The Mind's Eye Opened
Adding Psionics To Your Campaign
by Robert J. Schwalb
Introducing a new power source into an existing campaign can be as easy or as challenging as you choose. As with primal magic, psionic power has a story, details to help ground it in the world of D&D. Manifesting as a reaction to the Far Realm’s intrusion, certain individuals can tap the mind’s power and use it to alter reality around them. Some psionic characters come from disciplined, scholarly traditions, approaching psionic energy through pseudoscience and philosophical perspectives. Others are self-taught, learning to harness their talents through trial and error until it becomes something akin to magic.
Worlds exist beyond the starry dominions where the gods dwell, far from the tumultuous vistas where fire, stone, wind, and storm vie for dominance. To think of this realm beyond invites madness because beholding its awful splendor through the smallest crack can blast the mind to slivers. Stepping beyond this world into the Far Realm might cause you to think you can become a god. Then, in the fullness of your power, the essence of who you are will be subsumed into the insanity and corruption that place breeds.
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About the Author
Robert J. Schwalb is an award-winning game designer who has contributed design to or developed over one hundred roleplaying game titles for Dungeons & Dragons, Warhammer Fantasy Roleplay, A Song of Ice and Fire roleplaying game, Star Wars Roleplaying Game, and the d20 System. Some of his more recent work for Wizards of the Coast is in Player’s Handbook 3, Martial Power 2, and Draconomicon 2: Metallic Dragons. In addition, he’s a regular contributor to both Dragon and Dungeon magazines. Robert lives, works, and will probably die in Tennessee.