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What’s The Big Deal About Psionics?
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<blockquote data-quote="Yaarel" data-source="post: 8572542" data-attributes="member: 58172"><p>So the disciplines.</p><p></p><p>All spells and features in D&D can divide into the following themes.</p><p></p><p><strong>Spirit</strong> (<em>Clairsentient</em>): Divination, Teleportation</p><p><strong>Mind</strong> (<em>Telepathic</em>): Enchantment, Illusion</p><p><strong>Force</strong> (<em>Psychokinetic</em>): Telekinesis, Conjuration</p><p><strong>Body</strong> (<em>Psychometabolic</em>): Shapeshift, Healing</p><p><strong>Matter</strong> (<em>Elemental</em>): Earth-Fire, Air-Water, Plant</p><p></p><p>Note, each of these themes includes a nonmagic martial aspect, such as the Persuasion skill of mind and sword proficiency of matter.</p><p></p><p></p><p>Spirit.</p><p></p><p>Clairsentience is remote presence anywhere in spacetime, to scry a distance away or to divine the future, and relates to manipulating spacetime, to bend fate, bring luck, stop or speed time, and teleport thru spacetime and planeshift.</p><p></p><p>The psychoportation of 2e and 3e folds into clairsentient as Teleportation. This pairing allows the somewhat passive divination to be more active, and allows the somewhat monotonous teleportation more options to do. Psionic teleportation tends to be more accurate when projecting remote presenence to a location and then shifting body there safely.</p><p></p><p>However, telekinetic flight, such as the wingless Fly spell, is an aspect of telekinesis.</p><p></p><p>Mind.</p><p></p><p>Telepathy relates to the manipulation of minds, including emotions and senory experiences. The intent of the subjective virtual reality can be hyperrealistic art or deception. </p><p></p><p>A subjective illusion that only the targets perceive is sometimes known as a phantasm, like the Phantasmal Force spell, or as a false sensory input. A psionic illusion sometimes reinforces an illusion telekinetically to feel solid and support weight for a quasireal effect. </p><p></p><p>In practice, an illusion (mind), a conjuration (force), and a summoning (spirit), can be similar. The main difference is a conjuration is an objective force construct while an illusion is a manipulation of mind. For example, one might conjure a beautiful human, but a similar illusion might be more emotionally captivating and enchanting. Via extraplanar teleportation, summoning spells contact spirits, whether immaterial Fey, Celestial, or so on, then physicalize temporary virtual bodies for them, so that if the bodies are killed, the spirit remains unharmed and returns to its home plane.</p><p></p><p>Force.</p><p></p><p>Telekinesis includes moving creatures and objects by mind over matter, flight, and weaponizing force damage. Telekinetic force is sometimes referred to as magical energy. Ki is force entangling a body or object. Natural forces include the stuff of gravity and ethereal ether. Ethereal creatures have a body made of force, and if strong can interact with the matter of the material plane. Force is physical but immaterial. Conjurations are constructs made of force. The constructs are often invisible force fields, but when manipulating light and generating sound waves can seem virtually real. (Compare the Star Trek "holodeck".) Where matter itself is involuting forces and energy, a powerful psionic mind can create matter out of nothing and alter reality itself. </p><p></p><p>Spell schools organize force spells inconsistently, sometimes transmutation in the sense of shaping force, sometimes conjuration in the sense of manifesting force out of nothing, and sometimes evocation in the sense of energetic force damage. Nevertheless, all of these spells organize by theme as force. Psionic force effects are always the telekinetic influences that ones own strong mind manifests.</p><p></p><p>Body.</p><p></p><p>A body is living matter. It entangles lifeforce, sometimes called soul or ki or aura. It normally relates to animals while humans have an animal body. The psionic mind can psychometabolically reshape the body, by means of the lifeforce, into the form that the mind visualizes. First the mind shifts, then the body follows. Psychic healing shapeshifts the body into a healthier shape, regenerating limbs, closing wounds, freeing up blockages, and often healing the minds and mental imaginations as well.</p><p></p><p>Matter.</p><p></p><p>Some minds have affinity with the states of matter, the four elements. The mage and the element are friends who relate to each other with similar personalities. Compare Airbender, and D&D Pyromancer and its "psionic clone" Pyrokineticist. The elements themselves have minds, sometimes powerful psionic minds. Normally the element doesnt have a human mind, but does have a mind and behaves the way it does whether leaping like fire or flowing like water because it wants to.</p><p></p><p>Animists normally experience the elements as this-worldly features of nature. Earth is bodies of lands, mountains, valleys. Water is bodies of rivers and lakes, and rains an seas, and so on. These bodies have minds and are part of a shamans community. Some bodies have powerful minds, remembering ancestors and protecting descendants, aware of those nearby and visiting in dreams. These are ambient psionic activity, but sometimes manifesting overt psionic spells.</p><p></p><p>The psionic power source and the primal power source are moreorless the same thing, but primal focuses thematically on the four elements, plus plant as a kind of element.</p><p></p><p></p><p></p><p>In sum, everything in D&D organizes into these main themes: Spirit, Mind, Force, Body, and Matter.</p><p></p><p>These themes likewise correlate with the disciplines: Clairsentience, Telepathy, Psychokinesis, and Psychometabolism. Arguably 3e elemental effects are more properly primal elementalism. But primal relates to psionic nevertheless.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8572542, member: 58172"] So the disciplines. All spells and features in D&D can divide into the following themes. [B]Spirit[/B] ([I]Clairsentient[/I]): Divination, Teleportation [B]Mind[/B] ([I]Telepathic[/I]): Enchantment, Illusion [B]Force[/B] ([I]Psychokinetic[/I]): Telekinesis, Conjuration [B]Body[/B] ([I]Psychometabolic[/I]): Shapeshift, Healing [B]Matter[/B] ([I]Elemental[/I]): Earth-Fire, Air-Water, Plant Note, each of these themes includes a nonmagic martial aspect, such as the Persuasion skill of mind and sword proficiency of matter. Spirit. Clairsentience is remote presence anywhere in spacetime, to scry a distance away or to divine the future, and relates to manipulating spacetime, to bend fate, bring luck, stop or speed time, and teleport thru spacetime and planeshift. The psychoportation of 2e and 3e folds into clairsentient as Teleportation. This pairing allows the somewhat passive divination to be more active, and allows the somewhat monotonous teleportation more options to do. Psionic teleportation tends to be more accurate when projecting remote presenence to a location and then shifting body there safely. However, telekinetic flight, such as the wingless Fly spell, is an aspect of telekinesis. Mind. Telepathy relates to the manipulation of minds, including emotions and senory experiences. The intent of the subjective virtual reality can be hyperrealistic art or deception. A subjective illusion that only the targets perceive is sometimes known as a phantasm, like the Phantasmal Force spell, or as a false sensory input. A psionic illusion sometimes reinforces an illusion telekinetically to feel solid and support weight for a quasireal effect. In practice, an illusion (mind), a conjuration (force), and a summoning (spirit), can be similar. The main difference is a conjuration is an objective force construct while an illusion is a manipulation of mind. For example, one might conjure a beautiful human, but a similar illusion might be more emotionally captivating and enchanting. Via extraplanar teleportation, summoning spells contact spirits, whether immaterial Fey, Celestial, or so on, then physicalize temporary virtual bodies for them, so that if the bodies are killed, the spirit remains unharmed and returns to its home plane. Force. Telekinesis includes moving creatures and objects by mind over matter, flight, and weaponizing force damage. Telekinetic force is sometimes referred to as magical energy. Ki is force entangling a body or object. Natural forces include the stuff of gravity and ethereal ether. Ethereal creatures have a body made of force, and if strong can interact with the matter of the material plane. Force is physical but immaterial. Conjurations are constructs made of force. The constructs are often invisible force fields, but when manipulating light and generating sound waves can seem virtually real. (Compare the Star Trek "holodeck".) Where matter itself is involuting forces and energy, a powerful psionic mind can create matter out of nothing and alter reality itself. Spell schools organize force spells inconsistently, sometimes transmutation in the sense of shaping force, sometimes conjuration in the sense of manifesting force out of nothing, and sometimes evocation in the sense of energetic force damage. Nevertheless, all of these spells organize by theme as force. Psionic force effects are always the telekinetic influences that ones own strong mind manifests. Body. A body is living matter. It entangles lifeforce, sometimes called soul or ki or aura. It normally relates to animals while humans have an animal body. The psionic mind can psychometabolically reshape the body, by means of the lifeforce, into the form that the mind visualizes. First the mind shifts, then the body follows. Psychic healing shapeshifts the body into a healthier shape, regenerating limbs, closing wounds, freeing up blockages, and often healing the minds and mental imaginations as well. Matter. Some minds have affinity with the states of matter, the four elements. The mage and the element are friends who relate to each other with similar personalities. Compare Airbender, and D&D Pyromancer and its "psionic clone" Pyrokineticist. The elements themselves have minds, sometimes powerful psionic minds. Normally the element doesnt have a human mind, but does have a mind and behaves the way it does whether leaping like fire or flowing like water because it wants to. Animists normally experience the elements as this-worldly features of nature. Earth is bodies of lands, mountains, valleys. Water is bodies of rivers and lakes, and rains an seas, and so on. These bodies have minds and are part of a shamans community. Some bodies have powerful minds, remembering ancestors and protecting descendants, aware of those nearby and visiting in dreams. These are ambient psionic activity, but sometimes manifesting overt psionic spells. The psionic power source and the primal power source are moreorless the same thing, but primal focuses thematically on the four elements, plus plant as a kind of element. In sum, everything in D&D organizes into these main themes: Spirit, Mind, Force, Body, and Matter. These themes likewise correlate with the disciplines: Clairsentience, Telepathy, Psychokinesis, and Psychometabolism. Arguably 3e elemental effects are more properly primal elementalism. But primal relates to psionic nevertheless. [/QUOTE]
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