Kinetic powers adds a fascinating dimension to the game. Characters are less confident when confronting psychic foes, since saving throws against a mind attack is not always related to hit dice in the traditional sense. The kinetic combat trance attack demands cooperation by the psychic’s companions, to protect him physically while he protects them psionically. Puts a little healthy fear into that arrogant monster who has been terrorizing your poor dungeon.
Drawbacks on the use of psychic powers are the scarcity of characters with psychic potential, and the random assignment of powers to different characters. Scarcity results in very little employment of psionics in most games; no one has the powers. It is probably necessary for game balance. Grafting psionics onto every character would soon make them all too powerful. Scarcity can be rationalized by the fact that, unlike magic which may be studied, psychic ability is an inborn trait. You must be born with it. Of course, your Dungeon Master will decide the details relative to his homebrew or table rules for your characters.
Here is a list of Kinetic Powers, with some having an explanation, but those that don’t consult your Dungeon Master for guidance. Explanation of Starred (*) Powers
Mind Over Body
Reduction Molecular Melding*
Expansion Molecular Dart*
Explanation of Starred (*) Powers
Examples for Dungeon Master and Players to consider for the rest of the list of Kinetic Powers.
LIGHT: is a corona surrounding the possessor of the power, giving illumination (at least 5 feet radius). At the 4th level it will be the equivalent of an ordinary torch, at 6th level it will be approximately equal to a good lantern, and at 10th level the user will radiate strong.
STUN: allowing a 10 feet distance per level of mastery up to 100 feet. This power actually numbs the consciousness of the opponent — human, animal, or monster. The effects last as long as a Sleep spell would.
NEURAL DISRUPTION: actually prevents functioning of the nervous system. It reduces all of a foe’s attributes at the same time, each down 1 for every turn lasting turn equal to level of character attacking.
SPIRIT FORM: allows the user to vibrate his atoms such that he is insubstantial to solid matter, including magic weapons. The user is neither Ethereal nor Astral. They can be easily perceived, is vulnerable to magic or psionics, and cannot carry anything into the Spirit Form with him except ordinary cotton or woolen clothing.
MOLECULAR MELDING: works only on inanimate matter, mixing together the molecules of two objects to bond them together. For instance, a weapon could be bonded to the floor, or a door bonded into a doorframe to be held.
MOLECULAR SHIELD: When implementing on their turn, this increases the density of the air or liquid between the user and an attacker. The result is an increase in the user’s armor class 2 for 2 turns after implementing.
MOLECULAR DART: turns the air into a Magic Missle for 1d4 + 4. It has a range of 10 feet per level of attacker.