Psionics
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Psionics in Dungeons and Dragons
Psionics - powers of the mind such as telepathy and telekinesis - have been a feature of Dungeons and Dragons since at least the 1st edition of Advanced Dungeons & Dragons (AD&D). In each edition of the game, their implementation has varied quite extensively. Neverwinter Nights did not include psionics, but a Hak based on the 2nd Edition AD&D version of psionics was produced by Mr Nathan and this forms the basis of psionics as implemented on Avlis.
Psionics within the world of Avlis
The psions of Avlis are generally well-received in many nations. This is especially true in orcish society where sorcerers and wizards are illegal. The orcs are well aware of the origins of their powers and have accepted them as a good substitute for magic. Consequently, the nations Brekon and Dubunat have become bastions of psionic learning and study for many, and this influence has spread especially to the Kurathene Empire, where they have been called "mindbenders" and found useful as guardians on ships... with far less chance of catching sails on fire.
Though their numbers are primarily highest in the western parts of the continent, psions have been popping up in other areas too and generally meeting with acceptance. Those who see them realize the discipline it takes to become one, and many psion orders are either associated with or part of existing monastic orders. The close association between monks and psions is born of their common penchant for discipline. Whereas monks try to unify mind and body, psions try to transcend the body and become the mind. The two philosophies are compatible for the most part, though monastic and psionic orders that are in conflict with one another do exist, for example the Order of The Way and the Order of the Will.
Psionics as a System
Psionics on Avlis has been developed from Mr Nathan's hak, with particular reference to two 2nd Edition AD&D sources: The Complete Psionics Handbook & The Will and The Way, and necessary adjustments to make it function appropriately within the Avlis PW.
Psionic Powers
Psionic powers are implemented as feats. While some, such as Expansive Mind, are passive feats (their effect operates automatically and continually), most are active feats and allow the possessor of that feat (typically a character with psion levels) to manifest a power. This is the equivalent of a mage or cleric casting a spell, and is implemented by the NWN game engine in much the same way. Unlike spells, manifestation of psionic ability always has a failure chance, determined by the power score for that power, but manifestation can be attempted as many times as the character has sufficient psionic strength points (PSP). Powers which affect another entity allow, like spells, a save to avoid or reduce the effects, and Difficult Class (DC) that determines how hard that save is to make.
Psion Power Score and Power Check
- A power check is a d20 roll against that ability's power score, the lower the roll the better. For example, the Psychometabolism ability Accelerate has a power score of "Con -2". So, if your Con stat is 16, you need a 14 (Con -2) or under to succeed. In-game feedback tells you the number that you rolled, and the adjusted power score, as well as the remaining PSP, e.g. "Success: 8 (14), Remaining PSPs: 118."
- Concentration check: a concentration check is made if you fail the power check. This determines how many PSP are lost in the failed attempt. If you make the concentration check you lose 1/4 of the cost of the power; fail the check and you lose 1/2 of the cost.
DC's for Psion powers
- 12 + 1/2 PsionLevel + applicable stat modifier, except for Ultrablast and Contact which start at 10 and 16 respectively.
Psionic Strength Points
- At first level: PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats taken at first level, where (stat-15) has a minimum of zero.
- Each new level: PSP = current total + {(PsionLevel-1) * (WIS-5)} + Feats taken at that level, where (WIS-5) has a minimum of 10.
PSP are recalculated whenever one of these elements changes (i.e. WIS, CON or INT increases or decreases, PsionLevel changes, appropriate feat taken) using a single formula that combines those above:
- PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats + {(PsionLevel-1) * (WIS-5 (Min = 10))}
Detecting Psionic Activity
When a psion uses a power, any visual effects are IC. Anyone standing close enough to a psion using a power will also be allowed to make an IC spellcraft check. If this check fails, you know that the psion just used a power, but not what the power was. If this check succeeds, you know what power was just used. In either case, you now know that the character is a psion. A PC with 0 Spellcraft won't have a clue at all.
This is a compromise between 2nd Edition and 3rd Edition rule sets. In 2E only other psionicists can detect psionic activity and they have to use a power to do it. Otherwise, you can only guess at psionic activity when you see the end result; in 3E the Psicraft skill was added that would allow you to make a check to determine if you recognized a power, but only if you perceived the display, which could be something like the psion's eyes glowing or a deep humming sound in the area, etc. To further complicate that, psionicists could suppress the display if they made a concentration check. Now, since we don't have a Psicraft skill or an easy way to implement any of that other stuff, and in the interest of allowing other players to be able to detect when psionics are used, the current compromise is that you can use Spellcraft to detect a psionic power, but you have to be close enough to sense the "display".
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