Custom divine abilities, portfolios, etc.

paradox42

First Post
Versatility was the portfolio I decided to share first, because some of the others we came up with are so radically different in concept from traditional mythic archetypes (not to mention using new concepts we're using in rules terms) that I needed to make some changes to bring them into line with "core Ascension." The one below, Diplomacy, was the "universe-granted" portfolio for a Bard who actually quested to gain the Teamwork portfolio (but more on that in a future post). Also, several of the Portfolios we've come up with are sadly incomplete in terms of the "fluff" side, because we're still working things out there. The games are ongoing and very much an exploration in progress.

I should mention, before sharing the Portfolio itself, that we made a change to the way the Diplomacy skill works in our game- to keep things interesting in the high-Epic realm we're now exploring. Rather than use the base DCs given in the SRD/PHB, we instead use a formula to get a Diplomacy DC to alter a target NPC's attitude: 15 + (X * HD), where HD is the NPC's hit dice and X is the number of "attitude steps" you want to adjust by along the track. The track, to remind everyone, is Hostile - Unfriendly - Indifferent - Friendly - Helpful - Fanatic (Fanatic is in the Epic rules and actually has game effects similar to Barbarian Rage). So, to raise a 25-HD creature from Hostile to Helpful, a difference of 4 steps along the track, the Diplomacy DC would be 15 + (4 * 25) = 115. By contrast, the DC to raise the creature from Hostile to merely Unfriendly is only 40. The DC to raise a Hostile 100-HD creature to Unfriendly, though, is also 115, while the DC to raise it all the way to Helpful would be a whopping 415! Also, because Fanatic has a clearly distinct role in the game from Helpful, and the DCs required to raise a creature to that level are significantly higher than those required to raise to Helpful even in the SRD, we postulated that Fanatic should be considered three steps above Helpful (so going from Hostile to Fanatic would actually require an effective seven steps, not five).

I will also note that the Portfolio below makes use of a new Divine ability we came up with specially for this, though it isn't intended to be Portfolio-only. I'll detail the new ability in a post following this one.

Diplomacy Portfolio
Aspects: (need some!)
Opposed Portfolio: Insults
Examples: none mythological (again)
Favored Animal: (need some!)
Favored Class: Bard
Favored Place: (need some!)
Favored Sacrifice: (need some! -though Weapons are pretty obvious to me...)
Favored Time: (need some!)
Favored Weapon: None (or Words)
Portfolio Trial: Through negotiation alone, you must bring an end to a war which has raged for at least a generation.
Prerequisites: -
Symbol: (needs one!)
Typical Quote: (needs one- "Can't we all just get along?" is too obvious and cheesy.)

Diplomacy Domain
Granted Power:
Whenever you make a rushed Diplomacy check, the penalty is only -5, instead of -10.

Diplomacy Domain Spells
1. Sanctuary: Opponents can't attack you, and you can't attack.
2. Tongues: Speak any language.
3. Suggestion: Compels subject to follow stated course of action.
4. Discern Lies: Reveals deliberate falsehoods.
5. Mass Sanctuary: One creature/level can't be attacked, and can't attack. [from Spell Compendium]
6. Mass Suggestion: As Suggestion, plus one subject/level.
7. Brain Spider: Eavesdrop on thoughts of up to eight other creatures. [from Spell Compendium]
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Demand: As Sending, plus you can send Suggestion.


Dominion
Realm:

Elder One:
Old One:
First One:


Diplomacy template (Single)
Appearance:
-
Behavior: -

Diplomacy template (Double)
Appearance:
-
Behavior: -


(Single) Diplomacy Portfolio
Spell-like Abilities (Disciple):
Use any Diplomacy domain spell once per round as a standard action.
Fly's Endurance (Weakness): Penalty to Constitution equal to your Divine Rank.
Stay Thy Hand (Weakness): Penalty to attack rolls equal to your Divine Rank.
Self-Hypnosis (Prophet): You gain the benefits of being Mind Blanked.
Scion of Diplomacy (Hero-deity): Competence bonus on Diplomacy checks equal to 10 times your Divine Rank.
Spirit of Communication (Quasi-deity): Allies within your divine aura gain the Polyglot epic feat.
Instrument of Diplomacy (Demi-deity): Immunities against your Enchantment effects are only 50% effective.
Superior Emotional [Effect] (Lesser deity): Change your targets' emotional state with divine energy.
Uncanny Emotional Mastery (Intermediate deity): Change your targets' emotional state with divine energy.
Soul of Diplomacy (Greater Deity): Gain Regeneration equal to half your HD while no creatures hostile to you are within your divine aura.
Innocence (Elder One): You cannot be harmed until you yourself attack.
Cosmic Imperfection (Insults) (Weakness): One artifact in the universe can defeat your Cosmic String ability.
Abrogate (Old One): You negate an enemy's single greatest ability.


(Double) Diplomacy Portfolio
Spell-like Abilities (Disciple):
Use two Diplomacy domain spells per round (one standard, one swift).
Fly's Endurance (Weakness): Penalty to Constitution equal to double your Divine Rank.
Stay Thy Hand (Weakness): Penalty to attack rolls equal to double your Divine Rank.
Unflappable Negotiator (Prophet): You gain the benefits of being Mind Blanked, and are immune to effects which would damage or drain your CHA.
Greater Scion of Diplomacy (Hero-deity): Competence bonus on Diplomacy checks equal to 20 times your Divine Rank.
Vanguard Will (Quasi-deity): Allies within your divine aura use your Will save modifier in place of their own.
Embodiment of Diplomacy (Demi-deity): Immunities against your Enchantment effects are totally ineffective.
Superior Emotional [Effect] (x2 HD) (Lesser deity): Change your targets' emotional state with divine energy.
Uncanny Emotional Mastery (x2 HD) (Intermediate deity): Change your targets' emotional state with divine energy.
Greater Soul of Diplomacy (Greater Deity): Gain Regeneration equal to your HD while no creatures hostile to you are within your divine aura.
Specular (Elder One): Enemies suffer same damage they inflict upon you.
Cosmic Imperfection (Insults) (Weakness): Two artifacts in the universe can defeat your Cosmic String ability.
Exclusivity (Old One): You can only be affected by one opponent each round.
Transpersonal (First One): An attack that affects you also affects all opponents.

Before moving on to Emotional [Effect], I'll note that the way we designed it was such that it would obviously be granted to Diplomacy's opposite number, Insults, just as it is to Diplomacy. When you read the ability, you'll see why.
 
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paradox42

First Post
Now given the above post, on the Diplomacy Portfolio, it's now necessary to share the new Divine [Effect] we came up with as part of it. It came about because none of the existing Ascension [Effects] seemed to fit the concept- we tried both Iatric (healing) and Sonic (the idea being that the Diplomat "yells at" recalcitrant enemies), and both were ultimately rejected because the philosophy we wanted to stick to was "If a fight starts, Diplomacy has already failed."

So we come to the following. The notion here is that the immortal can already affect creatures' emotional state with the divine aura, so why can't the character also do it in an active form (like a breath weapon or a beam)? We borrowed an idea of 4th Edition, specifically the way it changed most of the old mind-affecting stuff like a Mind Flayer's Mind Blast to just another form of damage. We used that concept to make a new form of "damage" dealing no real harm- but I'm getting ahead of myself. Read on.

Emotional [Effect] (Su) [Mind-Affecting]
Change your targets' emotional state with divine energy.
Benefit: The effect causes d20 Psychic damage per hit die of the immortal. Psychic damage does no bodily harm and cannot kill a target, but when it overwhelms the target's mind (when the target takes more Psychic damage than its full healthy hit point total) it forces the creature's mind into a new state as determined by the immortal. The effect shifts the target one step towards or away from Hostile, on the NPC reactions scale each time you reach this threshold. If you deal more Psychic damage in one attack than twice the target's full healthy hit point total, then you may shift the target two steps along the scale, and so on. Psychic damage is erased when the threshold is reached and the shift occurs, or after one hour, whichever occurs first.

This is considered a Mind-Affecting effect, but allows no saving throw once the Psychic damage reaches the threshold amount, nor is Spell Resistance relevant. A target which has resistance to Mind-Affecting effects (in the form of a saving throw bonus) gets Damage Reduction against the Psychic damage equal to double the saving throw bonus. Creatures immune to Mind-Affecting effects or abilities are likewise immune to Psychic damage and having their attitudes and emotions shifted this way.

e.g. A 50 HD immortal taking Emotional Hand would gain a touch attack dealing 25d20 Psychic damage. If this attack is used on a Shocker Lizard (with a healthy total of 13 hit points), dealing its average of 262 Psychic damage, the immortal can shift the creature from Hostile attitude to Fanatic (one step above Helpful) with just the one touch. If the attack is instead used on a Tarrasque (full healthy total of 858 hit points), the immortal would instead have to successfully touch it four times to shift the creature from Hostile to Unfriendly.
Special: This effect can be taken multiple times and its effects stack. Each time it is taken it either applies to a different effect, or it applies to the same effect as follows:

Taken twice = Greater Emotional [Effect], original effect doubled.
Taken three times = Superior Emotional [Effect], original effect tripled.
Taken four times = Perfect Emotional [Effect], original effect quadrupled.
Taken five times = Emotional Mastery, use any type of Emotional effect.
Taken six times = Uncanny Emotional Mastery, shape area effects to only target those you want to.

Special: The "hostility" track need not be the only one this effect can change. At the DM's option, other emotional states, such as Fear or Lust, might be similarly affected. It is suggested that if the DM allows this, an immortal taking Emotional [Effect] should select one type of emotion to affect with it, much as one must choose between Fire, Cold, or others when taking [Energy][Effect]. The emotions chosen for this effect should be emotional states that also have a "track" or spectrum in game terms, like the Hate/Love track of basic NPC reaction attitudes used as a base above. Fear already has such a track (Shaken, Frightened, Panicked in order of increasing fear), but other emotional states are not covered in the core rules.


We used the idea of Psychic damage because during our debates about what this effect should do, it became clear that we wanted something which- like our changes to the Diplomacy skill itself- would be less effective against powerful creatures (particularly creatures more powerful than the Diplomacy deity herself) than weak ones. Whether or not there's a saving throw involved in the emotional shift, once the Psychic damage overwhelms the target, is not yet set in stone, but I shared it as-is above because I figure any DM who allows this power will decide that issue for him- or herself. I am presently leaning to no save after the damage, because several of the actual [Effect] types themselves (e.g., the Blast and the Breath) allow saving throws for reduced or no damage- and because this Emotional [Effect] is really supposed to represent a focused application of divine energy (which breaks through all barriers).

Also, it should now be clear that Emotional [Effect] is just as useful to the opposed Portfolio of Diplomacy, Insults, as it is to Diplomacy itself. A deity of Insults would obviously use the effect to make creatures more hostile, while the Diplomat uses it to reduce hostility.
 
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Hey dante - thanks for posting the monster. Nice pic for a sea goddess too.

Some great stuff there paradox42. I like the Diplomacy changes - that always did seem to easy to sway others opinions. Love the Emotional [Effect] power. :D
 

dante58701

Banned
Banned
Hey dante - thanks for posting the monster. Nice pic for a sea goddess too.

No problem, I've been feeling somewhat more creative than usual. Might even tackle the "Hellspawn" template idea you had if it hasn't been done yet.

You suggested it as a counterpart to the Flaga.
 

paradox42

First Post
Well, I teased you with it in the post with the Diplomacy portfolio above, but here we come to the one I'm most proud of among the new portfolios my group has come up with. It took us a long time, several game sessions' worth of wrangling and suggestions, to bring it to the form I'll post below- but we did do it and it's a unique idea. As one player said soon after we figured out the powers up to Hero-Deity, it is particularly appropriate that the Teamwork portfolio was itself brought into being by an exercise in teamwork.

The part of this that I personally think is coolest is expressed most clearly in the Portfolio Trial and the special prerequisite. See what you think.

Teamwork Portfolio
Aspects: Fellowship, Combination, Hives
Opposed Portfolio: Rivalry
Examples: none I'm consciously aware of (but my memory keeps nudging me to say I'm forgetting something- and no, the Borg do not count as mythic IMO).
Favored Animal: Bees, Ants, or other hive-dwellers
Favored Class: Bard
Favored Place: Borders between friendly landowners, cities or nations
Favored Sacrifice: Honey, or objects/products resulting from team labor
Favored Time: -
Favored Weapon: Catapult, ballista, or other weapon requiring multiple operators
Portfolio Trial: Through use of the Aid Another action, defeat/upstage/amaze a deity at a task directly related to one of its own Portfolios.
Prerequisites: This portfolio may only be gained by two or more individuals working together to achieve the goal of gaining it. Even in a closed cosmos, Teamwork always has more than one deity associated with it.
Symbol: Clasped hands raised as if in triumph
Typical Quote: "Together we can accomplish anything!"

Teamwork Domain
Granted Power:
Once per day, when you successfully use the Aid Another action, you may add your Cleric level as an additional bonus to the check or roll you are aiding. You may decide to use this bonus after you roll the Aid Another check itself (so you know whether it succeeds or not).

Teamwork Domain Spells
1. Status: Monitors condition, position of allies.
2. Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail. [from Player's Handbook II]
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4. Recitation: Your allies get bonus on AC, attacks, and saves. [from Spell Compendium]
5. Telepathic Bond: Link lets allies communicate.
6. Dimension Shuffle: Teleport multiple creatures short distances within line of sight. [from Player's Handbook II]
7. Mimic: Replicate a spell an ally just cast, or copy an action an ally just took. [NEW SPELL- see below]
8. Battle Captain's Charge: Subject and allies charge, no attacks of opportunity, deal extra damage, stun. [NEW SPELL- see below]
9. Fusion: You combine your abilities and form with another. [from Expanded Psionics Handbook and Psionics SRD]


Dominion
Realm:
The immortals' realms are inhabited by creatures and plants born in litters, twins, triplets, and other multiple-copies groups.
Elder One: The immortals' home realms become joined by a border so thin it almost isn't there at all.
Old One: The layers of the immortals' home plane join together so closely that they appear to be a single layer.
First One: The planes within the immortals' dimension merge into a single homogenized world which merely has countries or continents resembling the formerly separated planes.


Teamwork template (Single)
Appearance:
The immortals acquire quirks of appearance so as to more closely resemble each other, such as a human developing the pointed ears of an elf teammate, while the elf grows a beard like the human's.
Behavior: The immortals prefer to do as many things together as possible or practical, and act together with uncanny synchronization and precision- even to the point of finishing each other's speeches or sentences.

Teamwork template (Double)
Appearance:
The immortals acquire extreme appearance changes that homogenize their look, changing coloring (hair, skin, eyes), clothing, and even general facial features to match each other.
Behavior: The immortals are only apart when forced apart, and speak the same words simultaneously more often than not. Their personalities become a blend of each other, such that it is difficult to tell them apart by behavior.


(Single) Teamwork Portfolio
Spell-like Abilities (Disciple):
Use any Teamwork domain spell once per round as a standard action.
Aversion to Loneliness (Weakness): Penalty on all rolls equal to your Divine Rank when you have no allies within your divine aura.
Rhino's Cunning (Weakness): Penalty to Intelligence equal to your Divine Rank.
Divine Champion (Prophet): You can borrow divine abilities from other willing immortals of a number up to your Divine Rank.
Scion of Teamwork (Hero-deity): Allies within your divine aura can use the Aid Another action as a free action (though only once per check being aided), instead of a standard action.
Vanguard Summons (Quasi-deity): Summoned creatures can use your saving throws.
Instrument of Teamwork (Demi-deity): Spells and effects you use to protect or help others (including Aid Another) are 50% more effective.
Superior Iatric [Effect] (Lesser deity): Bless your allies with healing energy.
Uncanny Iatric Mastery (Intermediate deity): Bless your allies with healing energy.
Team Spirit (Greater Deity): Regeneration equal to half your HD while allies within your divine aura.
Gestalt (Elder One): Bond with multiple allies pooling all their resources into one being.
Cosmic Imperfection (Rivalry) (Weakness): One artifact in the universe can defeat your Cosmic String ability.
Team Champion (Old One): Allies within your divine aura gain the Divine Champion divine ability.


(Double) Teamwork Portfolio
Spell-like Abilities (Disciple):
Use two Teamwork domain spells per round (one standard, one swift).
Aversion to Loneliness (Weakness): Penalty on all rolls equal to double your Divine Rank when you have no allies within your divine aura.
Rhino's Cunning (Weakness): Penalty to Intelligence equal to double your Divine Rank.
Divine Custodian (Prophet): You can borrow ability scores from other willing beings with their score temporarily replacing yours.
Greater Scion of Teamwork (Hero-deity): Allies within your divine aura can use the Aid Another action as a free action (up to twice per check being aided), instead of a standard action.
Doubled Summoning (Quasi-deity): You always summon twice as many creatures as the spell normally allows.
Embodiment of Teamwork (Demi-deity): Spells and effects you use to protect or help others (including Aid Another) are twice as effective.
Superior Iatric [Effect] (x2 HD) (Lesser deity): Bless your allies with healing energy.
Uncanny Iatric Mastery (x2 HD) (Intermediate deity): Bless your allies with healing energy.
Super Team Spirit (Greater Deity): Regeneration equal to your HD while allies within your divine aura.
Helping Hand (Elder One): Make beneficial touch spells at any range within your divine aura.
Cosmic Imperfection (Rivalry) (Weakness): Two artifacts in the universe can defeat your Cosmic String ability.
Team Custodian (Old One): Allies within your divine aura can borrow ability scores from other willing beings.
Team Inspiration (First One): Allies within your divine aura gain the Divine Inspiration cosmic ability.



Battle Captain's Charge (Transmutation)
Subject and allies charge, no attacks of opportunity, deal extra damage, stun.
Level: Teamwork 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 willing creature
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The recipient of this spell gains the ability to use War Master's Charge, the 9th-level martial maneuver from the White Raven discipline [see Tome of Battle: the Book of Nine Swords for details], once. The spell is discharged after the subject uses the maneuver. If the subject does not use the maneuver before the spell duration expires, or the spell is dispelled before the subject uses it, then the maneuver is lost with no further effect. If used on a subject who already has the ability to use War Master's Charge, the spell grants an extra use during the encounter, as though it were readied (and if necessary, refreshed) normally.


Mimic (Universal)
Replicate a spell an ally just cast, or copy an action an ally just took.
Level: Teamwork 7
Components: V, S, DF
Casting Time: 1 immediate action
Range: See text
Effect: One action, effect, spell, spell-like ability
Duration: See text
Saving Throw: See text
Spell Resistance: See text

You cast this spell in response to an action an ally has just taken, after the ally's turn ends but before the next action begins or the round ends. You duplicate that action, as if you had all the appropriate feats, prepared spells, open spell slots, psionic power points, readied maneuvers, or whatever is necessary to duplicate the action, though this spell does not (and cannot) give you copies of equipment or gear used in the original action. The spell can only replicate actions which took 1 full-round action or less to complete; also, it can only Mimic Cleric spells of 7th level or lower, any other spell of 6th level or lower, any psionic power or martial maneuver of 5th level or lower, or spell-like or psi-like abilities which are based on such spells or powers. You make any choices the ability requires its user to make as if you had the ability yourself, and Mimic also duplicates any abilities such as Metamagic or Metapsionic feats that added to the original use you are copying (but you are not allowed to use any of your own unless you prepared Mimic itself with one or more Metamagic feats). You must still pay any XP costs, and take whatever damage, the duplicated spell or power requires you to pay, and if the ability has an expensive material component, then you must have that component on hand when you Mimic or pay an extra XP cost equal to 1 XP per 5 gp value of the component.

For example, if you choose to Mimic an ally's Whirlwind Attack, then you perform a Whirlwind Attack yourself, as if you had that feat and any others the ally used during his action (such as Cleave or Great Cleave), but you do not get the same magic Greatsword the ally used for his attack, nor the ally's Strength score or base attack bonus. Instead you perform it with your own weapon, Strength, and attack bonus, and you only get to use the Cleave or Great Cleave if you actually drop one or more enemies with your attack. If you choose to Mimic an ally's use of the Insightful Strike martial maneuver, then you make the strike using your Concentration check, not your ally's, though you need not attack the same target your ally did. If you Mimic your ally's Maximized Cone of Cold (legal because the spell itself is only 5th level, even though it would take an 8th level slot to prepare it), then you too create a cone of magic which deals 6 points of Cold damage per level- but you do not get to also use your own Empower Spell feat to deal still more damage (unless you had prepared Mimic with Empower at the time you prepared spells- in that case you would produce a Maximized, Empowered Cone of Cold).



The pair of characters who quested for this during our game completed their quest by performing a musical act together in the personal Amphitheatre of the god of Music, Poetry, and Harmony; they actually spent several game months going around the world performing concerts wherein they got audiences to sing along and participate with them and recording the performances. They then, during the final performance, brought out those recordings and performed in tune and synch with them, as well as bringing in audience participation at this final concert itself, thus effectively gaining the aid of hundreds of audience members both past and present (okay, I the DM fudged this a bit, but it was too cool a story point to disallow on a rules technicality). With this, they more than doubled the Perform modifier of the god himself for their own performance, and effectively blew him out of the metaphorical water. One of these characters has been retired (as the player can no longer play with us due to other commitments), but the one who's still active is the goddess of Teamwork and Diplomacy (and was a single-classed epic-level Bard when she finally ascended).
 
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dante58701

Banned
Banned
Divine or Cosmic???

I'm thinking Cosmic.

Divine Spirit (Su)
Your attacks and effects are laced with quintessence.
Prerequisites: Knowledge (religion) 70 Ranks.
Benefit: Your attacks and effects inflict 50% divine damage. Your attacks and effects have a 50% chance to affect even immune targets.
Special: This ability can be taken twice. If you take it a second time, it's efficiency is doubled. (i.e. 100%)
 
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dante58701

Banned
Banned
Here's an Art (Artworks) portfolio base. It's intended for use with the Artist class in the Mystic Vista's - Medieval Player's Manual.




Artwork
Artwork Domain
Granted Power: Character gains the Artistic Inspiration feat.
1 Erase: Mundane or magical writing vanishes.
2 Arcane Lock: Magically locks a portal or chest.
3 Illusory Script: Only intended reader can decipher.
4 Minor Creation: Creates cloth or wood object.
5 Major Creation: As minor creation, plus stone and metal.
6 Legend Lore: Lets you learn tales about a person, place, or thing.
7 Statue: Subject can become a statue at will.
8 Polymorph Any Object: Changes any subject into anything else.
9 Refuge: Alters item to transport it's possessor to you.

Divine Status Ability/Weakness Gained Benefit/Penalty Action
Disciple Spell-like Abilities Use any artwork domain spell as spell-like ability. Standard
Lemming's Wisdom Competence penalty (equal to your divine rank) to wisdom. Always Active
Martyr You take 50% of the damage dealt to any adjacent artists/artwork. Always Active
Prophet Transmutation Immunity You are immune to transmutation-based attacks. Always Active
Hero-Deity Artistic Inspiration Competence bonus (equal to your divine rank) to intelligence. Always Active
Quasi-deity Artistic Brethren Artists/artwork conjured/created have 50% more HD/hp. Always Active
Demi-deity Instrument of Artistry Immunities against your transmutation effects only 50% effective. Always Active
Lesser Deity Superior Withering (Intelligence) [Effect] Assault your enemies with Intelligence draining attacks. Variable
Intermediate Deity Uncanny Withering (Intelligence) Mastery Assault your enemies with Intelligence draining attacks. Variable
Greater Deity Artistic Fast Healing Fast heal 1 hp/round for every artist/artwork within your divine aura. Always Active
Elder One Artistic Messiah Artists/artwork of lower (or nonexistent) divine rank cannot harm Always Active
you (no save).
Cosmic Imperfection (Destruction) One artifact in the universe can defeat your cosmic string ability Always Active
Old One Pariah of Destruction Evocation spells/effects cease to function in your divine realm. Always Active
 
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Great stuff guys! :)

Would you guys mind if I posted some of this on my website (been a bit thin on updates recently), perhaps a section on new portfolios? I'll give you all the credit of course. ;)
 

dante58701

Banned
Banned
Great stuff guys! :)

Would you guys mind if I posted some of this on my website (been a bit thin on updates recently), perhaps a section on new portfolios? I'll give you all the credit of course. ;)

You can use anything I've posted or will post. I'm just brainstorming, but if you want to use it be my guest. =^.^=
 

Hiya mate! :)

Axolotl said:
Why does science have anything to do with psionics?

Admittedly that was a bit of shoe-horning on my part.

I wanted Science to oppose magic, and the closest approximation of science in D&D seemed like Psionics.
 

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