sinmissing
First Post
The psion has a number of things wrong with the class. Most of the class design seemed to be an attempt to be different from other spell caster types for the sake of being different. I also found the list of powers to be limited considering that the psion has 6 key-attributes determining their power accessibility. But most of all, I just didn't like that powers didn't scale, and that powers were so similar to already defined spells but had different names. This has made the learning curve realling high for myself and my players. We are all long time gamers, and just didn't want to waste time learning new names to old spells. I do admit that there are a number of interesting new spells, but for the most part the power list is just too confusing for me. I have since set out to redefine the power list, using spells from the cleric and wizard list. For me and my group, a psion is first and foremost a spell caster that blurs the lines between cleric and wizard. This is that list. I'm sure lots of you may disagree:
Sample List:
Sample List:
Code:
Zero Level Powers
Clairsentience
Detect Poison Detects poison in one creature or small object.
Guidance +1 on one attack roll, saving throw, or skill check.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Detect Magic Detects spells and magic items within 60 ft.
Metacreativity
Create Water Creates 2 gallons/level of pure water.
Dancing Lights Creates torches or other lights.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Prestidigitation Performs minor tricks.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Psychokinesis
Flare Dazzles one creature (–1 on attack rolls).
Mage Hand 5-pound telekinesis.
Acid Splash Orb deals 1d3 acid damage.
Daze Humanoid creature of 4 HD or less loses next action.
Ray of Frost Ray deals 1d3 cold damage.
Disrupt Undead Deals 1d6 damage to one undead.
Psychometabolis
Virtue Subject gains 1 temporary hp.
Cure Minor Wounds Cures 1 point of damage.
Inflict Minor Wounds Touch attack, 1 point of damage.
Touch of Fatigue Touch attack fatigues target.
Psychoportation
Open/Close Opens or closes small or light things.
Telepathy
Message Whispered conversation at distance.
Ghost Sound Figment sounds.
Universal
Arcane Mark Inscribes a personal rune (visible or invisible).
First Level Powers
Clairsentience
Entropic Shield Ranged attacks against you have 20% miss chance.
Comprehend Languages You understand all spoken and written languages.
True Strike +20 on your next attack roll.
Shield of Faith Aura grants +2 or higher deflection bonus.
Identify Determines properties of magic item.
Detect Undead Reveals undead within 60 ft.
Bless Allies gain +1 on attack rolls and saves against fear.
Deathwatch Reveals how near death subjects within 30 ft. are.
Detect Secret Doors Reveals hidden doors within 60 ft.
Divine Favor You gain +1 per three levels on attack and damage rolls.
Metacreativity
Mount Summons riding horse for 2 hours/level.
Unseen Servant Invisible force obeys your commands.
Obscuring Mist Fog surrounds you.
Magic Weapon Weapon gains +1 bonus.
Magic Aura Alters object’s magic aura.
Grease Makes 10-ft. square or one object slippery.
Erase Mundane or magical writing vanishes.
Animate Rope Makes a rope move at your command.
Magic Stone Three stones gain +1 on attack, deal 1d6 +1 damage.
Summon Monster I Calls extraplanar creature to fight for you.
Psychokinesis
Color Spray Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Ray of Enfeeblement Ray deals 1d6 +1 per two levels Str damage.
Mage Armor Gives subject +4 armor bonus.
Burning Hands 1d4/level fire damage (max 5d4).
Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Psychometabolis
Inflict Light Wounds Touch deals 1d8 damage +1/level (max +5).
Enlarge Person Humanoid creature doubles in size.
Reduce Person Humanoid creature halves in size.
Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Disguise Self Changes your appearance.
Chill Touch One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds Cures 1d8 damage +1/level (max +5).
Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
Endure Elements Exist comfortably in hot or cold environments.
Psychoportation
Feather Fall Objects or creatures fall slowly.
Sanctuary Opponents can’t attack you, and you can’t attack.
Hold Portal Holds door shut.
Expeditious Retreat Your speed increases by 30 ft.
Alarm Wards an area for 2 hours/level.
Jump Subject gets bonus on Jump checks.
Telepathy
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Hypnotism Fascinates 2d4 HD of creatures.
Ventriloquism Throws voice for 1 min./level.
Sleep Puts 4 HD of creatures into magical slumber.
Silent Image Creates minor illusion of your design.
Remove Fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Hide from Undead Undead can’t perceive one subject/level.
Doom One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Charm Person Makes one person your friend.
Bane Enemies take –1 on attack rolls and saves against fear.
Command One subject obeys selected command for 1 round.