The Psionist's SpellsAs mentioned above, psionists gain their mental abilities in their life goal of reaching zen. When a psionist casts a spell, he is using his mental powers combined with the power of zen to transform his body or the material of another's body.
Learning spells is usually done in the numerous cleric guilds throughout the Realms. After you learn a spell or skill, your knowledge in it will increase automatically when you gain experience. How well and to what extent you know the spells dependent on several things, such has your intelligence, and wisdom.
**Max % to know spell is the maximum percent chance that psionists can have to successfully cast a spell (never 100%). Maximum and Minimum % gain per level is the most and least percent of the spell's knowledge you can gain per level, determined within this range by your intelligence.
Max % to know spell | Max % gain per level | Min % gain per level |
85 | 50 | 10 |
The chart below shows the spells and it's attributes in order of which level the psionist can learn the spell. This chart is given to allow psionists to compare the statistics of their spells & skills conveniently and with greater ease then reading from the spell compendium. Click on the title of the spell you wish to know more about to see it's long entry in the spell compendium. Click here to view the definitions of all the terms used in the chart below.
Spell Level Type Target Duration Effect Mana Bandage 1 Skill - Healing Ability Friend Instantaneous heals dying target -- Meditate 1 Spell- Zen Ability Self 5 hours +1 int, +1 per level of caster to health and mana 20-100 (+2) Sense Life 3 Spell - Ability Self 1 hour per level of caster target will see invisible forms 10-20 (+2) Detect Magic 4 Spell - Enchantment Ability Self 12 + (caster's level) hours caster will see magical auras 10-20 (+2) Detect Alignment 5 Spell - Enchantment Ability Self 12 + (caster's level) hours caster will see karma 10-20 (+2) Scan 6 Skill - Ability Area Instantaneous user will see creatures in adjacent rooms -- Track 6 Skill - Ability Creature or Player Instantaneous user will see target's tracks -- Strength 7 Spell - Enchantment Ability Self or Friend 1 hour/lvl of caster 1 + (level of caster/18) to str 30-35 (+1) Mount 8 Skill - Ability Mountable Creature until dismount user mounts target -- Detect Invisibility 8 Spell - Enchantment Ability Self 12 + (caster's level) hours caster can see the invisible 10-20 (+2) Armor 9 Spell - Protective Enchantment Self or Friend 24 hours -1AC/lvl of caster 15-30 (+3) Mental Whip 10 Spell - Offensive Enemy Instantaneous 3d9 +4 damage 20-30 (+5) Sleep 12 Spell - Enchantment Enemy 4 hours +1hour per lvl of caster target falls asleep 25-40 (+5) Psionic Blast 15 Spell - Offensive Enemy Instantaneous 5d8 +5 damage 20-60 (+5) Waterwalk 18 Psychic Healing 20 Spell - Zen Healing Self or Friend Instantaneous 3d8 + 5 + (caster's level/2) damage 20-50 (+2) Know Language 20 Spell - Enchantment Ability Self or Friend 7 hours caster will understand all languages, +1 wis 80-100 (+2) Fear 22 Spell - Ability Enemy Instantaneous target flees from caster 30-60 (+2) Charm Person 23 Spell - Enchantment Ability Non-Playing Character 432/Intelligence of target target must take orders from caster 50-75 (+2) Fly 24 Spell - Enchantment Ability Self or Friend 8 hours target can fly 10-65 (+2) Goodberry 25 Spell - Conjuring Goodberry Instantaneous conjures a goodberry 20-30 (+4) Enchant Weapon 26 Spell- Enchantment Ability Weapon Permanent *special* 100-150 (+10) Mind Flail 27 Spell - Offensive Enemy Instantaneous 9d7 + 7 damage 50-120 (+10) Blindness 28 Spell - Offensive Enchantment Enemy 2 hours blinds target 25-35 (+1) Cure Blind 28 Spell - Healing Self or Friend Instantaneous cures blind target 5-30 (+2) Curse 29 Spell - Offensive Enchantment Enemy 1 + (caster's level) hours -1 hitroll, -1 damroll 50-80 (+2) Teleport 30 Group Mind Block 32 Spell - Zen Enchantment Group 9 hours -2 save vs. spell,
-AC /lvl caster30-50 (+2) Shock Shield 33 Spell - Protective Enchantment Self 3 hours -10 AC, reduces incoming damage 75-100 (+2) Zen 35 Spell - Zen Enchantment Self 11 hours +2 wis,regenerate 40-60 (+5) Paralyze 38 Group Protection 40 Spell - Enchantment Group 14 hours any enemy attacking the group will experience +40 to THACO 60-80 (+5) Inertial Barrier 43 Spell - Enchantment Ability Self 5 hours -5 saving vs. spell, 1/2 off incoming damages 85-110 (+5)
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