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What is the Most Powerful Psionic Power? (Haldrik)
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<blockquote data-quote="Endarire" data-source="post: 6744278" data-attributes="member: 11592"><p><strong>Originally posted by Haldrik:</strong></p><p></p><p><span style="color: DarkRed"><strong>Plan to update initial posts based on recent posts, by the end of October 2012</strong></span></p><p></p><p><strong>Help figure out the best powers!</strong> What power do you think is the best? Sort the powers below, from the worst (at the top) to best (at the bottom), according to the one you would *want* more than the others above it.</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p><span style="color: DarkSlateBlue"><strong>What is the most powerful psionic power?</strong></span></p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>1-Point Powers</strong></span></span></p><p><strong><em>1st-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful (Doesn't Augment Well)</strong></p><p>Hammer</p><p>Float</p><p>Astral Traveler</p><p></p><p><strong>Less Useful (Doesn't Augment Well)</strong></p><p>Missive</p><p>Know Direction and Location</p><p>Detect Teleportation</p><p>Distract</p><p>Empathy</p><p>Telempathic Projection</p><p>Conceal Thoughts</p><p>Catfall</p><p>My Light</p><p>Sense Link</p><p>Attraction</p><p>Destiny Dissonance</p><p>Demoralize</p><p>Deceleration</p><p>Daze, Psionic</p><p>Disable</p><p>Déjà Vu</p><p>Burst</p><p></p><p><strong>Melee Suicide — <em>Least Useful for Psion, Not Bad for Wilder, Good for PsyWar and Psicrystal</em></strong></p><p><strong>(Doesn't Augment Well)</strong></p><p>Bite of the Wolf</p><p>Expansion</p><p></p><p><strong>Melee Suicide (Augments Well)</strong></p><p>Grip of Iron</p><p>Claws of the Beast</p><p>Call Weaponry</p><p>Metaphysical Weapon</p><p>Metaphysical Claw</p><p>Stomp</p><p>Prevenom</p><p>Prevenom Weapon</p><p>Dissipating Touch</p><p></p><p><strong>Not Bad (Doesn't Augment Well)</strong></p><p>Compression</p><p>Call to Mind</p><p>Chameleon</p><p>Synesthete</p><p>Control Object</p><p>Mindlink</p><p>Skate</p><p>Precognition</p><p>Control Light</p><p>Grease, Psionic</p><p>Create Sound</p><p>Far Hand</p><p>Minor Creation, Psionic</p><p>Matter Agitation</p><p>Entangling Ectoplasm</p><p>Force Screen</p><p>Detect Psionics</p><p></p><p><strong>Not Bad (Augments Well)</strong></p><p>Bolt</p><p>Empty Mind</p><p>Thicken Skin</p><p>Control Flames</p><p>Precognition, Defensive</p><p>Precognition, Offensive</p><p>Prescience, Offensive</p><p></p><p><strong>Good (Augments Well)</strong></p><p>Inertial Armor</p><p>Ecto Protection</p><p>Charm, Psionic</p><p>Mind Thrust</p><p></p><p><strong>Very Good (Augments Well)</strong></p><p>Energy Ray</p><p>Crystal Shard</p><p>Vigor</p><p>Astral Construct</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>3-Point Powers</strong></span></span></p><p><strong><em>2nd-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful (Doesn't Augment Well)</strong></p><p>Missive, Mass</p><p>Object Reading</p><p></p><p><strong>Less Useful (Doesn't Augment Well)</strong></p><p>Sense Link, Forced</p><p>Inflict Pain</p><p>Aversion</p><p>Tongues, Psionic</p><p>Bestow Power</p><p>Sensitivity to Psychic Impressions</p><p>Brain Lock</p><p>Elfsight (Spot and Search)</p><p>Repair Damage, Psionic</p><p>Empathic Transfer</p><p>Sustenance</p><p>Id Insinuation</p><p></p><p><strong>Melee Suicide (Doesn't Augment Well)</strong></p><p>Painful Strike</p><p>Prowess</p><p>Mental Disruption</p><p></p><p><strong>Melee Suicide (Augments Well)</strong></p><p>Dissolving Touch</p><p>Strength of My Enemy</p><p>Energy Push</p><p>Dissolving Weapon</p><p>Psionic Lion’s Charge</p><p>Swarm of Crystals</p><p></p><p><strong>Not Bad (Doesn't Augment Well)</strong></p><p>Scent, Psionic</p><p>Detect Hostile Intent</p><p>Knock, Psionic</p><p>Control Air</p><p>Concealing Amorpha</p><p>Wall Walker</p><p>Levitate, Psionic</p><p>Share Pain</p><p>Clairvoyant Sense</p><p>Cloud Mind</p><p>Dimension Swap</p><p>Identify, Psionic</p><p></p><p><strong>Not Bad (Augments Well)</strong></p><p>Psionic Repair Damage</p><p>Recall Agony</p><p>Thought Shield</p><p></p><p><strong>Good (Doesn't Augment Well)</strong></p><p>Read Thoughts</p><p></p><p><strong>Good (Augments Well)</strong></p><p>Biofeedback</p><p>Suggestion, Psionic</p><p></p><p><strong>Very Good (Doesn't Augment Well)</strong></p><p>Control Sound</p><p></p><p><strong>Very Good (Augments Well)</strong></p><p>Concussion Blast (Psionic Magic Missile)</p><p>Energy Missile</p><p>Ego Whip</p><p>Energy Adaptation, Specified</p><p>Energy Stun</p><p>Animal Affinity</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>5-Point Powers</strong></span></span></p><p><strong><em>3rd-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful (Doesn't Augment Well)</strong></p><p>Mind Trap</p><p>Ubiquitous Vision</p><p></p><p><strong>Less Useful (Doesn't Augment Well)</strong></p><p>Darkvision, Psionic</p><p>Crisis of Breath</p><p>Share Pain, Forced</p><p>Energy Retort</p><p></p><p><strong>Less Useful (Augments Well)</strong></p><p>Energy Burst</p><p>Body Ajustment</p><p></p><p><strong>Melee Suicide (Doesn't Augment Well)</strong></p><p>Graft Weapon</p><p>Duodimensional Claw</p><p>Keen Edge, Psionic</p><p>Claws of the Vampire</p><p>Vampiric Blade</p><p></p><p><strong>Melee Suicide (Augments Well)</strong></p><p>Empathic Transfer, Hostile</p><p></p><p><strong>Not Bad (Doesn't Augment Well)</strong></p><p>Danger Sense</p><p>Eradicate Invisibility</p><p>Dismiss Ectoplasm</p><p>Exhalation of the Black Dragon</p><p>Escape Detection</p><p>Mental Barrier</p><p>Concealing Amorpha, Greater</p><p>False Sensory Input</p><p>Energy Wall</p><p></p><p><strong>Not Bad (Augments Well)</strong></p><p>Body Purification</p><p>Telekinetic Thrust</p><p>Telekinetic Force</p><p></p><p><strong>Good (Doesn't Augment Well)</strong></p><p>Solicit Psicrystal</p><p>Ectoplasmic Form</p><p>Touchsight</p><p>Hustle</p><p>Fate Link</p><p>Astral Caravan</p><p>Dimension Slide</p><p></p><p><strong>Good (Augments Well)</strong></p><p>Energy Bolt</p><p>Psionic Blast</p><p>Ectoplasmic Cocoon</p><p></p><p><strong>Very Good (Augments Well)</strong></p><p>Time Hop</p><p>Dispel Psionics</p><p>Energy Cone</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>7-Point Powers</strong></span></span></p><p><strong><em>4th-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful (Doesn’t Augment Well)</strong></p><p>Quintessence</p><p></p><p><strong>Less Useful (Doesn’t Augment Well)</strong></p><p>Personality Parasite</p><p>Power Leech</p><p>Correspond</p><p>Trace Teleport</p><p>Anchored Navigation</p><p></p><p><strong>Melee Suicide (Doesn’t Augment Well)</strong></p><p>Immovability</p><p>Claw of Energy</p><p>Weapon of Energy</p><p>Truevenom</p><p>Truevenom Weapon</p><p>Psychic Vampire</p><p></p><p><strong>Not Bad (Doesn’t Augment Well)</strong></p><p>Detect Remote Viewing</p><p>Mindlink, Thieving</p><p>Aura Sight</p><p>Modify Memory, Psionic</p><p>Energy Adaptation</p><p>Dimensional Anchor, Psionic</p><p>Divination, Psionic</p><p>Inertial Barrier</p><p></p><p><strong>Not Bad (Augments Well)</strong></p><p>Mindwipe</p><p>Dominate, Psionic</p><p>Empathic Feedback</p><p>Intellect Fortress</p><p>Telekinetic Maneuver</p><p></p><p><strong>Good (Doesn’t Augment Well)</strong></p><p>Steadfast Perception</p><p>Freedom of Movement, Psionic</p><p>Remote Viewing</p><p>Fabricate, Psionic</p><p>Dismissal, Psionic</p><p>Death Urge</p><p>Wall of Ectoplasm</p><p>Dimension Door, Psionic</p><p>Fly, Psionic</p><p></p><p><strong>Very Good (Augments Well)</strong></p><p>Control Body</p><p>Energy Ball</p><p></p><p><strong>Very Good (Doesn’t Augment Well)</strong></p><p>Schism</p><p>Metamorphosis</p><p></p><p><strong>Broken <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> (Doesn’t Augment Well)</strong></p><p>Psychic Reformation</p><p><span style="color: DarkSlateBlue"><em>Take it every time to swap out your abilities including itself.</em></span></p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>9-Point Powers</strong></span></span></p><p><strong><em>5th-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful</strong></p><p>Shatter Mind Blank</p><p></p><p><strong>Less Useful</strong></p><p>Leech Field</p><p>Metaconcert</p><p>Catapsi</p><p>Ectoplasmic Shambler</p><p>Incarnate</p><p>Restore Extremity</p><p></p><p><strong>Melee Suicide</strong></p><p>Psychofeedback</p><p></p><p><strong>Not Bad</strong></p><p>Baleful Teleport (A)</p><p>Psychic Crush</p><p>Fiery Discorporation</p><p></p><p><strong>Good</strong></p><p>Adapt Body</p><p>Second Chance</p><p>Hail of Crystals</p><p>Energy Current (A)</p><p>Plane Shift, Psionic</p><p>Mind Probe</p><p>Major Creation, PsionicGood</p><p>Tower of Iron Will (A)</p><p>Teleport, Psionic</p><p></p><p><strong>Very Good</strong></p><p>Clairtangent Hand (A)</p><p>Teleport Trigger</p><p>Psionic Revivify</p><p>True Seeing, Psionic</p><p>Power Resistance</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>11-Point Powers</strong></span></span></p><p><strong><em>6th-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful</strong></p><p>Suspend Life</p><p>Fuse Flesh</p><p>Remote View Trap</p><p>Overland Flight, Psionic</p><p>Aura Alteration</p><p>Co-Opt Concentration</p><p>Cloud Mind, Mass</p><p></p><p><strong>Less Useful</strong></p><p>Mind Switch</p><p>Banishment, Psionic</p><p></p><p><strong>Melee Suicide</strong></p><p>Form of Doom</p><p>Dispelling Buffer</p><p></p><p><strong>Not Bad</strong></p><p>Breath of the Black Dragon</p><p>Precognition, Greater</p><p>Disintegrate, Psionic</p><p></p><p><strong>Good</strong></p><p>Restoration, Psionic</p><p>Contingency, Psionic</p><p></p><p><strong>Very Good</strong></p><p>Retrieve</p><p>Crystalize</p><p>Null Psionics Field</p><p>Fabricate, Greater Psionic</p><p>Temporal Acceleration</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>13-Point Powers</strong></span></span></p><p><strong><em>7th-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful - <em>not worth a 7th-level power</em></strong></p><p>Phase Door, Psionic </p><p>Ethereal Jaunt, Psionic</p><p></p><p><strong>Less Useful</strong></p><p>Divert Teleport</p><p>Energy Conversion</p><p>Ectoplasmic Cocoon, Mass</p><p>Crisis of Life</p><p>Insanity</p><p></p><p><strong>Melee Suicide</strong></p><p>Sequester, Psionic</p><p>Ultrablast</p><p></p><p><strong>Not Bad</strong></p><p>Decerebrate</p><p></p><p><strong>Good</strong></p><p>Reddopsi</p><p>Dream Travel</p><p>Energy Wave</p><p>Fate of One</p><p></p><p><strong>Very Good</strong></p><p>Fission</p><p>Moment of Prescience, Psionic</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>15-Point Powers</strong></span></span></p><p><em>8th-level Psionic Powers from the worst ... to the best!</em></p><p></p><p><strong>Least Useful</strong></p><p>Time Hop, Mass</p><p></p><p><strong>Less Useful</strong></p><p>Fusion</p><p></p><p><strong>Not Bad</strong></p><p>Matter Manipulation</p><p>Mind Seed</p><p>Iron Body, Psionic</p><p></p><p><strong>Good</strong></p><p>Hypercognition</p><p>Shadow Body</p><p>Recall Death</p><p>True Metabolism</p><p>Teleport, Psionic, Greater</p><p></p><p><strong>Very Good</strong></p><p>Telekinetic Sphere, Psionic</p><p>Mind Blank, Psionic</p><p>Astral Seed</p><p>Bend Reality</p><p></p><p><span style="color: Indigo"><span style="font-size: 22px"><strong>17-Point Powers</strong></span></span></p><p><strong><em>9th-Level Powers from the Worst ... to the Best!</em></strong></p><p></p><p><strong>Least Useful</strong></p><p>Etherealness, Psionic</p><p>Apopsi</p><p>Assimilate</p><p></p><p><strong>Less Useful</strong></p><p>Timeless Body</p><p>Mind Switch, True</p><p></p><p><strong>Not Bad</strong></p><p>Affinity Field</p><p>Teleportation Circle, Psionic</p><p>Time Regression</p><p></p><p><strong>Good</strong></p><p>True Creation</p><p>Tornado Blast</p><p>Psychic Chirurgery</p><p>Microcosm</p><p></p><p><strong>Very Good</strong></p><p>Genesis</p><p>Metafaculty</p><p>Metamorphosis, Greater</p><p>Reality Revision</p><p></p><p>Each and every power is better than the one above it. If you see one that you feel is out of order, post it and say which two powers it should go between.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p><span style="font-size: 22px"><span style="color: DarkRed"><strong>POWER DC</strong></span></span></p><p></p><p>The Difficulty Class for saving throws against any psionic power is equal to 11 + the total power points with augmentation + the prime ability modifier of the manifester class.</p><p></p><p><span style="font-size: 22px"><span style="color: DarkRed"><strong>POWER FIXES</strong></span></span></p><p></p><p><span style="font-size: 12px"><strong>Empathic Transfer</strong></span></p><p><em>Psychometabolism</em></p><p><strong>Level:</strong> Psion/Wilder sychic Warrior b]Display:[/b] Auditory and material</p><p><strong>Manifesting Time:</strong> 1 standard action</p><p><strong>Range:</strong></p><p><span style="color: Red">Close (25 ft + 5 ft/2 levels)</span></p><p><strong>Target:</strong></p><p><span style="color: Red">One willing creature</span></p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Power Points:</strong></p><p>ou heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to <em>half</em> of that amount. (This loss can bring you to 0 or fewer hit points.)</p><p>Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. <span style="color: Red">Temporary hit points, such as from Vigor, obsorb the damage before your hit points do.</span></p><p>Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.</p><p>Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself.</p><p><strong>Augment:</strong> For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation).</p><p></p><p><span style="font-size: 12px"><strong>Flight</strong></span></p><p>(Replaces Overland Flight, provides augmentation)</p><p><em>Psychometabolism</em></p><p><strong>Level:</strong> Psion/Wilder 5, Psychic Warrior 5</p><p><strong>Display:</strong> Material, Olfactory</p><p><strong>Manifesting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 hour/level</p><p><strong>Saving Throw:</strong> No</p><p><strong>Power Resistance:</strong> No</p><p><strong>Power Points:</strong> 9</p><p>From your back, you sprout wings that meld thru clothes and armor. Your wings unleash your inner psyche, expressing the form that you desire. You take up space as if one size larger but don't incur the size modifier. You fly at a speed of 20 feet. Encumberance reduces the speed by half. Your maneuverability is average, ascending at half speed and descending at double. Your move action must maintain a minimum forward speed of at least half, or stall falling 150 feet before making a successful Dexterity check at DC 20 to recover. If failed, check after each fall of 300 feet.</p><p><strong>Augment:</strong> For each additional power point you spend, your base fly speed increases by 20 feet.</p><p></p><p><strong>Table: Flight Costs</strong></p><p><strong>PPSpeedHour*Hour (Hustle)Day</strong><br />9 20 feet 2 miles 4 miles16 miles<br />10 40 feet 4 miles 8 miles32 miles<br />11 60 feet 6 miles12 miles48 miles<br />12 80 feet 9 miles18 miles72 miles<br />13100 feet11 miles22 miles88 miles<br />14120 feet13 miles26 miles104 miles<br />15140 feet15 miles30 miles120 miles<br />16160 feet18 miles36 miles144 miles<br />17180 feet20 miles40 miles160 miles<br />18200 feet22 miles44 miles176 miles<br />19220 feet25 miles50 miles200 miles<br />20240 feet27 miles54 miles216 miles<br /><br /><span style="font-size: 9px">* Calculations in this table are more precise and may override calculations found in other tables.</span></p><p><span style="font-size: 12px"><strong>Fly, Psionic</strong></span></p><p>See Levity.</p><p></p><p><span style="font-size: 12px"><strong>Force Screen</strong></span></p><p><em>Psychokinesis [Force]</em></p><p><strong>Level:</strong> Psion/wilder 1, psychic warrior 1</p><p><strong>Display:</strong> Auditory</p><p><strong>Manifesting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 /level</p><p><strong>Power Points:</strong> 1</p><p>You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.</p><p><strong>Augment:</strong> For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.</p><p></p><p><span style="font-size: 12px"><strong>Haldrik’s Liferay (<em>Zoauge</em> )</strong></span></p><p><em>Psychoportation</em></p><p><strong>Level:</strong> Nomad 1, Wilder 1</p><p><strong>Display:</strong> Visual</p><p><strong>Manifesting time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> Ray</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Power Resistance:</strong> No</p><p><strong>Power points:</strong> 1</p><p>You connect astrally with the Positive Plane and channel its life-giving energy through your hand. On a successful hit, the ray of light heals a living creature 1d6 points. Oppositely it “harms” an undead creature or an outsider from the Negative Plane.</p><p><strong>Augment:</strong> For every additional power point you spend, the ray’s healing increases by 1d6 points.</p><p></p><p><span style="font-size: 12px"><strong>Haldrik’s Deathray (<em>Thanatauge</em> )</strong></span></p><p><em>Psychoportation</em></p><p><strong>Level:</strong> Nomad 2, Wilder 2</p><p><strong>Display:</strong> Visual</p><p><strong>Manifesting time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> Ray</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Power Resistance:</strong> No</p><p><strong>Power points:</strong> 3</p><p>You connect astrally with the Negative Plane and channel its death-dealing energy through your hand. On a successful hit, the ray of darkness harms a living creature 3d6 points. Oppositely it “heals” an undead creature or an outsider from the Negative Plane.</p><p><strong>Augment:</strong> For every additional power point you spend, the ray’s harming increases by 1d6 points.</p><p></p><p><span style="font-size: 12px"><strong>Levity</strong></span></p><p>(Replaces Fly, Psionic and Overland Flight, Psionic, provides augmentation)</p><p><em>Psychoportation</em></p><p><strong>Level:</strong> Nomad 2</p><p><strong>Display:</strong> Visual</p><p><strong>Manifesting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 hour/level</p><p><strong>Saving Throw:</strong> No</p><p><strong>Power Resistance:</strong> No</p><p><strong>Power Points:</strong> 3</p><p>By the force of your mind, you fly with perfect maneuverability at a base speed of 10. When the duration ends, or is dismissed, suppressed or dispelled, your levity ends gradually, and you can descend safely for a distance equal to your total power point expenditure </p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p>While balancing Flight, I made this chart to handle various speeds. I'm posting it here as a reference for others who need it.</p><p></p><p><strong>Table: Speed Conversions</strong></p><p><span style="font-size: 9px">Calculations in this table are more precise and may override calculations found in other tables.</span></p><p><strong>SpeedHourHour HustleDay</strong><br /> 10 feet <em>1.14</em> 1 mile 2 miles 8 miles<br /> 15 feet <em>1.70</em> 1 mile 2 miles 8 miles<br /> 20 feet <em>2.27</em> 2 miles 4 miles 16 miles<br /> 30 feet <em>3.41</em> 3 miles 6 miles 24 miles<br /> 40 feet <em>4.55</em> 4 miles 8 miles 32 miles<br /> 45 feet <em>5.11</em> 5 miles10 miles 40 miles<br /> 50 feet <em>5.68</em> 5 miles10 miles 40 miles<br /> 60 feet <em>6.82</em> 6 miles12 miles 48 miles<br /> 70 feet <em>7.95</em> 7 miles14 miles 56 miles<br /> 80 feet <em>9.09</em> 9 miles18 miles 72 miles<br /> 90 feet<em>10.23</em>10 miles20 miles 80 miles<br />100 feet<em>11.36</em>11 miles22 miles 88 miles<br />110 feet<em>12.50</em>12 miles24 miles 96 miles<br />120 feet<em>13.64</em>13 miles26 miles104 miles<br />130 feet<em>14.77</em>14 miles28 miles112 miles<br />140 feet<em>15.91</em>15 miles30 miles120 miles<br />150 feet<em>17.05</em>17 miles34 miles136 miles<br />160 feet<em>18.18</em>18 miles36 miles144 miles<br />170 feet<em>19.32</em>19 miles38 miles152 miles<br />180 feet<em>20.45</em>20 miles40 miles160 miles<br />190 feet<em>21.59</em>21 miles42 miles168 miles<br />200 feet<em>22.72</em>22 miles44 miles176 miles<br />210 feet<em>23.86</em>23 miles46 miles184 miles<br />220 feet<em>25.00</em>25 miles50 miles200 miles<br />230 feet<em>26.14</em>26 miles52 miles208 miles<br />240 feet<em>27.27</em>27 miles54 miles216 miles<br />250 feet<em>28.41</em>28 miles56 miles224 miles<br />260 feet<em>29.45</em>29 miles58 miles232 miles<br />270 feet<em>30.68</em>30 miles60 miles240 miles<br />280 feet<em>31.82</em>31 miles62 miles248 miles<br />290 feet<em>32.95</em>32 miles64 miles256 miles<br />300 feet<em>34.09</em>34 miles68 miles272 miles<br />310 feet<em>35.23</em>35 miles70 miles280 miles<br />320 feet<em>36.36</em>36 miles72 miles288 miles</p><p><strong>Conversion Values</strong></p><p>1 mile = 5280 feet</p><p>1 mile per hour = 22/15 feet-per-second = 88 feet-per-minute = 8.8 feet–per–round (6 seconds)</p><p><strong>Therefore:</strong> Speed 8.8 feet = 1 mile-per-hour</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p>I need your suggestions to help figure out which power is better than which!</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p>Altho Inertial Armor is simply a solid 1st level power and altho its effect is easily replaced by mundane, mithral or magical armors, its long duration lasting for hours makes it pretty good. I promoted Inertial Armor to Rank 2.</p><p></p><p>I demoted Far Hand to Rank 0. I love this power for flavor, but it's not powerful enough to choose over the 1st-level must-haves.</p><p></p><p>Stomp (Psy 1) demotes to Rank 0, it's good but not as good as Energy Ray.</p><p></p><p>Hammer is certainly Rank 0. Any power that requires a low hp Psion to melee touch an opponent is inherently worthless.</p><p></p><p>I'm uncertain about increasing Energy Ray to Rank 2. 1 pp for a onetime 1d6 damage, actually sucks. At lowest levels, this power is worse than a bow and deserves Rank 0. On the other hand, Energy Ray augments well and is among the must haves, which seems to deserve a somewhat higher rank.</p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p>how does augmentation fit into your ranking? After all, a first level power, augmented to 20th level ight be far more usefull than the equivalent 20th level power (especially as there are some low level, augmentable powers that don't have saving throws)</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p></p><p>Augmentation complicates ranking.</p><p></p><p>For now, I treat each power as having the minimum pp without augmentation because this is what the power is when you first get it, as soon as possible while you're still at the lowest level to take it.</p><p></p><p>If it doesn't augment at all it's probably worth a lesser rank.</p><p>If it augments decently (like Thicken Skin) it's probably worth the rank of its power level.</p><p>If it augments awesomely (like Energy Ray, Energy Burst) it's probably worth a higher rank.</p><p></p><p><strong>Originally posted by bacris:</strong></p><p></p><p>IMO - Hustle and Psionic Lion's Charge are two of the most useful PsyWar powers. Hustle for refocus / extra move + full attack, Psionic Lion's Charge for a full attack + charge. Both are also swift actions and relatively low pp cost for the limited pool of the PsyWar. I'd probably rank those one higher, as most PsyWar's / Feat Intense Psions will be using at least one of them.</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p>Bacris,</p><p></p><p>Cool. I moved both Hustle and Lion's Charge to Rank 4. Both are slightly better than most 2nd level powers that generally have Rank 3.</p><p></p><p><strong>Originally posted by scion_of_coldshard:</strong></p><p></p><p>Unless there was something in the errata then Moment of Prescience, Psionic should probably be rank 1 or so.</p><p></p><p>Comparing with true strike (which I know is not psionic, but still) true strike wins.</p><p></p><p>It is nice to have a bonus now and then, but a 7th level power that grants a single bonus to something that must be used within 1 round/level? no thanks.</p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p>I'm wondering, why is Force Screen ranked below Thicken Skin? For an Egoist, who is unproficient in shields, the +4 AC provided by Force Screen is superior to the +1 AC provided by Thicken Skin. Considering that you're an Egoist, by the time you're high level enough to augment Thicken Skin to give you about +4 AC, then you might as well be Metamorphosising into something with a high Natural Armor.</p><p></p><p>Besides, Force Screen is worth more for the power points spent.</p><p></p><p><strong>Originally posted by cycloneranger:</strong></p><p></p><p>I would move Astral Construct up several ranks. It is powerful through the mid levels, and extremely versatile. You can tailor your constructs to do different things, such as fight any type of foe, or even move or carry things. (Don't know Psionic Fly? Make a construct that can fly, and have it carry you.)</p><p></p><p>Even if you do not include augmentation in the basic ranks, you should move up astral construct, in my opinion, simply because it is so versatile. There is even a whole prestige class based around this one power.</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p><strong>Scion,</strong> I'll look at Moment of Prescience more carefully. From Rank 13 (7th level) to Rank 1 (1st level) seems drastic, but it is deserved sometimes.</p><p></p><p><strong>Chasmodai,</strong> I mentioned above why Force Screen is near worthless. To reiterate:</p><p></p><p>Force Screen only lasts for *minutes* (as opposed to Thicken Skin that lasts for decaminutes or Inertial Armor that lasts for *hours* (!) ).</p><p></p><p>The benefit of Force Screen is easily replaced by a *real* shield. A masterwork buckler doesn't require any proficiency, nor does any shield made of darkwood or mithral. A shield does not interfere with psionics. The only benefit that the Shield Proficiency gives you is to remove the Armor Check Penalty, but none of the above shields have an Armor Check Penalty so you don't need the Proficiency.</p><p></p><p></p><p>It's a fair point. What ranks do you recommend for these powers?</p><p></p><p><strong>Cyclone Ranger,</strong> Is Astral Construct more in the category of Energy Ray? Excellent if you augment it, but mediocre if you don't?</p><p></p><p><strong>Originally posted by bacris:</strong></p><p></p><p>1 PP Astral Constructs are still great even at high levels for trap search grunts, decoys, etc... </p><p></p><p>In all honesty, Astral Construct, used properly, can be extremely useful simply due to the nature of the power. I'd rank it at least 3.</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p>Astral Construct elevates to Rank 3.</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p>I know Detect Psionics/Magic is a cantrip on the Wizard spell list, but it's so useful it seems to deserve being a 1st level power/spell (thus Rank 1). What do you guys think?</p><p></p><p>The Know Direction and Location is handy but definitely cantrip material: Rank 0.</p><p></p><p><strong>Originally posted by scion_of_coldshard:</strong></p><p></p><p></p><p>I know it is drastic, but check it out. The benefit is a plus equal to your manifestor level to a single roll, although there are several choices which is about the only redeeming feature.</p><p></p><p>However, it only lasts for one round per level and until one is pretty high level the bonus is marginal most of the time.</p><p></p><p>Comparing with true strike the power is pretty weak.</p><p></p><p>Given the choice between moment as a first level power and most other first level powers out there I'd go with the other a good portion of the time. If it was low level at least one could quicken it or something to make it useful as a very temporary buff.</p><p></p><p>Still, +4 to ac for a very long time or +level to ac once if it is up during the incredibly short duration? hmm..</p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p>Force Screen also blocks incorporeal touch attacks. Which is something that a buckler or any other mundane shield cannot do. And no shield gives you +4 AC (enchanting a buckler to give you +4 costs 9000gp, while Force Screen is, in a monetary sense, free).</p><p></p><p>I'd put it in rank 1, for fairness' sake. Thicken Skin is a good power if you're going dungeoneering, Force Screen is if you're caught off guard (ambushed in the middle of the night with only 1/4 your pp left <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />).</p><p></p><p><strong>Originally posted by elecwolf:</strong></p><p></p><p></p><p>That would mean 3rd level by the time you get it!??!</p><p>Ugh. I'd rather learn fly and pick up my spear and fight then.</p><p>If the power is useful, let the first level guy use it.</p><p></p><p>One AC1 has about a 50/50 chance of beating a kobold...</p><p>If I have to 3rd level before I get it, I'll fight the kobold.</p><p></p><p><strong>Originally posted by bacris:</strong></p><p></p><p>no, it's ranked as equal to a 3 pp power at base cost, we're not changing power levels/cost/entries, only their ranking compared to other powers.</p><p></p><p><strong>Originally posted by blainetog:</strong></p><p></p><p>Ugg...</p><p></p><p>Assuming "Lowest PP possible" is very very awkward. I suggest you assume each power is augmented to the fullest extent possible. That gives us a much better idea of how powerful each power is vs. how powerful it is supposed to be; 3 PP is supposed to give you the same net power regardless of power manifested.</p><p></p><p><strong>Originally posted by Haldrik:</strong></p><p></p><p></p><p>Right, this is similar to what I did for the *What Is the Most Powerful Damage Spell* thread. It compared the maximum scaling of damage that each spell could do.</p><p></p><p>It's a good idea to compare powers by their maximum augmentation. Still, this has its own problems.</p><p></p><p>For example, how would you rank the following damage powers assuming all can reach a maximum of 20 pp and thus are somewhere around Rank 20? How about?</p><p></p><p>Rank 21 = Energy Ray (1)</p><p>Rank 23 = Energy Missile (either target or one object in possession) (2)</p><p>Rank 25 = Energy Burst (3)</p><p>Rank 25 = Energy Bolt (3)</p><p>Rank 25 = Energy Cone (3)</p><p>Rank 27 = Energy Ball (4)</p><p>Rank 28 = Energy Wave (7)</p><p>Rank 29 = Energy Current (5)</p><p>Rank 35 = Energy Missile (both target and objects in possession) (8)</p><p></p><p><strong>Originally posted by blainetog:</strong></p><p></p><p>IMO, using numbers that high is confusing. It makes sense if we're basing it on lowest PP, but not highest. The system might work best as some sort of raio: +/- the "balanced" level. Mabye +/- 5 (0=balanced).</p><p></p><p>Anyway. To answer your question:</p><p><em></em></p><p><em></em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>Don't worry about who can use it. Just what it does.</em></p><p><em></em></p><p><em>Does the following order - from least powerful to most powerful - look right?</em></p><p><em>Rank 20 = Energy Burst (3)</em></p><p><em>Rank 21 = Energy Ray (1)</em></p><p><em>Rank 23 = Energy Missile (either target or one object in possession) (2)</em></p><p><em>Rank 24 = Energy Bolt (3)</em></p><p><em>Rank 25 = Energy Cone (3)</em></p><p><em>Rank 26 = Energy Current (5)</em></p><p><em>Rank 27 = Energy Ball (4)</em></p><p><em>Rank 28 = Energy Wave (7)</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em><strong>Scion,</strong></em></p><p><em></em></p><p><em>I did an in depth analysis of Moment of Prescience, and unfortuantely lost it because of a server error when sending it. <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/sad.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></em></p><p><em></em></p><p><em>In brief, True Strike as a spell should probably be higher than 1st level, and as a power may be broken, since a Psion could cast it hundreds of times a day. So, it's probably not safe to compare Moment of Prescience to True Strike.</em></p><p><em></em></p><p><em>Better comparisons to Moment of Prescience (Seer 7) are Precognition (Seer 1) and Greater Precognition (Seer 6).</em></p><p><em></em></p><p><em>If 1 pp = a +1.5 onetime bonus on any roll, then:</em></p><p><em>1 pp = 1st level power = Precognition +2 (+1.5) onetime bonus</em></p><p><em>3 pp = 2nd level power = Greater Precognition +4 (+4.5) onetime bonus</em></p><p><em>9 pp = 5th level power = Moment of Prescience +13 (+13.5) onetime bonus</em></p><p><em>13 pp = 7th level power = Moment of Prescience +20 (+19.5) onetime bonus</em></p><p><em></em></p><p><em>The above values, where 1 pp = a +1.5 onetime bonus, follow the official values for Moment of Prescience closely. It's impossible that Greater Precognition is worth a 6th level power. It works better as a 2nd level power and is equivalent, give-or-take, with the Elan's Resistance ability which gives a +4 bonus on any save. Resistance can be manifested immediately unlike Greater Precognition, making the former's immediacy worth about as much as the latter's flexibility regarding any roll, not just saves. Therefore, setting Greater Precognition as a 2nd level power seems balanced.</em></p><p><em></em></p><p><em>With the above values in mind, Moment of Prescience would start at about a 5th level power.</em></p><p><em></em></p><p><em>Supposing Moment of Prescience could be manifested immediately, its roughly +15 bonus would virtually guarantee a successful roll that would virtually grant invulnerability for one round, like the 9th level powers Time Regression and Timeless Body. Supposing that Moment of Prescience could be augmented with 6 or 8 pp to manifest as an immediate action, that would make it roughly worth 17 pp in the same camp as the 9th level powers. So, 1 pp = +1.5 bonus seems balanced at high levels as well as low levels.</em></p><p><em></em></p><p><em>If Time Regression and Timeless Body are worth 9th level powers, then it seems Moment of Prescience is worth a 5th level power.</em></p><p><em></em></p><p><em>Thoughts? Would any of you choose Moment of Prescience over other 5th level powers (Rank 9)?</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>LOL! Gleaning from your thunderous response, I suppose you guys wouldn't choose Moment of Prescience as a 5th-level power.</em></p><p><em></em></p><p><em><strong>Scion</strong> compares Moment of Prescience to the 1st-level spell True Strike. A good point. True Strike gives a +20 bonus on the next attack. In this sense it's better than Moment of Prescience, which only gives a +level bonus.</em></p><p><em></em></p><p><em>At first, I thought True Strike might not be balanced as a psionic power because it could be cast so many times per day. I take this back. In fact now I wonder if True Strike might be *more balanced* as a psionic power!</em></p><p><em></em></p><p><em>In order to manifest True Strike, you would have to waste a standard action and attack on the next round. What really makes the True Strike spell broken is a Quickened True Strike plus an attack in the same round. However, when a Psion would Quicken a True Strike power, the Psionic Focus must be expended, making True Strike happen once per battle unless battle time was wasted or unless certain feats were taken (instead of other feats).</em></p><p><em></em></p><p><em>Because the target of True Strike is "You", even Schism can't attack in the same round, since the Schismed mind is someother "You", not "You"! True Strike seems balanced as a 1st-level power.</em></p><p><em></em></p><p><em>So, if True Strike balances as a 1st-level power, how can Moment of Prescience be a 7th-level power?</em></p><p><em></em></p><p><em><strong>Moment of Prescience Versus Resistance</strong></em></p><p><em></em></p><p><em>True Strike only applies to attack, however look at the Elan's Resistance ability that gives a +4 bonus on *any* save as an *immediate* action. For 1 pp! Because Moment of Prescience must be cast ahead of time and only lasts a few rounds, I would *rather* have the Elan's Resistance ability (which can be used after the fact when you know you need it) than Moment of Prescience. I think Resistance is *more* powerful than Moment of Prescience with regard to a save bonus.</em></p><p><em></em></p><p><em>And for sure, Resistance isn't too powerful. The 1st-level Elan has to burn a pp for the +4 save, whereas a 1st-level Paladin can get all +4 saves for free because of Divine Grace.</em></p><p><em></em></p><p><em>If Resistance costs 1 pp, that suggests the ability is equivalent to a 1st-level power. (Perhaps worth a bit more, but not much more.)</em></p><p><em></em></p><p><em><strong>How Much Is Moment of Prescience Worth?</strong></em></p><p><em></em></p><p><em>Moment of Prescience does have advantages: it is more versatile than either True Strike or Resistance because it applies to: AC or save or attack or skill check or stat check or almost any d20 check. Moment of Prescience should be a bit higher than a 1st level power, but not much more.</em></p><p><em></em></p><p><em>1 pp = a onetime +2 bonus on any d20 check</em></p><p><em></em></p><p><em>1 pp = really a 1st level power = Precognition +2</em></p><p><em>2 pp = really a 1st level power = Greater Precognition +4</em></p><p><em>7 pp = 4th level power = Moment of Prescience +13</em></p><p><em></em></p><p><em>Does 4th-level sound good for Moment of Prescience (since it's valuable because of its many uses)? I'm particularly asking you, Scion. Can you see yourself picking Moment of Prescience as a 4th-level power? Should it be lower?</em></p><p><em></em></p><p><em>I'm interested in what the others of you think too for the sake of a consensus.</em></p><p><em></em></p><p><em><strong>Originally posted by scion_of_coldshard:</strong></em></p><p><em></em></p><p><em>True strike is pretty well fine as a first level spell. It takes a standard action and is somewhat useful. It not only grants a +20 bonus but it also ignores miss chance. Insight bonus as well.</em></p><p><em></em></p><p><em>Moment of prescience is +1/level insight bonus. It lasts for 1 round/level or until discharged (1 use) for a single attack roll, opposed ability or skill check, or saving throw, or a one time bonus to AC.</em></p><p><em></em></p><p><em>So, it has more general uses than true strike and lasts longer but its bonus is generally <em>much</em> lower.</em></p><p><em></em></p><p><em>If it was a first level power then pretty much no one would ever get it, it just doesnt do anything.</em></p><p><em></em></p><p><em>At higher levels it is like true strike, it <strong>must</strong> be quicked to be useful. Manifesting it as normal in combat takes out a round where something else much more useful could've been done.</em></p><p><em></em></p><p><em>Psions are typically much worse off at putting up quickened powers.</em></p><p><em></em></p><p><em>Lets do another comparison though.</em></p><p><em></em></p><p><em>SRD:</em></p><p><em>Precognition</em></p><p><em>Clairsentience</em></p><p><em>Level: Seer 1</em></p><p><em>Display: Visual</em></p><p><em>Manifesting Time: 1 standard action</em></p><p><em>Range: Personal</em></p><p><em>Target: You</em></p><p><em>Duration: 10 min./level</em></p><p><em>Power Points: 1</em></p><p><em>Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. </em></p><p><em>In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.</em></p><p><em>You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.</em></p><p><em></em></p><p><em>Now, I know that this is seer only but this one actually has a useful duration along with giving that +2 which may be applied 'after' you find out that the roll failed. </em></p><p><em></em></p><p><em>Comparing to moment of prescience the moment can get a bigger bonus later on, but it has a much reduced duration and can only be applied beforehand.</em></p><p><em></em></p><p><em>The extra, higher bonus is nice at later levels but even then which is 'better'? Depends I suppose. But they each have their advantages.</em></p><p><em></em></p><p><em>If nothing else it could be a first level power with an augmentation. Say that it starts off +2 and for every extra pp you put into it the bonus increases by +4, but the bonus cannot be higher than your manifestor level (min +2).</em></p><p><em></em></p><p><em>Personally, I would also prefer another augmentation to make the duration more useful. Like say, +2 pp to increase the duration to 10min/level.</em></p><p><em></em></p><p><em>And why not, +8 pp to manifest as an immediate action <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></em></p><p><em></em></p><p><em>Sounds like a decent choice for a first level power. Probably too nice when compared with precognition but only because precognition has no augmentation which it probably should. So maybe only the first two augmentations are needed for this first level power.</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>That's how I see it. Precognition can be made augmentable, and thus obsorb Greater Precognition and Moment of Prescience.</em></p><p><em></em></p><p><em><strong>Precognition</strong></em></p><p><em>(Greater Precognition and Moment of Prescience)</em></p><p><em><em>Clairsentience</em></em></p><p><em><strong>Level:</strong> Seer 1</em></p><p><em><strong>Display:</strong> Visual</em></p><p><em><strong>Manifesting Time:</strong> 1 standard action</em></p><p><em><strong>Range:</strong> Personal</em></p><p><em><strong>Target:</strong> You</em></p><p><em><strong>Duration:</strong> 10 min./level</em></p><p><em><strong>Power Points:</strong> 1</em></p><p><em></em></p><p><em>Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power.</em></p><p><em></em></p><p><em>In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.</em></p><p><em></em></p><p><em>You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, an opposed ability check, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.</em></p><p><em></em></p><p><em><strong>Augment:</strong> You can modify this power in one or both of the following ways.</em></p><p><em>For every additional power point you spend, your insight bonus increases by +2 up to a total not exceeding your manifester level.</em></p><p><em>If you spend an additional 8 power points, you can manifest this power as an immediate action.</em></p><p><em></em></p><p><em>We need to think thru the augmentation carefully. Applying Precog as an immediate action is extremely powerful because you can spend exactly what you need to "fix" a failed d20 roll.</em></p><p><em></em></p><p><em><strong>Originally posted by scion_of_coldshard:</strong></em></p><p><em></em></p><p><em>Fate of one costs 13 pp. While I think this is a good power I am not sure if it costs too much for what it does.</em></p><p><em></em></p><p><em>Still, assuming it is just right that should be a decent baseline. Hence why I said to add +8. I feel that a reroll is stronger than a +2 most of the time.</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em><strong>Scion,</strong> I agree that Precognition with an augment of +8 pp for an immediate action is probably balanced.</em></p><p><em></em></p><p><em>My main concern is how much the insight bonus should be.</em></p><p><em></em></p><p><em>If it can be manifested as an immediate action, then +2 (+1/pp) could be reasonable, like the Elan's Resiliance. On the other hand, since it's a onetime bonus, even your +2 (+4/pp) could be reasonable, more like True Strike.</em></p><p><em></em></p><p><em>It's tricky. Precog, Moment, True Strike, Resiliance, and Resistance all have slightly different approaches. It's tricky to know which mechanic to choose when allowing an upto +20 bonus that can also be an immediate action on any kind of d20 roll.</em></p><p><em></em></p><p><em>Assuming the immediate action is possible, you seem to be ok with the +2 (+2/pp) bonus?</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>Fate of One costs 13 pp.</em></p><p><em>Immediate Precognition costs 9 pp for a +2 bonus.</em></p><p><em>Immediate Precognition costs 13 pp for a +10 bonus (with an augment of +2 bonus/pp).</em></p><p><em></em></p><p><em>A reroll is not as good as +10 bonus.</em></p><p><em></em></p><p><em>What if the bonus is base +2, with augment +1/pp? Then 13 pp gets you an +6 bonus. This is closer to the value of a reroll.</em></p><p><em></em></p><p><em>(Of course, the question remains. Is a reroll worth a 7th level power costing 13 pp?)</em></p><p><em></em></p><p><em><strong>Originally posted by scion_of_coldshard:</strong></em></p><p><em></em></p><p><em>Personaly, I see fate of one as more of a 4th level power. It has a very nice little effect, but it has a pretty hefty cost associated with it.</em></p><p><em></em></p><p><em>Going by that it would be 7pp.</em></p><p><em></em></p><p><em>Precognition base would be 9pp for a +2 immediately which could then be used after the roll if needed.</em></p><p><em></em></p><p><em>More augmentation to make it better would cost more.</em></p><p><em></em></p><p><em>It could be manifested ahead of time but then there is the time requirement, which could mean that those pp are wasted.</em></p><p><em></em></p><p><em>Very tricky situation <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></em></p><p><em></em></p><p><em>If we go by fate of one being proper where it is then it becomes much more difficult.</em></p><p><em></em></p><p><em>I just checked the 3.0 version, it actually 'was' level 4 then. So it could be that my perceptions are more for that being ok where it was (now it is a seer only power and 3 levels higher, being level 4 and seer only is much more reasonable imo, or even level 3 for a seer and level 5 for everyone else).</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>Interesting.</em></p><p><em></em></p><p><em>If they nerfed Fate of One from a 4th-level to a 7th-level power, then in all likelihood there was a problem with it being 4th. However, if they nerfed it at all, then in all likelihood they way overkilled the nerf (why is this such a recurring pattern, LOL! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/rolleyes.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> ).</em></p><p><em></em></p><p><em>Because it's Seer only, I can totally relax about making it a 5th-level Seer-only power. (6th-level for everybody else.) I bet you 5th- or 6th-level is what Fate of One is really worth. We can suppose Fate of One is worth about 9 pp.</em></p><p><em></em></p><p><em>I feel good about this anchor point.</em></p><p><em></em></p><p><em>Let's try figure out how much the augment for the bonus increase should cost.</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em>Number crunching to approximate what things seem to be worth:</em></p><p><em></em></p><p><em>Minimum: 1 pp gets you a future +2 bonus</em></p><p><em>Medium: 2 pp gets you a future +4 bonus</em></p><p><em>Medium: 9 pp gets you an immediate +2 bonus</em></p><p><em>Medium: 10 pp gets you a future +20 bonus (i.e. a multi-use True Strike)</em></p><p><em>Medium: 18 pp gets you an immediate +20 bonus </em></p><p><em>Maximum: 20 pp gets you a future +40 bonus</em></p><p><em>Maximum: 20 pp gets you an immediate +24 bonus</em></p><p><em></em></p><p><em><strong>Precognition</strong></em></p><p><em>(Greater Precognition and Moment of Prescience)</em></p><p><em>Clairsentience</em></p><p><em><strong>Level:</strong> Seer 1</em></p><p><em><strong>Display:</strong> Visual</em></p><p><em><strong>Manifesting Time:</strong> 1 standard action</em></p><p><em><strong>Range:</strong> Personal</em></p><p><em><strong>Target:</strong> You</em></p><p><em><strong>Duration:</strong> 10 min./level</em></p><p><em><strong>Power Points:</strong> 1</em></p><p><em></em></p><p><em>Precognition allows your mind to glimpse fragments of potential future events — what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power.</em></p><p><em></em></p><p><em>In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.</em></p><p><em></em></p><p><em>You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, an opposed ability check, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.</em></p><p><em></em></p><p><em><strong>Augment:</strong> You can modify this power in one or both of the following ways.</em></p><p><em>For every additional power point you spend, your insight bonus increases by +2.</em></p><p><em>If you spend an additional 8 power points, you can manifest this power as an immediate action.</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>Yeah. Going by the fullest augmentation does put all the powers into sharp relief. Some become *obviously* better than others, like MyLight versus Energy Ray.</em></p><p><em></em></p><p><em>I'm in the process of calculating each power separately. (Each has its own method of augmentation.) It's painfully boring and taking me forever. When I finish the list, I'll post it here. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I'm going with the fullest augment possible for a 20th level Psion.</em></p><p><em></em></p><p><em>On a separate note,</em></p><p><em></em></p><p><em>The restricted discipline powers must be more powerful than nonrestricted powers of the same level. The Psion "specializes" in a discipline. The trade off is the loss of access to restricted powers from disciplines outside the specialization.</em></p><p><em></em></p><p><em>The restricted powers should be better, and it's important to gauge how much better they are compared to other powers.</em></p><p><em></em></p><p><em>Did I gather correctly from your previous post? </em></p><p><em></em></p><p><em>If Energy Ray is the standard, how do the others Energy Attacks compare?</em></p><p><em></em></p><p><em>Rank 18 = Energy Burst (3)</em></p><p><em>Rank 20 = Energy Ray (1)</em></p><p><em>Rank 21 = Energy Missile (either target or one object in possession) (2)</em></p><p><em>Rank 22 = Energy Bolt (3)</em></p><p><em>Rank 23 = Energy Cone (3)</em></p><p><em>Rank 24 = Energy Current (5)</em></p><p><em>Rank 26 = Energy Ball (4)</em></p><p><em>Rank 28 = Energy Wave (7)</em></p><p><em></em></p><p><em>Are the distances between them about right?</em></p><p><em></em></p><p><em><strong>Originally posted by salla:</strong></em></p><p><em></em></p><p><em>Are we talking raw damage, or general usefulness? The present game I have a psion in is very short on combat and very big on investigation, interactions, and puzzle-solving. I've used Mind Probe, Object Reading, and Sensitivity to Psychic Impressions a *lot* more often than I've used Energy Ray.</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em>Is it a consensus that the Seer and the Nomad are less effective in combat?</em></p><p><em></em></p><p><em>Consolidating and calibrating the Seer's Precognition, Greater Precognition, and Moment of Prescience into a single augmentable power makes it quite beefy. I guess the Seer needs a combat potent power anyway!</em></p><p><em></em></p><p><em>(With regard to the Nomad, I'm assigning to it the ability to channel the planar energies of the Positive and Negative Planes - ie, to heal and harm - to it. I guess the Nomad needs this too.)</em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em></em></p><p><em>Definitely both, combat and/or utility. Whichever power you *want* more is, by definition, the better power.</em></p><p><em></em></p><p><em>In fact, one thing you could do that would be really helpful, is take all the powers of a single power level and rank them from the ones you like the most to the ones you like the least. <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></em></p><p><em></em></p><p><em><strong>Originally posted by Haldrik:</strong></em></p><p><em></em></p><p><em>Alright, for now I'm organizing this a bit differently. There's over 200 psionic powers, and listing them all seems intimidating. Instead, we'll just go thru one power level at a time. We won't add any numeric values (yet). We'll just sort all of the powers within each level, from the worst one (at the top) to the best one (at the bottom).</em></p><p><em></em></p><p><em><span style="color: Indigo"><span style="font-size: 26px"><strong>1st-level Powers</strong></span></span></em></p><p><em><strong><em>From the Worst to the Best ...</em></strong></em></p><p><em></em></p><p><em><strong>Very Substandard (Doesn't Augment Well)</strong></em></p><p><em>Hammer</em></p><p><em>Float</em></p><p><em>Astral Traveler</em></p><p><em></em></p><p><em><strong>Substandard (Doesn't Augment Well)</strong></em></p><p><em>Missive</em></p><p><em>Know Direction and Location</em></p><p><em>Detect Teleportation</em></p><p><em>Distract</em></p><p><em>Empathy</em></p><p><em>Telempathic Projection</em></p><p><em>Conceal Thoughts</em></p><p><em>Catfall</em></p><p><em>Burst</em></p><p><em>My Light</em></p><p><em>Sense Link</em></p><p><em>Call to Mind</em></p><p><em>Attraction</em></p><p><em>Destiny Dissonance</em></p><p><em>Demoralize</em></p><p><em>Deceleration</em></p><p><em>Daze, Psionic</em></p><p><em>Disable</em></p><p><em>Déjà Vu</em></p><p><em></em></p><p><em><strong>Not Bad (Doesn't Augment Well)</strong></em></p><p><em>Skate</em></p><p><em>Chameleon</em></p><p><em>Synesthete</em></p><p><em>Mindlink</em></p><p><em>Force Screen</em></p><p><em>Compression</em></p><p><em>Precognition</em></p><p><em>Control Light</em></p><p><em>Grease, Psionic</em></p><p><em>Control Object</em></p><p><em>Create Sound</em></p><p><em>Far Hand</em></p><p><em>Minor Creation, Psionic</em></p><p><em>Bite of the Wolf</em></p><p><em>Matter Agitation</em></p><p><em>Entangling Ectoplasm</em></p><p><em>Expansion</em></p><p><em>Detect Psionics</em></p><p><em></em></p><p><em><strong>Not Bad (Augments Well)</strong></em></p><p><em>Dissipating Touch</em></p><p><em>Empty Mind</em></p><p><em>Thicken Skin</em></p><p><em>Grip of Iron</em></p><p><em>Claws of the Beast</em></p><p><em>Call Weaponry</em></p><p><em>Bolt</em></p><p><em>Metaphysical Weapon</em></p><p><em>Metaphysical Claw</em></p><p><em>Stomp</em></p><p><em>Prevenom</em></p><p><em>Prevenom Weapon</em></p><p><em>Control Flames</em></p><p><em>Precognition, Defensive</em></p><p><em>Precognition, Offensive</em></p><p><em>Prescience, Offensive</em></p><p><em></em></p><p><em><strong>Good (Augments Well)</strong></em></p><p><em>Ecto Protection</em></p><p><em>Inertial Armor</em></p><p><em>Charm, Psionic</em></p><p><em>Mind Thrust</em></p><p><em></em></p><p><em><strong>Very Good (Augments Well)</strong></em></p><p><em>Energy Ray</em></p><p><em>Crystal Shard</em></p><p><em>Vigor</em></p><p><em>Astral Construct</em></p><p><em></em></p><p><em>Each and every power is better than the power before it. If you think that one of the powers is out of order, post your comments. Name the power and tell which other powers it should go between.</em></p><p><em></em></p><p><em><strong>Originally posted by calain80:</strong></em></p><p><em></em></p><p><em>I would put Synesthete between Chameleon and Mindlink, cause it also protects against gaze attacks.</em></p></blockquote><p></p>
[QUOTE="Endarire, post: 6744278, member: 11592"] [b]Originally posted by Haldrik:[/b] [COLOR=DarkRed][b]Plan to update initial posts based on recent posts, by the end of October 2012[/b][/COLOR] [b]Help figure out the best powers![/b] What power do you think is the best? Sort the powers below, from the worst (at the top) to best (at the bottom), according to the one you would *want* more than the others above it. [b]Originally posted by Haldrik:[/b] [COLOR=DarkSlateBlue][b]What is the most powerful psionic power?[/b][/COLOR] [COLOR=Indigo][SIZE=6][b]1-Point Powers[/b][/SIZE][/COLOR] [b][i]1st-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful (Doesn't Augment Well)[/b] Hammer Float Astral Traveler [b]Less Useful (Doesn't Augment Well)[/b] Missive Know Direction and Location Detect Teleportation Distract Empathy Telempathic Projection Conceal Thoughts Catfall My Light Sense Link Attraction Destiny Dissonance Demoralize Deceleration Daze, Psionic Disable Déjà Vu Burst [b]Melee Suicide — [i]Least Useful for Psion, Not Bad for Wilder, Good for PsyWar and Psicrystal[/i] (Doesn't Augment Well)[/b] Bite of the Wolf Expansion [b]Melee Suicide (Augments Well)[/b] Grip of Iron Claws of the Beast Call Weaponry Metaphysical Weapon Metaphysical Claw Stomp Prevenom Prevenom Weapon Dissipating Touch [b]Not Bad (Doesn't Augment Well)[/b] Compression Call to Mind Chameleon Synesthete Control Object Mindlink Skate Precognition Control Light Grease, Psionic Create Sound Far Hand Minor Creation, Psionic Matter Agitation Entangling Ectoplasm Force Screen Detect Psionics [b]Not Bad (Augments Well)[/b] Bolt Empty Mind Thicken Skin Control Flames Precognition, Defensive Precognition, Offensive Prescience, Offensive [b]Good (Augments Well)[/b] Inertial Armor Ecto Protection Charm, Psionic Mind Thrust [b]Very Good (Augments Well)[/b] Energy Ray Crystal Shard Vigor Astral Construct [COLOR=Indigo][SIZE=6][b]3-Point Powers[/b][/SIZE][/COLOR] [b][i]2nd-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful (Doesn't Augment Well)[/b] Missive, Mass Object Reading [b]Less Useful (Doesn't Augment Well)[/b] Sense Link, Forced Inflict Pain Aversion Tongues, Psionic Bestow Power Sensitivity to Psychic Impressions Brain Lock Elfsight (Spot and Search) Repair Damage, Psionic Empathic Transfer Sustenance Id Insinuation [b]Melee Suicide (Doesn't Augment Well)[/b] Painful Strike Prowess Mental Disruption [b]Melee Suicide (Augments Well)[/b] Dissolving Touch Strength of My Enemy Energy Push Dissolving Weapon Psionic Lion’s Charge Swarm of Crystals [b]Not Bad (Doesn't Augment Well)[/b] Scent, Psionic Detect Hostile Intent Knock, Psionic Control Air Concealing Amorpha Wall Walker Levitate, Psionic Share Pain Clairvoyant Sense Cloud Mind Dimension Swap Identify, Psionic [b]Not Bad (Augments Well)[/b] Psionic Repair Damage Recall Agony Thought Shield [b]Good (Doesn't Augment Well)[/b] Read Thoughts [b]Good (Augments Well)[/b] Biofeedback Suggestion, Psionic [b]Very Good (Doesn't Augment Well)[/b] Control Sound [b]Very Good (Augments Well)[/b] Concussion Blast (Psionic Magic Missile) Energy Missile Ego Whip Energy Adaptation, Specified Energy Stun Animal Affinity [COLOR=Indigo][SIZE=6][b]5-Point Powers[/b][/SIZE][/COLOR] [b][i]3rd-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful (Doesn't Augment Well)[/b] Mind Trap Ubiquitous Vision [b]Less Useful (Doesn't Augment Well)[/b] Darkvision, Psionic Crisis of Breath Share Pain, Forced Energy Retort [b]Less Useful (Augments Well)[/b] Energy Burst Body Ajustment [b]Melee Suicide (Doesn't Augment Well)[/b] Graft Weapon Duodimensional Claw Keen Edge, Psionic Claws of the Vampire Vampiric Blade [b]Melee Suicide (Augments Well)[/b] Empathic Transfer, Hostile [b]Not Bad (Doesn't Augment Well)[/b] Danger Sense Eradicate Invisibility Dismiss Ectoplasm Exhalation of the Black Dragon Escape Detection Mental Barrier Concealing Amorpha, Greater False Sensory Input Energy Wall [b]Not Bad (Augments Well)[/b] Body Purification Telekinetic Thrust Telekinetic Force [b]Good (Doesn't Augment Well)[/b] Solicit Psicrystal Ectoplasmic Form Touchsight Hustle Fate Link Astral Caravan Dimension Slide [b]Good (Augments Well)[/b] Energy Bolt Psionic Blast Ectoplasmic Cocoon [b]Very Good (Augments Well)[/b] Time Hop Dispel Psionics Energy Cone [COLOR=Indigo][SIZE=6][b]7-Point Powers[/b][/SIZE][/COLOR] [b][i]4th-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful (Doesn’t Augment Well)[/b] Quintessence [b]Less Useful (Doesn’t Augment Well)[/b] Personality Parasite Power Leech Correspond Trace Teleport Anchored Navigation [b]Melee Suicide (Doesn’t Augment Well)[/b] Immovability Claw of Energy Weapon of Energy Truevenom Truevenom Weapon Psychic Vampire [b]Not Bad (Doesn’t Augment Well)[/b] Detect Remote Viewing Mindlink, Thieving Aura Sight Modify Memory, Psionic Energy Adaptation Dimensional Anchor, Psionic Divination, Psionic Inertial Barrier [b]Not Bad (Augments Well)[/b] Mindwipe Dominate, Psionic Empathic Feedback Intellect Fortress Telekinetic Maneuver [b]Good (Doesn’t Augment Well)[/b] Steadfast Perception Freedom of Movement, Psionic Remote Viewing Fabricate, Psionic Dismissal, Psionic Death Urge Wall of Ectoplasm Dimension Door, Psionic Fly, Psionic [b]Very Good (Augments Well)[/b] Control Body Energy Ball [b]Very Good (Doesn’t Augment Well)[/b] Schism Metamorphosis [b]Broken ;) (Doesn’t Augment Well)[/b] Psychic Reformation [COLOR=DarkSlateBlue][i]Take it every time to swap out your abilities including itself.[/i][/COLOR] [COLOR=Indigo][SIZE=6][b]9-Point Powers[/b][/SIZE][/COLOR] [b][i]5th-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful[/b] Shatter Mind Blank [b]Less Useful[/b] Leech Field Metaconcert Catapsi Ectoplasmic Shambler Incarnate Restore Extremity [b]Melee Suicide[/b] Psychofeedback [b]Not Bad[/b] Baleful Teleport (A) Psychic Crush Fiery Discorporation [b]Good[/b] Adapt Body Second Chance Hail of Crystals Energy Current (A) Plane Shift, Psionic Mind Probe Major Creation, PsionicGood Tower of Iron Will (A) Teleport, Psionic [b]Very Good[/b] Clairtangent Hand (A) Teleport Trigger Psionic Revivify True Seeing, Psionic Power Resistance [COLOR=Indigo][SIZE=6][b]11-Point Powers[/b][/SIZE][/COLOR] [b][i]6th-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful[/b] Suspend Life Fuse Flesh Remote View Trap Overland Flight, Psionic Aura Alteration Co-Opt Concentration Cloud Mind, Mass [b]Less Useful[/b] Mind Switch Banishment, Psionic [b]Melee Suicide[/b] Form of Doom Dispelling Buffer [b]Not Bad[/b] Breath of the Black Dragon Precognition, Greater Disintegrate, Psionic [b]Good[/b] Restoration, Psionic Contingency, Psionic [b]Very Good[/b] Retrieve Crystalize Null Psionics Field Fabricate, Greater Psionic Temporal Acceleration [COLOR=Indigo][SIZE=6][b]13-Point Powers[/b][/SIZE][/COLOR] [b][i]7th-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful - [i]not worth a 7th-level power[/i][/b] Phase Door, Psionic Ethereal Jaunt, Psionic [b]Less Useful[/b] Divert Teleport Energy Conversion Ectoplasmic Cocoon, Mass Crisis of Life Insanity [b]Melee Suicide[/b] Sequester, Psionic Ultrablast [b]Not Bad[/b] Decerebrate [b]Good[/b] Reddopsi Dream Travel Energy Wave Fate of One [b]Very Good[/b] Fission Moment of Prescience, Psionic [COLOR=Indigo][SIZE=6][b]15-Point Powers[/b][/SIZE][/COLOR] [i]8th-level Psionic Powers from the worst ... to the best![/i] [b]Least Useful[/b] Time Hop, Mass [b]Less Useful[/b] Fusion [b]Not Bad[/b] Matter Manipulation Mind Seed Iron Body, Psionic [b]Good[/b] Hypercognition Shadow Body Recall Death True Metabolism Teleport, Psionic, Greater [b]Very Good[/b] Telekinetic Sphere, Psionic Mind Blank, Psionic Astral Seed Bend Reality [COLOR=Indigo][SIZE=6][b]17-Point Powers[/b][/SIZE][/COLOR] [b][i]9th-Level Powers from the Worst ... to the Best![/i][/b] [b]Least Useful[/b] Etherealness, Psionic Apopsi Assimilate [b]Less Useful[/b] Timeless Body Mind Switch, True [b]Not Bad[/b] Affinity Field Teleportation Circle, Psionic Time Regression [b]Good[/b] True Creation Tornado Blast Psychic Chirurgery Microcosm [b]Very Good[/b] Genesis Metafaculty Metamorphosis, Greater Reality Revision Each and every power is better than the one above it. If you see one that you feel is out of order, post it and say which two powers it should go between. [b]Originally posted by Haldrik:[/b] [SIZE=6][COLOR=DarkRed][b]POWER DC[/b][/COLOR][/SIZE] The Difficulty Class for saving throws against any psionic power is equal to 11 + the total power points with augmentation + the prime ability modifier of the manifester class. [SIZE=6][COLOR=DarkRed][b]POWER FIXES[/b][/COLOR][/SIZE] [SIZE=3][b]Empathic Transfer[/b][/SIZE] [i]Psychometabolism[/i] [b]Level:[/b] Psion/Wilder sychic Warrior b]Display:[/b] Auditory and material [b]Manifesting Time:[/b] 1 standard action [b]Range:[/b] [COLOR=Red]Close (25 ft + 5 ft/2 levels)[/COLOR] [b]Target:[/b] [COLOR=Red]One willing creature[/COLOR] [b]Duration:[/b] Instantaneous [b]Power Points:[/b] ou heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to [i]half[/i] of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. [COLOR=Red]Temporary hit points, such as from Vigor, obsorb the damage before your hit points do.[/COLOR] Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction. Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself. [b]Augment:[/b] For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation). [SIZE=3][b]Flight[/b][/SIZE] (Replaces Overland Flight, provides augmentation) [i]Psychometabolism[/i] [b]Level:[/b] Psion/Wilder 5, Psychic Warrior 5 [b]Display:[/b] Material, Olfactory [b]Manifesting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 hour/level [b]Saving Throw:[/b] No [b]Power Resistance:[/b] No [b]Power Points:[/b] 9 From your back, you sprout wings that meld thru clothes and armor. Your wings unleash your inner psyche, expressing the form that you desire. You take up space as if one size larger but don't incur the size modifier. You fly at a speed of 20 feet. Encumberance reduces the speed by half. Your maneuverability is average, ascending at half speed and descending at double. Your move action must maintain a minimum forward speed of at least half, or stall falling 150 feet before making a successful Dexterity check at DC 20 to recover. If failed, check after each fall of 300 feet. [b]Augment:[/b] For each additional power point you spend, your base fly speed increases by 20 feet. [b]Table: Flight Costs[/b] [b]PPSpeedHour*Hour (Hustle)Day[/b]<br />9 20 feet 2 miles 4 miles16 miles<br />10 40 feet 4 miles 8 miles32 miles<br />11 60 feet 6 miles12 miles48 miles<br />12 80 feet 9 miles18 miles72 miles<br />13100 feet11 miles22 miles88 miles<br />14120 feet13 miles26 miles104 miles<br />15140 feet15 miles30 miles120 miles<br />16160 feet18 miles36 miles144 miles<br />17180 feet20 miles40 miles160 miles<br />18200 feet22 miles44 miles176 miles<br />19220 feet25 miles50 miles200 miles<br />20240 feet27 miles54 miles216 miles<br /><br />[SIZE=1]* Calculations in this table are more precise and may override calculations found in other tables.[/SIZE] [SIZE=3][b]Fly, Psionic[/b][/SIZE] See Levity. [SIZE=3][b]Force Screen[/b][/SIZE] [i]Psychokinesis [Force][/i] [b]Level:[/b] Psion/wilder 1, psychic warrior 1 [b]Display:[/b] Auditory [b]Manifesting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 /level [b]Power Points:[/b] 1 You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. [b]Augment:[/b] For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. [SIZE=3][b]Haldrik’s Liferay ([i]Zoauge[/i] )[/b][/SIZE] [i]Psychoportation[/i] [b]Level:[/b] Nomad 1, Wilder 1 [b]Display:[/b] Visual [b]Manifesting time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] Ray [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Power Resistance:[/b] No [b]Power points:[/b] 1 You connect astrally with the Positive Plane and channel its life-giving energy through your hand. On a successful hit, the ray of light heals a living creature 1d6 points. Oppositely it “harms” an undead creature or an outsider from the Negative Plane. [b]Augment:[/b] For every additional power point you spend, the ray’s healing increases by 1d6 points. [SIZE=3][b]Haldrik’s Deathray ([i]Thanatauge[/i] )[/b][/SIZE] [i]Psychoportation[/i] [b]Level:[/b] Nomad 2, Wilder 2 [b]Display:[/b] Visual [b]Manifesting time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] Ray [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Power Resistance:[/b] No [b]Power points:[/b] 3 You connect astrally with the Negative Plane and channel its death-dealing energy through your hand. On a successful hit, the ray of darkness harms a living creature 3d6 points. Oppositely it “heals” an undead creature or an outsider from the Negative Plane. [b]Augment:[/b] For every additional power point you spend, the ray’s harming increases by 1d6 points. [SIZE=3][b]Levity[/b][/SIZE] (Replaces Fly, Psionic and Overland Flight, Psionic, provides augmentation) [i]Psychoportation[/i] [b]Level:[/b] Nomad 2 [b]Display:[/b] Visual [b]Manifesting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 hour/level [b]Saving Throw:[/b] No [b]Power Resistance:[/b] No [b]Power Points:[/b] 3 By the force of your mind, you fly with perfect maneuverability at a base speed of 10. When the duration ends, or is dismissed, suppressed or dispelled, your levity ends gradually, and you can descend safely for a distance equal to your total power point expenditure [b]Originally posted by Haldrik:[/b] While balancing Flight, I made this chart to handle various speeds. I'm posting it here as a reference for others who need it. [b]Table: Speed Conversions[/b] [SIZE=1]Calculations in this table are more precise and may override calculations found in other tables.[/SIZE] [b]SpeedHourHour HustleDay[/b]<br /> 10 feet [i]1.14[/i] 1 mile 2 miles 8 miles<br /> 15 feet [i]1.70[/i] 1 mile 2 miles 8 miles<br /> 20 feet [i]2.27[/i] 2 miles 4 miles 16 miles<br /> 30 feet [i]3.41[/i] 3 miles 6 miles 24 miles<br /> 40 feet [i]4.55[/i] 4 miles 8 miles 32 miles<br /> 45 feet [i]5.11[/i] 5 miles10 miles 40 miles<br /> 50 feet [i]5.68[/i] 5 miles10 miles 40 miles<br /> 60 feet [i]6.82[/i] 6 miles12 miles 48 miles<br /> 70 feet [i]7.95[/i] 7 miles14 miles 56 miles<br /> 80 feet [i]9.09[/i] 9 miles18 miles 72 miles<br /> 90 feet[i]10.23[/i]10 miles20 miles 80 miles<br />100 feet[i]11.36[/i]11 miles22 miles 88 miles<br />110 feet[i]12.50[/i]12 miles24 miles 96 miles<br />120 feet[i]13.64[/i]13 miles26 miles104 miles<br />130 feet[i]14.77[/i]14 miles28 miles112 miles<br />140 feet[i]15.91[/i]15 miles30 miles120 miles<br />150 feet[i]17.05[/i]17 miles34 miles136 miles<br />160 feet[i]18.18[/i]18 miles36 miles144 miles<br />170 feet[i]19.32[/i]19 miles38 miles152 miles<br />180 feet[i]20.45[/i]20 miles40 miles160 miles<br />190 feet[i]21.59[/i]21 miles42 miles168 miles<br />200 feet[i]22.72[/i]22 miles44 miles176 miles<br />210 feet[i]23.86[/i]23 miles46 miles184 miles<br />220 feet[i]25.00[/i]25 miles50 miles200 miles<br />230 feet[i]26.14[/i]26 miles52 miles208 miles<br />240 feet[i]27.27[/i]27 miles54 miles216 miles<br />250 feet[i]28.41[/i]28 miles56 miles224 miles<br />260 feet[i]29.45[/i]29 miles58 miles232 miles<br />270 feet[i]30.68[/i]30 miles60 miles240 miles<br />280 feet[i]31.82[/i]31 miles62 miles248 miles<br />290 feet[i]32.95[/i]32 miles64 miles256 miles<br />300 feet[i]34.09[/i]34 miles68 miles272 miles<br />310 feet[i]35.23[/i]35 miles70 miles280 miles<br />320 feet[i]36.36[/i]36 miles72 miles288 miles [b]Conversion Values[/b] 1 mile = 5280 feet 1 mile per hour = 22/15 feet-per-second = 88 feet-per-minute = 8.8 feet–per–round (6 seconds) [b]Therefore:[/b] Speed 8.8 feet = 1 mile-per-hour [b]Originally posted by Haldrik:[/b] I need your suggestions to help figure out which power is better than which! [b]Originally posted by Haldrik:[/b] Altho Inertial Armor is simply a solid 1st level power and altho its effect is easily replaced by mundane, mithral or magical armors, its long duration lasting for hours makes it pretty good. I promoted Inertial Armor to Rank 2. I demoted Far Hand to Rank 0. I love this power for flavor, but it's not powerful enough to choose over the 1st-level must-haves. Stomp (Psy 1) demotes to Rank 0, it's good but not as good as Energy Ray. Hammer is certainly Rank 0. Any power that requires a low hp Psion to melee touch an opponent is inherently worthless. I'm uncertain about increasing Energy Ray to Rank 2. 1 pp for a onetime 1d6 damage, actually sucks. At lowest levels, this power is worse than a bow and deserves Rank 0. On the other hand, Energy Ray augments well and is among the must haves, which seems to deserve a somewhat higher rank. [b]Originally posted by zombiegleemax:[/b] how does augmentation fit into your ranking? After all, a first level power, augmented to 20th level ight be far more usefull than the equivalent 20th level power (especially as there are some low level, augmentable powers that don't have saving throws) [b]Originally posted by Haldrik:[/b] Augmentation complicates ranking. For now, I treat each power as having the minimum pp without augmentation because this is what the power is when you first get it, as soon as possible while you're still at the lowest level to take it. If it doesn't augment at all it's probably worth a lesser rank. If it augments decently (like Thicken Skin) it's probably worth the rank of its power level. If it augments awesomely (like Energy Ray, Energy Burst) it's probably worth a higher rank. [b]Originally posted by bacris:[/b] IMO - Hustle and Psionic Lion's Charge are two of the most useful PsyWar powers. Hustle for refocus / extra move + full attack, Psionic Lion's Charge for a full attack + charge. Both are also swift actions and relatively low pp cost for the limited pool of the PsyWar. I'd probably rank those one higher, as most PsyWar's / Feat Intense Psions will be using at least one of them. [b]Originally posted by Haldrik:[/b] Bacris, Cool. I moved both Hustle and Lion's Charge to Rank 4. Both are slightly better than most 2nd level powers that generally have Rank 3. [b]Originally posted by scion_of_coldshard:[/b] Unless there was something in the errata then Moment of Prescience, Psionic should probably be rank 1 or so. Comparing with true strike (which I know is not psionic, but still) true strike wins. It is nice to have a bonus now and then, but a 7th level power that grants a single bonus to something that must be used within 1 round/level? no thanks. [b]Originally posted by zombiegleemax:[/b] I'm wondering, why is Force Screen ranked below Thicken Skin? For an Egoist, who is unproficient in shields, the +4 AC provided by Force Screen is superior to the +1 AC provided by Thicken Skin. Considering that you're an Egoist, by the time you're high level enough to augment Thicken Skin to give you about +4 AC, then you might as well be Metamorphosising into something with a high Natural Armor. Besides, Force Screen is worth more for the power points spent. [b]Originally posted by cycloneranger:[/b] I would move Astral Construct up several ranks. It is powerful through the mid levels, and extremely versatile. You can tailor your constructs to do different things, such as fight any type of foe, or even move or carry things. (Don't know Psionic Fly? Make a construct that can fly, and have it carry you.) Even if you do not include augmentation in the basic ranks, you should move up astral construct, in my opinion, simply because it is so versatile. There is even a whole prestige class based around this one power. [b]Originally posted by Haldrik:[/b] [b]Scion,[/b] I'll look at Moment of Prescience more carefully. From Rank 13 (7th level) to Rank 1 (1st level) seems drastic, but it is deserved sometimes. [b]Chasmodai,[/b] I mentioned above why Force Screen is near worthless. To reiterate: Force Screen only lasts for *minutes* (as opposed to Thicken Skin that lasts for decaminutes or Inertial Armor that lasts for *hours* (!) ). The benefit of Force Screen is easily replaced by a *real* shield. A masterwork buckler doesn't require any proficiency, nor does any shield made of darkwood or mithral. A shield does not interfere with psionics. The only benefit that the Shield Proficiency gives you is to remove the Armor Check Penalty, but none of the above shields have an Armor Check Penalty so you don't need the Proficiency. It's a fair point. What ranks do you recommend for these powers? [b]Cyclone Ranger,[/b] Is Astral Construct more in the category of Energy Ray? Excellent if you augment it, but mediocre if you don't? [b]Originally posted by bacris:[/b] 1 PP Astral Constructs are still great even at high levels for trap search grunts, decoys, etc... In all honesty, Astral Construct, used properly, can be extremely useful simply due to the nature of the power. I'd rank it at least 3. [b]Originally posted by Haldrik:[/b] Astral Construct elevates to Rank 3. [b]Originally posted by Haldrik:[/b] I know Detect Psionics/Magic is a cantrip on the Wizard spell list, but it's so useful it seems to deserve being a 1st level power/spell (thus Rank 1). What do you guys think? The Know Direction and Location is handy but definitely cantrip material: Rank 0. [b]Originally posted by scion_of_coldshard:[/b] I know it is drastic, but check it out. The benefit is a plus equal to your manifestor level to a single roll, although there are several choices which is about the only redeeming feature. However, it only lasts for one round per level and until one is pretty high level the bonus is marginal most of the time. Comparing with true strike the power is pretty weak. Given the choice between moment as a first level power and most other first level powers out there I'd go with the other a good portion of the time. If it was low level at least one could quicken it or something to make it useful as a very temporary buff. Still, +4 to ac for a very long time or +level to ac once if it is up during the incredibly short duration? hmm.. [b]Originally posted by zombiegleemax:[/b] Force Screen also blocks incorporeal touch attacks. Which is something that a buckler or any other mundane shield cannot do. And no shield gives you +4 AC (enchanting a buckler to give you +4 costs 9000gp, while Force Screen is, in a monetary sense, free). I'd put it in rank 1, for fairness' sake. Thicken Skin is a good power if you're going dungeoneering, Force Screen is if you're caught off guard (ambushed in the middle of the night with only 1/4 your pp left :P). [b]Originally posted by elecwolf:[/b] That would mean 3rd level by the time you get it!??! Ugh. I'd rather learn fly and pick up my spear and fight then. If the power is useful, let the first level guy use it. One AC1 has about a 50/50 chance of beating a kobold... If I have to 3rd level before I get it, I'll fight the kobold. [b]Originally posted by bacris:[/b] no, it's ranked as equal to a 3 pp power at base cost, we're not changing power levels/cost/entries, only their ranking compared to other powers. [b]Originally posted by blainetog:[/b] Ugg... Assuming "Lowest PP possible" is very very awkward. I suggest you assume each power is augmented to the fullest extent possible. That gives us a much better idea of how powerful each power is vs. how powerful it is supposed to be; 3 PP is supposed to give you the same net power regardless of power manifested. [b]Originally posted by Haldrik:[/b] Right, this is similar to what I did for the *What Is the Most Powerful Damage Spell* thread. It compared the maximum scaling of damage that each spell could do. It's a good idea to compare powers by their maximum augmentation. Still, this has its own problems. For example, how would you rank the following damage powers assuming all can reach a maximum of 20 pp and thus are somewhere around Rank 20? How about? Rank 21 = Energy Ray (1) Rank 23 = Energy Missile (either target or one object in possession) (2) Rank 25 = Energy Burst (3) Rank 25 = Energy Bolt (3) Rank 25 = Energy Cone (3) Rank 27 = Energy Ball (4) Rank 28 = Energy Wave (7) Rank 29 = Energy Current (5) Rank 35 = Energy Missile (both target and objects in possession) (8) [b]Originally posted by blainetog:[/b] IMO, using numbers that high is confusing. It makes sense if we're basing it on lowest PP, but not highest. The system might work best as some sort of raio: +/- the "balanced" level. Mabye +/- 5 (0=balanced). Anyway. To answer your question: [i] [b]Originally posted by Haldrik:[/b] Don't worry about who can use it. Just what it does. Does the following order - from least powerful to most powerful - look right? Rank 20 = Energy Burst (3) Rank 21 = Energy Ray (1) Rank 23 = Energy Missile (either target or one object in possession) (2) Rank 24 = Energy Bolt (3) Rank 25 = Energy Cone (3) Rank 26 = Energy Current (5) Rank 27 = Energy Ball (4) Rank 28 = Energy Wave (7) [b]Originally posted by Haldrik:[/b] [b]Scion,[/b] I did an in depth analysis of Moment of Prescience, and unfortuantely lost it because of a server error when sending it. [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/sad.gif[/IMG] In brief, True Strike as a spell should probably be higher than 1st level, and as a power may be broken, since a Psion could cast it hundreds of times a day. So, it's probably not safe to compare Moment of Prescience to True Strike. Better comparisons to Moment of Prescience (Seer 7) are Precognition (Seer 1) and Greater Precognition (Seer 6). If 1 pp = a +1.5 onetime bonus on any roll, then: 1 pp = 1st level power = Precognition +2 (+1.5) onetime bonus 3 pp = 2nd level power = Greater Precognition +4 (+4.5) onetime bonus 9 pp = 5th level power = Moment of Prescience +13 (+13.5) onetime bonus 13 pp = 7th level power = Moment of Prescience +20 (+19.5) onetime bonus The above values, where 1 pp = a +1.5 onetime bonus, follow the official values for Moment of Prescience closely. It's impossible that Greater Precognition is worth a 6th level power. It works better as a 2nd level power and is equivalent, give-or-take, with the Elan's Resistance ability which gives a +4 bonus on any save. Resistance can be manifested immediately unlike Greater Precognition, making the former's immediacy worth about as much as the latter's flexibility regarding any roll, not just saves. Therefore, setting Greater Precognition as a 2nd level power seems balanced. With the above values in mind, Moment of Prescience would start at about a 5th level power. Supposing Moment of Prescience could be manifested immediately, its roughly +15 bonus would virtually guarantee a successful roll that would virtually grant invulnerability for one round, like the 9th level powers Time Regression and Timeless Body. Supposing that Moment of Prescience could be augmented with 6 or 8 pp to manifest as an immediate action, that would make it roughly worth 17 pp in the same camp as the 9th level powers. So, 1 pp = +1.5 bonus seems balanced at high levels as well as low levels. If Time Regression and Timeless Body are worth 9th level powers, then it seems Moment of Prescience is worth a 5th level power. Thoughts? Would any of you choose Moment of Prescience over other 5th level powers (Rank 9)? [b]Originally posted by Haldrik:[/b] LOL! Gleaning from your thunderous response, I suppose you guys wouldn't choose Moment of Prescience as a 5th-level power. [b]Scion[/b] compares Moment of Prescience to the 1st-level spell True Strike. A good point. True Strike gives a +20 bonus on the next attack. In this sense it's better than Moment of Prescience, which only gives a +level bonus. At first, I thought True Strike might not be balanced as a psionic power because it could be cast so many times per day. I take this back. In fact now I wonder if True Strike might be *more balanced* as a psionic power! In order to manifest True Strike, you would have to waste a standard action and attack on the next round. What really makes the True Strike spell broken is a Quickened True Strike plus an attack in the same round. However, when a Psion would Quicken a True Strike power, the Psionic Focus must be expended, making True Strike happen once per battle unless battle time was wasted or unless certain feats were taken (instead of other feats). Because the target of True Strike is "You", even Schism can't attack in the same round, since the Schismed mind is someother "You", not "You"! True Strike seems balanced as a 1st-level power. So, if True Strike balances as a 1st-level power, how can Moment of Prescience be a 7th-level power? [b]Moment of Prescience Versus Resistance[/b] True Strike only applies to attack, however look at the Elan's Resistance ability that gives a +4 bonus on *any* save as an *immediate* action. For 1 pp! Because Moment of Prescience must be cast ahead of time and only lasts a few rounds, I would *rather* have the Elan's Resistance ability (which can be used after the fact when you know you need it) than Moment of Prescience. I think Resistance is *more* powerful than Moment of Prescience with regard to a save bonus. And for sure, Resistance isn't too powerful. The 1st-level Elan has to burn a pp for the +4 save, whereas a 1st-level Paladin can get all +4 saves for free because of Divine Grace. If Resistance costs 1 pp, that suggests the ability is equivalent to a 1st-level power. (Perhaps worth a bit more, but not much more.) [b]How Much Is Moment of Prescience Worth?[/b] Moment of Prescience does have advantages: it is more versatile than either True Strike or Resistance because it applies to: AC or save or attack or skill check or stat check or almost any d20 check. Moment of Prescience should be a bit higher than a 1st level power, but not much more. 1 pp = a onetime +2 bonus on any d20 check 1 pp = really a 1st level power = Precognition +2 2 pp = really a 1st level power = Greater Precognition +4 7 pp = 4th level power = Moment of Prescience +13 Does 4th-level sound good for Moment of Prescience (since it's valuable because of its many uses)? I'm particularly asking you, Scion. Can you see yourself picking Moment of Prescience as a 4th-level power? Should it be lower? I'm interested in what the others of you think too for the sake of a consensus. [b]Originally posted by scion_of_coldshard:[/b] True strike is pretty well fine as a first level spell. It takes a standard action and is somewhat useful. It not only grants a +20 bonus but it also ignores miss chance. Insight bonus as well. Moment of prescience is +1/level insight bonus. It lasts for 1 round/level or until discharged (1 use) for a single attack roll, opposed ability or skill check, or saving throw, or a one time bonus to AC. So, it has more general uses than true strike and lasts longer but its bonus is generally [i]much[/i] lower. If it was a first level power then pretty much no one would ever get it, it just doesnt do anything. At higher levels it is like true strike, it [b]must[/b] be quicked to be useful. Manifesting it as normal in combat takes out a round where something else much more useful could've been done. Psions are typically much worse off at putting up quickened powers. Lets do another comparison though. SRD: Precognition Clairsentience Level: Seer 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired. Now, I know that this is seer only but this one actually has a useful duration along with giving that +2 which may be applied 'after' you find out that the roll failed. Comparing to moment of prescience the moment can get a bigger bonus later on, but it has a much reduced duration and can only be applied beforehand. The extra, higher bonus is nice at later levels but even then which is 'better'? Depends I suppose. But they each have their advantages. If nothing else it could be a first level power with an augmentation. Say that it starts off +2 and for every extra pp you put into it the bonus increases by +4, but the bonus cannot be higher than your manifestor level (min +2). Personally, I would also prefer another augmentation to make the duration more useful. Like say, +2 pp to increase the duration to 10min/level. And why not, +8 pp to manifest as an immediate action ;) Sounds like a decent choice for a first level power. Probably too nice when compared with precognition but only because precognition has no augmentation which it probably should. So maybe only the first two augmentations are needed for this first level power. [b]Originally posted by Haldrik:[/b] That's how I see it. Precognition can be made augmentable, and thus obsorb Greater Precognition and Moment of Prescience. [b]Precognition[/b] (Greater Precognition and Moment of Prescience) [i]Clairsentience[/i] [b]Level:[/b] Seer 1 [b]Display:[/b] Visual [b]Manifesting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 10 min./level [b]Power Points:[/b] 1 Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, an opposed ability check, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired. [b]Augment:[/b] You can modify this power in one or both of the following ways. For every additional power point you spend, your insight bonus increases by +2 up to a total not exceeding your manifester level. If you spend an additional 8 power points, you can manifest this power as an immediate action. We need to think thru the augmentation carefully. Applying Precog as an immediate action is extremely powerful because you can spend exactly what you need to "fix" a failed d20 roll. [b]Originally posted by scion_of_coldshard:[/b] Fate of one costs 13 pp. While I think this is a good power I am not sure if it costs too much for what it does. Still, assuming it is just right that should be a decent baseline. Hence why I said to add +8. I feel that a reroll is stronger than a +2 most of the time. [b]Originally posted by Haldrik:[/b] [b]Scion,[/b] I agree that Precognition with an augment of +8 pp for an immediate action is probably balanced. My main concern is how much the insight bonus should be. If it can be manifested as an immediate action, then +2 (+1/pp) could be reasonable, like the Elan's Resiliance. On the other hand, since it's a onetime bonus, even your +2 (+4/pp) could be reasonable, more like True Strike. It's tricky. Precog, Moment, True Strike, Resiliance, and Resistance all have slightly different approaches. It's tricky to know which mechanic to choose when allowing an upto +20 bonus that can also be an immediate action on any kind of d20 roll. Assuming the immediate action is possible, you seem to be ok with the +2 (+2/pp) bonus? [b]Originally posted by Haldrik:[/b] Fate of One costs 13 pp. Immediate Precognition costs 9 pp for a +2 bonus. Immediate Precognition costs 13 pp for a +10 bonus (with an augment of +2 bonus/pp). A reroll is not as good as +10 bonus. What if the bonus is base +2, with augment +1/pp? Then 13 pp gets you an +6 bonus. This is closer to the value of a reroll. (Of course, the question remains. Is a reroll worth a 7th level power costing 13 pp?) [b]Originally posted by scion_of_coldshard:[/b] Personaly, I see fate of one as more of a 4th level power. It has a very nice little effect, but it has a pretty hefty cost associated with it. Going by that it would be 7pp. Precognition base would be 9pp for a +2 immediately which could then be used after the roll if needed. More augmentation to make it better would cost more. It could be manifested ahead of time but then there is the time requirement, which could mean that those pp are wasted. Very tricky situation ;) If we go by fate of one being proper where it is then it becomes much more difficult. I just checked the 3.0 version, it actually 'was' level 4 then. So it could be that my perceptions are more for that being ok where it was (now it is a seer only power and 3 levels higher, being level 4 and seer only is much more reasonable imo, or even level 3 for a seer and level 5 for everyone else). [b]Originally posted by Haldrik:[/b] Interesting. If they nerfed Fate of One from a 4th-level to a 7th-level power, then in all likelihood there was a problem with it being 4th. However, if they nerfed it at all, then in all likelihood they way overkilled the nerf (why is this such a recurring pattern, LOL! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/rolleyes.gif[/IMG] ). Because it's Seer only, I can totally relax about making it a 5th-level Seer-only power. (6th-level for everybody else.) I bet you 5th- or 6th-level is what Fate of One is really worth. We can suppose Fate of One is worth about 9 pp. I feel good about this anchor point. Let's try figure out how much the augment for the bonus increase should cost. [b]Originally posted by Haldrik:[/b] Number crunching to approximate what things seem to be worth: Minimum: 1 pp gets you a future +2 bonus Medium: 2 pp gets you a future +4 bonus Medium: 9 pp gets you an immediate +2 bonus Medium: 10 pp gets you a future +20 bonus (i.e. a multi-use True Strike) Medium: 18 pp gets you an immediate +20 bonus Maximum: 20 pp gets you a future +40 bonus Maximum: 20 pp gets you an immediate +24 bonus [b]Precognition[/b] (Greater Precognition and Moment of Prescience) Clairsentience [b]Level:[/b] Seer 1 [b]Display:[/b] Visual [b]Manifesting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 10 min./level [b]Power Points:[/b] 1 Precognition allows your mind to glimpse fragments of potential future events — what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, an opposed ability check, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired. [b]Augment:[/b] You can modify this power in one or both of the following ways. For every additional power point you spend, your insight bonus increases by +2. If you spend an additional 8 power points, you can manifest this power as an immediate action. [b]Originally posted by Haldrik:[/b] Yeah. Going by the fullest augmentation does put all the powers into sharp relief. Some become *obviously* better than others, like MyLight versus Energy Ray. I'm in the process of calculating each power separately. (Each has its own method of augmentation.) It's painfully boring and taking me forever. When I finish the list, I'll post it here. ;) I'm going with the fullest augment possible for a 20th level Psion. On a separate note, The restricted discipline powers must be more powerful than nonrestricted powers of the same level. The Psion "specializes" in a discipline. The trade off is the loss of access to restricted powers from disciplines outside the specialization. The restricted powers should be better, and it's important to gauge how much better they are compared to other powers. Did I gather correctly from your previous post? If Energy Ray is the standard, how do the others Energy Attacks compare? Rank 18 = Energy Burst (3) Rank 20 = Energy Ray (1) Rank 21 = Energy Missile (either target or one object in possession) (2) Rank 22 = Energy Bolt (3) Rank 23 = Energy Cone (3) Rank 24 = Energy Current (5) Rank 26 = Energy Ball (4) Rank 28 = Energy Wave (7) Are the distances between them about right? [b]Originally posted by salla:[/b] Are we talking raw damage, or general usefulness? The present game I have a psion in is very short on combat and very big on investigation, interactions, and puzzle-solving. I've used Mind Probe, Object Reading, and Sensitivity to Psychic Impressions a *lot* more often than I've used Energy Ray. [b]Originally posted by Haldrik:[/b] Is it a consensus that the Seer and the Nomad are less effective in combat? Consolidating and calibrating the Seer's Precognition, Greater Precognition, and Moment of Prescience into a single augmentable power makes it quite beefy. I guess the Seer needs a combat potent power anyway! (With regard to the Nomad, I'm assigning to it the ability to channel the planar energies of the Positive and Negative Planes - ie, to heal and harm - to it. I guess the Nomad needs this too.) [b]Originally posted by Haldrik:[/b] Definitely both, combat and/or utility. Whichever power you *want* more is, by definition, the better power. In fact, one thing you could do that would be really helpful, is take all the powers of a single power level and rank them from the ones you like the most to the ones you like the least. [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [b]Originally posted by Haldrik:[/b] Alright, for now I'm organizing this a bit differently. There's over 200 psionic powers, and listing them all seems intimidating. Instead, we'll just go thru one power level at a time. We won't add any numeric values (yet). We'll just sort all of the powers within each level, from the worst one (at the top) to the best one (at the bottom). [COLOR=Indigo][SIZE=7][b]1st-level Powers[/b][/SIZE][/COLOR] [b][i]From the Worst to the Best ...[/i][/b] [b]Very Substandard (Doesn't Augment Well)[/b] Hammer Float Astral Traveler [b]Substandard (Doesn't Augment Well)[/b] Missive Know Direction and Location Detect Teleportation Distract Empathy Telempathic Projection Conceal Thoughts Catfall Burst My Light Sense Link Call to Mind Attraction Destiny Dissonance Demoralize Deceleration Daze, Psionic Disable Déjà Vu [b]Not Bad (Doesn't Augment Well)[/b] Skate Chameleon Synesthete Mindlink Force Screen Compression Precognition Control Light Grease, Psionic Control Object Create Sound Far Hand Minor Creation, Psionic Bite of the Wolf Matter Agitation Entangling Ectoplasm Expansion Detect Psionics [b]Not Bad (Augments Well)[/b] Dissipating Touch Empty Mind Thicken Skin Grip of Iron Claws of the Beast Call Weaponry Bolt Metaphysical Weapon Metaphysical Claw Stomp Prevenom Prevenom Weapon Control Flames Precognition, Defensive Precognition, Offensive Prescience, Offensive [b]Good (Augments Well)[/b] Ecto Protection Inertial Armor Charm, Psionic Mind Thrust [b]Very Good (Augments Well)[/b] Energy Ray Crystal Shard Vigor Astral Construct Each and every power is better than the power before it. If you think that one of the powers is out of order, post your comments. Name the power and tell which other powers it should go between. [b]Originally posted by calain80:[/b] I would put Synesthete between Chameleon and Mindlink, cause it also protects against gaze attacks.[/i] [/QUOTE]
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What is the Most Powerful Psionic Power? (Haldrik)
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