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A Classic Psionic System for 5e

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If you've played AD&D 2e psionicist and are not satisfied with UA Mystic. This handbook is for you!

You have a complete conversion of Psionicist class based on 2e and the revised psionicist.

- You have 5 subclasses based on the 5 disciplines.

- 242 new psionic powers, divided in Devotions (Cantrips) and Sciences (1-9 lvl)

- revamped attack and defenses modes for psionic combat

- Wild Talent rules and tables

This book realy keeps the particular feel of AD&D 2e psionics but making it work in the new 5e rule set!

UPDATE v4.0:

- prerequisite dropped

- editing fixed

- BOOKMARKS

- some talents adjusted after months of playtesting and feedback

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Reviews (2)
Discussions (22)
Customer avatar
Christopher R April 09, 2023 2:00 am UTC
PURCHASER
Is there POD version?
Customer avatar
Kaleb M June 07, 2021 4:02 am UTC
PURCHASER
I just want to say that after reading the first 26 pages of this supplement and skimming the Psionic Powers Descriptions section following, I really appreciate the faithful replication of Dark Sun era Psionics in a 5th edition format. I am confused about the "Disciplines Known" column in the Psionicist Class Details Chart though.

It seems to suggest that Psionicists gain access to the five Disciplines one at a time at levels 1, 3, 6, 9, and 12. Does this mean that Psionicist characters can only learn Devotions and Sciences from Disciplines they have gained access to? This would seem to conflict with the "Bonus Sciences" feature present at the beginning of each Primary Discipline sub-class section. The "Sciences Known" column of the PCD Chart states that 1st Level Psionicists know 3 sciences, and "Bonus Sciences" states that the character learns two additional Sciences from their Primary Discipline (as if they had a choice between the other Disciplines at 1st...See more
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Customer avatar
Frederic L June 17, 2021 8:23 pm UTC
CREATOR
Does this mean that Psionicist characters can only learn Devotions and Sciences from Disciplines they have gained access to? YES
Sciences are subset of disciplines as are devotions; so I don't understand how you see them conflicting when bonus scienes are attributed at first lvl ...

1st level has a wild talent as per Dark Sun, or a chance of having a wild talent on % dice, but since this is aimed for Dark Sun campaign, everyone has a wild talent. This is not restricted by class or disciplines known or anything else.

I am working on a new version and the disciplines that have less sciences and devotions in them originally will be furbished a bit more to bring choice on part with other disciplines...

Attacks and Defenses are listed under Telepathy but are independant, as only way to gain access to them are from level up evolution of att-def.

Thanks for your questions and interest!
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Customer avatar
Kaleb M June 27, 2021 8:12 pm UTC
PURCHASER
The conflict I mentioned was in regards to the "Bonus Sciences" section of each Discipline and the language in it in reference to what Discipline(s) the Sciences could be from. Let me ask differently, to see if my assumptions are correct. Say a 1st level Psionicist started out under the Clairsentient Discipline. The "Sciences Known" column states that this character would know 3 Sciences, presumably from the 1 Discipline this character knows. The "Bonus Sciences" section of the Clairsentient Discipline says "learn two additional psionic sciences of your choice. They must be chosen from among the Clairsentient sciences". This means that a 1st Level Clairsentient Psionicist would know 5 1st Level Clairsentient Sciences, right?

Sorry again for the confusion, and thanks for the reply- especially the clarification on Attack and Defense modes. I'm excited to see a version of the manual with more low-level Sciences for the Psychoportive Discipline!
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Customer avatar
Frederic L July 03, 2021 6:15 pm UTC
CREATOR
If the 1st lvl psionicist has access to 1 discipline, when given choie to pick science, it is implied that he must choose from the discipline he has access too...

I am slowly adding powers to buff up discipline that have less powers than others, particularly when low lvl
Customer avatar
Jan S November 19, 2020 6:44 am UTC
PURCHASER
When will this be made for Fantasy Grounds or The Foundry VTT?
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Customer avatar
Frederic L November 20, 2020 11:39 pm UTC
CREATOR
No plans, but that is an idea. Will post here if I ever do.
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Customer avatar
Jan S November 21, 2020 5:22 am UTC
PURCHASER
Due to covid, many of us play via Table Top. ie. Fantasy Grounds Unity
There are tuts on how to move a .pdf manual over to FGU. It'd probably take you a week or less tops to transfer everything to FGU. It'd also be an extra source of income for you.
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Customer avatar
Frederic L December 14, 2020 2:58 am UTC
CREATOR
I'll lok into it when I have time, it would be practical for my game as well. thanks
Customer avatar
Thomas W August 30, 2020 3:00 am UTC
PURCHASER
I'm curious about what changed from version 8.0 to version 9.
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Customer avatar
Frederic L September 10, 2020 11:52 am UTC
CREATOR
I change so many details that I don't note them down sadly. I have added many powers so check power list. Corrected typos and clarified (simplified) some text that felt a bit too much convoluted (AD&D 2e type prose...)
Customer avatar
Arturo F November 27, 2019 4:12 am UTC
PURCHASER
What is the difference between 898638-DD_5e_-_The_Complete_Psionic_Handbook_-_NO_DS_v4.pdf and 898638-DD_5e_-_The_Complete_Psionic_Handbook_v7_(optimized).pdf?
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Customer avatar
Frederic L December 03, 2019 1:39 am UTC
CREATOR
v7 is newer version, these are name when I work on them here, just follow which has v# highest, I'll fix this in files.
Customer avatar
Thomas W November 16, 2019 2:31 pm UTC
PURCHASER
It's not really made clear in the document, but how do power levels relate to class levels? I've been using it as the psionicists can acquire any level power they can manifest within their PSP limit. So a 9th level power can't be learned until 17th level (when their PSP limit is finally 13). Also, unlike magic, when psionicists get a new devotion or science upon gaining a level, psionicists they can choose one of any level they can manifest. Is this correct?
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Customer avatar
Frederic L December 03, 2019 1:38 am UTC
CREATOR
I am currently working on v9 which explains better the first question.

The PSP limit is the link to class lvl ; it is what allows you to cast higher lvl powers. The way you described you are doing is right.

For the acquisition of powers, it is correct; you still have to take in account your primary discipline which needs to have more power than other disciplines.

Thanks for questions and patronage.
Customer avatar
Thomas W March 27, 2019 1:53 pm UTC
PURCHASER
Is there a change log of all the things that have changed between editions? I'm trying to see that is different between the current edition (5.0?) and the previous.
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Frederic L March 29, 2019 11:25 am UTC
CREATOR
No change log because so many little details:

New talent: mind hand
PSP cost ajusted to new system of psp cost in every talents
Life draining talent corrected completely
Typos fixed and particularly phrasing of higher level use whih was not completely transitionned from old psp system (I sttill saw typos there to fix in a later one)
Customer avatar
Thomas W January 24, 2019 2:36 pm UTC
PURCHASER
I see that the total number of PSPs and PSP limit has been increased in the most recent version. Has anything else been changed?
Personally, I like the increase in PSPs because it allows characters to use their powers more often (but not enough to be completely overpowered).
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Customer avatar
Frederic L January 25, 2019 11:17 pm UTC
CREATOR
Yes, I follow spell points variant rule suggested in DMG; I originally rejected it, but gave it a go and found way to fix some details.

A v5.1 will come soon as I saw more details to be fixed, including higher power limit text that I forgot to insert (only one talent can be used of power 8-9 and 2 from powers 6-7)

Thanks for keeping up
Customer avatar
Thomas W January 05, 2019 1:46 pm UTC
PURCHASER
Did you ever update the book? Although there is a v3.0 file, I just download v2.0 when I click the link.
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Customer avatar
Frederic L January 07, 2019 3:58 pm UTC
CREATOR
Yes it has been updated a few times.
You should get v4 actually. I will reverify files uploads
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Customer avatar
Frederic L January 07, 2019 4:00 pm UTC
CREATOR
It is proper file; the site's v2 is my personnal v4.
Customer avatar
Arturo F November 08, 2018 2:49 am UTC
PURCHASER
feedback for the new version:

1)Psychokinetic Sciences still have requirements, there is a lot with Telekinesis as requirement with inferior level.
2)Telekinesis is still for level 5, in ad&d 2e this was the "basic" power for Psychokinetics. I still think that should have a system of variable expend of PSP and access from level 1 like ad&d 2e
3)I'm still thinking that Psionicist at level 1 should have PSP limit 1, not 2.
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Customer avatar
Frederic L November 11, 2018 12:08 pm UTC
CREATOR
Thanks again for you feedback.
I keep some lvl requirements but there shouldnt be any talents requirement.

Liw lvl telekinesis should be more like mage hand type of thing. I think I have put that, I will recheck if not add this. Spells design for 5e is very different than for 2e, they nerfed and caped a lit of them but also attainned a balance for them instead of having quadratic wizards...

Which bring to psp limit. I think you are right, but i want to re-access psp table since I find that at high lvl a player could elect to just use less talents but all high lvl; this is in accordance to original psionics, but with power balance in 5e this works soso and makes them quite overpowerred...

Stay tune for table change but i have not yet figured out how to fix this without becoming spell slots which would kill the psionic vibe and pool of power of the mind feeling for something that is too close to magic....

Cheers
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Customer avatar
Arturo F November 19, 2018 1:20 am UTC
PURCHASER
telekinesis, i think, should be, cost:0 lift 10lb like mage hand, cost:1+ lift 100 lb per PSP expended
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Customer avatar
Frederic L November 21, 2018 12:48 pm UTC
CREATOR
Interesting idea.

Because of PSP limit, which basically recreates spell lvl without doing so, it imposes a cap on telkinesis. Also, if removed, it would render the high science of psychokinesis accessible to all which would diminuish it for high lvl psyccikine player...
Customer avatar
Arturo F October 23, 2018 5:25 am UTC
PURCHASER
9)Acceptance is listed as level 2 (page 5), but in description have level 3, and cost of 3 PSP
Customer avatar
Arturo F October 23, 2018 5:09 am UTC
PURCHASER
8) Sensory link: In the list of page 5 are listed as the different efects, but the description of the power have them all. Sensory link should be listed on page 5 and remove Taste link, Sight link, Sound link. Or those counts as different powers?
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Customer avatar
Frederic L November 05, 2018 11:56 pm UTC
CREATOR
I bunched powers, but kept list separated; will merge them. I did that also for Reduce/Enlarge power equivalent...
Customer avatar
Arturo F October 23, 2018 4:45 am UTC
PURCHASER
This was the missing part for my Dark Sun Campaign, it's great work.

My feedback:

1) Psionicist at level 1 should have PSP limit 1, or could have access to level 2 sciences.

2) Telekinesis Science: The original power is the cheaper one in PSP points (3/ +1) for Psychokinetic Sciences to have access in level 1, also is prerrequisite for another sciences with a level lower than 5.
Should have cost 1 PSP, not 5. and lift 200 pounds of weight with 1 PSP expended to 5 (max.). (so, you can't lift a semi-giant with this but smaller creatures)

Psychokinetic Discipline, Megakinesys (Level 17): should double the effect of Telekinesis to 400 pounds of weight with 1 PSP expended to 5 (max.) and if you use force to lift 2x the weight of a criature to lift it the saving throw against this is with Disvantage.

*review the costs of the sciences, there can be another one with this kind of problem.

3)Create sound Science doesn't exists or doesn't...See more
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Customer avatar
Frederic L November 03, 2018 12:33 am UTC
CREATOR
Thank you Arthuro. I am working on a new version to update, and will add your valuable input. Let me know if you find more suggestion.

After playing with system for a while now, I would suggest forgoing prerequisites completely as it is a mecanic that doesn't transpose well will talent having levels, since main prereq is often too high lvl.

Also, for Dark Sun, I did a full 450 page conversion that I have put on the FB Dark Sun Page to download freely.
Customer avatar
Trampas W September 13, 2018 6:03 am UTC
PURCHASER
Any chance this product will be going on sale soon?
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Customer avatar
Frederic L September 15, 2018 2:38 pm UTC
CREATOR
No, this the fixed price. Thank you.
Customer avatar
Ezequiel F July 26, 2018 4:47 pm UTC
PURCHASER
Hi! First of all great work. Loving it so far.
I have some questions.
1) One of my players just created a telepath. It says that the fundamental powers for him should be Contact and Mindlink. But I can't find "Contact". In the original psionic handbook it's a power but here is missing.
2) Some powers mention open and closed minds. What are those? And how do you open or close a mind?
3) What's the difference between the psionics attacks and defences and normal talents?
4) Is MAC the DC for psionics attacks? (I can't find if it is written but I can only guess)
5) Is there anything called psionic combat?
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Customer avatar
Frederic L July 31, 2018 8:34 pm UTC
CREATOR
Hello, thank you for patronage. Here's my answers:

1. Contact doesn't exist; I used Psionics 2.5 which were tweaked from original 2e complete handbook in the Dark Sun revised boxset.
2. It refers to a mind that has failed its saving throw against an attack; closed mind would be a mind that just succeeded its saving throw at end of turn to end an effet
3. Att and Def are basic powers which all psionicist develop; they are in addition to others talents. They are also limited in number known as lvl table shows.
4. MAC = Mental Armor Class; it is what is used versus mental attacks; a suit of plate armor won't do you any good versus mental assaults...
5. (not sure I understand your question so I'll extrapolate; please feel free to reformulate if I've missed the point) ; I think you are referering to Constructs and Harbingers; which used to portrait an actual psychic battle between psionicist and another mind. I have used this sense in a more brooder sense, as 5e mechanics are different...See more
Customer avatar
Benjamin W July 20, 2018 10:07 pm UTC
PURCHASER
I see that the Psionic Sciences are arranged by level (1-9), but I don't see a reference to psionic science level usage. Is this meant to be a limiting factor on what options a character can select at a given level? Is this explained somewhere that I'm missing? Thank you
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Customer avatar
Frederic L July 21, 2018 6:07 pm UTC
CREATOR
What do you mean by " I don't see a reference to psionic science level usage." ?
Do you mean, what talent the player can select according to which level he is in ?

If you speak of talent level limitations, there is the column "max PSP" which indicates the max PSP one can spend on any talents (indicating also max lvl he can manifest...).
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Customer avatar
Benjamin W August 21, 2018 10:52 pm UTC
PURCHASER
All of the psionic powers have "1st level" 2nd level" etc underneath their name before the description.
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Customer avatar
Frederic L August 24, 2018 4:31 am UTC
CREATOR
The level of a talent is the number of psp required to activate power, unless you pump more psp in.

This in turn is cap by you current level max psp which indicates the max # of psp you can use to activate one power, unless for few exception which are mentionned in the talents descriptions.
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This title was added to our catalog on May 18, 2018.