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PX1 Basic Psionics Handbook

Overview

Psionics supplement for B/X and Labyrinth Lord. Translates classical AD&D psionic complexity into mechanics compatible with old-school editions. Two psionic classes (Mystic, Monk), PSP-based resource management, six-chakra discipline library, and structured psionic combat with attack and defense modes.

Key design decisions: - Psionics is not magic — different resource, different save type, no anti-magic suppression - Psionic saving throw = save vs. paralysis + INT modifier (separate from magic saves) - Only Mystics and Monks possess psionics; monsters gain them via phrenic/wild template - PSP recovery: 1 hour undisturbed meditation after 8 hours rest

Ability Score Modifiers

INT modifier to psionic saving throws:

INT Modifier
3 −3
4–5 −2
6–8 −1
9–12 ±0
13–15 +1
16–17 +2
18 +3

Sub-human INT (≤2): immune to all attack modes, but NOT immune to psionic disciplines. No saving throw permitted for these targets.

WIS modifier to psionic combat damage rolls:

WIS Modifier
13–15 +1
16–17 +2
18 +3

PSP Costs by Ability Type

Chakra Major Science Minor Devotion
1 Root / Psychometabolic 3 1
2 Sacral / Clairsentient 3 1
3 Plexus / Psychokinetic 3 1
4 Heart / Telepathic 3 1
5 Throat / Psychoportative 3 1
6 Third Eye / Metapsionic 5 2

Disciplines need not be memorized. Psionic character needs only know the discipline and have sufficient PSPs.

Concentration rules: - Most disciplines require full concentration only during the first round - Disciplines with duration marked (*) require continuous concentration — no movement, attacks, or other actions - Only 1 ability requiring concentration may be used per round (attack modes count as concentration) - Concurrent psionic ability total PSP cost may not exceed psionic level + 3

Loss at 0 PSPs: All active powers cease immediately. Exception: Mind Blank costs 0 PSPs and remains active.


Mystic Class

Humans studying extra-dimensional mental energies through meditation.

Class basics: - HD: d4 - Armor: leather only, no shield - Weapons: dagger only - Prime requisites: INT + WIS (5% XP bonus if either >12; 10% if INT≥13 AND WIS≥15) - PSPs: 5 per psionic level (L1 = 5 PSPs → L20 = 100 PSPs) - Psionic level = character level

Level titles: Jiva (1) → Chela (2) → Bhagat (3) → Sadhu (4) → Sadhaka (5) → Siddha (6) → Swami (7) → Acharya (8) → Guru (9) → Sant (10) → Satguru (11–20)

Mystic 20-Level Progression:

Level Chakras Sciences Devotions Attack Modes Defense Modes
1 1 1 3 1 0
2 1 1 5 2 1
3 2 2 7 2 1
4 2 2 9 3 2
5 2 2 10 3 2
6 3 3 11 4 3
7 3 4 12 4 3
8 3 4 13 5 4
9 4 5 14 5 5
10 4 5 15 5 5
11 4 6 16 5 5
12 5 6 17 5 5
13 5 7 18 5 5
14 6 7 19 5 5
15 6 8 20 5 5
16 6 8 21 5 5
17 6 9 22 5 5
18 6 9 23 5 5
19 6 10 24 5 5
20 6 10 25 5 5

Saving throws:

Levels Death/Poison Wands Paralysis/Stone Breath Spells
1–4 10 11 15 14 15
5–8 8 9 13 12 12
9–12 6 7 11 10 9
13–16 4 5 9 8 7
17–20 2 3 7 6 5

Name level (9th): Builds ashram, attracts 1 follower/month (max = CHA score), must train followers 10 hours/week.

Non-possessiveness restriction: Keeps less than 10 gp at all times. Cannot own or wear magic items. Exception: may "borrow" fighter-type wearable magic items while adventuring (2 turns of meditation per item per day: 1 turn for wisdom mantra, 1 turn for non-possessiveness mantra).

Chakra attainment options (DM choice): 1. Relationship-based — each new chakra must be a neighbor of a known chakra (per adjacency chart in source); Third Eye is final 2. Wild — any order; Third Eye must be last


Monk Class

Monastic warriors with limited but deeply integrated psionic access.

Class basics: - HD: d6 - No armor, no shield, no protective magic items, no attack/damage magic items - Any weapons allowed (but no magic weapons) - Prime requisites: STR + DEX (5% XP if both ≥13; 10% if STR≥13 AND DEX≥16) - PSPs: 2 per psionic level (vs. 5 for Mystic)

Body Weaponry (non-psionic, no PSP cost, always active):

Psionic Level Armor Class Melee Damage Attack Equivalent
1 8 d4 Normal weapons
2 7 d6 Silver weapons
3 6 d8 +1 weapons
4 5 2d4 +1 weapons
5 4 2d6 +1 weapons
6 3 2d8 +1 weapons
7 2 3d6 +1 weapons
8 1 3d8 +2 weapons
9 0 3d10 +3 weapons
10 −1 3d12 +3 weapons
11 −1 3d12+2 +3 weapons
12 −2 3d12+4 +3 weapons
13 −2 3d12+6 +3 weapons
14 −3 3d12+8 +4 weapons
15 −3 3d12+10 +4 weapons
16 −4 3d12+12 +5 weapons

Psionic access by level: - Levels 1–6: Psychometabolic disciplines only (sciences and devotions) - Level 7+: Also gains Hypercognition, Danger Sense, Mind Bar, Conceal Thoughts, Burst, Catfall - Level 13+: Also gains Appraise, Cannibalize, Enhancement, Magnify, Stretch

Rejuvenation: Full rest day + 1 hour meditation = d3 HP recovered (double normal rate).

Psionic combat vulnerability: Monks count as psionic individuals for attack mode targeting, but CANNOT possess or use any attack or defense modes. Highly vulnerable to psionic attackers.

Name level (9th): Founds own cloister (petition Grand Abbot; funded by founding monastery; offshoot until 13th level). At 13th level, becomes Greater Master and may establish independent school.

Saving throws:

Levels Death/Poison Wands Paralysis/Stone Breath Spells
1–4 11 12 14 13 16
5–8 9 10 12 11 14
9–12 7 8 10 9 12
13–16 5 6 8 7 10

Discipline Lists by Chakra

Chakra 1: Root / Psychometabolic

Type Abilities
Science Animal Affinity, Complete Healing, Energy Control, Etherealness, Life Draining, Shadow Form, Shape Alteration
Devotion Absorption, Adrenaline Control, Biofeedback, Body Control, Body Equilibrium, Body Weaponry, Cell Adjustment, Chameleon Ability, Expansion, Mind Over Body, Reduction, Suspend Animation

Chakra 2: Sacral / Clairsentient

Type Abilities
Science Aura Sight, Catacognition, Hypercognition, Precognition, Psionic Divination, Psionic True Seeing, Sensitivity to Psychic Impressions
Devotion 360° Vision, Clairaudience, Clairvoyance, Danger Sense, Detection of Good/Evil, Detection of Magic, Infravision, Know Direction, Know Location, Object Reading, Poison Sense, Spirit Sense

Chakra 3: Plexus / Psychokinetic

Type Abilities
Science Create Object, Detonate, Disintegrate, Molecular Manipulation, Molecular Rearrangement, Project Force, Telekinesis
Devotion Animate Object, Animate Shadow, Control Body, Control Flames, Control Light, Control Sound, Control Temperature, Control Wind, Disrupt Invisibility, Inertial Barrier, Levitation, Molecular Agitation

Chakra 4: Heart / Telepathic

Type Abilities
Science Mass Domination, Mind Bar, Mind Link, Mind Wipe, Probe, Speak Any Language, Switch Personality
Devotion Animal Telepathy, Conceal Thoughts, Domination, Empathy, ESP, Hypnosis, Identity Penetration, Invisibility, Life Detection, Phobia Amplification, Synaptic Static, Telempathic Projection

Chakra 5: Throat / Psychoportative

Type Abilities
Science Banishment, Dimension Door, Dimension Walk, Probability Travel, Summon Planar Creature, Teleport Other, Teleportation
Devotion Astral Projection, Blink, Burst, Catfall, Dimension Slide, Dimension Swap, Dissipating Touch, Dream Travel, Phase Shift, Retrieve, Time Leap, Time/Space Anchor

Chakra 6: Third Eye / Metapsionic

Type Abilities
Science Empower, Psychic Clone, Psychic Surgery, Retrospection, Schism, Splice, Ultrablast
Devotion Appraise, Aura Alteration, Cannibalize, Convergence, Enhancement, Magnify, Martial Trance, Psionic Sense, Psychic Drain, Receptacle, Stasis Field, Stretch

Chakra 7: Crown / Divine

Requires all six chakras known and minimum level 20+. DM/player collaborate on custom abilities. All crown abilities have PSP costs of 25+. Power domains: create/change energy, create/change matter, create/change thought (including time).


Psionic Combat

Attack and Defense Modes

Attack Modes:

Mode PSP Range Area Effect on Failed Save
Id Insinuation 4 180' 10' radius Roll d4: 1=Fear (flee), 2=Hate (+1 morale/attacks/damage vs. nearest), 3=Hopelessness (drop weapon, surrender), 4=Rage (drop shield, berserk +2 attacks); lasts 1 round per 2 psionic levels + d6 rounds
Ego Whip 3 90' Individual Stunned (idle) for 1 round per 2 psionic levels + d6 rounds
Mind Thrust 3 60' Individual Confused (as MU spell): roll d6: 2–5=attack own party, 6–8=do nothing, 9–12=attack other party; same duration formula
Psionic Blast 5 60' 60' cone (5' wide at source, 20' at end) HP damage: 1/2 psionic levels + d6; and stunned for same formula rounds
Psychic Crush 6 90' Individual HP damage: 1/psionic level + d6

Defense Modes:

Mode PSP Area Protection
Mind Blank 0 Individual +2 save vs. telepathic attacks; halves area attack effects
Thought Shield 2 Individual +1 save vs. all modes; halves telepathic effects
Mental Barrier 2 Individual +3 save vs. area attacks; halves telekinetic damage
Intellect Fortress 4 10' radius Halves all attack mode effects within radius
Tower of Iron Will 5 5' radius +3 to saves vs. all attack modes within radius

Combat Sequence

  1. Declare spellcasting/psionic use
  2. Defense modes activate (before initiative)
  3. Roll initiative
  4. Each side acts: morale → movement → psionic attacks/disciplines → missiles → spells → melee

Attack vs. Defense Interaction Table

Save bonus / effect on failed save (format: save modifier / damage and duration result):

Defense Mode Id Insinuation Ego Whip Mind Thrust Psionic Blast Psychic Crush
Mind Blank +2 / half +2 / normal +2 / normal ±0 / half ±0 / normal
Thought Shield +1 / half +1 / half +1 / half +1 / normal +1 / normal
Mental Barrier +3 / normal ±0 / normal ±0 / normal +3 / half ±0 / half
Intellect Fortress ±0 / half ±0 / half ±0 / half ±0 / half ±0 / half
Tower of Iron Will +3 / normal +3 / normal +3 / normal +3 / normal +3 / normal

"half" = damage and duration halved on failed save.

PSP Damage (Psionic Targets Only)

A psionic target that fails its save also loses d6 PSPs + 1 PSP per 2 psionic levels of attacker. PSP damage is NOT modified by the defense mode effect column. When PSPs hit 0, further PSP loss from attacks converts directly to HP loss (in addition to any HP damage).

Non-psionic targets: suffer HP damage and behavioral effects only — never PSP loss.

Key restrictions: - Max 1 attack mode per round; max 1 defense mode per round - Using an attack mode: attacker cannot move or take any other action that round - Using a defense mode: does not restrict movement or other actions - Surprised characters: cannot use a defense mode on the surprise round


Notable Ability Mechanics

Body Weaponry (Psychometabolic devotion, 2-turn duration): Three layered benefits at no PSP cost during activation: (1) AC by level table, (2) melee damage by level table, (3) attack equivalency — can hit creatures requiring silver or magical weapons.

Teleportation (Psychoportative science): Success table by familiarity:

Knowledge of Place Success Too High Too Low
Intensely familiar 01–95 96–99 00
Studied carefully 01–80 81–90 91–00
Casual knowledge 01–50 51–75 76–00
Viewed once 01–20 21–60 61–00
Glimpsed 01–1 2–55 56–00

"Too low" into solid material = instant death.

Summon Planar Creature: PSP costs and base failure: Ethereal (3 PSPs, 5% fail), Astral (3 PSPs, 50%), Inner plane (6 PSPs, 75%), Outer plane (9 PSPs, 100%). Failure chance reduced 5% per psionic level. No inherent control over summoned creature.

Convergence (Metapsionic devotion): Multiple psionicists pool all PSPs into shared reserve; all members access all abilities known by any member; defense modes protect entire group; PSP damage from psionic attacks hits each member individually (not split).

Psychic Surgery (Metapsionic science, 5 PSPs, 1 turn): Can remove compulsions/charms, remove psionic ability-score penalties, cure insanity/alignment changes, release wild psionic talents, restore drained levels, restore lost memories/psionic abilities.

Receptacle (Metapsionic devotion): Stores PSPs in gems (1 PSP per 100 gp gem value) or empowered vessels (max = half creator's PSP maximum). Storing takes 1 round per PSP; must roll equal to or under psionic level on d20 or lose half. Withdrawal automatic for original depositor only.

Cannibalize (Metapsionic devotion): Convert 1 CON point → 10 PSPs. Recovering a drained CON point requires 1 full week of rest at home (adventuring nullifies recovery).


Phrenic Creatures

Standard creatures with unlocked psionic potential. Three creation methods:

Method 1 — As Mystic: Phrenic creature has psionics as a Mystic of level equal to its HD (full chakra/science/devotion/mode progression, 5 PSPs/HD).

Method 2 — Ability Template (cumulative by HD, 3 PSPs/HD, psionic level = HD):

HD Ability PSP Cost
1 Danger Sense (Clairsentient dev.) 1
2 Inertial Barrier (Psychokinetic dev.) 1
3 Mind Blank (defense mode) 0
4 Mind Thrust (attack mode) 3
5 Cell Adjustment (Psychometabolic dev.) 1
6 Phobia Amplification (Telepathic dev.) 1
7 Synaptic Static (Telepathic dev.) 1
8 Psionic Blast (attack mode) 5
9 Intellect Fortress (defense mode) 4
10 Psychic Crush (attack mode) 6
11 Domination (Telepathic dev.) 1
12 Mind Wipe (Telepathic sci.) 3
13 Body Control (Psychometabolic dev.) 1
14 Tower of Iron Will (defense mode) 5
15 Blink (Psychoportative dev.) 1
16 Teleportation (Psychoportative sci.) 3
17 Psychic Clone (Metapsionic sci.) 5
18 Ultrablast (Metapsionic sci.) 5

Method 3 — Wild Psionics (roll d20; 5 PSPs/HD; psionic level = HD):

Roll Discipline Group
1–3 Psychometabolic (1 devotion/HD + 1 science/3HD)
4–6 Clairsentient (same ratio)
7–9 Psychokinetic (same ratio)
10–12 Telepathic (same ratio)
13–15 Psychoportative (same ratio)
16–18 Combat modes only (as Mystic of same level as HD)
17 2 discipline groups + combat modes
18 3 discipline groups + combat modes
19 4 discipline groups + combat modes
20 5 discipline groups + combat modes

Important: All phrenic creatures count as psionic individuals for attack mode targeting, even if they possess no defense modes.


Psionic Items (Appendix B)

Power Stones: Psionic scrolls — thumb-sized crystals storing one psionic power for single use. Must be "addressed" (mental connection) before activation; address time: 6 rounds (L1–2) → 5 (L3–4) → 4 (L5–6) → 3 (L7–8) → 2 (L9–10) → 1 (L11+). Activation takes 1 round. Ability manifests at user's psionic level unless a specific level is stored.

  • Mystics: may use any stone
  • Monks: limited to abilities normally available at their level
  • Wild psionic / limited-ability creatures: only stones for abilities they already possess

Creating power stones (9th level Mystics): Minor devotion = 100 gp + 1 week per psionic level of ability. Major science = 200 gp + 2 weeks per psionic level. Minimum 15% failure chance (checked after all time/cost expended). Metapsionic powers may not be stored.

Third Eyes: Crystal worn on forehead. One at a time; incompatible with any other headwear. Notable varieties: Aware (+1 vs. psionic attacks/saves), Direction (Know Direction at will), Expose (detects direct lies), Hide (Telepathic Invisibility at will), Powerthieve (borrow 1 power from psionic target within 60', 1/day, 6-turn retention window).

Rings: One psionic ring per hand maximum. Wearing excess causes Synaptic Static in wearer (−1 per ring on all psionic saves).

Astras: Artifacts of divine sponsorship for Mystics of 14th level+. Knowledge of item and its mantra (spoken; never written) must be transmitted telepathically or word of mouth from deity or teacher. Use conditions may be written. Violating conditions often fatal to user.


Psionics and Magic Interaction (Appendix C)

No effect on psionics: Anti-Magic Shell, Dispel Magic, Detect Magic, Globe of Invulnerability, Spell Immunity.

Notable interactions: - Detect Charm — detects Domination and other telepathic control - Detect Invisibility — detects psionic invisibility, astral travelers, ethereal creatures, Shadow Form; does NOT detect creatures in other dimensions - ESP — psionicists save vs. spells at +2 to negate - Free Action (ring of) — overrides all psionic body-control effects including Domination - Magic Jar — psionicists +2 to save vs. possession - Protection from Evil — reduces all telepathic discipline effects by 2 psionic levels; prevents all mental control - Telekinesis (spell) — if opposed by Psychokinetic Telekinesis, psionicist gets additional save

Spells that trigger Psionic Sense (they mimic psionic effects): Astral Projection, Blink, charm (any), Clairaudience, Clairvoyance, detection (any), Dimension Door, Enlarge, ESP, Feather Fall, Feign Death, healing/curing (any), Hypnotism, Invisibility (any), Levitation, Plane Shift, Polymorph (any), Remove Curse, Telekinesis, Telepathy, Teleportation.

Optional rules: - Psionicists get +2 bonus on all saves vs. Enchantment/Charm spells - Magic and psionic bonuses do not stack — use whichever gives the better result


Referee Shorthand

NPC power tiers: - Minor psionic NPC: 1 chakra, 1 science, 2 devotions, 3 PSPs/HD, no combat modes - Moderate threat: 2 chakras, use Phrenic Template Method 2 by HD - Psionic BBEG: Full Mystic class; 4+ chakras; use Mystic saving throw table

Encounter prep checklist: - Assign psionic level (= HD or character level) - Calculate total PSPs - Note which attack + defense modes available - Note which chakras/disciplines known - Record INT score for saving throw modifier - Decide if target has defense mode active before initiative


See Also