Illusions and Psionics [Archive] - Wizards Community

Post/Author/DateTimePost
Stule

06-15-07, 11:41 AM
I see that False Sensory Input emulates Silent Image, Minor Image, and Major Image to some degree. But it seems to me that False Sensory Image seems kinda weak when compared to the others (mostly because you can effect a larger area with the others.). I was thinking of converting the Image Spells (Including Persistent Image) into Psionic Powers so that one could effect a crowd of people for instance (which is almost impossible to do with False Sensory Image).

Does this seem overpowered to anyone?

Has anyone else done this in their game (or on this Forum)?

I don't want to unbalance my game but it seems to me that a Psion should be able to effect a crowd of people with an Illusion.
InkBlot

06-15-07, 12:45 PM
Psionics simply doesn't do illusions well. However, there are a few ways in which psionics can pull off illusion-like tricks.

1. Telepathicaly implant the belief that something is there, when it isn't, or vice versa

2. Psychokineticaly bend light into the image you desire

3. Manifest your mental image in ectoplasm

4. Psychometabolicaly rearrange your body to disguise yourself

In the first (telepathic) method, besides the obvious cloud mind and false sensory input, you can use powers such as psionic suggestion. To use a classic example, you can suggest to your enemy that a pool of acid is actualy a pool of refreshing water and that he should take a nice dip. For another example, after ducking into doorway, you could suggest to your pursuer that he "should leave because there's nobody in here but a lonely old man." You could also develop your own power along this line, but more specific and powerful.

In the second (psychokinetic) method, you can use control light to create darkness to hide things, yourself, or others in. Using an inky shadow hiding the doorway you just ducked into might not be as good as using an illusion of a brick wall to do the same, but psionics and magic don't have to be equal in all the same areas (if they were, I think psionics wouldn't be as interesting). If you develop a power to create holograms, I hear that the name bend light is popular.

In the third (metacreative) method, astral construct works suprisingly well. I'll just quote the book, and you can put two and two together: An astral Construct generally appears as an animate clump of ectoplasm with a vaguely Humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “Construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual.
Minor creation, major creation, and fabricate are also nice. If you were going to make an illusion-like metacreative power, keep in mind that the effect of the power will be a real object (you'll have to decide whether the power will make solid things or fragile shells, and if the objects are temporary or permanent).

In the fourth (psychometabolic) method, there are only two powers to look at -- chameleon and metamorphosis. Don't ask how chameleon can work without requiring you to be naked. There's also the variant egoist 1st level class feature, minor change shape, which mimics disguise self. Minor change shape could concievably made into a 1st level power, maybe with an augment to mimic alter self as well.
Mercurius

06-15-07, 01:20 PM
Personally, I would very much like to see more illusions in psionics, as it seems an obvious place to put them...

Wasn't some book or other supposed to have guidelines for converting spells into powers? Was that Complete Psionic, or Secrets of Sarlona?
Celsun

06-15-07, 01:22 PM
Here are some powers I've been working on. I wanted to model the "psychic illusions" seen on shows like Babylon 5, Star Trek, Planet of the Apes, Doctor Who, and Stargate, among others.

False Sensory Input
Telepathy [Mind-affecting]
Level: Telepath 1
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One creature
Duration: Concentration
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You alter one sense experienced by the target creature’s mind, creating the false sensation of an object, creature, force, or effect, as determined by you. You choose which sense to alter when manifesting this power: you can convince the target that it sees a bridge over a chasm, smells the odor of carrion, or hears a roaring dragon. You can’t disguise or eliminate existing sensory information; you must create a new sensation with this power. You cannot directly harm a creature with this power.

While concentrating, you can move the apparent source of the false sensory information through the power’s area of effect, although the source must not extend beyond four 10 ft. cubes + one 10-ft. cube per manifester level. The power fades if the target moves out of range.

The target is free to respond or not respond to the false sensation in any manner it desires. Typically, a target will not continue to rely on sensory information that’s demonstrably false (such as a chair that won’t support its weight). If the sensation is not convincing (a dragon that doesn’t roar), a suspicious target may roll an Intelligence check as a free action each round to recognize the sensation as false.

Augment: You can augment this power in any of the following ways.

1. For every 2 additional power points you spend, you can affect one more of the target’s senses at the same time. You can potentially affect sight, sound, touch, smell, taste, and even esoteric senses such as blindsense.

2. For every 2 additional power points you spend, you can affect an additional target. All additional targets must be within 15’ of each other at the time of manifestation.

3. If you spend 2 additional power points, the power lasts for 1 round per manifester level after you cease concentrating. The false sensation follows a script determined by you at the time you manifested it.

4. If you spend 4 additional power points, the power lasts for 1 minute per manifester level after you cease concentrating.

5. If you spend 6 additional power points, the power lasts for 1 hour per manifester level after you cease concentrating.

Mindscape
Telepathy [Mind-affecting]
Level: Telepath 3
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D) or concentration; see text
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 5

You draw your target’s mind into a telepathic reality called a mindscape. The target experiences a completely new set of sensory information, as directed by you. Because it can no longer experience the outside world in any way, the target becomes helpless. The target cannot initiate any physical actions, although it can perform mental actions that do not require it to target items, creatures, or locations in the outside world (such as psionic powers manifested on itself). The target can also attempt to a roll a new saving through each round as a full round action to break free from the mindscape.

Optionally, you can join the target in the mindscape, thereby experiencing a shared reality of your devising. The power’s duration changes to concentration, and you become helpless as well. This version of the power can even be initiated over an existing manifestation of mindlink or correspond, thereby creating a more intimate form of communication.

Augment: You can augment this power in one or more of the following ways.

1. For every 2 additional power points you spend, you can affect an additional target. Any additional target cannot be more than 15 feet from another target of this power. All targets experience the same mindscape.

2. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.

3. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
InkBlot

06-15-07, 01:37 PM
It seems as though mindscapes should read "as microcosm, except as mentioned here."

Ectopic Effigy
Metacreativity (Creation)
Level: Shaper 1
Display: Material (see text)
Manifesting Time: 1 round
Range: Close (25 ft + 5 ft/2 levels)
Effect: A fragile ectoplasmic sculpture, as large as up to four 10ft-cubes.
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

You create a physical ectoplasmic sculpture of an object, creature, or force as visualized by you. This sculpture can take up an area of up to four 10-foot cubes. It is a hollow bubble, and the slightest touch will penetrate it, causing the ectoplasm to destabilize and evaporate. A wind of at 10 miles per hour or faster is strong enough to destroy the sculpture. The sculpture has 1 hit point and no hardness.

Because the sculpture is hollow, you can form it around creatures and objects. Gases (but not liquids) and ambient light can pass through it's surface, and the sculpture is just as fragile from the inside as from the outside.

When you manifest this power, make a Craft (Sculpture) check with a +10 bonus. Any person looking at your ectoplasmic effigy can discern it from the real thing with a Spot check at a DC equal to your Craft (Sculpture) result.

Augment: You can manifest this power in one or more of the following ways.

1. For every additional power point you spend, the ectoplasmic sculpture you create can take up an additional 10ft.-cube.

2. If you spend an additional 4 power points, while concentrating you can move and animate the sculpture within the range (even causing it to fly or float in the air). The sculpture is far too light and soft to deal damage, even if you shape it into a spear or other sharp pointed object.

3. If you spend an additional 2 power points, the range of this power increases to medium (100ft. + 10ft/level).



Minor Metamorphosis
Psychometabolism
Level: Egoist 1
Display: Olfactory and visual
Manifesting Time: 1 standard action
Target: You
Range: Personal
Duration: 1 hour (D)

You rearrange your face and body to resemble a different creature of your own type and size.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. When you manifest this power, you can make a Disguise check with a +10 competence bonus.

You do not gain any abilities of your new form, and you do not lose any of your own abilities -- all changes are superficial. For example, if you change into a form with claws you do not gain a claw attack. Your new claws are no more damaging than your own fingernails.

Augment: You can manifest this power in one or both of the following ways.
1. For every additional power point you spend, the duration of this power increases by 1 hour.

2. If you spend a 2 additional power points, this power functions as the alter self spell (PHB p197) except as noted here; the level, display, and duration of the power does not change.