Help Make The Keyblade Movie Psionic! [Archive] - Wizards Community

Post/Author/DateTimePost
Andramadus

07-21-07, 03:32 AM
Here's the Keyblade movie.
http://youtube.com/watch?v=vR1kHNOvTVU
Sorry if it's a bit long about 5min.(Note: Don't inlarge the video it will be fuzzy)

I would love to change it into psionics if possible. Make their weapons psionic, some new crystal armors, their powers psionic, feats psionic, etc...

If you have any ideas you think might be fun I would love to hear them.

For example I think a mass animate power would work for the guy moving all those keyblades.


Psychokinesis
Telekenitic Animated Swarm
Level: Psion/wilder 5
Display: visual
Manifesting Time: 1 standard action
Range: Medium (30 ft. +10 ft./level)
Target: Objects not being used by others
Duration: 3 min per level
Saving Throw: none
Power Resistance: none
Power Points: 11

You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it. The objects move at a fly speed of 60ft. poor. You can ride atop the animated swarm using them as transport.

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points. You can animate 10 objects per manifester level.
TheKeyofE

07-21-07, 10:36 AM
You know, all this video does is prove the age old argument: magic wipes the floor with melee at high levels.
Thomar_of_Uointer

07-21-07, 12:20 PM
Here's the Keyblade movie.
http://youtube.com/watch?v=vR1kHNOvTVU
Sorry if it's a bit long about 5min.

I would love to change it into psionics if possible. Make their weapons psionic, some new crystal armors, their powers psionic, feats psionic, etc...

If you have any ideas you think might be fun I would love to hear them.

For example I think a mass animate power would work for the guy moving all those keyblades.


Psychokinesis
Telekenitic Animated Swarm
Level: Psion/wilder 5
Display: visual
Manifesting Time: 1 standard action
Range: Medium (30 ft. +10 ft./level)
Target: Objects not being used by others
Duration: 3 min per level
Saving Throw: none
Power Resistance: none
Power Points: 11

You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it. The objects move at a fly speed of 60ft. poor. You can ride atop the animated swarm using them as transport.

A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points. You can animate 10 objects per manifester level.

Hehe. Is that Birth By Sleep? Yeah, I agree that it's awesome, but that doesn't mean I agree it requires psionics. I think a more freeform or flexible magic system (in a per-encounter style) is necessary to convey the way Kingdom Hearts treats magic.

There's a Kingdom Hearts D20 thread over on the D20 Vidjamagames board. They've got the entire Organization XIII statted up using psionics and pact magic, among other things. Check it out:
http://boards1.wizards.com/showthread.php?t=715750
InkBlot

07-21-07, 05:38 PM
The video was awfully fuzzy, but I don't believe I saw anything that can't already be done by magic or psionics.

Tossing lots of keyblades? Telekinetic thrust. TK thrust can toss 15 objects. Quicken it to get another 15. Manifest schism, and have your second mind manifest TK thrust to get yet another 15. You can toss 45 keyblades easily with a basic telepath build, or a basic psion or wilder build that takes Expanded Knowledge (schism).

Move earth and stone shape are both sorcerer/wizard spells. They're easily convertable to powers, via independent power research or the Mind's Eye's variant Erudite ability.

The knights' armors and weapons did not appear to be anything special. I'm sure all of it exists in D&D already, or at least a parallel item/ability exists. For example, I'm convinced Sora is either a Soulknife or a Soulbound Warrior with the Elocator prestige class.
Thomar_of_Uointer

07-21-07, 05:48 PM
The video was awfully fuzzy, but I don't believe I saw anything that can't already be done by magic or psionics.

Tossing lots of keyblades? Telekinetic thrust. TK thrust can toss 15 objects. Quicken it to get another 15. Manifest schism, and have your second mind manifest TK thrust to get yet another 15. You can toss 45 keyblades easily with a basic telepath build, or a basic psion or wilder build that takes Expanded Knowledge (schism).

Move earth and stone shape are both sorcerer/wizard spells. They're easily convertable to powers, via independent power research or the Mind's Eye's variant Erudite ability.

The knights' armors and weapons did not appear to be anything special. I'm sure all of it exists in D&D already, or at least a parallel item/ability exists. For example, I'm convinced Sora is either a Soulknife or a Soulbound Warrior with the Elocator prestige class.

Move earth and stone shape are slow as molasses. There are very few battlefield control spells that actually affect combat and terrain seriously.
InkBlot

07-21-07, 06:11 PM
First off, there was no reason to quote me. My post is directly above your post. All you did was make the thread longer.

Second, stone shape only takes a standard action. You're right anyway, since it only affects 10 cubic feet. I misread it earlier as being a 10 foot cube. Sorry. My mistake.

edit: Heh. Maybe he had lots of 40 cu ft mounds of dirt shrunk with shrink item, all set to unshrink with the same command word.
Andramadus

07-22-07, 03:08 AM
(Note: Dont enlarge the video it will be fuzzy, watch it small to see the actual quality.)
That shield that protected the one guy could be:

Metacreativity (Int)
Damage Shield
Level: Psion/wilder 4
Display: visual
Manifesting Time: 1 swift action
Range: Medium (30 ft. +20 ft./level)
Target: line of sight
Duration: 3 min per level
Saving Throw: save for half
Power Resistance: none
Power Points: 7

You create a shield of protective force energy around yourself or a comrad as a swift action. The shield will absorb any damage being targeted at you to a maximum of 50 points of damage. The shield may also absorb damage you have previously taken at your option. Once the force shield has taken it's maximum damage it can at the users option explode outwards in a 10ft radius doing the same damage that it absorbed in a repulsing wave of force forcing all back 5ft per 10 points of damage it releases enemy's may make a reflex save for half damage.

Augment: For every point you augment this power it gains another 10 points of resistanceand the duration increases by 2min.
InkBlot

07-22-07, 11:16 AM
That would be telekinetic sphere or resilient sphere.
Thomar_of_Uointer

07-22-07, 02:35 PM
(Note: Dont enlarge the video it will be fuzzy, watch it small to see the actual quality.)
That shield that protected the one guy could be:

Metacreativity (Int)
Damage Shield
Level: Psion/wilder 4
Display: visual
Manifesting Time: 1 swift action
Range: Medium (30 ft. +20 ft./level)
Target: line of sight
Duration: 3 min per level
Saving Throw: save for half
Power Resistance: none
Power Points: 7

You create a shield of protective force energy around yourself or a comrad as a swift action. The shield will absorb any damage being targeted at you to a maximum of 50 points of damage. The shield may also absorb damage you have previously taken at your option. Once the force shield has taken it's maximum damage it can at the users option explode outwards in a 10ft radius doing the same damage that it absorbed in a repulsing wave of force forcing all back 5ft per 10 points of damage it releases enemy's may make a reflex save for half damage.

Augment: For every point you augment this power it gains another 10 points of resistanceand the duration increases by 2min.

That's actually the Reflect spell, though the main character (a generally melee-oriented warrior) can only use it on himself in the game. The character casting it is in that movie probably a primary spellcaster. I'd compare it to a nonstandard augmentation of mental barrier. Of course, spells in Kingdom Hearts are very multi-purpose and flexible, something D&D has trouble with.

I've tried at making a similar system of flexible magic, I guess I'll contribute it here because it's relevant.
http://boards1.wizards.com/showthread.php?t=824919


Hmm... Ugly power. I can't think of anything that has a duration of 3 minutes per level. It's also very powerful, compare it to intellect fortress and other strong defensive spells. It needs to be much higher level.
Thomar_of_Uointer

07-22-07, 08:34 PM
Okay, let's try this... Andramadus, are those 3.0 psionics holdovers I see on your power?

Reflect, Kingdom Hearts Style
Psychokinesis [Force]
Level: Psion/wilder 2, psychic warrior 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Target: One creature or object (see text)
Duration: 1 round (see text)
Saving Throw: Will negates (harmless, object)
Power Resistance: No (harmless, object)
Power Points: 3, 5
You surround the target with a volatile shell of force, temporarily shielding it from attacks. This power negates the next attack or power that would affect the target, at which point this power's effect ends. Attacks are negated before any rolls are made, and powers are negated as though the manifester did not beat the target's spell resistance. This power can protect against traps and environmental effects, such as lava or a landslide, but the power does not move the target out of harm's way and only protects the target from a single effect (fire damage or bludgeoning damage respectively, the target would still suffer an additional 2 rounds of fire damage or be buried).
A psychic warrior can only manifest this power with a range of Personal.
Augment
For every additional 6 power points spent, this power can protect the target from an additional effect before ending.
Thomar_of_Uointer

07-22-07, 08:44 PM
Reflect, Mass, Kingdom Hearts Style
Psychokinesis [Force]
Level: Psion/wilder 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Effect: 10'-radius emanation centered on the manifester
Duration: 1 round (see text)
Saving Throw: None
Power Resistance: No
Power Points: 5
You create a large shell of force to protect a wide area from attacks. The next attack or power that attempts to cross the edge of this emanation fails, at which point this power's effect ends. Attacks are negated before any rolls are made, and powers are only negated within the emanation's effect. This power can protect against traps and environmental effects, such as lava or a landslide, but only protects the area from a single effect (fire damage or bludgeoning damage respectively, creatures in the emanation would still suffer an additional 2 rounds of fire damage or be buried).
Augment
This power can be augmented in the following ways:
1: For every additional 3 power points spent, this spell's radius increases by 5'.
2: For every additional 6 power points spent, this power can protect the area from an additional effect before ending.
Thomar_of_Uointer

07-22-07, 08:49 PM
Reflect, Concussive, Kingdom Hearts Style
Level: Psion/wilder 4, psychic warrior 5
Duration: 1 round (see text)
Saving Throw: Will negates (harmless, object, see text)
Power Resistance: No (harmless, object)
Power Points: 3, 5
As reflect, except as noted here.
Effects that are negated by this power roll damage normally, but still do not affect the target. When this power ends, the shell explodes in a blast of kinetic energy. All creatures within 10' of the target suffer damage equal to the amount that the target would have taken (no save).
A psychic warrior can only manifest this power with a range of Personal.
Thomar_of_Uointer

07-22-07, 11:10 PM
Energy Creep
Metacreativity [see text]
Level: Kineticist 4
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: One creature or object
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 7
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a motile cascade of ectoplasm onto the target which slowly releases ever-increasing quantities of energy. The target suffers damage each round at the start of its action, starting at 1d6 damage and dealing an additional die of damage each round after the first. As a standard action provoking an attack of opportunity, the target or an ally (using the Aid Another action) can carefully scrape off the ectoplasm, reducing its damage in subsequent rounds by one die to a minimum of 1d6.

Cold
Energy creep of this type deals +1 point of damage per die.

Electricity
Energy creep of this type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire
Energy creep of this type deals +1 point of damage per die.

Sonic
Energy creep of this type deals -1 point of damage per die and ignores an object's hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point spent, this power lasts an additional round.
Andramadus

07-23-07, 03:48 AM
Nice stuff really cool!

I will try to make the pillar of rock next.
Andramadus

07-23-07, 04:43 AM
Pillar of Stone
Psychokinesis
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: 30ft. +10ft per level
Effect: 10'-radius emanation centered target +5per level
Duration: Permanent
Saving Throw: Half and special
Power Resistance: No
Power Points: 7

You summpn elemental energy's to serve you createing a massive pillar of earth beneath your targets feet smashing into them and knocking them prone. Victims take 7d6 elemental earth damage from this attack reflex save for half. The pillar ascends 30ft +10 per level targets of the pillar are stunned for one round. The pillar under goes up at an astonishing rate target must also make a balance check the first round or fall from the elemental rock suffering falling damage. If this power is used underground or somewhere where there is a rooftop, the target is pinned to the cieling of his current environment and takes 1d6 damage per round he remains pinned. The target may make an escape artist check DC as the manifester of the power. The manifester can erect a pillar without inflicting damage as to his wish.

Augment: For every power point you augment this power add 1d6 to the damage for the pillar and increase the DC by +1
Thomar_of_Uointer

07-23-07, 11:02 PM
Pillar of Stone
Psychokinesis
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: 30ft. +10ft per level
Effect: 10'-radius emanation centered target +5per level
Duration: Permanent
Saving Throw: Half and special
Power Resistance: No
Power Points: 7

You summpn elemental energy's to serve you createing a massive pillar of earth beneath your targets feet smashing into them and knocking them prone. Victims take 7d6 elemental earth damage from this attack reflex save for half. The pillar ascends 30ft +10 per level targets of the pillar are stunned for one round. The pillar under goes up at an astonishing rate target must also make a balance check the first round or fall from the elemental rock suffering falling damage. If this power is used underground or somewhere where there is a rooftop, the target is pinned to the cieling of his current environment and takes 1d6 damage per round he remains pinned. The target may make an escape artist check DC as the manifester of the power. The manifester can erect a pillar without inflicting damage as to his wish.

Augment: For every power point you augment this power add 1d6 to the damage for the pillar and increase the DC by +1

Far too powerful. The battlefield control alone is too powerful for a level 4 spell (psion makes himself immune to all melee attacks and grants himself a +4 cover bonus against ranged attacks), and it's basically a save-or-die effect if you're underground.

Also, please try to use standard measures for your effects. Close, Medium, and Long range are good standards because they define specific "spell zones" which allow a smart combatant to determine what broad sorts of spells can affect him based on his distance from a caster.

I'd compare it to the closest effect, wall of stone. Probably 1 level higher than wall of stone and able to raise 4 10' squares plus an additional square per 3 pp spent (see the Shapeable effect description for standard measures for spells that affect large blocks) by a number of feet equal to double your manifester level. Let's see...

Terrakinesis
Psychokinesis [Earth]
Level: Psion/wilder 6
Components: Auditory, material
Casting Time: 1 round
Range: Medium (100' + 10'/level)
Effect: Four 10' squares (S)
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Spell Resistance: No
Power Points: 11
This power causes the earth to tremble and dampen with ectoplasm, and towering pillars of earth shoot up from the ground as deep chasms fall away. This power only affects unworked or worked stone or natural earth, you cannot use it to damage or break through a structure.
The affected areas burst straight up or down a number of feet equal to or less than your manifester level, and creatures and objects in the affected areas fall or rise accordingly (this spell cannot deal fall damage). You may choose to have each 10' square fall or rise a distance of your choosing. You may choose to stack any number of 10' squares to produce very high precipices or very deep pits. The sides of pillars and pits created with this power have a Climb DC of 25.
An area affected by this power cannot be affected by it again for
Augment
For every additional 3 power points spent, this spell can affect an additional 10' square.