Deryni Noted Powers & Abilities

Prevent Decay-

Psychometabolism
Science

Power Score:
Initial Cost:
Maint. Cost:
Range:
Con -3
14
4/Round
Touch
Preparation Time:
Area of Effect:
Prerequisites:
 
3
Individual
N/A
 

Prevent Decay works on dead Humans, Deryni, Humanoids, Creatures, as well as, inanimate objects. The psionicist is able to forestall the natural decaying process of anything touched. This power may be attempted on an object only once per experience level of this psionicist, additional attempts have no effect. When the psionicist gains a new experience level, he may try again, even if the power score has not changed.

Power Score: Maintenance Cost is halved.
20: Object touched will totally decay within one week.

 

Teleport-

Psychoportation
Science

Power Score:
Initial Cost:
Maint. Cost:
Range:
Int
30
N/A
1,000 Miles
Preparation Time:
Area of Effect:
Prerequisites:
 
10 Turns
Up to 3" Radius
Empower &
   Preservation

Teleport is the essential power within this discipline. It allows the psionicist to create a transfer portal by using this power along with the Empower and Preservation sciences. Once created the Transfer Portal allows the psionicist to teleport to a familiar spot, one that the character knows and can picture mentally. The psionicist can still teleport to a place even if it has been somehow changed, as long as, the Transfer Portal itself has not been destroyed, either physically or psionically.

The powers being used to create a Transfer Portal can be placed upon 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. It will teleport (without error) up to 3 individuals from one portal to another. The individual using the portal need only stand over the prescribed spot and expend the PSPs needed to Contact and thus use the portal to reach the desired destination. Teleportation is instantaneous, the teleporting characters simply ceases to exist in his previous location and springs into being at the destination portal. There is a slight, audible "pop" at both ends, as air rushes into the sudden vacuum or is suddenly displaced.

Power Score: The Initial Cost is halved
20: No Additional Effect

 

Preservation-

Metapsionics
Science

Power Score:
Initial Cost:
Maint. Cost:
Range:
Int-2
30+
0
Touch
Preparation Time:
Area of Effect:
Prerequisites:
 
Various
Individual
Contact
 

Preservation is a unique Science which has 4 separate abilities, each having different Initial Cost, Maintenance Costs, and Preparation Times.

 

1) Trap Soul /
    Release Soul-
Initial Cost:
Initial Cost:
50
50
Preparation Time:
Preparation Time:
3
1
This power allows the psionicist to trap and/ or release a soul from a dead body. The psionicist must be at least 7th level to use this ability.

 

2) Siphon Memories

 

Initial Cost:
Maint. Cost:

 
60+
10/Day **
 
Preparation Time:

 

5
40/Day Thereafter
3/Turn - Assimilation

This power allows the psionicist to acquire the memories of subjects who have died within the past 1-10 minutes only. and only with 50% effectiveness at most. Also, for every minute that elapses after death before the siphoning begins, 5% less of the subject’s memories can be siphoned, so that after 5 minutes, only 25% of all the subject’s memories can be acquired in this way. Siphoned memories become part of the taker. Thereafter, for a time, he may outwardly present the subject’s personality, memories, alignment, etc., instead of his own. ** However, he must assimilate the siphoned memories within one week. For every 24 hours beyond this point, the psionicist must make a System Shock Survival Roll, and he must make a Saving Throw vs. Spells when he does attempt to assimilate the memories. Failing a System Shock Roll means that the psionicist dies; failing a Saving Throw means that the psionicist goes insane. Once the attempt has been successfully, it takes 10-40 turns to assimilate the siphoned memories, after which time the "alternate aura" is no longer used.

 

3) Dying Stasis /
    Remove Stasis
-
Initial Cost:
Initial Cost:
60
30
Preparation Time:
Preparation Time:
1
0

Stops the process of dying; the soul is linked to the body and cannot venture more than 3 feet from the corpse. This must be applied to the body within one round after death, or the soul will have vacated the body, and will not be retrievable by this means. The dead body must be "healed", prior to Removing the Stasis, or it will truly die.

 

4) Permanency-
Initial Cost
Maint. Cost:
100
10/Hour
Preparation Time:
Sug. Prereq.:
4 Hours
Convergence

Permanency affects the duration of certain other psionic powers, making the duration permanent. This power is used in the fabrication of psionic items (see Empower). At the DM’s option, permanency might become unstable or fail after a long period, at least 1,000 years. Unstable effects might operate intermittently or fail altogether.

The DM may allow some psionic powers to be made permanent. Researching this possible application costs as much time and money as independently researching the selected power. If the DM has already determined that the application is not possible, the research automatically fails. Note the psionicist never learns what is possible, except by the success or failure or his/her research efforts.

Power Score: No Additional Effect.
20: No Additional Effect.

 

Lights-

Metapsionics
Devotion

Power Score:
Initial Cost:
Maint. Cost:
Range:
Int
2
1/Round
3 Feet
Preparation Time:
Area of Effect:
Prerequisites:
 
0
Varies
N/A
 

By using Lights, the psionicist is able to produce a shimmering ball of light, known a "Handfire", which closely resembles a single ball of the Dancing Lights Spell, but there the comparison ends. The light produced varies in color, with each individual psionicist having his particular color; anyone may choose white light if the "individual color" is not desired.

Once conjured, any psionicist may move it or control it at a cost of 1 PSP per round. Extinguishing light from this discipline costs 5 PSP if the one doing the extinguishing is not the original conjurer, and control of the light in a competitive situation goes to the psionicist who expends the most PSPs to achieve control.

Another function of Lights is the ability to light candles (from 1-12, varying with each use of this discipline) at a cost of 1 PSP for each pair of candles, round up.

Power Score: No Maintenance Cost for the usage of Lights-Handfire and the cost of lighting candles is halved.
20: No Additional Effect.

 

Severance-

Metapsionics
Devotion

Power Score:
Initial Cost:
Maint. Cost:
Range:
Wis-7
80
0
Touch
Preparation Time:
Area of Effect:
Prerequisites:
 
0
Individual
Probe & Psychic
   Surgery

Severence allows the psionicist to locate and block any psionic and/ or magical abilities possessed by the subject. Once the psionic and/or magical ability is blocked, the subject appears and reacts as any human would. Thereafter, the subject functions as a human in all regards, including reaction to mersha, a known Deryni poison. This power is reversible.

Power Score: Initial Cost is halved.
20: No Additional Effect.

 

Wards-

Metapsionics
Devotion

Power Score:
Initial Cost:
Maint. Cost:
Range:
Con-2
50
0
0
Preparation Time:
Area of Effect:
Prerequisites:
 
3 Seg-5 Turns
10" Radius
N/A
 

Of the various kinds of psionic defenses, warding is the most powerful. It affects the area around the user or a room, and once invoked the user need no longer concentrate upon it. Normally, that area is defined by the psionicist’s presence (a 10’ radius hemisphere centered on the user) or the shape of the room, but if the user is employing a "Wards Major Matrix" (see item section), the placement of those objects defines the extent of the Wards’ protection.

Up to 4 psionicists may use Convergence in setting Wards. They can all contribute to the 50 PSPs necessary to invoke one, in which case the Wards extend for a 10’ radius around the user contributing the most PSPs. Or, if each psionicist contributes a full 50 PSPs and each is within 10 feet "of another participant", they may overlap their Wards and thus extend the area of protection to 2,3, or 4 times the radius of a single usage, centered on whichever participant is desired.

Once the Ward has been invoked, the area of protection formed may be opened only from the inside (costing 20 PSPs to open, and 20 PSPs to close again) unless enough power is concentrated upon it (from the inside or the outside) to break it. The psionicist(s) who put up the Ward can cancel the effect whenever desired, at no PSP cost. A Ward invoked without prior preparation can be broken by the application of 3 times the PSPs used to invoke it. If the area to be Warded (such as a room) has been previously prepared by the psionicist, then breaking it requires 5 times the PSPs used to invoke it. Preparation of the area takes 5 turns and costs 20 PSPs, which must be expended by each participant, and this preparation lasts for 24 hours before it must be renewed. A Ward formed with the aid of a "Wards Major Matrix" can be prepared in 3 turns and cannot be broken by anything short of a wish.

No living thing can pass the circle except at the desire of the invoker (after the psionicist spends 40 PSPs to open and close the circle). In addition, sound does not penetrate the circle, nor can anyone eavesdrop on those within it, or spy on them with Clairaudience, Claivoyance, the Scrying of a Crystal Ball, or by other magical or psionic means. Those inside can see out, but the converse is not true. The outer surface of the Ward appears as a pale shimmering light, rising to form a dome up to 10’ high per each participant setting the Wards. The color of the light can be keyed to one of the participants (see Lights Devotion), or can be an almost- invisible white.

Power Score: PSP cost for Preparation, Opening/Closing the Ward is halved, also, PSP cost for breaking the Ward is doubled.
20: No Additional Effect.