Psionics are distinct from magic in the theory of how they work. Whereas magic comes from another realm--a supernatural world of positive and negative material, deities and demigods, and elemental powers--psionics come from the mind of the individual himself.
The character must have a Wisdom of 15, Intelligence of 12, and Constitution of 11. Wisdom and Constitution are the prime requisites. They may not be chaotic, as the class requires tremendous discipline. If for any reason he becomes chaotic, he is in danger of losing all psionic ability.
For the psionicist, psionics are divided into six disciplines. The character will specialize in one of these disciplines, but will learn sciences and devotions from any or all of them, although he will start limited to his one discipline and always have more skills in that area than any other. The six disciplines are Clairsentiences (perceiving beyond normal human senses), Psychokinetics (moving objects through space without contact), Psychometabolics (directly affecting the body), Psychoportives (causing things to move between two points without passing through space), Telepathics (contacting another mind directly), and Metapsionics (boosting other psionic powers). The character cannot specialize in Metapsionics, but must choose one of the other five areas.
The psionicist has a limited number of strength points, initially based on wisdom, intelligence, and constitution, and increasing with each level. These points are spent on the skills used, and regained by rest.
The skills are divided into sciences, devotions, and defense modes. The character begins with one science and three devotions, all from the discipline in which he is specialized, and also has a single defense mode. By level twenty he has ten sciences and twenty-five devotions which may be drawn from all six disciplines, and will have all five defenses. The psionicist may choose the skills he will learn, but has a few limitations. These include 1) that he must always have more sciences and devotions in his primary discipline--the first one he chooses--than in any other; 2) that he must always know twice as many devotions as sciences in any discipline area; and 3) that certain specific skills must be learned as prerequisites to other specific skills.
Under the psionicist rules, the character may receive special experience point awards for using his psionic power to overcome an enemy or problem or to avoid a combat situation; or for the defeat of a psionic opponent; or for creating a psionic item.
Advancement requires training with a mentor until the character reaches level 7; thereafter, they are self-trained. Under MyWorld rules, self-trained characters pay half of normal training costs.
Psionicists attack as thieves. They have their own unique table for saving throws. They tend to avoid weapons, and so have a short list from which to choose, generally being permitted to use small and medium sized weapons of not more than six pounds (60w) in weight. They may wear leather, studded leather, padded, or hide armor, and may carry a small shield. The use of metal armor, while not forbidden, will directly penalize the chance of success on all psionic skills.
They begin with two weapon and three non-weapon proficiency slots, and gain another weapon at levels 5, 10, 15, and 20, and another non-weapon at levels 3, 6, 9, 12, 15, and 18. There is a -4 penalty for using a weapon with which the character is not proficient. There are a few non-weapon proficiencies which are specifically for this character class, or for which this class has special interest or ability. They include Gem Cutting, Harness Subconscious, Hypnosis, Rejuvenation, Meditative Focus, Musical Instrument, Reading/Writing, and Religion.
Humans, Halflings (10), Gnomes (9), Dwarfs (8), Half-elves (7), and Elves (7) may be psionicists.
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