Pyramid Review
Psionics Handbook (for D&D)
Published by Wizards of the Coast
Written by Bruce R. Cordell
160 color pages; $26.95
The Psionics Handbook is almost GURPS like in its approach to Psionics, in that its total coverage that can be added whole, piecemeal, or ignored. In this one book, new classes, skills, feats, psionics, powers, characters types, psionic items, monsters, and the all important character sheet are laid out for 3rd edition consumption.
Starting off with Psionic Classes, the reader is introduced to the Psion and the Psychic Warrior. The former is similar to a sorcerer in terms of combat deficiencies -- and his reliance on special abilities -- while the latter has fighting skills and some psionic ability. The interesting thing about the Psion is there is no generic psionicist. Instead, the psion must specialize in one of the fields of psionic abilities: egoist, nomad, savant, shaper, seer, and telepath. This method works so well that it's amazing that Wizards didn't do this for the wizard classes. Each section comes with standard class information and, more importantly, starting packages that show how different races can start off with the new classes.
Each class gains access to psionic powers similar to a standard spellcaster gaining access to different level spells. The main difference is that psionics use power points to fuel their selections. Each class gains bonus power points based on the ability score more appropriate . . .
This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.
Article publication date: April 6, 2001
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