Book

The Complete Psionics Handbook

📖 Overview

The Complete Psionics Handbook is a 1991 rulebook supplement for Advanced Dungeons & Dragons 2nd Edition that introduces comprehensive rules for psychic powers in the game. The book establishes the psionicist as a distinct character class, presenting a structured system for mental abilities. The rulebook divides psionic abilities into six disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, telepathy, and metapsionics. Each discipline contains both major powers (sciences) and minor powers (devotions), with characters gaining access to more abilities as they advance in level. The game mechanics utilize a Power Score system based on character attributes, requiring players to roll dice against these scores to determine success or failure. The rules restrict chaotic-aligned characters from becoming psionicists, while allowing all races to access this class with varying levels of potential mastery. The book represents a significant evolution in D&D's treatment of mental powers, establishing psionics as a distinct and mechanically robust system rather than an optional add-on. This approach influenced how future role-playing games would handle psychic abilities.

👀 Reviews

Readers report the book fell short of expectations for expanding psionics in AD&D 2nd Edition. Many found the rules confusing and imbalanced compared to standard magic systems. Liked: - Unique psionic disciplines and powers - Character options beyond traditional spellcasting - Artwork and presentation quality - Compatibility with existing AD&D rules Disliked: - Complex power mechanics - Power level discrepancies - Lack of clarity on key rules - Limited monster and NPC options One player noted: "The power point system needed more testing - high level psionicists run out too quickly." Another mentioned: "Combat rules don't mesh well with standard AD&D mechanics." Ratings: Goodreads: 3.6/5 (42 ratings) RPGGeek: 6.3/10 (89 ratings) Online discussions frequently reference house rules and modifications needed to make the system workable in actual play. The book maintains some dedicated fans but most D&D groups opted not to incorporate these rules.

📚 Similar books

Advanced Dungeons & Dragons Player's Handbook by Gary Gygax This core rulebook contains chapters on psionics and mental powers that serve as a foundation for The Complete Psionics Handbook.

Ultimate Psionics by Jeremy Smith This book expands the psionic rules system with character classes, powers, and mechanics for role-playing games.

Psionics Unleashed by Jeremy Smith and Andreas Rönnqvist The text presents a complete psionic system with powers, feats, and classes compatible with the Pathfinder role-playing game.

Complete Divine by David Noonan This sourcebook covers divine magic and mental abilities that complement psionic powers in fantasy role-playing settings.

Expanded Psionics Handbook by Bruce R. Cordell The book provides rules for psionic characters, powers, and creatures for the 3.5 edition of Dungeons & Dragons.

🤔 Interesting facts

🎲 Steve Winter worked as an editor at TSR for over a decade and helped shape many iconic D&D products besides The Complete Psionics Handbook 🧠 The psionics system introduced in this book was inspired by popular sci-fi and fantasy works like "Dune" and "Wild Talents" ⚔️ Prior to this handbook, psionic abilities in D&D were considered unbalanced and problematic, appearing only as random powers in the 1st Edition 🎮 The book's proficiency-based system later influenced how mental powers were handled in other roleplaying games throughout the 1990s 📚 The Complete Psionics Handbook was part of the "Complete Handbook" series that included 14 other specialized rulebooks for AD&D 2nd Edition