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-rw-r--r--src/changelog.md9
-rw-r--r--src/dnd/psionist-class.md1504
-rw-r--r--src/dnd/psionist.org (renamed from src/dnd/psionist2.org)0
-rw-r--r--src/dnd/spell-gauntlet.org683
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ChangeLog
=========
+## 2017-01-24 AndrewMurrell <ImFromNASA@gmail.com>
+
+remove unfinished sources
+
+ src/dnd/psionist-class.md | 1504 -------------------------------
+ src/dnd/{psionist2.org => psionist.org} | 0
+ src/dnd/spell-gauntlet.org | 683 --------------
+ 3 files changed, 2187 deletions(-)
+
## 2017-01-14 Andrew Murrell <merl@neo.andrewdm.me>
updated Psionist Title page
diff --git a/src/dnd/psionist-class.md b/src/dnd/psionist-class.md
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--- a/src/dnd/psionist-class.md
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----
-title: "Psionist Class [5e]"
-updated: "2016-07-16T21:01-0400"
-class: "dnd"
-categories: ES HB
----
-
-<div id="table-of-contents">
-<h2>Table of Contents</h2>
-<div id="text-table-of-contents">
-<ul>
-<li><a href="#sec-1">1 Introduction to the Psionist Class [5e]</a></li>
-<li><a href="#sec-2">2 The Psionist</a>
-<ul>
-<li><a href="#sec-2-1">2.1 Hit Points</a></li>
-<li><a href="#sec-2-2">2.2 Proficiencies</a></li>
-<li><a href="#sec-2-3">2.3 Equipment</a></li>
-<li><a href="#sec-2-4">2.4 Psionist Class Progression Table</a></li>
-<li><a href="#sec-2-5">2.5 Mind Powers</a>
-<ul>
-<li><a href="#sec-2-5-1">2.5.1 Psi Points</a></li>
-<li><a href="#sec-2-5-2">2.5.2 Psionic Ability</a></li>
-</ul>
-</li>
-<li><a href="#sec-2-6">2.6 Thought Sensitivity</a></li>
-<li><a href="#sec-2-7">2.7 Psionic Blast</a></li>
-<li><a href="#sec-2-8">2.8 Spellmind</a></li>
-<li><a href="#sec-2-9">2.9 Psionic Disciplines</a>
-<ul>
-<li><a href="#sec-2-9-1">2.9.1 Inquisitor</a></li>
-<li><a href="#sec-2-9-2">2.9.2 Kineticist</a></li>
-<li><a href="#sec-2-9-3">2.9.3 Metapsionist</a></li>
-<li><a href="#sec-2-9-4">2.9.4 Mind Master</a></li>
-<li><a href="#sec-2-9-5">2.9.5 Ascendant</a></li>
-</ul>
-</li>
-<li><a href="#sec-2-10">2.10 Perfect Mind</a></li>
-</ul>
-</li>
-<li><a href="#sec-3">3 Mind Powers</a>
-<ul>
-<li><a href="#sec-3-1">3.1 Basic Mind Powers (Cantrips)</a></li>
-<li><a href="#sec-3-2">3.2 First Level Mind Powers</a></li>
-<li><a href="#sec-3-3">3.3 Second Level Mind Powers</a></li>
-<li><a href="#sec-3-4">3.4 Third Level Mind Powers</a></li>
-<li><a href="#sec-3-5">3.5 Fourth Level Mind Powers</a></li>
-<li><a href="#sec-3-6">3.6 Fifth Level Mind Powers</a></li>
-<li><a href="#sec-3-7">3.7 Sixth Level Mind Powers</a></li>
-<li><a href="#sec-3-8">3.8 Seventh Level Mind Powers</a></li>
-<li><a href="#sec-3-9">3.9 Eighth Level Mind Powers</a></li>
-<li><a href="#sec-3-10">3.10 Ninth Level Mind Powers</a></li>
-</ul>
-</li>
-<li><a href="#sec-4">4 Thanks</a></li>
-</ul>
-</div>
-</div>
-<div id="outline-container-1" class="outline-2">
-<h2 id="sec-1"><span class="section-number-2">1</span> Introduction to the Psionist Class [5e]</h2>
-<div class="outline-text-2" id="text-1">
-<p>
-Because the power of psionics is vast but strange, over the eons many
-have learned to harness its power in wildly different ways. From
-warriors who use it to strengthen their blades to conjurers who pull
-matter from astral plane, psionic characters have always been the
-exception to the rule. As such, it is no surprise that it is difficult
-if not impossible to encompass all possible psionics users in a single
-class.
-</p>
-<p>
-That said, a common archetype for a user of psionics is that of the
-"Mind Mage" or Psionist, a highly skilled and intelligent adept who
-typically engages in combat by evoking psionic powers in a similar way
-that a Weave-based spellcaster would.<sup><a class="footref" name="fnr-.1" href="#fn-.1">1</a></sup>
-</p>
-<p>
-The following is a complete 5th edition class with options for
-creating the most common archetypes of psionic manifesters.<sup><a class="footref" name="fnr-.2" href="#fn-.2">2</a></sup>
-</p>
-</div>
-</div>
-<div id="outline-container-2" class="outline-2">
-<h2 id="sec-2"><span class="section-number-2">2</span> The Psionist</h2>
-<div class="outline-text-2" id="text-2">
-<p>
-A robed man watches the bar from a dark corner, carefully reading
-minds and waiting for a certain noble to step past the line of
-treason and arrest him.
-</p>
-<p>
-An invisible thief moves silently through the night. She approaches a
-locked and warded gate, looks around for guards, and then phases
-silently through it and into the estate, floating up to the second
-story window and continuing inside.
-</p>
-<p>
-A gnome sits hunched over a block of stone meditating deeply and
-tracing lines along its surface. Slowly he opens his eyes and marvels
-as the golem rises to its feet, rubs its chin thoughtfully, and bows
-before its master.
-</p>
-<p>
-A blue goblin bends a giant to her will, sending him running into the
-sea bound for faraway lands.
-</p>
-<p>
-An old man clad in white robes and an impish smile dismisses an
-inclement fire ball into the Plane of Fire and escapes into a
-glimmering portal bound for the outer planes.
-</p>
-<p>
-Each of these people are Psionists, a diverse class of psionic
-manifesters, who use their minds to interact with the world around
-them. Some are born with the abilities, some are awakened by strange
-alien forces, and some come to Psionic power after years of exhaustive
-meditation and training. Regardless of how they came into their
-powers, Psionists are generally intelligent and motivated individuals
-whose strange abilities invariably set them upon roads bound for
-adventure.
-</p>
-<p>
-As a Psionist, you gain the following class features.
-</p>
-</div>
-<div id="outline-container-2-1" class="outline-3">
-<h3 id="sec-2-1"><span class="section-number-3">2.1</span> Hit Points</h3>
-<div class="outline-text-3" id="text-2-1">
-<ul>
-<li><b>Hit Dice</b>: 1d6 per psionist level
-</li>
-<li><b>Hit Points at 1st Level</b>: 6 + your Constitution modifier
-</li>
-<li><b>Hit Points at Higher Levels</b>: 1d6 (or 4) + your Constitution modifier per psionist level after 1st
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-2" class="outline-3">
-<h3 id="sec-2-2"><span class="section-number-3">2.2</span> Proficiencies</h3>
-<div class="outline-text-3" id="text-2-2">
-<ul>
-<li><b>Armor</b>: Light armor
-</li>
-<li><b>Weapons</b>: Simple Weapons
-</li>
-<li><b>Tools</b>: None
-</li>
-<li><b>Saving Throws</b>: Intelligence
-</li>
-<li><b>Skills</b>: Choose two skills from Arcana, History, Insight,
- Investigation, Medicine, Perception, or Religion
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-3" class="outline-3">
-<h3 id="sec-2-3"><span class="section-number-3">2.3</span> Equipment</h3>
-<div class="outline-text-3" id="text-2-3">
-<p>You start with the following equipment, in addition to the equipment
-granted by your background:
-</p>
-<ul>
-<li>(a) a spear or (b) a mace
-</li>
-<li>(a) leather armor
-</li>
-<li>(a) light crossbow and 20 bolts or (b) any simple weapon
-</li>
-<li>(a) a scholar's pack or (b) an explorer's pack
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-4" class="outline-3">
-<h3 id="sec-2-4"><span class="section-number-3">2.4</span> Psionist Class Progression Table</h3>
-<div class="outline-text-3" id="text-2-4">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="right" /><col class="right" /><col class="left" /><col class="right" /><col class="left" /><col class="right" /><col class="right" />
-</colgroup>
-<thead>
-<tr><th scope="col" class="right"></th><th scope="col" class="right">Prof.</th><th scope="col" class="left"></th><th scope="col" class="right"></th><th scope="col" class="left">Max</th><th scope="col" class="right"></th><th scope="col" class="right"></th></tr>
-<tr><th scope="col" class="right">Level</th><th scope="col" class="right">Bonus</th><th scope="col" class="left">Features</th><th scope="col" class="right">Psi</th><th scope="col" class="left">Power</th><th scope="col" class="right">Cantrips</th><th scope="col" class="right">Powers</th></tr>
-<tr><th scope="col" class="right"></th><th scope="col" class="right"></th><th scope="col" class="left"></th><th scope="col" class="right">Points</th><th scope="col" class="left">Level</th><th scope="col" class="right">Known</th><th scope="col" class="right">Known</th></tr>
-</thead>
-<tbody>
-<tr><td class="right">1</td><td class="right">+2</td><td class="left"><a href="#sec-2-5">Mind Powers</a>, <a href="#sec-2-6">Thought Sensitivity</a></td><td class="right">4</td><td class="left">1st</td><td class="right">3</td><td class="right">2</td></tr>
-<tr><td class="right">2</td><td class="right">+2</td><td class="left"><a href="#sec-2-7">Psionic Blast</a>, <a href="#sec-2-8">Spellmind</a> 1</td><td class="right">6</td><td class="left">1st</td><td class="right">3</td><td class="right">3</td></tr>
-<tr><td class="right">3</td><td class="right">+2</td><td class="left">Psionic Discipline Feature (1)</td><td class="right">14</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr>
-<tr><td class="right">4</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">17</td><td class="left">2nd</td><td class="right">3</td><td class="right">4</td></tr>
-<tr><td class="right">5</td><td class="right">+3</td><td class="left"><a href="#sec-2-8">Spellmind</a> 2</td><td class="right">27</td><td class="left">3rd</td><td class="right">4</td><td class="right">5</td></tr>
-<tr><td class="right">6</td><td class="right">+3</td><td class="left">Psionic Discipline Feature (2)</td><td class="right">32</td><td class="left">3rd</td><td class="right">4</td><td class="right">6</td></tr>
-<tr><td class="right">7</td><td class="right">+3</td><td class="left">-</td><td class="right">38</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr>
-<tr><td class="right">8</td><td class="right">+3</td><td class="left">Ability Score Improvement</td><td class="right">44</td><td class="left">4th</td><td class="right">4</td><td class="right">7</td></tr>
-<tr><td class="right">9</td><td class="right">+4</td><td class="left"><a href="#sec-2-8">Spellmind</a> 3</td><td class="right">57</td><td class="left">5th</td><td class="right">4</td><td class="right">8</td></tr>
-<tr><td class="right">10</td><td class="right">+4</td><td class="left">Psionic Discipline Feature (3)</td><td class="right">64</td><td class="left">5th</td><td class="right">5</td><td class="right">9</td></tr>
-<tr><td class="right">11</td><td class="right">+4</td><td class="left">-</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr>
-<tr><td class="right">12</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">73</td><td class="left">6th</td><td class="right">5</td><td class="right">10</td></tr>
-<tr><td class="right">13</td><td class="right">+5</td><td class="left"><a href="#sec-2-8">Spellmind</a> 4</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">11</td></tr>
-<tr><td class="right">14</td><td class="right">+5</td><td class="left">Psionic Discipline Feature (4)</td><td class="right">83</td><td class="left">7th</td><td class="right">5</td><td class="right">12</td></tr>
-<tr><td class="right">15</td><td class="right">+5</td><td class="left">-</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr>
-<tr><td class="right">16</td><td class="right">+5</td><td class="left">Ability Score Improvement</td><td class="right">94</td><td class="left">8th</td><td class="right">5</td><td class="right">13</td></tr>
-<tr><td class="right">17</td><td class="right">+6</td><td class="left"><a href="#sec-2-8">Spellmind</a> 5</td><td class="right">107</td><td class="left">9th</td><td class="right">5</td><td class="right">14</td></tr>
-<tr><td class="right">18</td><td class="right">+6</td><td class="left">Psionic Discipline Feature (5)</td><td class="right">114</td><td class="left">9th</td><td class="right">5</td><td class="right">15</td></tr>
-<tr><td class="right">19</td><td class="right">+6</td><td class="left">Ability Score Improvement</td><td class="right">123</td><td class="left">9th</td><td class="right">5</td><td class="right">16</td></tr>
-<tr><td class="right">20</td><td class="right">+6</td><td class="left"><a href="#sec-2-10">Perfect Mind</a></td><td class="right">133</td><td class="left">9th</td><td class="right">5</td><td class="right">17</td></tr>
-</tbody>
-</table>
-</div>
-</div>
-<div id="outline-container-2-5" class="outline-3">
-<h3 id="sec-2-5"><span class="section-number-3">2.5</span> Mind Powers</h3>
-<div class="outline-text-3" id="text-2-5">
-<p>
-All Psionic abilities except those that cast spells are mind
-powers. Intelligence is your psionic ability for your mind
-powers. Your intellect determines the strength of the psionic effects
-you manifest. In addition, you use your Intelligence modifier when
-setting the saving throw DC for a mind power or when making an attack
-roll with one. Manifesting mind powers does not require verbal,
-somatic, or material components unless those components have an
-explicit cost associated with them or are consumed.
-</p>
-<ul>
-<li>Psionic Powers of sixth level and higher take a drastic mental toll
- when manifested. You may only manifest one sixth, one seventh, one
- eighth, and one ninth level power per day.
-</li>
-</ul>
-</div>
-<div id="outline-container-2-5-1" class="outline-4">
-<h4 id="sec-2-5-1"><span class="section-number-4">2.5.1</span> Psi Points</h4>
-<div class="outline-text-4" id="text-2-5-1">
-<p>
-Psi points represent a Psionist's pool of mental energy. It expands as
-she gains levels in the Psionist class and becomes more powerful. When
-manifesting powers, she uses a number of psi points according to the
-table below.
-</p>
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="right" /><col class="right" />
-</colgroup>
-<thead>
-<tr><th scope="col" class="right">Power Level</th><th scope="col" class="right">Point Cost</th></tr>
-</thead>
-<tbody>
-<tr><td class="right">1</td><td class="right">2</td></tr>
-<tr><td class="right">2</td><td class="right">3</td></tr>
-<tr><td class="right">3</td><td class="right">5</td></tr>
-<tr><td class="right">4</td><td class="right">6</td></tr>
-<tr><td class="right">5</td><td class="right">7</td></tr>
-<tr><td class="right">6</td><td class="right">9</td></tr>
-<tr><td class="right">7</td><td class="right">10</td></tr>
-<tr><td class="right">8</td><td class="right">11</td></tr>
-<tr><td class="right">9</td><td class="right">13</td></tr>
-</tbody>
-</table>
-<p>
-All spent psi points are recovered after a long rest.
-</p>
-</div>
-</div>
-<div id="outline-container-2-5-2" class="outline-4">
-<h4 id="sec-2-5-2"><span class="section-number-4">2.5.2</span> Psionic Ability</h4>
-<div class="outline-text-4" id="text-2-5-2">
-<p>
-<b>Mind Powers Save DC</b> = 8 + your proficiency bonus + your Intelligence
-modifier
-</p>
-<p>
-<b>Mind Power Attack Modifier</b> = your proficiency bonus + your
-Intelligence modifier
-</p>
-</div>
-</div>
-</div>
-<div id="outline-container-2-6" class="outline-3">
-<h3 id="sec-2-6"><span class="section-number-3">2.6</span> Thought Sensitivity</h3>
-<div class="outline-text-3" id="text-2-6">
-<p>
-As a Psionist, you are attuned to the thoughts and feelings of
-others, as well as the concentration of psionic energy in an area.
-</p>
-<ul>
-<li>You have disadvantage on Concentration checks and Intelligence
- saving throws if the number of thinking creatures within 10 feet
- of you is greater than or equal to three times your Psionist
- level.
-</li>
-<li>It is more difficult for a group of people to surprise you. If
- you enter an area with a group of five or more hidden creatures,
- you feel their presence and cannot be surprised by them. You can
- not determine their location relative to you or where they are
- hiding.
-</li>
-<li>Also, as an action you can examine an object or creature within
- 10 feet of you to psionically determine whether or not it has a
- mind. You cannot determine this if it is shielded or immune to
- having its mind read.
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-7" class="outline-3">
-<h3 id="sec-2-7"><span class="section-number-3">2.7</span> Psionic Blast</h3>
-<div class="outline-text-3" id="text-2-7">
-<p>
-As an action, you may attempt to use your mastery of psionics to deal
-psychic damage to a living target you can see within 60 feet of you.
-</p>
-<p>
-If you do so, your target must make an Intelligence saving throw or
-take psychic damage as determined by the Psionic Blast column of the
-Psionist table. In addition, if your target rolls less than your Mind
-Power Attack Modifier on this saving throw they are stunned until your
-next round.
-</p>
-</div>
-</div>
-<div id="outline-container-2-8" class="outline-3">
-<h3 id="sec-2-8"><span class="section-number-3">2.8</span> Spellmind</h3>
-<div class="outline-text-3" id="text-2-8">
-<p>
-By interacting with magic in the world, and the knowledge of those who
-manipulate it, you learn to alter your state of mind to allow yourself
-to cast spells through the Weave.
-</p>
-<p>
-Whenever earn a rank of Spellmind (levels 2, 5, 10, 14, and 17) you
-may choose a spell from another class' spell list of a level equal to
-the number of times you have this feature (for example, at level 10
-you choose a third level spell in addition to the first and second
-level spells you have already chosen). Once per long rest, you may
-cast this spell as if you were of the appropriate spellcasting class
-except that it does not require vocal or somatic components (material
-components are still required unless using an appropriate
-focus. Material components requiring a cost are always required) and
-it uses your Mind Power Save DC and Intelligence modifier for
-determining saving throws or spell attack rolls. Casting spells with
-the feature uses the Weave and can be countered or dispelled. Each
-time you level up, you may choose to replace a spell you learned with
-Spellmind with another spell of the same level (it doesn't have to be
-from the same class spell list).
-</p>
-</div>
-</div>
-<div id="outline-container-2-9" class="outline-3">
-<h3 id="sec-2-9"><span class="section-number-3">2.9</span> Psionic Disciplines</h3>
-<div class="outline-text-3" id="text-2-9">
-<p>
-Psionic Disciplines represent the ways in which Psionists interact
-with the Psionic Field and manifest their powers. You select a
-discipline at 3rd level and it grants sequential access tiers of
-abilities at 3rd, 6th, 9th, 14th, and 18th levels.
-</p>
-</div>
-<div id="outline-container-2-9-1" class="outline-4">
-<h4 id="sec-2-9-1"><span class="section-number-4">2.9.1</span> Inquisitor</h4>
-<div class="outline-text-4" id="text-2-9-1">
-<p>
-Inquisitors read thoughts and auras, learn skills, and draw power from
-the minds of others. A master Inquisitor in a crowd of people is
-capable of spectacular feats of power, will, and skill.
-</p>
-<p>
-At 3rd level when taking the Inquisitor Discipline, you gain access to
-all abilities under the Detective Tier. You likewise gain abilities in
-Melder, Mimic, Tactician, and Imperator Tiers upon reaching
-6th, 10th, 14th, and 18th levels respectively.
-</p>
-<p>
-<b>Bonus Proficiencies</b>: Insight, Investigation, double your proficiency
-bonus for Intelligence saving throws.
-</p>
-<ul>
-<li id="sec-2-9-1-1"><b>Detective</b><br/>
-<p>
-<b>Improved Thought Sensitivity</b>: You no longer are disadvantaged by
-swarming crowds of people, in fact, you have grown to excel in such
-areas of high density Psionic Field. The first part of your Thought
-Sensitivity ability now reads "You have advantage on concentration
-checks and intelligence saving throws while within 10 feet of 2 or
-more thinking creatures."
-</p>
-<p>
-<b>Detect Strike</b>: You sense when an opponent decides to strike you and
-can mentally prepare yourself. When you are attacked by a creature you
-can see, you may use your reaction to get a +2 bonus to armor class
-against that creature until your next turn. At 14th level, this
-increases to a +4 bonus.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-1-2"><b>Melder</b><br/>
-<p>
-<b>Mind Meld</b>: As an action, you may touch a creature with an
-Intelligence of 5 or greater and attempt to meld your consciousnesses
-together. Doing so can be dangerous. If you attempt to meld with an
-unwilling creature, it makes a Wisdom saving throw to block the mental
-intrusion, otherwise a link is established. While the link is active,
-thoughts, emotions, and memories are shared freely between yourself
-and the creature. During a mind meld, since your minds are linked, it
-is more difficult to lie or to hide information. To do so requires a
-Concentration (Intelligence) contest for each lie or omission. Either
-party may attempt to leave the mind meld by repeating the wisdom
-saving throw (if you attempt to leave, you must also make a wisdom
-saving throw against your Mind Power save DC). If the link is broken
-in this way, or in any other way (such as the death of one of its
-participants or being physically torn from touching one another)
-before both parties explicitly agree to do so, both parties take 10d6
-psychic damage. You may only use this feature once per long rest.
-</p>
-<p>
-<b>Touch of Tongues</b>: If a creature speaks at least one language, as an
-action you may concentrate to translate their intentions, though not
-their exact wording, into a language you know. This uses your
-concentration for manifesting mind powers or casting spells and the
-effect ends when you cease concentrating on it.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-1-3"><b>Mimic</b><br/>
-<p>
-<b>Mimic Skill</b>: You tap into the minds of those around you to
-temporarily learn skills and proficiencies. You may target a creature
-within 30 feet of you. An unwilling creature makes an wisdom saving
-throw or is affected. You may learn a skill, armor, weapon, or tool
-proficiency from the targeted creature for 1 hour. Additionally, you
-may use this feature during a Mind Meld. When doing so, you retain the
-proficiency for up to one week. You may use this feature once per
-short rest.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-1-4"><b>Tactician</b><br/>
-<p>
-<b>Tactician</b>: You learn to relay sensory information and plans to and
-from those around you. When determining if you can see a creature or
-object, whether for a spell, mind power, or other ability, or
-otherwise, you may use the senses of any creatures within 60 feet of
-you instead of your own. You may extend this ability to willing
-creatures in range by expending a psi point for each creature you
-target. In addition, you may freely exchange thoughts or images with
-any creatures to which you have extended this ability for the
-duration. The shared effect ends if you are incapacitated or after one
-hour.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-1-5"><b>Imperator</b><br/>
-<p>
-<b>One With All</b>: You thrive in areas of high density psionic
-energy. Once per long rest, if you are within 60 feet of 20 or more
-people you gain proficiency in all skills, languages, and saving
-throws, automatically succeed concentration checks, and any psionic
-abilities that you manifest or spells you cast are considered to be
-manifested or cast from one level higher. This effect lasts a number
-of minutes equal to the number of people within 60 feet of you when
-you manifest it (maximum 1 hour).
-</p>
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-9-2" class="outline-4">
-<h4 id="sec-2-9-2"><span class="section-number-4">2.9.2</span> Kineticist</h4>
-<div class="outline-text-4" id="text-2-9-2">
-<p>
-Kineticists alter the physical world by extending the conception of
-self to encompass their surroundings. A master Kineticist can lift a
-weapon without touching it and walk up the side of a building by
-simply willing it so.
-</p>
-<p>
-At 3rd level when taking the Kineticist Discipline, you gain access to
-all abilities under the Enhanced Self Tier. You likewise gain
-abilities in Extended Self, Kineticist, Master Kineticist, and Kinetic
-Avatar Tiers upon reaching 6th, 10th, 14th, and 18th levels
-respectively.
-</p>
-<p>
-<b>Bonus Proficiencies</b>: Acrobatics, Dexterity saving throws.
-</p>
-<ul>
-<li id="sec-2-9-2-1"><b>Enhanced Self</b><br/>
-<p>
-<b>Wall Walk</b>: You may travel up vertical surfaces as if they were
-difficult terrain.
-</p>
-<p>
-<b>Force Repulsion</b>: As an action you may have target creature within 60
-feet of you makes a Strength saving throw. If it fails, it is pushed
-up to 30 feet away from you and requires spending twice its movement
-to approach you until your next turn.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-2-2"><b>Extended Self</b><br/>
-<p>
-<b>Kinematics</b>: You learn the Minor Kinematics Cantrip with the slight
-differences noted below. It does not count against the number of
-Cantrips known. The number of objects or creatures that can be
-levitated is doubled. The maximum weight of an object or creature that
-can be levitated is doubled. When lifting objects with the Minor
-Kinematics psionic cantrip, you may attempt to attack a creature in
-range that you can see with those objects. An attack can be made as
-either an action or a bonus action or both using your Int modifier +
-your proficiency bonus to hit. You are considered proficient with
-these attacks and their damage is determined by the statistics of the
-objects being levitated (e.g. a longsword would deal 1d8 + your
-Intelligence modifier slashing damage and a levitated boot would deal
-1 + Intelligence). Floating objects can be attacked or pulled
-downwards, which causes the cantrip's effect holding them aloft to
-fail. If you attempt to make a ranged attack with a floating object,
-it must have the loading property and be loaded and such an attack may
-not be performed as a bonus action. You cannot load a weapon or
-activate a magic item using the Minor Kinematics cantrip.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-2-3"><b>Kineticist</b><br/>
-<p>
-<b>Improved Levitation</b>: You may manifest the second level psionic power
-Levitation at will without expending psi points.
-</p>
-<p>
-<b>Psychoportation</b>: Your movement speed is doubled.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-2-4"><b>Master Kineticist</b><br/>
-<p>
-<b>Phasing</b>: Once per short rest, as an action on your turn, you may
-spend a psi point to become intangible until your next turn. You may
-pass through solid objects and are invulnerable to nonmagical
-bludgeoning, slashing, and piercing damage, but not structures,
-boundaries, or weapons created by magical force. Your gear may become
-intangible with you. On subsequent turns, you may spend a psi point at
-the beginning of your turn to remain intangible. If you start your
-turn inside an object and cannot spend a psi point to remain
-intangible, you are merged bodily with that object. If your body
-cannot continue to function or your brain is destroyed, you die.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-2-5"><b>Kinetic Avatar</b><br/>
-<p>
-<b>Kinetic Avatar</b>: You extend your sense of self into the world around
-you, animating and controlling objects and structures in your
-vicinity, then pulling them around you in a swirling cocoon of
-armor. The effect lasts for 1 minute.
-</p>
-<ul>
-<li>You gain a flying speed equal to your normal speed for the
- duration.
-</li>
-<li>Your armor class increases by 10 for the duration, though this
- bonus decays as parts of your Avatar armor are destroyed.
-</li>
-<li>You gain a number of temporary hit points equal to your Psionist
- level for the duration. Whenever you take damage your bonus armor
- class decreases by 1 as part of the armor is sheared away.
-</li>
-<li>At any point you may shed 5 points of bonus AC to manifest the 5th
- level psionic power Animate Objects without spending psi
- points. The animated objects can fly.
-</li>
-</ul>
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-9-3" class="outline-4">
-<h4 id="sec-2-9-3"><span class="section-number-4">2.9.3</span> Metapsionist</h4>
-<div class="outline-text-4" id="text-2-9-3">
-<p>
-Metapsionists can alter minds and bodies to concentrate or disperse
-psionic energy and effects. A master Metapsionist can shapeshift,
-grant spellcasting and psionics, and disrupt the spellcasting and
-psionics of others.
-</p>
-<p>
-At 3rd level when taking the Metapsionist Discipline, you gain access
-to all abilities under the Awakened Tier. You likewise gain abilities
-in Empowered, Metapsionist, Living Mind, and Psionic Soul Tiers upon
-reaching 6th, 10th, 14th, and 18th levels respectively.
-</p>
-<p>
-<b>Bonus Proficiencies</b>: Medicine, Constitution saving throws.
-</p>
-<ul>
-<li id="sec-2-9-3-1"><b>Awakened</b><br/>
-<p>
-<b>Psionic Blade Ward</b>: You learn to ready your body to withstand
-damaging strikes. As a bonus action, you may spend a psi point to
-manifest the psionic cantrip Blade Ward (you don't have to be able to
-manifest that cantrip normally).
-</p>
-<p>
-<b>Psionic Recovery</b>: Once per day when you finish a short rest you may
-regain a number of psi points equal to your Psionist level (up to 9).
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-3-2"><b>Empowered</b><br/>
-<p>
-<b>Psionic Restoration</b>: Once per long rest at the start of your turn,
-you may remove a mind-altering condition from yourself. Alternatively,
-you may use an action to end a mind-altering condition from a creature
-you touch. These may be Charmed or Frightened.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-3-3"><b>Metapsionist</b><br/>
-<p>
-<b>Grant Psionics</b>: Once per long rest as an action you plant a seed of
-psionic ability in a willing creature you touch. For 24 hours they
-gain the ability to manifest a psionic power of your choice of 2nd
-level or lower and gain 6 psi points. If you manifest this ability on
-the same target every day for a month (30 days), the change becomes
-permanent and the creature is considered to be able to innately
-manifest that ability. You may not grant more than one ability to a
-creature, nor can you target a creature that already can manifest
-psionic abilities.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-3-4"><b>Living Mind</b><br/>
-<p>
-<b>Spell Mimicry</b> When you observe an arcane spell being cast by an
-individual within 10 feet of you, you may use your reaction to attempt
-to read the mind of its caster and create a psionic imprint of the
-spellcasting in your mind. To do so, make a spellcraft Intelligence
-(Arcana) check against 10 + the spell's level. You may not make this
-check against a spellcaster who is shielded from psychic intrusion
-(such as under the effect of a Mind Blank spell). Additionally, the
-psychic intrusion is not subtle. An unwilling caster may make a wisdom
-saving throw against your Mind Powers Save DC to prevent you from
-reading the details of the spell and determine your location. You may
-store up to two spells in this way, none of which are above fifth
-level. You may not imprint more than two spells in a day. Casting an
-imprinted spell requires the use of whatever components, including
-material, are normally required in its casting or an appropriate
-arcane focus, however, spells cast in this way use your Psionic
-Ability, Save DC, and Attack Modifier when relevant. They also require
-you to expend a number of psi points as if you were manifesting a Mind
-Power of that level. You must cast the spell at its lowest
-level. Spells cast in this way are magical and can be countered and
-dispelled. Once you have cast an imprinted spell in this way, you lose
-the imprint.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-3-5"><b>Psionic Soul</b><br/>
-<p>
-<b>Diminish/Enhance Psionics</b>: You have learned the deep secrets of the
-Hidden Art. When you or a creature you can see manifests a psionic
-power or you encounter an existing psionic effect, you may choose to
-apply one of the following effects to modify it as a reaction.
-</p>
-<ul>
-<li><span style="text-decoration:underline;">Fork/Merge</span>: You may increase or decrease the number of effected
- creatures by 1.
-</li>
-<li><span style="text-decoration:underline;">Expand/Contract</span>: You may enlarge or reduce the area of effect by 5
- feet.
-</li>
-<li><span style="text-decoration:underline;">Extend/Curtail</span>: You may increase or decrease the duration by 1
- minute.
-</li>
-<li><span style="text-decoration:underline;">Shape</span>: You may change the shape of the area of effect (but not
- the direction).
-</li>
-<li><span style="text-decoration:underline;">Counter</span>: You may make an Intelligence (Psionics) check against 10 +
- the power's level to end the effect.
-</li>
-<li><span style="text-decoration:underline;">Splice</span>: You may choose a psionic power of 2nd level or lower and
- add its effects (choosing targets separately if applicable) to the
- manifestation (this only applies to powers you manifest or see
- being manifested).
-</li>
-</ul>
-<p>
-You may use this ability once per short rest.
-</p>
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-9-4" class="outline-4">
-<h4 id="sec-2-9-4"><span class="section-number-4">2.9.4</span> Mind Master</h4>
-<div class="outline-text-4" id="text-2-9-4">
-<p>
-Mind Masters exert their will directly upon the minds of others. A
-master Mind Master can dominate and imprison the minds of others and
-even move their consciousness from mind to mind at will. Mind Masters
-tend to be neutral or evil in alignment.
-</p>
-<p>
-At 3rd level when taking the Mind Master Discipline, you gain access
-to all abilities under the Powerful Mind Tier. You likewise gain
-abilities in Dominating Mind, Transcendent Mind, Mind-Slaver, and
-Imprisoner tiers upon reaching 6th, 10th, 14th, and 18th levels
-respectively.
-</p>
-<p>
-<b>Bonus Proficiencies</b>: Persuasion, Wisdom saving throws.
-</p>
-<ul>
-<li id="sec-2-9-4-1"><b>Powerful Mind</b><br/>
-<p>
-<b>Deep Suggestion</b>: You may manifest the second level mind power
-Suggestion once per long rest without expending any psi points. When
-you do, the creature you target has disadvantage on the saving throw.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-4-2"><b>Dominating Mind</b><br/>
-<p>
-<b>Impose Will</b>: Once per short rest, you may cause a creature making a
-saving throw against one of your mind powers, abilities, or your
-psionic blast to have disadvantage on that saving throw. You must do
-so before the roll is made. Once you've used this feature on a
-creature, you may not do so again on that same creature until you
-finish a long rest.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-4-3"><b>Transcendent Mind</b><br/>
-<p>
-<b>Psychic Potency</b>: When you deal psychic damage to a target that is
-stunned, you deal an additional amount of damage equal to twice your
-Intelligence modifier.
-</p>
-<p>
-<b>Psychic Entity</b>: When you die, you may attempt to force your way into
-another creature's body to continue living. To do so, a target
-creature within 30 feet of you makes a Charisma saving throw. On a
-success, you die, otherwise, you take control of the target's body and
-force their consciousness into dormancy. You gain their physical
-features (Strength, Dexterity, Constitution) but retain all of your
-other traits. Once every 24 hours, or whenever you take damage greater
-than 50% of your max hit points, the dormant consciousness may attempt
-to resume control of the body by making a Charisma saving throw. On a
-success, you are forced out of the body and must either attempt to use
-this feature again on a different target or die.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-4-4"><b>Mind-Slaver</b><br/>
-<p>
-<b>Enslave</b>: Once per long rest as an action you may target a creature
-you can see within 30 feet of you. The target must succeed on a Wisdom
-saving throw or be charmed by you until you die or are on a different
-plane of existence from it. The charmed target is under your control
-and can't take reactions, and you and the target can communicate
-telepathically with each other over any distance. Whenever the charmed
-target takes damage, it can repeat its saving throw. On a success, the
-effect ends. No more than once every 24 hours, the target can also
-repeat the saving throw when it is at least one mile away from you.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-4-5"><b>Imprisoner</b><br/>
-<p>
-<b>Imprisonment</b>: You learn the 9th level Wizard spell Imprisonment as a
-ninth level mind power. It does not count against the number of powers
-known, but costs the normal number of psi points to manifest. As a
-Mind Master, Imprisonment gains an additional option: Mind Prison. You
-may choose to Imprison the creature directly in your mind. There is no
-material component needed for this option. If you die or your
-consciousness leaves your body for a period longer than 8 hours (as
-with an Astral Projection spell), the prisoner is released. While
-imprisoned in your mind, the creature may sense what you allow it to
-sense and you may read the creature's surface thoughts as with a
-Detect Thoughts spell. No more than one creature may be imprisoned
-this way at a time.
-</p>
-</li>
-</ul>
-</div>
-</div>
-<div id="outline-container-2-9-5" class="outline-4">
-<h4 id="sec-2-9-5"><span class="section-number-4">2.9.5</span> Ascendant</h4>
-<div class="outline-text-4" id="text-2-9-5">
-<p>
-Ascendants feel the pull of psionic energy from other planes and
-dimensions and can learn to manipulate the fabric of reality. A master
-Ascendant can open portals and doorways to distant places, summon
-inanimate objects and creatures from their home planes, and banish
-creatures from other planes back to whence they came.
-</p>
-<p>
-At 3rd level when taking the Ascendant Discipline, you gain access to
-all abilities under the Astral Apporter tier. You likewise gain
-abilities in Planar Adept, Ascendant, Shaper, and Master of the Planes
-Tiers upon reaching 6th, 10th, 14th, and 18th levels respectively.
-</p>
-<p>
-<b>Bonus Proficiencies</b>: Arcana, Charisma Saving Throws.
-</p>
-<ul>
-<li id="sec-2-9-5-1"><b>Astral Apporter</b><br/>
-<p>
-<b>Astral Armor</b>: As an action, you may conjure a coating of astral
-matter which covers the skin. This coating lasts for 1 hour and
-radiates dim light. Your AC becomes 13 + your Dexterity modifier for
-the duration. As a reaction, you may explicitly harden the coating,
-which temporarily increases your AC to 15 + Dex, but destroys the
-armor in a flash of bright light. Creatures within 5 feet of you when
-the armor is destroyed must make a Constitution saving throw or be
-blinded until your next turn.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-5-2"><b>Planar Adept</b><br/>
-<p>
-<b>Call Energy</b>: You feel the cosmic pull of the planes of Positive and
-Negative Energy. Once per long rest, as an action you may cover an
-20-ft radius sphere centered at a point you can see in planar
-energy. Choose either a) the Positive Energy Plane or b) the Negative
-Energy Plane. The covered area is either a) bathed in a dull glow or
-b) shrouded in a misty shadow which a) heals each living creature in
-range by 1 hp at the end of each creature's turn or b) deals 1 damage
-per turn to all living things in range and the end of each creature's
-turn. Maintaining this effect requires concentration and may last no
-longer than a minute.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-5-3"><b>Ascendant</b><br/>
-<p>
-<b>Planar Abjuration</b>: As a reaction to a spell or effect within 30 ft
-of you that would deal fire, cold, lightning, thunder, radiant, or
-necrotic damage, you channel the powers of the elemental and outer
-planes to reduce the damage dealt by that spell by an amount equal to
-your Intelligence modifier + your Psionist level. If the spell or
-effect has an area of effect, the damage each affected creature takes
-is reduced by this much. Damage reduction is applied before applying
-resistances.
-</p>
-<p>
-<b>Banishing Blast</b>: When a creature native to a different plane of
-existence than the one it is on fails its saving throw against your
-Psionic Blast it makes a Charisma saving throw. If it fails this
-saving throw, it is banished to its plane of origin with a faint
-popping sound for 1 minute. While there, the target is
-incapacitated. When the minute is finished, it returns to the nearest
-unoccupied space from where it left.
-</p>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-5-4"><b>Shaper</b><br/>
-<p>
-<b>Conjure Astral Construct</b>: Once per long rest, as an action, you may
-create an Astral construct from Astral matter pulled from the Astral
-Plane.
-</p>
-<p>
-Though you may customize the exact form of the construct to your
-liking, the statistics for the Astral Construct are the same as that
-of the Helmed Horror (page 183 in the Monster Manual) with the
-following exceptions:
-</p>
-<p>
-It gains up to three additional options from the list below (you may
-choose the same option more than once):
-</p>
-<ul>
-<li>Extra Attack
-</li>
-<li>See Invisibility
-</li>
-<li>Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con
- saves or are blinded and deafened for 1 minute. They may repeat the
- saving throw at the end of each of their turns. Once a creature
- succeeds, it cannot be affected again.)
-</li>
-<li>5d8 (22) Extra Hit Points
-</li>
-<li>Extra Spell Immunity (Two additional spells)
-</li>
-<li>+3 Damage on Hit
-</li>
-<li>+1 AC
-</li>
-</ul>
-</li>
-</ul>
-<ul>
-<li id="sec-2-9-5-5"><b>Master of the Planes</b><br/>
-<p>
-<b>Whitefire Portal</b>: You burn a temporary hole through the Astral Plane
-and into another plane of your choice. Once per long rest, centered on
-a point within 300 ft of you, you summon raw Astral ectoplasm which
-burns with hellish, white-hot fury. Any creature standing within 20
-feet of the whitefire must make a Dexterity saving throw or take 12d10
-fire damage or half on a successful save. Inanimate objects in the
-area also take the damage and flammable objects may catch on fire. A
-portal then opens to a plane of your choice as with a Gate spell and
-remains open for 1 minute as the planes slowly knit themselves back
-together. Alternatively, instead of a specific location on a plane of
-your choice, you may choose to have your portal open into a general
-location in one of the elemental planes or the planes of positive or
-negative energy. If you do so, creatures who enter or begin their
-turns within 20 feet of the portal take 6d10 damage of the appropriate
-elemental or energy type.
-</p>
-</li>
-</ul>
-</div>
-</div>
-</div>
-<div id="outline-container-2-10" class="outline-3">
-<h3 id="sec-2-10"><span class="section-number-3">2.10</span> Perfect Mind</h3>
-<div class="outline-text-3" id="text-2-10">
-<p>
-Over years of study and experience in the Hidden Art, you have
-mastered the use of your most powerful psionic powers. The restriction
-on manifesting high level powers no longer applies to sixth and
-seventh level powers.
-</p>
-</div>
-</div>
-</div>
-<div id="outline-container-3" class="outline-2">
-<h2 id="sec-3"><span class="section-number-2">3</span> Mind Powers</h2>
-<div class="outline-text-2" id="text-3">
-</div>
-<div id="outline-container-3-1" class="outline-3">
-<h3 id="sec-3-1"><span class="section-number-3">3.1</span> Basic Mind Powers (Cantrips)</h3>
-<div class="outline-text-3" id="text-3-1">
-<p>
-At first level, you learn three basic mind powers (cantrips) of your
-choice from the following list. If a mind power shares the name of a
-spell then it produces a psionic effect is identical to that spell,
-otherwise, an asterisk follows the power's name and it creates a new
-or different psionic effect that is described in greater detail below
-the list.
-</p>
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Blade Ward</td></tr>
-<tr><td class="left">Dancing Lights</td></tr>
-<tr><td class="left">Friends</td></tr>
-<tr><td class="left">Light</td></tr>
-<tr><td class="left">Mending</td></tr>
-<tr><td class="left">Message</td></tr>
-<tr><td class="left">Minor Illusion</td></tr>
-<tr><td class="left">Minor Kinematics*</td></tr>
-<tr><td class="left">Prestidigitation</td></tr>
-<tr><td class="left">Resistance</td></tr>
-<tr><td class="left">True Strike</td></tr>
-<tr><td class="left">Vicious Mockery</td></tr>
-</tbody>
-</table>
-<p>
-<b>Minor Kinematics</b> - <i>Psionic Evocation Cantrip</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 action
-</p>
-<p>
-<i>Range</i>: 30 ft
-</p>
-<p>
-<i>Duration</i>: 1 minute
-</p>
-<p>
-As an action, you may levitate an object or creature within 30 feet of
-you weighing less than 10 pounds. On each of your turns, you may use
-an action or a bonus action to mentally command it to move up to 30 ft
-in any direction. The effect ends if the object or creature is ever
-more than 30 feet away from you, falling to the ground. An unwilling
-creature must succeed on a Constitution saving throw against your Mind
-Powers Save DC or be affected. It may repeat this saving throw at the
-end of each of its turns. You may levitate multiple objects or
-creatures in this way by manifesting this power again, but no more
-than a number of times equal to your Intelligence modifier. If you
-attempt to manifest it more times than that, then all items regain
-their normal weight and fall to the ground.
-</p>
-</div>
-</div>
-<div id="outline-container-3-2" class="outline-3">
-<h3 id="sec-3-2"><span class="section-number-3">3.2</span> First Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-2">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Aura Reading*</td></tr>
-<tr><td class="left">Charm Person</td></tr>
-<tr><td class="left">Command</td></tr>
-<tr><td class="left">Compelled Duel</td></tr>
-<tr><td class="left">Comprehend Languages</td></tr>
-<tr><td class="left">Detect Magic</td></tr>
-<tr><td class="left">Detect Poison and Disease</td></tr>
-<tr><td class="left">Disguise Self</td></tr>
-<tr><td class="left">Dissonant Whispers</td></tr>
-<tr><td class="left">Expeditious Retreat</td></tr>
-<tr><td class="left">Faerie Fire</td></tr>
-<tr><td class="left">Feather Fall</td></tr>
-<tr><td class="left">Find Familiar</td></tr>
-<tr><td class="left">Heroism</td></tr>
-<tr><td class="left">Identify</td></tr>
-<tr><td class="left">Illusory Script</td></tr>
-<tr><td class="left">Jump</td></tr>
-<tr><td class="left">Longstrider</td></tr>
-<tr><td class="left">Lock Mind*</td></tr>
-<tr><td class="left">Mage Armor</td></tr>
-<tr><td class="left">Shield</td></tr>
-<tr><td class="left">Silent Image</td></tr>
-<tr><td class="left">Sleep</td></tr>
-<tr><td class="left">Tasha's Hideous Laughter</td></tr>
-<tr><td class="left">Unseen Servant</td></tr>
-</tbody>
-</table>
-<p>
-<b>Aura Reading</b> - <i>2nd Level Psionic Divination</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 action
-</p>
-<p>
-<i>Range</i>: 10 feet.
-</p>
-<p>
-<i>Duration</i>: Instantaneous
-</p>
-<p>
-You may target a thinking creature you can see within range, reading
-its psionic aura, and you may manifest one of the following options:
-(a) <span style="text-decoration:underline;">Detect Falsehood</span>: you may determine whether the target believes
-that its most recent statement is true, (b) <span style="text-decoration:underline;">Detect Alignment</span>: you
-may determine the target's alignment, (c) <span style="text-decoration:underline;">Detect Disguise</span>: you may
-determine if the target is wearing a magical or physical disguise.
-</p>
-<p>
-<b>Lock Mind</b> - <i>1st Level Psionic Enchantment</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 action
-</p>
-<p>
-<i>Range</i>: Self
-</p>
-<p>
-<i>Duration</i>: 1 hour
-</p>
-<p>
-For the duration, your mind cannot be read without your permission and
-you have resistance to psychic damage. At higher levels: when cast
-from a higher level, the duration increases as follows. 2nd level: 2
-hours, 3rd level: 4 hours, 4th level: 8 hours, 5th or higher: 24
-hours.
-</p>
-</div>
-</div>
-<div id="outline-container-3-3" class="outline-3">
-<h3 id="sec-3-3"><span class="section-number-3">3.3</span> Second Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-3">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Alter Self</td></tr>
-<tr><td class="left">Arcane Lock</td></tr>
-<tr><td class="left">Blindness / Deafness</td></tr>
-<tr><td class="left">Blur</td></tr>
-<tr><td class="left">Calm Emotions</td></tr>
-<tr><td class="left">Crown of Madness</td></tr>
-<tr><td class="left">Darkvision</td></tr>
-<tr><td class="left">Detect Thoughts</td></tr>
-<tr><td class="left">Enhance Ability</td></tr>
-<tr><td class="left">Enlarge / Reduce</td></tr>
-<tr><td class="left">Enthrall</td></tr>
-<tr><td class="left">Heat Metal</td></tr>
-<tr><td class="left">Hold Person</td></tr>
-<tr><td class="left">Find Traps</td></tr>
-<tr><td class="left">Invisibility</td></tr>
-<tr><td class="left">Knock</td></tr>
-<tr><td class="left">Lesser Restoration</td></tr>
-<tr><td class="left">Levitate</td></tr>
-<tr><td class="left">Locate Object</td></tr>
-<tr><td class="left">Mirror Image</td></tr>
-<tr><td class="left">Misty Step</td></tr>
-<tr><td class="left">Phantasmal Force</td></tr>
-<tr><td class="left">Psychometry*</td></tr>
-<tr><td class="left">Rope Trick</td></tr>
-<tr><td class="left">See Invisibility</td></tr>
-<tr><td class="left">Silence</td></tr>
-<tr><td class="left">Spider Climb</td></tr>
-<tr><td class="left">Suggestion</td></tr>
-<tr><td class="left">Warding Bond</td></tr>
-<tr><td class="left">Zone of Truth</td></tr>
-</tbody>
-</table>
-<p>
-<b>Psychometry</b> - <i>2nd Level Psionic Divination</i>
-</p>
-<p>
-<i>Casting Time</i>: 10 minutes
-</p>
-<p>
-<i>Range</i>: Touch
-</p>
-<p>
-<i>Duration</i>: Instantaneous
-</p>
-<p>
-When thinking beings touch the world around them, they leave a psionic
-imprint of their actions behind. You attune to an object you can
-touch. Doing so allows you to see the last person to hold the object,
-no matter how long ago, and its immediate surroundings while being
-held, including sounds. You may follow and replay the events occurring
-near the object but cannot move away from the point of view of the
-object.
-</p>
-</div>
-</div>
-<div id="outline-container-3-4" class="outline-3">
-<h3 id="sec-3-4"><span class="section-number-3">3.4</span> Third Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-4">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Bestow Curse</td></tr>
-<tr><td class="left">Blink</td></tr>
-<tr><td class="left">Clairvoyance</td></tr>
-<tr><td class="left">Daylight</td></tr>
-<tr><td class="left">Fear</td></tr>
-<tr><td class="left">Feign Death</td></tr>
-<tr><td class="left">Fly</td></tr>
-<tr><td class="left">Gaseous Form</td></tr>
-<tr><td class="left">Haste</td></tr>
-<tr><td class="left">Hypnotic Pattern</td></tr>
-<tr><td class="left">Leomund's Tiny Hut</td></tr>
-<tr><td class="left">Major Image</td></tr>
-<tr><td class="left">Meld Into Stone</td></tr>
-<tr><td class="left">Mind Bolt*</td></tr>
-<tr><td class="left">Nondetection</td></tr>
-<tr><td class="left">Sending</td></tr>
-<tr><td class="left">Slow</td></tr>
-<tr><td class="left">Tongues</td></tr>
-<tr><td class="left">Water Walk</td></tr>
-</tbody>
-</table>
-<p>
-<b>Mind Bolt</b> - <i>3rd Level Psionic Evocation</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 action
-</p>
-<p>
-<i>Range</i>: 300 ft
-</p>
-<p>
-<i>Duration</i>: Instantaneous
-</p>
-<p>
-You manifest psionic energy as an invisible bolt that deals damage and
-can stun a target. Target creature you can see in range makes an
-Intelligence saving throw or takes 6d8 psychic damage and is stunned
-for 1 minute. This creature takes half damage on a successful save and
-is not stunned. A stunned creature may repeat the saving throw at the
-end of each of its turns, ending the effect on itself on a success.
-</p>
-<p>
-<i>At Higher Levels</i>: For each level above 3rd, the damage increases by
-1d8.
-</p>
-</div>
-</div>
-<div id="outline-container-3-5" class="outline-3">
-<h3 id="sec-3-5"><span class="section-number-3">3.5</span> Fourth Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-5">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Arcane Eye</td></tr>
-<tr><td class="left">Banishment</td></tr>
-<tr><td class="left">Compulsion</td></tr>
-<tr><td class="left">Confusion</td></tr>
-<tr><td class="left">Conjure Minor Elementals</td></tr>
-<tr><td class="left">Dimension Door</td></tr>
-<tr><td class="left">Dominate Beast</td></tr>
-<tr><td class="left">Empower Object*</td></tr>
-<tr><td class="left">Evard's Black Tentacles</td></tr>
-<tr><td class="left">Fabricate</td></tr>
-<tr><td class="left">Freedom of Movement</td></tr>
-<tr><td class="left">Greater Invisibility</td></tr>
-<tr><td class="left">Hallucinatory Terrain</td></tr>
-<tr><td class="left">Locate Creature</td></tr>
-<tr><td class="left">Phantasmal Killer</td></tr>
-<tr><td class="left">Polymorph</td></tr>
-<tr><td class="left">Stoneskin</td></tr>
-</tbody>
-</table>
-<p>
-<b>Empower Object</b>: <i>Fourth Level Psionic Transmutation</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 action
-</p>
-<p>
-<i>Range</i>: Touch.
-</p>
-<p>
-<i>Duration</i>: 1 minute. Concentration.
-</p>
-<p>
-You may imbue an object you touch with psionic energy. It glimmers
-faintly with stored power. At any point during the duration you may
-harmlessly release the energy which ends the effect. When you cease
-concentrating on this mind power, whether by choice or by a failed
-concentration check, the stored energy is released suddenly. Any
-creature within 10 feet of the object makes a Dexterity saving throw
-or takes 8d8 force damage or half as much on a successful one. A
-creature carrying the object has disadvantage on this saving throw.
-</p>
-</div>
-</div>
-<div id="outline-container-3-6" class="outline-3">
-<h3 id="sec-3-6"><span class="section-number-3">3.6</span> Fifth Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-6">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Animate Objects</td></tr>
-<tr><td class="left">Awaken</td></tr>
-<tr><td class="left">Conjure Elemental</td></tr>
-<tr><td class="left">Contagion</td></tr>
-<tr><td class="left">Contact Other Plane</td></tr>
-<tr><td class="left">Creation</td></tr>
-<tr><td class="left">Dominate Person</td></tr>
-<tr><td class="left">Dream</td></tr>
-<tr><td class="left">Geas</td></tr>
-<tr><td class="left">Hold Monster</td></tr>
-<tr><td class="left">Mislead</td></tr>
-<tr><td class="left">Modify Memory</td></tr>
-<tr><td class="left">Passwall</td></tr>
-<tr><td class="left">Planar Binding</td></tr>
-<tr><td class="left">Rary's Telepathic Bond</td></tr>
-<tr><td class="left">Scrying</td></tr>
-<tr><td class="left">Seeming</td></tr>
-<tr><td class="left">Telekinesis</td></tr>
-<tr><td class="left">Teleportation Circle</td></tr>
-<tr><td class="left">Wall of Force</td></tr>
-</tbody>
-</table>
-</div>
-</div>
-<div id="outline-container-3-7" class="outline-3">
-<h3 id="sec-3-7"><span class="section-number-3">3.7</span> Sixth Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-7">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Arcane Gate</td></tr>
-<tr><td class="left">Blade Barrier</td></tr>
-<tr><td class="left">Contingency</td></tr>
-<tr><td class="left">Flesh to Stone</td></tr>
-<tr><td class="left">Guards and Wards</td></tr>
-<tr><td class="left">Magic Jar</td></tr>
-<tr><td class="left">Mass Suggestion</td></tr>
-<tr><td class="left">Otto's Irresistible Dance</td></tr>
-<tr><td class="left">Programmed Illusion</td></tr>
-<tr><td class="left">True Seeing</td></tr>
-<tr><td class="left">Wind Walk</td></tr>
-</tbody>
-</table>
-</div>
-</div>
-<div id="outline-container-3-8" class="outline-3">
-<h3 id="sec-3-8"><span class="section-number-3">3.8</span> Seventh Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-8">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Etherealness</td></tr>
-<tr><td class="left">Forcecage</td></tr>
-<tr><td class="left">Mirage Arcane</td></tr>
-<tr><td class="left">Plane Shift</td></tr>
-<tr><td class="left">Project Image</td></tr>
-<tr><td class="left">Regenerate</td></tr>
-<tr><td class="left">Reverse Gravity</td></tr>
-<tr><td class="left">Simulacrum</td></tr>
-<tr><td class="left">Teleport</td></tr>
-</tbody>
-</table>
-</div>
-</div>
-<div id="outline-container-3-9" class="outline-3">
-<h3 id="sec-3-9"><span class="section-number-3">3.9</span> Eighth Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-9">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Antipathy/Sympathy</td></tr>
-<tr><td class="left">Clone</td></tr>
-<tr><td class="left">Demiplane</td></tr>
-<tr><td class="left">Dominate Monster</td></tr>
-<tr><td class="left">Feeblemind</td></tr>
-<tr><td class="left">Ghostform*</td></tr>
-<tr><td class="left">Glibness</td></tr>
-<tr><td class="left">Kinetic Barrier*</td></tr>
-<tr><td class="left">Mind Blank</td></tr>
-<tr><td class="left">Telepathy</td></tr>
-</tbody>
-</table>
-<p>
-<b>Ghost Form</b> - <i>8th Level Psionic Transmutation</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 Action
-</p>
-<p>
-<i>Range</i>: Self
-</p>
-<p>
-<i>Duration</i>: 1 hour
-</p>
-<p>
-You become a ghost for the duration of the spell. Your DM can supply
-you with the statistics of the ghost and you take on all of these
-statistics, forsaking your own for the duration except Wisdom,
-Intelligence, and Charisma. When your ghost form is reduced to 0 hit
-points or the duration ends, you return to your normal form. Items
-you carry enter ghost form with you, though none of their magical
-properties will function for the duration as if suppressed by an
-Antimagic Field. You may exit the ghost form as an action.
-</p>
-<p>
-<b>Kinetic Barrier</b> - <i>8th Level Psionic Evocation</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 Action
-</p>
-<p>
-<i>Range</i>: Self
-</p>
-<p>
-<i>Duration</i>: 1 minute
-</p>
-<p>
-Concentration.
-</p>
-<p>
-You enact a shimmering Kinetic Barrier around yourself for 1 minute
-with a number of temporary hit points equal to your maximum hit
-points. If you would take bludgeoning, piercing, slashing, or force
-damage while the Barrier exists, the barrier takes the damage
-instead. If the barrier is broken by taking damage equal to or greater
-than its hit points or its duration ends, then it implodes dealing the
-entire damage to you. While half of the Barrier's hit points or more
-are gone, you may make an unarmed attack at a creature or object
-within range to cause the barrier to explode and deal the stored
-damage to that creature or object. While the Barrier surrounds you,
-you may not take any other actions, but can move normally.
-</p>
-</div>
-</div>
-<div id="outline-container-3-10" class="outline-3">
-<h3 id="sec-3-10"><span class="section-number-3">3.10</span> Ninth Level Mind Powers</h3>
-<div class="outline-text-3" id="text-3-10">
-<table border="2" cellspacing="0" cellpadding="6" rules="groups" frame="hsides">
-<colgroup><col class="left" />
-</colgroup>
-<tbody>
-<tr><td class="left">Astral Projection</td></tr>
-<tr><td class="left">Foresight</td></tr>
-<tr><td class="left">Gate</td></tr>
-<tr><td class="left">Shapechange</td></tr>
-<tr><td class="left">Time Stop</td></tr>
-<tr><td class="left">Transfer Wounds*</td></tr>
-<tr><td class="left">Unstoppable*</td></tr>
-<tr><td class="left">Weird</td></tr>
-<tr><td class="left">Wish</td></tr>
-</tbody>
-</table>
-<p>
-<b>Transfer Wounds</b> - <i>9th Level Evocation</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 Action
-</p>
-<p>
-<i>Range</i>: Touch
-</p>
-<p>
-<i>Duration</i>: Instantaneous
-</p>
-<p>
-You have learned to use other's life force as a conduit for your
-psionic powers. You and one creature you are touching are restrained
-until the end of your turn. The creature takes necrotic damage equal
-to your number of missing hit points. You gain hit points equal the
-damage dealt, but no more than the creature's hit point maximum.
-</p>
-<p>
-<b>Unstoppable</b> - <i>9th Level Psionic Transmutation</i>
-</p>
-<p>
-<i>Casting Time</i>: 1 action
-</p>
-<p>
-<i>Range</i>: Self
-</p>
-<p>
-<i>Duration</i>: 1 minute.
-</p>
-<p>
-Concentration.
-</p>
-<p>
-You harness the raw power of Kinetics to enter an Unstoppable state
-for 1 minute. While in this state you have advantage on strength
-checks to break through doors or other barriers. Also your movement
-speed cannot be reduced below your maximum speed, you may only move in
-straight lines, and you reflect from barriers you cannot break in a
-direction of your choice. Creatures or objects in your path must make
-dexterity saving throws (if applicable) or be crushed for 10d6 points
-of force damage. You are immune to nonmagical bludgeoning damage while
-Unstoppable, but running into traps or dangerous areas may still hurt
-you.
-</p>
-</div>
-</div>
-</div>
-<div id="outline-container-4" class="outline-2">
-<h2 id="sec-4"><span class="section-number-2">4</span> Thanks</h2>
-<div class="outline-text-2" id="text-4">
-<p>
-I'd like to thank all of the creators of proper D&amp;D Psionics from
-every edition, as well as contributors to other systems like
-Pathfinder and (GURPS) Traveler.
-</p>
-<p>
-I'd like to thank N. Foy, Alex L., Sam S., and Joey A. for playtesting
-all of the crazy incarnations of this.
-</p>
-<p>
-Also thanks to Nathan R., Luke S., Jacob C., Marcus S., Jay B. and
-many many others for listening to me rant about psionics for certainly
-longer than what is socially acceptable.
-</p>
-<p>
-For example, the mind flayer as presented in the Monster Manual has
-the Innate Spellcasting (Psionics) feature. This feature allow the
-mind flayer to cast a set of spells using psionic energy. These spells
-can be countered with counterspell or dispelled with dispel magic and
-similar effects.
-</p>
-<p>
-First, we brainstormed the available options, then divided them into
-distinct categories, built the spell/power lists, divided the features
-vertically by level awarded, compared similar features across classes,
-revised, revised, revised, and finally playtested it. Now we bring it
-to the public for large-scale testing.
-</p>
-<div id="footnotes">
-<h2 class="footnotes">Footnotes: </h2>
-<div id="text-footnotes">
-<p class="footnote"><sup><a class="footnum" name="fn-.1" href="#fnr-.1">1</a></sup> Mechanically, what is worth noting is that psionics and Weave-based
-magic are two distinct forces. In general, an effect that alters or
-affects a spell has no effect on a psionic effect and vice
-versa. There is one important exception to this rule. A psionic effect
-may allow a creature to cast a spell by teaching them to manipulate
-the Weave.
-</p>
-<p class="footnote"><sup><a class="footnum" name="fn-.2" href="#fnr-.2">2</a></sup> In designing this class, the key design ideals were 1)
-Flavor, 2) Fun, 3) 5e Rules and Design Consistency, and 4) Balance.
-</p>
-</div>
-</div>
-</div>
-</div>
diff --git a/src/dnd/psionist2.org b/src/dnd/psionist.org
index accd563..accd563 100644
--- a/src/dnd/psionist2.org
+++ b/src/dnd/psionist.org
diff --git a/src/dnd/spell-gauntlet.org b/src/dnd/spell-gauntlet.org
deleted file mode 100644
index 9eb030d..0000000
--- a/src/dnd/spell-gauntlet.org
+++ /dev/null
@@ -1,683 +0,0 @@
-#+TITLE: Spell Gauntlet: Practical Spellcasting
-#+CLASS: dnd
-#+CATEGORIES: FF SS WP
-
-* Teleport
-
-** Wizard - ft. Ula Mindis
-The young Wizard Ula Mindis awoke to the smell of steeping tea.
-
-She sighed, opened her sleep-encrusted eyes, and yawned. Another day.
-Another attempt. She rolled out of bed and drifted over to the
-window. It was cracked open, but she threw it wide to welcome the
-morning air and golden sunrise into her bedroom, or study rather.
-She'd recently moved her most used bookcases in here for easy access.
-Her spellbook sat open at its usual spot, turned to the page she'd
-most recently been studying. This particular spell she'd attempted
-half a dozen times to no avail, but this morning felt somehow
-auspicious for it.
-
-Ula looked over the first line. The elven letters were written in her
-own hand. She had copied the carefully penned italic espruar letters
-from an old scroll recovered from a captured pirate ship no more than
-a tenday ago and had tried to cast the spell immediately. When she
-failed, she had rechecked the writing a dozen times against every
-source she could find, so she was sure that the letters weren't the
-problem, she was.
-
-The tea arrived, cup wobbling in midair, held by a construct of pure
-magical force, whom she thanked politely. The morning breeze caught
-the bay spray and filled the room with the smell of salt and sorcery.
-
-Perhaps she could not cast the spell, Ula mused, because she was
-perfectly happy exactly where she was.
-
-Emboldened by the tea, she shook away the thought and dove again into
-the spell. Just imagine what was possible! No longer would she have
-to send away for expensive spell components. She could just say the
-words and pick them up herself. She could visit her family back in
-Mulmaster or take a vacation on the shores of some exotic beach
-island.
-
-She finished the first line, an anchoring, and began on the second.
-While the first had been filled with words of permanence and
-stability, the second was quite the opposite, using words of whimsy
-and transcendence. She had gone over this before, even looking up
-words and pronunciation from the deepest parts of her library.
-
-This time though, the spell began to make sense. Like a distant blur
-on the horizon solidifying into a ship, but that didn't mean that she
-could sail upon it. No, the spell would likely take another tenday to
-work through at this rate.
-
-She moved to the next line, back to permanence, repetition, solidity,
-before turning again to shifting sand and billowing wind. The salty
-sea-spray began to blow against her spellbook, almost flipping the
-page mid-sentence. She nearly cursed, but a mage learns to be careful
-with errant words early in her education, and she remained silent.
-She reached for her tea, but it had grown cold. She absent-mindedly
-heated it with a cantrip and brought the near-boiling mug to her lips.
-
-Ow!
-
-She set it down again and sent her unseen servant for an ice-block for
-the tea.
-
-She thought about ice, about water, then again about the spell.
-
-Permanence. Transience. Solidity. Liquidity.
-
-That was it!
-
-By the time the ice-cube arrived the tea was long forgotten.
-
-"Of course! The key isn't thinking about location at all, it's about
-matter! I'm solid right now. I need to be liquid! A solid cannot
-move, but a liquid flows, through time, through space, it doesn't
-matter!"
-
-Ula poured herself into the spell and the teacup clattered to the
-floor as she used her full concentration on the spell at hand. She
-focused on the market down below her. Fish-mongers barked their
-catches to the passersby and coin flowed freely.
-
-The words came one after another perfectly, Ula could almost predict
-them. Permanence. Transience. Solidity. Liquidity.
-
-And suddenly she was in the marketplace.
-
-The surprised merchants around her started then blushed as she cheered
-"I did it! I did it!" and jumped up and down.
-
-Only after nearly a minute of excited and likely bewildering
-explanation to the surprised fellows did Ula realize she had not
-changed from her slip and nightgown yet.
-
-Oh well. She needn't be that embarrassed. She could always move; now
-the world was at her fingertips.
-
-** Sorcerer - ft. Saffron Dayl'asaar
-
-Saffron looked at the picture of the remote village.
-
-"You've got to be kidding me." she stated in deadpan.
-
-"No, I assure you that is the location of the disturbance!" said the
-thin old actuary. He stooped over the table with a lens held to one
-eye peering at her as if he expected her to pop out of existence at
-any second.
-
-Which, admittedly, she was likely to do, assuming of course that she
-could locate the stlarned place to disappear to.
-
-"No, I mean, this is the best information you have?"
-
-"Oh yes. Absolutely positively the best. The mine is just right by
-the village you see. That is where Betrice, our informant that is,
-recovered the clues. It's just luck that she thought the mine pretty
-and drew it for us in such exquisite detail."
-
-/Exquisite detail my arse./ thought Saffron.
-
-The eldest child of the now-esteemed Dayl'asaar family of Aglarond,
-Saffron had always been the adventurous one, even more so than her
-trio of older brothers. So when the Institute came knocking three
-years ago, Saffron was the one to take up the call, not her father,
-not her brothers, but little Saffron spell-touched. Plus, she was the
-only one of them capable of the kind of magics that the Institute
-really lacked, even though the spells didn't always go off exactly as
-she planned.
-
-"Okay. It will have to do." She snatched up the paper and her
-traveling gear and concentrated on the picture and on her breathing.
-
-The mine was rather typical, but the old actuary, the elder one of the
-Minster Brothers who ran the Institute for the Recovery of Rare and
-Dangerous Artifacts, had supplied her with an atlas of remarkable
-detail and enough stories to feel as if she knew the place intimately.
-Or perhaps at least enough to try to translocate to it.
-
-Saffron felt her breath go out into the world and spread out
-impossibly far. The world shift beneath her. She felt connected to
-the strands of the Weave around her, following them like a cart along
-a track, but moving impossibly fast. Her mind raced across the land,
-across the sea, to where the atlas had shown her. She hesitated above
-the island for a moment gauging the possibilities. Then suddenly she
-was plummeting into the jungles. This was no divination, so she could
-not actually see any details, only what she imagined the jungles to
-look like based on the dark greens and browns of the atlas. Suddenly
-a mine was in front of her. There was no saying if it was the right
-one, or if it really was a mine or not, but Saffron was tired of
-waiting. She drew up the power within her and stepped through the
-world itself.
-
-She stepped through the Weave and out into a monsoon. She snagged a
-strand of loose magic on the way out and an explosion of cold air
-burst forth from where she was standing, instantly freezing raindrops
-into mini-hailstones which pounded her mercilessly.
-
-"Ugh, Mystra you're working with Talos now to make my life violent and
-unpredictable? Is it too much to ask for--I don't know--a normal
-casting every once in a while?"
-
-Her curses as she trudged through the rain would have made her
-ancestors, the Day'lasaar pirates of the Sea of Fallen Stars, proud.
-
-** Bard - ft. Orryn Raulnor
-
-"You mean you're the third Raulnor with that name?!" the sellsword
-asked incredulously.
-
-"No, no. Where I'm from that means that I'm the third oldest son." a
-gnome in gilded leathers replied.
-
-"I see. Still too long for my tastes, I'm not for knowing what yer
-parents was for thinking, but nobody needs a name that damn long. And
-what about that 'sonoviches' part?"
-
-"Well, that's a bit complicated: it roughly translates to something
-somewhere between 'indefatigable one who spits on witches' and
-'largely punctual' ... it's a family name."
-
-The table erupted in laughter.
-
-Soon thereafter, the group seated around the table parted company and
-the gnome made his way into the street.
-
-He wasn't nearly as drunk as his companions had been, but he only
-barely noticed the shapes in the alley before he'd walked into them.
-
-Orryn licked his lips and looked over at the subtle shapes of his
-soon-to-be assailants.
-
-There were perhaps eight of them now, arrayed in a semicircle around
-him in the darkness. He should have known better than to flaunt his
-gold around the tavern as he'd done. But them again, it wasn't all
-bad. It had been far too long since he had a chance to live a good
-story instead of simply tell one.
-
-"Excuse me gentlesirs, how can I help you this fine night?" the
-gnomish bard, twirling a strand of his green beard around his finger
-in a gesture of mock-nervousness, asked the group of local toughs.
-
-One of the larger of the group stepped forward into the alleyway and
-quickly botched whatever ready line he'd been prepared to say. They
-evidently hadn't realized the gnome has seen them before he'd spoken.
-
-"Halt there, uh, sirrah. It looks like you've, uh, forgot to pay the
-toll."
-
-"Hmm, I hadn't taken ye to be trolls, but now in the light I do see
-the resemblance."
-
-The group was not particularly disciplined, most likely coming
-together recently at the smell of gold and lacking for a real leader.
-About half of them were silent and nearly shaking with anticipation.
-The other half were blustering fools.
-
-"Did'ja he just call Cratch t'be a troll?" one asked.
-
-"He is a troll!" another joked.
-
-"Your mother's a troll." Cratch replied. "Now little one, hand over
-your money or you'll wish I's a troll."
-
-"All right, all right. No need to be hasty. I'm sure you're all
-upstanding gents and just want to use the money to pay off your debts
-and buy your mothers veiled carriages. Here, take the money."
-
-Orryn pulled at a pouch on his waist, snapping the straps, and tossed
-it on the ground in front of Cratch and the others. It fell open and
-several dozen large gold coins rolled from the sack.
-
-The octet dived for the spilled coins and struggled with one another
-to snatch them up.
-
-"Of course, this sum is just a trifle compared to what I keep at
-home."
-
-The novitiate robbers looked up with various states of doubt,
-incomprehension, and greed. This had been the plan, but somehow it
-was far too easy. The smart thing to do would be to grab the gold and
-flee. But these were not particularly smart men, less so when blinded
-by the fortunes of gold held in their hands.
-
-"Take us there."
-
-"As you wish..." The rest of Orryn's sing-song sentence danced in the
-wind to distant places and forgotten ages. The eight bullies found
-their thoughts taken far away as the strange music lifted them up and
-carried them upon a journey. The true names of places are powerful
-things, most strange and unpronounceable, most lost to time immortal.
-But the bard's magic remembered them. His words were not an
-incantation as much as a call-and-response. His voice echoed through
-the world, and the world responded.
-
-Orryn and the eight were suddenly elsewhere. A very far away
-elsewhere. Snow billowed through the air and covered the icy ground
-in heaps.
-
-Orryn's captives reeled and screamed in terror.
-
-"Where are we?? Curse you wizard!"
-
-"Fear not. Everything is under control. We are in the middle of a
-northern glacier, where a small expedition settlement once existed. I
-hadn't planned on the blizzard, but I suppose you're familiar with the
-adage 'we take what we are given.'"
-
-Cratch lunged at the diminutive bard, but Orryn was already in the
-midst of another spell. He spoke words that felt like rushing air and
-drifted lazily into the sky, just out of reach of the huddled mob. He
-extended his arms, recited the lightly tingly words that covered his
-body with bright red faerie fire, and then spoke with a voice that
-boomed through the icy plain.
-
-"Hear me well, I am Orryn Maye Sylvester Miles Felix Hectacre Notin
-Jiles Bulron Sysil-Sisler Klif-Wistler Anasto'tofande Sonoviches
-Overton Sennison Johnnyson Raulnor the Third, Bard of Faerun, Walker
-of Worlds, Smiter of Evildoers and Annoying Backwater Pricks, and
-I. AM. NOT. A. WIZARD."
-
-The group cowered and shivered before a spectacle of magical prowess
-unlike any they had ever seen or were ever likely to see again.
-
-"And if you would give me back my coin, I would appreciate it."
-
-A few hours later, the eight would-be robbers staggered into a
-tavern, each holding a single gold piece and a story.
-
-None of them would ever rob again.
-
-
-* Prestidigitation
-
-** Magic Initiate Feat - Wizard - ft. Harvey Hoban Harpell
-"Whadd'ya mean cutof?"
-
-"I mean, cut off. You, Mr. Harpell, are cut off. No more drinks
-tonight. Sit, enjoy the fire, rest. Do nothing to rouse the ire of
-my other patrons. Especially none of that odoriferous weed of yours!"
-
-"Whadd'ya mean rows the ira!" Here, turning to a hooded man nursing a
-half-pint of dark liquor beside him. "Do I rows ya ira?!" The man
-turned to face him, grim faced, and in a motion dumped the glass'
-contents over the young man's dirty matted head of hair and set the
-empty glass upon the counter before the frowning bartender.
-
-"That's a waste of good liquor, Malcom."
-
-"Just wanted to give'im one last drink is all. I'll pay."
-
-The bartender sighed and reluctantly poured the man another glass.
-
-"How come 'e gets some!?"
-
-"Go. Sit... Now."
-
-The dripping cleric, robes which had successfully avoided the downpour
-now dripping with a darker rain, wobbled over to the fire and landed
-upon a cushion with some measure of practiced grace, or luck.
-
-"Oh, Mal-com gets another drink. Sure." He looked to give the man an
-evil-eye but noticed for the first time that he was not alone. "Oh,
-ladies, my apprologries." He attempted to stand but finding
-extracting himself from his seat more difficult than anticipated,
-simply half-bowed to the pair of dripping maids. Straining for words,
-he offered, "I see you're wet! I can help you with that!"
-
-As he struggled with gaining control of his faculties to remember the
-blasted name of that cantrip, the sound of broken glass from across
-the room cut through the lively atmosphere.
-
-The Selune's Smile was rather crowded with weary travelers looking for
-rest or for revel. Twin fireplaces bookended the common area, giving
-a warm glow to the ancient decor. Gristly trophies bequeathed to the
-tavern adorned the walls: dragon scales, naga fangs, and owlbear heads
-among them. A few quiet tapestries hang from the rafters, heralding
-the ancient Lords of Waterdeep who frequented the tavern in times long
-since past.
-
-It is said that every adventurer of the Sword Coast eventually finds
-her way to the City of Splendors, but rarely do so many of them come
-to a particular tavern all at once.
-
-Seated across from the most recent blackfish of the Harpell family,
-sat a pair of ladies wearing drenched leathers and scowls.
-
-Harvey seemed not to notice the latter as he inventoried his magical
-repertoire.
-
-/Prefeguritat?/
-
-/Pregnanitato?/
-
-/Presdogranado?/
-
-/No. That'd jus worse./
-
-The room grew instantly silent at the spilling glass and subsequent
-trading of blows.
-
-/No, youse keep talkin, gotta thing./ he silently berated the floor.
-
-/Prestangerition?/
-
-One of the combatants fell to the floor and then laboriously dragged
-himself back up and slumped into a nearby chair. Harvey thought he
-heard one of the two women, the shorter one, say something, "Need
-some... mumble mumble Moose?"
-
-/Moose?/
-
-/His mind joined his liver, slowly churning through the facts of the day./
-
-/Animal. Forest. Green. She's kinda greenish. I wonder if she's
-from a forest? Ew, she's probaly dirty if she came from a forest. Eh,
-nothin a little Prestidigitation couldn't fix./
-
-/.../
-
-"Prestidigitation!" He shouted over the now-returned din. Magic leapt
-from his fingers, but not exactly with the effect he had originally
-intended. Reminded of the magical pranks from his childhood, his most
-common retaliatory strike was that of the "foul wind." This came
-unbidden to him now, and the magic unleashed the foul smelling breeze
-from his fingertips.
-
-
-* Cure Wounds
-
-** Bard
-** Cleric - ft. Harvey Hoban Harpell
-
-The minor scuffle in the tavern had turned to outright chaos. Harvey
-struggled to look unassuming beside the fireplace. The two furious
-women had stomped off for some reason and then suddenly returned,
-except... one of them had a thick moose pelt thrown up over her arm
-like a shield and had grappled away a sword from an unfortunate fellow
-behind her, and...
-
-Oh no, now there were three of them. The wet woman, the moose woman,
-and a new woman... who could probably lift a moose. And despite his
-best efforts, his "gusts" had spread to even the outer tables. People
-were taking notice. Through it all, came the deep contralto of what
-he could only assume was a giantess, standing now, teeth clenched and
-nearly trembling with rage.
-
-"What is the meaning of this?"
-
-Even drunk, even stupid, there was no mistaking that tone.
-
-Stumbling with words, with mental images, and especially the literal
-stumbling involved when attempting to slink backwards from fear of a
-large angry Goliath woman, at first Harvey could do little more than
-whimper.
-
-Stopping just short of the fire, it's tongues licking the edges of his
-trailing sleeves, he composed himself as well as he could in the face
-of possible crushing death, closed his eyes, and sputtered "Excuse my
-casting m'lady. My name is Harvey Hoban Harpell, 'eric'a Eldath. I
-only meant to help." Then peeking carefully from one eye he added,
-"Please don' crush me."
-
-He was inadvertently saved by another man. The drunken merchant lost
-his footing as he approached the bar for another bottle of stsass and
-stumbled into the goliath maid's firm buttocks. He might as well have
-walked into a wall for all the good it did him. Actually, he most
-certainly would have preferred to walk into a wall, as walls don't
-seize you by the collar, hoist you over their heads and fling you at
-their true sources of rage.
-
-Layers of fat flapped in the wind, terrified by their unnatural
-acceleration. Equally terrified, the eye Harvey had dared to open
-flinched shut. He could hear the sounds of the fireplace mantle above
-him abruptly stopping the man-boulder's flight. And a moment later he
-could feel the crushing weight of the man-boulder's fall, the hard
-coolness of the wooden floor against his face, and the uncomfortable
-warmth and wetness of a terrified unconscious man letting go after a
-long night of drinking.
-
-In that moment, he felt that the only proper thing to do was to join
-him.
-
-Minutes passed and Harvey was more than satisfied with resting
-stupidly beneath his boulderous brother, surrounded by the incontinent
-smells and the tumultuous clatter of battle... wait. Battle?
-
-/Oh no. What have I done?/
-
-Harvey tried to stand, to lift his face from the hard pearwood
-floorboards, to see what was going on. Red blood splattered down
-beside his cheek. It was warm and fresh. He managed to lift his
-shoulders and turn. A bloody maw lolled above him, the jaw obviously
-broken, tongue bit, nearly severed. Bruising was already beginning to
-settle in between the voluminous folds of fat around the face and neck
--- black and blue and red.
-
-Suddenly what was the proper thing moments ago seemed foolish. This
-whole night seemed foolish. Eldath, what have I done? This man is
-hurt because of me. I started a brawl. I'm not worthy of serving
-you.
-
-In Harvey's frantic heart, beside the furious pounding and self-pity,
-came a shiver. It raced along his chest, along his limbs, his spine a
-roadway, his bumbling extremities the destination. A familiar sense
-of peace, contentment, and quiet perfection, washed over him like a
-gentle flowing stream. The sensation reached his head, starting from
-the base of the skull and rushing forward to envelop him, to hold him,
-to wrap him tightly in a warm stillness. All was silent.
-
-And yet from in that perfect silence, Harvey could almost hear a quiet
-voice, a whisper of a whisper upon the wind breathe to him.
-
-/I know.../
-
-The silence abated and the bustling lights and sounds of the taverns
-returned.
-
-Thank you, m'Lady. Harvey mouthed deferentially. Then squeezing a
-hand beneath his torso and the floor and taking up his holy symbol
-from around his neck, he gently turned his body into a sitting
-position against the wall, the large man laying across his lap, and
-allowed the Peace of Eldath to flow through him and into the man.
-
-He spoke words, though he knew them not, and the symbol of the rushing
-waterfall and the still pool gleamed with a quiet silver and blue
-light. The unconscious man's wounds were bathed in the light, and his
-clotting blood staunched, his bruises soothed, his avulsed tongue knit
-together, and jaw gently returned to place. He opened his eyes,
-wonderstruck, then promptly grimaced at the smell in the air and in
-his trousers.
-
-"Oh, right!" Harvey waved away the effect of the cantrip and helped
-the man to his feet.
-
-** Druid
-** Paladin - ft.
-** Ranger
-
-
-* Power Word Kill
-
-** Wizard
-** Warlock
-
-
-* The Fugue
-
-The orcs pulled you down.
-
-They beat you. You could feel the blood in your mouth, and leaking
-beneath your skin. You could feel their clubs break you. You felt
-your spine snap, one, two, three places. Frantic, try to focus on the
-spells your patron left you. But you know there is nothing there. So
-you flex the fingers on your right hand, where your brand is--the
-deep, red burn which you know will never heal. You feel the bitter
-the connection to Nine Hells, in some ways it feels like a fishing
-line pulling you back there, and in other it just feels like a part of
-your body, like a gland. Pulling on the connection feels like crying,
-but tears of sulfur and of smoke. Soon hot, sticky, bruised-looking
-energy responds to your call and leaks from the brand like pus. An
-orc stands over you, a battleaxe held high above his head, and you
-fling it at him with a roar of defiance. He takes it full in the face
-and his brain explodes out the back of his head.
-
-But he wasn't the only orc, and the hits keep coming, You know that
-you are going to die.
-
-Soon the blows stop hurting. The world stops spinning and everything
-is very very quiet.
-
-...
-
-You don't open your eyes. There's no moment of focusing, blurred
-vision, bright light. You just see. You just are.
-
-You're standing on a desolate plain. The sky is a dull shade of dark
-gray, the same color as the thick dirt which covers the ground like
-dusty snow. You can see ahead for hundreds of miles, but it doesn't
-seem to strike you as odd.
-
-You aren't alone.
-
-Others, mostly humans, but a half-orc here, a half-elf there, move
-through the dirt, knocking up clouds of dust in their wakes. They
-move so slowly.
-
-You are standing.
-
-You look down at your hand, there is no brand. You flex the fingers,
-but there is no burning sensation. In fact, there's barely any
-sensation at all. It doesn't seem to strike you as odd.
-
-As you turn the hand over to put it back at your side, you notice that
-where the brand was, on the back is a small red patch of dried ink.
-Perhaps some rune or letter? It doesn't seem important.
-
-You drop the arm to your side, slowly, quietly, and begin to walk.
-
-Nearby is a small hill. Several men and women are gathered on it.
-They seem to be singing.
-
-A light opens above them and a creature with wings of fire and a
-shield emblazoned with the symbol of an upright gauntlet appears.
-With a circular motion of his arm and a smile, the light becomes a
-whirlwind and the faithful are lifted up into the shining gateway and
-disappear in an anti-climactic non-flash of light. For as suddenly as
-the herald appeared, he is gone and the plain is returned to stoic
-grayness. You notice that even the hill is gone. But it doesn't seem
-important.
-
-You spot a woman along your path, old, wrinkled, dirty, as grey as the
-dust and sky. She is sobbing softly, clutching at her knees. She
-wears the low-cut rags of a Luskan whore. Her eyes grow wide with
-fear as you approach. But you hear a voice call out "do not be
-afraid." Your eyes follow the voice, to a woman standing nearby. She
-radiates beauty. Calling her beautiful is like calling the sky
-overcast. It is like calling the air stale or the dirt dirty. She
-reaches out a hand to the woman, her long red hair flowing in a wind
-that isn't there. The old woman bounds to her feet. She falls, but
-stands and tries again, every step growing stronger until she grasps
-the hand of her goddess and is clothed in the beauty and vitality of
-her youth. She cries with joy, collapsing into the breast of the
-goddess, and the pair step through the planes together leaving behind
-the scent of strawberries and freshly cut grass.
-
-The scent dissipates quickly and you continue walking.
-
-You see others wandering aimlessly like yourself.
-
-You all seem to be walking in the same direction.
-
-In the distance is a circle of lights around an impossibly thin silver
-line disappearing into the sky.
-
-Your approach takes many hours, perhaps days or months or years, but
-eventually the lights become a city. A huge city. The walls rise
-over a mile high, and moan softly, though you can't tell how or why.
-
-From a large gate, hooded figures approach the aimless walkers,
-including yourself. One stops before you and removes her hood with a
-look of vague, forced, curiosity. She isn't exactly human, she has
-scales across her face and bright yellow eyes which are difficult to
-follow.
-
-She speaks, but the words are distant, muffled, "Guarded Faithless or
-Bargained Soul?"
-
-A deep, resonating, but scratchy voice answers from somewhere behind
-and above you.
-
-"The first. Perhaps next time... the second."
-
-After a moment of consideration she nods deferentially, raises her
-hood, and turns towards the city, ushering you forward.
-
-The walls continue to grow as you get closer. They must be ten miles
-high. This city must house millions. Around you is a crowd, closely
-packed among each other, though most give you a wide berth. Now
-devils mingle among the humans, whispering, promising. They lead away
-many.
-
-As you approach the wall, the whimpering grows louder. The wall has
-faces. Bodies are stuck together with rotting mortar, which dissolves
-them like a giant stomach.
-
-Suddenly jagged rifts open beside and before you, along the wall.
-Creatures with the faces and tusks of pigs, but the bodies of great
-apes rush through, crushing or tossing aside both wandering Faithless
-and cloaked guides.
-
-Horns blare clearly through the otherwise muted scene of violence.
-
-The guides throw aside their cloaks and brandish sickles and shields.
-Devils howl war cries and abandon their bargaining to do battle with
-their hated foes.
-
-The demons flow through the rifts in a great horde and begin to tear
-at the wall, dragging huge chunks back through with them into the
-Abyss. Some moaning souls cry out as many are ripped asunder, torn
-from a slow non-existence of centuries to one of instants. The rest
-disappear into the Abyss, their forms already being twisted into those
-of the demons that abducted them.
-
-A giant six-armed demon with fangs like a viper rushes at you. You
-raise your hand to call down fire upon it, but you have no power on
-which to call.
-
-A bony whip-like barbed tail shoots out from behind you, striking the
-creature and sending it writhing to the ground. A massive bone devil
-steps over you, it's skeletal spider-like limbs moving to propel it
-impossibly fast through the slow-motion battlefield. It hefts a
-greatclub that was probably once the femurs of one of those huge
-pig-ape-devils and smashes the six-armed serpent into a blackish
-pulp. The blood splashes up into your face, leaving a line of acidic
-muck running down your nose, between your eyes.
-
-Then the fighting stops as suddenly as it started. An angel, clad in
-flames the color of the sky shuts the portals with a pointed word and
-outstretched finger and surveys the damage to the wall before flying
-off towards the great spire of Kelemvor, the god of the dead.
-
-The bone devil turns and looks you over. "It is time. The vessel has
-arrived." He then leaves you and cuts a thin line in the air with his
-tail. He steps through it and disappears, leaving behind the familiar
-scent of sulfur and brimstone. You hear the distant sound of a faint
-chime. It's probably not important.
-
---
-
-You open your eyes. There's a moment of focusing, blurred vision, and
-bright light. You take a breath and feel the cold morning air fill
-your lungs. A horned tiefling with a pitch black bell and a scroll is
-standing over you. Your whole body burns, but especially your hand
-and a strip running from your forehead down between your eyes.
-
-Everything is blurry, especially your memory. Standing around you are
-your adventuring companions. It feels like you just saw them moments
-ago? Was there a battle? What's going on? You can't remember
-anything... it's all just indistinct and gray.
-
-Faust and the Fugue Plane
--Andrew Murrell