diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/changelog.md | 9 | ||||
-rw-r--r-- | src/dnd/psionist-class.md | 1504 | ||||
-rw-r--r-- | src/dnd/psionist.org (renamed from src/dnd/psionist2.org) | 0 | ||||
-rw-r--r-- | src/dnd/spell-gauntlet.org | 683 |
4 files changed, 9 insertions, 2187 deletions
diff --git a/src/changelog.md b/src/changelog.md index 9a05ee0..8b2becd 100644 --- a/src/changelog.md +++ b/src/changelog.md @@ -1,6 +1,15 @@ ChangeLog ========= +## 2017-01-24 AndrewMurrell <ImFromNASA@gmail.com> + +remove unfinished sources + + src/dnd/psionist-class.md | 1504 ------------------------------- + src/dnd/{psionist2.org => psionist.org} | 0 + src/dnd/spell-gauntlet.org | 683 -------------- + 3 files changed, 2187 deletions(-) + ## 2017-01-14 Andrew Murrell <merl@neo.andrewdm.me> updated Psionist Title page diff --git a/src/dnd/psionist-class.md b/src/dnd/psionist-class.md deleted file mode 100644 index 66869db..0000000 --- a/src/dnd/psionist-class.md +++ /dev/null @@ -1,1504 +0,0 @@ ---- -title: "Psionist Class [5e]" -updated: "2016-07-16T21:01-0400" -class: "dnd" -categories: ES HB ---- - -<div id="table-of-contents"> -<h2>Table of Contents</h2> -<div id="text-table-of-contents"> -<ul> -<li><a href="#sec-1">1 Introduction to the Psionist Class [5e]</a></li> -<li><a href="#sec-2">2 The Psionist</a> -<ul> -<li><a href="#sec-2-1">2.1 Hit Points</a></li> -<li><a href="#sec-2-2">2.2 Proficiencies</a></li> -<li><a href="#sec-2-3">2.3 Equipment</a></li> -<li><a href="#sec-2-4">2.4 Psionist Class Progression Table</a></li> -<li><a href="#sec-2-5">2.5 Mind Powers</a> -<ul> -<li><a href="#sec-2-5-1">2.5.1 Psi Points</a></li> -<li><a href="#sec-2-5-2">2.5.2 Psionic Ability</a></li> -</ul> -</li> -<li><a href="#sec-2-6">2.6 Thought Sensitivity</a></li> -<li><a href="#sec-2-7">2.7 Psionic Blast</a></li> -<li><a href="#sec-2-8">2.8 Spellmind</a></li> -<li><a href="#sec-2-9">2.9 Psionic Disciplines</a> -<ul> -<li><a href="#sec-2-9-1">2.9.1 Inquisitor</a></li> -<li><a href="#sec-2-9-2">2.9.2 Kineticist</a></li> -<li><a href="#sec-2-9-3">2.9.3 Metapsionist</a></li> -<li><a href="#sec-2-9-4">2.9.4 Mind Master</a></li> -<li><a href="#sec-2-9-5">2.9.5 Ascendant</a></li> -</ul> -</li> -<li><a href="#sec-2-10">2.10 Perfect Mind</a></li> -</ul> -</li> -<li><a href="#sec-3">3 Mind Powers</a> -<ul> -<li><a href="#sec-3-1">3.1 Basic Mind Powers (Cantrips)</a></li> -<li><a href="#sec-3-2">3.2 First Level Mind Powers</a></li> -<li><a href="#sec-3-3">3.3 Second Level Mind Powers</a></li> -<li><a href="#sec-3-4">3.4 Third Level Mind Powers</a></li> -<li><a href="#sec-3-5">3.5 Fourth Level Mind Powers</a></li> -<li><a href="#sec-3-6">3.6 Fifth Level Mind Powers</a></li> -<li><a href="#sec-3-7">3.7 Sixth Level Mind Powers</a></li> -<li><a href="#sec-3-8">3.8 Seventh Level Mind Powers</a></li> -<li><a href="#sec-3-9">3.9 Eighth Level Mind Powers</a></li> -<li><a href="#sec-3-10">3.10 Ninth Level Mind Powers</a></li> -</ul> -</li> -<li><a href="#sec-4">4 Thanks</a></li> -</ul> -</div> -</div> -<div id="outline-container-1" class="outline-2"> -<h2 id="sec-1"><span class="section-number-2">1</span> Introduction to the Psionist Class [5e]</h2> -<div class="outline-text-2" id="text-1"> -<p> -Because the power of psionics is vast but strange, over the eons many -have learned to harness its power in wildly different ways. From -warriors who use it to strengthen their blades to conjurers who pull -matter from astral plane, psionic characters have always been the -exception to the rule. As such, it is no surprise that it is difficult -if not impossible to encompass all possible psionics users in a single -class. -</p> -<p> -That said, a common archetype for a user of psionics is that of the -"Mind Mage" or Psionist, a highly skilled and intelligent adept who -typically engages in combat by evoking psionic powers in a similar way -that a Weave-based spellcaster would.<sup><a class="footref" name="fnr-.1" href="#fn-.1">1</a></sup> -</p> -<p> -The following is a complete 5th edition class with options for -creating the most common archetypes of psionic manifesters.<sup><a class="footref" name="fnr-.2" href="#fn-.2">2</a></sup> -</p> -</div> -</div> -<div id="outline-container-2" class="outline-2"> -<h2 id="sec-2"><span class="section-number-2">2</span> The Psionist</h2> -<div class="outline-text-2" id="text-2"> -<p> -A robed man watches the bar from a dark corner, carefully reading -minds and waiting for a certain noble to step past the line of -treason and arrest him. -</p> -<p> -An invisible thief moves silently through the night. She approaches a -locked and warded gate, looks around for guards, and then phases -silently through it and into the estate, floating up to the second -story window and continuing inside. -</p> -<p> -A gnome sits hunched over a block of stone meditating deeply and -tracing lines along its surface. Slowly he opens his eyes and marvels -as the golem rises to its feet, rubs its chin thoughtfully, and bows -before its master. -</p> -<p> -A blue goblin bends a giant to her will, sending him running into the -sea bound for faraway lands. -</p> -<p> -An old man clad in white robes and an impish smile dismisses an -inclement fire ball into the Plane of Fire and escapes into a -glimmering portal bound for the outer planes. -</p> -<p> -Each of these people are Psionists, a diverse class of psionic -manifesters, who use their minds to interact with the world around -them. Some are born with the abilities, some are awakened by strange -alien forces, and some come to Psionic power after years of exhaustive -meditation and training. Regardless of how they came into their -powers, Psionists are generally intelligent and motivated individuals -whose strange abilities invariably set them upon roads bound for -adventure. -</p> -<p> -As a Psionist, you gain the following class features. -</p> -</div> -<div id="outline-container-2-1" class="outline-3"> -<h3 id="sec-2-1"><span class="section-number-3">2.1</span> Hit Points</h3> -<div class="outline-text-3" id="text-2-1"> -<ul> -<li><b>Hit Dice</b>: 1d6 per psionist level -</li> -<li><b>Hit Points at 1st Level</b>: 6 + your Constitution modifier -</li> -<li><b>Hit Points at Higher Levels</b>: 1d6 (or 4) + your Constitution modifier per psionist level after 1st -</li> -</ul> -</div> -</div> -<div id="outline-container-2-2" class="outline-3"> -<h3 id="sec-2-2"><span class="section-number-3">2.2</span> Proficiencies</h3> -<div class="outline-text-3" id="text-2-2"> -<ul> -<li><b>Armor</b>: Light armor -</li> -<li><b>Weapons</b>: Simple Weapons -</li> -<li><b>Tools</b>: None -</li> -<li><b>Saving Throws</b>: Intelligence -</li> -<li><b>Skills</b>: Choose two skills from Arcana, History, Insight, - Investigation, Medicine, Perception, or Religion -</li> -</ul> -</div> -</div> -<div id="outline-container-2-3" class="outline-3"> -<h3 id="sec-2-3"><span class="section-number-3">2.3</span> Equipment</h3> -<div class="outline-text-3" id="text-2-3"> -<p>You start with the following equipment, in addition to the equipment -granted by your background: -</p> -<ul> -<li>(a) a spear or (b) a mace -</li> -<li>(a) leather armor -</li> -<li>(a) light crossbow and 20 bolts or (b) any simple weapon -</li> -<li>(a) a scholar's pack or (b) an explorer's pack -</li> -</ul> -</div> -</div> -<div id="outline-container-2-4" class="outline-3"> -<h3 id="sec-2-4"><span class="section-number-3">2.4</span> Psionist Class Progression Table</h3> -<div class="outline-text-3" id="text-2-4"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="right" /><col class="right" /><col class="left" /><col class="right" /><col class="left" /><col class="right" /><col class="right" /> -</colgroup> -<thead> -<tr><th scope="col" class="right"></th><th scope="col" class="right">Prof.</th><th scope="col" class="left"></th><th scope="col" class="right"></th><th scope="col" class="left">Max</th><th scope="col" class="right"></th><th scope="col" class="right"></th></tr> -<tr><th scope="col" class="right">Level</th><th scope="col" class="right">Bonus</th><th scope="col" class="left">Features</th><th scope="col" class="right">Psi</th><th scope="col" class="left">Power</th><th scope="col" class="right">Cantrips</th><th scope="col" class="right">Powers</th></tr> -<tr><th scope="col" class="right"></th><th scope="col" class="right"></th><th scope="col" class="left"></th><th scope="col" class="right">Points</th><th scope="col" class="left">Level</th><th scope="col" class="right">Known</th><th scope="col" class="right">Known</th></tr> -</thead> -<tbody> -<tr><td class="right">1</td><td class="right">+2</td><td class="left"><a href="#sec-2-5">Mind Powers</a>, <a href="#sec-2-6">Thought Sensitivity</a></td><td class="right">4</td><td class="left">1st</td><td class="right">3</td><td class="right">2</td></tr> -<tr><td class="right">2</td><td class="right">+2</td><td class="left"><a href="#sec-2-7">Psionic Blast</a>, <a href="#sec-2-8">Spellmind</a> 1</td><td class="right">6</td><td class="left">1st</td><td class="right">3</td><td class="right">3</td></tr> -<tr><td class="right">3</td><td class="right">+2</td><td class="left">Psionic Discipline Feature (1)</td><td class="right">14</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr> -<tr><td class="right">4</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">17</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr> -<tr><td class="right">5</td><td class="right">+3</td><td class="left"><a href="#sec-2-8">Spellmind</a> 2</td><td class="right">27</td><td class="left">3rd</td><td class="right">4</td><td class="right">5</td></tr> -<tr><td class="right">6</td><td class="right">+3</td><td class="left">Psionic Discipline Feature (2)</td><td class="right">32</td><td class="left">3rd</td><td class="right">4</td><td class="right">6</td></tr> -<tr><td class="right">7</td><td class="right">+3</td><td class="left">-</td><td class="right">38</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr> -<tr><td class="right">8</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">44</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr> -<tr><td class="right">9</td><td class="right">+4</td><td class="left"><a href="#sec-2-8">Spellmind</a> 3</td><td class="right">57</td><td class="left">5th</td><td class="right">4</td><td class="right">8</td></tr> -<tr><td class="right">10</td><td class="right">+4</td><td class="left">Psionic Discipline Feature (3)</td><td class="right">64</td><td class="left">5th</td><td class="right">5</td><td class="right">9</td></tr> -<tr><td class="right">11</td><td class="right">+4</td><td class="left">-</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr> -<tr><td class="right">12</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr> -<tr><td class="right">13</td><td class="right">+5</td><td class="left"><a href="#sec-2-8">Spellmind</a> 4</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">11</td></tr> -<tr><td class="right">14</td><td class="right">+5</td><td class="left">Psionic Discipline Feature (4)</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">12</td></tr> -<tr><td class="right">15</td><td class="right">+5</td><td class="left">-</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr> -<tr><td class="right">16</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr> -<tr><td class="right">17</td><td class="right">+6</td><td class="left"><a href="#sec-2-8">Spellmind</a> 5</td><td class="right">107</td><td class="left">9th</td><td class="right">5</td><td class="right">14</td></tr> -<tr><td class="right">18</td><td class="right">+6</td><td class="left">Psionic Discipline Feature (5)</td><td class="right">114</td><td class="left">9th</td><td class="right">5</td><td class="right">15</td></tr> -<tr><td class="right">19</td><td class="right">+6</td><td class="left">Ability Score Improvement</td><td class="right">123</td><td class="left">9th</td><td class="right">5</td><td class="right">16</td></tr> -<tr><td class="right">20</td><td class="right">+6</td><td class="left"><a href="#sec-2-10">Perfect Mind</a></td><td class="right">133</td><td class="left">9th</td><td class="right">5</td><td class="right">17</td></tr> -</tbody> -</table> -</div> -</div> -<div id="outline-container-2-5" class="outline-3"> -<h3 id="sec-2-5"><span class="section-number-3">2.5</span> Mind Powers</h3> -<div class="outline-text-3" id="text-2-5"> -<p> -All Psionic abilities except those that cast spells are mind -powers. Intelligence is your psionic ability for your mind -powers. Your intellect determines the strength of the psionic effects -you manifest. In addition, you use your Intelligence modifier when -setting the saving throw DC for a mind power or when making an attack -roll with one. Manifesting mind powers does not require verbal, -somatic, or material components unless those components have an -explicit cost associated with them or are consumed. -</p> -<ul> -<li>Psionic Powers of sixth level and higher take a drastic mental toll - when manifested. You may only manifest one sixth, one seventh, one - eighth, and one ninth level power per day. -</li> -</ul> -</div> -<div id="outline-container-2-5-1" class="outline-4"> -<h4 id="sec-2-5-1"><span class="section-number-4">2.5.1</span> Psi Points</h4> -<div class="outline-text-4" id="text-2-5-1"> -<p> -Psi points represent a Psionist's pool of mental energy. It expands as -she gains levels in the Psionist class and becomes more powerful. When -manifesting powers, she uses a number of psi points according to the -table below. -</p> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="right" /><col class="right" /> -</colgroup> -<thead> -<tr><th scope="col" class="right">Power Level</th><th scope="col" class="right">Point Cost</th></tr> -</thead> -<tbody> -<tr><td class="right">1</td><td class="right">2</td></tr> -<tr><td class="right">2</td><td class="right">3</td></tr> -<tr><td class="right">3</td><td class="right">5</td></tr> -<tr><td class="right">4</td><td class="right">6</td></tr> -<tr><td class="right">5</td><td class="right">7</td></tr> -<tr><td class="right">6</td><td class="right">9</td></tr> -<tr><td class="right">7</td><td class="right">10</td></tr> -<tr><td class="right">8</td><td class="right">11</td></tr> -<tr><td class="right">9</td><td class="right">13</td></tr> -</tbody> -</table> -<p> -All spent psi points are recovered after a long rest. -</p> -</div> -</div> -<div id="outline-container-2-5-2" class="outline-4"> -<h4 id="sec-2-5-2"><span class="section-number-4">2.5.2</span> Psionic Ability</h4> -<div class="outline-text-4" id="text-2-5-2"> -<p> -<b>Mind Powers Save DC</b> = 8 + your proficiency bonus + your Intelligence -modifier -</p> -<p> -<b>Mind Power Attack Modifier</b> = your proficiency bonus + your -Intelligence modifier -</p> -</div> -</div> -</div> -<div id="outline-container-2-6" class="outline-3"> -<h3 id="sec-2-6"><span class="section-number-3">2.6</span> Thought Sensitivity</h3> -<div class="outline-text-3" id="text-2-6"> -<p> -As a Psionist, you are attuned to the thoughts and feelings of -others, as well as the concentration of psionic energy in an area. -</p> -<ul> -<li>You have disadvantage on Concentration checks and Intelligence - saving throws if the number of thinking creatures within 10 feet - of you is greater than or equal to three times your Psionist - level. -</li> -<li>It is more difficult for a group of people to surprise you. If - you enter an area with a group of five or more hidden creatures, - you feel their presence and cannot be surprised by them. You can - not determine their location relative to you or where they are - hiding. -</li> -<li>Also, as an action you can examine an object or creature within - 10 feet of you to psionically determine whether or not it has a - mind. You cannot determine this if it is shielded or immune to - having its mind read. -</li> -</ul> -</div> -</div> -<div id="outline-container-2-7" class="outline-3"> -<h3 id="sec-2-7"><span class="section-number-3">2.7</span> Psionic Blast</h3> -<div class="outline-text-3" id="text-2-7"> -<p> -As an action, you may attempt to use your mastery of psionics to deal -psychic damage to a living target you can see within 60 feet of you. -</p> -<p> -If you do so, your target must make an Intelligence saving throw or -take psychic damage as determined by the Psionic Blast column of the -Psionist table. In addition, if your target rolls less than your Mind -Power Attack Modifier on this saving throw they are stunned until your -next round. -</p> -</div> -</div> -<div id="outline-container-2-8" class="outline-3"> -<h3 id="sec-2-8"><span class="section-number-3">2.8</span> Spellmind</h3> -<div class="outline-text-3" id="text-2-8"> -<p> -By interacting with magic in the world, and the knowledge of those who -manipulate it, you learn to alter your state of mind to allow yourself -to cast spells through the Weave. -</p> -<p> -Whenever earn a rank of Spellmind (levels 2, 5, 10, 14, and 17) you -may choose a spell from another class' spell list of a level equal to -the number of times you have this feature (for example, at level 10 -you choose a third level spell in addition to the first and second -level spells you have already chosen). Once per long rest, you may -cast this spell as if you were of the appropriate spellcasting class -except that it does not require vocal or somatic components (material -components are still required unless using an appropriate -focus. Material components requiring a cost are always required) and -it uses your Mind Power Save DC and Intelligence modifier for -determining saving throws or spell attack rolls. Casting spells with -the feature uses the Weave and can be countered or dispelled. Each -time you level up, you may choose to replace a spell you learned with -Spellmind with another spell of the same level (it doesn't have to be -from the same class spell list). -</p> -</div> -</div> -<div id="outline-container-2-9" class="outline-3"> -<h3 id="sec-2-9"><span class="section-number-3">2.9</span> Psionic Disciplines</h3> -<div class="outline-text-3" id="text-2-9"> -<p> -Psionic Disciplines represent the ways in which Psionists interact -with the Psionic Field and manifest their powers. You select a -discipline at 3rd level and it grants sequential access tiers of -abilities at 3rd, 6th, 9th, 14th, and 18th levels. -</p> -</div> -<div id="outline-container-2-9-1" class="outline-4"> -<h4 id="sec-2-9-1"><span class="section-number-4">2.9.1</span> Inquisitor</h4> -<div class="outline-text-4" id="text-2-9-1"> -<p> -Inquisitors read thoughts and auras, learn skills, and draw power from -the minds of others. A master Inquisitor in a crowd of people is -capable of spectacular feats of power, will, and skill. -</p> -<p> -At 3rd level when taking the Inquisitor Discipline, you gain access to -all abilities under the Detective Tier. You likewise gain abilities in -Melder, Mimic, Tactician, and Imperator Tiers upon reaching -6th, 10th, 14th, and 18th levels respectively. -</p> -<p> -<b>Bonus Proficiencies</b>: Insight, Investigation, double your proficiency -bonus for Intelligence saving throws. -</p> -<ul> -<li id="sec-2-9-1-1"><b>Detective</b><br/> -<p> -<b>Improved Thought Sensitivity</b>: You no longer are disadvantaged by -swarming crowds of people, in fact, you have grown to excel in such -areas of high density Psionic Field. The first part of your Thought -Sensitivity ability now reads "You have advantage on concentration -checks and intelligence saving throws while within 10 feet of 2 or -more thinking creatures." -</p> -<p> -<b>Detect Strike</b>: You sense when an opponent decides to strike you and -can mentally prepare yourself. When you are attacked by a creature you -can see, you may use your reaction to get a +2 bonus to armor class -against that creature until your next turn. At 14th level, this -increases to a +4 bonus. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-1-2"><b>Melder</b><br/> -<p> -<b>Mind Meld</b>: As an action, you may touch a creature with an -Intelligence of 5 or greater and attempt to meld your consciousnesses -together. Doing so can be dangerous. If you attempt to meld with an -unwilling creature, it makes a Wisdom saving throw to block the mental -intrusion, otherwise a link is established. While the link is active, -thoughts, emotions, and memories are shared freely between yourself -and the creature. During a mind meld, since your minds are linked, it -is more difficult to lie or to hide information. To do so requires a -Concentration (Intelligence) contest for each lie or omission. Either -party may attempt to leave the mind meld by repeating the wisdom -saving throw (if you attempt to leave, you must also make a wisdom -saving throw against your Mind Power save DC). If the link is broken -in this way, or in any other way (such as the death of one of its -participants or being physically torn from touching one another) -before both parties explicitly agree to do so, both parties take 10d6 -psychic damage. You may only use this feature once per long rest. -</p> -<p> -<b>Touch of Tongues</b>: If a creature speaks at least one language, as an -action you may concentrate to translate their intentions, though not -their exact wording, into a language you know. This uses your -concentration for manifesting mind powers or casting spells and the -effect ends when you cease concentrating on it. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-1-3"><b>Mimic</b><br/> -<p> -<b>Mimic Skill</b>: You tap into the minds of those around you to -temporarily learn skills and proficiencies. You may target a creature -within 30 feet of you. An unwilling creature makes an wisdom saving -throw or is affected. You may learn a skill, armor, weapon, or tool -proficiency from the targeted creature for 1 hour. Additionally, you -may use this feature during a Mind Meld. When doing so, you retain the -proficiency for up to one week. You may use this feature once per -short rest. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-1-4"><b>Tactician</b><br/> -<p> -<b>Tactician</b>: You learn to relay sensory information and plans to and -from those around you. When determining if you can see a creature or -object, whether for a spell, mind power, or other ability, or -otherwise, you may use the senses of any creatures within 60 feet of -you instead of your own. You may extend this ability to willing -creatures in range by expending a psi point for each creature you -target. In addition, you may freely exchange thoughts or images with -any creatures to which you have extended this ability for the -duration. The shared effect ends if you are incapacitated or after one -hour. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-1-5"><b>Imperator</b><br/> -<p> -<b>One With All</b>: You thrive in areas of high density psionic -energy. Once per long rest, if you are within 60 feet of 20 or more -people you gain proficiency in all skills, languages, and saving -throws, automatically succeed concentration checks, and any psionic -abilities that you manifest or spells you cast are considered to be -manifested or cast from one level higher. This effect lasts a number -of minutes equal to the number of people within 60 feet of you when -you manifest it (maximum 1 hour). -</p> -</li> -</ul> -</div> -</div> -<div id="outline-container-2-9-2" class="outline-4"> -<h4 id="sec-2-9-2"><span class="section-number-4">2.9.2</span> Kineticist</h4> -<div class="outline-text-4" id="text-2-9-2"> -<p> -Kineticists alter the physical world by extending the conception of -self to encompass their surroundings. A master Kineticist can lift a -weapon without touching it and walk up the side of a building by -simply willing it so. -</p> -<p> -At 3rd level when taking the Kineticist Discipline, you gain access to -all abilities under the Enhanced Self Tier. You likewise gain -abilities in Extended Self, Kineticist, Master Kineticist, and Kinetic -Avatar Tiers upon reaching 6th, 10th, 14th, and 18th levels -respectively. -</p> -<p> -<b>Bonus Proficiencies</b>: Acrobatics, Dexterity saving throws. -</p> -<ul> -<li id="sec-2-9-2-1"><b>Enhanced Self</b><br/> -<p> -<b>Wall Walk</b>: You may travel up vertical surfaces as if they were -difficult terrain. -</p> -<p> -<b>Force Repulsion</b>: As an action you may have target creature within 60 -feet of you makes a Strength saving throw. If it fails, it is pushed -up to 30 feet away from you and requires spending twice its movement -to approach you until your next turn. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-2-2"><b>Extended Self</b><br/> -<p> -<b>Kinematics</b>: You learn the Minor Kinematics Cantrip with the slight -differences noted below. It does not count against the number of -Cantrips known. The number of objects or creatures that can be -levitated is doubled. The maximum weight of an object or creature that -can be levitated is doubled. When lifting objects with the Minor -Kinematics psionic cantrip, you may attempt to attack a creature in -range that you can see with those objects. An attack can be made as -either an action or a bonus action or both using your Int modifier + -your proficiency bonus to hit. You are considered proficient with -these attacks and their damage is determined by the statistics of the -objects being levitated (e.g. a longsword would deal 1d8 + your -Intelligence modifier slashing damage and a levitated boot would deal -1 + Intelligence). Floating objects can be attacked or pulled -downwards, which causes the cantrip's effect holding them aloft to -fail. If you attempt to make a ranged attack with a floating object, -it must have the loading property and be loaded and such an attack may -not be performed as a bonus action. You cannot load a weapon or -activate a magic item using the Minor Kinematics cantrip. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-2-3"><b>Kineticist</b><br/> -<p> -<b>Improved Levitation</b>: You may manifest the second level psionic power -Levitation at will without expending psi points. -</p> -<p> -<b>Psychoportation</b>: Your movement speed is doubled. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-2-4"><b>Master Kineticist</b><br/> -<p> -<b>Phasing</b>: Once per short rest, as an action on your turn, you may -spend a psi point to become intangible until your next turn. You may -pass through solid objects and are invulnerable to nonmagical -bludgeoning, slashing, and piercing damage, but not structures, -boundaries, or weapons created by magical force. Your gear may become -intangible with you. On subsequent turns, you may spend a psi point at -the beginning of your turn to remain intangible. If you start your -turn inside an object and cannot spend a psi point to remain -intangible, you are merged bodily with that object. If your body -cannot continue to function or your brain is destroyed, you die. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-2-5"><b>Kinetic Avatar</b><br/> -<p> -<b>Kinetic Avatar</b>: You extend your sense of self into the world around -you, animating and controlling objects and structures in your -vicinity, then pulling them around you in a swirling cocoon of -armor. The effect lasts for 1 minute. -</p> -<ul> -<li>You gain a flying speed equal to your normal speed for the - duration. -</li> -<li>Your armor class increases by 10 for the duration, though this - bonus decays as parts of your Avatar armor are destroyed. -</li> -<li>You gain a number of temporary hit points equal to your Psionist - level for the duration. Whenever you take damage your bonus armor - class decreases by 1 as part of the armor is sheared away. -</li> -<li>At any point you may shed 5 points of bonus AC to manifest the 5th - level psionic power Animate Objects without spending psi - points. The animated objects can fly. -</li> -</ul> -</li> -</ul> -</div> -</div> -<div id="outline-container-2-9-3" class="outline-4"> -<h4 id="sec-2-9-3"><span class="section-number-4">2.9.3</span> Metapsionist</h4> -<div class="outline-text-4" id="text-2-9-3"> -<p> -Metapsionists can alter minds and bodies to concentrate or disperse -psionic energy and effects. A master Metapsionist can shapeshift, -grant spellcasting and psionics, and disrupt the spellcasting and -psionics of others. -</p> -<p> -At 3rd level when taking the Metapsionist Discipline, you gain access -to all abilities under the Awakened Tier. You likewise gain abilities -in Empowered, Metapsionist, Living Mind, and Psionic Soul Tiers upon -reaching 6th, 10th, 14th, and 18th levels respectively. -</p> -<p> -<b>Bonus Proficiencies</b>: Medicine, Constitution saving throws. -</p> -<ul> -<li id="sec-2-9-3-1"><b>Awakened</b><br/> -<p> -<b>Psionic Blade Ward</b>: You learn to ready your body to withstand -damaging strikes. As a bonus action, you may spend a psi point to -manifest the psionic cantrip Blade Ward (you don't have to be able to -manifest that cantrip normally). -</p> -<p> -<b>Psionic Recovery</b>: Once per day when you finish a short rest you may -regain a number of psi points equal to your Psionist level (up to 9). -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-3-2"><b>Empowered</b><br/> -<p> -<b>Psionic Restoration</b>: Once per long rest at the start of your turn, -you may remove a mind-altering condition from yourself. Alternatively, -you may use an action to end a mind-altering condition from a creature -you touch. These may be Charmed or Frightened. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-3-3"><b>Metapsionist</b><br/> -<p> -<b>Grant Psionics</b>: Once per long rest as an action you plant a seed of -psionic ability in a willing creature you touch. For 24 hours they -gain the ability to manifest a psionic power of your choice of 2nd -level or lower and gain 6 psi points. If you manifest this ability on -the same target every day for a month (30 days), the change becomes -permanent and the creature is considered to be able to innately -manifest that ability. You may not grant more than one ability to a -creature, nor can you target a creature that already can manifest -psionic abilities. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-3-4"><b>Living Mind</b><br/> -<p> -<b>Spell Mimicry</b> When you observe an arcane spell being cast by an -individual within 10 feet of you, you may use your reaction to attempt -to read the mind of its caster and create a psionic imprint of the -spellcasting in your mind. To do so, make a spellcraft Intelligence -(Arcana) check against 10 + the spell's level. You may not make this -check against a spellcaster who is shielded from psychic intrusion -(such as under the effect of a Mind Blank spell). Additionally, the -psychic intrusion is not subtle. An unwilling caster may make a wisdom -saving throw against your Mind Powers Save DC to prevent you from -reading the details of the spell and determine your location. You may -store up to two spells in this way, none of which are above fifth -level. You may not imprint more than two spells in a day. Casting an -imprinted spell requires the use of whatever components, including -material, are normally required in its casting or an appropriate -arcane focus, however, spells cast in this way use your Psionic -Ability, Save DC, and Attack Modifier when relevant. They also require -you to expend a number of psi points as if you were manifesting a Mind -Power of that level. You must cast the spell at its lowest -level. Spells cast in this way are magical and can be countered and -dispelled. Once you have cast an imprinted spell in this way, you lose -the imprint. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-3-5"><b>Psionic Soul</b><br/> -<p> -<b>Diminish/Enhance Psionics</b>: You have learned the deep secrets of the -Hidden Art. When you or a creature you can see manifests a psionic -power or you encounter an existing psionic effect, you may choose to -apply one of the following effects to modify it as a reaction. -</p> -<ul> -<li><span style="text-decoration:underline;">Fork/Merge</span>: You may increase or decrease the number of effected - creatures by 1. -</li> -<li><span style="text-decoration:underline;">Expand/Contract</span>: You may enlarge or reduce the area of effect by 5 - feet. -</li> -<li><span style="text-decoration:underline;">Extend/Curtail</span>: You may increase or decrease the duration by 1 - minute. -</li> -<li><span style="text-decoration:underline;">Shape</span>: You may change the shape of the area of effect (but not - the direction). -</li> -<li><span style="text-decoration:underline;">Counter</span>: You may make an Intelligence (Psionics) check against 10 + - the power's level to end the effect. -</li> -<li><span style="text-decoration:underline;">Splice</span>: You may choose a psionic power of 2nd level or lower and - add its effects (choosing targets separately if applicable) to the - manifestation (this only applies to powers you manifest or see - being manifested). -</li> -</ul> -<p> -You may use this ability once per short rest. -</p> -</li> -</ul> -</div> -</div> -<div id="outline-container-2-9-4" class="outline-4"> -<h4 id="sec-2-9-4"><span class="section-number-4">2.9.4</span> Mind Master</h4> -<div class="outline-text-4" id="text-2-9-4"> -<p> -Mind Masters exert their will directly upon the minds of others. A -master Mind Master can dominate and imprison the minds of others and -even move their consciousness from mind to mind at will. Mind Masters -tend to be neutral or evil in alignment. -</p> -<p> -At 3rd level when taking the Mind Master Discipline, you gain access -to all abilities under the Powerful Mind Tier. You likewise gain -abilities in Dominating Mind, Transcendent Mind, Mind-Slaver, and -Imprisoner tiers upon reaching 6th, 10th, 14th, and 18th levels -respectively. -</p> -<p> -<b>Bonus Proficiencies</b>: Persuasion, Wisdom saving throws. -</p> -<ul> -<li id="sec-2-9-4-1"><b>Powerful Mind</b><br/> -<p> -<b>Deep Suggestion</b>: You may manifest the second level mind power -Suggestion once per long rest without expending any psi points. When -you do, the creature you target has disadvantage on the saving throw. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-4-2"><b>Dominating Mind</b><br/> -<p> -<b>Impose Will</b>: Once per short rest, you may cause a creature making a -saving throw against one of your mind powers, abilities, or your -psionic blast to have disadvantage on that saving throw. You must do -so before the roll is made. Once you've used this feature on a -creature, you may not do so again on that same creature until you -finish a long rest. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-4-3"><b>Transcendent Mind</b><br/> -<p> -<b>Psychic Potency</b>: When you deal psychic damage to a target that is -stunned, you deal an additional amount of damage equal to twice your -Intelligence modifier. -</p> -<p> -<b>Psychic Entity</b>: When you die, you may attempt to force your way into -another creature's body to continue living. To do so, a target -creature within 30 feet of you makes a Charisma saving throw. On a -success, you die, otherwise, you take control of the target's body and -force their consciousness into dormancy. You gain their physical -features (Strength, Dexterity, Constitution) but retain all of your -other traits. Once every 24 hours, or whenever you take damage greater -than 50% of your max hit points, the dormant consciousness may attempt -to resume control of the body by making a Charisma saving throw. On a -success, you are forced out of the body and must either attempt to use -this feature again on a different target or die. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-4-4"><b>Mind-Slaver</b><br/> -<p> -<b>Enslave</b>: Once per long rest as an action you may target a creature -you can see within 30 feet of you. The target must succeed on a Wisdom -saving throw or be charmed by you until you die or are on a different -plane of existence from it. The charmed target is under your control -and can't take reactions, and you and the target can communicate -telepathically with each other over any distance. Whenever the charmed -target takes damage, it can repeat its saving throw. On a success, the -effect ends. No more than once every 24 hours, the target can also -repeat the saving throw when it is at least one mile away from you. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-4-5"><b>Imprisoner</b><br/> -<p> -<b>Imprisonment</b>: You learn the 9th level Wizard spell Imprisonment as a -ninth level mind power. It does not count against the number of powers -known, but costs the normal number of psi points to manifest. As a -Mind Master, Imprisonment gains an additional option: Mind Prison. You -may choose to Imprison the creature directly in your mind. There is no -material component needed for this option. If you die or your -consciousness leaves your body for a period longer than 8 hours (as -with an Astral Projection spell), the prisoner is released. While -imprisoned in your mind, the creature may sense what you allow it to -sense and you may read the creature's surface thoughts as with a -Detect Thoughts spell. No more than one creature may be imprisoned -this way at a time. -</p> -</li> -</ul> -</div> -</div> -<div id="outline-container-2-9-5" class="outline-4"> -<h4 id="sec-2-9-5"><span class="section-number-4">2.9.5</span> Ascendant</h4> -<div class="outline-text-4" id="text-2-9-5"> -<p> -Ascendants feel the pull of psionic energy from other planes and -dimensions and can learn to manipulate the fabric of reality. A master -Ascendant can open portals and doorways to distant places, summon -inanimate objects and creatures from their home planes, and banish -creatures from other planes back to whence they came. -</p> -<p> -At 3rd level when taking the Ascendant Discipline, you gain access to -all abilities under the Astral Apporter tier. You likewise gain -abilities in Planar Adept, Ascendant, Shaper, and Master of the Planes -Tiers upon reaching 6th, 10th, 14th, and 18th levels respectively. -</p> -<p> -<b>Bonus Proficiencies</b>: Arcana, Charisma Saving Throws. -</p> -<ul> -<li id="sec-2-9-5-1"><b>Astral Apporter</b><br/> -<p> -<b>Astral Armor</b>: As an action, you may conjure a coating of astral -matter which covers the skin. This coating lasts for 1 hour and -radiates dim light. Your AC becomes 13 + your Dexterity modifier for -the duration. As a reaction, you may explicitly harden the coating, -which temporarily increases your AC to 15 + Dex, but destroys the -armor in a flash of bright light. Creatures within 5 feet of you when -the armor is destroyed must make a Constitution saving throw or be -blinded until your next turn. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-5-2"><b>Planar Adept</b><br/> -<p> -<b>Call Energy</b>: You feel the cosmic pull of the planes of Positive and -Negative Energy. Once per long rest, as an action you may cover an -20-ft radius sphere centered at a point you can see in planar -energy. Choose either a) the Positive Energy Plane or b) the Negative -Energy Plane. The covered area is either a) bathed in a dull glow or -b) shrouded in a misty shadow which a) heals each living creature in -range by 1 hp at the end of each creature's turn or b) deals 1 damage -per turn to all living things in range and the end of each creature's -turn. Maintaining this effect requires concentration and may last no -longer than a minute. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-5-3"><b>Ascendant</b><br/> -<p> -<b>Planar Abjuration</b>: As a reaction to a spell or effect within 30 ft -of you that would deal fire, cold, lightning, thunder, radiant, or -necrotic damage, you channel the powers of the elemental and outer -planes to reduce the damage dealt by that spell by an amount equal to -your Intelligence modifier + your Psionist level. If the spell or -effect has an area of effect, the damage each affected creature takes -is reduced by this much. Damage reduction is applied before applying -resistances. -</p> -<p> -<b>Banishing Blast</b>: When a creature native to a different plane of -existence than the one it is on fails its saving throw against your -Psionic Blast it makes a Charisma saving throw. If it fails this -saving throw, it is banished to its plane of origin with a faint -popping sound for 1 minute. While there, the target is -incapacitated. When the minute is finished, it returns to the nearest -unoccupied space from where it left. -</p> -</li> -</ul> -<ul> -<li id="sec-2-9-5-4"><b>Shaper</b><br/> -<p> -<b>Conjure Astral Construct</b>: Once per long rest, as an action, you may -create an Astral construct from Astral matter pulled from the Astral -Plane. -</p> -<p> -Though you may customize the exact form of the construct to your -liking, the statistics for the Astral Construct are the same as that -of the Helmed Horror (page 183 in the Monster Manual) with the -following exceptions: -</p> -<p> -It gains up to three additional options from the list below (you may -choose the same option more than once): -</p> -<ul> -<li>Extra Attack -</li> -<li>See Invisibility -</li> -<li>Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con - saves or are blinded and deafened for 1 minute. They may repeat the - saving throw at the end of each of their turns. Once a creature - succeeds, it cannot be affected again.) -</li> -<li>5d8 (22) Extra Hit Points -</li> -<li>Extra Spell Immunity (Two additional spells) -</li> -<li>+3 Damage on Hit -</li> -<li>+1 AC -</li> -</ul> -</li> -</ul> -<ul> -<li id="sec-2-9-5-5"><b>Master of the Planes</b><br/> -<p> -<b>Whitefire Portal</b>: You burn a temporary hole through the Astral Plane -and into another plane of your choice. Once per long rest, centered on -a point within 300 ft of you, you summon raw Astral ectoplasm which -burns with hellish, white-hot fury. Any creature standing within 20 -feet of the whitefire must make a Dexterity saving throw or take 12d10 -fire damage or half on a successful save. Inanimate objects in the -area also take the damage and flammable objects may catch on fire. A -portal then opens to a plane of your choice as with a Gate spell and -remains open for 1 minute as the planes slowly knit themselves back -together. Alternatively, instead of a specific location on a plane of -your choice, you may choose to have your portal open into a general -location in one of the elemental planes or the planes of positive or -negative energy. If you do so, creatures who enter or begin their -turns within 20 feet of the portal take 6d10 damage of the appropriate -elemental or energy type. -</p> -</li> -</ul> -</div> -</div> -</div> -<div id="outline-container-2-10" class="outline-3"> -<h3 id="sec-2-10"><span class="section-number-3">2.10</span> Perfect Mind</h3> -<div class="outline-text-3" id="text-2-10"> -<p> -Over years of study and experience in the Hidden Art, you have -mastered the use of your most powerful psionic powers. The restriction -on manifesting high level powers no longer applies to sixth and -seventh level powers. -</p> -</div> -</div> -</div> -<div id="outline-container-3" class="outline-2"> -<h2 id="sec-3"><span class="section-number-2">3</span> Mind Powers</h2> -<div class="outline-text-2" id="text-3"> -</div> -<div id="outline-container-3-1" class="outline-3"> -<h3 id="sec-3-1"><span class="section-number-3">3.1</span> Basic Mind Powers (Cantrips)</h3> -<div class="outline-text-3" id="text-3-1"> -<p> -At first level, you learn three basic mind powers (cantrips) of your -choice from the following list. If a mind power shares the name of a -spell then it produces a psionic effect is identical to that spell, -otherwise, an asterisk follows the power's name and it creates a new -or different psionic effect that is described in greater detail below -the list. -</p> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Blade Ward</td></tr> -<tr><td class="left">Dancing Lights</td></tr> -<tr><td class="left">Friends</td></tr> -<tr><td class="left">Light</td></tr> -<tr><td class="left">Mending</td></tr> -<tr><td class="left">Message</td></tr> -<tr><td class="left">Minor Illusion</td></tr> -<tr><td class="left">Minor Kinematics*</td></tr> -<tr><td class="left">Prestidigitation</td></tr> -<tr><td class="left">Resistance</td></tr> -<tr><td class="left">True Strike</td></tr> -<tr><td class="left">Vicious Mockery</td></tr> -</tbody> -</table> -<p> -<b>Minor Kinematics</b> - <i>Psionic Evocation Cantrip</i> -</p> -<p> -<i>Casting Time</i>: 1 action -</p> -<p> -<i>Range</i>: 30 ft -</p> -<p> -<i>Duration</i>: 1 minute -</p> -<p> -As an action, you may levitate an object or creature within 30 feet of -you weighing less than 10 pounds. On each of your turns, you may use -an action or a bonus action to mentally command it to move up to 30 ft -in any direction. The effect ends if the object or creature is ever -more than 30 feet away from you, falling to the ground. An unwilling -creature must succeed on a Constitution saving throw against your Mind -Powers Save DC or be affected. It may repeat this saving throw at the -end of each of its turns. You may levitate multiple objects or -creatures in this way by manifesting this power again, but no more -than a number of times equal to your Intelligence modifier. If you -attempt to manifest it more times than that, then all items regain -their normal weight and fall to the ground. -</p> -</div> -</div> -<div id="outline-container-3-2" class="outline-3"> -<h3 id="sec-3-2"><span class="section-number-3">3.2</span> First Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-2"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Aura Reading*</td></tr> -<tr><td class="left">Charm Person</td></tr> -<tr><td class="left">Command</td></tr> -<tr><td class="left">Compelled Duel</td></tr> -<tr><td class="left">Comprehend Languages</td></tr> -<tr><td class="left">Detect Magic</td></tr> -<tr><td class="left">Detect Poison and Disease</td></tr> -<tr><td class="left">Disguise Self</td></tr> -<tr><td class="left">Dissonant Whispers</td></tr> -<tr><td class="left">Expeditious Retreat</td></tr> -<tr><td class="left">Faerie Fire</td></tr> -<tr><td class="left">Feather Fall</td></tr> -<tr><td class="left">Find Familiar</td></tr> -<tr><td class="left">Heroism</td></tr> -<tr><td class="left">Identify</td></tr> -<tr><td class="left">Illusory Script</td></tr> -<tr><td class="left">Jump</td></tr> -<tr><td class="left">Longstrider</td></tr> -<tr><td class="left">Lock Mind*</td></tr> -<tr><td class="left">Mage Armor</td></tr> -<tr><td class="left">Shield</td></tr> -<tr><td class="left">Silent Image</td></tr> -<tr><td class="left">Sleep</td></tr> -<tr><td class="left">Tasha's Hideous Laughter</td></tr> -<tr><td class="left">Unseen Servant</td></tr> -</tbody> -</table> -<p> -<b>Aura Reading</b> - <i>2nd Level Psionic Divination</i> -</p> -<p> -<i>Casting Time</i>: 1 action -</p> -<p> -<i>Range</i>: 10 feet. -</p> -<p> -<i>Duration</i>: Instantaneous -</p> -<p> -You may target a thinking creature you can see within range, reading -its psionic aura, and you may manifest one of the following options: -(a) <span style="text-decoration:underline;">Detect Falsehood</span>: you may determine whether the target believes -that its most recent statement is true, (b) <span style="text-decoration:underline;">Detect Alignment</span>: you -may determine the target's alignment, (c) <span style="text-decoration:underline;">Detect Disguise</span>: you may -determine if the target is wearing a magical or physical disguise. -</p> -<p> -<b>Lock Mind</b> - <i>1st Level Psionic Enchantment</i> -</p> -<p> -<i>Casting Time</i>: 1 action -</p> -<p> -<i>Range</i>: Self -</p> -<p> -<i>Duration</i>: 1 hour -</p> -<p> -For the duration, your mind cannot be read without your permission and -you have resistance to psychic damage. At higher levels: when cast -from a higher level, the duration increases as follows. 2nd level: 2 -hours, 3rd level: 4 hours, 4th level: 8 hours, 5th or higher: 24 -hours. -</p> -</div> -</div> -<div id="outline-container-3-3" class="outline-3"> -<h3 id="sec-3-3"><span class="section-number-3">3.3</span> Second Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-3"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Alter Self</td></tr> -<tr><td class="left">Arcane Lock</td></tr> -<tr><td class="left">Blindness / Deafness</td></tr> -<tr><td class="left">Blur</td></tr> -<tr><td class="left">Calm Emotions</td></tr> -<tr><td class="left">Crown of Madness</td></tr> -<tr><td class="left">Darkvision</td></tr> -<tr><td class="left">Detect Thoughts</td></tr> -<tr><td class="left">Enhance Ability</td></tr> -<tr><td class="left">Enlarge / Reduce</td></tr> -<tr><td class="left">Enthrall</td></tr> -<tr><td class="left">Heat Metal</td></tr> -<tr><td class="left">Hold Person</td></tr> -<tr><td class="left">Find Traps</td></tr> -<tr><td class="left">Invisibility</td></tr> -<tr><td class="left">Knock</td></tr> -<tr><td class="left">Lesser Restoration</td></tr> -<tr><td class="left">Levitate</td></tr> -<tr><td class="left">Locate Object</td></tr> -<tr><td class="left">Mirror Image</td></tr> -<tr><td class="left">Misty Step</td></tr> -<tr><td class="left">Phantasmal Force</td></tr> -<tr><td class="left">Psychometry*</td></tr> -<tr><td class="left">Rope Trick</td></tr> -<tr><td class="left">See Invisibility</td></tr> -<tr><td class="left">Silence</td></tr> -<tr><td class="left">Spider Climb</td></tr> -<tr><td class="left">Suggestion</td></tr> -<tr><td class="left">Warding Bond</td></tr> -<tr><td class="left">Zone of Truth</td></tr> -</tbody> -</table> -<p> -<b>Psychometry</b> - <i>2nd Level Psionic Divination</i> -</p> -<p> -<i>Casting Time</i>: 10 minutes -</p> -<p> -<i>Range</i>: Touch -</p> -<p> -<i>Duration</i>: Instantaneous -</p> -<p> -When thinking beings touch the world around them, they leave a psionic -imprint of their actions behind. You attune to an object you can -touch. Doing so allows you to see the last person to hold the object, -no matter how long ago, and its immediate surroundings while being -held, including sounds. You may follow and replay the events occurring -near the object but cannot move away from the point of view of the -object. -</p> -</div> -</div> -<div id="outline-container-3-4" class="outline-3"> -<h3 id="sec-3-4"><span class="section-number-3">3.4</span> Third Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-4"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Bestow Curse</td></tr> -<tr><td class="left">Blink</td></tr> -<tr><td class="left">Clairvoyance</td></tr> -<tr><td class="left">Daylight</td></tr> -<tr><td class="left">Fear</td></tr> -<tr><td class="left">Feign Death</td></tr> -<tr><td class="left">Fly</td></tr> -<tr><td class="left">Gaseous Form</td></tr> -<tr><td class="left">Haste</td></tr> -<tr><td class="left">Hypnotic Pattern</td></tr> -<tr><td class="left">Leomund's Tiny Hut</td></tr> -<tr><td class="left">Major Image</td></tr> -<tr><td class="left">Meld Into Stone</td></tr> -<tr><td class="left">Mind Bolt*</td></tr> -<tr><td class="left">Nondetection</td></tr> -<tr><td class="left">Sending</td></tr> -<tr><td class="left">Slow</td></tr> -<tr><td class="left">Tongues</td></tr> -<tr><td class="left">Water Walk</td></tr> -</tbody> -</table> -<p> -<b>Mind Bolt</b> - <i>3rd Level Psionic Evocation</i> -</p> -<p> -<i>Casting Time</i>: 1 action -</p> -<p> -<i>Range</i>: 300 ft -</p> -<p> -<i>Duration</i>: Instantaneous -</p> -<p> -You manifest psionic energy as an invisible bolt that deals damage and -can stun a target. Target creature you can see in range makes an -Intelligence saving throw or takes 6d8 psychic damage and is stunned -for 1 minute. This creature takes half damage on a successful save and -is not stunned. A stunned creature may repeat the saving throw at the -end of each of its turns, ending the effect on itself on a success. -</p> -<p> -<i>At Higher Levels</i>: For each level above 3rd, the damage increases by -1d8. -</p> -</div> -</div> -<div id="outline-container-3-5" class="outline-3"> -<h3 id="sec-3-5"><span class="section-number-3">3.5</span> Fourth Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-5"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Arcane Eye</td></tr> -<tr><td class="left">Banishment</td></tr> -<tr><td class="left">Compulsion</td></tr> -<tr><td class="left">Confusion</td></tr> -<tr><td class="left">Conjure Minor Elementals</td></tr> -<tr><td class="left">Dimension Door</td></tr> -<tr><td class="left">Dominate Beast</td></tr> -<tr><td class="left">Empower Object*</td></tr> -<tr><td class="left">Evard's Black Tentacles</td></tr> -<tr><td class="left">Fabricate</td></tr> -<tr><td class="left">Freedom of Movement</td></tr> -<tr><td class="left">Greater Invisibility</td></tr> -<tr><td class="left">Hallucinatory Terrain</td></tr> -<tr><td class="left">Locate Creature</td></tr> -<tr><td class="left">Phantasmal Killer</td></tr> -<tr><td class="left">Polymorph</td></tr> -<tr><td class="left">Stoneskin</td></tr> -</tbody> -</table> -<p> -<b>Empower Object</b>: <i>Fourth Level Psionic Transmutation</i> -</p> -<p> -<i>Casting Time</i>: 1 action -</p> -<p> -<i>Range</i>: Touch. -</p> -<p> -<i>Duration</i>: 1 minute. Concentration. -</p> -<p> -You may imbue an object you touch with psionic energy. It glimmers -faintly with stored power. At any point during the duration you may -harmlessly release the energy which ends the effect. When you cease -concentrating on this mind power, whether by choice or by a failed -concentration check, the stored energy is released suddenly. Any -creature within 10 feet of the object makes a Dexterity saving throw -or takes 8d8 force damage or half as much on a successful one. A -creature carrying the object has disadvantage on this saving throw. -</p> -</div> -</div> -<div id="outline-container-3-6" class="outline-3"> -<h3 id="sec-3-6"><span class="section-number-3">3.6</span> Fifth Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-6"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Animate Objects</td></tr> -<tr><td class="left">Awaken</td></tr> -<tr><td class="left">Conjure Elemental</td></tr> -<tr><td class="left">Contagion</td></tr> -<tr><td class="left">Contact Other Plane</td></tr> -<tr><td class="left">Creation</td></tr> -<tr><td class="left">Dominate Person</td></tr> -<tr><td class="left">Dream</td></tr> -<tr><td class="left">Geas</td></tr> -<tr><td class="left">Hold Monster</td></tr> -<tr><td class="left">Mislead</td></tr> -<tr><td class="left">Modify Memory</td></tr> -<tr><td class="left">Passwall</td></tr> -<tr><td class="left">Planar Binding</td></tr> -<tr><td class="left">Rary's Telepathic Bond</td></tr> -<tr><td class="left">Scrying</td></tr> -<tr><td class="left">Seeming</td></tr> -<tr><td class="left">Telekinesis</td></tr> -<tr><td class="left">Teleportation Circle</td></tr> -<tr><td class="left">Wall of Force</td></tr> -</tbody> -</table> -</div> -</div> -<div id="outline-container-3-7" class="outline-3"> -<h3 id="sec-3-7"><span class="section-number-3">3.7</span> Sixth Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-7"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Arcane Gate</td></tr> -<tr><td class="left">Blade Barrier</td></tr> -<tr><td class="left">Contingency</td></tr> -<tr><td class="left">Flesh to Stone</td></tr> -<tr><td class="left">Guards and Wards</td></tr> -<tr><td class="left">Magic Jar</td></tr> -<tr><td class="left">Mass Suggestion</td></tr> -<tr><td class="left">Otto's Irresistible Dance</td></tr> -<tr><td class="left">Programmed Illusion</td></tr> -<tr><td class="left">True Seeing</td></tr> -<tr><td class="left">Wind Walk</td></tr> -</tbody> -</table> -</div> -</div> -<div id="outline-container-3-8" class="outline-3"> -<h3 id="sec-3-8"><span class="section-number-3">3.8</span> Seventh Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-8"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Etherealness</td></tr> -<tr><td class="left">Forcecage</td></tr> -<tr><td class="left">Mirage Arcane</td></tr> -<tr><td class="left">Plane Shift</td></tr> -<tr><td class="left">Project Image</td></tr> -<tr><td class="left">Regenerate</td></tr> -<tr><td class="left">Reverse Gravity</td></tr> -<tr><td class="left">Simulacrum</td></tr> -<tr><td class="left">Teleport</td></tr> -</tbody> -</table> -</div> -</div> -<div id="outline-container-3-9" class="outline-3"> -<h3 id="sec-3-9"><span class="section-number-3">3.9</span> Eighth Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-9"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Antipathy/Sympathy</td></tr> -<tr><td class="left">Clone</td></tr> -<tr><td class="left">Demiplane</td></tr> -<tr><td class="left">Dominate Monster</td></tr> -<tr><td class="left">Feeblemind</td></tr> -<tr><td class="left">Ghostform*</td></tr> -<tr><td class="left">Glibness</td></tr> -<tr><td class="left">Kinetic Barrier*</td></tr> -<tr><td class="left">Mind Blank</td></tr> -<tr><td class="left">Telepathy</td></tr> -</tbody> -</table> -<p> -<b>Ghost Form</b> - <i>8th Level Psionic Transmutation</i> -</p> -<p> -<i>Casting Time</i>: 1 Action -</p> -<p> -<i>Range</i>: Self -</p> -<p> -<i>Duration</i>: 1 hour -</p> -<p> -You become a ghost for the duration of the spell. Your DM can supply -you with the statistics of the ghost and you take on all of these -statistics, forsaking your own for the duration except Wisdom, -Intelligence, and Charisma. When your ghost form is reduced to 0 hit -points or the duration ends, you return to your normal form. Items -you carry enter ghost form with you, though none of their magical -properties will function for the duration as if suppressed by an -Antimagic Field. You may exit the ghost form as an action. -</p> -<p> -<b>Kinetic Barrier</b> - <i>8th Level Psionic Evocation</i> -</p> -<p> -<i>Casting Time</i>: 1 Action -</p> -<p> -<i>Range</i>: Self -</p> -<p> -<i>Duration</i>: 1 minute -</p> -<p> -Concentration. -</p> -<p> -You enact a shimmering Kinetic Barrier around yourself for 1 minute -with a number of temporary hit points equal to your maximum hit -points. If you would take bludgeoning, piercing, slashing, or force -damage while the Barrier exists, the barrier takes the damage -instead. If the barrier is broken by taking damage equal to or greater -than its hit points or its duration ends, then it implodes dealing the -entire damage to you. While half of the Barrier's hit points or more -are gone, you may make an unarmed attack at a creature or object -within range to cause the barrier to explode and deal the stored -damage to that creature or object. While the Barrier surrounds you, -you may not take any other actions, but can move normally. -</p> -</div> -</div> -<div id="outline-container-3-10" class="outline-3"> -<h3 id="sec-3-10"><span class="section-number-3">3.10</span> Ninth Level Mind Powers</h3> -<div class="outline-text-3" id="text-3-10"> -<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides"> -<colgroup><col class="left" /> -</colgroup> -<tbody> -<tr><td class="left">Astral Projection</td></tr> -<tr><td class="left">Foresight</td></tr> -<tr><td class="left">Gate</td></tr> -<tr><td class="left">Shapechange</td></tr> -<tr><td class="left">Time Stop</td></tr> -<tr><td class="left">Transfer Wounds*</td></tr> -<tr><td class="left">Unstoppable*</td></tr> -<tr><td class="left">Weird</td></tr> -<tr><td class="left">Wish</td></tr> -</tbody> -</table> -<p> -<b>Transfer Wounds</b> - <i>9th Level Evocation</i> -</p> -<p> -<i>Casting Time</i>: 1 Action -</p> -<p> -<i>Range</i>: Touch -</p> -<p> -<i>Duration</i>: Instantaneous -</p> -<p> -You have learned to use other's life force as a conduit for your -psionic powers. You and one creature you are touching are restrained -until the end of your turn. The creature takes necrotic damage equal -to your number of missing hit points. You gain hit points equal the -damage dealt, but no more than the creature's hit point maximum. -</p> -<p> -<b>Unstoppable</b> - <i>9th Level Psionic Transmutation</i> -</p> -<p> -<i>Casting Time</i>: 1 action -</p> -<p> -<i>Range</i>: Self -</p> -<p> -<i>Duration</i>: 1 minute. -</p> -<p> -Concentration. -</p> -<p> -You harness the raw power of Kinetics to enter an Unstoppable state -for 1 minute. While in this state you have advantage on strength -checks to break through doors or other barriers. Also your movement -speed cannot be reduced below your maximum speed, you may only move in -straight lines, and you reflect from barriers you cannot break in a -direction of your choice. Creatures or objects in your path must make -dexterity saving throws (if applicable) or be crushed for 10d6 points -of force damage. You are immune to nonmagical bludgeoning damage while -Unstoppable, but running into traps or dangerous areas may still hurt -you. -</p> -</div> -</div> -</div> -<div id="outline-container-4" class="outline-2"> -<h2 id="sec-4"><span class="section-number-2">4</span> Thanks</h2> -<div class="outline-text-2" id="text-4"> -<p> -I'd like to thank all of the creators of proper D&D Psionics from -every edition, as well as contributors to other systems like -Pathfinder and (GURPS) Traveler. -</p> -<p> -I'd like to thank N. Foy, Alex L., Sam S., and Joey A. for playtesting -all of the crazy incarnations of this. -</p> -<p> -Also thanks to Nathan R., Luke S., Jacob C., Marcus S., Jay B. and -many many others for listening to me rant about psionics for certainly -longer than what is socially acceptable. -</p> -<p> -For example, the mind flayer as presented in the Monster Manual has -the Innate Spellcasting (Psionics) feature. This feature allow the -mind flayer to cast a set of spells using psionic energy. These spells -can be countered with counterspell or dispelled with dispel magic and -similar effects. -</p> -<p> -First, we brainstormed the available options, then divided them into -distinct categories, built the spell/power lists, divided the features -vertically by level awarded, compared similar features across classes, -revised, revised, revised, and finally playtested it. Now we bring it -to the public for large-scale testing. -</p> -<div id="footnotes"> -<h2 class="footnotes">Footnotes: </h2> -<div id="text-footnotes"> -<p class="footnote"><sup><a class="footnum" name="fn-.1" href="#fnr-.1">1</a></sup> Mechanically, what is worth noting is that psionics and Weave-based -magic are two distinct forces. In general, an effect that alters or -affects a spell has no effect on a psionic effect and vice -versa. There is one important exception to this rule. A psionic effect -may allow a creature to cast a spell by teaching them to manipulate -the Weave. -</p> -<p class="footnote"><sup><a class="footnum" name="fn-.2" href="#fnr-.2">2</a></sup> In designing this class, the key design ideals were 1) -Flavor, 2) Fun, 3) 5e Rules and Design Consistency, and 4) Balance. -</p> -</div> -</div> -</div> -</div> diff --git a/src/dnd/psionist2.org b/src/dnd/psionist.org index accd563..accd563 100644 --- a/src/dnd/psionist2.org +++ b/src/dnd/psionist.org diff --git a/src/dnd/spell-gauntlet.org b/src/dnd/spell-gauntlet.org deleted file mode 100644 index 9eb030d..0000000 --- a/src/dnd/spell-gauntlet.org +++ /dev/null @@ -1,683 +0,0 @@ -#+TITLE: Spell Gauntlet: Practical Spellcasting -#+CLASS: dnd -#+CATEGORIES: FF SS WP - -* Teleport - -** Wizard - ft. Ula Mindis -The young Wizard Ula Mindis awoke to the smell of steeping tea. - -She sighed, opened her sleep-encrusted eyes, and yawned. Another day. -Another attempt. She rolled out of bed and drifted over to the -window. It was cracked open, but she threw it wide to welcome the -morning air and golden sunrise into her bedroom, or study rather. -She'd recently moved her most used bookcases in here for easy access. -Her spellbook sat open at its usual spot, turned to the page she'd -most recently been studying. This particular spell she'd attempted -half a dozen times to no avail, but this morning felt somehow -auspicious for it. - -Ula looked over the first line. The elven letters were written in her -own hand. She had copied the carefully penned italic espruar letters -from an old scroll recovered from a captured pirate ship no more than -a tenday ago and had tried to cast the spell immediately. When she -failed, she had rechecked the writing a dozen times against every -source she could find, so she was sure that the letters weren't the -problem, she was. - -The tea arrived, cup wobbling in midair, held by a construct of pure -magical force, whom she thanked politely. The morning breeze caught -the bay spray and filled the room with the smell of salt and sorcery. - -Perhaps she could not cast the spell, Ula mused, because she was -perfectly happy exactly where she was. - -Emboldened by the tea, she shook away the thought and dove again into -the spell. Just imagine what was possible! No longer would she have -to send away for expensive spell components. She could just say the -words and pick them up herself. She could visit her family back in -Mulmaster or take a vacation on the shores of some exotic beach -island. - -She finished the first line, an anchoring, and began on the second. -While the first had been filled with words of permanence and -stability, the second was quite the opposite, using words of whimsy -and transcendence. She had gone over this before, even looking up -words and pronunciation from the deepest parts of her library. - -This time though, the spell began to make sense. Like a distant blur -on the horizon solidifying into a ship, but that didn't mean that she -could sail upon it. No, the spell would likely take another tenday to -work through at this rate. - -She moved to the next line, back to permanence, repetition, solidity, -before turning again to shifting sand and billowing wind. The salty -sea-spray began to blow against her spellbook, almost flipping the -page mid-sentence. She nearly cursed, but a mage learns to be careful -with errant words early in her education, and she remained silent. -She reached for her tea, but it had grown cold. She absent-mindedly -heated it with a cantrip and brought the near-boiling mug to her lips. - -Ow! - -She set it down again and sent her unseen servant for an ice-block for -the tea. - -She thought about ice, about water, then again about the spell. - -Permanence. Transience. Solidity. Liquidity. - -That was it! - -By the time the ice-cube arrived the tea was long forgotten. - -"Of course! The key isn't thinking about location at all, it's about -matter! I'm solid right now. I need to be liquid! A solid cannot -move, but a liquid flows, through time, through space, it doesn't -matter!" - -Ula poured herself into the spell and the teacup clattered to the -floor as she used her full concentration on the spell at hand. She -focused on the market down below her. Fish-mongers barked their -catches to the passersby and coin flowed freely. - -The words came one after another perfectly, Ula could almost predict -them. Permanence. Transience. Solidity. Liquidity. - -And suddenly she was in the marketplace. - -The surprised merchants around her started then blushed as she cheered -"I did it! I did it!" and jumped up and down. - -Only after nearly a minute of excited and likely bewildering -explanation to the surprised fellows did Ula realize she had not -changed from her slip and nightgown yet. - -Oh well. She needn't be that embarrassed. She could always move; now -the world was at her fingertips. - -** Sorcerer - ft. Saffron Dayl'asaar - -Saffron looked at the picture of the remote village. - -"You've got to be kidding me." she stated in deadpan. - -"No, I assure you that is the location of the disturbance!" said the -thin old actuary. He stooped over the table with a lens held to one -eye peering at her as if he expected her to pop out of existence at -any second. - -Which, admittedly, she was likely to do, assuming of course that she -could locate the stlarned place to disappear to. - -"No, I mean, this is the best information you have?" - -"Oh yes. Absolutely positively the best. The mine is just right by -the village you see. That is where Betrice, our informant that is, -recovered the clues. It's just luck that she thought the mine pretty -and drew it for us in such exquisite detail." - -/Exquisite detail my arse./ thought Saffron. - -The eldest child of the now-esteemed Dayl'asaar family of Aglarond, -Saffron had always been the adventurous one, even more so than her -trio of older brothers. So when the Institute came knocking three -years ago, Saffron was the one to take up the call, not her father, -not her brothers, but little Saffron spell-touched. Plus, she was the -only one of them capable of the kind of magics that the Institute -really lacked, even though the spells didn't always go off exactly as -she planned. - -"Okay. It will have to do." She snatched up the paper and her -traveling gear and concentrated on the picture and on her breathing. - -The mine was rather typical, but the old actuary, the elder one of the -Minster Brothers who ran the Institute for the Recovery of Rare and -Dangerous Artifacts, had supplied her with an atlas of remarkable -detail and enough stories to feel as if she knew the place intimately. -Or perhaps at least enough to try to translocate to it. - -Saffron felt her breath go out into the world and spread out -impossibly far. The world shift beneath her. She felt connected to -the strands of the Weave around her, following them like a cart along -a track, but moving impossibly fast. Her mind raced across the land, -across the sea, to where the atlas had shown her. She hesitated above -the island for a moment gauging the possibilities. Then suddenly she -was plummeting into the jungles. This was no divination, so she could -not actually see any details, only what she imagined the jungles to -look like based on the dark greens and browns of the atlas. Suddenly -a mine was in front of her. There was no saying if it was the right -one, or if it really was a mine or not, but Saffron was tired of -waiting. She drew up the power within her and stepped through the -world itself. - -She stepped through the Weave and out into a monsoon. She snagged a -strand of loose magic on the way out and an explosion of cold air -burst forth from where she was standing, instantly freezing raindrops -into mini-hailstones which pounded her mercilessly. - -"Ugh, Mystra you're working with Talos now to make my life violent and -unpredictable? Is it too much to ask for--I don't know--a normal -casting every once in a while?" - -Her curses as she trudged through the rain would have made her -ancestors, the Day'lasaar pirates of the Sea of Fallen Stars, proud. - -** Bard - ft. Orryn Raulnor - -"You mean you're the third Raulnor with that name?!" the sellsword -asked incredulously. - -"No, no. Where I'm from that means that I'm the third oldest son." a -gnome in gilded leathers replied. - -"I see. Still too long for my tastes, I'm not for knowing what yer -parents was for thinking, but nobody needs a name that damn long. And -what about that 'sonoviches' part?" - -"Well, that's a bit complicated: it roughly translates to something -somewhere between 'indefatigable one who spits on witches' and -'largely punctual' ... it's a family name." - -The table erupted in laughter. - -Soon thereafter, the group seated around the table parted company and -the gnome made his way into the street. - -He wasn't nearly as drunk as his companions had been, but he only -barely noticed the shapes in the alley before he'd walked into them. - -Orryn licked his lips and looked over at the subtle shapes of his -soon-to-be assailants. - -There were perhaps eight of them now, arrayed in a semicircle around -him in the darkness. He should have known better than to flaunt his -gold around the tavern as he'd done. But them again, it wasn't all -bad. It had been far too long since he had a chance to live a good -story instead of simply tell one. - -"Excuse me gentlesirs, how can I help you this fine night?" the -gnomish bard, twirling a strand of his green beard around his finger -in a gesture of mock-nervousness, asked the group of local toughs. - -One of the larger of the group stepped forward into the alleyway and -quickly botched whatever ready line he'd been prepared to say. They -evidently hadn't realized the gnome has seen them before he'd spoken. - -"Halt there, uh, sirrah. It looks like you've, uh, forgot to pay the -toll." - -"Hmm, I hadn't taken ye to be trolls, but now in the light I do see -the resemblance." - -The group was not particularly disciplined, most likely coming -together recently at the smell of gold and lacking for a real leader. -About half of them were silent and nearly shaking with anticipation. -The other half were blustering fools. - -"Did'ja he just call Cratch t'be a troll?" one asked. - -"He is a troll!" another joked. - -"Your mother's a troll." Cratch replied. "Now little one, hand over -your money or you'll wish I's a troll." - -"All right, all right. No need to be hasty. I'm sure you're all -upstanding gents and just want to use the money to pay off your debts -and buy your mothers veiled carriages. Here, take the money." - -Orryn pulled at a pouch on his waist, snapping the straps, and tossed -it on the ground in front of Cratch and the others. It fell open and -several dozen large gold coins rolled from the sack. - -The octet dived for the spilled coins and struggled with one another -to snatch them up. - -"Of course, this sum is just a trifle compared to what I keep at -home." - -The novitiate robbers looked up with various states of doubt, -incomprehension, and greed. This had been the plan, but somehow it -was far too easy. The smart thing to do would be to grab the gold and -flee. But these were not particularly smart men, less so when blinded -by the fortunes of gold held in their hands. - -"Take us there." - -"As you wish..." The rest of Orryn's sing-song sentence danced in the -wind to distant places and forgotten ages. The eight bullies found -their thoughts taken far away as the strange music lifted them up and -carried them upon a journey. The true names of places are powerful -things, most strange and unpronounceable, most lost to time immortal. -But the bard's magic remembered them. His words were not an -incantation as much as a call-and-response. His voice echoed through -the world, and the world responded. - -Orryn and the eight were suddenly elsewhere. A very far away -elsewhere. Snow billowed through the air and covered the icy ground -in heaps. - -Orryn's captives reeled and screamed in terror. - -"Where are we?? Curse you wizard!" - -"Fear not. Everything is under control. We are in the middle of a -northern glacier, where a small expedition settlement once existed. I -hadn't planned on the blizzard, but I suppose you're familiar with the -adage 'we take what we are given.'" - -Cratch lunged at the diminutive bard, but Orryn was already in the -midst of another spell. He spoke words that felt like rushing air and -drifted lazily into the sky, just out of reach of the huddled mob. He -extended his arms, recited the lightly tingly words that covered his -body with bright red faerie fire, and then spoke with a voice that -boomed through the icy plain. - -"Hear me well, I am Orryn Maye Sylvester Miles Felix Hectacre Notin -Jiles Bulron Sysil-Sisler Klif-Wistler Anasto'tofande Sonoviches -Overton Sennison Johnnyson Raulnor the Third, Bard of Faerun, Walker -of Worlds, Smiter of Evildoers and Annoying Backwater Pricks, and -I. AM. NOT. A. WIZARD." - -The group cowered and shivered before a spectacle of magical prowess -unlike any they had ever seen or were ever likely to see again. - -"And if you would give me back my coin, I would appreciate it." - -A few hours later, the eight would-be robbers staggered into a -tavern, each holding a single gold piece and a story. - -None of them would ever rob again. - - -* Prestidigitation - -** Magic Initiate Feat - Wizard - ft. Harvey Hoban Harpell -"Whadd'ya mean cutof?" - -"I mean, cut off. You, Mr. Harpell, are cut off. No more drinks -tonight. Sit, enjoy the fire, rest. Do nothing to rouse the ire of -my other patrons. Especially none of that odoriferous weed of yours!" - -"Whadd'ya mean rows the ira!" Here, turning to a hooded man nursing a -half-pint of dark liquor beside him. "Do I rows ya ira?!" The man -turned to face him, grim faced, and in a motion dumped the glass' -contents over the young man's dirty matted head of hair and set the -empty glass upon the counter before the frowning bartender. - -"That's a waste of good liquor, Malcom." - -"Just wanted to give'im one last drink is all. I'll pay." - -The bartender sighed and reluctantly poured the man another glass. - -"How come 'e gets some!?" - -"Go. Sit... Now." - -The dripping cleric, robes which had successfully avoided the downpour -now dripping with a darker rain, wobbled over to the fire and landed -upon a cushion with some measure of practiced grace, or luck. - -"Oh, Mal-com gets another drink. Sure." He looked to give the man an -evil-eye but noticed for the first time that he was not alone. "Oh, -ladies, my apprologries." He attempted to stand but finding -extracting himself from his seat more difficult than anticipated, -simply half-bowed to the pair of dripping maids. Straining for words, -he offered, "I see you're wet! I can help you with that!" - -As he struggled with gaining control of his faculties to remember the -blasted name of that cantrip, the sound of broken glass from across -the room cut through the lively atmosphere. - -The Selune's Smile was rather crowded with weary travelers looking for -rest or for revel. Twin fireplaces bookended the common area, giving -a warm glow to the ancient decor. Gristly trophies bequeathed to the -tavern adorned the walls: dragon scales, naga fangs, and owlbear heads -among them. A few quiet tapestries hang from the rafters, heralding -the ancient Lords of Waterdeep who frequented the tavern in times long -since past. - -It is said that every adventurer of the Sword Coast eventually finds -her way to the City of Splendors, but rarely do so many of them come -to a particular tavern all at once. - -Seated across from the most recent blackfish of the Harpell family, -sat a pair of ladies wearing drenched leathers and scowls. - -Harvey seemed not to notice the latter as he inventoried his magical -repertoire. - -/Prefeguritat?/ - -/Pregnanitato?/ - -/Presdogranado?/ - -/No. That'd jus worse./ - -The room grew instantly silent at the spilling glass and subsequent -trading of blows. - -/No, youse keep talkin, gotta thing./ he silently berated the floor. - -/Prestangerition?/ - -One of the combatants fell to the floor and then laboriously dragged -himself back up and slumped into a nearby chair. Harvey thought he -heard one of the two women, the shorter one, say something, "Need -some... mumble mumble Moose?" - -/Moose?/ - -/His mind joined his liver, slowly churning through the facts of the day./ - -/Animal. Forest. Green. She's kinda greenish. I wonder if she's -from a forest? Ew, she's probaly dirty if she came from a forest. Eh, -nothin a little Prestidigitation couldn't fix./ - -/.../ - -"Prestidigitation!" He shouted over the now-returned din. Magic leapt -from his fingers, but not exactly with the effect he had originally -intended. Reminded of the magical pranks from his childhood, his most -common retaliatory strike was that of the "foul wind." This came -unbidden to him now, and the magic unleashed the foul smelling breeze -from his fingertips. - - -* Cure Wounds - -** Bard -** Cleric - ft. Harvey Hoban Harpell - -The minor scuffle in the tavern had turned to outright chaos. Harvey -struggled to look unassuming beside the fireplace. The two furious -women had stomped off for some reason and then suddenly returned, -except... one of them had a thick moose pelt thrown up over her arm -like a shield and had grappled away a sword from an unfortunate fellow -behind her, and... - -Oh no, now there were three of them. The wet woman, the moose woman, -and a new woman... who could probably lift a moose. And despite his -best efforts, his "gusts" had spread to even the outer tables. People -were taking notice. Through it all, came the deep contralto of what -he could only assume was a giantess, standing now, teeth clenched and -nearly trembling with rage. - -"What is the meaning of this?" - -Even drunk, even stupid, there was no mistaking that tone. - -Stumbling with words, with mental images, and especially the literal -stumbling involved when attempting to slink backwards from fear of a -large angry Goliath woman, at first Harvey could do little more than -whimper. - -Stopping just short of the fire, it's tongues licking the edges of his -trailing sleeves, he composed himself as well as he could in the face -of possible crushing death, closed his eyes, and sputtered "Excuse my -casting m'lady. My name is Harvey Hoban Harpell, 'eric'a Eldath. I -only meant to help." Then peeking carefully from one eye he added, -"Please don' crush me." - -He was inadvertently saved by another man. The drunken merchant lost -his footing as he approached the bar for another bottle of stsass and -stumbled into the goliath maid's firm buttocks. He might as well have -walked into a wall for all the good it did him. Actually, he most -certainly would have preferred to walk into a wall, as walls don't -seize you by the collar, hoist you over their heads and fling you at -their true sources of rage. - -Layers of fat flapped in the wind, terrified by their unnatural -acceleration. Equally terrified, the eye Harvey had dared to open -flinched shut. He could hear the sounds of the fireplace mantle above -him abruptly stopping the man-boulder's flight. And a moment later he -could feel the crushing weight of the man-boulder's fall, the hard -coolness of the wooden floor against his face, and the uncomfortable -warmth and wetness of a terrified unconscious man letting go after a -long night of drinking. - -In that moment, he felt that the only proper thing to do was to join -him. - -Minutes passed and Harvey was more than satisfied with resting -stupidly beneath his boulderous brother, surrounded by the incontinent -smells and the tumultuous clatter of battle... wait. Battle? - -/Oh no. What have I done?/ - -Harvey tried to stand, to lift his face from the hard pearwood -floorboards, to see what was going on. Red blood splattered down -beside his cheek. It was warm and fresh. He managed to lift his -shoulders and turn. A bloody maw lolled above him, the jaw obviously -broken, tongue bit, nearly severed. Bruising was already beginning to -settle in between the voluminous folds of fat around the face and neck --- black and blue and red. - -Suddenly what was the proper thing moments ago seemed foolish. This -whole night seemed foolish. Eldath, what have I done? This man is -hurt because of me. I started a brawl. I'm not worthy of serving -you. - -In Harvey's frantic heart, beside the furious pounding and self-pity, -came a shiver. It raced along his chest, along his limbs, his spine a -roadway, his bumbling extremities the destination. A familiar sense -of peace, contentment, and quiet perfection, washed over him like a -gentle flowing stream. The sensation reached his head, starting from -the base of the skull and rushing forward to envelop him, to hold him, -to wrap him tightly in a warm stillness. All was silent. - -And yet from in that perfect silence, Harvey could almost hear a quiet -voice, a whisper of a whisper upon the wind breathe to him. - -/I know.../ - -The silence abated and the bustling lights and sounds of the taverns -returned. - -Thank you, m'Lady. Harvey mouthed deferentially. Then squeezing a -hand beneath his torso and the floor and taking up his holy symbol -from around his neck, he gently turned his body into a sitting -position against the wall, the large man laying across his lap, and -allowed the Peace of Eldath to flow through him and into the man. - -He spoke words, though he knew them not, and the symbol of the rushing -waterfall and the still pool gleamed with a quiet silver and blue -light. The unconscious man's wounds were bathed in the light, and his -clotting blood staunched, his bruises soothed, his avulsed tongue knit -together, and jaw gently returned to place. He opened his eyes, -wonderstruck, then promptly grimaced at the smell in the air and in -his trousers. - -"Oh, right!" Harvey waved away the effect of the cantrip and helped -the man to his feet. - -** Druid -** Paladin - ft. -** Ranger - - -* Power Word Kill - -** Wizard -** Warlock - - -* The Fugue - -The orcs pulled you down. - -They beat you. You could feel the blood in your mouth, and leaking -beneath your skin. You could feel their clubs break you. You felt -your spine snap, one, two, three places. Frantic, try to focus on the -spells your patron left you. But you know there is nothing there. So -you flex the fingers on your right hand, where your brand is--the -deep, red burn which you know will never heal. You feel the bitter -the connection to Nine Hells, in some ways it feels like a fishing -line pulling you back there, and in other it just feels like a part of -your body, like a gland. Pulling on the connection feels like crying, -but tears of sulfur and of smoke. Soon hot, sticky, bruised-looking -energy responds to your call and leaks from the brand like pus. An -orc stands over you, a battleaxe held high above his head, and you -fling it at him with a roar of defiance. He takes it full in the face -and his brain explodes out the back of his head. - -But he wasn't the only orc, and the hits keep coming, You know that -you are going to die. - -Soon the blows stop hurting. The world stops spinning and everything -is very very quiet. - -... - -You don't open your eyes. There's no moment of focusing, blurred -vision, bright light. You just see. You just are. - -You're standing on a desolate plain. The sky is a dull shade of dark -gray, the same color as the thick dirt which covers the ground like -dusty snow. You can see ahead for hundreds of miles, but it doesn't -seem to strike you as odd. - -You aren't alone. - -Others, mostly humans, but a half-orc here, a half-elf there, move -through the dirt, knocking up clouds of dust in their wakes. They -move so slowly. - -You are standing. - -You look down at your hand, there is no brand. You flex the fingers, -but there is no burning sensation. In fact, there's barely any -sensation at all. It doesn't seem to strike you as odd. - -As you turn the hand over to put it back at your side, you notice that -where the brand was, on the back is a small red patch of dried ink. -Perhaps some rune or letter? It doesn't seem important. - -You drop the arm to your side, slowly, quietly, and begin to walk. - -Nearby is a small hill. Several men and women are gathered on it. -They seem to be singing. - -A light opens above them and a creature with wings of fire and a -shield emblazoned with the symbol of an upright gauntlet appears. -With a circular motion of his arm and a smile, the light becomes a -whirlwind and the faithful are lifted up into the shining gateway and -disappear in an anti-climactic non-flash of light. For as suddenly as -the herald appeared, he is gone and the plain is returned to stoic -grayness. You notice that even the hill is gone. But it doesn't seem -important. - -You spot a woman along your path, old, wrinkled, dirty, as grey as the -dust and sky. She is sobbing softly, clutching at her knees. She -wears the low-cut rags of a Luskan whore. Her eyes grow wide with -fear as you approach. But you hear a voice call out "do not be -afraid." Your eyes follow the voice, to a woman standing nearby. She -radiates beauty. Calling her beautiful is like calling the sky -overcast. It is like calling the air stale or the dirt dirty. She -reaches out a hand to the woman, her long red hair flowing in a wind -that isn't there. The old woman bounds to her feet. She falls, but -stands and tries again, every step growing stronger until she grasps -the hand of her goddess and is clothed in the beauty and vitality of -her youth. She cries with joy, collapsing into the breast of the -goddess, and the pair step through the planes together leaving behind -the scent of strawberries and freshly cut grass. - -The scent dissipates quickly and you continue walking. - -You see others wandering aimlessly like yourself. - -You all seem to be walking in the same direction. - -In the distance is a circle of lights around an impossibly thin silver -line disappearing into the sky. - -Your approach takes many hours, perhaps days or months or years, but -eventually the lights become a city. A huge city. The walls rise -over a mile high, and moan softly, though you can't tell how or why. - -From a large gate, hooded figures approach the aimless walkers, -including yourself. One stops before you and removes her hood with a -look of vague, forced, curiosity. She isn't exactly human, she has -scales across her face and bright yellow eyes which are difficult to -follow. - -She speaks, but the words are distant, muffled, "Guarded Faithless or -Bargained Soul?" - -A deep, resonating, but scratchy voice answers from somewhere behind -and above you. - -"The first. Perhaps next time... the second." - -After a moment of consideration she nods deferentially, raises her -hood, and turns towards the city, ushering you forward. - -The walls continue to grow as you get closer. They must be ten miles -high. This city must house millions. Around you is a crowd, closely -packed among each other, though most give you a wide berth. Now -devils mingle among the humans, whispering, promising. They lead away -many. - -As you approach the wall, the whimpering grows louder. The wall has -faces. Bodies are stuck together with rotting mortar, which dissolves -them like a giant stomach. - -Suddenly jagged rifts open beside and before you, along the wall. -Creatures with the faces and tusks of pigs, but the bodies of great -apes rush through, crushing or tossing aside both wandering Faithless -and cloaked guides. - -Horns blare clearly through the otherwise muted scene of violence. - -The guides throw aside their cloaks and brandish sickles and shields. -Devils howl war cries and abandon their bargaining to do battle with -their hated foes. - -The demons flow through the rifts in a great horde and begin to tear -at the wall, dragging huge chunks back through with them into the -Abyss. Some moaning souls cry out as many are ripped asunder, torn -from a slow non-existence of centuries to one of instants. The rest -disappear into the Abyss, their forms already being twisted into those -of the demons that abducted them. - -A giant six-armed demon with fangs like a viper rushes at you. You -raise your hand to call down fire upon it, but you have no power on -which to call. - -A bony whip-like barbed tail shoots out from behind you, striking the -creature and sending it writhing to the ground. A massive bone devil -steps over you, it's skeletal spider-like limbs moving to propel it -impossibly fast through the slow-motion battlefield. It hefts a -greatclub that was probably once the femurs of one of those huge -pig-ape-devils and smashes the six-armed serpent into a blackish -pulp. The blood splashes up into your face, leaving a line of acidic -muck running down your nose, between your eyes. - -Then the fighting stops as suddenly as it started. An angel, clad in -flames the color of the sky shuts the portals with a pointed word and -outstretched finger and surveys the damage to the wall before flying -off towards the great spire of Kelemvor, the god of the dead. - -The bone devil turns and looks you over. "It is time. The vessel has -arrived." He then leaves you and cuts a thin line in the air with his -tail. He steps through it and disappears, leaving behind the familiar -scent of sulfur and brimstone. You hear the distant sound of a faint -chime. It's probably not important. - --- - -You open your eyes. There's a moment of focusing, blurred vision, and -bright light. You take a breath and feel the cold morning air fill -your lungs. A horned tiefling with a pitch black bell and a scroll is -standing over you. Your whole body burns, but especially your hand -and a strip running from your forehead down between your eyes. - -Everything is blurry, especially your memory. Standing around you are -your adventuring companions. It feels like you just saw them moments -ago? Was there a battle? What's going on? You can't remember -anything... it's all just indistinct and gray. - -Faust and the Fugue Plane --Andrew Murrell |