Psychic Powers (3.5e Variant Rule)
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.
Back to Main Page → 3.5e Homebrew → Rules
gollark: The difference between complaining about *police* generally as opposed to people of some *race* is that police choose to be police. And probably do have more shared attributes, given that they all do the same job in similar institutions.
gollark: A lot of schooling is kind of terrible in my opinion. You're forced to learn stuff you may not actually care at all about, and often it's more "memorize these random things" than trying to develop actual understanding.
gollark: IPv6 best IP.
gollark: Cached? No.
gollark: ++data get bee
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.