This article has d&d psionics handbook 3.5 pdf issues. Unsourced material may be challenged and removed. In 2nd, 3rd and 3. 5 editions, psionics ar
This article has d&d psionics handbook 3.5 pdf issues. Unsourced material may be challenged and removed.
In 2nd, 3rd and 3. 5 editions, psionics are divided into five or six disciplines, or groupings of powers. In 2nd edition, Psionicists gradually gain access to additional disciplines as they advance in level. 5 edition, several psionic character classes are forced to choose one of them, thereby losing access to the most potent powers of the others.
5 edition, all powers use the same ability score: either Intelligence, Wisdom, or Charisma depending on the manifester’s class. 5 edition, with the attack and defense modes converted into standard psionic powers. Clairsentience powers enable a character to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable. A psion who specializes in clairsentience is known as a seer, and is most akin to an arcane diviner. In 3rd edition, Clairsentience is linked to Wisdom. Metacreativity powers create objects, creatures, or some form of matter.
Creatures a character creates usually, but not always, obey their creator’s commands. A psion who specializes in metacreativity is known as a shaper, and is most akin to an arcane conjurer. Metacreativity was not introduced until 3rd edition. In 3rd edition, Metacreativity is linked to Intelligence. Metapsionic powers generally augment other psionic powers, although the discipline also contains some utility powers. The Metapsionics discipline was introduced in 2nd edition, and was not carried over into 3rd edition.
In the 3rd and 3. 5 editions, abilities which were part of the Metapsionics discipline in 2nd edition are often handled through metapsionic feats and item creation feats, although some metapsionic powers were converted into Clairsentience or Telepathy powers. Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.
A psion who specializes in psychokinesis is known as a kineticist, and is most akin to an arcane evoker. In 3rd edition, Psychokinesis is linked to Constitution. Psychometabolism powers change the physical properties of some creature, thing, or condition. A psion who specializes in psychometabolism is known as an egoist, and is most akin to an arcane transmuter. In 3rd edition, Psychometabolism is linked to Strength. Psychoportation powers move the manifester, an object, or another creature through space and time.
A psion who specializes in psychoportation is known as a nomad, and has no arcane counterpart. In 3rd edition, Psychoportation is linked to Dexterity. Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. A psion who specializes in telepathy is known as a telepath, and is most akin to an arcane enchanter. In 3rd edition, Telepathy is linked to Charisma. Prior to 3rd edition, magic and psionics are treated as distinct from each other. For example, the Detect Invisibility spell will penetrate both magical and psionic invisibility, as it detects invisibility in general, while the Detect Magic spell will not detect psionic effects, as it is restricted to magical effects and psionic effects are non-magical.
In 4th edition, the psionic power source is one of several supernatural power sources. A character’s powers generally do not interact with other characters’ powers based on power source: for example, the 4th edition version of Dispel Magic can dispel any effect with the Conjuration or Zone keyword, regardless of power source. 1st Edition game and adds a number of elegant new touches”. 1st-level psionicist has only one science and three devotions, but gets 10 sciences and 25 devotions if he makes it to 20th level.
As a psionicist rises through the ranks, he also gains access to defense modes, which are special telepathic powers, such as Mind Blank and Tower of Iron Will, which are received free of charge and don’t count against a psionicist’s normal power limits. Each power has a score rated in terms of a particular attribute. When attempting to use a power, the player makes a Power Check by rolling 1d20 and comparing the result to the Power Score. A roll less than or equal to the Power Score means success.
Additionally, each power description includes a specific penalty suffered by the psionicist if a 20 is rolled. A psionicist has a fixed number of Psionic Strength Points, derived from his wisdom score, to expend on psionic powers. A psionicist simply expends the number of PSPs required by a particular power, then attempts a Power Check. If the check fails and the power doesn’t work, he forfeits half the PSP cost but is free to try again later. If he passes the check and the power is successful, the psionicist has the option of expending additional PSPs to maintain the power in subsequent rounds.
Psionicists recover lost PSPs every hour in which no additional PSPs are expended. PC recovers 3 PSPs per hour, and a resting PC recovers twice as many. The book presents over 150 powers, such as Enhanced Strength, Inflict Pain, Switch Personality, Hear Light, Psychic Surgery, Flesh Armor, Cause Decay, Levitation, ESP, Teleport, and Clairaudience. 174 included “Are You Having Bad Thoughts? Several Dark Sun products introduced new psionic powers.