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Dragon Ninja
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AD&D 3rd Edition

Article: Psionics Changes in Third Edition
Writer: ShadrachVS (shadrachvs@koyote.com)


During the duration of AD&D's long life under TSR, Psionics were created to accompany the DarkSun Campaign setting. Adding a new and totally different set of unique rules. The first set of Psionic rules were very hard to interpret and could easily be exploited by players. A Revision was soon made, but the Revision weakened Psions dramatically. Carefully trying to avoid this mistake in the new edition the new staff worked at trying to balance the complete system. The End result? An almost completely new rules setup.

The Basics: Overview
The New Psionics book explains in depth the abilities, rules, and items that govern a Psion; Here I am going to give you an idea of what you can expect from it, and possibly a new spin on how to play one. The areas we will cover are Character Creation, Special Skills, Feats, Psionics, Psionic Powers, A look at some Psionic Items, and some information on Psionic Foes.

Character Creation: Everything Matters?
There are two basic Psionic character classes; the mage-like Psion and the fighter-like Psychic Warrior. Psions are split into six fields according to their prime focus in Psionics, while the Psychic Warrior has a predetermined focus. No matter the class every character ability score is important to the Psionic character. Why? A low score, one below the benchmark, will ban you from accessing a whole field of Psionic powers. While a high score, one above the common top score will allow you to access the highest levels of a Psionics field.
The Psion, much like the mage, has a relatively small amount of hit points and no ability to wear armor. Though unlike a mage, a Psion can wear armor with no fear of power failure. With a low to hit value and very little weapon proficiency, the Psion is not a Melee combatant. Each Psion chooses a field in which they specialize, much like the Clerics Domains, this allows them to get access to more powers.
The Psychic Warrior, much like the fighter, gains access to many feats (though nothing like the amount a fighter eventually gains) and garners some Psionic capabilities. Though the Psychic Warrior is limited in his powers, power points, and psionics in general; he makes up for it by his unique list of combat oriented powers, armor and weapon proficiencies, and middle range to hit values.

Special Skills: Auto-what?
The Skills Chapter lists off some new abilities, which Psions and Psychic Warriors have access to as class skills or even cross-class skills. Not wanting to reveal too much, I am going to be short about these skills. Ranging from new Knowledge's to Psionic Only Skills, they allow characters to stabilize themselves while bleeding to death, identify Psionic powers in use, use psionic items, and even scry .

Feats: No thank you, I already have two.
Psionic feats allow characters to pull off a range of various stunts and abilities: run on a wall during a charge, charge attacks with potent Psionic force, and even detect lies. Limited only by the amount of power points to activate, Psionic feats seem a tad bit over-powerful. After a lot of play time myself, they are not as they seem. A Psion, who abuses feats to make himself a combat artist or just gets over-zealous in their abilities, soon finds himself powerless and less useful than a mage with no spells left. These varied abilities should not unbalance the game, as a DM just track the players Power Points yourself and that should avoid many potential threats.

Psionics: No humor, just Rules.
Psionic powers range from level 0 to level 9, ranging in magnitude from lighting a match to blowing up a mountainside. Power point costs for 'manifesting' these powers increase with each level, requiring careful use of precious power points. Much like spells powers all have a Range Factor, a corresponding discipline, an applicable saving throw, a power resistance check, duration, and a display (run off energy in the form of a smell, light, or even sound).
To manifest any power a Psion needs to concentrate and focus his mental capacity; thus a blow to him or even noises around him can interfere with even a simple power use. Concentration checks allow the Psion to determine if the distraction is minor enough to ignore (a fellow party member singing loud battle songs) or distracting enough to force a lapse in concentration (A Dragon says ROAR, then FOOM). Powers also immediately fail if all of the conditions for their manifestation are not met.

Special Section: Psionics, Magic or No?
This is taken roughly from the Psionics handbook, and is very important in considering Psionics in your Campaign. First of do you consider Psionics to be the same as Magic? If so then ignore Power Resistance and instead use Spell Resistance. If No, then you have to determine which choice you believe: Evolution made Psionics or Not. Ok, confused yet? The evolution Idea states that Psionic powers have existed in that respective plane therefore creatures of that plane should have some natural resistances to them (Creatures that have Spell Resistance will also have Power Resistance). This variant also allows for interesting views on almost all aspects of Psionic abilities. If the Evolution is Out the Window, then you should start coming up with your own ideas… though this is potentially unbalancing and dangerous to the campaign.

Psionic Powers: The stuff that makes it all worthwhile.
Psionic powers unlike spells to a wizard are hard to learn: More like spells to a Sorcerer, they come naturally but at a slower and less frequent rate. Psions have to be very careful what powers they choose, considering and weighing all options. A psion has a very limited number of powers, but in return can use those powers more often than a mage could his spells. Psions are very flexible in their use of Powers and must always try to find the best ways to use their limited powers to their advantage.
Psionics are split into six different fields, each based off of a primary character attribute. Strength to Psycho-Metabolism (Psymet), Dexterity to Psychoportation (Psyport), Constitution to Psychokinesis (Psykin), Wisdom to Clairsentience (Clasen), Intelligence to Metacreativity (Metcre), and Charisma to Telepathy (Telep). Each area covers a fairly broad range of power and has a specific nickname for a Psion that chooses to specialize in it. Psymet focuses on the Psions body and his metabolism, capable of controlling and with later powers changing the very aspects of physical natures. An Egotist is a Psychometabolism user. Psyport focuses on travel and displacement, studying the very fundamental aspects of space and location. Capable of teleportation, Dimensional Travel, and changes in Movement: users of this field are known as Nomads. Psykin focuses on Kinetic energy, movement, and basic physical properties of matter. Capable of transforming metals and materials, telekinesis, and focusing energy into force attacks: users of this field earn the name Savants. Metcre focuses on the Astral Plane and using its energies to create and sustain objects and even life. Capable of creating whole objects 'out of thin air', summoning weird creations of ectoplasm and eventually creation of sub-planes within the Astral Plane: users of this unique power earn the logo Shapers. Clasen focuses on information and revelations: users are capable of scrying far off locations, sensing the future, and even mimicking the powers of other Psions. Clarsentience users are loosely called Seers. Telep focuses on the mind: Capable of controlling others wills, mental communication, thought reading, and even total crushing of opposing wills. Telepaths as they are known are feared for their abilities, and powerful telepaths fear the consequences of their own abilities.

Psionic Items: Nifty Toys made of Crystal.
Most Psionic items are made entirely of a Crystal some even formed out of Ectoplasm; but all have useful powers that make them unique. New abilities are listed for making Psionic Arms and Armor, cool powers than can feed off energy attacks into harmless light and some that can even predict the future to a weak extent. Other Psionic items include Crystal Capacitors (Think batteries), Djores (Wands), Power Stones (Scrolls), Psionic Tattoos (Scroll Painted on You!), and the catch all Universal Category. Most items are useless to non-Psionics characters, but some (Tattoos) are usable to almost anyone (Monks Love 'em and you should too) and the Dreaded Psibane weapons are purposely keyed to non-Psions.

Psionic Foes: Stuff that goes bump in the night.
The Psionics Handbook lists a few Psionic creatures to populate your world ranging from Killer Flowers of Doom (Udoroots), the screwed up Children of Illithids (I know.) the Neothillid, and big nasty demon Brain things that can really mess up your day (Cerebriliths). Though the number of new fun creatures only tallies a mere 25, there should be enough to make any Psion break down and cry (A Psionic Goblin, Fear!).

Closing Words: Excuses and Begging for Forgiveness
I hope this information enlightens you on Psionics in Third Edition, and doesn't insult you in anyway. I make sad attempts at humor throughout this writing, but that is how I am about D&D… if you can't have fun with it, why play? If you'd like to berate me on my ignorance at least have some grounds for doing so; if you can prove me absolutely wrong I will gladly correct my mistake. If you just don't like my views and are to bull headed to at least let me ramble… don't waste my time, or your time.

All information contained within is based on Copyrighted Information of WOTC, unless it is an Opinion of the author then WOTC is not responsible for the author's views or interpretations of their Copyrighted Work.


Dragon Ninja

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