A Dungeons & Dragons character class | |
---|---|
Publication history | |
First appearance | The Complete Psionics Handbook |
Editions | 2nd, 3rd, 3.5, 4th |
(as an alternate class) | 2nd, 3rd, 3.5, 4th |
Source books | 2nd edition: The Complete Psionics Handbook, Dark Sun Campaign Setting, Dark Sun Campaign Setting, Expanded and Revised 3rd edition: Psionics Handbook 3.5 edition: Expanded Psionics Handbook 4th edition: Player's Handbook 3 |
Based on | Psychic |
Stats | OGL stats |
A Dungeons & Dragons character class | |
---|---|
Publication history | |
First appearance | Psionics Handbook |
Editions | 3rd, 3.5 |
(as an alternate class) | 3rd, 3.5 |
Source books | 3rd edition: Psionics Handbook 3.5 edition: Expanded Psionics Handbook |
Stats | OGL stats |
A Dungeons & Dragons character class | |
---|---|
Publication history | |
First appearance | Psionics Handbook |
Editions | 3rd, 3.5 |
(as an alternate class) | 3rd, 3.5 |
Source books | 3rd edition: Psionics Handbook 3.5 edition: Expanded Psionics Handbook |
Stats | OGL stats |
A Dungeons & Dragons character class | |
---|---|
Publication history | |
First appearance | Expanded Psionics Handbook |
Editions | 3rd, 3.5 |
(as an alternate class) | 3.5 |
Source books | Expanded Psionics Handbook |
Stats | OGL stats |
In the Dungeons & Dragons fantasy role-playing game, Psionics are a form of supernatural power that are similar to, but distinct from, arcane and divine magic.
Psionics are manifested purely by mental discipline. Psionics were originally introduced in the original Dungeons & Dragons Supplement III - Eldritch Wizardry. Psionics have appeared in all editions; however, they are only part of the core rules in Advanced Dungeons & Dragons 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, Wisdom, or Charisma 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.
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).