CHAPTER 6: Psychoportation
Our first science here is Banishment, which briefly sends the target to a pocket dimension against its will, where it stays as long as you maintain the power; once you cease maintaining, it reappears exactly where it was, unless something else has been put there, in which case it returns to the nearest open space. Why they prevent that use of the power I'm not sure, as there are way more abusable powers in this book, that can be abused in ways to kill targets.
Bad Pun Alert: A guy with a goofy looking expression on his face dimension doors away from a goofy looking troll. The caption is "Dimensional Door: Juan decides not to stay for dinner."
Probability Travel is essentially plane shift to the Astral Plane; the book assumes to find a "color pool" to travel to another plane, although you could probably do the Gith thing to gank some astral-projecting foes. Although the book then goes and says that your physical body can't affect astral bodies, but psionic powers do, as do magical items that are keyed to another plane (the Astral boosts those for some reason, and other magic items are useless.) You have to maintain each hour you're on the Astral. You can take people along with you (as defined by charm person; no, really, they say "as defined by the
charm person spell) but it makes the power cost more. It also informs the reader that:
Probability Travel wrote:If you'd like to learn more about traveling on the astral plane, see the new PLANESCAPE™ accessory.
Which for some reason I find really funny, because the wording makes it sound even more like a blatant cash grab (I know that's nothing new in D&D books, but in most D&D books I've read they don't make things from other books sound quite so much like a cheesy advertisement.)
Summon Planar Creature should really be Call Planar Creature, as it teleports an existing creature to you from the astral or ethereal plane. Calling one from an inner or outer plane doubles the cost of the power, and the called creature is randomly chosen by the MC. Very, very 2e.
Teleport is Teleport, but psionic, and either more and less variable in range, depending on how many PSPs you spend. It's more screwy than teleport without error, but less screwy than teleport with error.
Teleport Other teleports one to three others (willing or unconscious characters) up to 10 yards away.
Devotions:
Astral Projection is as the spell.
Dimensional Door is Dimension Door, only the person traveling through it is dazed for 1 round afterwards, and range is more limited.
Dimension Walk is a much longer range Dimensional Door that doesn't daze, only it requires a Wis check each turn (with 7 leagues/21 miles traveled each turn.) If failed you're shunted somewhere random determined by the MC up to the maximum distance traveled away from where you first started traveling.
Dream Travel: You travel by falling asleep and dreaming of traveling somewhere up to 500 miles away. Technically all that is needed is a power check rolled secretly by the MC to see if you make it (failure means you fall 10% short of your journey for each point the roll exceeded your power score, presumably up to falling 100% and waking up in the same place.) However the MC is strongly encouraged to make the psionicist role play the dream voyage, with shitloads of MTP used. Others can be brought but they are costly, with animal-level intelligences doubly so.
Bad Pun Alert: Not really as much a bad pun as a lame and esoteric Family Guy manatee joke. A bearded dude is sleeping and dreaming about himself (and some others behind him) arriving on a longboat to some waving people wearing funny hats. Caption is "Dream Travel: Five passengers set sail that day for a three-hour tour..." Man, Gilligan's Island references, 2e really has the finger on the pulse of its player base.
Teleport Trigger is a sort of contingent teleport, although you have to be aware that the conditions have been met for it to work.
Time Shift is basically a poor man's Time Stop, complete with not being able to "affect anything around [the caster]" but being able to buff up and ready shit or run away. You are unaffected by anything around you, and you don't actually act faster than anyone else, just removed from them. It can't let you escape contact for some strange reason.
Time/Space Anchor prevents you and allies within a 3 yard radius from being teleported against your will, unless you fail a psychic contest.
Next up is Chapter 7: Telepathy, which is naturally the longest chapter so far.