| Post/Author/DateTime | Post |
|---|---|
| Andramadus07-12-07, 08:51 AM | Just like the title make a power, post a power simple as that. Let's get to it! |
| Fafnir07-12-07, 09:04 AM | Just like the title make a power, post a power simple as that. Let's get to it! Posting some of yours would be a good incentive. |
| Andramadus07-12-07, 09:31 AM | Fafnir: Posting some of yours would be a good incentive. Ok.. How's this? Feat Mimic Level: Psion/wilder 2, psychic warrior 2 Display: Mental and visual Manifesting Time: 1 standard action Range: Sight Target: Creature viewed Duration: 1 min./level Saving Throw: none Power Resistance: no Power Points: 2 You can use another’s feats for yourself. You must see your target in order for this power to work. You then make a Psicraft check DC 10 + opponents character level . If successful, you immediately are familiar with the target’s feats and you can choose one to use whenever you want for a power point cost. You can now use the feat by expending 2pp which lasts one hour per character level. While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can still use the stolen feats. When the power’s duration expires, you lose access to the feats. This transfer occurs regardless of the distance between you and the target. It can be cast more than once to obtain more feats. Once a feat is memorised you can recall it and use it again and again at the cost of power points. Augment For 2 additional power points an additional feat may be added to the number you mimic |
| Soahc07-12-07, 09:53 AM | ok let me get this straight, first you make a post on diablo II powers no one cares (http://boards1.wizards.com/showthread.php?t=884737). Now you're trying again, by removing the limit or stick to diablo :S, I don't expect you'll get much posts, because I think this has already been done. Anyway your power is overpowered, from what I get...Once a feat is memorised you can recall it and use it again and again at the cost of power points. you can have every feat in the game at your finger tips, and simply pay 2pp to get one! No way, redo this one! Here's one that is well balanced. Crappy Thread Level: Shaper 1 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: Wizards.com Psionics Forum Duration: Instantaneous Saving Throw: none Power Resistance: no Power Points: 1 A thread comes forth from your diluted little mind, with what creativity you have (none) you start of the post by saying "Just like the title make a power, post a power simple as that. Let's get to it!" You instantly bring a crappy thread, that will be of absolutely no use to anyone. Augment: By posting a thread named "1001 Diablo 2 Powers Made into Psi-powers", this one will that much more crappier! |
| Mesiolan07-12-07, 10:12 AM | OK, instead of bashing I'll submit one of my homebrews: ----------------- Liberty Telepathy Level: Telepath 9th, Mind 9th Display: visual, audible Manifesting Time: 1 standard action Range: 180’ Area: burst of 180’, centered on you Duration: immediate Power Cost: 17pp A soothing bright light emanates from the manifester, and a comforting hum is heard by everybody. The power dispels every condition of every “mind affecting” type at every creature in range. The dispel check is 1d20+ manifester level (max. +20), and more than one condition at every creature may be dispelled at once. The power ends charms, compulsions, and stronger mental bonds like geas/quest, domination and the like, as well as stunning, fear and moral bonuses or penalties. The power does not heal damage caused by mental attacks (like CHA-damage from Ego Whip or HP-damage from Mind Thrust). Creatures affected by charms or compulsions for a long time (longer than a day) are dazed for 1d4 rounds, as soon as the condition is dispelled successfully. Augment: for every pp spent above 17pp, the maximum manifester level for the dispel check increases by 2, and the range of the burst increases by 10'. ------------------- What do you think, is it balanced for a 9th level power? I really enjoyed this power in the midst of combat against a huge number of illithid thralls. We turned an army away from us against the squidheads. |
| MaverickWolf07-12-07, 10:51 AM | Ok.. How's this? Feat Mimic Level: Psion/wilder 2, psychic warrior 2 Display: Mental and visual Manifesting Time: 1 standard action Range: Sight Target: Creature viewed Duration: 1 min./level Saving Throw: none Power Resistance: no Power Points: 2 You can use another’s feats for yourself. You must see your target in order for this power to work. You then make a Psicraft check DC 10 + opponent's character level . If successful, you immediately are familiar with the target’s feats and you can choose one to use whenever you want for a power point cost. You can now use the feat by expending 2pp which lasts one hour per character level. While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can still use the stolen feats. When the power’s duration expires, you lose access to the feats. This transfer occurs regardless of the distance between you and the target. It can be cast more than once to obtain more feats. Once a feat is memorised you can recall it and use it again and again at the cost of power points. Augment For 2 additional power points an additional feat may be added to the number you mimic. As a 2nd level power, it has a power point cost of 3, not 2. The final sentence is a bit ambiguous and should read something like this: Once you have used this power to memorize a feat, you may use it as often as necessary for the duration of the power. Each time you use it, it costs you an additional 2 power points. I'm not saying that wording is perfect, but it's a little more clear cut than what you have. I don't think it should cost the extra power points though. There are already spells that temporarily grant feats. Maybe make this psion 3/psychic warrior 2, and you just have the feat for the duration of the power. I really don't like the 'pay-per-use' mechanic. It feels clunky and unnecessary. It should also grant a saving throw. Allies can intentionally fail to allow you to share feats, while enemies would fight against any mental intrusion (and only mental intrusion is going to tell you what your enemy has). Range should be close, and target should be One non-mindless creature/Personal (see text). Save should be Will negates. The Psicraft check is also clunky. On top of that, DMs won't often know the character level of a monster. It should go off HD or CR if you keep it at all. |
| Deekin07-12-07, 01:56 PM | Temporal Annihilation Psychoportation / Clairsentience: Level: Psion/Wilder 9 Display: V Casting Time: 1 round Range: Short Target: One creature or object Duration: Instantaneous Saving Throw: Will partial, Fortitude partial, see text (object) Power Resistance: Yes Power Points: 17 + XP "I can see the whole of time and space, every single atom of your existence, and I divide them. Everything must come to dust. All things. Everything dies." Any target that fails it's save vs this power is destroyed, burned out of existence, and such is power of your attack that you begin to burn it out of history. The target is burned out of time back 1 round per manifest level. Written documents will be altered, memories erased, etc, as though the target had stopped existing after that point. Damage dealt by the target will be undone, and resources directed only at the Target will be refunded. Only the caster will remember the original target’s existence after that point, and it will be a dreamlike recollection. Even a True Resurrection cannot bring the target back, because his timeline has been burnt. Even Wish and similarly powerful magics have only a 50% chance of being able to bring the target back. Even if the target succeeds on his saving throw, he must still make a Fortitude saving throw, or take 30d6 points of damage as his timeline is brutalized.Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. A success on this saving throw means the target only takes 5d6 points of damage. XP cost - 100 xp per HD of the Target to be destroyed. Augment- For every additional power point you spend, the damage of a successful saving throw increases by 1d6. For every 2 additional power points spent on this, the saving throw DC increases by 1. |
| Fafnir07-12-07, 02:02 PM | XP cost - 100 xp per HD of the Target to be destroyed. At the levels you're going to use that, it means a whole lot of exp for just a Save-or-Die with a nifty side effect. I suggest going with 20xp/HD or even a fixed amount, as you usually do not know the HDs of your target in advance. Edit: +1d6 to which successful saving throw? Fort or Will? |
| Deekin07-12-07, 05:27 PM | At the levels you're going to use that, it means a whole lot of exp for just a Save-or-Die with a nifty side effect. I suggest going with 20xp/HD or even a fixed amount, as you usually do not know the HDs of your target in advance. Edit: +1d6 to which successful saving throw? Fort or Will? Both :evil:. And it's not just a save or die. It's a save or die, then save or die again. |
| GuardianLurker07-12-07, 05:52 PM | This is *intended* to be an overpowered joke, as the ultimate direct damage nova power. If you have suggestions to make it worse, pipe up! Or contrariwise, you can try to make it balanced. Nova Blast Psychokinetic Level: Kineticist 5 Display: V,A Manifesting: 1 Standard Action Range: See Text Effect: 1d4/level force damage Target: See Text Area of Effect: See Text Save: See Text SR/PR: Yes PP: 11 (Augment) When this power is manifested, the kineticist can choose one of 4 forms: ray, line, cone, or ball. All forms of the power do a base 1d4/level of force damage to the target(s). The visual display (other than the visible raw power of the blast itself) is a bursting light from behind the kineticist's head, accompanied by a loud boom. Ray: The kineticist must make a ranged touch attack against one creature to inflict the damage. The ray has Long (400' + 40'/level) range. The target creature gains no save. Ray augment: For each additional 5 PP, the ray may bounce off and target an additional creature. Each additional creature reduces the damage by 2d4. Ray augment: For 5 PP, the ray automatically confirms any critical threats. Ray augment: For 11 PP, the ray automatically hits the target, but can no longer inflict critical damage. Line: The kineticist targets any number of creatures in a 5' line, out to the maximum range of 100' + 10'/level. The line begins from the kineticists' hand. The creatures each gain a Reflex safe for half-damage. Line augment: For each additional 5 PP, the line width may increase by 5'. Line augment: For 2 PP, the line may begin at any point in range, though it may not effect targets beyond the range limit, and must extend away from the kineticist: For another 3 PP, the line may extend in any direction. Line augment: For 11 PP, the blast grants no saving throw. Cone: The nova blast is a burst with in a 30' cone, which must start in the square in front of the kineticist, extending away from him. Any number of creatures within the target area may be affected, but they all gain a Reflex save for half damage. Cone augment: For 5 PP, the cone is a spread effect. Cone augment: For each additional 5 PP, the cone may extend another 5'. Cone augment: For 5 PP, the cone may begin anywhere within close (25' + 2'/level) range, and extend outward (with no loss of effect) from there. For another 2 PP, the effect may extend in any direction. The range augment applies to this range, not the size of the cone. Cone augment: For 11 PP, the cone grants no saving throw. Ball: The nova blast is a 20' radius burst with a Medium (100'+10'/level) range. Targets within the area gain a Reflex save for half-damage. Ball augment: For 2 PP, the ball is a spread effect. For an additional 3 PP, the ball's effect can extend beyond its maximum range. Ball augment: For each additional 5 PP, the radius of the ball may increase by 5 feet. Ball augment: For 5 PP, the range increases to Long (400'+10'/level). Ball augment: For 11 PP, the ball grants no saving throw. Universal augments Power augment: For an additional 5 PP, the power may inflict either bludgeoning, slashing, or piercing physical damage. In this case, PR no longer applies, but DR does. Power augment: For an additional 5 PP, the range doubles. This augment can be selected multiple times, but the cost must be paid each time. Power augment: For an additional 1 PP, the blast inflicts another +1d4 force damage. This augment can be selected multiple times, but the cost must be paid each time. Power augment: For an additional 5 PP, the size of the damage dice increases by one type (1d4->1d6->1d8->1d10), to a maximum of d10. This augment can be selected multiple times, but the cost must be paid each time. Power augment: For each additional 2 PP, the DC of this power increases by 1. Power augment: For an additional 20 PP, the manifester may ignore the normal manifester level limits when augmenting this power. |
| Fafnir07-12-07, 06:12 PM | *Nova* You forgot to state the damage dealt. :P |
| GuardianLurker07-12-07, 09:15 PM | You forgot to state the damage dealt. :P Check out the Effect: line. It's 1d4/level force damage. Augmentable in both die size (upto d10's) and die number (and you start out with auto-scaling damage). BTW, did I miss any power points? If the manifester has any left over after using this, I didn't do my job right. |
| Andramadus07-12-07, 10:08 PM | Flame Form Psion/Wlider 3, Psi-Warrior 3 Manifesting: 1 Standard Action Range: Touch Effect: 1d4/level fire damage Target: user Area of Effect: user Duration: 10min per level Save: none SR/PR: Yes PP: 5 The person you touch becomes imbued with the power of fire. They gain a fire-like form and radiate tremendous heat at will. They can throw fire at a target doing 3d4 points of damage. Any who attack the user of this power with melee weapons or melee touch attacks suffer 3d4 points of damage. The user also can controll flames as the first level power. The user of the power may as a standard action radiate a fire aura in the range of 10ft causing flamable objects to ignight, and doing 1d4 dmg to any in the area. Once started it lasts until it's willed away. Another benifit of this power is that you gain the ability to fly at the speed of 10ft. Water & ice powers hace a double affect on the user of this power while in affect. Augment: For every additional point you use for this power the damage is increased by one die & fly speed is increased by 10ft. |
| TheKeyofE07-13-07, 06:56 AM | Temporal Annihilation *snip* Balefire? |
| Andramadus07-14-07, 03:40 AM | Astral Construct Armor Metacreativity (Creation) Level: Psion 2/Wilder 2 Shaper 2 Display: Visual; see text Manifesting Time: standard action Range: personal, or touch Effect: One created astral construct Duration: 10 min level(D) Saving Throw: None Power Resistance: No Power Points: 3 This power creates one 2nd-level astral construct of solidified ectoplasm that envelops you and your armor as a second skin. It appears around you and can be mentally shaped to your will, usually skin tight giving you a sleak appearance or it at the usuers wish be invisible. It aids your attacks giving you + 1 to strength Dexterity and ac per level of the construct. You gain all the immunitys of the construct, and all of it's ability's, while it's hit points become your temporary hit points. The temporary hit points are gone it is destroyed and it melds back to the astral plane. Astral armor constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Augment For every 2 additional power points you spend, the level of the astral construct increases by one. |
| TheKeyofE07-14-07, 08:45 AM | Astral Construct Armor *snip* Wow. Are you f***ing serious? Construct immunities (IE immune to EVERYTHING) in a 2nd level power, PLUS 10 temporary hit points per PP (IE twice as powerful as Vigor, with 10 times the duration). All this on top of a sizable stat and AC boost? Did your mother drop you on your head as a child? Pick up a copy of Complete Psionic (...or not, since that book kind of sucks) and look at the feat Skin of the Construct. Use that for inspiration, and please don't post more lame uber-powers here. If you want to use such powers in your own game, fine, but I don't think anyone else here wants to see them. My suggestion, Andramadus, is to hang around the boards for a while WITHOUT posting. Just get a feel for the community first, then you can start posting your homebrew stuff AFTER attempting some semblance of balance. And go read the SRD again. |
| Tinari07-14-07, 09:42 AM | My suggestion, Andramadus, is to hang around the boards for a while WITHOUT posting. Just get a feel for the community first, then you can start posting your homebrew stuff AFTER attempting some semblance of balance. And go read the SRD again. Yeah. Hang out before you post so you can see what the regulars are like, what with the commenting about people being dropped on their heads as a baby because someone posted a broken power without thinking it through. (Based on a game skill) Forced Punishment Psychometabolism Level: Psion/wilder 6, psychic warrior 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round Power Points: Psion/Wilder 11, Psychic Warrior 9 "Eh he he.. hehehee... ahhhhahahaha! Pain is good for me!" Upon manifesting this power, streaks of crimson red swirl through the air about the manifester before all spiraling inward into their body. For the duration of this power, any attempt to kill the manifester that deals hitpoint damage caused by an opponent will grant the manifester a +2 enhancement bonus to their strength. The surge of strength gained from this power will remain with the manifester for the entire duration of the current battle, leaving the manifester fatigued for 10 minutes afterwards. Augments For an additional 6 power points spent manifesting this power, you change the bonus gained from strength is no longer enhancement and stacks with any other bonuses to strength from any source. |
| Andramadus07-14-07, 09:55 AM | Wow. Are you f***ing serious? Construct immunities (IE immune to EVERYTHING) in a 2nd level power, PLUS 10 temporary hit points per PP (IE twice as powerful as Vigor, with 10 times the duration). All this on top of a sizable stat and AC boost? Did your mother drop you on your head as a child? Pick up a copy of Complete Psionic (...or not, since that book kind of sucks) and look at the feat Skin of the Construct. Use that for inspiration, and please don't post more lame uber-powers here. If you want to use such powers in your own game, fine, but I don't think anyone else here wants to see them. My suggestion, Andramadus, is to hang around the boards for a while WITHOUT posting. Just get a feel for the community first, then you can start posting your homebrew stuff AFTER attempting some semblance of balance. And go read the SRD again. Free country, last time I checked. Besides I write what I want, not what you want. I am not here to copy what others do, and somehow make myself like you, I just offer my own opinions, if you don't like them, JUST DON'T READ THEM. |
| Andramadus07-14-07, 10:43 AM | Lesser Psionic Armor Metacreativity (Int) Level: Psion 1/Psychic Warrior 1 Duration: 10 minutes/level Power Points: 1 You infuse yourself with a set of astral armor or shield woven from astrial ectoplasm and light with your psionic energy. The armor gains one of the special abilities from magic or psionic armor tables of +1 enchantment. If you already have armor it simply forms a skin around it giving your armor the selected ability. If you have no armor for an additional power point you can boost your Astral to give you +4 to AC. This power may only be augmented by one point. Lesser Psionic Weapon Metacreativity (Int) Level: Psion 1/Psychic Warrior 1 Duration: 10 minutes/level Power Points: 1 You infuse your weapon with a astral glow of strands woven from astrial light and psionic energy. The weapon gains one or more special abilities from magic or psionic armor tables of +1 enchantment. If you already have a weapon it simply forms a skin around it giving your weapon the selected ability. If you have no weapon for an additional power point you can create your astral own astral weapon from ectoplasm. The weapon can have any look you wish but once shaped it stays in that form until it's duration expires, regargless of the weapons type it does 1d8 damage. Regardless of the type of coating your weapon or crafting one of ectoplasm they both can deliver your touch attacks upon strikeing your opponent. Characters with the soulknife prestige class may imbue their mindblade with this power. This power may only be augmented by one point. Psionic Armor Metacreativity (Int) Level: Psion 3/Psychic Warrior 3 Display: Vi, Au, Me Manifestation Time: 1 round. Range: Touch Duration: 10 minutes/level Power Points: 5 You infuse yourself with a set of astral armor or shield woven from astrial ectoplasm and light with your psionic energy. The armor gains two of the special abilities from magic or psionic armor tables of +3 enchantment or lower enchantment. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. If you already have armor it simply forms a skin around it giving your armor the selected abilitys. If you have no armor for an additional power point you can boost your Astral armor to give you +4 to AC. This power may only be augmented by one point. Psionic Weapon Metacreativity (Int) Level: Psion 3/Psychic Warrior 3 Display: Vi, Au, Me Manifestation Time: 1 round. Range: Touch Duration: 10 minutes/level Power Points: 5 You infuse your weapon with a astral glow of strands woven from astrial light and psionic energy. The weapon gains two special abilities from magic or psionic armor tables of +3 enchantment. The total market modifier of all bonuses and special abilities of the weapon cannot exceed +10. If you already have a weapon it simply forms a skin around it giving your weapon the selected abilitys. If you have no weapon for an additional power point you can create your astral own astral weapon from ectoplasm. The weapon can have any look you wish but once shaped it stays in that form until it's duration expires, regargless of the weapons type it does 1d8 damage. Regardless of the type of coating your weapon or crafting one of ectoplasm they both can deliver your touch attacks upon strikeing your opponent. Characters with the soulknife prestige class may imbue their mindblade with this power. This power may only be augmented by one point. |
| Fafnir07-14-07, 11:24 AM | Free country, last time I checked. Besides I write what I want, not what you want. I am not here to copy what others do, and somehow make myself like you, I just offer my own opinions, if you don't like them, JUST F#$K OFF! Or at least be civil, instead of bashing and insulting. Post something meaningfull, or post your own homebrew power, make yourself useful for a change. I also recomend that you don't read my posts, and while your at it, just turn a blind eye to everyting else in this world that you don't agree with, and just start insulting it or them. Free country means you have to accept that people are free to express their opinions, against you if necessary. Key's post was not insulting. It was incredulous and slightly condescending, and mirrored my, and I believe most of the forum's, reaction to your post. You, on the other hand, are outright insulting. I could insult you back, but instead I'll tell you the facts as they are. Your posts show lack of understanding of the game's balance. This is not inherently bad. If you wish to recognize this and improve, as I hope you do, lurking for a while might actually be a good idea. If you are just desperate for recognition, then by all means keep posting. But learn to accept the other members' reactions, instead of starting a rant when people point out your obvious inexperience. |
| Andramadus07-14-07, 11:56 AM | Free country means you have to accept that people are free to express their opinions, against you if necessary. Key's post was not insulting. It was incredulous and slightly condescending, and mirrored my, and I believe most of the forum's, reaction to your post. You, on the other hand, are outright insulting. I could insult you back, but instead I'll tell you the facts as they are. Your posts show lack of understanding of the game's balance. This is not inherently bad. If you wish to recognize this and improve, as I hope you do, lurking for a while might actually be a good idea. If you are just desperate for recognition, then by all means keep posting. But learn to accept the other members' reactions, instead of starting a rant when people point out your obvious inexperience. This thred is for HOMEBREW POWERS if you don't have one or and you just want to rant it really ruins the thread. So please stop posting this stuff here and PM me if you want to tell me something personal. By the way if you want to insult me go on get it off your chest, we can have an insult battle for all I care. JUST NOT HERE, PM me your petty insults...Thanks |
| Saryn07-14-07, 12:42 PM | New Powers (http://boards1.wizards.com/showthread.php?t=217671) I found it an top of page. In Master Index. Not so hard. |
| Andramadus07-14-07, 12:58 PM | Thank you I didn't know that was there, I will enjoy reading the various ideas. Once again thanks. |