Psionic Ability Descriptions
Revised Combat system
Character Class

Psionic description from Players Options Skills and Powers

Two key concepts need to be presented before the rules for using psionics in the AD&D game are detailed. These are psionic strength points (PSPs) and mental attack rolls (MTHAC0s). These are described below.

Psionic Strength Points (PSPs): Every psionic character has an internal store of psionic energy, represented as psionic strength points. These are used to activate sciences and devotions, to focus psionic attacks, and to determine how much psionic damage a hero's psionic defenses can stand.

Mental Attack Rolls: The success of psionic attacks against closed minds is determined by the number a character needs to roll on 1d20 to hit the specified target's mental armour class (MAC). The mental attack number (MTHAC0) is the number the character needs to hit a MAC of 0. When used on open minds, the roll is made against a power's MAC. Each power has a base MAC number used to determine the difficulty of activating a psionic power against an open mind.

All psionic powers belong to one of five disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, and telepathy. Within each discipline, the powers are divided into two categories: major powers, or sciences; and minor powers, or devotions. The five disciplines are defined as follows:

Closed and Open Minds

The minds of all characters and creatures exist in one of two states: either closed or open.

A closed mind has either natural or enhanced defenses that protect it from unwanted intrusion. Only those things that enter through the normal senses (such as sight, sound, taste, touch, or smell) can impact on a closed mind. The minds of all characters and creatures are naturally closed. A character can voluntarily open his or her mind to psionic contact, or a closed mind can be opened by psionic attack.

An open mind is not a natural state. For a mind to be open, psionic defenses must be voluntarily lowered (in the case of a willing subject) or breached by psionic attack (in an unwilling opponent). A psionicist's own mind is considered open when using a psionic power with an area of effect of "personal" (such as the heightened senses devotion).

Mental Armour Class (MAC)

All characters and creatures have mental armour classes (MACs). While physical Armour Classes protect a body from physical attacks, MACs provide protection from psionic attacks. The MAC rating ranges from minimal defense (MAC 10) to maximum defense (MAC -10); there are no MACs worse than 10 or better than -10.

As with standard Armour Class, the higher the MAC number, the more vulnerable the character is to psionic attack. Likewise, with all attacks, a roll of 20 always hits and a roll of 1 always misses, regardless of the target's MAC number.

To determine a base MAC number, find the character's Wisdom score on Table 74 below. Then find the character's Intelligence score and add the indicated MAC modifier. MACs can be improved through proficiencies and other means, as detailed later.

Table 74: Base MAC and PSP Bonuses and Table 75: MTHAC0 Modifiers
Ability ScoreBase MAC
Wisdom based
MAC Modifier
Intelligence based
PSP BonusMTHAC0 Modifier
15 or less10000
169-1+1-1
178-1+2-1
187-2+3-2
196-2+4-2
205-3+5-3
214-3+6-3
223-3+7-3
232-4+8-4
241-4+9-4
250-4+10-4

Example: Tylk of the Westwoods has a Wisdom score of 18, which yields a base MAC of 7. He has an Intelligence score of 16, which gives a modifier of -1. Without other enhancements, Tylk has a MAC of 6 (7-1 = 6).

Psionic Strength Points (PSPs)

Every psionicist and wild talent character has psionic strength points, or PSPs. In many ways, PSPs are like mental hit points, though with a different function. Not only do they determine a character's current psionic strength, they also power psionic abilities. This mental strength is used to create psionic attacks, activate psionic powers, and keep psionic defenses in place. As long as any PSPs remain, psionic defenses keep the mind closed to psionic intrusion of any sort. When a psionic character's PSP total falls to zero, his defenses crumble and his mind is left open to psionic contact.

Each time a character uses (or attempts to use) a psionic science, devotion, or attack, he must pay the listed cost from his current PSP total. Damage caused by psionic attacks is also subtracted from PSP totals.

The PSP total for a psionicist depends on four factors: the psionicist's Wisdom, Intelligence, and Constitution scores, and his experience level. Together, these factors determine the psionicist's PSP pool. A 1st-level psionicist automatically gets 15 PSPs. This number is modified by bonuses granted by high ability scores. Lastly, the psionicist rolls 1d6, which is added to generate a PSP total.

The PSP total for a wild talent is determined with slight modifications. A wild talent automatically receives enough PSPs to use his power (or powers) once. In addition, he gets 10 PSPs (instead of 15) and any bonuses granted for high Wisdom, Intelligence, and Constitution scores. He also rolls 1d4, instead of 1d6.

Example: Tylk of the Westwoods has a Wisdom score of 18, an Intelligence score of 16, and a Constitution score of 17. At 1st level, he gets 21 PSPs (15 + 3 + 1 + 2 = 21) plus a 1d6 die roll. Garon, a wild talent with the same ability scores, gets 16 PSPs (10 + 3 + 1 + 2 = 16), a 1d4 die roll, and enough PSPs to use his psionic power once.

Gaining PSPs

The PSP total of psionicists and wild talents increases with every level advancement. Psionicists receive 1d6 PSPs with each level increase up to 9th level, plus any bonuses for high Wisdom, Intelligence, and Constitution scores. Starting at 9th level, psionicists gain just 3 PSPs, and they receive bonuses only for high Wisdom scores. Regardless of their Intelligence or Constitution scores, they no longer receive bonuses for these abilities. Wild talents, on the other hand, receive only 4 PSPs at each level increase, regardless of their level. Further, no die rolls or additional modifiers are applied.

Example: The psionicist Tylk of the Westwoods has a Wisdom score of 18, an Intelligence score of 16, and a Constitution score of 17. When he advances from 1st to 2nd level, he receives 1d6+6 PSPs: the automatic 1d6 die roll and a +6 bonus for his high ability scores.

Recovering PSPs

Characters recover expended PSPs by resting for specific lengths of time (minimum of one full hour). The only states of rest that allow for PSP recovery are sleep or meditation. Any other physical activity or the use of psionic powers (which expend PSPs) negates the recovery process for that hour. A character can never recover more PSPs than his maximum total.

During each hour of rest, characters recover one-eighth of their total PSPs (bearing in mind that they never recover more than their maximum total). To do this, divide a character's PSP total by eight and round up. This is the number of PSPs the character recovers after one full hour of rest. So, if a psionicist is reduced to 0 PSPs, it takes eight full hours of rest to recover the expended PSPs - regardless of whether he has 20 or 100 PSPs.

Example: Neecha Nightmoon has a total of 48 PSPs, and she has lost 24 of them during a recent psionic battle. After an hour of sleep or meditation, Neecha can recover 6 of the expended PSPs (48 ÷ 8 = 6). She is now at 30 PSPs.

Psionic Combat

Psionicists automatically receive the contact bonus proficiency when they are created. Contact gives them access to psionic attacks and allows them to participate in psionic combat. The psionic attacks come naturally and don't take up any proficiency slots.

Wild talents, however, must select the contact proficiency and place it in an open nonweapon proficiency slot. (Note that this should occur at the point when a character becomes a wild talent, whether when he is first created or later in his career when his psionic ability becomes known.) Along with the proficiency, wild talents receive only one psionic attack form. However, as a wild talent rises in level and gains nonweapon proficiency slots, he may select additional attack forms. These fill open slots, and the wild talent may choose more forms (for a total of three) as he gains slots. Wild talents may never have more than three of the five psionic attacks.

Psionic combat is used to assault closed minds so that they can be opened to further psionic contact. This is accomplished like other attacks in the AD&D game system: The attacking psionicist selects an attack form and makes an MTHAC0 roll equal to or exceeding the defender's MAC. Regardless of that MAC, a roll of 1 always fails and a roll of 20 always succeeds.

Psionic attacks can be used against psionic and non-psionic minds. A non-psionic mind is defined as any character without a PSP pool. The procedures are the same, but the results are slightly different.

When attacking a psionic mind, psionic combat continues until one opponent is reduced to 0 PSPs or until the battle is broken off. A mind with 0 PSPs is open and can be subjected to other psionic powers. When attacking a non-psionic mind, however, only one successful attack is required to open the mind.

Psionic powers only can be used on open minds, whether willingly opened or attacked until that state occurs. A psionic power can be used in the same round that a mind is opened by psionic attack.

Psionic defenses, like armour and shields in physical combat, remain in place until the defender's PSP total is reduced to 0 (in the case of a psionic character) or one successful psionic attack breaches the defenses (of a non-psionic character).

Psionic attacks require concentration. A psionicist who uses one during a combat round can move at only half his walking rate. A character using a psionic attack also can be disrupted the same way as can a wizard casting a spell. In the round when a character using a psionic attack is disrupted, the attack can't be used. A disrupted psionic attack costs 1 PSP for the attempt.

Psionicists can make a number of psionic attacks in a round according to their level: 1-6, 1/1 round; 7-12, 3/2 rounds; 13+, 2/1 round. Wild talents can never make more than one psionic attack in a round.

Psionicists and wild talents receive MTHAC0 bonuses depending on their Intelligence scores, making it easier to accomplish psionic attacks.

Psionic Combat Sequence

All psionic attacks require line of sight, as do the use of all psionic powers - with a few exceptions, such as those in the clairsentience discipline.

Combat Sequence

Combat cards that list psionic attacks and defenses are strongly recommended. Use 3 by 5 cards; one for each attack or defense that a character has. During a round of psionic combat, each player puts an attack and a defense in front of him, face down, to lock in his action. After all declarations have been made, cards are turned over and combat commences.

The Five Psionic Attacks

The five psionic attack forms are ego whip, id insinuation, mind thrust, psionic blast, and psychic crush. Psionicists have access to all five forms (depending on their levels), whereas wild talents can never have more than three of the five. The psionic attacks are described below.

The Five Psionic Defenses

Both psionicists and wild talents develop psionic defenses naturally when they progress in experience, as detailed on the Psionic Progression chart. Psionic defenses are gained without using up any proficiency slots. As with psionic attacks, wild talents may never have more than three of the five psionic defenses.

A character activates a psionic defense at the beginning of a combat round. This defense protects against all psionic attacks launched at the character in that round. The PSP cost is only paid once per round, no matter how many attacks it defends against in that round.

Some psionic attacks are more effective against certain psionic defenses. The reverse is also true. This is represented by modifiers that apply to the attacker's MTHAC0. See the Psionic Attacks vs. Psionic Defenses, below, for a cross-referenced list of penalties and bonuses.

Adding Substance to Psionic Combat

All psionic combat takes place in the minds of the combatants. This mindscape has its own rules and reality. Each combatant reaches into his or her own nexus of power, the place where the energy of mind, body, and spirit come together. The trained psionicist can readily draw upon this nexus of power, as can the wild talent. non-psionicists can't access this energy, but it springs forth to protect them in the form of natural Mental Armour Class (MAC).

The attacker and the defender appear as glowing forms, mental pictures of themselves in the mindscape. Psionicists can shape these psionic forms as elaborately as they see fit. Wild talents, however, appear as crude, featureless shapes of humanoid light. non-psionicists are simply glowing balls surrounded by mental armour, usually in the shape of a luminescent wall.

While the only thing that determines the success of psionic combat is the MTHAC0 rolls and the choices of psionic attacks and defenses, players and DMs are encouraged to add flavour by describing how their characters' psionic forms look and how the powers they use manifest themselves. Being creative and having fun with the mindscape as a psionic battle progresses enhances the roleplaying experience for all.

Example: Tylk of the Westwoods, a psionicist, decides to use the mind thrust attack against Neecha Nightmoon (also a psionicist). A glowing sword of energy takes shape in his psionic form's hand. The sword slashes out, but Neecha calls forth a thought shield, and a luminescent shield forms suddenly to block Tylk's attack. Then Neecha shapes her own attack, unleashing a psionic blast. Energy swells up from her nexus, forming the image of a glowing tiger. The claws of the great beast slash through the maze of ruins Tylk has formed from his mind blank defense, then scrape across Tylk's psionic defenses, reducing his PSP total as the psionic blast finds its target.

Using Psionic Powers (not attacks)

All psionic powers have a MAC score. To determine if a psionic power works against an open mind, a player must make an MTHAC0 roll against the power's MAC score on 1d20. Any roll equal to or greater than the number means the power has been activated and its effects are applied for that round of play.

All powers have a cost per round of use. The cost listed to the left of the slash is the number of PSPs needed to use the power for a single round. The cost listed to the right of the slash is the number of PSPs expended if the MTHAC0 roll fails (in which case the power's effects aren't applied).

Powers that have been successfully activated can be maintained from round to round without making additional MTHAC0 rolls. The psionicist simply expends PSPs to pay for the power's cost. The first round that the character fails to pay the cost (either voluntarily or because his PSPs have been depleted), the power's effects cease to function. If the psionicist wishes to reactivate the power in a later round, even against the same target, he must make a new MTHAC0 roll. If an MTHAC0 roll to activate a psionic power fails, and the character has enough PSPs remaining, he can try to activate the power again in the next round by making another MTHAC0 roll.

A roll of 1 is always a failure and a roll of 20 is always a success, no matter what the power's MAC or the psionicist's MTHAC0 scores are.

Closing an Open Mind

A non-psionic mind is one that has never had any PSPs. Its natural state is closed unless willingly opened or opened by psionic means. If such a target's mind has been opened, but the subsequent psionic attack or power used against it wasn't successful, the target can attempt to re-close its mind in the next round. This requires a saving throw vs. paralyzation at no penalty. If a psionic power was used successfully against the newly opened non-psionic mind, the target can still attempt to close its mind, but its saving throw is at a -4 penalty. The target may attempt to close its mind every round thereafter.

For a newly opened psionic mind (one whose PSPs have been reduced to 0), the target can't attempt to re-close its mind until 1d4+1 rounds have passed. After the required rounds have passed, the target can make a Wisdom check at a -3 penalty every round thereafter to attempt to close its mind.

When either a non-psionic or psionic character succeeds at re-closing his mind, the following occurs: any psionic power currently in use against the character ceases to function, and contact between the two minds is broken. If the power's effect already took place in the round in which the mind re-closed, the psionicist expends the full PSP cost. If the power's effect didn't take place yet in the round, then the lower PSP cost is subtracted from the psionicist's PSP total (as if the activation attempt failed). If the psionicist wants to reestablish contact, he'll have to once again open the target's mind.

Psionics in a Round

A psionicist can do several actions during a single round. He can:

Limitations to Psionic Powers

Psionic powers have definite limitations. Some of these already have been discussed, but are repeated here to emphasize them. Other limitations are new.

  1. PSPs: Psionicists and wild talents have a finite amount of psionic strength available to them at any given time. This strength, expressed as PSPs, must be expended to use psionic attacks, defenses, and powers. The total also indicates how much damage a hero's psionic defenses can withstand before his mind opens. As such, the psionic character must always balance the use of powers, attacks, and defenses with how strong he wants his own internal walls to remain.
  2. Line of Sight: All psionic attacks and most powers require line of sight to use. If line of sight is blocked, most psionics won't work.
  3. Touch: Some psionic powers have a range of "touch." These can be used in melee combat, but they require a physical attack roll and an MTHAC0 roll to work. Like all psionic powers, they only can be used against open minds.
  4. Obstructions: Anything that hinders a character's normal vision blocks line of sight. Unless the description states otherwise, psionicists require a line of sight to use a power. Obvious exceptions to this rule are the clairsentient powers and many of the telepathic powers. However, certain materials can obstruct these psionic powers if they completely block the target. These are lead and iron (at least 1 inch thick), obsidian (at least 2 inches thick), stone (at least 1 foot thick), and the antimagic shell spell.

Psychic Contests

Sometimes two or more psionicists try to use a psionic power on the same target. For example, two psionicists might try to use telekinesis to move a stone in two different directions, or they might attempt to teleport the same character to different locations, or they might use any psionic powers in such a way as to be in direct conflict with each other. Which power use prevails? The struggle results in a psychic contest.

To resolve a psychic contest, compare the competing characters' MTHAC0 rolls made to activate the powers. The character who has the lowest successful MTHAC0 roll wins the contest. If none of the competing characters roll successfully, none of the power uses succeed. If one character succeeds and the others fail the rolls, then that character wins the contest. If competing characters have the same MTHAC0 score and they roll the same numbers on the dice, then a psychic lock occurs.

In a psychic lock, neither competing character wins the psychic contest that round. Both are applying equal psionic pressure, thus creating a stalemate. To resolve the contest, both characters must pay the power's PSP cost and engage in another round of psychic contest. If either character fails to pay the cost - effectively giving up - that character suffers a psychic backlash and loses 4d4 PSPs immediately.

Psionics and Magic

Psionics and magic use completely different forces. Psionics uses internal energy, while magic taps into extraplanar power. Both arts can produce similar effects, but they do so in very different ways. For this reason, psionics and magic don't ordinarily mix. Magical spells, for instance, can't be used to detect or dispel psionic activity, unless otherwise stated. Likewise, psionic powers can't detect magic that simulates psionic abilities. Lastly, if a psionicist uses a psychokinetic, psychometabolic, psychoportive, or telepathic power against a magical illusion, he automatically gets a saving throw vs. spell to disbelieve it. Specific spells, as listed below, intermix with psionics in the following ways.

Antimagic shell
This spell blocks the effects of psionic powers.
Detect charm
This spell detects telepathic control, such as domination.
Detect invisibility
This spell allows the caster to see clearly psionic invisibility, astral travelers, shadowform, and ethereal creatures. It doesn't work against characters in other dimensions.
Detect magic
This spell has no effect on psionics.
Detect scrying
This spell will detect psionic scrying, though psionicists get a save vs. spell to avoid detection.
ESP
If this spell is used against psionicists, they get a save vs. spell with a +2 bonus to negate the effects.
False vision
This spell works against psionics, though psionicists get a save vs. spell to negate effects.
Forbiddance
This spell effectively blocks all teleportation and metabolic powers.
Free action
This spell overcomes all psychokinetic effects against the subject's body, as well as domination.
Globe of invulnerability/minor globe of invulnerability
These spells have no effect on psionics.
Magic jar
Psionicists use their combined Wisdom and Constitution scores when determining the differential modifier.
Mind blank
Psionicists get a save vs. spell to overcome this enchantment.
Misdirection
This spell has no effect on psionics.
Mislead
A psionic attack reveals this spell, but the first attack automatically fails.
Nondetection
This spell works normally against psionics.
Otiluke's resilient sphere
Psionics can't penetrate this spell's protection.
Protection from evil/protection from evil, 10-foot radius
These spells provide +2 bonuses to MACs.
Spell immunity
This spell has no effect on psionics.
Trap the soul
Psionicists trapped by this spell can't use any psionic powers.

Psionicists and Wild Talents

Psionic powers can be used by any character class, though one class specializes in the use of psionics: the psionicist. Wild talents are a subclassification within other character classes. These characters possess one or two psionic powers. Their main vocation is that of their class. For instance, a priest could have a psionic ability or two, but he relies primarily on the skills of his class. A psionicist, on the other hand, relies almost entirely on his psionic gifts. The differences between the two types of psionic characters are explained in the section that follows.

Psionicist Character Class

The psionicist character works to mold mind, body, and spirit into a unified, powerful whole. The hero's internal energy, or psionic strength, comes from deep within himself - from a place psionicists call the nexus. This energy is given form and purpose by the individual's strength of will. Through extraordinary discipline, long contemplation, and deepening awareness of self, the psionicist taps the vast potential of his mind.

Psionicists must meet or exceed the following prerequisites:

Because the pursuit of psionics require strict mental and physical discipline, a psionicist has two prime requisites: Wisdom and Constitution. His primary mental ability score is Wisdom. As the measure of his willpower and enlightenment, Wisdom promotes the understanding and mastery of the inner self - the essence of psionic ability. Likewise, the tremendous stress of using psionics requires a healthy body to house a fit mind. This is where Constitution comes into play. Lastly, Intelligence is important to psionicists because of the reasoning and memorization necessary to the class.

All races eligible for use as player characters can become psionicists. Human psionicists have no limit on the levels of experience they can attain in their chosen class. Half-elves, half-orcs, and half-ogres (due to their partial human heritage) can reach 12th level. Halflings and gnomes can attain 10th level. Dwarves and elves can reach only 8th level as psionicists. All creatures not listed here can reach 10th level.

Dual-Classed and Multiclassed Psionicists

A human character who has scores of 15 or more in the prime requisites of his first class and scores of 17 or more in the prime requisites of the class he switches to can be a dual-classed psionicist. See the Player's Handbook, for more details on dual-class benefits and restrictions.

Demihuman characters can be multiclassed psionicists if they meet the requirements in the Player's Handbook.

Alignment

Psionicists can be of any alignment, save chaotic. The discipline integral to psionics can't be maintained by chaotic characters. If a psionicist's alignment shifts to chaotic for any reason, he quickly begins to lose psionic powers. Every day his alignment remains chaotic, the character must make an ability check against one-half his Wisdom score, rounded down. Each time the character fails this check, he loses access to one psionic discipline and all the powers related to it. The discipline is selected randomly by the DM.

Psionicists who change to chaotic alignment can't recover PSPs. If a psionicist's alignment turns from chaotic back to nonchaotic, he begins to recover lost disciplines at a rate of one per day. This is accomplished by making the same halved Wisdom check described above - success indicates the return of a random discipline from those that were lost.

Weapon and Armour Restrictions

Psionicists disdain using weapons of any sort. Further, they don't have the time to properly train in their use. If a psionicist character wants to use a weapon, he must select it from the following small-sized items: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword.

Psionicists can only use the following types of armour: padded, leather, studded leather, and hide. They may also carry small shields.

Psionicist Benefits

Psionicists have their own THAC0s, which are listed on the THAC0s and MTHAC0s, along with their respective MTHAC0s. MTHAC0s for wild talents are listed on the same table, though these characters must refer to their class's own THAC0 tables for calculated attack rolls.

Psionicists gain a +2 bonus on all saving throws vs. enchantment/charm spells. This is in addition to any magical defense adjustments for high Wisdom scores. The Psionicist Saving Throw table lists saving throws for this character class.

At 9th level, a psionicist becomes a contemplative master. Such a master can build a sanctuary to use as his headquarters and can attract followers. A 1st-level psionicist arrives monthly to study with the master, regardless of whether he builds a sanctuary. The maximum number of followers is equal to the master's Charisma score if he builds a sanctuary, or half that number rounded down if he doesn't.

A master's followers want to learn. They serve in any capacity the master chooses as long as the master spends at least 10 hours per week instructing them. If the master doesn't live up to this schedule, the followers leave to find someone else.

Psionicist Advancement

A psionicist earns experience points and advances in level like members of other classes, as outlined on the table below.

Table 77: Psionicist and Wild Talent THAC0 and MTHAC0
Table 78: Psionicist Saving Throws
Table 79: Psionicist Experience Levels and PSP Total
Table 80: Psionic Progression
Table 81: Psionicist Proficiency Slots
Level Table 79: Exp & PSPs Table 77: THAC0/MTHAC0 Table 78: Saving throws Table 80: Psionic progression Table 81: Profs
Experience
Points
Hit
Dice
(1d6)
Psionicist's PSP Total
Wild Talent's PSP Total
THAC0 MTHAC0 Wild
Talent's
MTHAC0
Paralyzation
Poison
Death Magic
Rod
Wand
Staff
Petrification
Polymorph
Breath
Weapon
Spell Total
Disciplines
Total
Sciences
Total
Devotions
Psionic
Attacks/
Defences
Weapon
Profs
NWPs
1011d6 + Bonuses (WIS/CON/INT) + 15
Cost of using power(s) once +
1d4 + Bonuses (WIS/CON/INT) + 10
20202013151216151131/123
22,2002above + 1d6 + Bonuses (WIS/CON/INT)
above + 4 for each level thereafter
20192013151216152151/123
34,4003above + 1d6 + Bonuses (WIS/CON/INT)19181913151216152272/224
48,8004above + 1d6 + Bonuses (WIS/CON/INT)19171913151216152292/224
516,5005above + 1d6 + Bonuses (WIS/CON/INT)181618121310151423103/334
630,0006above + 1d6 + Bonuses (WIS/CON/INT)181518121310151433113/335
755,0007above + 1d6 + Bonuses (WIS/CON/INT)171417121310151434124/435
8100,0008above + 1d6 + Bonuses (WIS/CON/INT)171317121310151434134/435
9200,0009above + 3 + Wis bonus16121611118131235145/536
10400,0009+2above + 3 + Wis bonus16111611118131245155/546
11600,0009+4above + 3 + Wis bonus15101511118131246165/546
12800,0009+6above + 3 + Wis bonus1591511118131246175/547
131,000,0009+8above + 3 + Wis bonus148141097121147185/547
141,200,0009+10above + 3 + Wis bonus147141097121157195/547
151,500,0009+12above + 3 + Wis bonus136131097121158205/558
161,800,0009+14above + 3 + Wis bonus135131097121158215/558
172,100,0009+16above + 3 + Wis bonus1241297611959225/558
182,400,0009+18above + 3 + Wis bonus1231297611959235/559
192,700,0009+20above + 3 + Wis bonus11211976119510245/559
203,000,0009+22above + 3 + Wis bonus11111976119510255/569
213,300,0009+22above + 3 + Wis bonus1001085597511265/5610
223,600,0009+22above + 3 + Wis bonus10-11085597511275/5610
233,900,0009+22above + 3 + Wis bonus9-2985597512285/5610
244,200,0009+22above + 3 + Wis bonus9-3985597512295/5611
254,500,0009+22above + 3 + Wis bonus8-4885597513305/5711
264,800,0009+22above + 3 + Wis bonus8-5885597513315/5711
275,100,0009+22above + 3 + Wis bonus7-6785597514225/5712
285,400,0009+22above + 3 + Wis bonus7-7785597514235/5712
295,700,0009+22above + 3 + Wis bonus6-8685597515345/5712
306,000,0009+42above + 3 + Wis bonus6-9685597515355/5813

Gaining Disciplines and Powers

Every psionic power belongs to one of the five psionic disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, and telepathy. Powers are either major (and are called sciences) or minor (called devotions). Before a psionicist can learn a psionic power, he must have access to the appropriate discipline.

At 1st level, a psionicist selects one discipline. This is his primary discipline. As a psionicist advances in level, he gains access to additional disciplines (as shown on the Psionic Progression table 80, above). A psionicist starts out at 1st level with four powers within his primary discipline: one science and three devotions. With each advance in level, the psionicist gains additional disciplines and powers, as outlined. Some additional points to consider include the following:

Proficiencies

Like all character classes, psionicists have various proficiencies available to them. The Psionicist Proficiency Slots table 81 (above), lists the initial number of weapon and nonweapon proficiencies available to this class, as well as the rates at which these characters earn new slots. Characters start with the initial two weapon and three nonweapon proficiencies available to psionicists. Psionicists can learn a weapon proficiency for any weapon they can use. Psionicists fight with non-proficient weapons at a -4 penalty.

Bonus Proficiencies

A psionicist receives bonus proficiencies upon creation. They don't take up any of a psionicist's available slots. These bonus proficiencies are contact and mental armour, which allow the psionicist to participate in psionic combat.

The Psionicist Group

The table below (along with the "General" group table in the PHB) lists the nonweapon proficiencies available to psionicists at the regular slot cost. Add one to the cost for proficiencies taken from other groups.

Table 82: Nonweapon Proficiencies
- - - General Group - - -
ProficiencySlotsAbilityModifier
Contact1Wisdom0
Mental Armour1Wisdom-2
- - - Psionicist Group - - -
Gem Cutting2Dexterity-2
Harness Subconscious2Wisdom-1
Meditative Focus1Wisdom+1
Musical Instrument1Dexterity-1
Reading/Writing1Intelligence+1
Rejuvenation1Wisdom-1
Religion1Wisdom0