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Using Psionics in EberronEberron was built from the ground up to be compatible with psionics without requiring the use of the Expanded Psionics Handbook. The optional nature of psionics provides a welcome degree of flexibility, but it also presents some challenges by leaving the incorporation of psionic content up to the DM. How psionics-heavy can an Eberron campaign be while still maintaining the flavor of the world? What's the best way to integrate psionic skills and classes into your game? While there's no single right answer, this article presents suggestions for using psionic content based on the portrayal of psionics in Eberron sourcebooks, novels, and designer comments. The boxed text provides a set of house rules for incorporating psionics in a manner consistent with the flavor of the setting. Is Psionics Different? The Expanded Psionics Handbook provides two options for handling the distinction between magic and psionics. Psionics-Magic Transparency (XPH p. 55) makes spells and powers interchangable. While this creates a balanced environment, it has the disadvantage of conveying the sense that powers are simply another variety of magic. The Psionics is Different variant (XPH p. 65) takes the opposite approach, which keeps psionics very distinct but can result in imbalanced encounters when magic and psionics meet. A diminished version of the Psionics is Different variant provides more of a compromise, but it introduces further complications in the form of new arcane spells that specifically target psionics. So which is the best approach in an Eberron campaign? In the Eberron campaign setting, psionic powers are exotic, foreign, and mysterious. The average citizen of Khorvaire is unlikely to know that psionics exist, and only scholars are likely to truly understand the distinction between psions and sorcerers. Adventurers lie somewhere in between; PCs can be assumed to be at least vaguely aware that psionics exist, but non-kalashtar should be unaware of the Dreaming Dark or the specifics of psionic powers. With that in mind, Psionics-Magic transparency is not a good fit for the setting. Just as psionics and magic are two distinct forces in Eberron, the game mechanics should distinguish between magic and psionics. However, an Eberron campaign should support a mix of psionics and magic, without the game balance challenges posed by the Psionics is Different approach. The following house rules suggest a compromise, one which borrows heavily from the diminished version of Psionics is Different, but does not require the creation of new spells.
This approach should
preserve the flavor of separate psionics and magic while facilitating a broad
range of encounters. Races and Psionic Classes The Eberron Campaign
Setting book states that any character may take psionic classes. However, psionic
powers are a large part of what makes the kalashtar unique, so DMs should take
care when making choices that detract from this. As presented in current
sources, the kalashtar and the Inspired are the only sources of formal psionic
training in Eberron. To preserve the flavor
of psionics as a foreign source, consider restricting psionic classes at 1st level.
Kalashtar, even orphans, should be able to take any psionic class at 1st level
due to their innate connection to Dal Quor. Humans from Sarlona, or those who have studied with kalashtar (usually due to family ties to kalashtar), may also take their first level in any psionic class. Changelings, to reflect their racial penchant for telepathy and psychometabolism, can take levels in psychic warrior or psion (telepath or egoist only). But what about members
of other races, as well as humans without cultural exposure to the psionic traditions
of Sarlona? The wilder class presents an excellent solution. Wilders are
characters with raw psionic talent but no formal training. Wilders should be
very rare, but may appear among any of the intelligent races of Eberron. As
extraordinary individuals, they are particularly likely to become
adventurers.
Of course, these “rules”
are made to be broken. While they provide general guidelines for psionic
characters, they should never overrule interesting and original character
concepts. Once PCs explore the world and gain exposure to psionic training,
any restrictions should be lifted. Alternately, a character with sufficient
inborn aptitude (represented by the Wild Talent feat or levels in wilder) can
develop his own approach to psionic advancement. In addition to the standard races found in an Eberron campaign, the Expanded Psionics Handbook details several races with natural psionic talents. None of these races is found in the world of Eberron (with the exception of githyanki and githzerai), and it is unlikely that they will ever be officially “placed.” However, a particularly psionics-heavy campaign might make use of one or two of these races. For suggestions on how to incorporate them, click here. Sources of Psionic Power – Eberron creator Keith Baker In Eberron, psionic
characters draw power from Dal Quor, the Region of Dreams. Kalashtar have a
natural connection to the dream plane due to their bonded Quori spirits, but
characters of all intelligent races can learn to tap into Dal Quor's power.
Even races who do not sleep or dream, such as warforged and elves, can learn
to fuel their own mental power with the energy of the dream plane. While any character may independently pursue psionic training, the most straightforward path to psionic power is to train under Quori masters. The Inspired provide psionic training to empty vessels and some Riedrans soldiers may gain exposure to the closely guarded secrets of the Inspired. The kalashtar are more willing to take on pupils, but are wary of outsiders and must first be convinced of a potential student’s good intentions. Finally, the Dreaming Dark provide some psionic training to members of organizations they have infiltrated. PCs who receive such training may not even be aware that an agent of the Dreaming Dark was responsible for it. Though it is not
supported by official material, a second source of psionic power suggested by
Keith Baker is Xoriat, the plane of madness. Xoriat-spawned aberrations often
have powerful psi-like abilities. Just as Dal Quor represents the collective
subconscious of dreaming minds, Xoriat may represent the wellspring of
madness. Cults of humanoids who worship illithid and daelkyr masters may
learn psionic techniques. Xoriat-fueled psionic characters use the same powers as any other psion, but the DM and player should describe such powers in terms of madness and insanity. For example, a brain lock might wrack its target with
visions of Dal Quor, and inertial armor
might appear as a translucent mass of tentacles and lidless eyes. Other sources of
psionic power are possible, but would be exotic in the extreme. Hive mind
races may draw upon a racial pool of mental power. Gem dragons might have
their own psionic tradition created by ancient dragons in the wake of the Dal
Quor incursion. Monks who revere Aureon might unlock powers of the mind
through intensive meditation. To emphasize the flavor of the Eberron campaign
setting, though, such scenarios are best used sparingly or not at all. This article was written by Johnny "Jhonen Olain" O'Neal. |
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