D&D 5E Psionic Spells

Yaarel

🇮🇱 🇺🇦 He-Mage
This thread is for psi fans who want to use normal D&D mechanics for psionic themes.

The source of psionics is knowing, ones own consciousness entangles the body, but is more than the body.
 

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Here are all spells in the 5e Players Handbook, organized by their psionic disciplines.

The psionic disciplines are:

Mind: Divination (clairsentience), Enchantment (telepathy), Illusion (metacreativity)
Body: Shapeshifting (psychometabolism, transmutation, healing), Travel (psychoportation)
Force: Force (psychokinesis, magic energy), Evocation (elemental kinesis)
Special: Summoning (conjuration), Necromancy

I can’t organize them in a table, so they are listed by discipline and level.



MIND

Divination
Clairsentience
Prescience
Seer
Probability
Luck
Fate
Alignment
Knowledge
Detection

0
Guidance
True Strike

1
Alarm
Bane
Bless
Comprehend Languages
Detect Evil and Good
Hunters Mark
Protection from Evil and Good
Shield of Faith
Speak with Animals

2
Augury
Darkvision
Find Traps
Locate Animals or Plants
Locate Object
See Invisibility

3
Bestow Curse
Clairvoyance
Magic Circle
Remove Curse
Speak with Plants
Tongues

4
Arcane Eye
Divination
Locate Creature

5
Contact Other Plane
Commune
Commune with Nature
Dispel Evil and Good
Greater Restoration (End Curse)
Hallow (Tongues)
Legend Lore
Scrying

6
Find the Path
True Seeing

7

8

9
Foresight


Enchantment
Telepathy
Charm
Fear

0
Friends
Vicious Mockery

1
Animal Friendship
Charm Person
Command
Compelled Duel
Dissonant Whispers
Heroism
Sleep
Sanctuary
Tasha’s Hideous Laughter

2
Beast Sense
Calm Emotions
Crown of Madness
Detect Thoughts
Enhance Ability (Int Wis Cha)
Enthrall
Suggestion
Zone of Truth

3
Fear
Hypnotic Pattern
Sending

4
Compulsion
Confusion
Dominate Beast

5
Awaken
Dominate Person
Geas
Greater Restoration (End Charm, Heal Int Wis Cha)
Modify Memory
Rary’s Telepathic Bond
Reincarnate

6
Eyebite
Otto’s Irresistible Dance
Magic Jar
Mass Suggestion

7
Symbol

8
Antipathy-Sympathy
Dominate Monster
Feeblemind
Glibness
Maze
Mind Blank
Trap the Soul
Telepathy

9


Illusion
Metacreativity
Mind over Perception
Mind over Reality
Light
Darkness
Radiant Damage
Phantasm
Alter Reality

0
Light
Dancing Lights
Minor Illusion
Sacred Flame
Thaumaturgy

1
Color Spray
Disguise Self
Divine Favor
Faerie Fire
Guiding Bolt
Illusory Script
Silent Image

2
Blinding Smite
Blur
Branding Smite
Continual Flame
Darkness
Invisibility
Magic Mouth
Mirror Image
Moonbeam
Nystul’s Magic Aura
Phantasmal Force
Spiritual Weapon

3
Crusaders Mantle
Daylight
Major Image
Nondetection

4
Greater Invisibility
Hallucinatory Terrain
Mordenkainens Private Sanctum (No Divination)
Phantasmal Killer

5
Creation
Destructive Wave (Radiant Thunder)
Hallow (Daylight, Darkness)
Mislead
Seeming

6
Guards and Wards
Mass Suggestion
Programmed Illusion
Sunbeam

7
Mirage Arcane
Project Image

8
Sunburst
Holy Aura

9
Weird
Wish



BODY

Shapeshift
Psychometabolism
Transmute Body
Heal

Poison Damage

0
Blade Ward
Mending
Prestidigitation
Poison Spray
Spare the Dying
Shillelagh
Thorn Whip

1
Cure Wounds
Detect Poison and Disease
Ensnaring Strike
Entangle
Goodberry
Grease
Hail of Thorns
Healing Word
Purify Food and Drink
Ray of Sickness

2
Aid
Alter Self
Barkskin
Blindness-Deafness
Enhance Ability (Str Dex Con)
Enlarge-Reduce
Gentle Repose
Hold Person
Lesser Restoration
Ray of Enfeeblement
Spike Growth
Prayer of Healing
Protection from Poison
Warding Bond
Web

3
Aura of Purity
Beacon of Hope
Create Food and Water
Feign Death
Mass Healing Word
Plant Growth
Revivify

4
Aura of Life
Aura of Purity
Death Ward
Fabricate (Nonmineral)
Grasping Vine
Polymorph

5
Animate Objects
Antilife Shell
Greater Restoration (End Petrified, Heal Str Dex Con, Rest)
Hold Monster
Mass Cure Wounds
Raise Dead

6
Heal
Heroes’ Feast
Wall of Thorns

7
Divine Word
Regenerate
Resurrection
Simulacrum

8
Animal Shapes
Clone
Power Word Stun

9
Power Word Heal
Power Word Kill
Shapechange
True Polymorph
True Resurrection


Travel
Psychoportation
Teleport
Dimensional Distortion
Temporal Distortion
Outofbody
Planeshift
Haste
Phase

0

1
Jump
Expeditious Retreat
Longstrider

2
Knock
Misty Step
Rope Trick
Pass without Trace

3
Blink
Haste
Slow

4
Banishment
Dimension Door
Freedom of Movement
Leomund’s Secret Chest
Mordenkainen’s Private Sanctum (No Teleport, No Planar)

5
Banishing Smite
Hallow (No Extradimensional)
Passwall
Planar Binding
Teleportation Circle
Tree Stride

6
Arcane Gate
Forbiddance
Transport via Plants
Word of Recall

7
Etherealness
Mordenkainen's Magnificent Mansion
Plane Shift
Sequester
Teleport

8
Demiplane

9
Astral Projection
Gate
Imprisonment
Time Stop



FORCE

Force
Psychokinesis
Telekinesis
Fly
Gravity
Force Field
Force Damage
Magic Energy

0
Eldritch Blast
Mage Hand

1
Detect Magic
Feather Fall
Identify
Mage Armor
Magic Missile
Shield
Tenser’s Floating Disk
Unseen Servant

2
Levitate
Spider Climb

3
Fly
Counterspell
Dispel Magic
Glyph of Warding (Spell Glyph)
Leomund’s Tiny Hut

4
Otiluke’s Resilient Sphere

5
Bigby’s Hand
Wall of Force

6
Contingency
Disintegrate
Globe of Invulnerability

7
Forcecage
Mordenkainen’s Sword
Reverse Gravity

8
Antimagic Field

9


Evocation
Elemental Kinesis
Energy
Air: Weather, Lightning Damage, Thunder Damage, Sonic, Silent
Water: Ice, Frost, Cold Damage
Fire: Firelight, Fire Damage, Acid Damage
Earth: Stone, Mineral, Metal, Weapon

0
•Elemental
Resistance
•Air-Water
Druidcraft
Message
Ray of Frost
Shocking Grasp
•Fire-Earth
Acid Splash
Fire Bolt
Produce Flame

1
•Elemental
Chromatic Orb
•Air-Water
Armor of Agathys
Create or Destroy Water
Fog Cloud
Thunderwave
Witch Bolt
•Fire-Earth
Burning Hands
Hellish Rebuke

2
•Air-Water
Gust of Wind
Shatter
Silence
•Fire-Earth
Cloud of Daggers
Flame Blade
Cordon of Arrows
Flaming Sphere
Heat Metal
Magic Weapon
Scorching Ray

3
•Elemental
Elemental Weapon
Protection from Energy
•Air-Water
Call Lightning
Gaseous Form
Lightning Arrow
Lightning Bolt
Stinking Cloud
Sleet Storm
Water Breathing
Water Walk
Wind Wall
•Fire-Earth
Conjure Barrage
Fireball
Glyph of Warding (Explosive)
Meld into Stone

4
•Air-Water
Control Water
Ice Storm
Mordenkainen’s Private Sanctum (Fog, No Sound)
•Fire-Earth
Fabricate (Mineral)
Fire Shield
Stone Shape
Stoneskin
Wall of Fire

5
•Air-Water
Cloudkill
Cone of Cold
•Fire-Earth
Conjure Volley
Flame Strike
Wall of Stone

6
•Elemental
Hallow (Energy Protection, Energy Vulnerability)
•Air-Water
Chain Lightning
Hallow (Silence)
Otiluke’s Freezing Sphere
Wall of Ice
Wind Walk
•Fire-Earth
Blade Barrier
Flesh to Stone
Move Earth

7
•Elemental
Prismatic Spray
•Fire-Earth
Delayed Blast Fireball
Fire Storm

8
•Air-Water
Control Weather
Tsunami
•Fire-Earth
Earthquake
Incendiary Cloud

9
•Elemental
Prismatic Wall
Storm of Vengeance
•Fire-Earth
Meteor Swarm



SPECIAL

Summon
Contact, Conjure, Persuade Creature

0

1
Find Familiar
Grease

2
Animal Messenger
Web

3
Conjure Animals
Hunger of Hadar
Phantom Steed
Spirit Guardians

4
Conjure Woodland Beings
Conjure Minor Elementals
Evard's Black Tentacles
Guardian of Faith
Giant Insect
Mordenkainen’s Faithful Hound

5
Conjure Elemental
Insect Plague

6
Conjure Fey
Drawmij’s Instant Summons
Planar Ally

7
Conjure Celestial

8

9


Necromancy
Death
Undead
Ghost
Necrotic Damage

0
Chill Touch

1
Arms of Hadar
False Life
Hex
Inflict Wounds

2

3
Animate Dead
Speak with Dead
Vampiric Touch

4
Blight

5
Contagion
Destructive Wave (Necrotic Thunder)

6
Circle of Death
Create Undead
Harm

7
Finger of Death

8

9
 
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Wow, that is not a small list of spells.

What about the classic attack/defense modes? Spells? Cantrips? Special abilities? Optional psionic combat system?
 

Thanks for doing this!

My thinking was the traditional attack/defence modes would be to have them spells, or possibly class powers.

Never been a huge fan of psionic combat, but mainly because I've never liked the systems.
 


Probably, the best way to make certain spells feel psionic is to design them as a cantrip that can use spell slots to augment it.

For example, a Telekinesis cantrip resembles the Mage Hand cantrip, but allows spell slots to boost its weight.
 

Nicely done. This is something that I have been looking to do.

The psionic disciplines are:
Clairsentience (Divination) - this is a really weak one. it might make the most sense to combine this with another one.
Telepathy (Enchantment)
Metacreativity (Illusion)
Psychometabolism (Transmutation)
Telekinesis (Evocation)

All the other ones are a bit reaching in my mind:
Travel, Elementalism, Summoning, and Necromancy have nothing to do with psionics. Some of the spells in these areas could appear in the above five but for the most part this is what I think of as psionics in D&D. I don't know, there are a million ways you could do it. YMMV.
 

Is the classic psionic minigame important? Personally, I used it.
I feel like it was central to the feel of AD&D psionics, yes.


Edit(6/22): Also the terminology of 'Disciplines' and 'Sciences.' The latter were more powerful psionic abilities. Mapping attack/defense modes, disciplines & sciences to the existing spell lists, might go:

Attack/Defense Modes (that only work on other psionics): Cantrips.
Augmented Attack Modes (vs non-psionics): Cantrip cast using a spell Slot.
Disciplines: Spells level 1-5
Sciences: Spells level 6-9
 
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