Spelljammer
Psionicist
Profession Category:Mage
Profession:Psionicist
:
Easy Start
Important attributes: WP, INT, CON

Suggested starting skills

Psionic List
Mental Energy to level 1 (minimum; if you can go higher, all the better)
Psionic Memory to level 1 (minimum; if you can go higher, all the better)

Without the above 2 skills you can't use psionic disciplines

Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)


Starting Out
Playing a psionicist character is pretty straightforward. During the character creation process, if you choose Psionicist as a profession, you will be asked to pick a psionic college from the list below. Disciplines are then available to develop just like skills. You start with knowledge of all Talents, General Knowledge (GK) disciplines and the Special Knowledge Counter Discipline from your college. Thus you can spend starting EXP to buy them to rank 1 and start using them. You will also start with one or more Special Knowledge (SK) disciplines determined by the GM. Exactly how many additional disciplines the character starts with is determined by their LUCK. The psionicist will start with one SK discipline, plus one additional "special" discipline per 2 points of LUCK above 15. Special disciplines could be additional SK disciplines or disciplines from the General Disciplines list. All remaining college disciplines and rituals can only be learned when you find a source from which to learn the discipline.


Using Disciplines
How many disciplines a mage can have memorized at one time depends on his INT and his level with Psionic Memory skill. Each level of Psioinic Memory skill allows you to have 2 disciplines in memory. You get a bonus of 1 additional discipline in memory for every 2 points of INT above 15. Disciplines in memory are there until you decide to purge them and memorize something else. A discipline does not fade from memory when used.

How many disciplines you can use in a given day is dependent on CON and your level with Mental Energy skill. Each level of Mental Energy gives you 2 mental points. High CON can also give you bonus mental points (see description of CON). Once you run out of mental points, you can't use disciplines until the next day after you have rested.

Mental Point Cost
  • Talents - 0 mental points (unless indicated otherwise)
  • General Knowledge disciplines - 1 mental point
  • General Knowledge rituals - 10 mental points (+100 sp in ritual components)
  • Special Knowledge disciplines - 2 mental points
  • Special Knowledge rituals - 20 mental points (+200 sp in ritual components)
  • Circles of Protection - 1d6-1 mental points (minimum 1 but cost drops as rank increases)

Using disciplines and rituals, in addition to using Mental Energy points, also tires out the psionicist. This is reflected by the psionicist taking non-lethal (NL) damage whenever they use a discipline or ritual. For each mental point spent in a discipline or ritual, the psionicist takes 2 points of NL damage. Thus, a General Knowledge discipline (1 mental point) causes 2 points of NL damage whenever it is used. A Special Knowledge ritual (20 mental points) causes 40 points of NL damage. See the rules for NL damage to determine how it is recovered.

Critical and Grievous Success
If a psionicist rolls exceptionally well (see grievous and critical table) he may achieve grievous or critical success with his discipline. Critical success allows him to double range or duration, or increase effect by 50% (if the discipline has multiple effects, he may increase a single effect by 50%). Grievous success is the same as critical success except that he may increase two aspects of the discipline (e.g., double both range and duration, double range and increase one effect by 50%, increase two effects by 50%, etc.).

List of Colleges


Psionic Combat
A psionicist can choose one of the following psionic combat specialization options:
  • Double specialize in a psionic attack
  • Double specialize in a psionic defense
  • Single specialize in all psionic attacks
  • Single specialize in all psionic defenses

See the Psionic Combat document for more information about psionic combat.


Single-Classed Psionicists
Psionicists can choose to be dual classed but there are advantages to those who choose to specialize only in psionics (i.e., be a single-classed psioinicist), as indicated below.
  • All of the skills in the psionicist list can be developed at .75 cost. Note that the GM will have to make a manual adjustment to the code to have the costs compute correctly. If the costs are not computing correctly, let him know (the 7th value in the SkillLists field needs to be manually set to .75).
  • The psionicist gains a 1 point savings on NL damage when using disciplines spells and circles (but not rituals). Thus, a GK discipline only causes 1 NL damage while an SK discipline causes 3 NL damage.
  • The psionicist will start with one additional SK discipline.
  • The psionicist will start with one Circle of Protection.
  • The psionicist can choose one of the following specialization options:
    • Double specialize in a single psionic attack
    • Double specialize in a single psionic defense
    • Single specialize in all psionic attacks
    • Single specialize in all psionic defenses


Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x1.5
Warrior Skills - x1.5
Sorcery Skills - x1.5
Rogue Skills - x1.5
Talents - x1.25

Stat Multiples:
StatModifier
STR2
DEX1.5
CON2
INT1
KNOW1
WP1
MA1
LUCK1
CHA1
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
2.0
Adrenal Strength
Alchemy
Ambush
Assassination
Bowyer
Brawling
Bribery
Build Trap
Defense
Disguise
Find Traps
First Aid
Fletcher
Forgery
Hit Points
Horsemanship
Locate Secret Openings
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Maneuver in Armor
Military Scientist
Move Silently
Open Locks
Pickpockets
Quick Draw
Range of Field
Religious Language Aster
Religious Language High Eirenay
Religious Language High Sindathul
Religious Language Low Eirenay
Religious Language Low Sindathul
Religious Language Middle Eirenay
Religious Language Middle Sindathul
Religious Language Nifle
Religious Language Sumerian
Religious Lore
Remove Traps
Shield Large
Shield Small
Trap Building
Unarmed Combat
Weapon Ballista
Weapon Bastard Sword
Weapon Battle Axe
Weapon Bola
Weapon Bow
Weapon Broadsword
Weapon Catapult
Weapon Crossbow
Weapon Dart
Weapon FF Dagger
Weapon FF Hand Axe
Weapon FF Short Sword
Weapon Flail
Weapon Halberd
Weapon Hand Axe
Weapon Javelin
Weapon Lance
Weapon Long Sword
Weapon Lore
Weapon Mace
Weapon Morning Star
Weapon Neptune Trident
Weapon Net
Weapon Pike
Weapon Roman Trident
Weapon Scimitar
Weapon Short Sword
Weapon Spear
Weapon Two Handed Sword
Weapon War Hammer
Weapon Whip
1.5
1.25
.9
.75
.5
Forbidden Skills:All Barbarian Weapons
All Hafted Weapons
All Missile Weapons
All Pole Arms
All Swashbuckler Weapons
All Swords
All Thrown Weapons
Artillery
Barbarian
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cast Clerical Spells
Cleric
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Find Weakness
Flying
Focused Attack
Gnosis
Great Leaps
Healing Specialist
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Resistance
Martial Artist
Master Bowman
Master Defender
Master of Barbarian Weapons
Master of Battle Magics
Master of Defensive Magics
Master of Hurled Weapons
Master Ritualist
Master Swordsman
Mechanician
Memory
Mental Resistance
Mystic Sense
Overhand Attack
Paladin
Persuasion
Phase Attack
Poison Resistance
Power Perception
Primal Urge - Homid
Quarterstrength
Ranger
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Sleep and Charm Resistance
Smell of Man
Sorcery
Speed Reading
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Strong Lungs
Suppleness
Swashbuckler
Teleport Other
Teleportation
Time Sense
Toughness
Turn Undead
Ultravision
Weapons Kata
Weather Seer
COP Missiles
Magic Missile
Agent of Law
Combat Sense
Night Sense