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Psionics

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Psionics is the study and/or practice of using the mind to induce things that would be considered paranormal. Examples of this include telepathy, telekinesis and other workings of the outside world through the psyche.

History and terminology

B. P. Wiesner and Robert H. Thouless first proposed the term "psi" in 1942 as a more general term to include both extrasensory perception and psychokinesis. The original terminology proposal divided psi into psi-gamma, for cases of cognition, and psi-kappa, for cases of action. These terms were later modified into "passive psi" and "active psi".[1][2] Later, John W. Campbell proposed the term "psionics", from psi (psyche) + electronics (machine), which implied that the powers of the mind could be made to work reliably. Psionics in terms of "the game" and "paranormal" was developed and spread on the internet by supporters of psionics.[3]

Fiction

Psionics (used as a term for psychic abilities) in fiction appear in almost as many varieties as magic does, and are often deeply entwined with many related paranormal or science fiction phenomena.

It is often used to endow science fictional characters with abilities, which, if they were called "magic", would make the story fantasy..[4] Psionics usually appear in science fiction or contemporary settings, although it is sometimes seen in medieval fantasy as well (mostly in role-playing games), sometimes with both magic and psionics existing side by side as two distinct phenomena.

The most widely utilized psionic ability in fiction is telepathy, which is often attributed to magical or highly technologically or mentally advanced cultures. As an example, the Star Trek Vulcans were given limited telepathic abilities in order to make them appear more alien. Psionic abilities are often displayed by beings who do or are in process of transcending their physical existence (e.g. humans in the SF classic, Childhood's End).

  • In the science fiction TV show Babylon 5, human telepaths are organized into an organization known as the Psi Corps.
  • In the anime Akira (and the manga it is based on), psionic powers are a main subject. A secret research project of the Japanese military results in the creation of several psionically gifted children.
  • The works of H.P. Lovecraft, of a dark and fantastic nature allude to psionic abilities such as in the residents of K'n-yan. This power often manifests itself in his stories as the ability of powerful creatures such as Cthulhu to induce madness as a sort of overwhelming telepathy in the minds of those who approach him.
See also: List of comic book superhero powers


Role-playing and other games

Psionics are used in a wide variety of role-playing games, often as a substitute for magic. In Tolkien-esque fantasy games with a magic system already in place, such as Dungeons and Dragons, psionics are often introduced to provide an alternative system that functions differently from existing magic systems.[5] The first role-playing game to use the term psionics was Traveller, published by GDW in 1977, and published in different licensed versions to this day.

Psionics are a popular device in video games (such as Second Sight or Psi-Ops: The Mindgate Conspiracy), board games (such as Cosmic Encounter) and many other forms of gaming. Typically such powers are used in a context where magic would not fit into the setting in order to introduce super-human, magic-like powers.


Psionics is the study and/or practice of using the mind to induce things that would be considered paranormal. Examples of this include telepathy, telekinesis and other workings of the outside world through the psyche.



Types of psionics

These are some of the varieties of psionic abilities, there may be more but there are the most common of the psionic abilities. Psionic Abilities are not always portrayed in this way but they can be categorized into 2 types of psionics:

First Person Psionics [I] - This type of Psionic ability is personal, as in it is useful only to the user:

  • Psycho-metabolic abilities ("mind over body")
    • Resistance to Pain
    • Personal Shielding - To resist assault or external injury
    • Accelerated/Guided healing
    • Lessening mental instabilities
  • Extrasensory Perception ("third eye")
    • Precognition (seeing the future)
    • Postcognition/Retrocognition (seeing the past)
    • Remote Viewing(seeing beyond one's own surroundings)
    • Spiritual Perception (seeing beyond the planes of this reality)


Second Person Psionics [You] - This type of Psionic ability can be interpersonal, as in useful or effectual against more than one person, or may affect target objects:

  • Psychokinesis ("mind over matter")
  • Telepathy: Communication without the use of physical senses. ("mind speak")
    • Thought Communications
      • Discourse Projection (saying conversation without mouth)
      • Discourse Reception (hearing conversation without ears)
    • Image Projection (transmitting images into another's mind)
  • Mental Persuasion ("brainwashing")
    • Mind Control
    • Mind Reading
    • Memory Alteration
    • Induced Hallucination
  • Clairperception (percieving the truth in an object or person similar to an extra sensory perception)
    • Clairvoyance (percieving the truth in an object or person through sight)
    • Clairsentience (percieving the truth in an object or person through feeling/touching)
    • Clairaudience (percieving the truth in an object or person through hearing/listening)
    • Clairalience (percieving the truth in an object or person through smelling)
    • Claircognizance (percieving the truth in an object or person through knowing)
    • Clairgustance (percieving the truth in an object or person through tasting)
  • Therapeutic Uses ("mental healing")
    • Lessening mental instability in another
    • Third-party mediation of internal conflicts

See also

References

  1. ^ Glossary of Psi (Parapsychological) Terms (L-R)
  2. ^ The History of Psi
  3. ^ Psionics
  4. ^ Poul Anderson, Magic and psionics however, are two different subjects"Fantasy in the Age of Science", p 270, Fantasy ISBN 48-51518
  5. ^ http://www.wizards.com/d20/files/v35/PsionicClasses.rtf