A new power [Archive] - Wizards Community

Post/Author/DateTimePost
Artector

08-31-07, 04:27 PM
Random thought, how cool would power be that gets stronger/hits harder the longer distance it is used at.

I'm thinking of psychoportation power that is probably around 4-5 level maybe.

But I'm horrible at designing powers off the top of my head. So I gotta ask, what w might you design based on this kernal of an idea?
Lycanthromancer

08-31-07, 04:29 PM
I'm really not seeing a reason for this power, at this point. I mean, the benefits of staying as far from combat as you can is a staple feature for most psions (D4 HIT POINTS?!). Now, if you reversed it, you'd be giving a reason to stay within possible melee range.

Otherwise, what does it DO?
Bacris

08-31-07, 05:06 PM
Actually, I really like this concept. Basically, you create a pseudo-gravity well localized to the target that is only effective for the missile... So the longer it's flying toward it, the greater its momentum is built up - sort of like a falling item gains in speed as it continues to drop, until it reaches terminal velocity.

What I would do is base it on range increment - each increment increases damage by X. I'd also say that because of this pseudo-gravity well, perhaps mitigate some of the penalties for range increment...
AntiDjinn

08-31-07, 05:15 PM
Another option, though it would be a long and detailed write-up to handle the mechanics, would be something that telekinetically grabs the target, moves him through an arc, then slams him into the ground. The path of the subject would be a semi-circle with the manifester at the center. Since Torque = Force X Moment Arm, the longer the distance between the source (you) and the subject the longer the arc through which it is accelerated.

Actually running such a power would be a problem for players and DMs not accustomed to gaming in 3-D. You would need an unbroken line of effect to your subject through the entire arc or the power would end (and the subject would then proceed in a straight line tangent to the original arc).
Artector

08-31-07, 11:12 PM
Antidjinn that's an interesting idea, but not quite what I was going for, but I think you got that.

Actually, I really like this concept. Basically, you create a pseudo-gravity well localized to the target that is only effective for the missile... So the longer it's flying toward it, the greater its momentum is built up - sort of like a falling item gains in speed as it continues to drop, until it reaches terminal velocity.

What I would do is base it on range increment - each increment increases damage by X. I'd also say that because of this pseudo-gravity well, perhaps mitigate some of the penalties for range increment...

That's what I was thinking. I'll have to work on some sort of write upwhen I have time.

Maybe if would be a realitvely short-range power to start, but you culd augment it for more range, and hence more damage.

[Honestly, I just like the idea of a bad guy running away and getting hit harder for it, makes me laugh.]
Artector

09-02-07, 05:39 PM
All right, this is the bit I have. Not quite sure how to implement the 'closer is weaker' idea.

Gravity well
Nomad 3
Display: Visual, Material
Manifesting Time: 1 standard action
Area: Line
Range: 20 feet
Duration:Instantaneous
Saving Throw: Reflex half
Power Resistance: No
Power Points: 5

You create a short lived gravity field. This line extends 20 feet in front of you. As this field is created you pull an object from the ectoplasm and hurl it down the 'chute'. Any creature at the end of the chute takes 5d6 points of damage.
Yadot

09-02-07, 07:38 PM
Add an augment that states for every X extra PP you spend on the power that the range increases by 10 or 20ft and deals Xd6 damage for every additional 10ft the ectoplasm travels.
InkBlot

09-03-07, 11:16 AM
Why would you mix disciplines? A psychoportative power shouldn't be shooting people with globs of ectoplasm. That's metacreativity's job.

Here's my stab at it. Maybe this should be a level higher.
Gravity Well
Psychoportation
Level: Nomad 2, Psychic Warrior 2
Display: Auditory
Manifesting Time: 1 swift action
Range: Long (400 ft. + 40 ft./level)
Target: One creature or object
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You compress the fabric of spacetime around your target, creating a momentary gravity well which draws in flying objects. The next projectile or thrown weapon attack made against the target ignores any penalties for it's last range increment, and deal an additional 1d6 damage for every 10 feet it travels (up to a maximum of 2d6).

Creatures within 100 feet of the target may feel the tug of the gravity well. Exceptionally small, light, and loose objects (such as scraps of paper, jumping jacks, or a small dagger) within 20 feet of the target may be drawn five feet closer before the gravity well collapses.

Augment: For every two additional power points you spend the maximum extra damage increases by 1d6.
Bacris

09-03-07, 11:28 AM
Add an augment to increase the duration, too :)
InkBlot

09-03-07, 11:51 AM
It's a swift action party buff, and it discharges on the first hit anyway. So why should it have an increased duration? It already compares favorably to quickened energy ray all the way up to 15th level (and after as well, if you consider feat and focus cost).

I kept the duration low in order to avoid having to add funky complicated explanations for things other than ranged and thrown weapons being pulled down the well. With it only lasting 6 seconds at most, I can have creatures not being pulled in, and explain it by saying it doesn't last long enough to move them much. It still didn't feel right without the little "itty bitty things get pulled in 5 feet" clause at the bottom."
suomynonAyletamitlU

09-03-07, 09:27 PM
Why would you mix disciplines? A psychoportative power shouldn't be shooting people with globs of ectoplasm. That's metacreativity's job.

Here's my stab at it. Maybe this should be a level higher.
Gravity Well
Psychoportation
Level: Nomad 2, Psychic Warrior 2
Display: Auditory
Manifesting Time: 1 swift action
Range: Long (400 ft. + 40 ft./level)
Target: One creature or object
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You compress the fabric of spacetime around your target, creating a momentary gravity well which draws in flying objects. The next projectile or thrown weapon attack made against the target ignores any penalties for it's last range increment, and deal an additional 1d6 damage for every 10 feet it travels (up to a maximum of 2d6).

Creatures within 100 feet of the target may feel the tug of the gravity well. Exceptionally small, light, and loose objects (such as scraps of paper, jumping jacks, or a small dagger) within 20 feet of the target may be drawn five feet closer before the gravity well collapses.

Augment: For every two additional power points you spend the maximum extra damage increases by 1d6.

Actually, this gives me another idea--stop me if it already exists somewhere, but a power that essentially uses a ranged touch attack so that thereafter, within the duration of the power, you can automatically succeed on any number of ranged touch attacks automatically, assuming they remain within range. That is, you make a ranged touch attack, then cast another power with that makes a ranged touch attack (say Disintegrate). For that second power, and any successive powers, the ranged touch attacks automatically succeed, as long as you wouldn't violate the range of the power... or maybe even if you did. Either way, it's a fairly powerful power.

I dunno, it's just an idea.
Artector

09-03-07, 09:44 PM
I like your version Inkblot. I could now see a Psychic Warrior throwing a spear and absolutely crushing an opponent.
InkBlot

09-03-07, 11:55 PM
Thanks. I'm glad you like it. Each time I saw this thread, I tried to write that power, but it always came out wrong.
Actually, this gives me another idea--stop me if it already exists somewhere, but a power that essentially uses a ranged touch attack so that thereafter, within the duration of the power, you can automatically succeed on any number of ranged touch attacks automatically, assuming they remain within range. That is, you make a ranged touch attack, then cast another power with that makes a ranged touch attack (say Disintegrate). For that second power, and any successive powers, the ranged touch attacks automatically succeed, as long as you wouldn't violate the range of the power... or maybe even if you did. Either way, it's a fairly powerful power.

I dunno, it's just an idea.

I wrote a power like that a while ago. Mine was a more general case power though. Once you manifested it on somebody, you could manifest any powers on them regardless of range, line of effect, or line of sight. It was inspired by Ghost In The Shell. I wanted a power that could do long-range ghost hacking.

I'll try to reproduce it.

Psychic Conduit
Telepathy [mind affecting]
Level: Psion/Wilder 1
Display: Auditory, material, and mental
Manifesting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: Will negates, see text
Power Resistance: Yes
Power Points: 1

You imbue the subject's mind with a psionic resonance you can use to afflict him with your powers, even when he is out of your sight. This psychic conduit persists even if the subject leaves the original range of the power.

For the duration of this power, any other power you manifest on the subject affects him even if he you do not have line of sight or line of effect to him. You do not have to make an attack roll to affect the subject with powers which normally require a ranged touch attack (such as energy ray). All other limitations, such as range and target types, still apply.

If the subject successfully saves against a power you manifested through the psychic conduit, then he may attempt to close the psychic conduit by making a new saving throw against the original saving throw DC of the psychic conduit. If the power does not normally allow a save, then the subject may attempt a save to close the psychic conduit before being affected by the new power you are manifesting through it.

Augment: You may manifest the power in one or more of the following ways.
1. If you spend 2 additional power points, the duration of this power becomes 10 mins/level. The saving throw DC increases by 1.
2. If you spend 6 additional power points, you can affect the subject with powers manifested through the psychic conduit regardless of the new power's range. The saving throw DC increases by 3.
4. For every two additional power points you spend, the saving throw DC of this power increases by +1.
Fafnir

09-04-07, 06:28 AM
There is no saving throw type mentioned. It should be:
Saving Throw: Will negates, see text

Otherwise it's awesome.
Artector

09-04-07, 08:34 AM
Did you never decide on a level for it?
InkBlot

09-04-07, 08:57 AM
Did you never decide on a level for it?
There is no saving throw type mentioned.
Whoops!

Thanks for catching those mistakes. I was more than a little bit tired when I posted that.

You're right on the saving throw entry. It is will-negates.

It's a 1st level power. It just partialy replicates Burrowing Power, and changes ranged-touch powers into will-negates powers. It really feels like a first-and-a-half level power to me, but those can't exist in the current system.