefit
Select one 0-level psionic power. The character can manifest this power up to three times in a 24-hour period. There is no power point cost for using this power. Where manifester level is a factor (such as for determining the range of the power), use the character's manifester level + 1. Thus, if a character has no levels in an appropriate psionic class, she uses the power as if she were a 1st-level manifester.
Special
This feat can be taken multiple times. Each time it is taken, the character selects a different power.
Psionic Power List
Attraction
Brain Lock
Burst
Charm Person
Clairaudience/Clairvoyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
False Sensory Input
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mind Darts
Mind Probe
Mindlink
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Sensitivity to Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire
Brain Lock
Burst
Charm Person
Clairaudience/Clairvoyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
False Sensory Input
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mind Darts
Mind Probe
Mindlink
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Sensitivity to Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire