The Will & the Word

 The Will & the Word is an ancient form of Psionics. It is treated as magic
 in it's highest form. Few are capable of using it & those who have it have
 to obey certain rules of the universe. These rules guide the adept through
 the rigors of it's use. To dedicate oneself to the Will & the Word is a
 very taxing & tiring life. The wielder of this can, by will alone cause
 effects in the world around them. Depending of the strength of the wielder's
 will, anything is possible. It is also possible for the wielder to over
 reach himself & depleat his very lifeforce. This, of course, is almost
 always fatal.

 The rule of the Will & the Word is simple but brutally enforced by the
 universe itself. It is as so follows:

 One may never Will something to be "Unmade". To do so will result in the
 utter destruction of oneself. The universe exists to create not destroy.
 "She" will not permit anything, even the smallest pebble to "unmade".

 Users of the Will & the Word have certain inate abilities they gain after
 choosing the way of the Will & the Word. These abilities are as follows:

   1. Telepathy. Limited to other users of the way & families. Range
      is not known (one example was contact well over 3000 miles!).
      (DM note: limit is 100 miles per level of experience.)
   2. Shape change. Limited to normal animals (no monster types).
      Usually a wielder chooses only one form to use through out
      his life. (DM note: 1 shape per 10 levels of experience.)
   3. Mind Scan. This ability must be consciously activated &
      directed. This ability can tell if a person is a wielder
      of the Will & the Word, if he/she is a mage (& what type,
      if a wild mage, specialist, or elementalist), what the general
      alignment of the person is (i. e. Good, Neutral, or Evil).
      This power can be detected when it is used. If the target of
      the Mind scan is a mage or cleric he has a 1�2 on a d8 to
      detect the attempt. If the target is a wielder of the Will &
      the Word he has a 1�3 on a d8. If the target is also scanning
      then the detection is automatic. If the detection attempt is
      found then then scan can be tracked back to the user (if the
      target is a wielder.). The chance to Mind scan someone is 25%
      + 8% per level with the maximum scan percent being 99% (there
      is always a 1% chance of failure.). Tracking a scan attempt is
      equal to the target's chance to scan minus the scanner's level
      times 5. There is no maximum range for this power (although
      it is vauge & untrustworthy past 100 miles per intelligence
      point of the caster.).
   4. Mental Shield. This ability can block a Mind scan, Detect
      Alignment, Detect Evil/Good, ESP, Telepathy, some psionic
      attack modes (B, C, & D) & may reduce damage done by others
      (A & E) by half. This is a power that must be concsiously
      activated & mantained (concetrated on. No spell casting,
      psionic actions, or use of other Will & the Word powers with
      one exception: shape change. If shape changed at the time of
      the scan (or other) attempt then the form remains solid. The
      power PHYSICALLY changes the user into the animal form except
      for his mind.). The chance of this working is 20% + 10% per
      level of the user.
   5. Shadow Sending. This is the power to "send" the user's shadow
      to a far distant place. His shadow becomes a illusionary
      double of the user that he may speak & hear through.To send
      his shadow the user must first locate the intended target (who
      will see & hear the shadow as if totally real, except it is
      intangiable.). using Mind scan or by tracking the target's
      scanning attempt (this may not be necessary if the target is
      known to be located at a specific spot (i. .e a king in his
      Throne room, a prisoner in a specific cell, etc...) or is
      a family member.). The sender must concentrate to do this &
      can only maintain the Sending as long as he does so. There
      is no maximium range for this ability (although the shadow
      sent looses some realism if sent over 100 miles per level of
      the sender in distance.). The wielder may be able to use his
      powers while in his shadow. There is a 20% chance that the
      user will be able to do so. (DM note: This is rolled & noted
      at the creation of the character.).
   6. Detect lie. This ability allows a wielder to detect if someone
      he is speaking with is lying or not. It must be consciously
      used (DM note: the player must inform the DM thaat he is
      attempting to do this.). The chance is 10% + 5% per level to
      a maximum of of 80%. There are modifiers due to intelligence
      as seen on table 3.
   7. Joining. This is the most powerful ability that wielders of
      the Will & the Word have. If two or more wielders wish the can
      link the minds & wills together to increase their power. This
      allows them to achieve much more powerful Mind scans, Mental
      shields, or Detect lies. This also allows the joined wielders
      to combine their mental power (PSP points) for use of etiher
      of the two's mental powers (i. e. if while joined the wielders
      wish to attack a target the do so at their levels added
      together! Say if one was 5th lv. & one 8th lv. then joined
      they would attack as a 13th lv. person!). Only one wielder may
      act per round however no matter how many attacks they had
      seperatly. Also this is a strenuous thing & is very tiring
      on the users. (DM note: the longest the two may be joined
      is the lower constitution score of the two in rounds. Also
      the wielders can not do anything other then rest or walk
      slowly for the number of rounds joined in d4 rolls (i.e. if
      joined 3 rounds then roll 3d4 to see how long the two are
      disabled.). Both wielders must be willing to perform the
      joining to achieve it.
   8. Aura Manipulation. This ability allows the wielder to alter
      his aura. This alteration may take on one of these forms :
      (there are modifiers to the saves for the below listed on
      table 4. The duration of the effects are on table 5.)
        Fear: anyone within 20'r of the user must save vs Fear or
        cower from the user. Even if the save is succesful the
        person still feels on edge & a bit aprehensive about the
        user.
        Leadership/Authority: anyone within 20'r of the user must
        save vs spells or obey the users commands. If the save
        is made then the target will either ignore or refuse the
        user's commands.
        Friendship: anyone within 10'r of the user must save vs
        spells or immediatly become friends with the user. This
        friendliness expresses itself as good natured greetings,
        freindly chatter, freindly help, etc. This also increases
        the user's Charisma by 5 points while in affect.
        Love: When used on a female within 25'r of the user must
        save vs spells or become attracted to the user. They will
        do anything the user requests as long as that request isn't
        suicidal or obviously dangerous.
        Trust: When used, the target person(s) must save vs Breath
        Weapon or immediatly trust whatever the user tells him.
        Inconspicuous: anyone looking at the user must save vs spells
        or simply ignore him as a common, everyday person or
        someone not worthy of notice.
        Domination: when using this, the user seems to have a strong
        personality & his presence is felt by all within 40'r. If the
        user wishes, he may attempt to intimidate a person(s) within
        this radius. If this is attempted the target must save vs
        Breath Weapon or become submissive & slightly obediant.

 The most powerful effect of becoming a wielder of the Will & the Word is
 that it alters the physical makeup of the body so as to confer a form of
 Immortality to the user. The wielder will still age but will appear only
 as old as he wishes but once the age is reached the person may not look
 younger then that (most women who are wielders tend to stop aging in
 appearence about 25 or so, men vary according to personality & prefernce).
 Also, as the person ages his intelligence increases slightly & the effects
 of age do little to his physical or mental abiliies (ignore aging
 adjustments to Ability scores after the Mature stage).

 Only humanoids may become wielders of the Will & the Word. The word
 "Humanoid" meaning Humans, Elves, Dwarves, Halflings, Gnomes, any
 goblinoid race, giants, or other bipedal, sentient race. Wielder's can
 not be of a Chaotic alignment. There is no level limitation for any race
 who wishes to imbark on this road of life.

 (DM Info: Wisdom of 14 or higher, Consitiution of 15 or higher, dexterity
 of 14 or higher. High intelligence is also good. If Wisdom, Constitution,
 & Dexerity are higher then 16 then the character may be dual class if the
 prime ability(ies) is met.)

                             Table 1: Advancement

 X.P.                  Expienece     d8 dice for      THAC0
                        Level        accumilated
                                     Hit Points
 =================================================================
 0                        1              2              20
 2,500                    2              3              19
 5,000                    3              4              18
 10,000                   4              5              17
 20,000                   5              6              16
 35,000                   6              7              15
 59,000                   7              8              14
 90,000                   8              9              13
 130,000                  9             10              12
 300,000                 10             10              11
 500,000                 11             10 + 8          10
 700,000                 12             10 + 12          9
 900,000                 13             10 + 16          8
 1,100,000               14             10 + 20          7
 1,300,000               15             10 + 24          6
 1,500,000               16             10 + 28          5
 1,700,000               17             10 + 32          4
 1,900,000               18             10 + 36          3
 210,000 per experience level beyond 18th.
 Wielders gain 4 hp per level after 10th.

                      Table 2: Psionic Power Progression

 X.P.         Total     Total      Total
 Level        Dicipl.   Sciences   Devotions
 ===============================================
 1              2          2           5
 2              2          2           7
 3              2          3           9
 4              2          3          11
 5              3          4          13
 6              3          4          15
 7              3          5          17
 8              3          5          19
 9              4          6          21
 10             4          6          23
 11             4          7          25
 12             4          7          27
 13             5          8          29
 14             5          8          31
 15             5          9          33
 16             5          9          35
 17             6          10         37
 18             6          10         39
 19             6          11         41
 20             6          11         43
 Add 2 Sciences every 2 levels afer 20th.
 Add 2 Devotions every level after 20th.

                Table 3: Intelligence Modifiers for Detect Lie

 Int.          Modifier
 =======================
 2-5             +20%
 6-7             +10%
 8-12            none
 13-15           -5%
 16-17           -10%
 18-20           -20%
 21+             -35%

                    Table 4.0: Aura Save Modifiers (Fear)

 Int of       Target Reaction
 Target       is Friendly     is Neutral or Hostile
 ========================================================
 2-5              -4                    -9
 6-7              -3                    -7
 8-12             -1                    -4
 13-15            +2                     0
 16-17            +5                    +3

            Table 4.1: Aura Save Modifiers (Leadership/Authority,
                          Friendship, & Domination)

 Wis of       Target Reaction
 Target       Is Friendly      is Neutral     is Hostile
 ========================================================
 2-7              -6               -3             -1
 8-12             -4               -2              0
 13-16            +1                0             +4
 17-20            +3               +1             +6
 21+              +6               +4             +8

                Table 4.2: Aura Save Modifiers (Love & Trust)

 Total of    Target Reaction
 Target's    Is Friendly     Is Neutral    Is Hostile
 Int & Wis
 Scores
 ==============================================================
 4-14            -8            -5            -3
 15-24           -4            -3             0
 25-32           -2            -1            +3
 33-40            0             0            +5
 41+             +2            +1            +7

                Table 4.3: Aura Save Modifiers (Inconspicuous)

 Total of Target's
 Int & Wis Scores       Modifier
 ==================================
 4-20                     -4
 21-30                    -2
 31-40                     0
 41+                      +3

                   Table 5: Duration of Aura Effects (Fear)

 Base Duration : 1 hour (6 Turns)
 Int of
 Target       Modifier in rounds (remember 6 rds in a turn)
 ===============================
 2-5                +12
 6-7                 +6
 8-12                 0
 13-15               -1
 16-17               -6
 18-20               -8
 21+                -12

          Table 5.1: Duration of Aura Effects (Leadership/Authority,
                          Friendship, & Domination.)

 Base Duration : 6 hours (36 rounds)
 Wis of
 Target       Modifiers in rounds
 =================================
 2-7                  +6
 8-12                 +3
 13-16                 0
 17-20               -12
 21+                 -24

              Table 5.2: Duration of Aura Effects (Love & Trust)

 Base Duration : Dependent of Int & Wis
 Combined
 Wis & Int          Duration between saving throw attempts
 ===========================================================
 4-14               1 year
 15-24              5 months
 24-32              3 weeks
 33-40              1 week
 41+                1 day (144 turns)

             Table 5.3: Duration of Aura Effects (Inconspicuous)

 User's           Duration of effect without need
 Int & Wis        for concentration &/or reestablishment
 =======================================================
 16-21             3 rounds
 22-36             1 turn
 37-40             3 turns
 41+               1 hour (6 turns)

                                DM Information

 The Immortality that is granted to this character class shouldn't interfere
 with play at all. Remember it isn't real immortality. They can still die by
 blade, poison, falling, magical assault, psionic assault, etc... The
 character simply doesn't age anymore. This shouldn't hamper game play
 anymore then a long lived elf or dwarf character. If the player gets cocky
 over being immortal, take him down a peg or two by a brush with death. A
 couple close calls should put him back in place.

 Use the following to determine the PSP (Psionic Strength Points) of the
 character.

 PSPs (Psionic Strength Points) [Modified From The Complete Psionics Handbook,
                                 PHBR5, pg. 13)
 Psionic energy comes from within the character.  The energy is measured in
 PSPs. When a character uses a Psionic power he exspends PSPs. The exact cost
 depends on which power is used and how long he uses it.

 The total number of PSP that a character has depends of four factors: his
 Wisdom, Intelligence, Constitution & experience level. Wisdom, Intelligence,
 & Constitution determine the inherent potential. (Wisdom is the primary
 factor.) Experience determines how well a character has developed that
 potential.

 Follow these steps to calculate a character's total PSPs:
   1.) Find the character's Wisdom score on table 6 & get the PSP
       base score from it.
   2.) Add the appropriate ability odifiers for the character's
       Intellegence & Constitution to his base score. This final
       adjusted number is the character's inherent potential.

                         Table 6: Inherent Potential

 Ability        Base          Ability
 Score          Score         Modifier
 ========================================
 14              20             0
 15              24             0
 16              26             +1
 17              28             +2
 18              30             +3
 19              32             +4
 20              34             +5

 Gaining PSPs:
 Everytime a character advances a level, he expands his total pool of PSPs.
 To determine how many PSPs he gains, find the Ability modifer that
 coresponds to his Wisdom score. Add that number to 18. THe result is the
 total PSPs gain.

 Recovering PSPs:�
 A character who has expended PSPs can recover those points by "Taking it
 easy"- which means engaging in no hard physical activity & refraining from
 using psionic powers (i.e. refraining from expending any more PSPs). After
 each Turn�in which a character expends no PSPs check table 7 to see how many
 PSPs he recovers. A character may never recover more PSPs than he lost.
 A character's rate of recovery depends on how much physical exertion he
 experienced during the turn in question. Wielders recover the most points
 when they sleep of meditate for the entire turn of rest. Light activity,
 such as walking or riding, diminishes the speed of recovery. Rate each turn
 by the most strenuous physical activity undertaken, even if only for a few
 minutes.

                            Table 7: PSP Recovery

 Physical Activity            PSPs Recovered
 ==================================================
 Hard Exertion^                  none
 Walking, Riding                 1 per 2 turns
 Sitting, Resting,
 Reading                         1 per turn
 Sleeping,
 Rejuvenating^^                  2 per turn
 ^="Hard Exertion" includes fighting, running, digging ditches, walking while
  carrying a heavy load, climbing a rope, scaling a mountain, exploring a
  dungeon, & anything else the DM might want to include.
 ^^= This refers to the use of the Psionisist's Rejuvenation proficiency
   (included at the end of the text file.).

   Restrictions: (Only armor rules apply if Dual fighter, cleric, or thief.
          Of course each of those classes restrictions still apply.)

 Weapons usable:

 Blowgun
 Bola
 Dagger/Knife/Dart
 Hand/Light Crossbow
 Hand/Throwing Axe
 Short/Composite Short Bow
 Shortsword
 Spear/Polearm
 Throwing Blades
 War Hammer/Club

 Armor usable:

 Hide
 Leather
 Padded
 Studded Leather

                          Table 8: Proficiency Slots

 Weapon/Nonweapon
 Proficiencies        #Levels
 ======================================
     3/4          1/1 per 4 levels


        ---->(here is the info for the Rejuvenation proficiency)<----
                            Rejuvenation (Wis -1)

 This proficiency allows a character to recover his PSPs while he meditates,
 as quickly as if he were sleeping. The character achieves a state of deep
 concentration, in which he focuses & regains his energies. He is still aware
 of his surrounding, so does not suffer any penalties to his sruprise or
 initiative rolls. (He can not expend PSPs while Rejuvenating though.)

                                  End Notes:

 I personally suggest perchasing the Complete Psionics Handbook for AD&D if
 you do not already own it. It will increase your campaign greatly. If you
 are running a 1st Edition game, this character class will still work. Simply
 convert the CPH to 1st edition rules & go from there.