Previous   Next   Contents   Index   Cover

Clairsentience

The dark, swirling Mists of Ravenloft obscure the ability to see the truth. Divination spells are weaker, and nothing is quite as frightening as the unknown. In Ravenloft, evil is usually discovered far too late.

These rules hold true for the sciences and devotions of the clairsentient discipline as well. Most supernatural creatures carefully hide their evil thoughts from those who would probe the mind. The Demiplane of Dread grants them the power to put up a false front.

A single glimpse into the depths of a truly foul mind may cost the trespasser his sanity. As the full horror of the creature's evil becomes apparent, the mortal mind may not be able to withstand the shock. A creature always has the option to let direct mental contact occur, and some truly evil beings allow such contact merely to horrify the observer. Any peek into an evil mind requires a horror check (with modifiers appropriate to the degree of evil). Even more vile are those creatures who willingly reveal their dark thoughts, pressing them deep into the observer's mind. Those who peer into such a mind may be required to roll a madness check instead.

Sciences

Aura Sight: This power can never reveal the good or evil portion of a character's alignment. The true evil of a creature or character is hidden in Ravenloft. Like casting the detect alignment spell, using this power reveals only lawful or chaotic affiliations.

Clairaudience: A ghostly white, transparent ear appears wherever the psionicist tries to listen. It matches the psionicist's ear exactly, including any jewelry worn. Most ears are indistinguishable from one another, but some-like elf ears-are distinctive. This ear is visible to anyone at that location, assuming that they look in its direction. An unsuspecting character might mistake this ear for a supernatural visitation, in which case a fear check (with a +2 bonus) could possibly be required. A character cannot use this power to listen across a domain border.

Sound-based attacks can function through the ghostly ear. For example, if a wolfwere sang in the presence of the psionic ear, the psionicist would have to roll a successful saving throw vs. spell or become lethargic (see the MONSTROUS MANUAL tome). The caster is immune to all other physical, magical, and psionic attacks used through the ear.

Power score - No ghostly ear appears.
20 - The entire head of the psionicist floats like a disembodied apparition, definitely requiring a horror check (no bonus). Its features are distinct enough that the character can be identified at a later time.
Clairvoyance: Similar to clairaudience, this power places an eye, ghostly but visible, at the spot where the power is being projected. If the viewer mistakes it for a ghost or other spirit, a fear check might be in order. The color of the eye appears as a watery hue.

The presence of the eye renders the psionicist vulnerable to gaze attacks. For example, a vampire might be able to charm the psionicist by meeting the gaze of the clairvoyant eye. The caster is immune to all other physical, magical, and psionic attacks sent through the eye. 20 - The entire head of the psionicist floats like a disembodied apparition, definitely requiring a horror check (no bonus). Its features are distinct enough that the character can be identified at a later time.

Power score - No visible eye appears.
20 - The character's entire disembodied head appears. Seeing such a sight might very well require a horror check. Its features are clear enough that the character can be identified later.
Object Reading: A character cannot read good or evil alignments with this power. When revealing the previous owner's race, remember that "undead" is not a race, but merely a condition. Examining the Tome of Strahd with this power would reveal that its owner is human, but it does not report the fact that he is also the Demiplane's most deadly vampire. Similarly, a shroud carried by a groaning spirit (banshee) would give off emanations only of being owned by an elf woman.
Power score - The psionicist automatically learns all information from the table, excluding the good/evil portions of the owner's alignment.
20 - The psionicist becomes obsessed with the object and strives to keep it until he can attempt to read it again.
Precognition: Ravenloft clings to its secrets, sharing them with only a chosen few. No one can pierce the veil of the future in the Land of the Mists, with the notable exception of the Vistani. In the case of this psionic power, the most powerful Vistana fortuneteller in the same domain is instantly alerted that a giorgio (non-Vistana) is attempting to view the future. Furthermore, she can force a false vision upon the character if the power score check is failed. The Vistana does not always exercise this option, but if she does, the psionicist cannot distinguish the false vision from a true one.
Power score - No vision comes, but the Vistani are not alerted to the use of the power.
20 - The character sees a scene of his own, or a loved one's, grisly death. This requires a horror check.
Sensitivity to Psychic Impressions: The basic function of this science does not change in Ravenloft.
Power score - The character gains an unusually clear understanding of each event.
20 - An angry spirit (not necessarily a ghost) comes forward and attacks the psionicist. The type of spirit depends upon the object, domain, and the Dungeon Master.
Devotions

Danger Sense: This power actually functions too well in Ravenloft. The dark powers gleefully allow the character to sense all of the horrifying danger around. The character feels a tingling sensation whenever any creature in the same domain thinks about harming the character (even if it does not pose an immediate threat), any time the character is subject to a Ravenloft powers check, and any time the character crosses a domain border or enters the Mists of Ravenloft. In other words, it goes off most of the time.

Power score - The psionicist learns how far away the danger lies.
20 - The psionicist continuously senses danger, even if nobody is plotting to harm him.
Know Location: This devotion functions normally, but the character never learns he is on a Demiplane. This devotion cannot reveal any larger scale information than the name of the domain. It operates normally for smaller scale information, however, such as the name of the town, region, or building.
Power score - The psionicist learns that he is in the Demiplane of Dread, as well as his exact location within.
20 - The question "Where am I?" appears in the mind of the domain lord. The lord has the option to answer it in any way he chooses, or not to answer at all. If he chooses to answer the question, the psionicist cannot distinguish this answer from a normal response.
Poison Sense: Normally, this power functions as one would expect. In the domain of Borca, however, it fails to detect the tainted nature of the food and water in that land.

Radial Navigation: This devotion functions as described, except that the character cannot fix on any point outside of the domain.

Spirit Sense: The term "spirit" does not include any undead with a physical body, only noncorporeal undead. This means that such undead as zombies, wights, vampires, and revenants are not detectable, while ghosts, phantoms, banshees, and the like can be detected. Although revenants are listed in The Complete Psionics Handbook as being detectable, this ability cannot detect them in Ravenloft (since they have a physical body).

Spirits have a much stronger aura in Ravenloft, allowing psionicists to sense them at greater distances. The presence of spirits anywhere within sixty yards alerts the character. However, unless he has time to experiment with the power, the psionicist remains unaware of the expanded range. If a spirit being rules the domain, the psionicist using this power constantly senses a "nearby" spirit. This reflects the pervasive influence of the domain lords.

Power score - The psionicist learns how far away the spirit is, but not its direction.
20 - The spirit becomes aware of the psionicist's attention. Furthermore, the spirit immediately knows the direction to the character, but not the distance.
Psychokinesis

Most of these powers function normally in the Demiplane. Manipulating objects with the mind does not usually concern the dark powers, so they take little interest in the use of such skills- However, as with any action in the Land of the Mists, if a character uses a psionic ability for evil purposes, a Ravenloft powers check may be necessary.

Sciences

None of these powers function differently in Ravenloft.

Devotions

Animate Object: This devotion functions normally in Ravenloft.

Power score - The animation appears smooth and lifelike.
20 - The animated object automatically takes on a life of its own, becoming the home of an animator, as described in the Ravenloft Monstrous Compendium Appendix III.
The animator will focus its negative attentions on the creator if at all possible, though it may be quite subtle about this. For instance, an animated puppet might try to win its way into the psionicist's heart, calling him "father" and acting like a helpful companion until the time comes to turn on him.

Animate Shadow: A prudent psionicist must be wary of giving life to anything made of darkness when in Ravenloft, as it may haunt him for as long as he lives.

Power score - The range increases to one hundred yards.
20 - The animated shadow absorbs a little of the substance of the Demiplane, becomes the monster of the same name, and seeks to kill the character. It follows him everywhere, lurking just out of sight and waiting for a chance to pounce upon its former master. As long as the monster lives, the character casts no shadow of his own. Any normal person who notices the lack of shadow will assume the worst about the character.

Shadow: THAC0 17; Dmg 1d4+ 1; AC 7; HD 3+ 3; MV 12; SA drains Strength; SD+ 1 weapon needed to hit; MR as undead; SZ M; ML special; XP 650.

Control Body: Taking over another creature's body is not evil in itself, but the potential to abuse the power is great. If the psionicist uses the controlled body for evil or unnecessarily selfish purposes, then the player must roll a Ravenloft powers check. Controlling another creature's body to stop it from attacking or to save it from imminent danger is not considered selfish or evil. Using the power to put a quick and painless end to an evil creature is also safe. However, making it dance on hot coals just for the fun of it is quite evil. The Dungeon Master must make a judgment about how the psionicist uses the controlled creature.
Power score - The psionicist automatically wins the initial psychic contest.
20 - The psionicist suffers partial paralysis in an arm or leg for 1d10x10 minutes.
Psychoportation

Ravenloft jealously guards the power to leave a domain, so none of these powers can transport any creature or object across the borders of a domain. As an obvious corollary, these powers cannot expel any creature or object from the Demiplane itself.

Sciences

Banishment: The psionicist banishes the affected creature to a pocket dimension of shadow within the planar boundaries of Ravenloft. This area of oppressive darkness cannot be lit even by magic; such devotions as see sound work normally, but no form of infravision can penetrate the inky blackness. Since the pocket dimension lies within Ravenloft, all the twisted rules of the Demiplane still apply.

Power score - The banished creature cannot return of its own accord; it must wait until allowed to return or is brought back by another. The psionicist need not pay PSPs to keep it there.
20 - Both the intended victim and the psionicist are banished to the shadowy pocket dimension. The other figure bounces back when the psionicist stops paying the maintenance cost, but the psionicist must return via some other method: teleportation, dimension walk, etc. Such a return trip places the character in the same domain he was pulled from.
Probability Travel: This power simply does not work, but the psionicist still spends 20 PSPs to find that out. It will not even enable him to return from a failed banishment.

Summon Planar Creature: This spell functions normally in that it can still open a portal to another plane and pull the desired creature into the Demiplane of Dread. However, as the creature cannot return home and the character has no control over it when it arrives, the newly arrived fiend will probably turn on the psionicist if he does not take precautions.

Teleport: This ability functions much like the wizard spell teleport as described in Chapter Nine. Teleportation can never cross the borders of a domain. Any attempt to teleport outside of a domain simply deposits the character at the domain's edge.

Power score - The PSP cost reduces by 20% (round up).
20 - The attempt has no effect.
Teleport Other: This science has the same limitation as teleport. It cannot transport a creature across the borders of a domain. Any attempt to teleport outside of a domain simply deposits the character at the domain's edge.

Power score - The PSP cost reduces by 20% (round up).
20 - Would-be teleporters are disoriented. They cannot cast spells, and they suffer a -4 penalty to all die rolls for 1d4 turns. Devotions

Astral Projection: This power does not function in the Land of the Mists. Ravenloft does not allow any of its captive playthings to leave so easily.

Dimensional Door: Although Ravenloft does not allow inhabitants to journey to other planes or dimensions, characters can sometimes enter their outer fringes. A psionicist can use this ability to enter the Border Ethereal, but not the Deep Ethereal. This ability enables the character to travel only along the Border Ethereal or along the shores of the Demiplane of Shadow.

Dimension Walk: This power functions normally, with one minor exception: The psionicist crosses through the Demiplane of Shadow. The psionicist may encounter other creatures that are trapped in this dimension and has a base 5% chance of encountering a banished being. Even then, the creature may choose not to attack or even establish contact with the dimension-walking psionicist.

Power score - The psionicist receives a+ 2 bonus on the required Wisdom checks.
20 - Overcome with vertigo, the character can do nothing but retch for three rounds.
Teleport Trigger: This devotion functions normally in Ravenloft, with the following clarifications. A psionicist cannot set up a trigger for generic horror or fear checks. To do so introduces the mechanics of die rolling into the role-playing of the character, and characters know nothing about fear and horror checks.

However, the psionicist can specify a trigger like "whenever I see a vampire", which in many cases would be cause for a fear or horror check. The Dungeon Master should keep in mind that the trigger uses the psionicist's perceptions of the world around him. If the psionicist does not know that a character is a vampire, then the trigger does not react.

Telepathy

All self-willed undead monsters in Ravenloft have the insidious ability to present a facade of innocent thoughts, completely independent from their true ideas. In this way, evil hides its true nature until it can spring upon the hapless adventurer. As long as the creature keeps up this barrier, it is practically immune to most telepathic sciences and devotions.

Most undead choose to keep this shield of innocence up at all times, but they can drop the masquerade at any moment and reveal their true nature to an invading mind. Plumbing the depths of such an alien and evil mind can easily drive a psionicist to the brink of madness (see Chapter Six).

Vampires present a special exception to this rule. While sleeping, a vampire is just a dead body; it has no mind to contact and, thus, no shield of false thoughts. In fact, vampires almost never dream or exhibit any mental activity at all when sleeping.

Sciences

Domination: This science basically functions normally in Ravenloft, though its use treads a thin line between good and evil. The temptation to be cruel or to force the dominated creature to perform evil acts can be all but overwhelming. A psionicist who uses this power for unnecessarily selfish, whimsical, or evil purposes must make a Ravenloft powers check.

Power score - The maintenance cost lowers to half.
20 - The victim knows that someone attempted to dominate him.
Mass Domination: Same as domination (above).

Mindlink: This science works normally in Ravenloft. A mindlink never requires a madness check, even if the creature is undead or a horrifying monster. This powers does not plunge the psionicist into the depths of the creature's mind.

Mindwipe: This power can remove the memory of a terrifying event, thereby negating a failed fear or horror check. A single successful application effectively blocks off the experience and cancels the ill effects of the failed check. Since this power only seals the memories away and does not destroy them, psychic surgery can free them at a later time, again exposing the character to the terrifying experience and requiring another fear or horror check. Using this science does not prevent the loss of Intelligence, Wisdom, or experience levels as it would normally. Consequentially, mindwipe is not the optimal method for dealing with failed fear and horror checks.

Power score - The victim does not get a saving throw.
20 - The power affects the psionicist instead of his intended victim.
Probe: This power can pierce the layer of false thoughts produced by intelligent undead. Such undead receive a bonus equal to half their Hit Dice when defending against the probe. For example, a vampire (8+3 HD) gets a +4 bonus when defending against the probe. If the probe succeeds, it reveals the undead monster's horrifying nature to the psionicist, requiring a madness check.
Power score - The psionicist can ask two questions per round.
20 - The subject knows about the probe attempt. An undead monster may choose to let the psionicist succeed (forcing a horror or madness check) or answer the question in any way it desires. The psionicist does not know whether such answers are true or false (or even that the probe was detected).
Devotions

Contact: This devotion functions normally in Ravenloft and works against undead. However, this does not guarantee that the follow-up power will work. Contact does not provide any information about the mind or creature contacted. The psionicist cannot contact a sleeping vampire, for it is simply a dead body when at rest.

The cost to maintain contact varies with the level/Hit Dice of the target. The false thoughts projected by undead creatures can lower their perceived level; if a vampire passes itself off as a low-level human, it can also choose to lower the perceived level of its false-thoughts barrier. Any psionicist who successfully contacts the vampire pays fewer PSPs per round to maintain contact. Once the psionicist establishes contact, the vampire cannot alter the PSP cost, even if its true identity is discovered. The creature thus gives a small advantage to the psionicist in exchange for the ability to further mask its presence. Still, most undead do not bother to alter their perceived level against psionics.

The life-order classification of the target affects the psionicist's chances of success. Undead, lycanthropes, and the like qualify as monsters when determining these modifiers. Humanoids impose no modifiers, but monsters such as undead and lycanthropes impose a -7 penalty. (The creatures cannot adjust this modifier.) However, since the players should not roll the power-score check, they will probably not realize that the modifier even exists. After a few failed attempts to contact the creature, they may begin to suspect that something is not right; however, they will have no definitive proof, particularly since other modifiers (such as distance) may affect the chances as well.

Power score - The contact is maintained for four rounds without the expenditure of any PSPs.
20 - Further contact with this mind is impossible until the psionicist reaches a higher experience level.
ESP: This devotion functions normally in Ravenloft. However, the psionicist can pick up only the false surface thoughts of an undead creature unless it chooses to further open its mind. In that case, the psionicist must make a madness check. If he cannot understand the native language of the undead creature, he receives a+ 2 bonus on the roll.
Power score - The first round of maintenance is free.
20 - The psionicist develops a splitting headache and suffers a -1 penalty to all telepathic power-score rolls for one hour.
Identity Penetration: This devotion works normally in Ravenloft. Identity penetration is one of the few telepathic powers that can function on an undead creature, but this success has its price. The psionicist must roll a horror check if he penetrates the identity of any undead creature.
Power score - No additional effect.
20 - Until he gains another level, the telepath cannot penetrate the mind of the current target.
Inflict Pain: Using this power to torture any creature requires a Ravenloft powers check.

Life Detection: Normally, this devotion does not detect undead creatures. In Ravenloft, however, undead beings may attempt a saving throw vs. death magic when this power is used on them. If successful, the targeted undead creature appears to be a living, humanoid creature. Undead monsters can willingly fail the saving throw if they suspect that the psionicist is scanning; this renders them undetectable.

Power score - The psionicist can instantly detect everything within one hundred yards in every direction. Undead are not allowed a saving throw to manipulate detection.
20 - The telepath detects 1d6 creatures that are not there. Intelligent undead appear to be living beings if they so choose.
Truthear: Ravenloft protects its most cherished creatures with a veil of secrecy. Undead always appear to be telling the truth, even when it is obvious that they are lying. This psionic devotion has no mental telltale signs to determine the validity of a statement.
Power score - The psionicist recognizes a falsehood even when the speaker does not. If the target is undead, the psionicist is able to detect only whether or not the creature believes the statement to be true.
20 - The psionicist cannot use this devotion effectively against the subject for 1d6 days.
Metapsionics

Most of the powers in this discipline function normally in Ravenloft. Psionic powers that affect other psionic powers seldom concern the dark powers.

Sciences

Appraise: Appraise attempts to part the veil of the future. In Ravenloft that ability lies solely in the hands of the Vistani, so the strongest Vistana fortuneteller in the domain instantly becomes aware of the psionicist's attempt. She can choose to answer and provide any response she wishes.

Power score - The science works normally, giving a genuine appraisal of the situation. The Vistani are unaware of the attempt.
20 - The psionicist cannot use this science successfully again for 1d4 days.
Aura Alteration: This science functions normally in Ravenloft. However, some powerful curses may have a stiffer penalty than -6 for success, and the curses endured by the lords of domains cannot be broken at all. In Ravenloft, infected lycanthropes are not cursed, so this power does not affect them at all. However, it does work on lycanthropes that attained their powers as the result of a curse.

The Complete Psionics Handbook states that an attempt to remove a curse, geas, or quest imposes a -6 penalty upon the chance of success. In Ravenloft, this remains true for geases and quests, but curses come in many shapes and sizes. The strength of the curse determines its penalty, as shown in Table 33 (the definitions of these curse strengths can be found in Chapter Twelve: The Whispered Evil).

Table 33: Aura Alteration Modifiers

Curse Strength    Modifier
Embarrassing -2
Frustrating -4
Troublesome -6
Dangerous -8
Lethal -10

Power score - No other effect.
20 - The full PSP cost of the power must be paid despite the lack of success. The psionicist cannot attempt to alter this aura until he achieves a higher experience level.
Psychic Surgery: This science functions normally in Ravenloft. It can remove the effects of failed fear, horror, or madness checks, so it is an extremely useful talent to have in the Demiplane of Dread. For details on its use, see Chapter Six: Fear, Horror, and Madness.

Ultrablast: In most cases this science works normally in Ravenloft. However, undead of all types are immune to its effects.

Power score - Living creatures of 3 Hit Dice or less die if they fail their saving throws. Self-willed undead must roll a successful saving throw vs. paralyzation or "pass out" for 2d6 turns. This does not affect mindless undead.
20 - The initiator must roll a successful saving throw vs. paralyzation or die. If he lives, the psionicist still loses the use of all powers for 2d6 days.
Devotions

Psychic Drain: Draining psychic energy to the point of harm is not much different than drawing off a character's life energy, as a vampires does. Using this power to drain psychic energy in such a way that it inflicts damage requires a Ravenloft powers check. In fact, a draining that reduces the host to less than half of any attribute score requires an additional powers check.

Power score - The psionicist does not harm the host this time, regardless of how much he drains. If he drains a host below half of any attribute score, then he must still attempt the powers check.
20 - Contact is broken.
Retrospection: The description of this devotion states loose, wandering memories still bear the stamp of their creator. In Ravenloft, the memories of domain lords overshadow all others. Thus, the retrospection attempt has roughly a 10% chance of gathering a memory from one of the many domain lords of Ravenloft. If the nature of the question is such that only the lord of the domain would know the answer, the chance rises to 50%. Such memories reek of evil and horrors that should not be contemplated by ordinary mortals, so each psionicist in the convergence must make a horror check. The Dungeon Master may grant a bonus to the roll, depending upon the quality of the memory.

Table 34: Retrospection Modifiers

Memory Detail    Horror Check Bonus
Extremely vague and fragmentary +3
Vague or incomplete +2
Complete but not very specific +1
Reasonably complete and specific 0

Power score - No horror check is necessary.
20 - No other effect

Psychometabolism

Some of the darkest psionic powers lurk in this discipline, so using them in Ravenloft could result in a horrible fate. These abilities often capture the attention of dark powers.

Sciences

Animal Affinity: This science functions normally in Ravenloft. However, natives who see a character grow claws, fur, or other animal characteristic may well assume the worst. They will more than likely think that the character is a lycanthrope or some other form of shapechanging, supernatural creature. Anyone unprepared for the psionicist's change may need to attempt a horror check. Members of the character's party who have seen the psionicist use this science before need not make this check.

Death Field: Draining the life from a humanoid creature may cause it to return from the grave to haunt the character. This is left to the discretion of the Dungeon Master, but in general the spell should have a 10% chance of causing the victim to rise again. The mathematical odds are less important than the state of the victim, however. If the victim had great strength of will or left an important task unfinished, then his chance of returning as an undead creature should increase.

Whenever possible, the type of undead created should match the Hit Dice or level of the creature killed. Regardless of the original Hit Dice, however, the dead creature has a 20% chance to walk again as a revenant. The death field creates a direct channel to the Negative Energy Plane, so any undead creature inside such a field actually recovers as many lost hit points as it was supposed to lose.

Using this power requires a Ravenloft powers check.

Power score - The psionicist loses only half the number of hit points specified. Victims who fail their saving throws lose the full amount.
20 - The power fails, but the psionicist loses the hit points anyway.
Energy Containment: This science functions normally in Ravenloft. For clarification, the chill touch and level-draining attacks of some undead are not energy attacks, so this science does not affect them. Such attacks expose the victim to the supernatural chill of the grave, not a physical cold.

Life Draining: This science allows the character to imitate the draining powers inherent in some forms of undead. As with the death field power, creatures killed by life draining can become undead and seek revenge (25% of the time). The type of undead usually matches the Hit Dice of the victim, but humans have a 25% chance of coming back as vampires, regardless of level.

Touching one of the walking dead reverses the flow of the power, causing an automatic backfire as defined by the power. The targeted undead creature absorbs half of the psionicist's remaining hit points.

Using this power requires a Ravenloft powers check.

Power score - Rate of drain increases to 1d20 points per round.
20 - The target absorbs half of the psionicist's remaining hit points, reversing the power's effects.
Metamorphosis: This science functions normally in Ravenloft. However, natives who see a character take on animal characteristics may well assume the worst. They will more than likely think that the character is a lycanthrope or some other form of shapechanging, supernatural creature. Anyone unprepared for the psionicist's change may need to attempt a horror check. Members of the character's party who have seen the psionicist use this science before need not make this check.

Shadow-Form: This power allows a character to transform himself into a "living shadow". In Ravenloft, the character becomes a true shadow of the undead variety.

In campaigns utilizing the Requiem rules, the player can convert his character into a shadow using the guidelines found there. If these rules are not available, the character becomes a shadow as described in the MONSTROUS MANUAL tome. During his time as a shadow, the character has all the powers and disadvantages associated with an undead shadow. Thus, the shadow-form can be turned by priests and burned by holy water.

When the psionicist attempts to return to his normal state, he has a 15% chance of being unable to do so. In such cases, the individual is trapped as a shadow, remaining in that state until he finds some other cure for his condition.

Use of this ability requires a Ravenloft powers check.

Power score - The psionicist can travel in brightly lit areas normally prohibited by this science.
20 - The dark side of the psionicist's nature breaks free. It becomes a shadow (see above) under control of the Dungeon Master for 1d4 turns and embarks on a killing spree. The psionicist expends no further PSPs if this happens.
Devotions

Absorb Disease: In Ravenloft, this power can absorb lycanthropy from another person. Some forms of lycanthropy are transmitted, magical diseases. The absorb disease devotion can draw this affliction into the psionicist's body.

If the psionicist targets a natural or cursed lycanthrope, this power does not remove the affliction from the victim. For those creatures, lycanthropy is not a disease but a condition. However, if they can transmit it to others as a disease, the psionicist will still "catch" it through this devotion.

Using this power does not cure lycanthropy. It merely transfers the disease from one character to another.

Power score - The psionicist's immune system automatically destroys the disease (even lycanthropy).
20 - The disease remains in the victim while simultaneously spreading to the psionicist.
Aging: This power resembles life-energy draining. Anyone killed by this devotion rises as a ghost and seeks revenge upon the killer. Using this devotion requires a Ravenloft powers check.
Power score - The victim ages 1d20 years.
20 - The psionicist ages 1d10 years.
Cause Decay: This devotion actually works better in Ravenloft. The Demiplane enjoys decay and decadence, so it enhances this devotion, inflicting a -2 penalty to the saving throw vs. acid.
Power score - The saving throw automatically fails. In addition, the psionicist must make a Ravenloft powers check.
20 - One of the psionicist's own items decays (no saving throw possible) - either the first item touched or one chosen by the Dungeon Master.
Cell Adjustment: This devotion works normally, though it cannot cure lycanthropy.

Double Pain: This devotion functions normally in Ravenloft. However, using it to extract information from a creature warrants a Ravenloft powers check.

Previous   Next   Up

Hosted by uCoz