Psionics

The text below is summarized from Supplement V: Carcosa by Geoffrey McKinney (2008).

Chance of being psionic

At first level, check to see if a character is psionic using the following table.

ScoreIntelligenceWisdomCharisma
151%0.5%1.5%
162%1%3%
173%1.5%4.5%
184%2%6%
Cumulative chance for psionics

Number and type of powers per day

  • Roll 1d4 each day to determine number of powers
  • Randomly determine each power
  • Number of times a character can use powers is determined by level, see following table
LevelTimes per day psionics can be used
1-21
3-42
5-63
Times per day psionics can be used

Explanation of psionic powers

  1. Clairaudience: As the magic spell.
  2. Clairvoyance: As the magic spell.
  3. ESP: As the magic spell Read Minds.
  4. Mental Blast: This attack of pure mental energy causes 3d6 damage. Creatures possessing psionic powers can save vs. spells to avoid the damage.
  5. Mind Control: Similar to the charm person spell, this psionic power can work on any intelligent creature for as long as the user intensely concentrates (no fighting or even walking). A saving throw vs. spells negates the effect. Animals are immune, as are Outer Beings. Attempting to mind control an Outer Being will cause the user to fall unconscious for 1d6 hours unless they save vs. dragon breath.
  6. Precognition: Allows the user to tell what will happen only to himself if they were to do something. No more than 1 minute into the future can be seen.
  7. Telekinesis: (Range: 60′, Duration: Ud6 turns) Move objects or creatures by concentrating on them. Objects up to 5 stone can be moved 12”/round, 10 stone up to 6”, and 20 stone up to 3” (e.g., a man in full plate). A battering attack can do 1d6 damage and knock a man-sized target prone (save vs. stone to avoid). Concentration is required on rounds that the user is actively moving some object.
  8. Telepathy: Direct mind-to-mind communication with intelligent beings, transcending language. Telepathic contact with Outer Beings is foolish, and the referee will probably require a saving throw to avoid madness and/or horror.