Psychic Powers (3.5e Variant Rule)

This material is published under the OGL

Psychic Powers

In most fantasy settings, psychic abilities, if they exist at all, are usually seen as just an alternate form of magic. This appendix provides a completely independent system for adding psychic abilities to your campaign, abilities that are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. This material, which derives from Green Ronin’s Psychic’s Handbook, is suitable for introducing psychic abilities to any campaign. Read on and discover the hidden powers of the mind.

Skills
Psychic Feats
Advanced Psychic Techniques
The Psychic Class
Psychic Powers and Other Classes
Customizing Psychic Abilities



Back to Main Page 3.5e Homebrew Rules

Open Game Content (place problems on the discussion page).
This is Open Game Content from Advanced Player's Manual. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains OGC from Advanced Player's Manual material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
gollark: So... it stores exactly 1000 things, at most?
gollark: What *is* that?
gollark: Oh no.
gollark: LMDB, for instance, is ridiculously fast.
gollark: Why not just use... any existing key/value database?
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.