Precognition
4-level Clairsentient
PSP Cost
6
Time to Invoke:
10 minutes
Range:
self
duration:
instantaneous
Precognition enables the psionicist to foresee the
probable outcome of a course of action. This
foresight is limited to the near future-no more
than several hours from the time he uses the
power. Furthermore, the character must describe
the intended course of action in some detail in
order to establish the course of events.
The DM makes the power check secretly. If the
check fails, the character gains no information.
If the roll is 1 exactly, the character sees himself
meeting his own death in a particularly nasty and
grisly way and must make a Wisdom saving throw
DC 15. If the character fails the save, he is so
completely shaken up by the vision that all his
psionic power scores have disadvantage for 1d6
hours.
If the power check succeeds, the character sees
the most likely outcome of the actions described.
The DM has some liberty in describing the scene
and should use the d20 roll as a guide to how
much detail to include. High rolls get more detail.
Even when its successful, precognition offers no
guarantees. The psionicist sees only one possible
(albeit likely) outcome to a specific course of
action. If the characters involved deviate from the
actions the psionicist describes, then they are
changing the conditions and the lines of time,
thereby making other outcomes more likely. Die
rolls (particularly for surprise, initiative, and
normal combat) also play a large part in a
precognition's inaccuracy.
The DM cannot be expected to engineer die rolls
to the players' advantage, and even events with
95% certainty fail to occur 5% of the time. Anyone
who relies on precognition to the exclusion of
caution and common sense is asking for trouble.
Precognition is tiring. Regardless of the outcome,
a psionicist who has used this power must do a
short rest before he can use any other
clairsentient powers (the use of other disciplines is
not affected).