PSIONICS
Psionics is one of the most under-used and unappreciated
options available in the AD&D system. With the exception of
the Dark Sun setting, little or no official material has been
produced to explore the many possibilities psionics present in
a fantasy setting. Perhaps because of this, many DMs and players
don't even look at psionics when making characters or building
a new campaign. This is unfortunate, especially given the almost
universal search for new material for DMs to use. But many DMs
refuse to consider psionics at all, cutting themselves off from
a fantastic resource. This article is written to present new ideas
and options for psionics, to show some ways in which they can
be adapted to a traditional, non Dark Sun game.
One of the most common objections to psionics is that they are
not appropriate to fantasy games. There seems to be a common belief
that psionics are more in keeping with science fiction games and
do not belong in a fantasy setting. But even if a DM cannot see
any point to having mental powers in any form within his games,
it is possible to adapt the rules for psionics to make them nothing
more than a different style of magic.
The New Magic
Many fantasy settings in both games and literature present the
idea of different forms of magic often taught in separate schools
or common in different lands. If a DM wants to add a new and different
form of magic, it is possible to adopt the rules and powers of
psionics and make them a new magic. In this case, psionic powers
would be magical and would be affected by such spells as detect
magic and anti-magic shell, just as normal magic is.
To give a more fantasy feel to this new form of magic, all existing
terminology should be changed. If the DM has traditional magic
users being called "mages" or "wizards," perhaps
this new class of magic user could be called a "sorcerer."
Then instead of psionics, you would have the powers of sorcery.
Although functionally the same as psionics, sorcery sounds like
a more traditional fantasy magic.
Sorcerers would follow the rules for psionicists when determining
THAC0, saving throws, weapons and armor allowed, experience points
per level, hit dice, and proficiency progression. Since sorcerers
are actually a type of wizard, it would be best to give them the
same magic item usage and nonweapon proficiency choices wizards
have.
Since psionics are broken into disciplines, sciences,
and devotions, you will need to keep the rules for using these
divisions. However, you will need new terms for them that are
more in keeping with the traditional fantasy sound of sorcery.
Since traditional wizard spells are broken into schools, sorcery
could be broken into six colleges, each replacing one psionic
discipline.
For example, sorcery might contain the college of Thought, which
replaces the psionic discipline of Telepathy. Similarly, the college
of Matter replaces Psychokinesis, Body replaces Psychometabolism,
Movement replaces Psychoportation, Perception replaces Clairsentience,
and High Sorcery replaces Metapsionics. Although these 6 sorcerous
colleges contain the same powers as the psionic disciplines they
replace, they now sound more like standard fantasy magic, making
them more appropriate for a traditional AD&D game.
Similarly, rather than calling the abilities in each college psionic
powers (broken into sciences and devotions), the powers of colleges
of sorcery could be called spells or hexes (major hexes for sciences,
minor hexes for devotions). A DM could even limit a sorcerer's
selection of hexes in the same way a wizard is limited in his
selection of spells. Rather than automatically granting a sorcerer
new hexes when he gains a level, the DM could limit him to those
hexes he researches or finds in the scrolls of enemy sorcerers.
With these minor changes, a DM now has access to a brand new class
of wizard. Although sorcerers lack the world shaking spells of
mages and cannot always depend on their powers, they have improved
martial skills, higher hit points, and are able to use the same
magical powers many times in a row. Although they follow the same
rules as psionicists, sorcerers seem more appropriate for a fantasy
game.
A good thesaurus will allow a DM to come up with his own terminology
for a new, magic using class if he doesn't like the idea of sorcerers.
Psionicists could just as easily be warlocks, witches, theurgists,
thaumaturges, egomancers, mentalists, magisters, magicians, or
prestidigitators.
The Power Within
Another option when considering psionics is to keep the firm separation
between psionics and magic, but change only the terminology. Not
only does "psionic" sound futuristic, but also the terms
"psionicist," "sciences," and "psionic
strength points" all seem more in keeping with a science
fiction setting.
Many fantasy settings have powers that seem very much like psionics,
but are called something else. From heroic individuals born with
a few special talents, to eastern wise men who have mastered the
arts of meditation and mind over body, examples of possible templates
for psionicists are commonplace. Again, the problem lies in interpretation
and terminology.
When using psionics for wise men who have harnessed the powers
of the mind, only a little work is required to achieve the correct
feel. Changing the term psionics to mysticism is a good start.
"Mystic" can easily describe a power that is not standard
magic, but not simple science or skill. Naturally, psionicists
now become mystics, and wild talents are said to be a "mystic
gift." Instead of psionic strength points, mystic powers
can be powered by "chi."
Mysticism should be broken into the same six categories as psionics,
but again, new terms are needed for a fantasy feel. The wise mystics
could study the Philosophies of Self (psychometabolism), Truth
(clairsentience), Force (psychokinesis), Mind (telepathy), Space
(psychoportation) and Void (metapsionics). The abilities mystics
gain could be referred to as Secrets (devotions) and Mysteries
(sciences).
In seeking a specific type of eastern, mystic martial-arts character,
the powers of psychometabolism are very useful. Such powers as
animal affinity, graft weapon, and body weaponry work especially
well if the description is modified so no actual, physical change
takes place in a character using them. Rather than actually transform
into a creature with tiger claws, the mystic martial artist uses
animal affinity to fight in the manner of a tiger.
Game balance
The second most common objection to using psionics in a campaign
is the belief that psionic powers are unbalanced and too powerful.
DMs who have had a powerful villain defeated by a single psionicist
using death field or ultrablast, often decide never to allow such
powers in their games again.
There are several possible solutions to such problems. The first
is to make sure all rules on power prerequisites and selections
outside the psionicist's primary discipline are followed. Some
players try to create characters that are not legal under the
psionicist rules, either out of ignorance or in the hopes their
DM won't check these rules. Also, read the description of any
psionic power a PC tries to use in a way that seems unreasonable
to you. Many of these powers have considerable limitations built
into them that a PC might not have read or might not mention.
Several psionic abuses can be avoided with strict adherence to
these rules.
Secondly, if the DM decides to make psionics a type of magic as
outlined in the suggestions for sorcery above, remember that all
defensive spells and items which protect against magic will also
protect against this new type of magic. Magic resistance alone
will save many villains from "sorcerous" psionic powers.
This may be one of the strongest arguments in favor of using psionics
as just another kind of magic.
Third, a DM may consider banning some psionic powers without ruling
out all psionics. Few DMs allow every spell a PC can find some
official reference for, and the same caution should be used when
adding psionics to a game. Powers from Dragon Kings and The Will
and the Way especially should be carefully examined before being
added to a non-Dark Sun game. A few minutes of scanning all the
psionic powers can save a DM a great deal of trouble later on
in his game.
Fourth, in any campaign where one class is considered too powerful,
it might be advisable to create a group dedicated to watching
members of that class and keeping them in check. Psionicists are
likely to attract such attention, and it is easy to see how a
group of dedicated wizards, priests, or even paladins may band
together to keep an eye on such people. Whether this group is
a fanatical cult of witch-hunters sworn to destroying psionicists
or an academe of scholars studying them, the existence of such
an organization will help control psionic characters.
Finally, if the DM has decided to keep psionics as a power separate
from magic and unaffected by spells designed for magic, it is
important to create new anti-psionic spells. If psionics is a
common power, it is only reasonable to assume that wizards will
have developed spells specifically designed to protect them from
psionicists. Especially in campaigns where witch-hunters seek
to kill all psionicists, it should be assumed they are well armed
with spells to help them.
The following spells are designed to help mages balance the power
of psionicists. The availability of these spells is up to the
DM, but they can easily be passed out to major villains, helping
to protect them from PC psionicists.