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Sorcerous Origin: Psionic Talent
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<blockquote data-quote="77IM" data-source="post: 7426623" data-attributes="member: 12377"><p><strong><em>Completely Revamped!</em></strong></p><p></p><p>I renamed this to "Psychic Powers" and took it in a slightly different direction. It's MUCH better balanced now; the psychic is more subtle and practical than other sorcerers, and has much better mental defenses, but doesn't really have much offensive oomph. I came up with a list of Psychic Spells but they are not restricted to that; rather, there are benefits to learning and using psychic spells. This lets you play a psychic who can still cast <em>fireball</em> if you want.</p><p></p><p>I'm also portraying this more as "psychic" and less "psionic." I'm trying for a vibe that is more like the modern conception of psychic powers -- telepathy, telekinesis, and ESP -- and less of the traditional D&D grab-bag of powers. So old standbys like psychometabolism, psychoportation, and pyrokinesis are deprecated, and metacreativity is right out. (Although some of these things make a return as Wild Talents.) I'm tempted to make the psychic a full class, as it would allow re-introducing these sorts of concepts as subclasses.</p><p></p><p>I added some new spells, mostly because there were certain low-level psychic effects that aren't well represented in the sorcerer spell list. I also put in a couple of new magic items. These are usable by all sorcerers but are geared towards psychics. They make up for some of the shortcomings of the sorcerer, contributing to the pragmatic approach of psychics.</p></blockquote><p></p>
[QUOTE="77IM, post: 7426623, member: 12377"] [B][I]Completely Revamped![/I][/B] I renamed this to "Psychic Powers" and took it in a slightly different direction. It's MUCH better balanced now; the psychic is more subtle and practical than other sorcerers, and has much better mental defenses, but doesn't really have much offensive oomph. I came up with a list of Psychic Spells but they are not restricted to that; rather, there are benefits to learning and using psychic spells. This lets you play a psychic who can still cast [I]fireball[/I] if you want. I'm also portraying this more as "psychic" and less "psionic." I'm trying for a vibe that is more like the modern conception of psychic powers -- telepathy, telekinesis, and ESP -- and less of the traditional D&D grab-bag of powers. So old standbys like psychometabolism, psychoportation, and pyrokinesis are deprecated, and metacreativity is right out. (Although some of these things make a return as Wild Talents.) I'm tempted to make the psychic a full class, as it would allow re-introducing these sorts of concepts as subclasses. I added some new spells, mostly because there were certain low-level psychic effects that aren't well represented in the sorcerer spell list. I also put in a couple of new magic items. These are usable by all sorcerers but are geared towards psychics. They make up for some of the shortcomings of the sorcerer, contributing to the pragmatic approach of psychics. [/QUOTE]
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