Aura Technological Devices


These devices do not really fit into the standard set. They are mostly based around psi/aura crystals, which effect the natural psionic talents almost all creatures are assumed to have, or convert psionic energy to/from physical energy. Psionic/auric devices using psi/aura crystals, or parallel techniques, are not part of standard tech training, and most Techs who encounter them will be quite confused. They may be mistaken for magical items, or alien technology, but their similarity of design style with standard devices makes this implausible. This all tends to make them quite rare, though a number of standard devices use auric or psionic effects for detection or communication; the only truly psionic device among these is the Mind Shield. (Author: JGD)

The appropriate knowledge in the form of Psionic Theory is required to construct all of these devices, if more knowledge is required this is detailed in the device description. Where they are sensors it is noted whether they are active or passive.

Psionics is one area where there are major differences between D&D, AD&D and AD&D 2nd Edition. For this reason the original Psionic Devices section has been split into "Aura Devices", which should not have anything dependent on a particular version of psionics, and "Psionic Ability Devices", which is. The intention is also that if a campaign does not make use of psionics, then most if not all of "Aura Devices" will still be usable, where as "Psionic Ability Devices" is not. Otherwise, they are both still Psionic Devices, and for example the Psionic Theory NWP applies to both.

Aura Lens                L=1
Psi Detector             L=1

Psi Crystal              L=3
Aura Crystal             L=3
Psi Sensor               L=3
Auric Field Generator    L=3
Auric Power Receiver     L=3
Auric Display            L=3

Psi Coil                 L=4
Aura Coil                L=4
Aura Sub Coil            L=4
Psi Scanner              L=4
Psi Interface            L=4
Psi Static Beam          L=4
Psi Screen               L=4
Auric Amplifier          L=4
Auric Lock               L=4
Auric Accumulator        L=4
Energy Blade             L=4

Aura Modulator           L=5
Auric Scanner            L=5
Auric Transposer         L=5
Auric Regenerator        L=5
Mind Shield              L=5
Aura Flare               L=5

Psi Static Generator     L=6
Auric Dominator          L=6
Auric Scrambler          L=6
Aura Glow                L=6
Life Tap                 L=6
Micro Life Tap           L=6

Astral Walker            L=7
Astral Amplifier         L=7

Astral Barrier           L=8

Other psi/aura Devices

Detector Cube, semi-psionic.
Hypnotic Disc, auric.
Life Sensor, auric.
Identity Circuit, auric.
Sensitive Circuit, auric.
(Matter/Energy) Shield, auric.
Battle Field, auric.
Defence Field, auric.
Environ Shield, auric.
Medi Kit, auric.
Hypnosis Generator, psionic.

Auras

All living creatures are assumed to have auras which take the form of psychic energy fields around them. There are assumed to be at least two auras of concern to the Tech spec, the inner aura which extends between a quarter and two inches from any part of the body, and the extended aura which extends up to three feet from any part of the body. Most psionic or auric devices must be within the inner aura to function and metal and some other substances between them and the creature may interfere, some devices such as the Auric Field Generator, Auric Power Receiver, and Auric Accumulator use the extended aura. Some DMs may wish to give information determined about auras in term of colours. For the extended aura to exist there must be a physical body present, i.e. a Mind+Spirit without a Body does not have an extended aura, but a Body without a Mind (or Spirit) could have one. For the inner aura there must be a Mind, a Spirit on its own does not have an inner aura, but a Body with a Mind but without a Spirit could have one, as could a Mind without a Body (with or without a Spirit).

Explanation of Psionic Devices

Aura Lens: two lenses are made and are usually fitted into goggles. The lenses are filled with one measure of Auravision Fluid which gives unclear vision of auras in low light for 2 game turns. Assume this is the equivalent of the Detection of Good/Evil at 4th Level of Mastery, and Detection of Magic at 7th, plus a 35% chance of other effects the DM regards as appropriate (such as recognising ills, or similar auras). Two measures of fluid are made with the lenses, one may be made in 5 days at a cost of 200gp, or as a 1st level Alchemical potion (1 measure). Passive Sensor. Weight: 7.5gp.
Level: 1st.

Psi Detector: detects active psionic effects whose area of effect includes the sensor. No psi crystal is needed in the construction. Passive Sensor. Uses: None. Weight: 10gp.
Level: 1st.

Psi Crystal: is a quite beautiful, very tough, lens-shaped crystal that allows conversion of energy between psionic and technological power. It occurs naturally (Natural Psi Crystal), a minor form can be grown or cultured (Cultured Psi Crystal) with difficulty using a Catalysis Generator, or a synthetic form (Synthetic Psi Crystal) may be made using a Matter Transmuter. A psi crystal can't be used in a completely Holographic device (although it can have Holographic devices placed on its surface). Psi crystals don't have to be touched by their user, and can be embedded in crystal safely. Shaping a Natural Psi Crystal is considered to be a 3rd level device. Also see Aura Crystal. Weight: shaped- 1-20gp (e.g. 1D20), artificial- 1gp.
Level: 3rd.

Aura Crystal: is another name for Psi Crystal and is needed in some auric devices. In all respects it is are the same as Psi Crystal, as is the corresponding 'Coil. Auric devices interact with the user's life energy aura, as opposed to strictly psionic devices, which can be used by non-living intelligences. Weight: 1-20gp.
Level: 3rd.

Psi Sensor: detects active use of psi effects range 6"rad (+6"/extra L). No psi crystal is needed in the construction. Passive Sensor. Uses: 1ep/round. Weight: 500gp. Author: JGD.
Level: 3rd.

Auric Field Generator: uses an aura crystal to project an energy field using a creature's extended aura from which energy may be drawn by any psionic or auric device which includes a psi crystal without the need for an Auric Power Receiver. If multiple devices attempt to draw more than the maximum power then the closest are satisfied first. ((Auric Power Receiver: uses a fragment of an aura crystal to draw power from an Auric Field Generator within the same creature's aura, similar to a robust Power Receiver, to power devices which do not include a psi crystal. Capacity: 37(.5)ep/round (+12.5ep/extra L). Weight: 1gp. Non Micro Miniturisable. Level: 3rd.)) Capacity: 100ep/round (x2/extra L). Range: self only. Weight: 5gp. Non Micro Miniturisable.
Level: 3rd.

Auric Power Receiver: see Auric Field Generator.
Level: 3rd.

Auric Display: a powered crystal screen grown from an aura crystal, through which auras can be clearly seen. Assume this is the equivalent of the Detection of Good/Evil at 14th Level of Mastery, and Detection of Magic at 20th, plus other effects the DM regards as appropriate (such as recognising ills, or similar auras). Extremely fragile, but can be made rugged at +2L. Passive Sensor. Area: 2m x 1m. Uses: 1ep/6turns. Weight: 500gp.
Level: 3rd.

Psi Coil: is a synthetic coil wound in eye-wrenching shapes which substitutes for a Psi or Aura Crystal when embedded. Can be made by a Matter Transmuter II+. Ten Aura Sub Coils can be made in the same time, each suitable for an Auric Power Receiver and halving its weight, also allowing it to be (micro-)miniturised. Known as an Aura Coil when substitutes for an Aura Crystal. Can be Nano Miniturised. Capacity: 30+D20ppp (+30+D20/extra L). Weight: 1/2gp.
Level: 4th.

Aura Coil: see Psi Coil.
Level: 4th.

Aura Sub Coil: see Psi Coil.
Level: 4th.

Psi Scanner: uses a psi crystal to detect and analyse the active use of psi effects 6"rad (+6"/extra L). At range touch (+1"rad/extra L) can detect and analyse passive use of psi effects. The information gained is quite complex and needs Psionic Theory II to understand (see Multi Scanner), or suitable decoding programs (e.g. Sensor Interpretation). Active Sensor. Uses: 1ep/round. Weight: 50gp.
Level: 4th.

Psi Interface: a one-way Interface controlable via telepathy or empathy powers; must be designed for a particular psi power and training in its use is required. No psi crystal is needed in the construction. Useful for embedded devices; often used with a Sensitive Circuit for user identification. Passive Sensor. Uses: 1ep/turn. Weight: 10gp. Author: JGD.
Level: 4th.

Psi Static Beam: uses a psi crystal to project a beam that interferes with mental processes, affecting one creature within 6" (+3"/extra L). It must be kept aimed at the target to keep working, and effects cease instantly the target evades the beam. The effect gives -2 INT (-1/extra L) and a feeling very much like a bad headache. It is very difficult to concentrate: if a spell failure system is used, reduce the change of spell casting by 25%, plus any penalties for the INT loss. A Mind Blank spell or similar effect will protect against this device, whose effects are recognisable to a mentally skilled character on repeated exposure. This device occasionally activates simple Psi Interfaces. Range: 6" (+3"/extra L). Uses: 1ep/round/3". Weight: 20gp. Non Micro Miniturisable. Author: JGD.
Level: 4th.

Psi Screen: uses a psi crystal to prevent any psionic powers being used through the screen, also blocks Spy Beams. Can produce an effect either as a wall up to 3"x3" (+3"x+3"/extra L) or a sphere 3"rad (+3"/extra L), chosen in construction, either at +1L. Uses: 5ep/1"/turn. Weight: 500gp. Non Micro Miniturisable.
Level: 4th.

Auric Amplifier: uses an aura crystal to strengthen the aura to reduce the chance of death: effects depend on death/poison rules in use. In general, gives +2 save vs dying of 'shock' (e.g., AD&D 2nd edition rule on taking lots of damage) (+2/extra L), and doubles endurance on -ve hit points (+25%/extra L). Some specific effects are given below- extrapolate for others. Doubles -ve hit point total which can be reached 'in one blow' without dying immediately. For example, in many worlds, dropping to worse than -(CON/2) is immediately fatal; with this device, could drop to -CON with same effects (with respect to dying: amputations or the like might be imposed by the DM). Doubles -ve hit point total which can be reached without 'bleeding to death'. This is usually -10 or -CON, so this device would give -20 or -2xCON. Doubles -ve hit point total which can be reached due to poison damage before becoming unrecoverable via Slow/Neutralise Poison effects. Uses: 1ep/turn. Weight: 200gp.
Level: 4th.

Auric Lock: uses an aura crystal to lock the life aura, preventing transformation and death magic. Gives +6 saves against these effects (+2/extra L), or a save on the appropriate table if there is normally no saving throw (+2/extra L). Slows aging to 2/3 normal rate (-1/6 per extra L, maximum -5/6). It also inhibits alchemical or technological healing effects, which have reduced effect or rate by the same factor as aging, a version can be built at +1L and requiring Biological Theory II (a Selective Auric Lock) which does not have this limitation. Clerical, 'ergist and similar healing effects are not inhibited. Uses: 1ep/turn. Weight: 200gp.
Level: 4th.

Auric Accumulator: uses an aura crystal to store energy in a creature's extended aura. If the device is removed from an aura (more than 3ft from any part of the body) it is storing energy in for more than one round, or the wearer dies, the energy 'flares-off' as a brilliant light and a powerful magnetic pulse in all directions from the body of the wearer for 1 round/100ep stored; this generally blinds the wearer as well as anybody around and heats up most electrically conductive materials around by 10deg C/round. Capacity: 250ep (x2/extra L), no maximum (dis)charge rate. Weight: 10gp. Non Micro Miniturisable.
Level: 4th.

Energy Blade: can be redesigned using certain fine-tuned psi powers (DM rules which are appropriate) for +1000gp cost and two extra week's work so that it stores power in a self-contained force field. This field cannot discharge its power suddenly (even if the device is destroyed), and is similar to an Accumulator of equal L. This stored power can only be accessed via the 'Blade, and the rate of (dis)charge is the 'Blade's power usage, i.e. may not be used for anything but running the 'Blade, whether striking or cutting. Note that this redesign process must be carried out every time a 'Blade of this variety is made, as it is at least partly intuitive. See "Weapon Devices". Requires a 1gpwt Psi Crystal. Capacity: 500ep (x2/extra L). Uses: 1ep/round (+1/extra L), cutting- as Vibro Blade. Weight: 7gp.
Level: 4th.

Aura Modulator: functions as a Field (De)Modulator of equal L but for auric devices rather than force fields. This is usually only necessary for immense creatures (more than x4 human-size (x64 human mass)), with consequently large auras, and more than one 'Modulator cannot be used on one 1" square facing, hence six could be used on a creature 1" cubed, one on each face. For example each 'Modulator would defend against a further three attacks per round for an elephant wearing an Energy Shield. Alternatively gives an effective +5 auric strength (AS) (+5/extra L) against an Auric Dominator or similar effects. Uses: as appropriate, 5ep/turn against AS effects. Weight: 5gp.
Level: 5th.

Auric Scanner: like a combined Mind Probe and Medi Scanner; can produce an Interface Pattern or Body Pattern, but not record a complete personality. Identifies a specific combination of mind & body and hence gives very positive identification, can also be used for diagnosis as a Medi Scanner. Identification takes a round and a full scan 10 rounds (half time or +1" range/extra L, minimum 2.5rnds). Active Sensor. Range: none. Uses: 5ep/turn. Weight: 500gp. Author: JDG.
Level: 5th.

Auric Transposer: produces a Transfer Link effect which operates by use of the life aura. As Transfer Link of -1L, but can be carried and activated as an 'at will' mental action, or can be set up as a static device which can be set to reject creatures by species, gender, or alignment. When programmed using an individual, or an Auric Scanner record of them, can accept or reject that individual. The static mode operates by touch and does not need the 'doorway' of the Transfer Link, but needs an active Transfer Link (or Transposer) at the far end. Uses: 1ep/100gpwt, active- 1ep/turn. Weight: 100gp.
Level: 5th.

Auric Regenerator: uses the aura to induce regeneration in the user. Rate is 1 HP/turn, using 10ep/turn. At +1 L, rate is 1 HP/round, using 30ep/turn, or it can be built at 1/25wt but only working for one individual, at +2L both. Uses: 10ep/turn(x3 if heals faster). Weight: 5000gp (individual 200gp).
Level: 5th.

Mind Shield: see "Biological Devices".
Level: 5th.

Aura Flare: see "Biological Devices".
Level: 5th.

Psi Static Generator: uses a psi crystal to produce a Psi Static Beam except it has a radius area effect. Range: 1"rad (+1"/extra L). Uses: 8ep/round/1"rad. Weight: 100gp. Non Micro Miniturisable. Author: JGD.
Level: 6th.

Auric Dominator: uses an aura crystal to give control over another creature by amplifying the user's extended aura so it becomes overwhelming and far larger. 'Auric strength' (AS) is measured as INT+CHAR+Level, plus possible racial modifiers: Elves/Dwarves +1, Orcs/Goblins -1, Dragons +5, Faeries +10. If the user's AS is +10 on target's, control is no-save, else a save vs mind-affecting magic at -(difference). Note that this can involve a bonus if the target's AS is higher, no effect is possible if the save modifier is +10 or greater. A 'Dominator gives +5 AS (+5/extra L). Domination requires full concentration unless AS difference is 10 or more. Range: 6" (+3"/extra L). Uses: 25-(AS difference)ep/turn (minimum 5). Weight: 200gp.
Level: 6th.

Auric Scrambler: uses an aura crystal to scramble the user's aura to disguise the user's nature to almost any form of detection not using telepathy. This functions against Detect Evil, etc, spells, personal skrying, aura vision, and even True Sight, and looks to appropriate vision as a horrible mix of colours. Will even work against Identity and Sensitive Circuit, at least as far as recognising the user. Extended use can cause illness or even insanity, user's WIS+CON hours is safe. Uses: 1ep/turn. Weight: 20gp. Non Micro Miniturisable.
Level: 6th.

Aura Glow: see "Biological Devices".
Level: 6th.

Life Tap: see "Power Handling Devices". This distributes power in a way similar to an Auric Field Generator, however standard Power Receivers are used. A version which distributed power exactly as an Auric Field Generator, an Auric Life Tap, rather than using Power Receivers, could be built.
Level: 6th.

Micro Life Tap: see "Power Handling Devices", and see Life Tap; a Micro Auric Life Tap.
Level: 6th.

Astral Walker: assists access to the Astral Plane. Multi-Planar Theory II is required. Either allows Astral Projection for one (+2/extra L), or allows an Astral Projector to take two companions (+2/extra L). Protects all astral projecting against any form of possession or control that astral projection would normally make their bodies more vulnerable to. Includes a clock which can warn after a specific time, the astral body experiences a strong smell/taste, or a tingling sensation. Can also act as an alarm device, e.g. if someone tampering with a body, and send a similar or slightly different alarm. If observing this device can tell if any astral body has been 'blown away'. Returning to the body is under the full control of the astral projectors, and is not effected by this device. Uses: idling- none, initial projection- 100ep/person. Weight: 10,000gp.
Level: 7th.

Astral Amplifier: strengthens the silver cord for one person astral projecting (+2/extra L). Multi-Planar Theory II is required. This device is attached to the physical body of the projector(s), and makes it more difficult to be 'blown away', or suffer other effects which would sever the silver cord. Gives a save V death ray if does not have one, else +4 saves (+2/extra L). Uses: 5ep/person/turn. Weight: 1000gp.
Level: 7th.

Astral Barrier: prevents access to or via the astral, locking the mind-body interface. Multi-Planar Theory II is required. This device also prevents dreaming, long-term use (more than WIS+CON night's sleep) causes insanity. Must be worn within the inner aura, but note that use of this device might prevent the spirit leaving the body on death; protects against death magic as an Aura Lock of -2L. Totally protects against Magic Jar and almost any form of possession, and totally protects against a Trancer, and any other device which works by interfering with the mind-body interface. May also protect against some magic being used directly from the Astral Plane, and will protect against being 'overlooked' or observed from there. Depending on how magic works in a particular universe may interfere with the regaining of spells, will almost certainly stop cleric spells being regained if this requires reaching out to the god via the astral. Uses: 1ep/turn. Weight: 10ep.
Level: 8th.