Psychic Powers
The Arcane Value is replaced with the Psychic Value. Each point of Psychic Value grants the character one psychic power. Each power gives you one spell-like ability at level 1, and another at levels 2, 3, 5, 7, and 9. For example:
Empathic Healing:
Level 1: The character can heal another character by touching them. This ability is usable at will. Each day, the character may freely restore a number of hit points equal to his level. Once this pool of hit points is exhausted, the character loses one hit point for each hit point he restores for another character.
Level 2: Delay Disease or Delay Poison, once per hour, casting time 1 turn.
Level 3: Cure Blindness or Disease, once per 8 hours, casting time 1 turn.
Level 5: Neutralize Poison, once per day, casting time 1 turn.
Level 7: Cure Serious Wounds, once per day, casting time 1 turn.
Level 9: Restore Life and Limb, once per week, casting time 1 turn.
Determine which power(s) a character has by rolling on the Psychic Power Table. If a character rolls a duplicate power, they gain an additional use of the associated spell-like abilities. For instance, a 2nd level psychic who rolled Empathic Healing twice could freely restore 4 hp per day, and cast Delay Disease twice per 8 hours.
Psychic Power Table (d12):
1 - Astral Projection (create spirit form, teleportation)
2 - Empathic Healing (transfer your hp into target by touch, healing spell equivalents)
3 - Extrasensory Perception (clairvoyance and other detection powers)
4 - Force Shields (as shield belt, plus floating disk, wall of force, etc.)
5 - Illusionist (psychic illusions)
6 - Mind Bender (telepathic communication plus mind control)
7 - Mind Breaker (telepathic communication plus psychic attacks a la Scanners)
8 - Mind Reader (telepathic communication plus thought reading and memory manipulation)
9 - Necromancy (manipulate negative energy and the undead)
10 - Precognition
11 - Pyrokinesis (fire baby!)
12 - Telekinesis (move objects at distance, force attacks, levitate and fly)