Deryni Racial Abilities for 2nd Edition AD&D

The Deryni to all outward appearances are human, either living with other humans or in their own communities. Deryni will be found throughout the usual wide range of character types found in any AD&D settings, such as; merchants, tradesman, sedentary folk, nobles, pilgrims, fighters, clerics, thieves, sages, smiths, innkeepers and so on. The one characteristic that sets Deryni apart from their human counterparts is their "Hereditary" Psionic Ability. Deryni must often take great pains to conceal their Psionic Powers, and thus their true nature. Particularly if they are living among ordinary humans.

Deryni who do not belong to a Character Class have Psionic Powers and function as "Zero-Level" Psionicists. They will have between 10-20 PSPs (Psionic Strength Points), and the following Psionic Abilities; Contact, Lights. Send Thoughts, Mind Link, and Thought Shield. They can not advance in Level or Psionic Ability.

Deryni who belong to a Character Class may opt at any time to be Psionicists - and note that Deryni Psionicists can wear armor with no hindrance to their Psionic Abilities. Most Deryni will be Multi-Classes, advancing simultaneously for 1st Level in the Psionicist Class, as well as, the other Character Class of their choice. However, few Deryni choose to become Magic Users, as Deryni tend to use Psionics instead of Magic Spells and view most magic as "Black Magic." It is also a particularity that Deryni Clerics Do Not acquire Curative Spells. Healing, to the Deryni, is the province of the Healers.

All Deryni are born with Psionic Talent and must develop it. They can not be "Psionic Wild Talents," since that represents a radically different approach to the acquisition and development of Psionic Abilities

Deryni Ability Score Requirements

Intelligence:
Wisdom:
Constitution:

10*
10*
10*
* - at least one of these scores must
be 16 or higher.

Deryni Psionicist Hit Die

1d6 per Level upto 9th Level, +1 Hit Point per Level afterwards.


Deryni Non-Weapon Proficiencies

Bonus:
Recommended:
  

Body Language
Ancient History (Deryni), Local History, Reading/Writing, Religion,
and Riding

Deryni Psionic Ability Requirements

Chosen
Discipline:


Science/Devotion:




  

Required:
Recommended:
 
 
Bonus:
Recommended:
  
  
  
    
Telepathy
Psychometabolism, Metapsionics
 
 
Contact, Lights, Mindlink, & Send Thought
Aversion, Domination, ESP, Heightened Senses,
Life Detection, Mind Over Body, Mind Wipe,
Probe, Psychic Surgery, Retrospective, Truth
Ear, and Wards
 

Deryni Healer Requirments and Bonuses
1) Ability Score:
2) Non-Weapon Prof.:
  
3) Psionic Ability Reqs.:







    
Con = 16 or higher
Bonus:
Recommended:
Required:
Recommended:
Bonus:

Recommended:



   

Healing and Pharmacy
Herbalism
Telepathy and Psychometabolism
Metapsionics
Cell Adjustment, Contact, Lights, Mind Link,
     and Send Thoughts
Aversion, Biofeedback, Domination, ESP,
     Heightened Senses, Lend Health, Life
     Detection, Mind Over Body, Mind Wipe,
     Preservation, Probe, Psychic Surgery,
     Retrospective, Truth Ear, and Wards
4) Cell Adjustment must be one of the Devotions chosen at 1st Level.
5) Must be either Good or Neutral, can never be evil.
6) Upon reaching 11th Level, healers gain the knowledge of a sage with medicine as his field of study.
7) Receive a +2 on all Saving Throws vs Poison.

Chart below indicates when the Deryni Psionicist must take the Bonus and Recommended Psionic Powers. Though, at the DM's discretion, some Psionic Powers may be taken earlier, but they can never be taken later than listed below.

Experience Level

Disciplines Sciences Devotions Defenses
0 Telepathy Mind Link Contact, Lights, and
Send Thoughts
Thought Shield
1 Psychometabolism +1 Life Detection Thought Shield
2 Metapsionic Heightened Senses
3 +1 Truth Ear
4 ESP
5 Probe Mind Over Body
6 Wards
7 Domination or Mindwipe Aversion
8 Retrospective
9+ Psychic Surgery

Below is a comprehensive list of all commonly known and taught Deryni Sciences and Devotions. Others may be avilable through research, creation, and/or adventuring.

Discipline Sciences Devotions
Clairsentience



  
Aura Sight
Clairaudince
Clairvoyance
Object Reading
Sensitivity to Psychic Impressions
  
Combat Mind
Danger Sence
Know Direction
Know Location
Poison Sence
Radial Navigation
Psychokinesis


  
Create Object
Detonate
Molecular Rearrangement
Project Force
Telekinesis
Animate Object
Animate Shadow
Ballistic Attack
Molecular Agitation
 
Psychometabolism


  

Complete Healing
Prevent Decay*


   
Absorb Disease
Adrenalin Control
Biofeedback
Body Control
Cell Adjustment
Heightened Senses
Lend Health
Mind Over Body
Share Strength
Suspend Animation
Psychoporation

  

Teleport*

  

Dimension Door
Dimension Walk
Teleport Trigger
Telepathy







   
Domination
Ejection
Mindlink
Mindwipe
Probe
Psionic Blast
Tower of Iron Will



  
Attraction
Aversion
Conceal Thoughts
Contact
Daydream
Ego Whip
Empathy
ESP
ID Insinuation
Intellect Fortress
Life Detection
Mind Barrier 
Mind Bar
Mind Blank*
Mind Thrust
Post-Hypnotic Suggestion
Psychic Crush
Psychic Messenger
Send Thoughts
Synaptic Static
Telepathic Projection
Thought Shield*
Truth Ear
  
Metapsionics




  
Aura Alteration
Empower
Preservation*
Psychic Surgery


  
Convergence
Enhancement
Gird
Lights*
Magnify
Martial Trance
Psionic Sence
Psychic Drain
Receptacle
Retrospective
Severance*
Splice
Wards*
Wrench

* Indicates modifications and/or new Sciences and Devotions. (see Noted Powers & Abilities)