THE
                               DRAGONQUEST
                               HOME
                               COMPANION

                                   Compiled by Jerry Stratton
                                   Copyright (c) 1992 Jerry Stratton

Distribute freely, at no cost to the user or profit for yourself.

SPELLS
44.0 CELESTIAL MAGIC
44.6 SPECIAL KNOWLEDGE SPELLS

Spelljamming (S-14)
        Range:  Self
        Duration:       Concentration/maximum of 1 hour + 1 hour per Rank
        Exp Multiple:   600
        Base Chance:    5%
        Resist: May not be resisted
Effects: The caster links to a vessel of some kind, and turns this 
vessel into a spelljamming vessel. Any vessel will work. To move the 
vessel requires 1 Fatigue Point per tonnage/rank per hour. Speed in 
wildspace is the jammer's Magic Aptitude, millions of miles per hour. 
Speed can be doubled or trebled with a good roll. Within a larger 
object's Gravity Plane, the vessel may move Magic Aptitude miles per 
hour relative to this object. Speed perpendicular to a Gravity Plane is 
in hundreds of miles per hour.

WILDSPACE: Any area that is not included in a Gravity Plane. Any 
creature flying under it's own power will move at its normal movement 
rate (in miles per hour) times 100,000 miles per hour. A creature that 
normally moves at 10 miles per hour will move at 1 million miles per 
hour.

GRAVITY PLANE: Objects have a Gravity Plane that follows their contour. 
This plane extends in the direction perpendicular to the plane of the 
object, twice the depth of the object. The correct plane to use is the 
largest dimension of the object. Spheres (such as the Earth) have a 
plane extending equally outward. Earth's plane extends twice its 
diameter, for 7,776,057 feet above the Earth's surface. This is 
approximately 1,500 miles. Thus, for a spelljammer with a 15 Magic 
Aptitude to leave Earth's Gravity Plane will take 1 hour: 1,500 miles 
divided by 1,500 miles per hour. At Magic Aptitude 21, with a doubled 
speed, it will take 1,500 divided by 4,200, or 21 minutes. It will take 
the same amount of time to land on the Earth, coming in from wildspace.


PSIONICS

CHARACTER CREATION

PSIONIC THRESHOLDS

WILLPOWER THRESHOLD

Roll d100 for the character's Willpower Threshold. Modify it according 
to the following chart.
        Centaurs:     +26
        Dryads:        +4
        Dwarfs:       +14
        Elves:         -5
        Giants:       +14
        Storm:         +6
        Cloud:         +8
        Halflings:     +6
        Men:           +0
        Merfolk:      +14
        Nixons:       +24
        Nymphs:        +4
        Satyrs:        +6
        Shapechangers: -2
        Sphinx:        +4
        Sylphs:        +6
        Unicorns:     +14

Life Aspected and Death Aspected characters subtract 5 from their 
Willpower Threshold.

If the Willpower Threshold is less than or equal to the character's 
Willpower, the character has psionic ability of some sort.

The character can decrease the Willpower Threshold by 1 point per 5,000 
Experience points (10,000 Experience points the first time). This also 
takes 1 month of training with an instructor and 50 silver shillings. 
The Willpower Threshold cannot be reduced to less than 0.

PERCEPTION THRESHOLD

Roll d100. This is the character's Perception Threshold. Life Aspected 
and Death Aspected characters subtract 5 from their Perception 
Threshold.

If the Perception Threshold is less than or equal to the character's 
Perception, the character knows they have psionics (assuming that they 
do) and have some control over their psionic ability.

If the character's Perception Threshold is above the character's 
Perception, the abilities will only show up during stress. If psionic 
ability does show up, it costs double Fatigue and lasts for the duration 
of the stress-causing incident. The game master controls which power 
manifests itself, and should choose one appropriate to the situation as 
the character sees it. The difficulty factors are:
1.      Near Probable Death
2.      Near, Definite Death.
3.      Imminent, Definite Death.

PSIONIC APTITUDE

The character's Psionic Aptitude is Willpower minus Willpower Threshold. 
If either Willpower or Willpower Threshold changes, so will the 
character's Psionic Aptitude. The character cannot use experience or 
training to increase Psionic Aptitude.

PSIONIC DEXTERITY

The character's Psionic Dexterity is Perception minus Perception 
Threshold.

PSIONIC POWERS

The number of powers the character has is limited by the character's 
Psionic Aptitude. There are currently five known classes of Powers.

Players (or the game master) should roll randomly on the chart to see 
which powers the player has, marking off the aptitude cost for each. 
Once the aptitude cost total is greater than or equal to the character's 
Psionic Aptitude, stop rolling. If the character doesn't have enough 
Psionic Aptitude for the final power, the character cannot use that 
power.

If a character has more than one power in the same class, the lower-cost 
powers cost half towards the Psionic Aptitude limit. If a character has 
Telepathy, Push, and Catalyst (all of which are Class A), those Powers 
will only cost 6+3+2, or 11, towards the Psionic Aptitude limit.

If a power is rolled more than once, divide the Experience Cost multiple 
by the number of times the power was rolled. Or allow the player the 
option of re-rolling for a different power.

POWER         PSIONIC APTITUDE COST
Class A (Resist with Willpower)
        Catalyst          6
        Domination        6
        Push              5
        Telepathy         4
Class B (Resist with Physical Strength)
        Pyrokinesis       6
        Telekinesis       4
Class C (Resist with Willpower)
        Spirit Host       6
        Spirit Summoner   8
        Spirit Traveller  5
Class D (Resist with Endurance)
        Healing           8
        Self Control      4
Class E (Resist with Magical Aptitude)
        Sensitive         3
        Teleportation     7
        Temporal Shift   10


WHAT POWERS DOES A CHARACTER HAVE?

Roll on the following table until the character's Psionic Aptitude is 
exceeded. If Psionic Aptitude is ever increased, the character may roll 
again to use up the new points, if there are any left over. There is no 
benefit to not reaching the Psionic Aptitude Limit.

                               True           Fire Frost Cloud Stone
Power             Human Dwarf Faerie Elf Giant Giant Giant Giant Halfling Orc Goblin Karian
  Catalyst          1    --     --   --   --    --     1    --      --     --   --     1
  Domination        2    1      --   --   --    1-3    --   1-2     --     --   --     2
  Push              3    --     1-2  1-2  --    4-6    2    --      --     --   1      3
  Telepathy         4    --      3   3-4  1-4   --    3-4   --      --     --   2      4   
  Pyrokinesis       5    2-3     4   5    5-10  7-10   --   --     1-4    1-6   3-4   --
  Telekinesis       6    4-5     5   6    --    --     5    3-4    5-7    7-10  5-6    5   
  Spirit Host       7    --     --   --   --    --     --   --      --     --   --    --
  Spirit Summoner   8    --     --   7    --    --     --   --      --     --   --    --
  Spirit Traveler   9    --     --   8    --    --     --   --      --     --   --    --   
  Healing           --   6-7     6   --   --    --     --   5-7     8      --   7      6
  Self-Control      --   8-9     7   9    --    --    6-7   --     9-10    --   8      7   
  Sensitive         10   --      8   --   --    --    8-9   8-9     --     --   9      8
  Teleportation     --   10      9   10   --    --     --   10      --     --   10     9
  Temporal Shift    --   --     10   --   --    --    10    --      --     --   --    10

Shapechangers use the Human table. There are no Shapechangers among the Kari.

USING POWERS

Each Power has a certain number of Effects that may or may not be used. 
In the Tactical Display, the AP cost to Prepare a Psionic Power is the 
number of Effects to be used. The AP cost to Loose a Psionic Power is 2. 
These must be performed on succeeding Pulses. In the Adventure Sequence, 
a Psionic Power takes one minute to perform.

The Fatigue Cost to use a Power is the unmodified Psionic Aptitude Cost, 
per round (Tactical Display) or per minute (Adventure Sequence). The 
Fatigue cost is paid at the time the Power is used, and at the beginning 
of each round thereafter.

Some Powers can be resisted Passively. Some can be resisted Actively, 
and some can be resisted in either way. Resistance is always per 
individual. Even Actively resisting, one individual's success does not 
help any other targets.

If the target rolls less than or equal to their characteristic score, 
Resistance is successful. When Actively resisting, add Willpower to the 
Passive Resistance score. An Actively resisting character can do nothing 
else. It costs 2 Action Points to Actively resist a Psionic Power. If 
the target thinks the Psionic is a Mage, and attempts to Actively resist 
Magic, this almost works -- add half Willpower to the Passive Resistance 
score.

Inanimate objects will not generally resist.

Add the character's Psionic Dexterity to the Base Chance for the Power.

Backfire occurs if the roll is 30 or more greater than the 
modified Base Chance. In the Adventure Sequence, Backfire occurs on a 40 
or more failure.

Special Effects: Special Effects occur if the player rolls 15% or less 
than the required Chance. If between 1 and 5%, there is a bonus of 4 
Ranks to the use. If between 6 and 15%, the bonus is 2 Ranks.


TRAINING

If the character is not currently Psionically Active, Experience Point 
costs are doubled. If the character is not currently Psionically Aware, 
the Experience Point costs are increased by 50%. These are cumulative: 
if both conditions are met, costs are trebled.

Characters cannot decrease their Willpower Threshold below the penalty 
for their Race. They cannot decrease their Perception Threshold below 
zero. The Perception Threshold costs 3,000 Experience Points to reduce 
by 1 point.

Training in Powers requires a number of Experience Points equal to the 
Experience Multiplier times the Rank to be gained. It requires a number 
of weeks of study equal to the Rank to be gained, and payment equal to 
the Experience Point cost divided by 10, in silver shillings. A 
character can train in up to two Powers at a time, and can train without 
a teacher (thus bypassing the silver cost) according to standard 
Dragonquest rules.


STRESS

Psionically Active characters under stress may uncontrollably manifest 
their Power. The chance of this happening is the Base Chance of the 
appropriate power (determined by the gamesmaster), plus Psionic 
Aptitude, multiplied by a number from 1 to 3: 1 for near death, 2 for 
near imminent death (about to lose grip over a 500 foot canyon), and 3 
for near definite death (at the gallows).


EFFECTS

Each Power has a certain number of possible Effects. The character must 
divide Rank up between those Effects. A character with Rank 6 in 
Telekinesis could put 2 Ranks into Mass, 3 Ranks into Range, and 1 Rank 
into Move (for 4 pounds, 8 hexes Range, and 2 hexes of movement).

Characters can use more than one power at a time. The Base Chance is 
reduced by 10 for every other power currently being maintained.
The following Effects are Universal. Each Power has them:
Reduce Resistance: Each point of Rank applied here reduces the target's 
resistance by 3.

Fatigue Cost: Each point of Rank applied here reduces the Fatigue cost 
to use the power by 1. If Fatigue Cost is reduced to zero, this is 
really 1 Fatigue point per 2 rounds. At -1, it is 1 Fatigue point per 4 
rounds, at -2 it is 1 Fatigue point per 8 rounds, etc. In the Adventure 
Sequence, replace 'rounds' with 'minutes.'

Some Effects have an Experience Cost multiplier. Characters with the 
Power cannot automatically use these effects. They must train before 
being able to use them. The cost in Experience, Time, and Cost is the 
base cost for the Power, times the given multiplier. To learn the Move 
effect of Telekinesis, a character will have to pay 250 Experience. To 
learn the Force Emotion effect of Empathy will require 600 Experience.


POWERS

TELEKINESIS
Experience Multiplier: 250
Resistance: Passive

Effect                 Rank   Experience Cost
Base Chance (40)       +3           0
Range (1 Hex)          x2           0
Mass (1 lb)            x2           0
Move (1 Hex)           x2          1x
   Damage: D-10 plus Mass Rank times Move Rank; BC=18. See table 87.1
   for Experience Costs (TK damage). Use Fire combat modifiers table.
Damage (D-6)           +1          2x
Number of Targets (1)  x2           0


PYROKINESIS
Experience Multiplier: 300
Resistance: Passive

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2           0
Mass (1 lb)            x2           0
Damage (D-5)           +1          1x
   Things near the target take damage as well: -1 to rolled damage per
   foot from target.
Number of Targets (1)  x2           0


TELEPATHY
Experience Multiplier: 200
Resistance: Active

Effect                 Rank   Experience Cost
Base Chance (50)       +3           0
Range (1 Hex)          x2          1x
Damage (D-10)          +1          5x
Talking costs 2 Ranks  --          3x


EMPATHY
Experience Multiplier: 150
Resistance: Active

Effect                 Rank   Experience Cost
Base Chance (60)       +3           0
Range (1 Hex)          x2          1x
Showing costs 1 Rank   --          2x
Force Emotion (costs 2 Ranks, half Base Chance, is Passively resisted
   also)
                       --          4x
    Duration (1 round) x2          4x


PUSH
Experience Multiplier: 350
Resistance: Passive

Effect                 Rank   Experience Cost
Base Chance (25)       +3           0
Range (1 Hex)          x2          1x
Number of Targets (1)  x2           0
Duration (1 second)    x2           0
Senses (1 sense)       +1           0


SENSITIVE
Experience Multiplier: 250
Resistance: None

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2          1x
Future (1 round)       x2          4x
Past (1 minute)        x2          2x
Combat Sense (+2)      +2          5x
   Adds 2 to chances to strike, subtracts 2 from opponents' chances
   to strike.
Clairvoyance           --          1x
   Range (1 Hex)       x2           0
   Area (1 Hex)        x2           0


SPIRIT TRAVELLER
Experience Multiplier: 300
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (20)       +3           0
Range (1 Hex)          x2          3x
Number of Targets (1)  x2          3x
Second Sight (1 Hex)   x2          1x
Movement (1 Hex)       x2           0
   In the Adventure Sequence, 1 Hex of movement is 1 mile per hour.
Inhabit Other Body     +3          2x
   Base Chance: 5 plus Willpower minus target's Willpower.


CATALYSM
Experience Multiplier: 500
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2          1x
Number of Targets (1)  x2           0
Transfer Rate (10%)   +10%          0
   If target is sleeping, half the transfer efficiency. Unconscious
   targets cannot be used.
Inhibit Psionics (0)   -1          3x
   Inhibits all Ranks by Rank; if less than 0, the target can't use that
   power.
Increase Resistance (0) +3         1x
   Also as a shield of Defense Rank against Psionic damage.
Damage Psionic(D-5)     +1         2x
   This does damage to Willpower, not Endurance. Base Chance is 50. See
   table 87.1 for Experience Costs. It uses the Psionic Backfire table
   for Grievous Injuries. Modify the Base Chance by the target's
   Willpower minus 15. This is only effective against target's who are
   Psionically Active.


SPIRIT HOST
Experience Multiplier: 300
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (35)       +3           0
   This assumes that there's a spirit to contact.
Range (1 Hex)          x2           0
   This is the range to the spirit's physical location.
Number of Spirits (1)  x2           0
Control (0)            +3           0
   Host must roll vs. Willpower times 3 each round to retain control and
   be able to force answers. If failed, the host becomes dormant for
   Loss minutes. When pushing the spirit out, the spirit rolls vs.
   Willpower times 2 each round, until unsuccessful (if the spirit wants
   to stay).
Number of Hosts (1)    x2          7x
   This allows using a different person as the spirit's host.
   Range (1 Hex)       x2          7x
      This is the range to the external host.


SPIRIT SUMMONER
Experience Multiplier: 500
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (35)       +3           0
Range (1 Hex)          x2           0
   This is the range to the spirit's physical location.
Control (0)            +3           0
   Host must roll vs. Willpower times 3 each round to retain control and
   be able to force answers. If failed, the spirit is free.
   When dispelling the spirit, the spirit rolls vs. Willpower times 2
   each round, until unsuccessful (if the spirit wants to go free).
Number of Spirits (1)  x2           0


DOMINATION
Experience Multiplier: 400
Resitance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (30)       +3           0
Range (1 Hex)          x2          1x
Number of Targets (1)  x2           0
Level of Control (0)   +2          2x
   The character has absolute control over subjects whose Willpower is
   less than the Level of Control.
Finesse of Control (0) +1          2x
   The subject may use skills at Rank up to the Finesse of Control.
Duration (1 round)     x2          5x


HEALING
Experience Multiplier: 400
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (40)       +3           0
Range (1 foot)         x2          5x
Number of Targets (1)  x2           0
Healing (D-3)          +1           0
Resurrection (D-5)     +1          7x
   This 'heals' wounds that have killed, but don't bring the target up
   above 1 point of Endurance. If the resurrection is unsuccessful
  (doesn't Heal enough to bring the target to 1 Endurance), it has no
   effect.
Restoration (D-4)      +1          4x
   This 'heals' limbs that have been rendered useless. If the
   restoration is not successful, it does nothing.

Healing, Resurrection, and Restoration can only be done once per wound. 
If tried more than once, only damage rolls better than the original are 
counted, and only for the difference.


TELEPORTATION
Experience Multiplier: 350
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (25)       +3           0
Number of Targets (1)  x2          2x
   Range (1 Hex)       x2          3x
      This is the range to the target.
   Mass (1 lb)         x2           0
                This is the mass of the target.
Distance (1 Hex)       x2           0
Added Mass (1 lb)      x2          1x
   This is mass that the character is carrying.
Duration (1 second)    x2          4x
   This is the amount of time the character or target takes to reach the
   destination.


TEMPORAL SHIFT
Experience Multiplier: 600
Resistance: Passive, Active

Effect                 Rank   Experience Cost
Base Chance (5%)       +3           0
Number of Targets (1)  x2          6x
   Range (1 Hex)       x2          5x
   Mass (1 lb)         x2           0
Duration (1 round)     x2          2x
   The default is 1 minute in the Adventure Sequence.
Go Forward (1 round)   x2          8x
Go Back (1 minute)     x2           0
Added Mass (1 lb)      x2          1x
Time View              --          4x
   This allows the character to see through time without travelling
   through time, alleviating the need to use Mass.

The Fatigue Cost must be paid every round/minute the character (or the 
target) is to remain in the wrong time (unless the Effect of Duration is 
used).


SELF CONTROL
Experience Multiplier: 200
Resistance: None

Effect                 Rank   Experience Cost
Base Chance (60%)      +3           0
Inc Phys Char (1)      +1           0
   (Strength, Endurance)
Heal Wound (1 point)   +1           0
Inc Motive Char (1)    +1          2x
   (Agility, Manual Dexterity)
Inc Action Points (1)  +1/2        3x
Inc Poison Save (3)    +3          1x
Inc Disease Save (3)   +3          1x
Increase Fatigue (2)   +2          1x
Slow (1/2)            x1/2         2x
   This slows the character's metabolism by the chosen rate.


PSIONIC COMBAT

All Psionically Active characters can engage in combat. Only Psionically 
Aware characters can initiate combat.

PSIONIC ATTACK: See table 87.7 for the Experience Cost. It has a Base 
Chance of 35, and a damage of D-4. Damage is increased by 1 for every 3 
points of Psionic Aptitude greater than 15, and decreased by 1 for every 
3 points of Psionic Aptitude less than 15. The Base Chance is increased 
by 1 for every point of Psionic Aptitude above 15, and decreased by 1 
for every point of Psionic Aptitude less than 15.

PSIONIC DEXTERITY (if positive; if negative, it doesn't affect combat) 
can be used to increase the Base Chance to Attack, or to decrease a 
specific opponent's Base Chance. The points can be allocated as desired.

Damage is reduced by 1 for every Doubling beyond 1 Hex from the 
attacker's body that the target's body is. The Base Chance is reduced by 
1 for every Hex beyond the character the target is.

Damage is subtracted from Fatigue first, then Willpower. A character 
cannot lose both Fatigue and Willpower from a single attack.

Stuns occur if a character takes more than one third (round down) 
Willpower points, from either Fatigue or Willpower. The character is 
allowed a save vs. three times Psionic Dexterity if only Fatigue is lost 
from a Stun attack. While Stunned, a character can only Pass (2 AP) 
until a save vs. three times Psionic Dexterity is successful.

Low Attack Rolls: If the roll is between 1 and 5% of the modified 
Chance, the target takes a Grievous Injury: Roll damage, lose this from 
both Willpower and Endurance, and roll on the Psionic Backfire Table.

If the roll is between 6% and 15% of the modified chance, the target 
loses the Damage roll from Willpower.


POSSIBLE PSIONIC COMBAT ACTIONS

A character within a Psionic Melee cannot do anything physical without 
first Withdrawing from the Melee. In order to engage in Psionic Melee, 
one character must Contact another. Any number of characters can be 
engaged in the same Psionic Melee.

(Q)ONTACT: This costs 4 Action Points. If the target is unwilling to be 
drawn into Psionic Melee, the target must save vs. Willpower times 3. 
The person initiating Contact is automatically Shifted to this 
individual, and this individual is automatically Shifted to the 
Contacter. If the individual successfully resists being drawn into 
combat, the Contacter must execute a Shift to return to any previous 
combatant, although that combatant will not have lost contact with the 
Contacter. Contacting adds 10 to the chance to be hit this Pulse.

(S)HIFT: This costs 1 Action Point. It allows the character to 
psionically attack a different target next pulse. It does not allow the 
target to automatically attack back. The target must still execute a 
Shift if a return attack is desired.

(A)SSAIL: This costs 3 Action Points. The character psionically attacks 
the chosen opponent.

(E)VADE: This costs 2 Action Points. The character reduces all chances 
to hit him or her by 10, and by 4 per Rank with Psionic Combat.

(B)OB: This costs 2 Action Points. The character reduces all chances to 
hit him or her by 10, and by 3 per Rank with Telepathy.

(W)ITHDRAW: This costs 3 Action Points. The character attempts to 
withdraw from the Psionic Melee. Roll d10. Add the total of all friendly 
Psionic Dexterities and Psionic Aptitudes, and subtract the total of all 
hostile Psionic Dexterities and Psionic Aptitudes. If the result is 10 
or more, the character successfully withdraws. During the Withdrawal, 
the character is at +10 to be hit.

An unconscious character automatically Withdraws during that Pulse, and 
is subject to the +10 to be hit. Withdrawal, however, is automatic.

DJA
holwinkle@oocities.com