Psionics (Shard Ne'Vaal Supplement)
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The counterbalancing force to magic in Shard Ne'Vaal is the power of the natural mind and discipline of physiological forces. Where magic largely relies on manipulating forces external to the self, psionics uses the self's own power to create miraculous effects beyond that of martial prowess. Its usage however, was not always sanctioned. Initially it was a bit of a darker power in society, save in certain circles which were monitored closely. However, with the Gorge happening, arcane magic, primal energy, and divine power became much less dependable and demand for psionic power skyrocketed as a result. Here is a brief history of psionics, as well as a small guideline through the change in its use and powers.
Astral Period[edit]
Psionics truly emerged starting from the Astral Period, at around 9,999BG. The Unity's death left behind a lot of residue, some of which was the basis for psionics, though raw and unformed. With the stabilization of the world, influences from other planes began to seep in, which congealed with pre-psionic energy to create a power more palpable by living things. Such was the beginning of the psionic power. It is best understood as power from within, coming from the spirit and body, but with a more fantastical and immaterial effect than swinging a sword. It is still palpable in effects, and it was often mistaken for magic due to some similarities in their capabilities. However, psionics were not limited by antimagic, and its ability to replenish within the body of the user added to its mysticism.
The first users of psionic powers were largely monsters that came with a glut of the Unity's residue within them, which eventually leaked out after they died. These beasts were called Astral Beasts since their forms were so horrid and resembled the horrors of the Astral Sea, from accounts by gith and illithid alike. It is unclear if these beasts were actually born from Unity essence or consumed it upon entering the preliminary space of the Old World's creation. These beasts were said to be large enough to block a city from the sun's light, and had various features like trunk-legs, tentacle-like fur, and long tendrils. As the chaos of creation settled, it is said these beasts waned in vitality and ultimately died when the gods tore them asunder. Their stored essences washed around the world and seeped into others, becoming psionic energy, which is ingrained in the flesh and spirit.
Age of Kings[edit]
Age of Pawns[edit]
Age of Flies[edit]
The Lost Era[edit]
False Dawn Era[edit]
Paradise Lost[edit]
Tumultuous Period[edit]
Age of Glass[edit]
Era of Shards[edit]
Shard Ne'Vaal Campaign Settingv | ||||||||
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Players' Handbook | Races, Languages, Classes, Backgrounds, Themes, Magic, Psionics, Religion, Literature, Legends and Lore | |||||||
Shard Ne'Vaal Crash Course | History, Geography, Climate, and the World, Bestiary, Flora, Factions, Calendar and Holidays, Cosmology and the Planes, Politics and Law | |||||||
Dungeon Master's Guide | About, Items of Legend, Campaign Ideas, Consumables, Sample Places, NPCS, Variant Rules | |||||||
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