For those interested in publishing material that uses the mechanics and the content of the Basic Psionics Handbook, I've finished the Basic Psionics Compatibility License (BXΨCL) and made it available from RPGNow. I'm doing the license through RPGNow (as a free download obviously) so that if it is ever updated, I will be able to send an email to all previous downloaders to let them know a new version of the license is available.
The PDF of the license, as well as the email from RPGNow after you "purchased" it, both include the link to the BXΨCL logo files as a zipped folder from RPGNow.
Monday, November 9, 2015
Saturday, November 7, 2015
Rumor Table for Vault of the Faceless Giants
I'm working on an introductory level adventure to support the Basic Psionics Handbook. Mind you, it's not going to be "purely" psionic. There will be plenty of stuff for all the classes to deal with. The whole point is that the psionic portions are woven in so they don't overwhelm the adventure.
[SPOILER ALERT: I know it's more likely many of you might actually run this adventure rather than play in it, but if you think there's a chance you might play in this one (that includes my local folks for whom I might run this in person or online), you might ignore the map when you read the rumor table.]

[SPOILER ALERT: I know it's more likely many of you might actually run this adventure rather than play in it, but if you think there's a chance you might play in this one (that includes my local folks for whom I might run this in person or online), you might ignore the map when you read the rumor table.]

- There is a cave-in that blocks direct access to the temple complex.
- There are natural cavern passages just north of the main entrance that might access the temple interior without having to go through the main entrance
- The temple is a place of evil—built by evil men who praised and worshiped chaotic gods.
- The temple is populated by a group of religious fanatics who receive their instructions directly from their evil and chaotic gods, and are perfectly willing to die for them
- The temple is populated by a group of religious fanatics that follow an unhinged magic-user
- The temple is populated by a group of religious fanatics that take orders from an evil cleric
- The temple is populated by a group of psionic-using religious fanatics that follow a dark and powerful mystic
- An evil relic called the Mask of Rab (pronounced “rabe”) is housed in the temple. Whoever wears the mask will be made the servant of Rab, Demon King of Lanku. (Lanku is a legendary island fortress located in the lowest of 128 sub-levels of an Abyssal layer known as Nork).
- Many mystical and magical items are hidden in plain sight throughout the temple complex.
- There are many reflective pools throughout the complex. It is said that those who stare too long into one of these pools “lose themselves.”
- The seven-faced representation of Rab symbolizes his complete command over the seven chakras.
- The statues in the complex are faceless because they represent Rab’s ability to steal identities and travel unrecognized among men.
- The statues in the complex are faceless because they represent Rab’s ability to steal psionic powers.
- The sect that used to inhabit the temple was intent on opening a portal directly to Nork (the 128th level of the Abyss) in order to allow direct passage to the Material Plane for Rab, Demon King of Lanku.
- There are several pagoda-style shrines throughout the complex, some of which have magical powers.
- There are several pagoda-style shrines throughout the complex, some of which have mind-altering powers.
- Those who enter the temple will fall under the control of the demon lord Rab.
- It is better to die than to become the servant of Rab the demon lord.
- Rab himself resides in the temple. (If this is true, there is not much chance for a group of novice adventurers to do much more than die or become servants of Rab).
- Those who die in the complex are reborn in the Abyss as abyssal larvae, maturing thereafter into abyssal locusts.
Thursday, November 5, 2015
Free PDF: Planar Primer (BX/LL)
Some of you may have noticed the Basic Psionics Handbook doesn't really introduce the concept of planes for a BX audience that's gamed most of their lives without them. I had originally intended to include an plane-related appendix, but it because so big it was going to end up being as much info as the entirety of the psionics book. That led me to working on a supplement I'm tentatively titling PX2: Basic Atlas of the Planes. It's really going to take me some time to finish this up (another year or so probably). So in the meantime, I've put together a Planar Primer that I hope suffices in the meantime. It includes an introduction to the planes of existence, an overview of the planar cosmology, a schematic of planar interaction, an introdution to travel & encounters on the Astral and Ethereal Planes, and information on plane-related magic.
Go to RPGNow and get a free PDF
of the Planar Primer!
Go to RPGNow and get a free PDF
of the Planar Primer!
Tuesday, November 3, 2015
Converting Psionic Monsters and NPCs
from Other Editions to BX/LL
One of the things of which I wanted to make sure when designing the Basic Psionics Handbook, was the ease of conversion for psionic monsters and NPCs from other editions to BX/LL. So on page 53, you'll find this chart (at left).
To use the chart, simply compare the psionic ability listed for the creature. Then, based on the chart (and possibly influenced by the creature's HD), assign it a psionic level and PSPs. Since the combat modes are named the same as the early editions, the alphabetic indications are easy enough to interpret...
For specific disciplines possessed by the creature, all of the classic disciplines are already included (and, more importantly, are named with the original names, rather than some of the newer edition names). If there is a specific level of mastery noted for the discipline, consider that the psionic level. Otherwise, defer to the psionic level as determined by the Psionic Ability conversion above. Also, there's really no problem with making all of the creature's disciplines operate at creature's psionic level, regardless of the indications in an original source.
If you're looking to convert something "newer" than AD&D (say, a creature native to Athas from 2e), and the ability is something a little out of the ordinary and not included, this is easy enough. All of the 2e abilities are already noted as a major science or minor devotion, and assigned as part of a discipline group (e.g., clairsentient, psychometabolic, etc.). That means the PSP costs are already prescribed (based on those factors) by the Basic Psionics Handbook. You just have to make sure the duration of the ability is appropriate for BX/LL (eliminating the maintenance costs), and tweak to eliminate the need of power checks. For the former and latter, I'd suggest finding a similar ability in the Basic Psionics Handbook (or possibly something from the psionics SRD) and using that as a guide (seeing as there are 114 abilities included in the BPH, it's almost guaranteed there's something similar to what you may be looking for).
And did I mention this was coming soon...

To use the chart, simply compare the psionic ability listed for the creature. Then, based on the chart (and possibly influenced by the creature's HD), assign it a psionic level and PSPs. Since the combat modes are named the same as the early editions, the alphabetic indications are easy enough to interpret...
Attack Modes | Defense Modes |
A. Psionic Blast | F. Mind Blank |
B. Mind Thrust | G. Thought Shield |
C. Ego Whip | H. Mental Barrier |
D. Id Insinuation | I. Intellect Fortress |
E. Psychic Crush | J. Tower of Iron Will |
For specific disciplines possessed by the creature, all of the classic disciplines are already included (and, more importantly, are named with the original names, rather than some of the newer edition names). If there is a specific level of mastery noted for the discipline, consider that the psionic level. Otherwise, defer to the psionic level as determined by the Psionic Ability conversion above. Also, there's really no problem with making all of the creature's disciplines operate at creature's psionic level, regardless of the indications in an original source.
If you're looking to convert something "newer" than AD&D (say, a creature native to Athas from 2e), and the ability is something a little out of the ordinary and not included, this is easy enough. All of the 2e abilities are already noted as a major science or minor devotion, and assigned as part of a discipline group (e.g., clairsentient, psychometabolic, etc.). That means the PSP costs are already prescribed (based on those factors) by the Basic Psionics Handbook. You just have to make sure the duration of the ability is appropriate for BX/LL (eliminating the maintenance costs), and tweak to eliminate the need of power checks. For the former and latter, I'd suggest finding a similar ability in the Basic Psionics Handbook (or possibly something from the psionics SRD) and using that as a guide (seeing as there are 114 abilities included in the BPH, it's almost guaranteed there's something similar to what you may be looking for).
And did I mention this was coming soon...

Sunday, November 1, 2015
For your psionic-related reading pleasure...
A Primer of Higher Space (Claude Bragon, 1913)
I first came across Claude F. Bragdon through his contributions to The Chap Book, particularly as an illustrator. If the name sounds mildly familiar to some of you, it may be because I appropriated one of his illustrations as the skeletal servitor in the "Minions" section of the expanded version of Petty Gods.
The other day, while perusing some theosophy and metaphysical texts at archive.org, I came to learn that Mr. Bragdon was also an advocate of theosophy and a writer of spiritual topics. In that measure, I'm sharing a link today to his 1913 work, A Primer of Higher Space (The Fourth Dimension).
From the Foreword: The Fourth Dimension of Space is a memory-haunting phrase, often heard, yet little understood. In this slender volume the author has attempted to explain what is meant by it, and to usher the reader into some of those fascinating halls of thought to which it is the door. Although the exposition is along known and already conventional lines, it is hoped that there is enough new and original matter to justify the book, and enough simplicity of presentation to justify it's title, A Primer of Higher Space.
The other day, while perusing some theosophy and metaphysical texts at archive.org, I came to learn that Mr. Bragdon was also an advocate of theosophy and a writer of spiritual topics. In that measure, I'm sharing a link today to his 1913 work, A Primer of Higher Space (The Fourth Dimension).
From the Foreword: The Fourth Dimension of Space is a memory-haunting phrase, often heard, yet little understood. In this slender volume the author has attempted to explain what is meant by it, and to usher the reader into some of those fascinating halls of thought to which it is the door. Although the exposition is along known and already conventional lines, it is hoped that there is enough new and original matter to justify the book, and enough simplicity of presentation to justify it's title, A Primer of Higher Space.

Saturday, October 31, 2015
Complete Disciplines List from Basic Psionics Handbook
Because someone expressed an interest in which disciplines were actually included in the Basic Psionics Handbook, I thought I'd go ahead and share these two pages from the book: the list of disciplines by chakra/discipline group, and the alphabetical list of disciplines.




Friday, October 30, 2015
New BX/LL Psionic Abilities [Part 1]
When Welbo and I were discussing which abilities to include in the Basic Psionics Handbook, we had a couple of goals in mind: 1) we wanted to keep the list of disciplines as much like the original (OD&D/AD&D) lists as possible, and 2) we wanted to keep the disciplines balanced by Chakra (in case people used relational or wild attainment, we wanted each group to have the same number of available abilities, so any single category didn't feel like it might be slighting the character that chose it). That being said, one of the things I'm currently working on is working through the psionic abilities in the SRD and working to convert some of them for use with the Basic Psionics Handbook. Today, I present a few of them here for you. I plan on a couple of more posts like this, but am not sure how many (so we'll just call today's post "Part 1").
Psychometabolic Abilities (Root Chakra)
MAJOR SCIENCES
MINOR DEVOTIONS
Clairsentient Abilities (Sacral Chakra)
MINOR DEVOTIONS
Psychokinetic Abilities (Plexus Chakra)
MAJOR SCIENCES
MINOR DEVOTIONS
Telepathic Abilities (Heart Chakra)
MINOR DEVOTIONS
Psychoportative Abilities (Throat Chakra)
MAJOR SCIENCES
Psychometabolic Abilities (Root Chakra)
MAJOR SCIENCES
Affinity Field | Range: 0' (psionicist only) Duration: 1 rd./psionic level Area of effect: 20' radius | This ability creates an affinity feedback loop between the psionicist and all creatures (friendly or hostile) within the area of effect. While the duration lasts, affected creatures take all damage (including ability damage) and heal all wounds as the psionicist does. Hit points gained or lost persist after this duration ends. Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an affinity with the psionicist gain a saving throw against each harmful effect transferred through the affinity field as if the power were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If the psionicist suddenly becomes immune to a particular effect or power, that immunity cannot be transferred to creatures that have affinity with the psionicist. This duration of this ability begins on the round following its initiation. |
MINOR DEVOTIONS
Hustle | Range: 0' (psionicist only) Duration: see below Area of effect: personal | With the use of this ability, the psionicist is able to move up to the his or her full movement for the round and use a psionic ability requiring concentration. The duration of the ability is 1 round per 3 psionic levels plus 1 round, beginning on the round after this discipline is initiated. |
Clairsentient Abilities (Sacral Chakra)
MINOR DEVOTIONS
Anchored Navigation | Range: 0' (psionicist only) Duration: 6 turns Area of effect: personal | Allows the psionicist to know where he or she is in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, the user is aware of his or her exact distance and route (physical or psychoportive) back to a fixed starting point. The “anchored” starting point is the exact location when the power was initiated. To designate other anchored starting points, the psionicist must manifest this power multiple times and be present at the desired locations when this is done. This ability allows users the ability to retrace their steps through a maze automatically while the power lasts, without resorting to a map. The use of anchored navigation is confined to the plane of existence where it was initially manifested. |
Psychokinetic Abilities (Plexus Chakra)
MAJOR SCIENCES
Concealing Amorpha, Greater | Range: 0' (psionicist only) Duration: 3 turns Area of effect: 20' radius | As the psychokinetic minor devotion concealing amorpha, but the ability grants the user total concealment. Attackers cannot target the psionicist directly (in combat or with targeted spellcasting); they may only attack into the general area where they believe the user to be located, with a 50% chance of failure, even on a successful “to hit” roll. This same chance to “miss” also applies to targeted spellcasting, but not area effects. |
MINOR DEVOTIONS
Concealing Amorpha | Range: 0' (psionicist only) Duration: 3 turns Area of effect: 20' radius | Using concealing amorpha, the psionicist weaves a quasi-real membrane around themself. The psionicist remains visible within the translucent, amorphous enclosure. The distortion provided by the rippling membrane encasing the psionicist’s form grants the user with concealment. In combat, opponents have a 20% chance of missing the user, even on a successful “to hit” roll. This same chance to “miss” also applies to targeted spellcasting, but not area effects. When covered by the membrane, the psionicist can pick up or drop objects, easily reaching through the film. Anything held by the psionicist is enveloped by the amorpha. Likewise, the user can engage in melee, make ranged attacks, and manifest powers without hindrance. |
Telepathic Abilities (Heart Chakra)
MINOR DEVOTIONS
Bestow Power | Range: 30' Duration: instantaneous Area of effect: 1 psionic creature | Allows the psionicist to link his or her mind with another psionic creature’s mind, creating a brief conduit through which mental energy (PSPs) can be shared. With a single use of this ability, the psionicist may transfer from his or her reservoir to the recipient a number of PSPs, not to exceed the user’s psionic level. Furthermore, the recipient's PSP reservoir may not exceed his or her normal maxiumum. Due to the intimate nature of this power, it cannot be fabricated into a psionic item. |
Psychoportative Abilities (Throat Chakra)
MAJOR SCIENCES
Call Weaponry | Range: 0' Duration: see below Area of effect: 1 weapon (see below) | This ability allows the psionicist to call a weapon “from thin air” into his or her waiting hand. The weapon is, in fact, a real weapon hailed from another location in space and time. The psionicist need not see or know of a weapon to call it as it doesn’t call a specific weapon; the psionicist specifies only the kind of weapon. The weapon is made of ordinary materials as appropriate for its kind, but is distinctive due to its astral glimmer. A called weapon is treated as a +1 magic weapon in regard to “to hit” rolls, but does not provide any damage bonuses. If a projectile weapon is called, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is usable only by the psionicist that called it, and may only be of a type usable by that psionicist (e.g., a mystic may call only a dagger, but a dromite may call any type of weapon usable by that character class). If a grip on the weapon is reliquinquished for 2 or more consecutive rounds, it automatically returns to wherever it originated. If handed to another character, the weapon return immediately. A melee weapon will remain for a duration of 1 turn. A projectile weapon will remain until the last projectile is fired or for a duration of 1 turn (whichever comes first).. |
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