| Author | Bruce R. Cordell |
|---|---|
| Genre | Role-playing game |
| Publisher | Wizards of the Coast |
Publication date | March 2001 |
| Media type | Print (Hardback) |
| Pages | 160 |
| ISBN | 978-0-7869-1835-5 |
| OCLC | 49583257 |
| LC Class | GV1469.62.D84 D836 2000 |
ThePsionics Handbook is a sourcebook published byWizards of the Coast in 2001 for the3rd edition of theDungeons & Dragonsfantasyrole-playing game. It contains a multitude of rules and options for integratingpsionic powers into theD&D game.
This book adapts thepsionics concept for 3rd edition ofD&D. The first chapter describes the two main branches of psionic characters, Psions and Psychic Warriors. The second and third chapters describe new skills and gifts available to these characters. The fourth and fifth chapters explore powers and defenses available. The sixth chapter describes various character classes available. The final chapter describes psi-powered items.[1]
The previous iteration of the sourcebook,Complete Psionics Handbook (1991), was released forAD&D.[2] Following the release of the 3rd edition ofD&D by Wizards of the Coast,Psionics Handbook was one of the first supplements for the new edition and was published in March 2001.[3] The sourcebook was designed byBruce R. Cordell, with cover art byArnie Swekel, interior illustrations byLars Grant-West,Heather Hudson,David Martin,Wayne Reynolds, Arniel Swekel, andSam Wood.[1]
A revised edition,Expanded Psionics Handbook (2004), was later released for 3.5D&D.[4][5]
Pyramid commented that "ThePsionics Handbook is almostGURPS like in its approach to Psionics, in that its total coverage that can be added whole, piecemeal, or ignored" and noted that the method by which the psion specializes in one of the fields of psionic abilities "works so well that it's amazing that Wizards didn't do this for the wizard classes".[6]
Psionics Handbook was #3 onCBR's 2021 "D&D: 10 Best Supplemental Handbooks" list — the article states that "sometimes, generic magic isn't enough to state how insane a character should be. Instead, the idea is to be higher-minded and only utilize the power of their minds. Consequently, thePsionics Handbook is the perfect tool for those who are looking for something a little different".[2]
In comparing the sourcebook to the revised edition, Kevin Kulp, for theDungeon Masters Guild, wrote that "the change in psionics rules was almost universally welcomed by psionics fans, who felt that the previous rules had not allowed them enough flexibility or power. The previousPsionics Handbook suffered somewhat from having powers linked to key ability scores for each psionic discipline. Players found that this fostered 'MAD' ('Multiple Ability Dependency'), requiring psionic characters to have many high ability scores in order to be effective. In striving toward balance, the original 3ePsionics Handbook may have erred on the side of creating weak player characters".[5]
A copy ofPsionics Handbook is held in the collection of theStrong National Museum of Play (object 110.2543).[9]