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High Psionics: Phrenic Diseases and Mental Maladies
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High Psionics:
Phrenic Diseases & Mental Maladies
Author: Jeremy Smith
Editing: Andreas Rönnqvist
Design / Layout: Jeremy Smith
Cover Design & Illustration: Duncan Walker, Jeremy Smith
Interior Illustration: Duncan Walker
Special Thanks: Garrett C. Swaim
Requires use of the Dungeons & Dragons® Third Edition Core Books and
the Expanded Psionics Handbook , published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
For supplemental material, please visit our website: < www.dreamscarredpress.com >
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a
subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System
License version 6.0. A copy of this License can be found at <www.wizards.com/d20> .
This edition of High Psionics: Phrenic Diseases and Mental Maladies is produced
under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20
System Trademark Logo Guide, and the System Reference Document by permission of Wizards of
the Coast. Subsequent versions of this product will incorporate later versions of the license, guide,
and document.
Designation of Product Identity: The following items are hereby designated as Product
Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all
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product and product line names including but not limited to High Psionics: Phrenic Diseases and
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High Psionics
Phrenic Diseases and Mental Maladies
New Psionic Diseases
D iseases of the mind are illnesses to be
feared, as in the world of psionics, perception
can very easily be reality.
Presented herein you will find new
afflictions, diseases, and maladies of a psionic
nature. Included with each entry is a
description of the sickness, its symptoms,
effects, and how to cure it, if a cure is even
possible.
While most of these afflictions specifically
hinder those characters with increased mental
abilities such as manifesters, they are not
restricted to these characters. Several have
identical effects for those with or without
psionic abilities.
Unless otherwise noted, these diseases are
extraordinary in nature and are not affected by
effects such as a null psionics field .
Additionally, these afflictions can only affect
living creatures.
Each entry also has an associated Challenge
Rating (CR) to indicate how difficult the item
is to overcome and how much experience
should be awarded to characters that surmount
the situation. This reward should not be given
if the disease, affliction, or malady is never
actually acquired; exposure but not actually
contracting a disease does not qualify as
overcoming the challenge.
Many manifesters will already know of these
afflictions through their studies of psionics.
Treat each affliction as a knowledge (psionics)
check with a DC equal to 10 + the affliction’s
CR. If the individual makes a successful
check, they know what the affliction is and are
able to recognize it by its symptoms. They are
not familiar with the cure unless they exceeded
the knowledge check by at least 5.
In addition, seven entries have an example
adventure hook on how to introduce the
affliction into your current game. It is up to
your discretion if you choose to use these
adventure ideas or create your own.
Finally, you will find a new psionic power
for use with some of these new psionic
diseases.
Cerebral Retrovirus
Particularly dangerous to those with
increased mental capacity such as manifesters,
the cerebral retrovirus is a tiny organism
transmitted from creature to creature that enters
an individual’s body through blood or
inhalation and then makes its way to the
target’s brain, where it begins to feed on the
individual’s mental energy.
Acquired: Cerebral retrovirus is spread
through the air from one infected individual to
another. The virus cannot live long without a
host, but if two individuals are within 5 ft. of
each other and one is infected, there is a 5%
chance that the virus is passed from the
infected individual to anyone within 5 ft. If the
virus is spread, the target host’s body can
attempt to fight off the virus with a successful
DC 15 Fort save.
Symptoms: Those infected by a cerebral
retrovirus find that their mental capacity is
hindered, although the effect is slow to
develop. Initially, they may simply feel
mentally drained, as if they can’t concentrate.
Later, as the virus grows and propagates, the
infected party may feel as if they cannot
concentrate.
Effect: In the first week of illness, the
infected individual has a slightly smaller power
point reserve, resulting in a net loss of 5% of
the total power points per day available
(rounded up) and a -1 penalty to concentration
checks. Each week, the individual suffers the
same effect (10% of total power points and -2
to concentration checks on week 2, etc.), until
on the 20th week the individual’s power point
pool is perpetually mentally exhausted by the
virus and unable to manifest powers or
concentrate.
Cure: Cerebral retrovirus can be temporarily
cured through the targeted use of psionic
healing effects, which restore the power points
for one day, but heal no actual damage. A
permanent cure requires the use of restoration .
Adventure Hook: A powerful manifester,
busy with important endeavors, asks the
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High Psionics
Phrenic Diseases and Mental Maladies
players to retrieve an item from a ruin and
deliver it to the local psionic organization as a
gift. Before leaving, he gives the party an
amulet designed to protect them from any
problems recovering the item.
Getting the item is suspiciously easy and
once delivered, the members of the psionic
organization are all quickly struck by cerebral
retrovirus. Knowing what the disease is and
the timing, the guild suspects the party of
intentionally afflicting them with this disease.
The requester of this gift has mysteriously
vanished from his now abandoned home and
cannot be found for questioning. Interestingly,
none of the party members seemed to have
acquired the cerebral retrovirus, although, in
fact, the amulet is suppressing the effects of the
virus and, once removed, all members of the
party suffer the effects.
CR: 6
cascading obsessive compulsion must make a
successful DC 16 Will save every time they
take a standard or full-round action or suffer
from the déjà vu power for one round. This
sequence repeats on each subsequent standard
or full-round action, including any action that
is a result of cascading obsessive compulsion.
This affliction is supernatural in nature and is
suppressed in areas where psionics are negated.
Cure: Cascading obsessive compulsion can
be cured through the use aura alteration or
more powerful effects that repair mental
damage.
Adventure Hook: An entire city is afflicted
with this horrendous disease. Despite their
best efforts, citizens continue to spread the
disease faster than it can be cured. The players
must find a way to either transmit a cure to the
entire city/town or somehow stop the cascade.
The local psionic guild has been working on
such a cure, but, having all become infected,
they have been unable to progress in the
research. If the party can successfully cure the
guild without allowing them to get infected
again, they may be able to manifest an
appropriate cure.
CR: 7
Cascading Obsessive Compulsion
Obsessive-compulsive disorder is a condition
where an individual feels an overwhelming
need to perform specific actions, often times
performing the same action multiple times in
rapid succession. A psionic version of this
disorder results in individuals literally passing
this compulsion to each other.
Acquired: Cascading obsessive compulsion
is inflicted by proximity to an affected
creature. Anytime an affected creature repeats
an action as a result of cascading obsessive
compulsion, any creature within 30 ft. must
make a successful DC 14 Will save or become
infected by cascading obsessive compulsion.
Those within 30 ft. need not have line of sight
to the infected individual. This is a mind-
affecting effect, so those immune to such
effects cannot be afflicted by cascading
obsessive compulsion.
Symptoms: Evidence of cascading obsessive
compulsion is easily detected, as the afflicted
individual will perform the same activities
repetitively, seemingly without any control.
They may actually be frustrated with having
the urge to constantly repeat what they just did
or feel that they didn’t do it “just right.”
Effect: An individual suffering from
Hallucinations
Overuse of or overexposure to powers that
augment or modify the senses can sometimes
disrupt the way the individual's mind processes
stimuli around him or her. This can result in
perceiving things that are not actually there,
also known as hallucinations.
Acquired: An individual can be affected by
hallucinations if they fail a saving throw
against an effect that alters perceptions.
Typically, they will not be affected by
hallucinations unless they fail their save
against these perception-altering effects a
number of times equal to twice their character
level, after which they must succeed on a DC
14 Will save.
Symptoms: Sufferers of hallucinations see,
hear, or feel things that aren’t really there.
They may think someone is talking to them, or
something is attacking them, or feel as if
someone is touching them when no such
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High Psionics
Phrenic Diseases and Mental Maladies
activity is taking place. In a realm where
invisible creatures and telepathic
communications are real, this can make it
extremely difficult for an afflicted individual
and even those nearby to know what is real and
what is not.
Effect: Individuals suffering from
hallucinations are constantly subjected to a
penalty on all attack rolls as if their intended
target had concealment; the target may or may
not be real. In addition, all spot and listen
checks suffer a -10 penalty, as the individual
cannot determine if what they hear is real or
false. In cases where the appropriate check
results in a negative value, the individual
believes they heard or saw something not really
there.
Cure: A simple aura alteration can repair the
psyche of someone afflicted by hallucinations.
Adventure Hook: A highly-respected local
city official has started to act as if he has lost
his mind: talking to people not in the room,
shrieking at every touch, and weeping
uncontrollably. While there are other officials
to help handle the extra workload, the city is
starting to suffer and the citizens want to help
their official. The city does not have a local
psionic organization to realize what is affecting
the official, but have sent out a call for help
from those who better understand the matters of
the mind. When cured, the official will inform
the party that he was accosted by a telepath
who sought to use the official’s influence to
perform a smuggling operation.
CR: 8
Intellectual Regression
Very rarely, an incredibly intelligent
individual can have their mind regress,
reverting to a more primal or child-like state.
In some instances, this results in individuals
who become incredibly aggressive, while
others see their friends and acquaintances as
parental figures.
Acquired: The onset of intellectual
regression is a deterioration of the brain. The
most common source of this deterioration is a
tiny type of parasite that is attracted to those
individuals that give off a strong psionic aura.
This parasite enters through an individual’s
skin and enters the bloodstream until it is
carried to the brain, where it begins to feed and
reproduce. The affected individual’s immune
system can sometimes fight off the parasite if
the individual makes a successful DC 16 Fort
save. Creatures with no Intelligence score
cannot be affected by intellectual regression.
Symptoms: An individual afflicted with
intellectual regression becomes less logical and
more emotional as time passes. This typically
means they act more primal or childlike,
putting their own emotions before any logical
reason or any sense of friendship or familial
ties. As the parasite spreads and more damage
is done, the individual begins to act more
animalistic, perceiving virtually no form of
communication.
Effect: Initially, the subject suffers one point
of ability drain to Intelligence, Wisdom, and
Charisma. Each week the parasite is left
unchecked, the subject suffers another
cumulative point of ability drain and the
Spellcasters & Psionic Diseases
Diseases of the mind are not restricted to manifesters. Those diseases that impact a manifester’s ability to use their
psionic talent have similar effects to those who cast spells, assuming the use of the psionic / magic transparency
rules as presented in the Expanded Psionics Handbook. Presented below are the effects of the diseases that have
special effects for spellcasters when contracted.
In addition, all of the psionic maladies presented within this product count as magical diseases.
Cerebral Retrovirus: For a spellcaster, this effect translates to losing access to the half of the lowest level spell
slots available per week, starting with half the 0th level spell slots on the first week, all 0th level spell slots on the
second week, half the 1st level spell slots on the 3rd week, etc.
Psionic Hemorrhage: Spellcasters under the effect of a psionic hemorrhage lose a random spell slot equal to one
half the level of spell being cast. If the spellcaster has no remaining slots of the appropriate level, they lose a ran-
dom spell slot of the next highest level.
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