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 | ||
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10* 10* 10* |
* - at least one of these scores must be 16 or higher. |
Deryni Psionicist Hit Die |
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Deryni Non-Weapon Proficiencies |
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Body Language Ancient History (Deryni), Local History, Reading/Writing, Religion, and Riding |
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Deryni Psionic Ability Requirements |
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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 |
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| 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. |
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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 |
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| Psychokinesis |
Create Object Detonate Molecular Rearrangement Project Force Telekinesis |
Animate Object Animate Shadow Ballistic Attack Molecular Agitation |
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| Psychometabolism
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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
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Teleport*
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Dimension Door Dimension Walk Teleport Trigger |
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| 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)