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.