​Psychic fields: Psychic field descriptions

  1. Psychic effects and techniques
  2. ​Psychic fields

Corporeal Art

Corporeal Art: Healing

Effect name Effect Level bonus Effect type
Injuries Healed d4 +1d4 Basic effect
Cure Disease strength 1 disease +1 Technique
Neutralize Poison strength 1 poison +1 Technique
Limb Restoration level 1 limb +1 Technique
Faster Healing base time x ½ x ½ Technique

Healing requires one round of concentration per injury point healed, and ten minutes of concentration per level of limb restored. These times may be controlled according to the reduced time effect.

Limbs may be restored according to limb restoration effect level:

Limb Level
Finger or Toe 1
Hand or Foot 2
Forearm or Lower Leg 4
Arm or Leg 8

Self-Control

Effect name Effect Level bonus Effect type
Increase Physical Ability +1 +1 Basic effect
Heal Injury 1 point +1 Basic effect
Increase Mental Ability +1 +1 Technique
Bonus vs. Poison +1 reaction +1 Technique
Bonus vs. Disease +1 reaction +1 Technique
Immunity to Body Magic +1 reaction +1 Technique
Slow Bodily Functions ½ time Technique
Stun Opponent 1 round +1 round Technique

Increasing physical or mental abilities only grants the monk the immediate benefits of the higher abilities. For example, increasing endurance increases the character’s health and fortitude but does not increase the character’s survival.

Immunity to body magic provides enhanced reactions against any magic that affects the body, such as transmutations and teleports.

Slow bodily functions slows every part of the character’s metabolism. Probably at about an eighth or more, unobservant others might consider the character dead, and at a sixty-fourth or more, even observant others might consider the character dead. The slowed metabolism also slows the effects of bleeding, ailments, hunger, and anything else which is part of the target’s metabolism.

Stun opponent requires a called attack to succeed.

Morphinesis

Effect name Effect Level bonus Effect type
Enhanced Senses x2 +1 Basic effect
Decrease Height -2% -2% Technique
Fall - 5 feet -5 feet Technique
Harden Skin +1 defense +1 defense Technique
Increase Height +5% +5% Technique
Jump +10% jump +10% Technique
Run +1 movement +1 Technique

Enhanced senses grants increased ability to see, hear, or smell. A character with five levels of effect in enhanced sight would be able to see things as if they were a sixth of the distance away. Enhanced senses can also give a perception bonus of up to 1 per effect level, if the Guide rules that the enhanced sense applies.

​Dimensional Science

These techniques can be learned for any Dimensional Science skill.

Technique Effect Level bonus
Portal Size 3 inch diameter x2
Hidden Portal -1 perception -1
Range 3 yards x2
Targets 1 x2

A portal is a physical circle through which the powers manifest themselves. For example, with sensitive, a portal allows characters other than the monk to see the vision or impressions. With dimensional shift or temporal shift, the portal allows travel to occur without specifying a number of targets or mass of targets: as long as the objects or creatures can fit through the portal, they will be shifted if they go through the portal. Hidden portals are difficult to see except on a perception roll. Ranged portals can be distant from the monk.

The range technique can also be used to affect targets directly without a portal, in which case the targets technique is required.

​Dimensional Science: Sensitive

Effect name Effect Level bonus Effect type
Future 15 seconds x2 Basic effect
Past 10 minutes x2 Basic effect
Use Senses 3 yard radius x2 Technique
Proxy Target +1 perception +1 Technique
Combat Sense +1 defense or attack +1 either Technique

Sensitive gives the monk general impressions about things that are happening that affect or relate to the target.

Future and Past give impressions about things that will or have happened in relation to the target during the time frame specified.

Use senses allows actually seeing and hearing a vision that is clearer than the normal general impressions.

Proxy target allows the monk to sense things affecting the owner of the target, if the target is a prized or important possession and if the monk makes a successful perception roll.

Dimensional Shift

Effect name Effect Level bonus Effect type
Travel Distance 1 yard x2 Basic effect
Mass of Targets 1 pound x2 Basic effect
Blink Time 15 seconds x2 Technique
Direction Shift 30 degrees +30 degrees Technique
Affect Magical Creatures +1 equivalent +1 Technique

Dimensional Shift allows the monk to shift objects or creatures out of phase with our normal three dimensions.

Travel distance allows moving the object while it is out of phase.

Mass of targets specifies the maximum mass of each target. The targets technique is still required to use it against others.

Blink time is the amount of time the target stays out of phase. Without this effect, the shift is immediate (to the traveler, the shift is immediate no matter how long it appears to outside observers).

Directional shift allows the monk to bend directions through the shift. If the monk were to dimensionally shift a moving object, the object will move in a different direction after being shifted.

Affect magical creatures allows the monk to attack creatures that otherwise require a magical weapon to hit. The monk does not gain an attack bonus; the effect is the bonus needed to affect at all.

Temporal Shift

Effect name Effect Level bonus Effect type
Forward Time 15 seconds x2 Basic effect
Backward Time 10 minutes x2 Basic effect
Mass of Targets 1 pound x2 Basic effect
Stretch Time +1 reactions, defense, actions, damage, move +1 each Technique
Compress Time +2 armor, ½ time +2/x2 Technique

Temporal shift allows the monk to temporarily shift backward or forward in time. When the monk lets up concentration, the target snaps back to the original time, plus however much time the monk maintained concentration. The target moves as an invisible ghost through time, able to see the pas or future, but unable to affect it.

Mass of targets specifies the maximum mass of each target. The targets technique is still required to use it.

Stretch time allows the target to move quickly compared to the world. This makes it easier for the target to hit and avoid being hit.

Compress time places the monk (or the target) in a sort of stasis where time passes more quickly. If four levels are placed in compress time, the target would age at a thirty-secondth of the rate of the real world. An hour would be about two minutes to the character. This also makes it difficult to damage the target. All damage done is reduced by the armor conferred by the effect. In the above example, all damage would be reduced by 8.

​Psychokinetic Craft

Pyrokinesis

Effect name Effect Level bonus Effect type
Mass of Targets 1 pound x2 Basic effect
Temperature 10 degrees +10 degrees Basic effect
Targets 1 x2 Basic effect
Area of Effect 1 yard x2 Technique
Damage d3 d4, d6, d8, 2d6, +1d6 Technique
Range 3 yards x2 Technique

The monk can cause flammable objects to burst into flame, and raise the temperature of non-flammable objects. Non-flammable objects will take damage, if their melting or damage point is reached, of 1d6 per ten minutes, per level placed in the temperature effect.

Area of Effect allows creation of a sphere of high temperature.

Damage allows for an immediate attack which causes damage.

Telekinesis

Effect name Effect Level bonus Effect type
Targets 1 x2 Basic effect
Mass of Targets 1 pound x2 Basic effect
Range 3 yards x2 Basic effect
Motion Speed 1 yard per round x2 Basic effect
Telekinetic Punch d4 damage +d6, d8, 2d6, +1d6 Technique
Telekinetic Shield +1 defense +1 Technique
Telekinetic Glide +2% x2 Technique

The monk may move mass through mental power. A telekinetic punch capable of causing immediate damage may also be used, and of course the targets and range techniques will be required (range can be dropped if the monk touches the target).

Telekinetic Shield requires targets and range to improve defense against attacks by multiple targets or targets at range.

Telekinetic Glide increases movement and jump by that percentage for Medium-sized targets. The percentage halves or doubles as the target moves up or down the size range.

​Spiritual Art

Spirit Aura

Effect name Effect Level bonus Effect type
Sense Remnants sense morality +1 sense Basic effect
Targets 1 x2 Basic effect
Affect Magical Creatures +1 equivalent +1 Technique
Range 3 yards x2 Technique

Ghosts and death leave remnants of their passing. With spirit aura, the monk—or targets that the monk designates as normal—can sense and possibly even affect those remnants. At its most basic, the monk can sense remnants of powerful moral codes; if the area is filled with Evil or has an aura of Good, the character can sense this. For each additional level placed in the effect, the character gains one extra sense, in order: smell, hearing, and sight. If there are ghosts or powerful impressions of the dead, the monk will sense (smell, hear, and possibly see) them. The more powerful the remnants are, the stronger the sensations will be.

Affect Magical Creatures allows the monk to attack creatures that normally require a magical weapon to attack. Each additional level lets the monk affect a creature that needs +2 to hit, +3 to hit, etc. The monk does not receive an actual attack bonus.

Spirit Host

Effect name Effect Level bonus Effect type
Conversation Depth 1 intelligence +1 Basic effect
Control Bonus +1 willpower +1 Basic effect
Proxy Target +1 perception +1 Technique

A conversation depth of 1 means indirect conversations such as yes/no answers on a ouija board. A depth of 2 allows for indirect means such as ouija boards and indirect writing (where the monk’s hand writes the answers the spirit gives). At depths of three and above, the spirit can speak through the monk, although conversations will be limited as if to a person with an intelligence equal to the conversation depth (and no greater than the spirit’s true intelligence).

The monk must make a willpower roll to regain control once the séance is over. This roll may be made every round. If failed, the monk must either pay conversation depth verve or give control of their body to the spirit. The control bonus is applied to this roll.

Spirit Host may only be used to contact spirits that are present in the area unless proxy target is used. The proxy target must be something prized or important to the spirit. The monk must make a perception roll to successfully use the proxy to host the desired spirit.

Spirit Summons

Effect name Effect Level bonus Effect type
Elapsed Time 1 hour x2 Basic effect
Conversation Depth 1 intelligence +1 Basic effect
Proxy Target +1 perception +1 Technique

Elapsed time is the amount of time since the spirit was last in this location or last held or was part of the proxy target. If the spirit to be summoned is not present, the monk must use a proxy target, something prized or important to the desired spirit. The monk must make a perception roll to successfully use the proxy. Corpses are common proxy targets for newly dead creatures.

Conversation depths of one or two bring insubstantial spirits who will speak in thumps or shakes. Conversation depths of three or more allow speaking as if with an intelligence of the conversation depth, and no more than the spirit’s actual intelligence.

Spirit Travel

Effect name Effect Level bonus Effect type
Speed 1 foot per round x2 Basic effect
Clear Senses 1 sense +1 sense Technique
Targets 1 x2 Technique

Spirit Travel is the power to remove the astral form from the body and travel about invisibly, without physical substance. Without the effect of Clear Senses things in the physical world are difficult to see, as if through a thick fog. Perception rolls are required to see, hear, or otherwise sense things happening in the physical world.

​Telepathic Art

Telepaths can touch and manipulate the minds of other creatures.

Technique Effect Level bonus
Area of Effect 1 yard x2
Non-Targets 1 target x2
Range 3 yards x2

Area of effect allows telepaths to affect all minds within the area of effect, whether the telepath knows about them or not. If there are minds within the area of effect that the telepath does not wish to affect, the non-targets technique can remove them as targets. All creatures in the area of effect are allowed their own reaction.

​Telepathic Art: Catalyst

Effect name Effect Level bonus Effect type
Targets 1 x2 Basic effect
Increase Resistance +1 reactions +1 Basic effect
Inhibit Psychics -1 to rolls -1 Basic effect
Join Psychics 1 level x2 Basic effect
Transfer Verve 1 point/round +1 point/round Basic effect
Damage Psychic d4 +d4 Technique
Trigger Power 1 level +1 level Technique

The catalyst can augment or diminish other psychics’ powers, or act as a conduit to join multiple psychics together into one more powerful psychic.

Increase resistance grants a reaction bonus against psychic effects.

Inhibit psychics penalizes all of the target’s psychic success rolls.

Join psychics allows the psychic to merge the effect levels of multiple psychics together. The catalyst may be included in this group. The effect of join psychics is the number of levels that each member of the group may contribute to the whole. The catalyst’s levels all come through.

Transfer verve allows the monk to transfer verve to or from the target, or between multiple targets.

Damage psychic causes this much damage, as a weapon, to the target psychic.

Trigger power allows the catalyst to trigger another psychic’s power(s). With enough levels in trigger power the catalyst may even choose targets or apply other effects to the manifested power.

​Telepathic Art: Domination

Effect name Effect Level bonus Effect type
Targets 1 x2 Basic effect
Control 1 point x2 Basic effect
Duration 1 round x2 Technique

Control is the amount of control the dominator has over the dominated. Agility, strength, and skills can be used at up to that score.

Duration means that the domination continues after the telepath stops concentrating.

​Telepathic Art: Empathy

Effect name Effect Level bonus Effect type
Targets 1 x2 Basic effect
Complexity 1 point +1 Basic effect
Fake Emotion 1 point +1 Basic effect
Force Emotion 1 point +1 Technique
Convince 1 word x2 Technique
Forget 5 seconds x2 Technique
Duration 1 round x2 Technique

Complexity is the depth of the emotion discerned. At 1, the emotions are only the most obvious, which could probably be deduced from looking at the target (if the culture is familiar). At 2, the most immediate underlying emotion is also available. At 3 and above, emotional complexity may be discerned as if in a conversation with a creature of intelligence equal to the effect level.

Fake emotion is the ability to cause the target to think that the monk or another target is feeling a specific emotion. The effect level is the strength of that emotion, with 1 being very faint, 5 being a good average, and 10 being very strong.

Force emotion is similar to fake emotion, except that the target feels the emotion toward the monk or another target.

Convince convinces the target of the truthfulness of a simple statement. At low levels it is unlikely to result in action on the part of the target, but can cause inaction. A guard can be convinced to let a small group pass, for example. Each level in convince allows the monk to convince targets of more complex or unlikely statements. The words used to convince may be prefaced with “you will” or “you should”, but do not have to be. The meaning is the same. Once a target is convinced, they are convinced from then on that their action was justified, unless something happens or is said to show otherwise. If the monk wishes the target to take action instead of pass on taking action, an extra level in convince is required.

Forget causes the target to forget the past five seconds or more.

​Telepathic Art: Illusion

Effect name Effect Level bonus Effect type
Targets 1 x2 Basic effect
Sense Count 1 sense +1 sense Basic effect
Damage Potential 1 point x2 Basic effect
Independent Items 1 item x2 Basic effect
Trick 1 sensory item +1 Technique
Insert Memory 1 word x2 Technique
Duration 1 round x2 Technique

For every sense that is clearly missing, there is a bonus of 2 to the target’s reaction. Independent Items is the number of independently moving objects or creatures in the illusion. Without this, only stationary illusions may be created. There can be motion within the stationary illusion, but no items within the illusion can actually change their location.

Illusions can cause damage to the target’s survival, up to a maximum per target of the Damage Potential effect. This damage lasts until the target disbelieves or falls unconscious. One third of that damage (round down) remains after disbelief or unconsciousness. Note that the Damage Potential is merely the maximum. The damage done is what the target expects for that weapon, up to the damage required for unconsciousness.

Trick allows the illusionist to slightly alter one or more of the target’s senses with regards to one item or to a group of similar items acting reasonably in concert. For example, the illusionist could affect sight and cause a band of humans and elves to appear as a band of Orcs to the target(s), or change the sound of a waterfall to a thunderstorm. Trick cannot change the basic shape or nature of what the target perceives. A Halfling could be changed into a Goblin, but not into an Orc, for example. Voices could be changed into growls but not into hoof beats or an earthquake. The feel of sword thrusts could be changed into painful heat, but not into a loving caress. The illusionist does not control the actions of the illusion (which conform to the actions of the real thing) or the specific appearance of the illusion (which are created by the targets). If the illusionist tricks multiple targets, each target may well see, feel, hear, taste, or smell things slightly differently.

Insert Memory allows the illusionist to give the target an illusory memory: the target will remember something that has not happened. The memory cannot cause damage. Once inserted, a memory is usually there forever if recalled before the monk stops concentrating or the duration ends. Under some circumstances, however, a target may have reason to doubt their own memory and be allowed another reaction roll. The monk may add senses to the memory if desired. The memory cannot interfere with short-term memory, which basically means that it cannot affect the target’s memory of whatever is currently happening.

Duration allows the illusion to continue after the monk stops concentrating.

​Telepathic Art: Telepathy

Effect name Effect Level bonus Effect type
Targets 1 x2 Basic effect
Depth 1 intelligence +1 Basic effect
Speak 1 loudness +1 Technique
Combat Bonus +1 attack, movement +1 Technique
Mental Blast d3 damage +d3 Technique

Depth is the depth to which the telepath may go into the target’s mind for information. Depth 1 means only surface thoughts that are directed externally. Anything the target says out loud, or would like to. Depth 2 means any surface thoughts: what the target is thinking about what they are doing or saying. Depth 3 and higher allow the telepath to rummage around in the target’s mind for things that the target previously saw or did. It can be considered a conversation with an intelligence equal to the depth.

Speak allows the monk to speak telepathically. Loudness 1 is a whisper, loudness 5 is normal conversation, loudness 10 is yelling.

Combat bonus gives the telepath a combat bonus against the target(s), by giving the telepath advance warning of what the target is going to do in combat.

Mental blast causes 1d6 points of damage to the target. Adding one level increases the damage to d6. Adding three levels, to 2d6. In between, damage is increased by d3, but every ‘2d3’ becomes ‘d6’.

  1. Psychic effects and techniques
  2. ​Psychic fields