Erudite got better

Post/Author/DateTimePost
#1

zombiegleemax

Jun 29, 2007 1:04:48
Check out the newest article on psionic classes.

here

There are a number of things that I saw that has promise but the erudites ability is just crazy. At the bargin price of giving up their first level feat they get to learn any arcane spell as a power. Well they have to make a check to learn it but it lets them convert any arcane spell to a power of the same level. Now I don't have the time or the chops to figure out what this could mean but having any arcane spell as a power has got to be pretty strong.
#2

edea

Jun 29, 2007 1:20:15
Ewww, I see a quasi-triple threat build in the near future...I think I liked the new Lurk augments the most, that Erudite section isn't executed very well IMO.
#3

phoenix00

Jun 29, 2007 1:34:29
I love the Dominant Ideal. Very little reason not to do that if you go full Ardent.

Subsitute Power is just a plain old fashion power boost. Yes you have to go with the mantle's theme, but you can choose any power effectively choosing the best of psion, a discipline, psychic warrior, lurk etc.
#4

edea

Jun 29, 2007 1:36:17
Yeah, this article is saved to my hard drive.
#5

phoenix00

Jun 29, 2007 1:42:19
OMG at the last erudite option, the arcane one, the first two are no brainers over the erudite. But the third one...argh.

Why would a player play a full wizard when he can do this

Wizard 1/Erudite 3/Cerbemancer 10/X 6 (x being psionic) Using Precocious Apprentice or Improved Sigil Krau

Now that you learn spells which are strong than powers, as powers of the same level at lvl 20 you can cast about 15 9th lvl spells (311 power points + Bonus Power Points). You use the 11 lvls of wizard for buffing purposes. Yes you whill have to choose your spells correctly that you cast through Erudite since at lvl 20 you only have 10 unique different spells per day, but that is still enough to get things done.
#6

phoenix00

Jun 29, 2007 1:45:06
Furthermore, it is any spell. It doesn't say wiz/sorc, it doesn't say arcane or divine, it is any spell.
#7

antendren

Jun 29, 2007 1:49:08
Now that you learn spells which are strong than powers, as powers of the same level at lvl 20 you can cast about 15 9th lvl spells

No, you can't. You learn spells as discipline powers. Discipline powers can only be learned if their level is at least 1 less than the highest level power you can manifest. So an Erudite is never learning 9th level spells.

There is still plenty of reason to choose wizard: faster access to higher level spells, ability to cast more variety per day, free augmentation.
#8

zombiegleemax

Jun 29, 2007 1:58:54
Well I guess that means you can finally be a decent healer as a psionic class. Holy crap, I have to reread erudite. I mean having access to any spell (even at one level lower) and being able to spontaniously cast those spells is just crazy.
I don't even want to think about what you can do with item creation. I mean you can have wands (or whatever those psion wands are called) for any spell you need. Crazy, just crazy.

First thing I'm doing as an erudite in hunting down a trapsmith for his crazy spell list. Haste for 1pp, yes please, arcane sight, knock, ohhh @#$@ ERROR ERROR @#$%^&^
#9

bensan

Jun 29, 2007 2:05:23
Substituting 2 PP for any material component isn't half-bad, either. The discipline level limit means that'll be within your manifesting ability for any spell you learn.
#10

antendren

Jun 29, 2007 2:11:28
Substituting 2 PP for any material component isn't half-bad, either.

Yeah, that was the bit that really caught my attention. Hello Forcecage.
#11

surreal

Jun 29, 2007 2:11:49
It's like the Erudite just pimpslapped the Archivist.
#12

friendlyfrog

Jun 29, 2007 2:12:34
I liked the Lurk ones. Trapfinding is something that should have been there from the beginning, though. Good that they choose to fix it later. Divine mind getting Turn undead first seemed interesting, but having to expand your focus does fudge using it to fuel divine feats, I think.
Wizard 1/Erudite 3/Cerbemancer 10/X 6 (x being psionic) Using Precocious Apprentice or Improved Sigil Krau.

Archivist 1/Erudite 3/Psychic theurge 10/X 6... Relatively nasty.

And am I reading this right?
As with casting a spell, manifesting a spell may require certain components (see page 174 of the Player's Handbook). Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.

Does this mean that you can ignore expensive material components for the cost of two additional power points?

EDIT: Beaten...
#13

antendren

Jun 29, 2007 2:13:45
But I liked the Lurk ones. Trapfinding is something that should have been there from the beginning, though. Good that they choose to fix it later.

Keep in mind that the Lurk has neither Disable Device nor Search as class skills.
#14

friendlyfrog

Jun 29, 2007 2:16:21
Keep in mind that the Lurk has neither Disable Device nor Search as class skills.

Hmm, good point. Now they just have to fix that, too.
#15

phoenix00

Jun 29, 2007 2:21:32
Archivist 1/Erudite 3/Psychic theurge 10/X 6... Relatively nasty.

And am I reading this right?

Will have to be illuminan race, not that that is a bad race, since you can't do precocious apprentice. That or sanctum spell.
#16

CantripN

Jun 29, 2007 2:23:04
Apocalypse from the Sky, anyone?
#17

edea

Jun 29, 2007 2:26:58
That's 9th level, Erudite won't learn it.
#18

CantripN

Jun 29, 2007 2:31:08
That's 9th level, Erudite won't learn it.

Too bad. Stoneskin, Forcecage, True Seeing and Simulacrum (?!), then.
#19

friendlyfrog

Jun 29, 2007 2:34:41
Ice assassin :evillaugh

EDIT: Damn, it's 9th level...
#20

davidwl

Jun 29, 2007 2:35:57
Wow. Absolutely amazing. An Erudite is a triple threat all by himself. Erudite 20. Done.

The obvious question however ... how can we get access to 9th level spells?

I'd think that if we had 2 feats at first level, one could be spent on "Convert Spell to Power", and another on "Favored Discipline (Spell)" ... except that it says "1st level bonus feat". If you start as a human Erudite, is the human feat considered a "first level bonus feat?"

So is there a sanctum spell of psionics? An Earth Spell? Can an illumian heighten a power? I'd think there should be a way...

Even without 9th level spells, now it turned the class from cool, and balanced, to OMG flexible/powerful.

Best,
David
#21

zombiegleemax

Jun 29, 2007 2:38:57
Well, now the erudite doesn't need to learn psionic revivify, since they can learn not just revivify, but also last breath, raise dead, reincarnation, revenance, and resurrection. My gods, they just broke the death cost. Now, for the low, low price of 17 pp, you too can be resurrected. Haven't been dead for 170 years, more like 11 days? Well, we can just get you raised for only 11 pp. Been dead for just under 6 seconds? Well, for the low-low cost of 11 pp, not only are you alive again, but you didn't even lose a level. And if you've been dead for under 9 rounds, and you've got 18 pp just laying about, you can revenance, and then revivify, not a problem!

Who needs clerics? Of course, that just ate two of your unique powers per day, but if you learned both revivify and revenance, then you're probably needing them multiple times a day anyway.
#22

edea

Jun 29, 2007 2:40:28
So, how does this affect psionic item creation, if at all? I'm still not so sure about Erudite on its own, but it just became an AWESOME theurgy base. Any domain spells worth copying?
#23

zombiegleemax

Jun 29, 2007 2:43:58
Over in a thread on the Psionics board Mark Jindra has confirmed apparently they intended it to only work with Arcane spells and he's going to try to get that edited in at some point.

http://boards1.wizards.com/showthread.php?p=12899748#post12899748
#24

Tempest_Stormwind

Jun 29, 2007 2:44:40
There's no way I'm aware of to adjust a power's actual level; the one upside to getting the arse end of support from WotC means that less broken **** gets into the psionic ruleset, meaning fewer cheezing strategies can be used. (Just look at the many ways there are to boost your CL, for instance...)

That said, I'm going to point people to Dwoemer of Transferrence. Combine that with a Torc of Power Preservation.

While I'm not entirely sure if an area effect cast with someone under that spell in the area actually works (there's a chance that just the Dweomer target is unaffected, and a chance that the spell itself is eaten; I don't know which), if the spell itself takes effect but you're unharmed, you just got infinite area-spell spamming potential (you'd cast the spell at, say, 15 power points, it hits everyone in the area except you, and you gain 15 power points for doing that). It's like the metamind, but better in every single conceivable fashion.

Personally, I SINCERELY hope Mark fixes that soon... It's patently broken. (At the VERY least, adjust it so that it isn't copypasta from Unearthed Arcana -- a quickfix (that isn't ideal but gets the ball rolling) is to have the spell function at a caster level equal to the power points you put into it.)
#25

phoenix00

Jun 29, 2007 2:46:07
Over in a thread on the Psionics board Mark Jindra has confirmed apparently they intended it to only work with Arcane spells and he's going to try to get that edited in at some point.

Link please for cross references purposes.
#26

edea

Jun 29, 2007 2:49:59
Even worse, DoT is a Sor/Wiz spell, so the writer's current intent-to-edit isn't covering that...

I wish they'd just up the Unique Powers/day limit, even putting it into feat form if necessary, instead of trying to dance around that problem by letting the class copy crap it really shouldn't be. It's like WotC thinks the Erudite's going to actually obtain a power repertoire in the triple digits, but there are enough restrictions on learning new powers that this clearly won't happen in a normal game.
#27

phoenix00

Jun 29, 2007 2:50:21
Wouldn't an artificer allow you to learn these spells as powers actually work with this unlike, artificer not working for a wizard due to the fact the artificer scrolls are neither arcane nor divine.? Thus doesn't an artificer allow effectively allow you to learn any spell in the game at the lowest level?
#28

edea

Jun 29, 2007 2:53:01
The article has an edit-pending, so I wouldn't hold my breath. *Sigh* this is like the Swiftblade class fiasco in reverse...
#29

Tempest_Stormwind

Jun 29, 2007 2:59:51
Link please for cross references purposes.

Thread with specific post inside.
#30

phoenix00

Jun 29, 2007 3:07:24
To add to the spell points vs psionics difference. With 36 int (18 int+2 racial+5 wish+5 levels+6 item=36).

232+188=420 spell points
vs
343+130=477 power points

If you have 16 int to start off instead of 20 (18+2 racial) you will have
232+136=368
vs
343+110=453

Thus you will have about 70 more power points.
#31

deathmond

Jun 29, 2007 3:08:28
Even if does only work for arcane spells, couldn't you just look for an arcane caster who picked up those spells via a PrC that lets you grab spells off other people's lists? Or even, doesn't arcane disciple make the spells you gain count as if they were arcane spells?

Ok, impossible without a DM that allows it, but then again so are finding any powers to learn as an erudite.
#32

tleilaxu_ghola

Jun 29, 2007 3:20:50
Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed.

I think I just had a TO orgasm. It'd require an epic erudite to learn Ice Assassin, however.
#33

x-codes

Jun 29, 2007 3:45:35
Ewww, I see a quasi-triple threat build in the near future...I think I liked the new Lurk augments the most, that Erudite section isn't executed very well IMO.

If someone can fenaggle an arcane scroll of Resurrection, then thats a lot of expensive material components you're not paying for.

Of course, thats probably a best-case scenario. More likely you're going to be dodging the material component of Stoneskin, Identify, Animate Dead, Forcecage, and Clone.
#34

edea

Jun 29, 2007 3:49:56
Well, you can just find a Rainbow Servant if you want arcane versions of most divine spells. That's not the problem atm. The problem is what Tempest was talking about; DoT abuse is so glaringly obvious that the whole ability needs to be reworked, and I'm worried they might just get rid of it .
#35

Dictum_Mortuum

Jun 29, 2007 5:15:13
where is erudite located ;P?
#36

zombiegleemax

Jun 29, 2007 5:29:36
Complete Psionic pg154
#37

dnarris

Jun 29, 2007 6:16:28
Okay! I know what my character is going to be for my new campaign start this Sunday!

Starting as a level 6 Erudite with all kinds of spell/power access will be fun. I'll have to get the party wizard to let me go over his spell book. ^_^
#38

ryd

Jun 29, 2007 6:22:47
can you learn spells of the Trapsmith or any other arcane spellcasting class?
#39

CantripN

Jun 29, 2007 6:27:10
can you learn spells of the Trapsmith or any other arcane spellcasting class?

As written at the moment, you can pick ANY spell, from ANY spell list. Not just Arcane.
#40

lordkhaos

Jun 29, 2007 6:44:34
Even if the do eventually limit it only to arcane spells, there are many Classes and PrC that give you access to some very good spells at a lower spell level.

eg. Duskblades get Polar Ray as a 6th level spell. Most of the spells on the Bard list and as mentioned the trapsmith.

That Erudite substitution just flat out rocks.
#41

dnarris

Jun 29, 2007 6:49:26
Even some of the cool spells from the Wu Jen can be learned this way.
#42

FriendlyBiscuit

Jun 29, 2007 6:53:19
But the Dweomer doesn't work that way. You have to cast a spell *at* the target for the Dweomer to absorb it. When you do so, it doesn't have any of its normal effects - it's simply absorbed. If you cast a fireball near your friend who's all dweomered up, he'll just be a slightly roasted creature with an orange corona around his head. If you cast a fireball *at* your friend, then there will be no fireball to save him from the creatures around him, but he'll have some neato power points.
#43

lordkhaos

Jun 29, 2007 7:00:40
Even some of the cool spells from the Wu Jen can be learned this way.

Yeah true.

Giant Size+Tensers Transformation makes for a pretty kick ass Erudite. Throw in a Monks belt, improved grapple (heroics) and greater mighty wallop and i don't think anything could stand in your way.

Although probably not too viable as you would be limiting your Discipline selection for the day.

Actually i wonder if tensers would even effect your powers......
#44

wizard_random

Jun 29, 2007 7:10:35
Yeah true.

Giant Size+Tensers Transformation makes for a pretty kick ass Erudite. Throw in a Monks belt, improved grapple (heroics) and greater mighty wallop and i don't think anything could stand in your way.

Although probably not too viable as you would be limiting your Discipline selection for the day.

Actually i wonder if tensers would even effect your powers......

Assuming they do errata it would a Wizard with Arcane Disciple count? You can turn Domain spells into arcane, or perhaps someone with the Southern Magiciane feat would allow you to get any spell in any list as that person is able to convert arcane to divne and vice versa.

Also tempest is talking about hitting yourself with your own AOE effects and use the temporary points to blast away. Since you are IMMUNE to ANY spell/power directed at you you can be in the radius with no ill effect.

Divine Power...anyone?

I always thought the erudite was cool but now i will now never play a psion again! =)
#45

wizard_random

Jun 29, 2007 7:27:11
Also don't get me wrong but wasnt there a way to reduce a spell level? My memory is a bit fuzzy but i seem to recall some sort of HUGE argument over something like this. Although i think the thread was dealing with metamagic as well.
#46

tweedledope

Jun 29, 2007 8:15:27
Erudite + Pun Pun...*explodes*
#47

dnarris

Jun 29, 2007 8:22:08
Erudite + Pun Pun...*explodes*

Spoon + Pun Pun...*explodes* Seriously....Erudite + Pun Pun isn't really any more necessary than Pun Pun itself.
#48

warwinner

Jun 29, 2007 8:25:11
secretary: sir, our campaign balance is going to be thrown out the window soon
some designer: why ?
secretary: sir in complete champion we let barbarian trade his first level class ability for pounce
some designer: yes, is that the problem ?
secretary: No, do you remember we gave the erudite the ability to swap their first level feat for "convert spell to power"
some designer: is that the problem
secretary: No, now all the commoners in the world have come and are willing to swap their entire first level to get something similar in power
some designer: uh... no they're npc's it's impossible
secretary: but the fighter's have come with them
some designer:
#49

surreal

Jun 29, 2007 8:26:49
#50

tweedledope

Jun 29, 2007 8:33:11
Well...I did find something that is slightly discouraging if you plan on gaining "blaster" spells...read my children:

Details
"The erudite uses her manifester level for determining the effects of the spell being manifested, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile,searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the erudite's normal manifester level to determine damage. Use the erudite's normal manifester level for all other effects, including range and duration."
#51

avalon_02_13

Jun 29, 2007 9:02:27
secretary: sir, our campaign balance is going to be thrown out the window soon
some designer: why ?
secretary: sir in complete champion we let barbarian trade his first level class ability for pounce
some designer: yes, is that the problem ?
secretary: No, do you remember we gave the erudite the ability to swap their first level feat for "convert spell to power"
some designer: is that the problem
secretary: No, now all the commoners in the world have come and are willing to swap their entire first level to get something similar in power
some designer: uh... no they're npc's it's impossible
secretary: but the fighter's have come with them
some designer:

sigged!
#52

phoenix00

Jun 29, 2007 9:14:00
Yeah true.

Giant Size+Tensers Transformation makes for a pretty kick ass Erudite. Throw in a Monks belt, improved grapple (heroics) and greater mighty wallop and i don't think anything could stand in your way.

Although probably not too viable as you would be limiting your Discipline selection for the day.

Actually i wonder if tensers would even effect your powers......

Don't forget talashraa feat (stacks monk levels with psionics levels for monk damage and flurry). As well as flight, greater mage armor, greater magic weapon, etc.

and magic items will be the key.
#53

phoenix00

Jun 29, 2007 9:15:52
Disinentigrate is a 5th lvl power for a duskblade right? Also you can do the full damage of harm withough augmenting for its caster level and not damage dice.
#54

fwib

Jun 29, 2007 9:26:39
Wizard 1/Erudite 3/Cerbemancer 10/X 6

Problem: Erudites lose the ability to learn new powers when they have equal or more levels in other psionic classes than erudite. Cerebremancer and X are both psionic classes.
#55

zombiegleemax

Jun 29, 2007 9:44:09
I'm glad they decided to edit it. I love the idea of adding spell to my power list but as written my DM would just laugh in my face if I brought it to him. A tone down in power to make it playable would be nice.
#56

wizard_random

Jun 29, 2007 10:14:23
Oh My God...

Since the spell(s) in question becomes Psionic Powers Other psionic classes can learn these psi-spells. From a Power Stone / Psychic Chirugey / or by just touching the Erudite......
#57

fwib

Jun 29, 2007 10:56:06
,,,and another thing. It says:

"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."

But it doesn't say that those '0-level powers' don't go onto your list of unique powers manifested per day, which would make them mostly useless.
#58

wizard_random

Jun 29, 2007 11:08:13
,,,and another thing. It says:

"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."

But it doesn't say that those '0-level powers' don't go onto your list of unique powers manifested per day, which would make them mostly useless.

I don't know Summon Holy Symbol is pretty sweet as is Summon Instrument. Don't forget the always popular "Light" as well as "Cure Minor"
#59

fwib

Jun 29, 2007 12:27:04
I don't know Summon Holy Symbol is pretty sweet as is Summon Instrument. Don't forget the always popular "Light" as well as "Cure Minor"

Yeah. but if those are going to take up one of your precious 'unique powers per day' slots, then they just don't cut it on any day you are going to be adventuring.
#60

edea

Jun 29, 2007 13:39:22
Problem: Erudites lose the ability to learn new powers when they have equal or more levels in other psionic classes than erudite. Cerebremancer and X are both psionic classes.

Is this RAI, you think? It is RAW, but it seems much too punitive to include prestige classes, especially those with no manifesting ability of their own. I always thought they meant multiclassing with erudite did this (for example, Psion 3/Erudite 3 would trigger the restriction). As a DM I'd house rule against it (for what little it's worth). Pretty metagame/silly to claim the Erudite isn't studying Eruditic arts enough to continue adding powers to his repertoire when he's an Erudite 5/Anarchic Initiate 10 and manifests just as if he were an Erudite 15 :/.
#61

awaken_D_M_golem

Jun 29, 2007 15:56:54
Hey, I'm a few hours late to the table, but:
{1} which allows you to attempt to convert an arcane spell into a power you can add to your repertoire.
{2} You treat the spell as a discipline power for the basis of learning it

I don't know if this is an edit or not, but {1} limits this to just arcane spells. EDIT: yep it's an edit.
{2} combined with what tweedledope posted is also a limiter.

Most on this board consider the Sorcerer's 1 level delay in getting the next level spell to be not good.
The Erudite with this option is delayed 1 more level. Not broke at all.

Most on this board consider Warlock # of "spells" per day to be weak compared to Wizard options.
The Erudite has 11 "spell"/powers per day as opposed to Wizard options.
Although semi-unlimited spells known is prolly better than unlimited use warlock stuff.
DM's usually don't allow psionic recharge set-ups, ehh?!

And twee-dee's point ---> Snow Savant detests blaster wizards.
1st level spell available only at 3rd level, limited to 3dX of damage.
2nd level spell available only at 5th level, limited to 5dX of damage.
etc.

:D

Now, the good stuff. Powers known becomes 1/3rd of the way to
JulesCARV 's TO-board thread.

To get the 9th level spells into powers, would require 10th level powers, and that's a little weird ...
Epic Powers are better. So you'd be 23rd level or so before 9th level "spell"/powers.


I ain't complaining.
#62

zombiegleemax

Jun 29, 2007 16:24:32
Oh My God...

Since the spell(s) in question becomes Psionic Powers Other psionic classes can learn these psi-spells. From a Power Stone / Psychic Chirugey / or by just touching the Erudite......

And though it would take an epic erudite to turn a 9th lvl spell into a 9th lvl power, would not a mere 17th lvl manifester be able to learn that 9th lvl power?
#63

verenal

Jun 29, 2007 16:27:46
Can sanctum spell be abused to make 9th level spells 8th level for erudite to learn them?
#64

awaken_D_M_golem

Jun 29, 2007 16:38:59
@ Marcus Smythe - see my post just above yours.

OTOH - Leadership gets you a 17th caster, who functions as a personal spell pool,
and then you augment the material component away.
#65

edea

Jun 29, 2007 16:52:20
It got edited; it used to just say "spell," so we were throwing resurrection and all kinds of other things into the mix.

But nothing else about it changed. DoT is still out there.

Could an Arcane Disciple user, even though they can only cast the spell 1/day and must use Wisdom to power it, still create arcane scrolls of the spells opened up by that feat as long as they learn it (since it is added to their spell list as arcane)? Sadly, RS seems to retain basic cleric spells as divine...somehow :/. Still, though, many of the best ones can be found in Domains, making them targets for conversion (either through possible AD or through other means, such as alternative class features).

Remember that Erudites can learn any power from the Psion/Wilder lists ON TOP of these spells, and the former are learned at the normal odd progression. Few give a crap about the damaging spells; this allows erudites to do things other psionic characters only have access to by losing manifester levels and taking Cerebremancer. This ability is far, far stronger than any feat the erudite could possibly take at 1st level, and it's also far stronger than the other two presented alternatives in the article. Even just having access to only "the Sor/Wiz spells from 1st-8th in the PHB" would make this an incredibly potent ability. Let alone frickin' Bard, Wu Jen and Trapsmith spells, and forget the AD/domain abuse O_O.
#66

wizard_random

Jun 29, 2007 17:35:44
I see the edit and still don't see a reduction in power, looks like this is here to stay! can see a Wilder surging Animate dead in a desecrated area and creating a 92 HD undead all for 19 PP (Plus augment)

This is going to be a lot of fun
#67

archerpwr

Jun 29, 2007 17:36:57
I see the edit and still don't see a reduction in power, looks like this is here to stay! can see a Wilder surging Animate dead in a desecrated area and creating a 92 HD undead all for 19 PP (Plus augment)

This is going to be a lot of fun

Are you going to pull that in our game? That would be awesome.
#68

hyfigh

Jun 29, 2007 17:47:48
So, from what I'm seeing this could be weaved in with a trick to replenish PP for unlimited spells per day?
#69

phoenix00

Jun 30, 2007 0:05:47
Remember the psionic power soul crystal. (Psion/Wilder 7 of the metacreativity discipline). You spend 13 power points to create the crystal, followed by

"You then imbue the soul crystal with a single power you know and can manifest, and a number of power points you expend from your power reserve (in addition to the points necessary to manifest soul crystal in the first place). You can choose to bestow a number of power points up to twice your manifester level'

based off my reading this shouldn't trigger the unique power per day of the Erudite, you are not actually manifesting a power since imbuing is not manifesting. That crystal will now allow you to cast that power (or anybody else can cast that power, even if they can't normally manifest). The crystal lasts 1 hours/level or until the power points are used up. You can only use the imbued power points to fuel the power not your own power points.

Thus for the cost of 13 extra power points an erudite can "prepare spells." These spells don't go towards your unique powers per day. You can effectively get 2 powers per crystal, or if you choose your powers wisely on ones that scale well per level you can get off even more.

Also you can give these spells/powers to other people to cast, thus allowing you more flexibility in options turning everybody into a caster, or you can use this option to give other people access to personal ranged spells.
#70

phoenix00

Jun 30, 2007 0:31:51
Problem: Erudites lose the ability to learn new powers when they have equal or more levels in other psionic classes than erudite. Cerebremancer and X are both psionic classes.

No Cerbemancer is not neccesaary a psionic class. It is an old debate which still hasn't been settled about interpereting the rules. What is a spellcasting class/what is a spellcasting class. Is a prc that advances another class a spellcasting class. For sure subliime chord is, but is mystic theurge? This debate gets really nasty when you bring up classes such as ur priest which gets caster level from in spellcasting clases and not like apostle of priest and just stacks your caster levels. (Especially ur priest combine with sublime chord, see the wish and the word and the debates that follow on whether that build is legal, in the end I believe the consensous it wasn't legal).

Furthermore even if it isn't RAW mosts dms would say it wasn't the RAI, and if you have a DM that is going to allow early entry through precocious apprentice or improved sigil krau he is probably also going to allow this.
#71

fwib

Jun 30, 2007 5:04:03
No Cerbemancer is not neccesaary a psionic class. It is an old debate which still hasn't been settled about interpereting the rules. What is a spellcasting class/what is a spellcasting class. Is a prc that advances another class a spellcasting class. For sure subliime chord is, but is mystic theurge? This debate gets really nasty when you bring up classes such as ur priest which gets caster level from in spellcasting clases and not like apostle of priest and just stacks your caster levels. (Especially ur priest combine with sublime chord, see the wish and the word and the debates that follow on whether that build is legal, in the end I believe the consensous it wasn't legal).

Furthermore even if it isn't RAW mosts dms would say it wasn't the RAI, and if you have a DM that is going to allow early entry through precocious apprentice or improved sigil krau he is probably also going to allow this.

It requires you to be (psionic) to get in. It is a (psionic) class.

If it had said 'manifesting class' sure, I would have been happy to go with the same argument as for 'spellcasting'
#72

FriendlyBiscuit

Jun 30, 2007 6:06:34
you are IMMUNE to ANY spell/power directed at you

The spell itself really could have been worded better.
For the duration of the spell, any spells cast at the subject don’t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers.

So:
1 - If you cast a spell "at" the subject, the spell does *not* have its usual effect.
This isn't partial absorption, this is an either/or situation. The spell either is absorbed, or it has its usual effect. It can't have its usual effect if it gets absorbed.
Also, this spell sets up a new way of casting spells - casting your spell "at" someone. This is NOT the same as "targeting" your spell at someone, which is what you usually do with a spell. If it's a ray or single-target spell, you target a creature. If it's an AoE, you target a grid intersection. If it's a multi-target spell, then you target multiple targets. Casting a spell "at" someone seems to be a way of directing your spell's magical energy at them without actually casting the spell.
Targeting a grid intersection adjacent to them with a fireball does not count as casting the spell at them. Creatures are not legitimate targets for area-of-effect spells, period. All such spells originate from a grid intersection and they affect the creatures in the area. Remember the Occult Slayer, from Complete Warrior? He can reflect spells that are targeted at him; he can't reflect fireballs because those don't target him.
But wait! DwOfTr says that you CAN cast such spells at the target in this instance!
You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target.

Yes, indeed, you can - you cast them "at" the subject. You do not target the subject with actual spell effects, you just transfer the energy into power points.

Maybe instead of "at", they could have used "into". Doing so would have more clearly indicated that something different from ordinary spellcasting is going on.
For example,
With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature’s head. For the duration of the spell, any spells cast into the subject don’t have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like into the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don’t do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.

#73

awaken_D_M_golem

Jul 05, 2007 16:34:17
Ph00's post #69:

Yep, that tears it.
Additionally, the power(spell) imbued happens in one round. And activating the soul crystal takes only one standard action. It's a delay and link metapsionic that doesn't increase the direct cost. Psychic Reformation ftw, and any long -festing time power.

Considering the extra 13 points and "material component", if one doesn't mind a recharge set-up, BZZT !!!
At 13th level, this Erudite is about equal to a gestalt Wizard/Psion with LoP's Endless Spells. But not before 13th level. ;)
#74

crimsondeath

Jul 06, 2007 17:30:27
Problem: Erudites lose the ability to learn new powers when they have equal or more levels in other psionic classes than erudite. Cerebremancer and X are both psionic classes.

So, Wizard 1/Erudite 10/Cerebremancer 9. You lose level 6 spells, though...
#75

zombiegleemax

Jul 10, 2007 23:11:27
Body Outside Body (CA, OA) just got a new daddy.
#76

phoenix00

Jul 10, 2007 23:28:22
Body Outside Body (SpC, OA) just got a new daddy.

It hurts, it hurts alot, for unlike fission you can do this with body outside body.

Body Outside Body+Fusion+Temporal Reiteration to keep the duration of Body outside Body and Fusion going. Infinite Hitpoints and Powerpoints.

My only question is on this subject

As the manifester, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.

Can the minds in fusion do completely mental tasks such as manifesting, or do you effectively only have one mind while you use fusion? This little detail means the difference between whether you can manifest infinite powers you can manifest in one round to compliment your infinite hit points and power points.

Needs a manifester of 20 if I recall to get infinite hitpoints.
#77

zombiegleemax

Jul 10, 2007 23:38:05
It hurts, it hurts alot, for unlike fission you can do this with body outside body.

Body Outside Body+Fusion+Temporal Reiteration to keep the duration of Body outside Body and Fusion going. Infinite Hitpoints and Powerpoints.

My only question is on this subject


Can the minds in fusion do completely mental tasks such as manifesting, or do you effectively only have one mind while you use fusion? This little detail means the difference between whether you can manifest infinite powers you can manifest in one round to compliment your infinite hit points and power points.

Needs a manifester of 20 if I recall to get infinite hitpoints.

And then some people complain when I champion the Hellfire Warlock/Incarnum stuff! H-e-l-l-o! Powerful versus Broken.

Yeah, regardless of how the fusion works, this is just nasty. I'm not in the mood to go think about the mental aspect of fusion. Maybe tomorrow if someone does not beat me to it.
#78

phoenix00

Jul 10, 2007 23:51:01
And then some people complain when I champion the Hellfire Warlock/Incarnum stuff! H-e-l-l-o! Powerful versus Broken.

Yeah, regardless of how the fusion works, this is just nasty. I'm not in the mood to go think about the mental aspect of fusion. Maybe tomorrow if someone does not beat me to it.

You create an infinite number of clones (or not technically infinite just a each time you cast body outside body you get 5 clones, thus the number of clones is 5^x rounds). After you amass some you start combine these clones via fusion to a super entity all the while your clones keep on casting body outside body till you have infinite clones. Thus giving infinite hitpoints and powerpoints.

You can also combine it with psychic reformation (probably by linked power to make it 1 round) and have each clone choose different feats and such. Most feat choices with be passive benefits such as incarnum feats that grant things.

Eventually after obtaining infinite hit points and power points instead of taking over the world for you are still not ready you start hunting down unique monsters such as the tarrasque and hell-wasp swarm and others see omnipotent trinity here
http://boards1.wizards.com/showthread.php?t=523121

Finally you dominate a master transmogrifist 10 and add the will'o wisp form. You keep on dominating things and fusing them into your being adding their powers and abilities to your own. In effect you create something that is god'like, almost a pun punish creature.

This continues till someone ruins your day with an AMF or a dispel (though your spell resistance should stop the dispel, and the will'o'wisp trait you added from a master transmogrifist may stop the AMF)

Does temporal reiteration have sr if so the will'o'wisp may have some problems with it.

----------------------------------------------------

Also by no means I am advocating breaking the game, right now I am just thinking theoretical exercise. I would allow Body outside Body and Fusion into my games, but with the caveat if you break it then I have the power to rule 0 your character, suddenly you can't control all your "metamind" and due to the chaos and pain the monster suffers due to all the minds your "metamind" commits suicide but he does so after he use Craft Contingent Spell to Craft a Contingency that if he dies a miracle/wish/reality revision would go off which would forever prevent him from being resurrected, furthermore all knowledge of his trick to obtain godhood would be stripped from people's mind's. The DM is god after all and you aren't allowed to mess with his campaign.

And hellfire warlock with bloodlines and incarnum is not a problem balance wise. Hellfire Warlock with Legacy Champion is another matter.
#79

zombiegleemax

Jul 11, 2007 11:01:18
Does temporal reiteration have sr if so the will'o'wisp may have some problems with it.

Nope, so this monstrosity seems to work.

And hellfire warlock with bloodlines and incarnum is not a problem balance wise. Hellfire Warlock with Legacy Champion is another matter.

Adding Legacy Champion to Hellfire Warlock+Bloodlines+Incarnum: Yeah, it is like asking for a kiss, then slamming your tongue down their throat. A bit of restraint, please.
#80

zombiegleemax

Jul 11, 2007 11:42:09
Some other spells that are useful for the Erudite:

Psions seem to do blasting well enough, so some non-blasty alternatives...

Spell Compendium
Greater Alarm - ignore 100 gp component
Allegro - Speed for the entire party
Antimagic Ray - ignore 100gp component
Bite of the Werebear - for the psionic gish
Blade of Pain and Fear - Deep Impact beware.
Bladeweave
Greater Blink
Body of War
Dolorous Blow
Duelward
Extend Tentacles
Fiendform
Fleshiver
Ghost Form
Heroics
Superior Invisibility
Nixie's Grace
Phantasmal Assailants
Greater Planeshift
Reflective Disguise
Refusal
Revenance
Sirine's Grace
Greater Slide
Spirit Worm
Spontaneous Search
Stone Body
Transfix
Translocation Trick
Undead Lieutenant
Voice of the Dragon
Wraithstrike
#81

animefunkmaster

Jul 27, 2007 19:33:13
Sorry for the late bump, but I have a thought to go along with this.

Mental Pinacle Level 6 Transmutation.
Sorcerer min Caster Level 12
Wizard min Caster Level 11

Using convert spell to power this costs 11 (+2 for material components) power points. However the power now generates 33-36 power points and +4 int and wisdom and a few new powers. Is there something that I am not reading properly to assume that this can loop to make a psionic battery.
#82

khaim

Jul 27, 2007 20:03:49
Sorry for the late bump, but I have a thought to go along with this.

Mental Pinacle Level 6 Transmutation.
Sorcerer min Caster Level 12
Wizard min Caster Level 11

Using convert spell to power this costs 11 (+2 for material components) power points. However the power now generates 33-36 power points and +4 int and wisdom and a few new powers. Is there something that I am not reading properly to assume that this can loop to make a psionic battery.

Yes... Although a strict reading of the last sentence of that spell, by the DM who is now annoyed at you, may cause some problems.
#83

animefunkmaster

Jul 27, 2007 22:17:54
I wonder if you could use these as components with the +2 pp increase.

http://www.d20srd.org/srd/variant/magic/metamagicComponents.htm
#84

awaken_D_M_golem

Jul 28, 2007 14:36:48
Free Metamagic + Expensive Component vs. Delayed 4 levels + 2pp extra cost
I say yes.

I haven't converted this to arcane only.
Spell Name Metamagic Effect Metamagic Component Minimum Cost
Acid arrow Empowered Four masterwork darts 1,200 gp
Acid fog Extended Powdered gorgon hoof 940 gp
Acid splash Enlarged Rare toad skin 20 gp
Aid Extended Specially consecrated water 340 gp
Air walk Quickened Stoppered vial of elemental air 3,500 gp
Alarm Widened Rare chalk 1,000 gp
Align weapon Quickened Weapon with +1 enhancement bonus 2,300 gp
Alter self Silent and stilled Mirror with silver filigree 830 gp
Analyze dweomer Enlarged Herbs sprinkled on tindertwig 940 gp
Animal growth Extended Albino stag horn 790 gp
Animal messenger Extended Miniscule collar with golden bell 340 gp
Animal shapes Extended Rare variety of mistletoe 1,200 gp
Animate dead Silent Blood onyx 570 gp
Animate objects Enlarged Gold-spun marionette strings 940 gp
Animate plants Silent Rare uprooted sapling 1,100 gp
Animate rope Enlarged Brass thread 190 gp
Antilife shell Widened Skull with graven runes 3,300 gp
Antimagic field Widened Cold iron filings 3,700
Antipathy Extended Alum soaked in ancient blood 1,200 gp
Antiplant shell Extended Rare oils 640 gp
Arcane eye Silent Dire bat fur 640 gp
Arcane lock Quickened Platinum dust 2,300 gp
Arcane mark Silent Rare paints 20 gp
Arcane sight Extended Ground quartz 790 gp
Arcane sight, greater Extended Ground quartz 1,100 gp
Awaken Empowered Specially prepared otyugh dung 1,700 gp
Baleful polymorph Enlarged Miniature silver cage 790 gp
Bane Silent Miniature clay mask 190 gp
Barkskin Extended Heartwood of venerable oak 340 gp
Bear’s endurance Extended Distilled alcohol 340 gp
Bear’s endurance, mass Extended Distilled alcohol 940 gp
Bestow curse Heightened +1 Eye of firenewt 720 gp
Black tentacles Widened Nightcrawler essence 3,150 gp
Blade barrier Empowered Slashing weapon with +1 enhancement bonus 2,300 gp
Blasphemy Heightened +2 Specially prepared feather of an archon’s wing 3,100 gp
Bull’s strength Extended Adamantine powder 340 gp
Bull’s strength, mass Extended Adamantine powder 940 gp
Cat’s grace Extended Vial of quicksilver 340 gp
Cat’s grace, mass Extended Vial of quicksilver 940 gp
Cause fear Empowered Ancient bones ground to powder 700 gp
Chain lightning Maximized Fist-sized chunk of magnetic stone 4,350 gp
Changestaff Extended +1 quarterstaff 2,301 gp
Chaos hammer Empowered Protoplasm from Limbo 1,900 gp
Charm animal Silent Masterwork whip 301 gp
Charm monster Quickened Garnets 4,600 gp
Charm monster, mass Silent Garnets 1,600 gp
Charm person Stilled Rare oils 250 gp
Chill metal Extended Glacial spring water 450 gp
Chill touch Empowered Gauntlet made of bone 700 gp
Circle of death Widened Powder of crushed black pearl 4,850 gp
Clairaudience/clairvoyance Extended Quartz 650 gp
Clenched fist Stilled Ornate gold knuckles 1,200 gp
Cloak of chaos Extended Shield with +1 enhancement bonus 1,153 gp
Clone — — —
Cloudkill Heightened +2 Distilled chlorine 2,300 gp
Color spray Silent and stilled Crushed rubies, diamonds, and sapphires 700 gp
Command Heightened +3 Carved ivory mask 1,350 gp
Command plants Heightened +2 Alchemical defoliant 1,900 gp
Command undead Extended Ritually defaced holy symbol of good deity 450 gp
Command, greater Extended Carved ivory mask 1,350 gp
Commune — — —
Commune with nature Widened (see spell text) Runic map of area 3,750 gp
Comprehend languages Extended Foreign lexicon 250 gp
Cone of cold Heightened +1 Cone of carved quartz 1,050 gp
Confusion Widened Nutshells from treant 3,150 gp
Confusion, lesser Extended Nutshell from druid-tended beech 250 gp
Consecrate Extended Holy water and gold dust 450 gp
Contact other plane — — —
Contagion Silent Skull of animal that died from disease 750 gp
Contingency Extended Rakshasa hide 1,250 gp
Continual flame Heightened +1 Ruby dust 500 gp
Control plants Extended Alchemical defoliant 1,650 gp
Control undead Heightened +2 Carved bone mask 3,100 gp
Control water Extended Water from the briny deep or
sand from the trackless desert 850 gp
Control weather Extended Crystal sphere 1,450 gp
Control winds Heightened +2 Bottled smoke from Elemental Plane of Air 2,300 gp
Create food and water — — —
Create greater undead — — —
Create undead — — —
Create water — — —
Creeping doom Extended Rare jungle centipedes 1,450 gp
Crushing despair Widened Couatl tears 3,150 gp
Crushing hand Stilled Ornate platinum knuckles 1,400 gp
Cure critical wounds Empowered Alchemical salve 1,900 gp
Cure critical wounds, mass Empowered Copper loop from Positive Energy Plane 3,900 gp
Cure light wounds Empowered Alchemical salve 700 gp
Cure light wounds, mass Empowered Copper loop from Positive Energy Plane 2,300 gp
Cure minor wounds Quickened Alchemical salve 1,375 gp
Cure moderate wounds Empowered Alchemical salve 1,100 gp
Cure moderate wounds, mass Empowered Copper loop from Positive Energy Plane 2,700 gp
Cure serious wounds Empowered Alchemical salve 1,500 gp
Cure serious wounds, mass Empowered Copper loop from Positive Energy Plane 3,100 gp
Curse water — — —
Dancing lights Extended Anarchic fireflies from Limbo 25 gp
Darkness Silent Coal mined and kept in total darkness 450 gp
Darkvision Extended Agate 450 gp
Daylight Silent and stilled Alchemical polish 1,500 gp
Daze Extended Wool from satyr-tended sheep 25 gp
Daze monster Quickened Sea hag eyeball 3,000 gp
Death knell Heightened +3 Runic funerary blessings 1,950 gp
Death ward Extended Henna, which tattoos creature touched 850 gp
Deathwatch Widened Black crystal lenses 1,350 gp
Deep slumber Heightened +2 Alchemical dreamwisp dust 1,500 gp
Deeper darkness Silent Oil extracted and kept in total darkness 650 gp
Delay poison Extended Specially prepared armadillo scales 450 gp
Delayed blast fireball Extended Fire opal 1,450 gp
Demand Heightened +1 Gold wire and small part of the subject 1,850 gp
Desecrate Extended Unholy water and gold dust 450 gp
Destruction Silent and stilled Holy or unholy symbol marked with anathema 4,400 gp
Detect animals or plants Enlarged Five +1 arrows 235 gp
Detect chaos Silent and stilled Ground glass lens 700 gp
Detect evil Silent and stilled Ground glass lens 700 gp
Detect good Silent and stilled Ground glass lens 700 gp
Detect law Silent and stilled Ground glass lens 700 gp
Detect magic Silent and stilled Short cold iron rod 275 gp
Detect poison Enlarged Specially prepared snake tongue 25 gp
Detect scrying Widened Jewel-studded domino mask 3,150 gp
Detect secret doors Extended Tangle of copper and silver wires 250 gp
Detect snares and pits Extended Darkwood divining rod 250 gp
Detect thoughts Heightened +2 Platinum disc 1,100 gp
Detect undead Extended Specially prepared jawless skull 250 gp
Dictum Heightened +2 Specially prepared protoplasm of a chaos beast 3,100 gp
Dimension door Quickened Gold ore mined from Astral Plane 4,600 gp
Dimensional anchor Extended Rune-engraved miniature anchor 850 gp
Dimensional lock Widened Adamantine weapon varies
Diminish plants Enlarged Masterwork pruning shears 650 gp
Discern lies Enlarged Set of golden scales 850 gp
Discern location — — —
Disguise self Extended Masterwork greasepaint 250 gp
Disintegrate Empowered Trapped voidstone 3,100 gp
Dismissal Heightened +2 Specially blessed holy symbol 2,100 gp
Dispel chaos Quickened Sapphire 5,400 gp
Dispel evil Quickened Diamond 5,400 gp
Dispel good Quickened Black opal 5,400 gp
Dispel law Quickened Yellow corundum 5,400 gp
Dispel magic Widened Cold iron statuette 2,550 gp
Dispel magic, greater Widened Cold iron statuette 4,350 gp
Displacement Extended Specially prepared blink dog teeth 650 gp
Disrupt undead Enlarged Dirt from hallowed grave 25 gp
Disrupting weapon Extended Whetstone made from tombstone 1,050 gp
Divination — — —
Divine favor Extended Calligraphic scriptures 250 gp
Divine power Silent and stilled Holy symbol made of platinum and gems 1,900 gp
Dominate animal Enlarged Adamantine collar 650 gp
Dominate monster Enlarged Emerald-studded adamantine collar 1,850 gp
Dominate person Quickened Sapphire-studded adamantine collar 5,400 gp
Doom Heightened +2 Carved doll 700 gp
Dream — — —
Eagle’s splendor Extended Emerald 450 gp
Eagle’s splendor, mass Extended Emerald 1,250 gp
Earthquake Widened White granite from Elemental Plane of Earth 5,550 gp
Elemental swarm Empowered Rare incense (air), alchemical liquids (water)
, gems (fire), or mithral ore (earth) 3,900 gp
Endure elements Extended Potion of cure moderate wounds 300 gp
Energy drain Empowered Specially prepared vampire’s skull 3,900 gp
Enervation Empowered Specially prepared wight’s skull 1,900 gp
Enlarge person Extended Rare druid-tended beans 250 gp
Enlarge person, mass Extended Rare druid-tended berries 850 gp
Entangle Widened Alchemical fertilizer 1,350 gp
Enthrall Heightened +2 Golden figurines 1,100 gp
Entropic shield Quickened Finely engraved platinum dice 2,200 gp
Erase Enlarged Rubber plant sap 250 gp
Ethereal jaunt Extended Chunk of ethereal solid 1,450 gp
Etherealness Extended Figurine carved from ethereal solid 1,850 gp
Expeditious retreat Extended Rare peppers 250 gp
Explosive runes Heightened +3 Rare pigments 2,550 gp
Eyebite Extended Specially prepared medusa eye 1,250 gp
Fabricate — — —
Faerie fire Widened Druid-tended mushrooms 1,350 gp
False life Extended Rare alcohol 450 gp
False vision Widened Ground jade dust 4,000 gp
Fear Heightened +2 Pinfeather from giant eagle 1,900 gp
Feather fall Enlarged Down from black goose 250 gp
Feeblemind Heightened +2 Polished obsidian spheres 2,300 gp
Find the path Extended Bracelet of lodestone 1,250 gp
Find traps Extended Golden magnifying glass 450 gp
Finger of death Enlarged Specially embalmed finger 1,450 gp
Fire seeds Empowered Druid-tended acorns or berries 2,700 gp
Fire shield (either version) Extended Alchemically prepared phosphorus 1,900 gp
Fire storm Maximized Cooled lava from erupting volcano 7,000 gp
Fire trap Heightened +3 Gold dust 1,975 gp
Fireball Widened Fire opal 1,900 gp
Flame arrow Empowered Carved flint arrowhead 1,500 gp
Flame blade Extended Masterwork scimitar 315 gp
Flame strike Empowered Brimstone from Elemental Plane of Fire 2,300 gp
Flaming sphere Enlarged Powdered cold iron 450 gp
Flare Silent Powdered magnesium 25 gp
Flesh to stone Heighten +2 Medusa head-snake 2,700 gp
Floating disk Extended Flask of mercury 250 gp
Fly Extended Feather from albino falcon 650 gp
Fog cloud Quickened Cloudy diamonds 3,000 gp
Forbiddance Empowered Holy water and rare incenses 4,200 gp plus
1,500 gp per
60 ft. cube
Forcecage Enlarged Ruby dust 3,000 gp
Forceful hand Stilled Ornate bronze knuckles 940 gp
Foresight Extended A celestial hummingbird’s feather 1,850 gp
Fox’s cunning Extended Garnet 450 gp
Fox’s cunning, mass Extended Garnet 1,250 gp
Freedom Stilled Salve of slipperiness 1,000 gp
Freedom of movement Stilled Salve of slipperiness 1,000 gp
Freezing sphere Empowered Crystal sphere 2,700 gp
Gaseous form Stilled Bottled smoke from a volcano’s crater 650 gp
Gate Quickened Black pearl 8,600 gp
Geas, lesser Extended Jeweled armband 1,250 gp
Geas/quest Extended Golden armband 850 gp
Gentle repose Extended Embalming fluid 550 gp
Ghost sound Heightened +2 Wax from sacred candle 275 gp
Ghoul touch Extended Earth from a ghast’s lair 450 gp
Giant vermin Extended Rare insect parts 850 gp
Glibness Stilled Fancy liquor 650 gp
Glitterdust Widened Ground topaz 1,950 gp
Globe of invulnerability Widened Pearls 3,150 gp
Globe of invulnerability, lesser Widened Pearls 4,350 gp
Glyph of warding Heightened +2 Incense and powdered diamond 1,700 gp
Glyph of warding, greater Heightened +2 Incense and powdered diamond 3,100 gp
Good hope Extended Engraved brass torc 650 gp
Goodberry Empowered Treant sap 700 gp
Grasping hand Stilled Ornate silver knuckles 1,100 gp
Grease Enlarged Rind of a boar 250 gp
Guards and wards Heightened +1 Rare incense 1,450 gp
Guidance Extended Book of prayers 25 gp
Gust of wind Widened Elaborate lacquered fan 1,950 gp
Hallow Widened Herbs, oils, and incense 4,750 gp plus
extra for spell
Hallucinatory terrain Heightened +3 Twigs and plants from Arborea 3,150 gp
Halt undead Heightened +2 Abyssal sulfur 1,500 gp
Harm Heightened +1 Heart carved from onyx 1,250 gp
Haste Extended Rare coffee beans 850 gp
Heal Heightened +1 Heart carved from alabaster 1,250 gp
Heal mount Quickened Alchemical salve 3,800 gp
Heal, mass Heightened +1 Heart carved from alabaster 1,850 gp
Heat metal Extended Mithral forge dross 450 gp
Helping hand Enlarged Ivory carving of hand 650 gp
Heroes’ feast Extended Rare spices 1,250 gp
Heroism Extended Fine brandy 650 gp
Heroism, greater Extended Fine whiskey 1,250 gp
Hide from animals Extended Stitched velvet blindfold 250 gp
Hide from undead Heightened +3 Embroidered silk shawl 1,350 gp
Hideous laughter Enlarged Masterwork greasepaint 450 gp
Hold animal Heightened +2 Decorative steel gauntlet 1,100 gp
Hold monster Heightened +2 Engraved rod of cold iron 2,300 gp
Hold monster, mass Heightened +2 Engraved rod of cold iron 3,900 gp
Hold person Heightened +2 Engraved ingot of cold iron 1,100 gp
Hold person, mass Heightened +2 Engraved ingot of cold iron 3,100 gp
Hold portal Quickened Ebony key 2,200 gp
Holy aura Extended Shield with +1 enhancement bonus 1,153 gp
Holy smite Empowered Spring water from Elysium 1,900 gp
Holy sword Extended Sacred candles 850 gp
Holy word Heightened +2 Specially prepared fiend’s tail 3,100 gp
Horrid wilting Empowered Sponge from Elemental Plane of Water 3,500 gp
Hypnotic pattern Heightened +2 Stick of incense 1,100 gp
Hypnotism Silent and stilled Golden medallion 700 gp
Ice storm Extended Ivory stick with engraved snowflake pattern 850 gp
Identify — — —
Illusory script Heightened +4 Rare inks 3,850 gp
Illusory wall Heightened +2 Sunrod and ground glass lenses 1,900 gp
Imbue with spell ability — — —
Implosion Extended Glass statuette 1,850 gp
Imprisonment Heightened +2 Carved jade sphere 3,900 gp
Incendiary cloud Extended Bottled brimstone and sea mist 1,650 gp
Inflict critical wounds Maximized Obsidian holy symbol 3,150 gp
Inflict critical wounds, mass Maximized Obsidian holy symbol 5,550 gp
Inflict light wounds Maximized Obsidian holy symbol 1,350 gp
Inflict light wounds, mass Maximized Obsidian holy symbol 3,750 gp
Inflict minor wounds Quickened Obsidian holy symbol 1,375 gp
Inflict moderate wounds Maximized Obsidian holy symbol 1,950 gp
Inflict moderate wounds, mass Maximized Obsidian holy symbol 4,350 gp
Inflict serious wounds Maximized Obsidian holy symbol 2,550 gp
Inflict serious wounds, mass Maximized Obsidian holy symbol 4,950 gp
Insanity Heightened +1 Distilled water from Limbo 1,450 gp
Insect plague Extended Crooked staff with carved runes 1,050 gp
Instant summons — — —
Interposing hand Stilled Ornate brass knuckles 790 gp
Invisibility Extended Janni eyelash 450 gp
Invisibility purge Extended Crystal prism 650 gp
Invisibility, greater Extended Djinni eyelash 850 gp
Invisibility, mass Extended Efreeti eyelash 1,450 gp
Iron body Extended Articulated iron doll 1,650 gp
Ironwood Extended Darkwood shaped into the object’s form varies
Irresistible dance Silent Embroidered shoes with gold buttons 1,650 gp
Jump Quickened Mithral springs 2,200 gp
Keen edge Extended Whetstone with pyrite veins running through it 650 gp
Knock Silent Golden key 450 gp
Know direction — — —
Legend lore — — —
Levitate Enlarged Loop of manticore hide 250 gp
Light Silent Phosphorescent moss 25 gp
Lightning bolt Widened Blue dragon scales 2,550 gp
Limited wish — — —
Liveoak Extended Alchemical fertilizer 1,250 gp
Locate creature Enlarged Specially tanned hellhound fur 850 gp
Locate object Enlarged Forked twig of darkwood 450 gp
Longstrider Extended Cobblestone from ancient hippodrome 250 gp
Lullaby Widened Fancy resin 725 gp
Mage armor Extended Links of mithral chain 250 gp
Mage hand Enlarged Monkey’s paw 25 gp
Mage’s disjunction Enlarged and widened Trapped voidstone 8,600 gp
Mage’s faithful hound Extended Specially prepared blink dog teeth 1,050 gp
Mage’s lucubration Quickened Ruby ring 6,200 gp
Mage’s magnificent mansion Extended Miniature portal 1,465 gp
Mage’s private sanctum Extended Trapped fog from Plane of Shadow 1,050 gp
Magic aura Heightened +3 Amethyst necklace 1,350 gp
Magic circle against chaos Widened Specially prepared holy symbol 2,550 gp
Magic circle against evil Widened Specially prepared holy symbol 2,550 gp
Magic circle against good Widened Specially prepared holy symbol 2,550 gp
Magic circle against law Widened Specially prepared holy symbol 2,550 gp
Magic fang Extended Specially prepared shark tooth 250 gp
Magic fang, greater Extended Specially prepared dire shark tooth 650 gp
Magic jar Extended Gem or crystal 1,100 gp
Magic missile Empowered Two +3 arrows 734 gp
Magic mouth — — —
Magic stone Empowered Colorful marbles 700 gp
Magic vestment Extended Embroidered sash 650 gp
Magic weapon Extended Alchemically distilled blood 250 gp
Magic weapon, greater Extended Alchemically purified blood 750 gp
Major creation Extended Phasm essence 1,050 gp
Major image Heightened +2 Rare pigments 1,500 gp
Make whole Enlarged Alchemical adhesive 450 gp
Mark of justice — — —
Maze Enlarged Engraved minotaur horn 1,650 gp
Meld into stone Extended Carved stone figurine 650 gp
Mending Enlarged Alchemical adhesive 25 gp
Message Enlarged Calligraphic inscriptions on vellum 25 gp
Meteor swarm Maximized Chunk of meteorite 8,600 gp
Mind blank Extended Malachite-studded headband 1,650 gp
Mind fog Heightened +3 Specially prepared aboleth tentacle 3,750 gp
Minor creation Extended Roper sap 850 gp
Minor image Heightened +2 Rare pigments 1,100 gp
Miracle — — —
Mirage arcana Heightened +3 Mirror silvered in Bytopia 3,750 gp
Mirror image Extended Miniscule dolls of yourself 450 gp
Misdirection Heightened +2 Gold wire bent into a creature’s silhouette 1,100 gp
Mislead Heightened +1 Fancy marionette 1,250 gp
Mnemonic enhancer — — —
Modify memory Heightened +2 Alchemical smelling salts 1,900 gp
Moment of prescience Quickened Fine Elysian wine 7,800 gp
Mount Quickened Specially prepared hair from pegasus or nightmare 2,200 gp
Move earth Enlarged Rare soils from Elemental Plane of Earth 1,250 gp
Neutralize poison Extended Specially prepared naga tongue 750 gp
Nightmare Heightened +2 Rare spices 2,300 gp
Nondetection Extended Carved ebony lattice 700 gp
Obscure object Extended Chimera scales 550 gp
Obscuring mist Extended Silver chalice 250 gp
Open/close Enlarged Silver key 25 gp
Order’s wrath Empowered Gear cog from Mechanus 1,900 gp
Overland flight Extended Specially prepared dragon wing-hide 1,050 gp
Owl’s wisdom Extended Opal 450 gp
Owl’s wisdom, mass Extended Opal 1,250 gp
Pass without trace Extended Cloak of feathers 250 gp
Passwall Extended Golden miniature shovel 1,050 gp
Permanency — — —
Permanent image Heightened +2 Rare pigments 2,700 gp
Persistent image Heightened +2 Rare pigments 2,300 gp
Phantasmal killer Heightened +1 Nightmarish etchings 850 gp
Phantom steed Extended Platinum horseshoe 650 gp
Phantom Trap — — —
Phase door Silent Jasper-studded key 1,450 gp
Planar ally — — —
Planar ally, greater — — —
Planar ally, lesser — — —
Planar binding Heightened +2 Silver filigree around magic circle 2,700 gp
Planar binding, greater Heightened +2 Gold filigree around magic circle 3,500 gp
Planar binding, lesser Heightened +2 Copper filigree around magic circle 2,300 gp
Plane shift Quickened Silk mantle with moonstones 6,200 gp
Plant growth Enlarged Alchemically treated seeds 650 gp
Poison Maximized Wyvern poison 3,000 gp
Polar ray Enlarged Pale sapphire 1,650 gp
Polymorph Extended Druid-tended silkworm cocoon 850 gp
Polymorph any object Extended Alchemically purified mercury 1,650 gp
Power word blind Enlarged Corundum 1,450 gp
Power word kill Enlarged Corundum 1,850 gp
Power word stun Enlarged Corundum 1,650 gp
Prayer Widened Blessed scriptures on vellum 2,550 gp
Prestidigitation Enlarged White silk gloves 25 gp
Prismatic sphere Heightened +2 Diamonds 3,900 gp
Prismatic spray Heightened +2 Diamonds 3,100 gp
Prismatic wall Heightened +2 Diamonds 3,500 gp
Produce flame Silent Ring carved from flint 250 gp
Programmed image Heightened +2 Rare pigments 2,700 gp
Project image Extended Distorted mirror 1,450 gp
Protection from arrows Extended Piece of bulette hide 450 gp
Protection from chaos Extended Powdered platinum 250 gp
Protection from energy Extended Spinels of red (fire), black (acid), green (sonic),
blue (electricity), or white (cold) 650 gp
Protection from evil Extended Powdered platinum 250 gp
Protection from good Extended Powdered platinum 250 gp
Protection from law Extended Powdered platinum 250 gp
Protection from spells Extended Crushed diamond 2,150 gp
Prying eyes Enlarged Specially prepared medusa eye 1,050 gp
Prying eyes, greater Enlarged Hag eye 1,650 gp
Purify food and drink — — —
Pyrotechnics Heightened +2 Fire source and alchemical accelerants 1,100 gp
Quench Enlarged Water from the extraplanar River Oceanus 650 gp
Rage Extended Fine mead 650 gp
Rainbow pattern Heightened +2 Smoky quartz prism 1,900 gp
Raise dead — — —
Ray of enfeeblement Enlarged Ceremonial electrum dagger 250 gp
Ray of exhaustion Heightened +1 Alchemically distilled perspiration 650 gp
Ray of frost Enlarged White marble carved in icicle shape 25 gp
Read magic Extended Mineral prism 25 gp
Reduce animal Heightened +3 Topaz-studded links of iron 1,950 gp
Reduce person Heightened +3 Turquoise-studded links of iron 1,350 gp
Reduce person, mass Heightened +3 Turquoise-studded links of iron 3,150 gp
Refuge — — —
Regenerate Empowered Specially prepared troll blood 3,500 gp
Reincarnate — — —
Remove blindness/deafness Silent Pearl-studded circlet 650 gp
Remove curse — — —
Remove disease — — —
Remove fear Extended Alchemically prepared war paint 250 gp
Remove paralysis Enlarged Burning incense 450 gp
Repel metal or stone Widened Druid-tended sapling 5,550 gp
Repel vermin Widened Rare snakeskin 3,150 gp
Repel wood Widened Miniature jeweled lantern 4,350 gp
Repulsion Widened Alchemical-ink tattoo (temporary) 4,700 gp
Resilient sphere Enlarged Crystal sphere 850 gp
Resist energy Extended Spinel of red (fire), black (acid), green (sonic),
blue (electricity), or white (cold) 450 gp
Resistance Extended Silk cloak 25 gp
Restoration — — —
Restoration, greater — — —
Restoration, lesser Empowered Alchemical balm 1,100 gp
Resurrection — — —
Reverse gravity Quickened Lodestone mined in Pandemonium 7,400 gp
Righteous might Extended Ritually prepared holy symbol 1,050 gp
Rope trick Extended Rope braided from spider silk 450 gp
Rusting grasp Empowered Ornate mithral gauntlet 1,900 gp
Sanctuary Heightened +2 Jasper necklace 700 gp
Scare Extended Ritually prepared bone from corporeal undead 450 gp
Scintillating pattern Widened Pearlescent prism 5,550 gp
Scorching ray Empowered Ruby from Elemental Plane of Fire 1,100 gp
Screen Heightened +2 Embroidered gauze scrim 3,500 gp
Scrying Heightened +3 Alchemically purified nitric acid 3,150 gp
Scrying, greater Heightened +2 Alchemically purified nitric acid 3,100 gp
Sculpt sound Enlarged Rare clay 650 gp
Searing light Maximized Yellow topaz 2,550 gp
Secret chest Extended Net made of ethereal solid 1,050 gp
Secret page — — —
Secure shelter Extended Miniscule model of cottage 850 gp
See invisibility Extended Powdered turquoise 450 gp
Seeming Heightened +2 Coral figurines 2,300 gp
Sending — — —
Sepia snake sigil Heightened +2 Powdered amber 2,000 gp
Sequester Extended Alchemical ointment 1,450 gp
Shades Heightened +1 Pearl from Plane of Shadow 1,850 gp
Shadow conjuration Heightened +1 Pearl from Plane of Shadow 850 gp
Shadow conjuration, greater Heightened +1 Pearl from Plane of Shadow 1,450 gp
Shadow evocation Heightened +1 Diamond from Plane of Shadow 1,050 gp
Shadow evocation, greater Heightened +1 Diamond from Plane of Shadow 1,650 gp
Shadow walk Extended Black tourmaline 1,250 gp
Shambler Empowered Rare herbs 3,900 gp
Shapechange Extended Aquamarine circlet 1,850 gp
Shatter Widened Carved crystal cubes 1,950 gp
Shield Quickened Jeweled bracelet 2,200 gp
Shield of faith Extended Ritually prepared parchment 250 gp
Shield of law Extended Shield with +1 enhancement bonus 1,153 gp
Shield other Enlarged Two emerald and platinum rings 550 gp
Shillelagh Extended Druid-tended oak club or quarterstaff 250 gp
Shocking grasp Maximized Ornate electrum gauntlet 1,350 gp
Shout Widened Ornate platinum gong 3,150 gp
Shout, greater Widened Ornate platinum trumpet 5,550 gp
Shrink item Extended Alchemically purified mica 650 gp
Silence Silent Silver mask 450 gp
Silent image Heightened +2 Rare pigments 700 gp
Simulacrum — — —
Slay living Heightened +3 Obsidian headpiece 3,750 gp
Sleep Heightened +2 Alchemical dreamwisp dust 700 gp
Sleet storm Extended Hollow ivory bottle 650 gp
Slow Heightened +2 Liquid amber 1,500 gp
Snare — — —
Soften earth and stone Enlarged Specially prepared mud from Hades 450 gp
Solid fog Quickened Cloudy diamonds 4,600 gp
Song of discord Widened Rune-carved conch shell 3,750 gp
Soul bind — — —
Sound burst Heightened +1 Bone whistle 450 gp
Speak with animals Extended Animal mask 250 gp
Speak with dead Heightened +3 Golden caduceus 2,550 gp
Speak with plants Extended Jade-studded mask 650 gp
Spectral hand Enlarged Phosphor-limned glove 450 gp
Spell immunity Extended Moonstone 850 gp
Spell immunity, greater Extended Moonstone 1,650 gp
Spell resistance Extended Rakshasa claw 1,050 gp
Spell turning Empowered Zircon 3,100 gp
Spellstaff — — —
Spider climb Extended Drider fur 450 gp
Spike growth Heightened +2 Carved basalt dagger 1,500 gp
Spike stones Heightened +2 Carved obsidian dagger 1,900 gp
Spiritual weapon Enlarged Masterwork version of weapon varies
Statue Extended Limestone figurine 1,450 gp
Status Extended Electrum headband 450 gp
Stinking cloud Empowered Sulfur from Elemental Plane of Fire 1,500 gp
Stone shape — — —
Stone tell Extended Stone mask 1,250 gp
Stone to flesh — — —
Stoneskin Extended Diamond dust 1,300 gp
Storm of vengeance Empowered Heartwood from oak split by lightning 3,900 gp
Suggestion Heightened +2 Druid-tended honey 1,500 gp
Suggestion, mass Heightened +2 Druid-tended honey 2,700 gp
Summon instrument — — —
Summon monster I Extended Pearl 250 gp
Summon monster II Empowered Pearl 1,100 gp
Summon monster III Empowered Pearl 1,500 gp
Summon monster IV Empowered Pearl 1,900 gp
Summon monster V Empowered Pearl 2,300 gp
Summon monster VI Empowered Pearl 2,700 gp
Summon monster VII Empowered Pearl 3,100 gp
Summon monster VIII Empowered Pearl 3,500 gp
Summon monster IX Empowered Pearl 3,900 gp
Summon nature’s ally I Extended Druid-tended mistletoe 250 gp
Summon nature’s ally II Empowered Druid-tended mistletoe 1,100 gp
Summon nature’s ally III Empowered Druid-tended mistletoe 1,500 gp
Summon nature’s ally IV Empowered Druid-tended mistletoe 1,900 gp
Summon nature’s ally V Empowered Druid-tended mistletoe 2,300 gp
Summon nature’s ally VI Empowered Druid-tended mistletoe 2,700 gp
Summon nature’s ally VII Empowered Druid-tended mistletoe 3,100 gp
Summon nature’s ally VIII Empowered Druid-tended mistletoe 3,500 gp
Summon nature’s ally IX Empowered Druid-tended mistletoe 3,900 gp
Summon swarm Extended Rune-embroidered red cloth 450 gp
Sunbeam Widened Javelin with phosphorus runes 4,950 gp
Sunburst Widened Sunstone carved into graven image 5,550 gp
Symbol of death Heightened +2 Powdered diamond and opal 13,500 gp
Symbol of fear Heightened +2 Powdered diamond and opal 3,700 gp
Symbol of insanity Heightened +2 Powdered diamond and opal 8,500 gp
Symbol of pain Heightened +2 Powdered diamond and opal 3,300 gp
Symbol of persuasion Heightened +2 Powdered diamond and opal 7,700 gp
Symbol of sleep Heightened +2 Powdered diamond and opal 3,300 gp
Symbol of stunning Heightened +2 Powdered diamond and opal 8,100 gp
Symbol of weakness Heightened +2 Powdered diamond and opal 8,100 gp
Sympathetic vibration Extended Set of masterwork tuning forks 1,250 gp
Sympathy Extended Crushed pearls 2,150 gp
Telekinesis Enlarged Iron rod with silver filigree 1,250 gp
Telekinetic sphere Enlarged Crystal sphere 1,650 gp
Telepathic bond Extended Dragon eggshells 1,050 gp
Teleport Quickened Amber and emerald pendant 5,400 gp
Teleport object Quickened Amber and emerald bracelet 7,000 gp
Teleport, greater Quickened Amber and emerald necklace 7,000 gp
Teleportation circle Extended Amber dust 2,850 gp
Temporal stasis Heightened +2 Powdered diamond, emerald, ruby, and sapphire 8,500 gp
Time stop Empowered Specially prepared titan’s knucklebone 3,900 gp
Tiny hut Extended Necklace of crystal beads 650 gp
Tongues Extended Brass model of ziggurat 750 gp
Touch of fatigue Heightened +2 Wolverine perspiration 275 gp
Touch of idiocy Silent Ornate bronze gauntlet 450 gp
Transformation Extended Potions of bear’s endurance, bull’s strength,
cat’s grace, and heroism 1,650 gp
Transmute metal to wood Widened Finely carved darkwood-and-pearl holy symbol 4,950 gp
Transmute mud to rock Heightened +1 Alchemically treated clay 1,050 gp
Transmute rock to mud Heightened +1 Alchemically treated clay 1,050 gp
Transport via plants Silent Rare herbs 1,250 gp
Trap the soul — — —
Tree shape Extended Shawl woven from druid-tended leaves 450 gp
Tree stride Silent Rare herbs 1,050 gp
True resurrection — — —
True seeing Extended Eye ointment 1,500 gp
True strike Quickened Bow with +1 enhancement bonus 2,330 gp
Undeath to death Widened Crushed diamond 4,850 gp
Undetectable alignment Extended Embroidered velvet shroud 450 gp
Unhallow Widened Herbs, oils, and incense 4,750 gp plus
extra for spell
Unholy aura Extended Shield with +1 enhancement bonus 1,153 gp
Unholy blight Empowered Dust from Hades 1,900 gp
Unseen servant Extended Fancy valet’s uniform 250 gp
Vampiric touch Maximized Specially prepared vampire’s fang 2,550 gp
Veil Heightened +2 Veil spun from electrum thread 2,700 gp
Ventriloquism Enlarged Calligraphy on fine parchment, rolled into cone 250 gp
Virtue Extended Brass medallion 25 hp
Vision — — —
Wail of the banshee Enlarged and widened Trapped banshee essence 8,600 gp
Wall of fire Extended Ground phosphorus and magnesium 950 gp
Wall of force Extended Any clear gem 1,050 gp
Wall of ice Extended Rune-engraved quartz 850 gp
Wall of iron Enlarged Alchemically purified iron and gold dust 1,300 gp
Wall of stone Enlarged Rune-engraved granite 1,050 gp
Wall of thorns Extended Thorns from rare blood-roses 1,050 gp
Warp wood Enlarged Switch carved from druid-tended black oak 450 gp
Water breathing Extended Ornately carved reed 650 gp
Water walk Extended Coral armbands 650 gp
Waves of exhaustion Widened Occluded diamond 4,950 gp
Waves of fatigue Widened Occluded diamond 2,550 gp
Web Heightened +2 Ritually prepared drider silk 1,100 gp
Weird Heightened +1 Nightmarish etchings 1,850 gp
Whirlwind Extended Bottled gale-force wind from
the Elemental Plane of Air 1,650 gp
Whispering wind Extended Bottled last breath of a druid 450 gp
Wind walk Extended Cloud vapor from Arcadia 1,350 gp
Wind wall Extended Specially prepared lillend feather 650 gp
Wish — — —
Wood shape — — —
Word of chaos Heightened +2 Specially prepared stinger of a formian myrmarch 3,100 gp
Word of recall Quickened Ornate emerald holy symbol 7,000 gp
Zone of silence Widened Miniature platinum lute with strings cut 3,150 gp
Zone of truth Heightened +2 Silver and gold gavel 1,100 gp

#85

phoenix00

Jul 29, 2007 10:24:55
Nice trick, requires a Wizard and an Erudite.

Wizard can cast 6th lvl spells (the higher the caster level the better), has taken the sanctum spell feat.
Erudite can cast 7th lvl powers.
  • Mage casts Mental Pinnacle outside his Sanctum, with Sanctum Spell attached into a ring of spell storing. This Mental Pinacle is now a 5th lvl spell.
  • Gives the ring to the Erudite.
  • Erudite uses the ring and cast the spell.
  • Erudite then uses Mage’s Lucubration for the cost of 11 pp to recall the spell Mental Pinnacle and prepares it in his mind.
  • Eventually the duration of Mental Pinnacle runs out thus the Erudite loses all his power points. But since he has multiple copies of Mental Pinnacle prepared in his mind he can always just activate one of these to regain power points.
  • Process repeats itself till the psion feels he has enough copies of Mental Pinnacle stored.
  • Combine with the power Soul Crystal the Erudite stores the extra power points generated by Mental Pinnacle into a permanent fixture.
  • Mental Pinacle generates 3*Arcane Caster Level PP. 13 of which power points goes to Mental Pinnacle, the rest is profit and thus power points you use to store into a soul crystal.
#86

phoenix00

Jul 29, 2007 11:11:08
  • Then again can't an erudite cast Mental Pinacle on his psicrystal.
  • He then has his psicrystal access his mind as allowed by the rules below
  • http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#manifestAnUnknownPowerFromAnothersPowersKnown
  • using his psicraft and use psionic device ranks (he uses upd to simulate having that power on his class list)
  • the psicrystal retrieves bestow power
  • the psicrystal uses bestow power and gives the power points to his master.
  • since the psicrystal doesn't normally have any power points, him running out of power points at the end of mental pinnacle won't be a problem. This trick will also work for other classes such as factotum who have ranks in psicraft and use psionic device but don't have power points.
#87

zombiegleemax

Aug 17, 2007 13:04:53
Problem: Erudites lose the ability to learn new powers when they have equal or more levels in other psionic classes than erudite. Cerebremancer and X are both psionic classes.

That means TOTAL level or combined level Ej: Erudite 8 / Psionic Class A 5 / Psionic Class B 5... This would make the erudite unable to learn new powers??
#88

Tempest_Stormwind

Aug 17, 2007 13:35:52
That means TOTAL level or combined level Ej: Erudite 8 / Psionic Class A 5 / Psionic Class B 5... This would make the erudite unable to learn new powers??

Welcome to the wonderful world of Complete Psionic editing.
#89

zombiegleemax

Aug 18, 2007 12:21:43
Thats a shame its not even an easy playable class... basically you HAVE to be Erudite all the way to get the strenghts of the class but each level makes you weaker ( Erudite level * 40 xp to learn a power?????????) Its sucks even more than the wilder at higher level
#90

Tempest_Stormwind

Aug 18, 2007 12:33:16
1) One-level gravy train. You'll get *more* XP than the rest of the party, so long as you pace yourself.

2) Unlike the wilder, you do not get statistically weaker as you level up. It just costs more XP -- but you're also gaining more XP from CR-appropriate challenges (i.e. take on a monster with a CR equal to the party's average level at level 1 might grant you 75 XP and learning a new power costs 40xp (53% of one monster's XP reward), while at level 8 doing the same would grant you 600 XP and learning a new power costs 320 xp (again, 53% of one monster's XP reward)). Furthermore, see 1 -- If you're a level behind the rest of the party, you'll actually gain more XP than I listed.

3) You have an ungodly high number of powers known. Take Imprint Stone, like every wizard out there takes Scribe Scroll, and BAMF you've got nearly unlimited powers per day. Save your unique powers for desperate measures, when you don't have the right stone ready, or when you need a ludicrous manifester level.
#91

zombiegleemax

Aug 18, 2007 21:52:46
Yeah, you are right as usual.... The "Experience is a River" is quite a help on the level/exp relation; but the idea of the Psionic Classes hindering the ability to learn new powers... well that makes the options limited, i though that multiclassing would help to obtain more abilities that make up for the limited powers per day, but now it'll have to be straight Erudite and use the powers to make up the deficiencies
#92

kazumoshun

Mar 21, 2008 13:29:36
Looks to me like it's Unique Powers per day per Level. I.e at 7-8thth level you can manifest 5 1st, 2nd, and 3rd level powers.
#93

crimsondeath

Mar 21, 2008 21:50:25
Looks to me like it's Unique Powers per day per Level. I.e at 7-8thth level you can manifest 5 1st, 2nd, and 3rd level powers.

Which, at 20th level, yields the absurd result of a character with more unique powers per day than he has power points to manifest (eleven 9th, eleven 8th, eleven 7th...)

And still doesn't help the level 2 Erudite at all (since he has one UPPD and one level of powers).
#94

kazumoshun

Mar 21, 2008 22:46:01
I dont know where it is, but there is a feat called Extra Unique Power. If you really want another power early on, then use that.
#95

fwib

Mar 22, 2008 19:53:59
I dont know where it is, but there is a feat called Extra Unique Power. If you really want another power early on, then use that.

Dragon Magazine it seems.
#96

awaken_D_M_golem

Mar 24, 2008 16:18:46
Thought Bottle, what did K call it? That wonderful trinket from Complete Arcane.

At 17th level, one can learn either ALL psi-powers, via the Mantled variant, or ALL spells up to 8th level.
I posted the details over on the psi-board, but this frees up levels 18-20 from the tyranny of the Erudite's learning limit thingy.

But why not both?
PHB2 class ability retrain, at 18th level from Spell to Power into Mantled (or vice versa).
So now you know all psi-powers and all arcanes up to 8th.

Still can't use them all.
11/40-something'iths a Generic Spellcaster.
#97

awaken_D_M_golem

Aug 16, 2008 15:31:07
bump
#98

awaken_D_M_golem

Jan 30, 2009 14:53:45
bump
#99

toryn

Feb 03, 2009 22:56:22
I love this variant. My last erudite played like a pseudo-gish in armor, with access to the shape of the hell spawned stalker spell (the one that turns you into a hell hound). It was very fun!
#100

awaken_D_M_golem

Sep 01, 2009 16:37:44

Don't wanna lose this one.