ALL IN YOUR MIND Psionics as Magic in GURPS by Stephen Kenson (c) 1996, GURPS is copyright Steve Jackson Games, all other works are the copyrights of their respective authors. No infringement is intended. The GURPS system draws a distinction between magic and psionic abilities. Magic involves channeling the mysterious energy known as mana to achieve certain effects. It involves numerous skills (spells) and rituals and has a very broad range of possible effects, although each spell or ritual is usually very specific. Psionics calls upon the inner powers of the mind. Psionic abilities are no more difficult to use than any other act of thought, and psionic skills tend to be broader in scope than spells, but there are fewer of them and significant psi ability is generally expensive. In the game-world, however, there might not be as clear a distinction between magic and psi. Adepts might use both to perform their amazing feats. They might differentiate magic from psi, like the Heralds of Mercedes Lackey's Valdemar series do between the Herald and Mage Gifts, or they might consider them to be two aspects of the same thing. It is also possible that a game-world might have a magical system that is based entirely on the use of a person's inborn psychic abilities. Some occult theorists and parapsychologists claim that "magic" is nothing more than a misunderstood use of psi cloaked in legend and primitive speculation. These psychic abilities would be focused and refined with training in concentration and meditation through the use of magical mantras, gestures and the other trappings associated with spellcasting. Such a "psychical magic" campaign would make no use of "actual" magic whatsoever, since every mage is actually a psi! Katherine Kurtz's Deryni novels are a good example of a race of powerful psionics who treat their abilities as a form of magic and use them accordingly. PSYCHICAL MAGIC This form of magic is based on the user's inborn psychic/psionic abilities. All wielders of psychical magic possess one or more levels in various psionic abilities (see the Basic Set, pp. B165-176 or GURPS Psionics). Minor seers, healers, soothsayers and hedge magicians might have only one or two abilities, but true adepts will have levels in most if not all of the psionic powers. These psychic abilities are normally brought out of latency through long periods of training and initiation using various psycho-metabolic techniques such as meditation, hypnosis, drugs and altered states of consciousness. Those with latent psionic powers are considered to have "the Talent" and the potential to become magicians. Occasionally rare individuals will develop their Talent spontaneously, usually as a result of some psychical trauma that releases their hidden abilities. These individuals often have trouble dealing with their abilities and can be dangers to themselves and others if they are not properly trained to control their powers. People with psychic abilities might be considered specially blessed (or cursed) or touched by the gods or spirits. Psis might even be considered a separate race from "normal" humanity, strange and fey. The Deryni are once again examples of this. Individual psi abilities might go by many different names, especially in pre-modern cultures. Each psionic power will generally be considered a separate branch of study, perhaps even an individual "school" or "college" of magic. Apprentices will be trained in their primary areas of skill and magicians will likely break up into groups based on their areas of expertise. The individuals powers and skills and their likely permutations are discussed below. Antipsi Also known as Shielding, Blocking or Warding, the Antipsi power will, along with Mind Shield, form the basis for most magical defenses for psychical magicians. Apprentices are taught to use the Psi Static skill as a means of protecting themselves and others from hostile magicians, and Neutralize is used as a means to rob another magician of his powers. The Psi Static ability can also be used to create an area that is difficult to penetrate with clairvoyance or in astral form, creating magical "wards" that block the passage of psychic energy. A Quick Contest of Skills would be required for the magician to penetrate the ward. These wards might last only as long as their creator maintains them or they might be sustained by some sort of psychic power source (see Foci, below). At the gamemaster's option, the Neutralize skill might be used in combination with Mindwipe to permanently remove a character's psionic powers (at least until the Mindwipe was reversed). This technique might be used as a punishment inflicted by other magicians on criminals who abuse their psychical "gifts" as well as by evil magicians to destroy the powers of their enemies. Astral Projection Also called Spirit Travel or the Second Road. Psychical magicians use Astral Projection to travel in spirit form to spy or communicate over great distances as well as to see any astral forms that might be lurking nearby. Many magical feats of remote viewing and visions will be performed by a magician through astral projection while in a trance state. Astral Projection can be used as a form of spirit combat and individuals who lose their body while astral projecting might be the source of legends about ghosts and spectres, especially if they have telepathic or psionic vampire abilities as well. A disembodied psi-vamp would make a very effective ghost. Journeys to the inner astral planes (Psionics, p.51) are a common means of introspection for the development of greater psychic mastery and skill. At the gamemaster's option, astral space might be inhabited by various ghosts, spirits and other psychic entities to challenge the magician on his quests. Electrokinesis Electrokinesis would be a poorly understood psychic ability in a pre-industrial culture, since there is likely no real theory of electricity or electromagnetism. Some of the Talented might very well have this power, but some of the skills are not useful until electricity comes into widespread use. Confuse can be used to stun opponents and disrupt another magician's concentration. The Lightning skill (coupled with Energy Sense) could allow a magician to direct discharges during storms to attack certain targets. Energy Shield can protect against such lightning attacks as well as natural lightning strikes. Energy Sense could provide an infallible "internal compass" ability to sense magnetic north and provide a +3 to Navigation skill. Photokinesis could be used to create mirages or render the user invisible, although telepathic invisibility through the use of Illusion will probably be far more common (see below). Since photokinetic constructs shed light, they can also be used to create "witchfire," cold flames that shed light like the "handfire" of the Deryni. In a modern or futuristic setting, Electrokinesis becomes much more effective, allowing magicians to control and influence electrical devices of all kinds. Dampen can be used to shut down many types of machines (including computers and robots), Surge can cause overloads as "poltergeist" effects and with Cyberpsi, a psychical magician in a cyberpunk setting could access the Net without even using a cyberdeck! (see Joan Vinge's Catspaw for an excellent example of this application of psi). ESP ESP is commonly referred to as "the Sight" or "Second Sight" by psychical magicians. People who have ESP are regarded as seers, mediums, sensitives or visionaries. Many consider it to be a primary ability for becoming a magician, although many people with the Second Sight may have it as their sole psionic ability. Skilled users of Clairvoyance, Psychometry and Precognition gain a reputation as soothsayers and fortunetellers, and many powerful people will desire their services. Many (if not all) seers will take a Limitation on their ESP skills that requires the use of some kind of focus such as a crystal ball, mirror or tarot cards as well as extensive time required to gain a clear "vision." Some magicians will only have visions while in a deep trance, as well. Clairsentience abilities will be used for scrying and information gathering. Psychometry can be used by magicians to learn the history of a place or item, as well as read psychic impressions from a murder weapon or the like. Healing Healing ability will likely very highly prized, and powerful and skilled healers will be valued, especially if they are the height of medical technology in an otherwise primitive setting. Trained Magician-Healers would tend to combine their psychic abilities with practical skills such as Physician and Diagnosis along with a knowledge of herbal remedies. In a more technologically advanced setting, psychic healing would be used as a compliment for other forms of medical treatment. Metabolism Control would be considered a basic ability for any adept with Healing, and healer training would tend to begin with teaching the student how to understand and control his own body. This knowledge of biology and anatomy can allow psychokinetic healers to do considerable damage if they chose to use their psychic abilities aggressively (Psionics, p.35), but professional Healers would most likely take oaths not to use their abilities to cause harm (the Pacifism disadvantage). The Sense Aura ability would also be a basic magical skill, allowing the magician to read a subject's emotional state and giving a healer information on the subject's state of health. Adepts might use the Life Extension skill to lend truth to stories about magicians being immortal or having very long life spans. This would create awe and no small amount of jealousy on the part of normal people and could lead to very old and powerful adepts who accumulate skill and power over the centuries. Psychic Vampirism Psychic Vampirism could form the basis of vampire legends, as well as necromancers who use their magic to steal the life force and vitality of others. Perhaps vampires are not undead at all, but powerful adepts using their psychic abilities to steal life from others and magically extending their own lives. The Steal Power skill could also be used somewhat more humanely as a means for several magicians to freely give some of their power to another for a particularly difficult psychic feat. In this case, a successful Steal Power roll is all that is required, the subject does not resist. This would allow a single magician to gather Power for difficult psychic feats. Less scrupulous magicians, of course, can still use unwilling subjects for this purpose. If everyone is latently psychic (Psionics, p.102), then even normal people can be drained for 1 point of Power each! Psychokinesis Psychokinesis (aka Fetching or Shaping) is the "workhorse" power of psychical magic and is used by adepts to perform virtually all of their physical feats of magic, from levitation to spontaneous combustion. Telekinesis especially would be used to move objects, deflect attacks and strike at foes, allowing the magician to perform feats like crushing a victim's heart or choking them from a distance. Using a focus such as a voodoo doll to obtain a Telescan "lock," a psychic magician might even be able to inflict psychokinetic harm on a target from afar. Levitation allows the magician to fly and PK Shield can deflect most physical attacks (especially in a low-tech campaign where a little DR goes a long way). Adepts will often prefer to use Telekinesis to deflect missile attacks like arrows and thrown weapons. Some of these abilities might be considered the actions of invisible spirits by normals, leading to legends of magicians with numerous spirit helpers to carry out their will. Telepathy Telepathy allows psychical magicians to perform all of the classical feats of mental magic: mind reading, charms, illusions, mental suggestion and psychic attack. Most classical "wizards duels" will in fact be mental struggles with telepathy or combats carried out on the astral plane; or even both at the same time, with astrally projecting adepts using psychic "weapons" against the mental shields and "armor" of their opponents. Mind Shield is the magician's most basic, first-line defense against most hostile magic. Apprentices will always be taught the Mind Shield skill if they are able to learn it at all (and psychical magicians should be allowed to purchase Mind Shield as a single-skill Power). Powerful adepts are also able to extend their psychic shields to protect others near them (Psionics, p.38). Psychical "signatures" will be used to trace the work of particular magicians, and individuals with the Signature Sniffer and Psi Sense skills might be employed as "witch smellers" either to find potential candidates for apprenticeship or to hunt down any people who have the Talent for the Inquisition! Teleportation Teleportation gives psychical magicians the ability to appear and disappear at will, perhaps in clouds of smoke or sparks (depending on the mechanism that teleporting works through) as well as "walk through walls" (at low Power) and escape from various forms of bindings and traps. They can use Exoteleport to make items, creatures and even people (if they have sufficient Power) appear or vanish, useful for conjuring tricks as well as performing "banishings." Some or all adepts might even have the World Jumper advantage (see GURPS Time Travel) and be able to travel to alternate dimensions or times. RITUALS Psychical magicians will use the normal ritual trappings of traditional magic as a framework for focusing and intensifying their innate psionic abilities. Some psychical magicians might well take Limitations such as Preparation Required on some of their psi abilities to reflect the more elaborate rituals that need to be performed to activate the ability. This would tend to be more common for many of the ESP abilities (especially Precognition) which are not usually performed on the spur of the moment. A ritual circle of many magicians would most likely form a psychic gestalt to increase the potential of their power (Psionics, p.37). This would require that all of the magicians be able to enter into telepathic rapport, and each must have the ability to be augmented in order to add to the power of the gestalt. A large enough circle of magicians could extend their power over a great distance and perform massive magical feats beyond the ability of any of the individual members. MAGICAL ENHANCEMENTS Foci Magical items in a psychical magic campaign would be exceedingly rare, because magic exists solely as a product of the user's psychic abilities, it does not reside in objects. This will limit magical power primarily to magicians and no one else. Magicians might use items intended to focus their concentration and improve their own abilities. Such an item is called a focus. A focus has no power of its own, but because of its form, or something inherent in its structure, the focus improves and strengthens the magician's concentration. The most common psychic foci are various crystals, which are believed to amplify psychic energy. Examples include the shiral crystals from the Deryni books and the focus stones used by mages in Valdemar. A focus usually provides a boost to the magician's Power. An example of this is given for the crystals used by the Disciplines of Change (GURPS Religion, p.151): each 10 carats of flawless crystal adds +1 to one Power if the user is in contact with the crystal and makes a successful Meditation roll. If crystals are useful as psionic amplifiers, this would explain the tendency for fortunetellers to use crystal balls and the craze for crystals in the New Age movement. Drugs Even primitive psychic magicians and "witches" might discover plants and herbs that have natural psi-enhancing properties like Brainstorm, Mind Hype or even Blue Fire (Psionics, p.78-79). Enhancing drugs could be used to bring out latent psi powers or simply to enhance weaker power levels for magicians working more powerful effects. Likewise those seeking to restrain those with psychic powers might discover a natural extract that functions like Shatter or Monobloc (p.79-80). The anti-Deryni drug merasha from Katherine Kurtz's Deryni books is one example. Familiars Another potential focus for a psychical magician is some kind of catalyst creature (Psionics, p.54). Certain animal pets or companions might be able to aid the psi's inherent powers while they are present, others might simply have a tendency to bring out latent abilities in their masters. Catalyst creatures would take the form of familiars in a psychical magic setting, and might even be attributed greater powers than they truly have; even being considered to be spirits or demons in animal form. PSYCHIC MAGIC CAMPAIGNS In a psychical magic campaign, magic becomes a somewhat less "mechanical" force than it is in most fantasy campaign worlds. Magicians have great inherent power, but must relies entirely on their own inner abilities and resources. Magic items are extremely rare and generally not useful for non-magician characters. This means that psychical magicians can become very powerful relative to other characters in the campaign, especially in a low-tech fantasy world. In such a setting, gamemasters may with to impose an Unusual Background cost for being a psychical magician. Very high power levels (10+) in a specific psi power might also call for an Unusual Background, unless the campaign has characters built on 200 or more points. Psychical magic an also allow a gamemaster to add an element of fantasy to a modern or future science fiction setting. Characters in a GURPS Space campaign can encounter a primitive world where the inhabitants have refined their native psi talents into a complex system of magical rituals. Is it "real" magic or just an application of psi? Keep the players guessing.