Magic Items Overview
Using Items
To use a psionic item, it must be activated, although sometimes activation is accomplished simply by picking up an item or putting it on. Some items, once they are carried or worn, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, power completion items (see below) are treated just like powers in combat and do provoke attacks of opportunity.
Activating a psionic item is a standard action unless the item description indicates otherwise. The manifesting time of a power is the time required to activate the same power in an item, whether it’s a power stone, a dorje, or a psionic tattoo, unless the item description specifically states otherwise.
The four ways to activate psionic items are described below.
Magic Items For Psionic Characters
Many magic items can aid psionic characters. The table below provides some possibilities.
Table: Magic–Psionics Equivalencies
| Magic Item | Psionic Effect |
|---|---|
| Helm of telepathy | Substitute power for spell |
| Pearl of power | Treat in all ways as a cognizance crystalwith power point capacity appropriate to the equivalent power level |
| Crystal ball | Substitute power for spell |
| Ioun stones | |
| Vibrant purple | Stores three levels of psionic powers |
| Pale lavender | Absorbs powers up to 4th level (burns out as normal) |
| Rainbow1 | Provides 5 power points per day (regenerates) |
| Dull gray2 | Provides 1 power point to a psionic character, then disintegrates |
| 1 New item: Treat as a cognizance crystalin ioun stoneform, except that it regenerates its stored power points each day; Price 16,000 gp. | |
| 2 Dull gray stones are useless for magic but still harbor just enough resonance that a psionic character can eke out 1 power point before the stone is gone forever. |
PSIONIC ITEM DESCRIPTIONS
In the following sections, each type of psionic item, such as armor or psionic tattoos, has a general description, followed by descriptions of specific items.
General descriptions include notes on activation, random generation, and other information. The Armor Class, hardness, hit points, and break DC are given for typical examples of some types of psionic items. The Armor Class assumes that the item is unattended and includes a –5 penalty for the item’s effective Dexterity of 0. If a creature holds the item, use the creature’s Dexterity modifier as an adjustment to Armor Class in place of the –5 penalty.
Some individual items, notably those that simply store psionic powers, don’t get full-blown descriptions. Simply reference the power’s description. Assume that the power is manifested at the minimum level required to manifest it, unless otherwise noted. Increasing the manifester level so increases the cost of the item; see Table: Estimating Magic Item Gold Piece Value, substituting “spell” for “power” and “caster level” for “manifester level” as appropriate. The main reason to make the manifester level higher, or course, would be to increase the potency of the power. Raising the manifester level is common for powers such as astral construct, the duration of which increases with the level of the manifester.
Items with full descriptions have their abilities detailed, and each of the following aspects of these items is summarized at the end of the description.
Armor And Shields
In general, psionic armor and shields follow the rules for the equivalent magic items, as far as enhancement bonuses, stacking, and other base abilities are concerned. An enhancement bonus is treated the same way regardless of whether magic or psionics created it.
Psionic armor and shields differ from standard and magical equivalents in that psionic armor and shields incorporate one or more crystals into their construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals.
Special Qualities: Roll d%. An 01 result indicates the item is intelligent, an 02–31 result indicates that the command thought (if any) is psionically imprinted and whispers itself into the user’s mind on acquisition, and 32–100 indicates no special qualities.
Intelligent items have extra abilities and sometimes also extraordinary powers and special purposes. Substitute manifesting for spellcasting as required.
Table: Psionic Armor Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier |
|---|---|---|---|---|
| 01–30 | 01–07 | 01–03 | Quickness | +1 bonus1 |
| 31–74 | 08–30 | 04–05 | Landing | +4,000 gp |
| 75–80 | 31–46 | 06–10 | Floating | +4,000 gp |
| 81–96 | 47–55 | 11–20 | Linked | +6,000 gp |
| 97 | 56–66 | 21–30 | Seeing | +6,000 gp |
| 98 | 67–75 | 31–40 | Power resistance (13) | +2 bonus1 |
| 99 | 76–83 | 41–50 | Ectoplasmic | +10,800 gp |
| — | 84–89 | 51–60 | Gleaming | +3 bonus1 |
| — | 90–94 | 61–70 | Power resistance (15) | +3 bonus1 |
| — | 95–98 | 71–77 | Vanishing | +3 bonus1 |
| — | 99 | 78–83 | Mindarmor | +24,000 gp |
| — | — | 84–89 | Power resistance (17) | +4 bonus1 |
| — | — | 90–94 | Radiant | +4 bonus1 |
| — | — | 95–96 | Aporter | +40,320 gp |
| — | — | 97–98 | Power resistance (19) | +5 bonus1 |
| — | — | 99 | Phasing | +65,520 gp |
| 100 | 100 | 100 | Roll twice again2 | — |
| 1 Add to enhancement bonus to determine total market price. | ||||
| 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. |
Table: Psionic Shield Special Abilities
| Minor | Medium | Major | Special Ability | Base Price Modifier |
|---|---|---|---|---|
| 01–35 | 01–05 | 01–03 | Heartening | +720 gp |
| 35–60 | 06–10 | 04–05 | Ranged | +1 bonus1 |
| 61–89 | 11–15 | 06–10 | Linked | +6,000 gp |
| 90–97 | 16–35 | 11–24 | Power resistance (13) | +2 bonus1 |
| 98 | 36–58 | 25–34 | Manifester | +10,800 gp |
| 99 | 69–88 | 35–44 | Averter | +12,960 gp |
| — | 89–92 | 45–54 | Vanishing | +3 bonus1 |
| — | 93–96 | 55–64 | Power resistance (15) | +3 bonus1 |
| — | 97–98 | 65–74 | Wall | +20,160 gp |
| — | 99 | 75–81 | Mindarmor | +24,000 gp |
| — | — | 82–88 | Power resistance (17) | +4 bonus1 |
| — | — | 89–93 | Aporter | +40,320 gp |
| — | — | 94–96 | Time buttress | +5 bonus1 |
| — | — | 97–99 | Power resistance (19) | +5 bonus1 |
| 100 | 100 | 100 | Roll twice again2 | — |
| 1 Add to enhancement bonus to determine total market price. | ||||
| 2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. |
Weapons
Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy.
Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that is penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus.
The rules for manifester level for weapons (called caster level), additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons*.*Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below).
Psicrowns
A psicrown is a special headband that stores several powers. Unlike dorjes, which can contain a wide variety of powers, each psicrown is of a certain kind and holds specific powers. Unless otherwise stated, a psicrown has power points equal to 50 x its manifester level when created. These power points can be spent only on the powers that are contained in the psicrown.
Psionic Tattoos
Psionic tattoos are designs scribed on the skin that manifest powers on their wearers. The wearer doesn’t get to make any decisions about the tattoo’s effect—the manifester who scribed it has already done so.
Psionic tattoos can vary in size, but a creature can wear only a total of twenty tattoos at one time—attempting to add one more than this maximum causes all previously scribed tattoos to simultaneously activate. A psionic tattoo fades away after use.
Universal Items
This is a catchall category for any psionic item that doesn’t fall into the other groups. Anyone can use a universal item (unless specified otherwise in the description).
Cursed Items
| d% | Curse |
|---|---|
| 01–33 | Backfire |
| 34–66 | Exhausting |
| 67–100 | Subversive |