PSYCHIC SURGERY

Metapsionic Science

Power Check DC 13 Constitution, Intelligence, Wisdom or Charisma check (see description)
Initial Cost Contact or more (see description)
Maintenance Cost n/a
Range Personal or Contact
Preparation Time Varies (see description)
Area of Effect Self or 1 creature
Prerequisites Complete Healing, Ejection

This psionic power acts on the mind and the neurological system of the target. The psionicist can accomplish different tasks by means of this psionic power, as described below.

Heal Psychic Damage (1 reaction)

The psionicist heals psychic damage suffered by an attack. As a reaction, the psionicist can initiate this psionic power and heals an amount of psychic damage equal to his Intelligence, Wisdom or Charisma score, at psionicist’s discretion, by paying 1 PSPs for every point of damage healed.

Remove Mental Afflictions (1 action)

The psionicist removes one condition affecting him or a target, caused by a non magical effect. The conditions the psionicist can remove are the followings:

  • Blinded
  • Charmed
  • Deafened
  • Frightened
  • Paralyzed
  • Stunned

The cost to initiate this psionic power equals the DC of the saving throw that caused the affliction and the Power Check must match the ability score involved in the saving throw.

Identify Mind-affecting Effects (1 round)

The psionicist can identify mind-affecting effects influencing a target’s behaviour, both magical and non-magical. The psionicist cannot identify the specific effect, but can determine how strong the effects is influencing the target’s mind. For example, a charm spell would be identified as a weak effect, a domination spell or a geas spell as a strong one. However, if the mind-affecting effect is caused by a psionic power, then the psionicist will be able to clearly identify the specific type of psionic power acting on the target’s mind.

Identify and Fight Possessions (1 round)

The psionicist can identify if a supernatural entity – fiends or undead for example – is possessing the target’s mind, and possibly fight and force the entity to abandon the target. The only way the psionicist can fight the entity is by engaging it in with psionic powers. The entity possessing the target is subject to mental attacks, and thus can be damaged and eventually destroyed.

Restore Ability Loss (1 hour)

The psionicist can heal 1 point of Intelligence, Wisdom or Charisma score. The DC of the power check equals the ability score that is restored – restoring Wisdom from 12 to 13 has a DC of 13, and the psionicist must roll a Wisdom power check. The Initial Cost equals the ability score that is restored – restoring Wisdom from 12 to 13 costs 13 PSPs.

Unleash Wild Talents (1 hour)

The psionicist explores the target’s mind in search of hidden psionic talents. If the search is successful, the target may roll for the chance of possessing a wild talent. The Initial Cost of this psionic power equals the wild talents initial cost, if present.

Implant a Psionic Power (1 hour)

The psionicist can implant a psionic effect inside the target’s mind, and make it permanent so that the psionicist will not have to pay for its maintenance cost.

The target will not be able to employ the psionic power, but will suffer its effect until the implantation is removed by means of another psychic surgery or by a Wish spell.

At Game Master’s discretion, a Heal spell may grant the target a saving throw to shake the effect off.

The type of psionic power that can be permanently implanted in the target’s mind, must fulfill the following requirements:

  • The psionic power must belong to the Telepathy discipline.
  • The psionic power must have a maintenance cost.
  • The psionic power must have a range other than personal.
  • The psionicist must know the psionic power
  • The psionicist must successfully use the psionic power on the target.

Only one psionic power can be implanted at time, and the psionicist cannot implant psionic powers on himself. The Initial Cost to implant a psionic power equals the sum of the target’s Constitution, Intelligence, Wisdom and Charisma saving throw.

Natural 1.

Natural 20.