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New Psionic Items
by Chasmyr
Amulet of Battles  Amulet of the Spell-Thief  Anti-Helmet Ring   Cloak of Blending   Crucible of the Mind  Illusion Creators  Jewelry of Healing  Lens of Vision  Lightning Rod  Lockdown Helmet  Morph Key  Necklace of Strangulation  Needler  Psionic Tatoo  Psionic Tutor  Ring of Armour  Ring of Regeneration  Stone Workers Gloves  Two-Edged Swords  Torturer's Gloves 
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Amulet of Battles: This amulet uses kinetic control to absorb and redirect damage for the wearer. This amulet uses Kinetic Control to prevent the user from harm. It is typically activated with a command word. Some psionicists also empower this device with receptacle.
Powers: Kinetic Control, Receptacle (var)
PSPs: Var
Int: Low
Created by: Merdolf
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Amulet of the Spell-Thief: This amulet is used to reduce the effectivness of enemy spellcasters. The user activates it on command, and designates a recipient for the magic. The amulet then activates Mystical Conduit at the designated areas. It may or may not be gem-studded with Receptacle.
Access: Metapsionics
Powers: Mystical Conduit, Receptacle
PSPs: 50
Int: Low
Discovered By: Chasmyr
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Anti-Helmet Ring: This rings purpose is to allow the psionicist or mage using it to remove any helmets forcibly placed on their head so as to prevent psionics use/spell casting. This device has access to the Psychoportive discipline only. The only powers it has are Teleport Object and any prerequisites.

There are some variants known to exist. Some of these will also remove manacles from wrists and ankles of the wearer. Another known type automatically attempts to remove Lockdown Helmets(see below) from the wearer upon the helmets first attack. The third version will only act at the users request to remove the offending helms and manacles(though it will usually still remove Lockdown Helmets). This last variation is handy for stealth missions that may require the user to be captured. In the last variation, the user may also be allowed to designate a target for the offending objects.
PSPs:30-40 on average
Int:Low
Discipline Access:Psychoportive only
Powers Used:Teleport Object(and prerequisites)
Discovered By: Chasmyr
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Cloak of Blending: These wondorous cloaks were first created by the duergar to mimic some of the powers of the drow pwawafi. They are made of woven mithril threads. This allows them to be as flexible as cloth, yet still give an AC bonus of +1. They all have access to the Psychometabolic and Psychokinetic Disciplines. The Chameleon Power Science from Psychometabolic and the Molecular Agitation Power from Pschokinetics(plus the prerequisites) are used together, depending on the circumstances, to create the illusion of invisibility. This is the cloaks programmed function. This is done in both the infrared and visual spectrums. Molecular Agitation is used selectively across the cloaks surface to mimic the surrounding heat signature. Obviously, the cloak finds it difficult to dump heat fast enough to mimic the lack of heat. This is the cloaks major weakness. Some cloaks are treated with everbright to prevent corrosion on it's shiny surfaces.
PSPs:50-100 on average
Int:Variable
Discipline Access:Psychometabolic, Psychokinetic
Powers used:Molecular Agitation, Chameleon Power
Discovered By: Chasmyr
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Crucible of the Mind: This is a large metal box, typically being 4'x2'x1' in dimensions. It usually opens along the long axis. Any item placed within will have Molecular Rearrangement used on it by the box, which has been empowered to do so to temper any item placed inside. This is used to mass-produce psionically enhance weapons of various types, though psionically enhanced armors are not impossible with such a crucible.
Powers: Molecular Rearrangement
PSPs: 100 on average
Int: Low
Created by: Chasmyr
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Illusion Creators: This item has many forms, but is most commonly found in the form of a headband. This device uses False Sensory Perception to create an illusory effect. This effect is always preprogrammed into the item, so only one illusion may be generated by any one illusion creater. However, this illusion is always extremely detailed. Some have been known to be used to create entire environments for the wearer.
This item is frequently gem-laden for receptacles.
Access: Metapsionic, Telepathic
Powers: False Sensory Perception, Receptacle
PSP: variable
Int: Variable
Discovered By: Chasmyr
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Jewelry of Healing: This item uses Complete Healing on the wearers command to heal the wearer of damage recieved. It will only do this if the wearer tells it to as the wearer will typically be unresponsive for 24 hours.
Variant: Has Cell Adjustment to give immediate relief. These devices may or may not have complete healing. However, they are almost always accompanied by receptacle and a setting of gems.
Access: Psychometabolic, Metapsionic(var)
Powers: Complete Healing, Cell Adjustment(var), Receptacle(var)
PSP: variable
Int: Low
Discovered By: Chasmyr
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Lens of Vision: These crystal lenses are worn over the eyes and always come in pairs. They will not function singly. When the user is rendered unable to see by any means, it activates Radar Sense to provide the user the ability to see in a limited fashion.
Access: Clairsentience
Powers: Radar Sense
PSPs: 30
Int: Low
Discovered By: Chasmyr
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Lightning Rod: This device was first created to provide psionicists with a wizard-like capacity to fling mass destruction. It is similar to a wand of lightning, and is normally an ebony rod set with ivory runes. Rarely, it is gem studded. Upon command it will activate Mental Lightning to strike an owner designated target. It automatically activates Energy Absorption if attacked with or affected by energy attacks in any way. It will then automatically engage Energy Conversion to recharge itself. This function does not protect it's owner in any way, merely preserves and recharges the rod itself.
Access: Psychometabolism, Metapsionic
Powers: Mental Lightning, Energy Absorption, Energy Conversion, Receptacle(if gem-studded)
Int: Low
PSP: Variable
Discovered By: Chasmyr
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Lockdown Helmet: It is not known who first created this object, but the exact powers of it are extremely variable and the more powerful versions will decimate the victims in a matter of a few rounds. It is meant to be placed on the head of a mage, priest or psionicist designated to or otherwise spotted by the helmet. It then goes to work on the victims. It will attack the vistim by being placed on the victims head(by teleportation or physical means), and then using one or more psionic attacks/abilities to work over it's victim. Exactly how it does it's business is determined by the types of abilities available. This device will continue to attack it's victim so long as it is on the victims head and the victim is concious. Upon losing conciousness, it will seek out a new victim amongst it's owners designated enemies. This is it's sole purpose in existance. It may be worn into combat by a warrior/priest/rogue to get it in close to it's victim. It usually appears as a gem-studded helmet. The gems will serve as receptacles.

The disciplines normally used for these always include Telepathic. They may also include Psychoportive, Psychometabolic, and Metapsionic. It will always have access to one form psionic attack. Most have all five forms. When multiple attacks are available, the helm will always choose the most effective form to use. The following powers may also be available: Teleportation(to get the helm onto the victims head at range), Receptacle(to give it an immense psionic battery), Gird(to lock psionicist victims into spending a minimum amount of PSPs/round, or into using one defense that is already active), Splice(to link multiple abilities to maximize attack potential in the round it starts it's actions), Graft Weapon(so the victim can't remove it), Metamorphosis(to change shape to fit odd shaped heads), and Suppress Magic(for use against spell casters).

For obvious reasons, the more highly crafted of these are extremely powerful. Mages, priests, and psionicists must beware this device.
PSPs:Extremely Variable
Int:Normally very high
Disciplines available:see write up
Powers available:see write up
Discovered By: Chasmyr
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Morph Key: This wonderful little burgalers tool comes in handy for most anyone wishing to bypass a lock of any kind. A morph key's base shape is a thin strip of steel. Upon being placed within the key hole of any lock, it uses Metamorphosis Science to change shape to match the proper key for that lock. Note that this does not affect locks that require a magical key of any kind. It also has a ten percent chance of just not working on a specific lock, but only if the lock is of exceptional quality or higher.
Access: Psychometabolic
Powers: Metamorphisis Science
PSPs: 50
Int: Low
Discovered By: Chasmyr
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Necklace of Strangulation: This device is commonly used as a means of assassination or to enslave an individual. The necklace is usually very ornately crafted. It uses molecular bonding to prevent it's removal. Upon the owners command(not the wearers!) it will activate Suffocation and will strangle the wearer until the wearer is dead or it is instructed to stop. If the wearer is dead, it may be removed.
Access: Psychokinetic
Powers: Molecular Bonding, Suffocation
PSP's: 40
Int: Low
Discovered By: Chasmyr
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Needler: Originally developed by a duergar named J'on V'ane as an answer to the drow hand-held crossbow, this device utilizes Ballistic Assault to fire small needles-or a small payload of some type-at a target. The needler is always finely crafted, and may have multiple settings fo gems. It comes in many shapes, but usually resembles a crossbow of some type without the "bow" at the end of it. The "needles" are launched from a small barrel in the needler. For ease of loading, the needles are mounted in a spring loaded "clip," which is then inserted into the needler. As the needler launches the needles, the spring moves the next needle into line with the barrel. Loading a clip takes four rounds, but inserting it into the needler requires one segment. This device uses receptacle to manufacture it's own "batteries" of psionic power. Gems of the appropriate size can be charged by the needler and then removed from the setting by the owner. These can be swapped out to give the needler extra power to contiue operating after it's normal reserve runs dry. However, as the needler is rarely able to communicate with the owner, the owner must be aware of this function to use it. Frequently, the needler will only launch things when a physical trigger has been moved. It is always programmed to launch needles down the barrel. For game purposes, the barrel, or size of the device, does not affect the range or accuracy of the needler.
Variant: Troll-killer:
Has a wide-bore barrel and payloads are manually loaded into a chamber. Normally launches chicken egg-sized glass containers that have had fire trap spell (from Players Handbook) cast on them. These containers are normally filled with some sort of flammable liquid such as greek fire, or even plain lamp oil.
Variant: Handle of Death:
Mounted within a weapons handle. Has the capacity to launch only two needles before a refill is required.
Access: Psychokinetic, and Metapsionic
Powers: Ballistic Assault, Receptacle
PSP: variable
Int: Low
Discovered By: Chasmyr
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Psionic Tatoo: This item has an extremely short usefulness. It uses Graft Weapon to adhere to the users body and provides a very temporary edge. Some of these items act as a spare set of eyes while others utilize a psionic attacks as a hold-out weapon. A rare few have one or more psychometabolic powers.
Access: Psychometabolic(usually graft weapon only), Telepathic(rare), Clairsentient
Powers: Graft Weapon and one other
PSP: low
Int: low
Discovered By: Chasmyr
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Psionic Tutor: These devices have been discovered in the hands of duergar psionicists, but are rumored to actually be an abandoned experiment by the aboleth, or maybe the long-extinct illithid. It is believed to have been used to create psionically empowered slaves and gaurdians of a specific type. Commonly shaped as a circlet. It will frequently be gem-studded.

These devices always have access to the Metapsioinc Discipline Science Psychic Surgery. May also have access to Receptacle to allow creation of it's own psionic batteries. In addition it will have access to one other psionic power, it's prerequisites, and it's discipline. In all cases where multiple powers are present, there will always be a power to which all others (except Psychic Surgery and Receptacle) are prerequisites.

The purpose of this device is to forcefully teach a psionic power to a student-willing or not. This occurs upon being placed on the head of the victim. It will immediately attempt to perform psychic surgery on the victim. It will continue to attempt this until succesful. This is done for the purpose of "tutoring" the victim in the powers it possess (with the exception of psychic surgery or receptacle). The net affect will be the victim gaining the applicable power(s).

This is a permanent effect. In non-psionicists, the new power is treated as though the PC has gained the power as a wild talent in all ways. In a psionicist, the new power has a slightly negative affect on the psionicist. He/she/it can not gain new powers for a period of time. As the psionicist rises in level, he must first spend any new powers slots (for disciplines, sciences, devotions, or defense modes) as though trying to purchase the requisite devotions, sciences, disciplines, and defense modes. This continues until the correct amount of each type of slot(disciplines, sciences, devotions, or defense modes) has been spent. Failure to fulfill all the slots in one area(as slots above) does not mean the psionicist can not continue in another(ie: he/she/it has spent all required devotion slots, but not sciences. The psionicist may now purchase devotions again.) If the psionicist does not have access to the required discipline, then it must be purchased at the first available opportunity, as until then, no new psionic powers will develope. For obvious reasons, this item will be of greater assistance to a psionicist at the maxed-out end of his levels, than one who is just starting out.

It is believed that some forms of this device may also do other nefarious functions. A "zombifier" is rumored to exist that changes a victims alignment, and or personality to reflect the creators desires.
PSPs:Variable
Int:Normally very high
Disciplines available:Metapsionics and one other
Powers available:Psychic Surgery, Receptacle, and others, see write up
Discovered By: Chasmyr
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Ring of Armour: This ring uses Flesh Armor to protect the wearer in combat.
Variant: Has a gem set in it, with access to Receptacle.
Access: Psychometabolic, Metapsionic
Powers: Flesh Armor
PSP: variable
Int: low
Discovered By: Chasmyr
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Ring of Regeneration: This ring activates Regeneration upon the wearers command. It is normally a plain golden ring, but may have a gem set in it. In this case, it will also normally have access to Receptacle to provide extra PSPs.
Access: Psychometabolic, Metapsionic
Powers: Regeneration, Receptacle
PSPs: Variable(usually 50)
Int: Low
Discovered By: Chasmyr
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Stone Workers Gloves: This item is usually found in pairs of fine, gem-studded, heavy gloves. It is believed that a dwarven or duergar psionicist first created these gloves. Each item is individually empowered, so they can be used seperately. The purpose of this device is only to allow the wearer to work stone with his hands. It uses Soften to do this, with the gems as Receptacles.
Access: Psychokinesis, Metapsionics
Powers: Soften, Receptacle
PSP: variable
Int: Low
Discovered By: Chasmyr
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Two-Edged Swords: These finely crafted weapons have been given the ability to activate duo-dimension blade upon themselves, usually upon a given command. They may or may not have been empowered with receptacle.
Powers: Duo-Dimension Blade, Receptacle(var)
PSPs: Var
Int: Low
Created By: Merdolf
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Torturer's Gloves: This item is usually one gem studded white leather glove. Uses Inflict Pain on contact to torture the victim for fun and profit. It is commonly believed that this item was created by a duergar psionicist on commision for an especially depraved drow.
Access: Telepathic, Metapsionic
Powers: Inflict Pain, Receptacle
PSP: variable
Int: Low
Discovered By: Chasmyr
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