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.Clairsentience :Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable. They include precognition and remote viewing. A psion who specializes in clairsentience is known as a seer, and is most akin to an arcane diviner. In 3rd edition, Clairsentience is linked to Wisdom.Metacreativity :Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands. Powers of the metacreativity discipline include astral construct and greater psionic fabricate. A psion who specializes in metacreativity is known as a shaper, and is most akin to an arcane conjurer. Metacriativity was not introduced until 3rd edition. In 3rd edition, Metacreativity is linked to Intelligence.Metapsionics :Metapsionic powers generally augment other psionic powers, although the discipline also contains some utility powers. The Metapsionics discipline was introduced in 2nd edition, and was not carried over into 3rd edition. In 3rd and 3.5 editions edition, abilities which were part of the Metapsionics discipline in 2nd edition are often handled through metapsionic feats and item creation feats, although some metapsionic powers were converted into Clairsentience or Telepathy powers.Psychokinesis :Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage. They include energy missile and tornado blast. A psion who specializes in psychokinesis is known as a kineticist, and is most akin to an arcane evoker. In 3rd edition, Psychokinesis is linked to Constitution.Psychometabolism :Psychometabolism powers change the physical properties of some creature, thing, or condition. They include animal affinity and psionic revivify. A psion who specializes in psychometabolism is known as an egoist, and is most akin to an arcane transmuter. In 3rd edition, Psychometabolism is linked to Strength.Psychoportation: Psychoportation powers move the manifester, an object, or another creature through space and time. They include astral caravan and psionic teleport. A psion who specializes in psychoportation is known as a nomad, and has no arcane counterpart. In 3rd edition, Psychoportation is linked to Dexterity.Telepathy: Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. They include psionic suggestion and mind switch. A psion who specializes in telepathy is known as a telepath, and is most akin to an arcane enchanter. In 3rd edition, Telepathy is linked to Charisma.
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).
The Complete Psionics Handbook presented the class as "the masters of body and mind". This class combined a slightly physically stronger character than a wizard with a variety of powers that were chiefly non-direct damage-dealing powers. This class used power points or "Psionic Strength Points"(PSPs) to manifest powers. This class also used a "power roll" upon manifesting powers, with a certain roll required to manifest a power and specific rolls having alternate effects, i.e. rolling exactly the power score resulted in an increased effect, while rolling a natural 20 resulted in an unusual effect, often detrimental in nature to the psionicist. The power selection for this class was later expanded by the card-based Deck of Psionic Might supplement. The Dark Sun campaign setting used psionics as a core part of its setting's rules; in the world of Athas (home to the Dark Sun setting), every character and most monsters possessed some psionic wild talent. Several Dark Sun products introduced new psionic powers.
More recent has been the release of the supplemental rule book, Complete Psionic, which introduces three new standard classes as well as several prestige classes for the psionic character. It also includes a variant Psion class called the Erudite which does not specialize in a specific 'discipline' in the way that Psions do (putting it on par with Wizard and Archivist). It also has the ability to learn an unlimited number of powers but can manifest only a limited few each day. Complete Psionic also introduced a number of minor rules changes and clarifications.
Psions are dedicated to the usage of psionic power. Mechanically, they are similar to Sorcerers; however, like Wizards, they can (and in fact must) choose a specialization of their school of psionics. In 3rd edition the various disciplines were each linked to a statistic; for instance, clairsentience is linked to Wisdom and Psions who specialize in it are known as Seers. This was changed in 3.5 so that all disciplines are linked to the Intelligence statistic. Psion is the favoured class of the Elan race.
Introduced in 3rd edition, Psychic Warriors are a blend between Fighters and Psions. Like fighters, they gain bonus feats, and like psions, they wield psionic powers, though at a slower rate than either specialized class. Their attack bonus and hit point growth is similarly in the middle.
Soulknives are warriors who have learned to channel psionic power into "Mindblades", or swords composed of psionic energy. Their broad training allows them to take many occupations and be a "jack of all trades." It is the favoured class of the Xeph race. Soulknives were a prestige class in the original Psionics Handbook, but made into a base class with version 3.5. Unlike the other psionic classes, Mindblades do not manifest psionic power.
Introduced in 3.5 edition, Wilders can use "wild surges", which allow them to augment their psionic powers to a greater extent than normal. Doing so is dangerous and there is a chance every time a wild surge is used that the wilder will suffer from "psychic enervation" causing them to become dazed and lose power points. They are slightly tougher than psions, but gain fewer abilities and slower. Wilder is the favored class of the maenad race.
|Ardent||Ardents derive their powers from a focus on primal truths or concepts ("mantles"); different mantles offer different abilities to an Ardent. They possess a smaller selection of powers than the more versatile Psion, but enjoy greater martial abilities.|
|Divine Mind||The Divine Mind is a character who chooses to serve a deity using psionic powers; they are thus somewhat similar to Clerics. Like clerics, they may choose mantles a deity represents, similar to domains. They may also exude Attack, Defense, or Perception auras that grant bonuses to nearby allies.|
|Erudite||Rather than learn powers upon level gain like Psions, Erudites may theoretically use any psionic ability by "copying" another person or a psionically-infused item. In exchange, they may call upon only a limited selection of powers per day. Mechanically, they are thus somewhat similar to unspecialized wizards rather than Psions.|
|Lurk||Lurks are similar to rogues who call upon psionic powers to aid them. They may perceive the weaknesses of enemies and make sneak attacks, as well as use psionic augments to their abilities.|
In 3rd edition, psionic items are much closer to magic items. They are generally not intelligent items, and are divided into nine categories: armor, shields, melee weapons, ranged weapons, psionic tattoos, crystal capacitors, power stones, dorjes and universal items. Armor, shields and weapons have enhancement bonuses and abilities like their magical counterparts, crystal capacitors store power points with no other power, dorjes are the psionic equivalent of wands, power stones are the psionic equivalent of scrolls, psionic tattoos are the psionic counterpart of potions and universal items are the psionic counterpart of wondrous items.