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Psionic Items

COGNIZANCE CRYSTALS

Cognizance crystals store power points that psionic characters can use to pay for manifesting their powers.

Physical Description: A cognizance crystal consists of a core crystal and two or three smaller crystals arranged in specific positions around it on strands of silver wire. The crystals give off a faint glow. A typical cognizance crystal weighs approximately 1 pound, has AC 7, 10 hit points, a hardness of 8, and a break DC of 16.

Activation: The user must merely hold or have a crystal on her person for a period of at least 10 minutes (which is long enough to attune oneself to the crystal). Thereafter, the owner can use power points stored in the crystal to manifest powers she knows.

The maximum number of points a cognizance crystal can store is always an odd number and is never more than 17. It can store only as many power points as its original maximum, set at the time of its creation. When a cognizance crystal’s power points are used up, the glow of the crystal dims. However, the user can recharge it by paying power points on a 1-for-1 basis. While doing this depletes the user’s own power point reserve for the day, those power points remain available in the cognizance crystal until used.

A user cannot directly replenish her personal power points from those stored in a cognizance crystal, nor can she draw power points from more than one source to manifest a power. See Using Stored Power Points for more information.

Table: Cognizance Crystals   
MinorMediumMajorMaximum Power
Point Storage
Market Price
01-90
01-40
-
1
1,000 gp
91-100
41-74
-
3
4,000 gp
-
75-89
01-39
5
9,000 gp
-
90-98
40-59
7
16,000 gp
-
99-100
60-69
9
25,000 gp
-
-
70-79
11
36,000 gp
-
-
80-89
13
49,000 gp
-
-
90-95
15
64,000 gp
-
-
96-100
17
81,000 gp

Faint to strong psychokinesis; ML equal to maximum power point storage; Craft Cognizance Crystal; Weight 1 lb.

DORJES

A dorje is a slender crystal that contains a single power. Each dorje has 50 charges when created, and each charge expended allows one use of that power. A dorje that runs out of charges is just a simple crystal.

Physical Description: A typical dorje is an elongated crystal of one color (or colorless), between 8 inches and 10 inches long and about 1/2 inch thick, which can weigh up to 1/4 pound. Occasionally, a dorje is decorated with carvings or inscribed runes along a face of the crystal. A typical dorje has AC 7, 7 hit points, a hardness of 8, and a break DC of 18.

Activation: Dorjes use the power trigger activation method, so manifesting a power from a dorje is usually a standard action that does not provoke attacks of opportunity. (If the power being manifested has a manifesting time longer than 1 standard action, however, it takes that long to manifest the power from a dorje.) The user must have the power on his class list, even if he knows the command thought. Additionally, to activate a dorje, a character must hold it in hand and point it in the general direction of the target or area to be affected.

Dorjes are normally created at the minimum manifester level required to manifest the power, and powers that can be augmented are not augmented when stored in a dorje. A dorje’s wielder cannot augment the power contained within the dorje. However, dorjes can be created at a higher manifester level than required to manifest the power. In this case, the dorje that holds an augmentable power is augmented, to the limit of the manifester level and the power’s augmentation maximums, if any. The manifester level of a dorje cannot be more than five higher than the minimum manifester level to use the power it contains.

Table: Dorjes   

MinorMediumMajorPower Level1Market Price2
01-50
-
-
1st
750 gp
51-95
01-05
-
2nd
4,500 gp
96-100
06-65
-
3rd
11,250 gp
-
66-95
01-05
4th
21,000 gp
-
96-100
06-50
5th
33,750 gp
-
-
51-70
6th
49,500 gp
-
-
71-85
7th
68,250 gp
-
-
86-95
8th
90,000 gp
-
-
96-100
9th
114,750 gp
1 Some dorjes have higher manifester levels than the minimum power level, which give them commensurately higher costs.
2 Any dorje that stores a power with an experience point cost also has an XP cost in addition to that noted here.

PSIONIC TATTOO

Psionic tattoos are designs scribed on the skin that manifest powers on their wearers. The wearer doesn’t get to make any decisions about the tattoo’s effect - the manifester who scribed it has already done so.

Psionic tattoos can vary in size, but a creature can wear only a total of twenty tattoos at one time - attempting to add one more than this maximum causes all previously scribed tattoos to simultaneously activate. A psionic tattoo fades away after use.

Physical Description: A typical psionic tattoo is a colorful pattern of tiny, interlacing lines within a larger design. This design can be as simple as a circle or a star, or as complex as an artist wishes to make it. Once it is scribed, a tattoo’s design does not change. A psionic tattoo usually covers an area of skin no more than 5 inches in diameter (larger ones could be designed, but would have no added effect).

Scribing and Transferring Tattoos: The manifester level of a psionic tattoo is the minimum level required to manifest the scribed power. A psionic tattoo can contain only powers of 3rd level or lower.

A psionic tattoo inscribed on a wearer is potentially more mobile than a mundane tattoo. As a standard action, the wearer can will the tattoo to move to a different part of his body or onto the skin of any willing (or unconscious) living creature he touches. If the wearer of a psionic tattoo is rendered unconscious or is slain, another sentient creature can touch the tattoo while willing it to leave the previous wearer and apply itself to the new creature as a standard action. Psionic tattoos cannot overlay one another.

Identifying Psionic Tattoos: In addition to the standard methods of identification, the wearer of a tattoo can concentrate on it and attempt to gain some sense of how it would feel if activated. A successful DC 13 Intelligence check provides a hint to the tattoo’s effect.

Activation: A psionic tattoo produces its effect when touched by its wearer and willed to do so. This activity, called “tapping” the tattoo, is a standard action that provokes attacks of opportunity. A psionic tattoo fades away after use.

The following rules govern the use of psionic tattoos.

  • A creature must have an appropriate physical surface on which to scribe the pattern (thus, incorporeal creatures or creatures with impermanent flesh, such as fire elementals, cannot use psionic tattoos).

  • Tapping a psionic tattoo provokes attacks of opportunity. A successful attack (including grappling attacks) against the wearer forces a Concentration check. A wearer who fails this check cannot concentrate effectively on the tattoo to use it. The tattoo remains untapped, and the wearer can make another attempt.

  • A character can trigger the effects of another’s psionic tattoo if the other wearer is unconscious. It is a full-round action to find, touch, and concentrate on an unconscious creature’s tattoo in order to tap it.

The manifester level for a standard psionic tattoo is the minimum manifester level needed to manifest the power (unless otherwise specified).

Table: Psionic Tattoos
MinorMediumMajorPower LevelMarket Price2
01-47
01-08
-
1st
50 gp
48-100
09-75
01-50
2nd
300 gp
-
76-100
51-100
3rd
750 gp