NOTES ON PSYCHIC MUTATIONS

I am always emphasizing that the GM, is in charge of their campaign and oversees what rules are brought into place and which ones are not.  Psychic mutations can mimic arcane and divine spells, psionics and phrenic powers, and supernatural abilities.  Here is an easy mechanic for introducing new psychic mutations.

Introduced under Psychic Mutations section of this book are a series of psychic power psychic mutations.  Since this is a Gravity Age book the powers were limited to spells from the Mystic class for player character’s, but this represents an excellent opportunity for GM’s to introduce new spell-like abilities without having to spend a lot of time creating a new mutation.  Any 0-level to 3rd level spell can be brought in under the current mechanic.  In addition to Mystic spells I use psionic powers from the SRD and phrenic powers from the PFSRD.


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