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| heavenisme11-19-07, 04:55 AM | Just stumbled across this lovely piece of candy: http://www.wizards.com/default.asp?x=dnd/psm/20070629a Now to the point of the thread: Convert Spell to Power is a new feat for Erudites, but the idea is to take this out of the all powerful Erudites house and share the wealth with any psionic class with power points(mainly psions, wilders, and psi warriors). Now my idea is that you could change any system into psionics! Once the type of ability is chosen it couldnt be changed. Imagine the possibilitys if you could learn the magic of your choice! But you can only choose one type of magic from the following when you spend a feat: Druid, Cleric, Wizard, Magic of Incarnum, Tome of battle Manuvers, True naming, Warlocks invocations etc... Time: Invocations, Manuvers, Soulmelds, Vestieges would last a certain duration instead of all day. Maybe 10min per manifester level... Chakra Binds and Vestieges Chakra binds & Vestieges cost 3pp and last as long as the power remains, you must pay the cost every time you manifest an incarnum or binder power. All of them could work on this basic premise: Convert Spell to Power Your training has included basic magical theory as well as the usual psionic training. Note: This feat No Longer replaces your 1st-level bonus feat, but you now choose it as a normal feat. You may purchase this feat more than once. Benefit: You add the normal number of powers to your list, but you can now select Arcane/Cleric/Druid/Incarnum Soulmelds/Manuvers/Veistege, into a power you can add to your repertoire of powers known. Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost. Note: If this system intrigues you, you can see a spell point variant system starting on page 153 of Unearthed Arcana. Spell Level Power Point Cost 0--- 0* 1--- 1 (Incarnum 0 essentia) 2--- 3 (Incarnum +1 essentia) 3--- 5 (Incarnum +2 essentia) 4--- 7 (Incarnum +3 essentia) 5--- 9 (Incarnum +4 essentia) 6--- 11 (Incarnum +5 essentia) 7--- 13 (Incarnum +6 essentia) 8--- 15 (Incarnum +7 essentia) 9--- 17 (Incarnum +8 essentia) * 0-level spells cost no power points to manifest. Instead you may manifest a number of 0-level spells each day equal to three + the number of power points gained by that class at 1st level. |
| heavenisme11-24-07, 06:49 AM | :king: BUMP! |
| InkBlot11-24-07, 01:32 PM | The Mind's Eye's alternate Erudite ability, Spell To Power, was not well received here. It opens the way for a lot of abuses and other problems. The largest fault is the assumption that every spell ever written can be turned into a psionic power without drastically rewriting the spell. Certainly some simple spells can be, but many spells are balanced upon assumptions which are true for casters but untrue for psychics. This is the same problem you'll run into by trying to directly convert soul melds, vestiges, martial maneuvers, martial stances, invocations, and truename magic into psionic powers. Some simple ones can convert directly, but most or many require a complete reworking. Also, by turning vestiges into powers you rob them of all their flavor, fluff, backstory, and roleplaying potential. Signs, influences, names, titles, binding checks, and seals were all mechanically reinforced flavor. By removing those mechanics, and replacing them with the mechanics of a psionic power, you're leaving the rich roleplaying aspect of the vestiges without a leg to stand on. They'll become just another power. They could still be roleplayed with all those facets, but without mechanical support for them it will be an unfun chore. Not to mention, a vestige is a full set of class features. Binders get nothing else besides vestiges, and only one vestige at a time before 8th level. By giving a psion access to a vestige in addition to all his normal power, you're just one step behind a gestalt character. If you really really want a psion with vestiges, and really really want to not have to multiclass or take the Bind Vestige feat, then this is how I would do it: Compel Vestige Telepathy Level: Spirit 2 Display: Auditory, material, and visual Manifesting Time: 1 standard action Range: Personal, and 5 ft. per level Target: You, and one 1st level vestige Saving Throw: None Power Resistance: No Duration: 1 hour Power Points: 3 A horrific being suddenly appears within the seal. It screams in agony and anger. Curdling, ropey cords of ectoplasm stream from your eyes and mouth. A grotesque deformity appears on your body. Then, as suddenly as it began, the process is over. The being within the seal vanishes, leaving only it's mark on your body, and the uncanny glint of some alien presence behind your eyes. You must manifest this power within range of the seal of a 1st level vestige. You call forth the vestige, a memetic echo of a once-powerful psyche lingering in forgotten reaches of the universal subconscious, and bind it within your own mind. You can bind the vestige regardless of the age of the seal, with no need to call out it's name or title, and no need to bargain or appease the vestige's special requirements. For the duration of this power you gain all the abilities normally granted by the vestige, as if you were a 1st level Binder. The vestige's overwhelming presence in your psyche also forces you to suffer the vestige's sign and influence, and prevents you from manifesting any powers. If you rebel against the vestige's influence, then you take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you already have the ability to bind vestiges, either through levels in the Binder class or by taking the Bind Vestige feat, then you can use this power to bind any level of vestiges you could normally bind. If you do so then you must use your original effective binder level, which can be affected by augmenting this power. You cannot use this power to bind more vestiges than you normally could. Augment: For every 2 additional power points you spend, you can bind a vestige of one level higher and your effective Binder level increases by 2. It's part of the Spirit mantle, which I just made up. This way Psions, Wilders, and Psychic Warriors must spend a feat to get it, and I can balance it by skimping on powers in the Spirit mantle itself. Spirit Mantle Granted Ability: While you are psionically focused, you can sense the presence of creatures present on the ethereal plane within 60 feet. If you spend a standard action concentrating, you can sense the direction and distance of each creature from you, but you cannot pinpoint their locations or derive any other information. 1 Stygian Discernment*: Gain insight against undead. 1 See Invisibility, Psionic*: See lurking ethereal spirits. 2 Compel Vestige: Bind the vestiges of powerful souls to your will. 3 Speak With Dead, Psionic*: Contact the dead through their corporeal remains. 5 Ethereal Agent*: Create an ethereal proxy which you can see through. 7 Ethereal Jaunt, Psionic: Become ethereal for a short time. 9 Etherealness, Psionic: You and allies temporarily become ethereal. |
| heavenisme11-27-07, 07:16 AM | Compel Vestige Telepathy Level: Spirit 2 Display: Auditory, material, and visual Manifesting Time: 1 standard action Range: Personal, and 5 ft. per level Target: You, and one 1st level vestige Saving Throw: None Power Resistance: No Duration: 1 hour Power Points: 3 A horrific being suddenly appears within the seal. It screams in agony and anger. Curdling, ropey cords of ectoplasm stream from your eyes and mouth. A grotesque deformity appears on your body. Then, as suddenly as it began, the process is over. The being within the seal vanishes, leaving only it's mark on your body, and the uncanny glint of some alien presence behind your eyes. You must manifest this power within range of the seal of a 1st level vestige. You call forth the vestige, a memetic echo of a once-powerful psyche lingering in forgotten reaches of the universal subconscious, and bind it within your own mind. You can bind the vestige regardless of the age of the seal, with no need to call out it's name or title, and no need to bargain or appease the vestige's special requirements. For the duration of this power you gain all the abilities normally granted by the vestige, as if you were a 1st level Binder. The vestige's overwhelming presence in your psyche also forces you to suffer the vestige's sign and influence, and prevents you from manifesting any powers. If you rebel against the vestige's influence, then you take a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you already have the ability to bind vestiges, either through levels in the Binder class or by taking the Bind Vestige feat, then you can use this power to bind any level of vestiges you could normally bind. If you do so then you must use your original effective binder level, which can be affected by augmenting this power. You cannot use this power to bind more vestiges than you normally could. Augment: For every 2 additional power points you spend, you can bind a vestige of one level higher and your effective Binder level increases by 2. Great stuff except for the bold... Any other idea's people? |
| Nirid11-27-07, 08:38 AM | The Mind's Eye's alternate Erudite ability, Spell To Power, was not well received here. It opens the way for a lot of abuses and other problems. The largest fault is the assumption that every spell ever written can be turned into a psionic power without drastically rewriting the spell. Certainly some simple spells can be, but many spells are balanced upon assumptions which are true for casters but untrue for psychics. This is the same problem you'll run into by trying to directly convert soul melds, vestiges, martial maneuvers, martial stances, invocations, and truename magic into psionic powers. Some simple ones can convert directly, but most or many require a complete reworking. In all fairness there are spells that are already broken when possessed by casters. However, I don't think all that many spells would need complete reworks. You could probably simply set up a system for determining if a spell self scales or requires augmentation. I do agree that trying to cram everything into one system doesn't really work because of system disparities. Invocations are balanced differently then Maneuvers because the class that’s supposed to get them have different requirements, limitations, etc. That's not even bringing to mind that none of these systems are really balanced against each other, just against the general yard stick of power. There are just too many routes to power to try and push them into one system. Now if you wanted to make a generic class that could pick its path and got bonuses along the way that would be interesting. Some what like the UA core classes. |
| CrimsonDeath11-27-07, 11:50 AM | Great stuff except for the bold... The bold is what keeps it balanced. Kinda like Tenser's Transformation. Personally, I think it'd be find if it were just Dismissable. |
| InkBlot11-27-07, 12:12 PM | Thanks for all the input. All those limitations force you to think twice about using a vestige. Vestiges are supposed to be dangerous and forbidden - easy access to powerful magic comes at a price. With a single thought, you could gain the power to heal any wounds, and the knowledge to cure all diseases and poisons. But is it worth forgetting your wife's name? Is it worth looking like a monster, and being shunned from civilized places? Is it worth locking away the mental powers you've strived to earn? I thought about making it dismissable, but then it would be too sweet for binders. A two level dip into ardent, with practiced manifester, would then allow them to swap vestiges far too easily. Considering all the hoops you have to jump through to be able to swap vestiges normally, I didn't think it was a good idea. Although now that I think about it, it may already be too sweet for binders. I wanted it to be a good multiclassing tool, but do you think it goes too far? |