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Psionics are different and a Feat?

Suldulin

First Post
Ok, say the the rules varient of psionics being different is to be used, what (if any) balance troubles could there be such?

also how powerful would a feat be to let a spellcaster's magic behave as per normal rules within this varient? would such a feat be reasonable?
 

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msisden

First Post
The only change is that stuff in the PH that says it affects magic doesn't affect psionics, so psionics aren't affected by anti-magic. Same goes for sorcery, psionics can't detect magic or affect it in any way. SR doesn't count as PR. Use Magic Device and Use Psionic Device are seperate skills.

As for the feat, it depends on what it actually let's you do. Could you use it to make a permanent anti-magic/anti-psi field? Obviously, you could dispel psionics. But would it allows you to treat PR as SR (or does that even matter). How about if you cast a spell that grants SR. Does it give you an equal amount of PR? Mybe make it a metamagic feat.

Psi-spell [Metamagic]
You can enhance your spells so they can affect psionics as well as magic.
Benefit: Any spell modified by this feat can affect psionics just as if it were magic. Therefore, a mage can use dispel magic to counter a psionic power, or a spell that provides SR will also provide PR. A psi-spell takes up a slot one (two?) levels higher than normal.
 

Suldulin

First Post
the feat would look as follows:

Psionic-laced casting (general)
You have a slight gift for psionics but rather than devloping this gift you seem to blend this in with your spells.
Benefit: Your spells interact with psionics as if under normal rules, i.e. your spells affect psionics and psionic affects your spells, counting as both. Your spells are affect by both an anti-magic and anti-psionic fields and must go through the higher value of PR or SR, ecetera
 
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Corgano

First Post
As far as SR and PR goes....the variant says that any creature with SR 20 or higher also has PR equal to their SR -10.

Corgano
 

Destil

Explorer
If you don't use around a 50/50 psi/magic split whichever you use less will be much increased in power when used by PCs. As per the PsiHB version of the psi as different rules, you need to cast a spell 2 levels higher to affect the other.

Personaly, I think this is a bit much, and have a set of variant rules to cover it, which is sort of allowing a +0 meta-magic / meta-psionic feat that switches your spells / powers.

[Psionics are different, but compatible -
These are a set of variant psionics are different rules. They allow the two to affect each other, but at slightly reduced strength, and only if you specifically know what you're facing.
Psionics and magic are highly related, far more so than the default psionics are different rules. The following spells / powers can be used in two forms, one affecting psionics, one affecting magic (listed in that order for psionic manifestations, and the reverse for spells). The form used is chosen upon casting / manifestation. Any unlisted power or spell (Dimensional Anchor, See Invisibility, Freedom of Movement et cetera) works at full effect against both magic and psionics, without the user needing to choose one or the other. Theses spells simply work to counter the end effect, not the inherent source of that effect.

Spell Resistance and Power Resistance
Magical creatures with innate SR have PR equal to their SR - 2. Psionic creatures likewise possess SR = PR - 2. This does not apply to items or spell that grant SR or PR, only class and racial features.

Supernatural Abilities
Clarification - Supernatural abilities are magical by default. Innately psionic creatures with supernatural abilities and supernatural abilities granted from levels gained in psionic classes are psionic.

Powers
Ablating: Ablating and Aegis. Ablating only functions against psionic negation. Aegis functions against magical dispelling, however it only adds +4 to dispelling DC.
Aura Alteration: Aura Alteration and Arcane Alteration. Arcane Alteration does not grant a +2 bonus to the saving throw when used to remove magical effects.
Catapsi: Catapsi and Spelljamming. A spelljamming field doubles the casting time of all spells within the area of effect. Free action spells are cast as one action spells, one action spells take one full action to cast, full round spells take a full round and a subsequent move-equivalent action to cast and any spell with a casting time in rounds has it's casting time double.
Detect Psionics: Detect Psionics and Detect Magic. Detect magic suffers a -2 penalty to the spellcraft check.
Negate Psionics : Negate Psionics and Negate Magic. You suffer a -2 penalty to all negation checks with negate magic.
Null Psionics Field : Null Psionics Field and Null Magic Field. Null Magic Field has a one full round manifestation time.
Power Resistance : Power Resistance and Spell Resistance. Spell Resistance only grants SR = 10 + level.
Power Turning : Power Turning and Spell Turning. Spell turning only reflects 1d4+4 levels of powers
Reddopsi: Reddopsi and Reflect. Reflect has a one full round manifestation time.
Sense Psionics: Sense Psionics and Sense Magic. Sense magic has an area and range of only 1 mile/ 2 levels.

Spells
Antimagic shell: Antimagic shell and Antipsionic shell. Antipisonic field has a full round casting time.
Detect Magic : Detect Magic and Detect Psionics. Detect psionics suffers a -2 penalty to the psicraft check.
Dispel Magic: Dispel Magic and Dispel Psionics. Dispel psionics has a -2 penalty to all dispelling checks.
Globe of Invulnerability: Globe of Invulnerability and Globe of Psionic Protection. The globe of psionic protection has a full round casting time.
Greater Dispelling: As per dispel magic.
Minor Globe of Invulnerability: Minor Globe of Invulnerability and Minor Globe of Psionic Protection. The minor globe of psionic protection has one full round casting time.
Spell Resistance: Spell Resistance and Power Resistance. Power resistance only grants PR = 10 + level.
Spell Turning : Power Turning and Spell Turning. Power turning only reflects 1d4+4 levels of powers.
[I changed antimagic field back to shell in order to preserve some of the mystical feeling of magic vs. the harder, more natural philosophy feel of psionics. Psionic names aren't really rigorously scientific, but they're a step farther in that direction. That and I like how Antimagic Shell sounds better, anyway.]

In general, crossing between magic and psionics either increases the casting / manifestation time to one full round, or hampers checks -2. Hopefully this will be simple, consistent, and easy to apply, while also retaining a distinct flavor of difference each.
 

Suldulin

First Post
Destil said:
If you don't use around a 50/50 psi/magic split whichever you use less will be much increased in power when used by PCs. As per the PsiHB version of the psi as different rules, you need to cast a spell 2 levels higher to affect the other.

actually iirc it's 1 level higher
 


green slime

First Post

also how powerful would a feat be to let a spellcaster's magic behave as per normal rules within this varient? would such a feat be reasonable?


In my opinion such a feat would either be completely meaningless (due to never or very rarely meeting a psionically endowed creature) or a must have, in order to be able to participate. ANd then it basically doubles the effect of your spells/powers (by increasing the number of targets

Either way, it sucks. IMO...
 

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