Deryni "Magic" Items

The below items either affect psionic power or levels of experience or the ability scores of characters. Also included are new items, marked with asterisks, particulars for which are provided below.
1) Ring of Wishes or Luck Blade
2) Book of Exalter Deeds
3) Book of Vile Darkness
4) Deck of Many Things
5) Helm of Telepathy
6) Ioun Stones
7) Pearl of Wisdom
8) Sphere of Annihilation
9) Talisman of Zagy
10) Tome of Clear Thought

Chart with "Value" of new Deryni Psionic Items
 
11) Tome of Leadership or Influence
12) Tome of Understanding
13) Vacuous Grimoire
14) Various Artifacts & Relics
15) Shiral Crystals*
16) Jerraman Crystals*
17) Merasha* (potion)
18) Transfer Portal*
19) Mind Link Medallion*
20) Wards Major Matrix*


 
Shiral Crystals: These beautiful amber-colored crystals have no innate powers, but due to their crystalline structure act as focusing agents for mental energies concentrated upon them. Deep meditation with a Shiral Crystal doubles the rate of recovery Magic-User or Cleric Spells. Crystal Balls made from a Shiral Crystal operate at +25% efficiency.

 

Jerraman Crystals: These brightly colored stones have the ability to absorb psionic and/or spell potential and then deliver it back upon anyone trigging them. They may also be timed to deliver their psionic and/or spell power within 48 hours. The user first infuses the crystal with the desired psionic or spell, then either times it or sets a trigger (such as going off when the first person enters a room), and then leave it. The Jerraman Crystal does the rest. However, the Jerraman Crystal can not discriminate between events or sense someone's or something's identity, so there is the possibility that a trap set for a thief might be triggered by a bunch of rats, etc. The DM is the "final judge" of what is reasonable in terms of triggering events set by the user of the Jerraman Crystal.

 

Merasha: A potion much dreaded by all Deryni, Merasha has the effect of deadening all mental abilities. It comes in two forms. A lesser preparation mixed with a drink of wine or some alcoholic beverage leaves a psionically and/or magically endowed person defenseless for 2-12 hours (though will not know it unless he attempts to use his powers and finds that they're gone.) The full-strength Merasha whether ingested or injected (in any measurable quantity of 1/4 ounce or more) has the effect of rendering the victim helpless: His mind is confused (as per the spell), his psionic powers are blocked, his Strength and Dexterity are reduced to 3, along with a generally stupefied state of mind. This lasts for 4-16 hours. Saving Throws apply in both cases, success indicates either no effect (lesser potion) or half effect (greater potion.)

Merasha is used in healing as a major means of treating Psionicist's whose minds must be sedated, but it is also a potent narcotic capable of being used for mischievous purposes. It is also only a mild sedative on non-psionic persons/creatures, unless they are the type that can use psionically related spells or devices, in which case the effects of the potion will come into play if they use those spell powers or devices anytime after the application of Merasha, during its period of potency (2-12 or 4-16 hours, depending on strength, Saving Throw applies.) Merasha is treated as a "Poison" instead of a "Magical Potion" when a distinction needs to be made.

 

Transfer Portal: This is a common means of getting to places for a Psionicist. A Transfer Portal is constructed by means of the Empower, Preservation and Teleport Sciences. The psionic powers used can be placed on an ordinary paving stone or even a patch of ground. Such a portal is invisible and can be covered by a thin layer of wood or fabric (but not metal)and still function.

The Psionicist can only teleport to another Transfer Portal that he knows and can picture mentally. The Psionicist can still teleport to a place even if it has somehow changed, as long as, the Transfer Portal itself has not been destroyed, either physically or psionically. The individual using the portal need only stand over the prescribed spot ad expend a total of 20 PSPs to contact the Portals involved, and he and everything he is carrying will be instantaneously teleported to the desired Portal. If the Psionicist doubles the PSP cost needed, he can carry up to three times his body mass, or take along one or two other characters on whom he has a firm grasp. There is a 10% chance that anyone using a Portal will be momentarily disoriented for 2 rounds afterwards.

Placing a Ward over a Portal effectively negates that Portal; an individual can not teleport to that Portal, and can not teleport away from it until the ward is broken.

Transfer Portals rank as standard Psionic Items, an their destruction will entail no ill effects for their original creators, unless some unusual feature has been built into them. It costs 250 PSPs to destroy a Portal psionically, therefore, it is usually easier to destroy the Portal physically. Transfer Portals are merely a focal point for psionic energy.

 

Mind Link Medallion: A simple device created by a Psionicist, a Mind Link Medallion can be any hard metal object. The maker attunes the Medallion to himself by use of the Mindlink Science and at the same time attunes it to another person. Thereafter, either may Contact and Mindlink with the other while meditating. The "call" of the device is weak, however, unless the Psionicist is channeling energy through the device to notify the other person of the need to converse. A non-Psionicist using the device can not make it "call" to a Psionicist. Therefore, it is wise for the users to have pre-approved times for contact. A third party who comes into contact with the device can use it to locate and identify the maker if he is probing it psionically while the maker is receptive to its call. The maker can dis-empower the device, for 5 PSPs, anytime it is in his possession. It will last for 8d4 days otherwise.

 

Wards Major Matrix: These are a collection of small cubes like dice without spots, 4 white and 4 black. When arranged in the proper pattern and used with the Wards Devotion, they form an unbreakable Ward, a shimmering dome of protection. The white and black cubes are merged to form 4 grey oblong blocks which are placed around the area to be protected before the Ward is finished. Thereafter, they define the circumference of the protected area, which can be a sphere up to 20' in diameter. As mentioned under the description of the Wards Devotion, this area can be extended with the help of other Psionicists. The Wards Major Matrix can be used up to 10 times a month.

 

Value of new Deryni Psionic Items

Item

GP (sale)

Experience Points
Shiral Crystal, small
Shiral Crystal, large
Jerraman Crystal
Merasha (lesser)
Merasha (greater)
Transfer Portal
Mind Link Medallion
Wards Major Matrix

500 gp
2,500 gp
100 gp
1,000 gp
5,000 gp


10,0000 gp

1,000 xp
8,000 xp
500 xp
50 xp
800 xp


2,500 xp