Chaosmancer
Legend
Charm Person (psionic) (1-20pp, max 1PP per character level)
Cut and past text for the rules for the spell Charm Person with the following changes.
Charm Person (psionic) affects 1 humanoid creature per PP spent. The psion may affect half as many targets as normal forcing the targets to have disadvantage on their saving throws. The psion may affect twice as many targets as normal granting those targets advantage on their saving throws.
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You have now added versatility to the base Charm Person ability without substantially changing what happens when the target becomes charmed.
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Telekinetic Grap (psionic) (1-20pp, max 1PP per character level)
Cut and paste text for the Mage Hand spell with the following changes.
1PP: The psion gains the use of Telekinetic Grasp until their next long rest.
1PP: The psion may lift or manipulate an additional 5lbs for as long as their Telekinetic Grasp is active.
1PP: The psion may extend the range an additional 30' for as long as their Telekinetic Grasp is active.
1PP: Whatever additional features or abilities you might want to add in class design.
Add text implying the psion can augment their existing Telekinetic Grasp at any time by adding additional PP up to the limit imposed by their character level.
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You now have one power that, as the character grows, can become more versatile as needed by the situation. They could flip a switch 300 feet away, or lift something 50lbs they are next to using the same amount of "power" for the day. At high levels they could lift 50lb at 300' if thats what would help in the situation they are in. My few additional barely make the power writeup take up much more room than the spell itself does, but this feels very different than both the normal Mage Hand, theArcane Tricksters ability to use the Mage Hand to do skills at a distance, and the Telekinesis spell.
To discuss this mechanically, I have a few questions.
First would be how valuable is a PP. Charm person is the easiest one to do this with.
1 pp gets you charm person, which is a 1st level spell.
2 pp gets you charm person as a second level spell, or Charm person as a 1st with the effects of heighten spell, which is equivalent to a 2nd level slot on its own. Which in terms of power is probably closer to a 3rd level slot.
And the scaling kind of goes bonkers from there. For 4 points I could get a Twinned Heightened Charm Person. Which is pretty powerful if the points are spell points instead of ki points (to use the different scaling point systems we currently have)
I like the telekinetic grasp, especially since 1 point gives you a permanent mage hand for the rest of the day, but if we look at the scaling, a 2 point version of this (which for Charm Person is equivalent to a 3rd level spell slot) gives us a mage hand that can pick up 15 lbs. That is not worth it. To lift that 50 lbs, I would need to use 9 pp. Which could instead be used for a 9th level charm person spell, or a 4th level with heighten.
Again, I like the idea here, it has a good starting place for taking these abilities and making them different, but I think it also highlight exactly what I'm talking about, when you start slotting it into what is already possible, you have to consider what is over powered and what isn't and how your design fits into the spaces we have left to use.