Psionics (Dungeons & Dragons) - Overview

Overview

Psionics are manifested purely by mental discipline. Psionics were originally introduced in OD&D's Supplement III - Eldritch Wizardry. Psionics have appeared in all editions; however, they are only part of the core rules in AD&D 1st edition. 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. In 3.5 edition, several psionic character classes are forced to choose one of them, thereby losing access to the most potent powers of the others. In 2nd edition, each power is tied to an ability score (generally Constitution, Intelligence or Wisdom); in 3rd edition, each discipline is tied to an ability score; and in 3.5 edition, all powers use the same ability score: either Intelligence or Wisdom depending on the manifester's class.

Earlier editions also included psionic combat; however, it was eliminated in 3.5 edition, with the attack and defense modes converted into standard psionic powers.

Clairsentience
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. They include precognition and remote viewing. 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
Metacreativity powers create objects, creatures, or some form of matter. Creatures a character creates usually, but not always, obey their creator's commands. Powers of the metacreativity discipline include astral construct and greater psionic fabricate. 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.
Metapsionics
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
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. They include energy missile and tornado blast. 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
Psychometabolism powers change the physical properties of some creature, thing, or condition. They include animal affinity and psionic revivify. 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
Psychoportation powers move the manifester, an object, or another creature through space and time. They include astral caravan and psionic teleport. 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
Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. They include psionic suggestion and mind switch. 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 3rd and 3.5 editions, the standard psionics system incorporates psionics–magic transparency, which treats psionic energy and magic as mutually and equally vulnerable to a dispel magic spell or a dispel psionics power; spell resistance protects against powers just as it protects against spells, while power resistance protects against spells as it does against powers. This is primarily done for game balance, as if psionics were not resistible or able to be dispelled in such a fashion psionic characters would be inordinately powerful in a world designed mostly to handle traditional magic (although they in turn would also be especially susceptible to magic). A variant rule, known as "psionics are different," enforces a separation between the two systems; this rule also provides an intermediate step where each system has a diminished effect upon the other (for example, making a dispel check against an opposing energy would take a -4 penalty, and creatures with spell resistance gain power resistance equal to their spell resistance minus 10).

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.

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