| Post/Author/DateTime | Post |
|---|---|
| myusernameis11-12-07, 05:37 PM | Recently, I've grown a distaste for arcane magic in D&D. Originally my thoughts on psionics were that they overlapped arcane magic too much in function and that I wouldn't use them in my worlds for this purpose. However as I've been looking through the books, I've come to realize that it's much more noticable that arcane magic overlaps divine magic in function, feel, and mechanics. So I've taken to looking to psionics as a possible replacement, to distinguish arcane magic from divine magic. I've read about people doing similar things here and I'm curious what needs to be done to psionics to give it an appropriate arcane feel, to abandon the pseudo-scientific feel that has hounded psionics since it first entered D&D. Is it just a simple change in flavor or are there actual mechanical changes required? Excuse me if there is a thread detailing this subject already. I made sure to check the first three pages of this forum to be certain, though I may have missed it if there is such a thread. |
| awaken_D_M_golem11-12-07, 06:02 PM | Welcome to the "real" world. Haldrik has posted here, numerous times about the Vikings using brain magic stuff, i.e. psionics. Otherwise, what you are talking about is houseruling, in some sort of way. Keeping that in mind, it's fairly easy to split Arcane-Divine-Psionic-Natural magic in a different and more specific way than what the game designers came up with. Almost all of the various powers can be considered Enchantment (telepathy), Teleportation (psycho-), Transmutation (p-metabo), etc. Just eliminate most or all of the overlapping. Personally I go farther in separating Wizards and Sorcs. Consider back ground: Material components for Wizards Diety symbols for Clerics Tampered by Psuedo-Naturals for Psionics Beastmaster for Druids Dragons for Sorcs and they all get Charm Person (in some way, shape or form). Why? Fix it. |
| Tempest Stormwind11-12-07, 06:03 PM | So I've taken to looking to psionics as a possible replacement, to distinguish arcane magic from divine magic. I've read about people doing similar things here and I'm curious what needs to be done to psionics to give it an appropriate arcane feel, to abandon the pseudo-scientific feel that has hounded psionics since it first entered D&D. Is it just a simple change in flavor or are there actual mechanical changes required? Excuse me if there is a thread detailing this subject already. I made sure to check the first three pages of this forum to be certain, though I may have missed it if there is such a thread. See the Truenaming Psionics link in my sig, in the master index at the top of the forum, or in the FAQ at the top of the forum. And for the record, arcane magic is more pseudo-scientific than psionics is. Unless one selectively ignores the similar naming convention (they get mad at "metamorphosis" but not "teleport" and "polymorph" despite all of these being composite Greek words) and the ludicrous spell components (http://forums.gleemax.com/showpost.php?p=12240326) simply because they've been in the PHB for longer. I'm particularly fond of citing this wonderful gem of arcane flavor (http://telusplanet.net/~sdupuis/Tempest/angrywizard.jpg) to illustrate my point. |
| myusernameis11-12-07, 06:35 PM | Thanks for the link Tempest, I overlooked it in the past because I assumed it was Tome of Magic truenaming, a variant rule I've as of yet had little interest in. As to the pseudoscience thing: metamorphosis is ragged on more frequently because polymorph is a term all dnd players are incredibly familiar with. Edit: Just read that link about spell components, cute. I always knew Gygax had an *******'s sense of humor. Also: I never said I didn't notice the pseudoscience of magic, just that I noticed more of it in psionics. |
| myusernameis11-13-07, 03:25 AM | Well, I've been taking a look through my books at the various arcane spellcasting classes. Out of the base classes with arcane spellcasting only 3 will be kept. The Bard, the Hexblade, and the Dread Necromancer. All three of these classes will be converted to divine spellcasting instead and associated with different external sources of divine power, in much the same manner as clerics, druids, and paladins all being associated with different divine powers. I'll probably be posting tomarrow about changes to requirements and minor tweaks to the mechanics of spellcasting prestige classes from some of the books so they can be adapted to work with the psionics system instead of arcane casting so they can continue to add their own flavor to the world. |
| myusernameis11-13-07, 08:30 PM | The key requirements for my conversion of prestige classes is the type of spells specified, if it specifies divine spells, converting it to work for a psionic class is at least in my opinion a bad idea. I was originally planning on cutting out classes that specifically said arcane spellcasting, however seeing as the psion is generally viewed to fill the same role as a wizard in the team I don't think it will present that large balance issue. The fact I'm removing arcane classes as well means I think it would cut out too much for my own liking. Generally classes that require specific spells (in example, alienist) wont be converted unless there's a psionic equivalent. Classes that require metamagic feats or item creation feats that lack a psionic equivalent wont be converted either. The main change required is prerequisites, mainly, skills. I'll be removing the knowledge (psionics) skill and replacing it with knowledge (arcana) on the class skill lists of psionic classes that originally had knowledge (psionics) as a class skill. I believe I will keep both spellcraft and psicraft seperate however, simply renaming them to divinecraft and arcanecraft respectively, this is mostly a flavor concern and it's a fairly simple matter to change the "spellcraft 7 ranks" or whatever requirement to "divinecraft or arcanecraft 7 ranks". Other prequisites are easy to deal with: exchange "x metamagic feat" for "x metapsionic equivalent", same with item creation feats, exchange "x spell level" for "x power level". Abilities can be a bit more problematic and will be dealt with on a case by case basis. Generally +1 level existing spellcasting class will be altered so it applies equally to psionic classes. Abilities dependant on slots will use the power point cost of a power of equivalent level +2, this is to make sure that abilities that grant bonus slots are still more attractive in comparison to just taking the Psionic Talent feat and to ensure that abilities that cost spell slots are at somewhat noticable a loss. Next post: I hit the DMG. |
| myusernameis11-13-07, 09:08 PM | In this post, I convert prestige classes from the DMG to work with psionics. Keep in mind that I've swapped Knowledge (Psionics) out for Knowledge (Arcana) on the class lists of the psionic classes and have renamed spellcraft to divinecraft and psicraft to arcane craft. I wont be dealing with any other renaming at this point. First off: the Arcane Archer. Almost no change is needed for this class, it's a simple matter of exchanging "Ability to cast 1st level arcane spells." for "Ability to manifest 1st level powers.". Imbue Arrow is rewritten as "Imbue Arrow (Sp) At 2nd level, an arcane archer gains the ability to place an area power upon an arrow. When the arrow is fired, the power’s area is centered on where the arrow lands, even if the power could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the power’s range. It takes a standard action to manifest the power and fire the arrow. The arrow must be fired in the round the power is manifested, or the power is wasted.". Next: Arcane Trickster. In the requirements section it's a simple matter to exchange "Ability to cast Mage Hand and at least one arcane spell of 3rd level or higher." for "Ability to manifest Far Hand and at least one psionic power of 3rd level or higher. In the class skills section exchanging spellcraft for arcanecraft is all that's required there. Ability wise all that needs to be changed is the spell progression, instead of being listed as "Spells Per Day" it's "Powers Known" and functions as the Elocater class feature of the same name. Archmage. Not gonna bother, just gonna use the Archpsion variant. Assassin. Just gonna use the Psychic Assassin from Secrets of Sarlona. Dragon Disciple. I'm planning on cutting this prestige class out of my game for flavor concerns, so I'm not going to convert it. Eldritch Knight. I honestly don't know if should spare the effort considering the Illithid Slayer, but I figure I will anyway. Exchanging "Spells: Ability to cast 3rd level arcane spells." for "Powers: Ability to manifest 3rd level psionic powers.". Changing the spellcasting progression so it applies to psionic classes instead. Loremaster. This class applies equally well to both arcane and divine casters normally. So I'll keep two variants of it around in my game. The changes being done to the variant that works for psionic characters will be mentioned here. Prerequisites: change "Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill])." to "Feats: Any three metapsionic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill])." and "Spells: Ability to cast seven different Divination spells, one of which must be 3rd level or higher." to "Powers: Ability to manifest seven different Clairsentience powes, one of which must be 3rd level or higher.". Spellcasting progression is obviously changed to function for psionic characters. Most of the class features are alright, except for the "Newfound Arcana" and the "More Newfound Arcana" class features. These are changed to provide 3 bonus powerpoints (Newfound Arcana) and 5 bonus powerpoints (More Newfound Arcana). Mystic Theurge. Just gonna swap for Psychic Theurge. Red Wizard. Since this class is based on specialization, a feature which no psionic class gets, I'm not going to bother. |
| JulesCARV11-14-07, 03:21 PM | The main thing that arcane magic is uniquely capable of is illusionism. Unless you're counting something like the "divine bard" variant from Unearthed Arcana or the adept's divine illusions like mirror image, neither psionics nor divine magic are really capable of illusions, barring a few cleric domains like trickery. Some might consider this not to be so bad, though. Ordinary wizards (psions) are capable of using telepathy to convince people they aren't there, using Cloud Mind, but aren't truly capable of making themselves disappear, and constructs and other mindless types could still see them. It would be a bit like the Obfuscate discipline from Vampire: the Masquerade -- everyone who sees the Nosferatu personally sees old Bob McLeod, but if they look at a security camera tape that was taken of him while he was shopping, they see a gruesomely deformed, hideous undead beast. On the other hand, clerics who are capable of real illusions via the trickery domain, and not mere telepathic fooling, are capable of real miracles. Of course, they're likely to only be able to do any given illusion once per day, since it's a domain spell, but that just adds to the special mystique of "real" illusions as the special domain of divine trickery. |
| InkBlot11-14-07, 06:04 PM | The main thing that arcane magic is uniquely capable of is illusionism. Unless you're counting something like the "divine bard" variant from Unearthed Arcana ... That's what she said. Well, I've been taking a look through my books at the various arcane spellcasting classes. Out of the base classes with arcane spellcasting only 3 will be kept. The Bard, the Hexblade, and the Dread Necromancer. All three of these classes will be converted to divine spellcasting instead ... |
| Mercurius11-14-07, 08:30 PM | Honestly, assuming that one uses the Oneiromancy option from the Truenaming Psionics thread (like I do), the lack of illusion and sleep-inducing psionics is a bit of a bother. I really need to see about creating illusion psionic powers, because it's practically required for dream mages to make people hallucinate, IMHO. |
| myusernameis11-14-07, 11:06 PM | The lack of illusion isn't a problem in my games. Few of the players I know, and none of the players I routinely play with have much if any interest in illusions. And upon reading JulesCARV's post I kind like the idea of divine illusions being some form of miracle that arcane magic can't truely imitate. Now, I start on the Complete series prestige classes. Complete Adventurer is the first book I'll be doing. Daggerspell Mage is another class I wont be converting. Fochlucan Lyrist. Considering the change to the nature of the bard class, I'll be altering this class so it applies to two divine classes instead of a divine and an arcane class. Replace Spellcraft for Divinecraft. Replace "+1 Level of arcane spellcasting class and +1 level of divine spellcasting class" for +1 level of divine Spellcasting and +1 level of seperate divine spellcasting class". Maester. This class is being removed in favor of the Artificer. Ollam. Considering making this class divine only, but since the original is meant to be used with both divine and arcane casters I'll convert it. Class skills: remove Spellcraft, add in Arcanecraft and Divinecraft. Change Spellcasting progression to apply to psionic classes as well as traditional spellcasters. Virtuoso. This class is one that's getting shifted to apply to divine casters as well, since it's a prestige class predominantly designed for bards. Replace Spellcraft as a class skill for Divinecraft and exchange arcane spellcasting progression for divine spellcasting progression. Next up, Complete Arcane. Just grand. |
| myusernameis11-14-07, 11:20 PM | Since I'm feeling ambitious I'll get to work on converting Complete Arcane prestige classes. Acolyte of the Skin. Since no psionic powers this side of Complete Psionic (a book that I will be for the larger part ignoring) deal with evil outsiders this is a class that I will be keeping as is so it can be used by divine spellcasters. Alienist. Originally this class could apply equally to arcane casters or divine casters, however as psionics lacks a true summoning effect (outside of Complete Psionic) I wont be converting it. Argent Savant. I'm not certain if psionics has enough low level force effects for this class to work well, but I'll give it a shot. Replace "Skills: Knowledge (Arcana) 6 ranks, Spellcraft 12 ranks" with "Skills: Knowledge (Arcana) 6 ranks, Arcanecraft 12 ranks" and replace "Spells: Ability to cast at least 5 spells with the force descriptor, at least one of which must be 5th level or higher." with "Powers: Ability to manifest at least 5 powers with the force descriptor, at least one of which must be 5th level or higher.". Replace Spellcraft on the class skill list with Arcanecraft. With the class features just replace every occurence of the word "Spell" with the word "Power" likewise with "cast" and "manifest" with most abilities the magic/psionics transparency applies here. Replace arcane spellcasting progression with manifesting progression. Ah to hell with this. I'm certain you all get the gist by now. I'll deal with converting prestige classes in my campaign on a case by case basis when the need arises. Any comments on this idea are appreciated. |