D&D 5E Psionics in a sci-fi D&D

How would you do it?

  • Reskin magic

    Votes: 46 35.1%
  • Totally new system

    Votes: 85 64.9%

Magic reskinned, but hyper specialized.

look at the spells themselves and see if you can resort by theme.

Also make a narrative text of how people get psionics. Are there natural creatures that have psionics. Is it done by surgery (perhaps through psionic catalytic creature grafting), a particular biosphere, or is it genetically linked? Whom doesn't like psionics?

Can you use it to power a spaceship?

Does precog happen in the game? How does it affect your adventures?

Does psionic affect the tech? Is it something like legend of korra where tech exists, but needs psionic stimulation?

What are the common attire of psionics wielders? Do they try to blend into the crowd, dress in paramilitary, or look like a cult from the 70s?

Does a cataclysmic even that's accuring trigger all the psychics first?
 
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Biotics is the ability of some lifeforms to create mass effect fields using element zero nodules embedded in body tissues. These powers are both accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers.
According to the Mass Effect wiki. You have unobtanium in your body, allowing you to mess with gravity. Amps just increase your natural abilities. To me, it's telekinesis, just in a roundabout, science-fictiony sort of way. YMMV
 

According to the Mass Effect wiki. You have unobtanium in your body, allowing you to mess with gravity. Amps just increase your natural abilities. To me, it's telekinesis, just in a roundabout, science-fictiony sort of way. YMMV
Quite. It's moving stuff with space magic. You can fluff it any way you like.

The force-fields and stuff tie into video game mechanics. You make your space magic fit the game mechanics, which in 5e would be the magic system.
 


I'm not sure that's true. Mass Effect rejects all those "common tropes" and still manages to have space magic that perfectly fits the setting.
Most fantasy books reject some or all of the general tropes for magic. Looking for total consistency across decades of fiction is an overly high standard. Trends are enough.

Heck, daily spell preparation isn't a common trope in fantasy, but we use it in DnD.
 

Most fantasy books reject some or all of the general tropes for magic. Looking for total consistency across decades of fiction is an overly high standard. Trends are enough.

Heck, daily spell preparation isn't a common trope in fantasy, but we use it in DnD.
Magic - including space magic - can be anything you like. That's what makes it magic. Whether you look at "trends" or "tropes", ignore them, or subvert them depends on what you are trying to achieve in your setting. But the main basis for magic in 5e D&D is simply what makes for a fun game - ignore that at your peril.
 

Cadence

Legend
Supporter
For the Trek fans who think magic and psionics are different and/or that magic doesn't belong in sci-fi: How do Q and Kevin Uxbridge fit into what would classically be considered science fiction?
 

Most fantasy books reject some or all of the general tropes for magic. Looking for total consistency across decades of fiction is an overly high standard. Trends are enough.

Heck, daily spell preparation isn't a common trope in fantasy, but we use it in DnD.
I agree, spell preparation and spell slot don’t fit for fantasy characters be psionic, arcana, or sorcery.
 

Micah Sweet

Level Up & OSR Enthusiast
I suggest we look at Mass Effect as a case study. For those who aren't familiar this science fiction game has it's own brand of space magic, with a it's own name - biotics. Functionally, it focuses on the manipulation of gravity and mass, much like Graviturgy magic from Wildemont.

The conclusion I would draw is your space magic can be whatever you want it to be, but the important thing is it should suit the setting. Without knowing more about the setting it isn't really possible to give a good answer to the question.
Let's look at Star Wars again. I think looking at the Force as a kind of magic is a fair take, even though I don't completely agree with it. But Star Wars also has hyperspace, sentient robots, weapons that destroy planets, many, many aliens, and plenty of other stuff that we dont have in the real world and may not be possible through our current understanding of science. Are all of those things "magic" too?
 

Magic - including space magic - can be anything you like. That's what makes it magic. Whether you look at "trends" or "tropes", ignore them, or subvert them depends on what you are trying to achieve in your setting. But the main basis for magic in 5e D&D is simply what makes for a fun game - ignore that at your peril.
Okay, psionic rules should be fun. I don't think I've seen anyone say they shouldn't be.

But "This is a fun mechanic" doesn't mean it's a good mechanic to represent psionics.
 

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