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Month Index: September, 1995


From:     Orion <van891@??????.edu>
Date:     Mon, 25 Sep 1995 17:57:08 -0700 (PDT)
Subject:  Re: Psi in Space


Psionics in the Spelljammer Universe

    Wouldn't have been nice if TSR had delineated the effects that
journeying into space would have psionics?
    Well, I gave it a shot.
    If you notice a few powers missing from this list that you feel needs
some commentary, it is probably for two reasons...

1) I overlooked it.

2) I think it's a stupid power, and removed it from the system.  I feel
there are a number of powers in the psi system that go beyond the concept
of mind over matter (or other minds), and enters the realm of magic.  One
of example of this is the power that lets the psionicist turn part of his
body into aan actual weapon (i.e. his arm into a metal sword).


Overall
    One of the most important rules for psionics in a Spelljammer campaign
is that no psionics can cross a crystal sphere, _even through a portal_.  A
person could be floating only 10 feet away, through a portal, and a
psionicist could do nothing to him, not even establish contact.  This
includes teleporting through a sphere; it just can't happen.
    The following are notes on how certain powers function in space.

Clairsentience

Combat Mind
    Due to its extremes in range, this power is ineffectual in
ship-to-ship combat.  It does work during boarding actions, though.

Cosmic Awareness
    When in the phlogiston, this power does not extend into the Astral or
Ethereal planes.

Environment
    This power does not work on items in other crystal spheres.  While in
the phlogiston, it only works on other items also in the phlogiston.

Know Course
    This power does work for travelling in a spelljamming ship, if the
psionicist is the pilot or the pilot follows the psionicists'
instructions.  No navigation rolls are required, either in wild space or
the phlogiston.  A ship travelling through the Flow will always arrive at
the crystal sphere desired, as long as the psionicist has been there
before.

Know Direction
    This power is of little use in wild space or the Flow.

Radial Navigation
    This power only works if the fixed point is in the same crystal
sphere.  If the character is in the Flow, the fixed point must also be in
the phlogiston.

See Etheral
    This power does not work in the phlogiston.

Spirit Lore
    This does not work in the phlogiston.

Weather Sense
    This power is of little use in space, wild or otherwise.

Psychokinesis

Ballistic Attack
    This power has no effect on spelljamming ships.

Control Flames
    If used on a pre-existing fire source before taken into the Flow, this
power will reduce subsequent damage by half.

Control Wind
    This power can be used against a ship's air envelope.  Each round the
psionicist can blow one man-days worth of air out of the envelope.  This
rises to two and a half days if the user rolls his power score.

Deflect
    This power can be used on heavy weapons.

Detonate
    If used against a ship, it suffers the Hull Holed critical hit and
takes 1d4+1 hull points of damage.

Disintegrate
    If used against a ship, it suffers the Hull Holed critical hit and
takes 1d6+1 hull points of damage.

Inertial Barrier
    This power does not work against heavy weapons targetted at a ship's
hull.  It does work if targetted at personnel.

Kinetic Control
    The kinetic energy behind a spelljammer is too great to absorb,
whether travelling at tactical or spelljamming speeds.  A character
standing on a spelljamming ship's deck could not simply touch it,
absorbing its kinetic energy.
    This power does work against attacks from heavy weapons.  Any dmagae
he absorbs can be dealt to either a ship or creature.  If delivered to a
ship, use the heavy weapons hull damage value.  If delivered to a
creature, use its personnel damage value.  When using absorbed damage from
melee weapons, remember that 10 hit points equals 1 hull point.

Levitate
    As the wizard spell, Concordanance of Arcane Space, page 79.

Mass Manipulation
    This power will work on any object in a gravity field.  It does not
work on anything that creates a gravity field, such as a person floating
in space.

Megakinesis
    Most spelljamming ships are simply far too heavy to be affected by
this power.

Molecular Agitation
    This power can work against a ship's hull.  Damage is determined by
the DM, based on hull material.

Molecular Manipulation
    For every 10 square feet of a ships hull effected lower it's AR by 1.
The immense cost of this, 720 PSP's per 10 feet square, makes this power
basically useless in this manner.

Momentum Theft
    This power does not work on a ship being propelled by a helm.  It's
cost when used on drifting ships is determined by the DM.

Project Force
    A ship's AR should be halved, rounded down, to find it's AC for the
effects of this power.

Soften
    This power is useless on ships.

Telekinetic Barrier
    As Wall of Force, Concordanance of Arcane Space, page 82.

Telekinetic Flight
    This power works normally in space.

Psychometabolism

Cellular Adjustment
    This power can be used to repair even ships.  For every 10 hit points
healed, 1 hul point is repaired.

Mind Over Body
    The psionicist cannot overcome his need for air!

Suspended Animation
    A person in suspended animation uses only a minute amount of air.  He
has no effect on a ship's air envelope.  Each turn of air is equal to a
week when in a personal envelope.

Psychoportation

Astral Projection
    This power does not function in the phlogiston.

Banishment
    This power does not work in the Flow.

Dimension Door
    This power does not fuction in the phlogiston.

Dimensional Screen
    Stones from a heavy catapult are larger than a dimensional screen.
This power does not fuction in the phlogiston.

Dimension Walk
    This power does not work in the Flow.

Ethereal Traveler
    This power does not function in the phlogiston.

Planar Transposition
    This power does not work in the phlogiston.

Probability Travel
    This power does not function in the phlogiston.

Shadow Walk
    This power does not function in the phlogiston.

Summon Planar Creature
    This power does not work in the Flow.

Summon Planr Energies
    This power does not work in the phlogiston.

Metapsionics

Fighting Trance
    A psionicist pilot using this power receives a +1 on initiative and
ramming attack rolls.

Wrench
    This power doesn't work in the Flow.


Previous Message: Spelljamming and Groundlings
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Month Index: September, 1995

SubjectFromDate (UTC)
Psi in Space    Orion    26 Sep 1995 00:57:08
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 01:12:52
Re: Psi in Space    Orion    26 Sep 1995 02:13:04
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 02:38:25
Re: Psi in Space    Orion    26 Sep 1995 03:15:56
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 03:22:56
Re: Psi in Space    Ken Lipka    26 Sep 1995 11:47:37
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 11:59:49
Re: Psi in Space    Orion    26 Sep 1995 12:26:52
Re: Psi in Space    Ken Lipka    26 Sep 1995 14:14:30
Re: Psi in Space    Thomas O. Magann Jr.    26 Sep 1995 16:58:40
Psi in Space    Ken Lipka    26 Sep 1995 18:25:20

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