Using Psionics in Eberron

Eberron 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.

House Rules for Magic/Psionics Interaction:

  • Detect magic detects the presence of psionic auras, but not the strength or discipline
  • Detect psionics detects the presence of magic auras, but not the strength or school
  • Dispel magic checks that target psionics are cast at a -4 penalty
  • Dispel psionics checks that target magic are manifested at a -4 penalty
  • Antimagic field has a chance to hinder psionics, and null psionics field has a chance to suppress magic; every 1d4 rounds, an opposing effect has a 50% chance to be hindered
  • Creatures with resistance to mind-affecting spells and effects gain resistance to psionic equivalents, and vice-versa
  • Creatures with spell resistance gain power resistance equal to their spell resistance minus five
  • Creatures with power resistance gain spell resistance equal to their power resistance minus five
  • The following skills can be used interchangeably for skill checks, but at a -5 penalty to emulate the opposing skill; ranks in these skills never “stack” and are not interchangeable for other purposes (such as meeting prerequisites for a prestige class):
    • Spellcraft and Psicraft
    • Use Magic Device and Use Psionic Device
    • Knowledge (arcana) and Knowledge (psionics)
  • Counterspells and countersongs do not affect powers
  • All other equivalent spells and powers are interchangeable; for example, identify and psionic identify can each detect magic or psionic properties

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.

House Rules for Psionic Classes Allowed at 1st Level:

  • Kalashtar: Any psionic class
  • Human: Any psionic class, but non-wilders must have Sarlona as their region of origin and/or have studied with kalashtar teachers
  • Changeling: Egoist, Psychic Warrior, Telepath, Wilder
  • Other races: Wilder


Past 1st level, characters of any race may multiclass into a psionic class. If they have studied with kalashtar teachers, they may multiclass freely. Otherwise, they must possess the Wild Talent feat (XPH, p. 52) or at least one level of wilder.

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

“As a psion, you may draw entirely on your own personal force of will, or you may channel the collective power of human/elf/whatever minds ...in which case, you are effectively drawing on Dal Quor.”

– 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.