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Brewing Up Sorcerer Origins
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<blockquote data-quote="steeldragons" data-source="post: 6564898" data-attributes="member: 92511"><p><strong>The Psychic/Psion Sorcerer</strong></p><p></p><p>[Introducing Psionics as a Sorcerer Origin, which I am not entirely sure is the best way to handle them. But some folks can try it out if they like and let us know how it works.]</p><p></p><p>Sorcerer Class Features stay as is.</p><p> </p><p><strong>Option 1: Sorcerous Origin: Psionic Magic</strong></p><p>This option is to just use the Sorcerer spell list, as is, but making the effects invisible and requiring no components. Basically, the Psionic Sorcerer "manifests" Sleep, Featherfall, etc..., as is. e.g. The Psionic Sorcerer "casts" Burning Hands. The spell follows the range and area of effect, targets burst into flames and take fire damage. But that happens from your mind, not spellcasting. Your action (or bonus, reaction, whatever time you would normally need to create the spell) is concentrating to bring the spell effect into being...with your mind. </p><p></p><p>This option utilizes/follows the Wild Magic features, as is. Surges, Bend Luck, Controlled Chaos, etc... all as written, just reflavoring the magic/effects to meet the "Psionic Magic" fluff. </p><p></p><p>I, personally, am not in love with this concept since I'm of that camp that says Psionics are powers of the mind, fueled by the psychic's own mental energies, and not just "another kind/way of casting magic." But it's a concept I've seen hereabouts and figure, it's suuuper simple and may be enough for the "psionics is just another form of magic" crowd. So there ya go.</p><p></p><p><strong>Option 2: Sorcerous Origin: Psychic Power</strong></p><p>This option is for those who want a sorcerer who is, basically, a psychic. Someone with mental powers that are not "casting spells" so much as intensely directing their own mental energies or altering/effecting the mental energies of others. For these purposes, you are basically looking at what would be called a Telepath with some minor Telekinetic ability. Those who think a psionic guy is supposed to be a shapeshifter or a jedi/psychic warrior or japanese Psylocke, you will need to wait for those via some different medium or a different sorcerous origin that allows for that "physical/bodily/martial psionics" sort of concepts. This is for the "Mental psionics" kind of concepts.</p><p></p><p><strong>Mental Talents</strong> [at 1st]</p><p>These follow the same parameters as "Psionic Magic." Listed spell visual effects are, largely, invisible. If the DM wants they might allow a Perception roll to notice a ripple of the air or ionization effect around the eyes or head of the psychic. By and large, however, the cause of the Psychic Sorcerer's powers are unseen, the effects just happen. Some refluffing/flavor may be required, mostly changing the damage type to psychic [for telepathic assaults] or force/bludgeoning [for telekinetic attacks]. But by and large, the sorcerer's "spell" options are not sorely altered. The Psychic Sorcerer chooses from the <em>Psychic Sorcerer Talents </em>list which offers different options than the standard Sorcerer list, see below.</p><p></p><p>Also, the Psychic's powers, insofar as effecting other creatures, are dependent on that creature having an individual functioning mind/will or, at least, be self-aware/have an "instinctual intelligence" [such as animals, some oozes, etc...]. e.g., "Mindless" undead, like skeletons and zombies, and most constructs [unless infused with an independent consciousness, a call for the DM] can not be effected by a psychic's powers. </p><p></p><p><strong>Mental Power Surge</strong> [at 1st]</p><p>The functions the same as Wild Magic Surge. But, on a d20 roll of 1, you roll on the Mental Power Surge Table, below.</p><p></p><p><strong><u>Roll d6</u></strong></p><p><strong>1-2: </strong>Everyone (including allies) except the sorcerer in a 20' radius is rendered unconscious unless a DC10 +Int./Wis/Cha [whichever is highest] mod. save is made.</p><p><strong>3-5:</strong> The psychic is rendered unconscious.</p><p><strong>6:</strong> A random sapient creature (including allies) within a 20' radius must make a DC10 +Int. mod. or have their memory completely wiped out. All spells known, lore skills and other intelligence dependent abilities are all removed as is knowledge of their name, identity, anyone they know, etc... Their memories slowly return to normal, bit by bit starting with a name and going from there, over the next 5 days. Spells known are regained not before day 3. </p><p></p><p><strong>Bolstered Mind</strong> [at 1st]</p><p>The Psychic Sorcerer has advantage on rolls to save against charms, illusions, or psychic damage.</p><p></p><p><strong>Meta-Manifestation</strong> [at 6th]</p><p>The Psychic Sorcerer can "burn" points of Constitution to replenish "[Psychic] Sorcery Points" at a 1-to-1 ratio, pushing themselves to maintain or push their powers via the use of Meta[Psychic]magic. If the Psychic's Constitution is reduced to 0, they die as normal regardless of hit points remaining. The Psychic can't use this power again until they complete a long rest. </p><p></p><p><strong>Fortified Mind</strong> [at 14th]</p><p>The Psychic Sorcerer now has immunity to being charmed and resistance to all psychic damage. </p><p></p><p><strong>Mental Bombardment</strong> [at 18th]</p><p>This functions the same as the Spell Bombardment feature.</p><p></p><p><strong><u>Psychic Sorcerer Mental Talents</u></strong></p><p>Cantrips:</p><p><em>Blade Ward</em> [low grade telekinetic sheathe]</p><p><em>Chill Touch</em> [refluffed to psychic damage instead of necrotic]</p><p><em>Friends</em></p><p><em>Mage Hand</em></p><p><em>Message</em></p><p><em>Minor Illusion</em></p><p><em>Prestidigitation</em> [minor mental illusions and telekinetic effects]</p><p><em>Psychic Bolt </em>[refluffed Ray of Frost, psychic damage instead of cold, the "slowing" effect is a residual "daze" from the brain-smack]</p><p><em>Stunning Grasp </em>[refluffed Shocking Grasp, psychic damage instead of lightning]</p><p><em>True Strike</em></p><p></p><p>1st:</p><p><em>Charm Person</em></p><p><em>Comprehend Languages</em></p><p><em>Detect Magic</em></p><p><em>Detect Psychic</em> [functions identically to Detect Magic but senstitive to psychic energies, items, creatures]</p><p><em>Psychic Spray </em>[refluffed Color Spray without the color, dazzling and blinding those in the area of effect]</p><p><em>Disguise Self</em> [telepathic illusion]</p><p><em>Magic Missile</em> [a bolt of telepathic & telekinetic force instead of "arcane energy", otherwise functions as normal]</p><p><em>Ray of Sickness</em> [same effect, without the "Ray"]</p><p><em>Shield</em></p><p><em>Sleep</em></p><p></p><p>2nd:</p><p><em>Blindness/Deafness</em> [mentally turning "off" the target's senses]</p><p><em>Blur</em> [telepathic screwing with the vision of the targets]</p><p><em>Crown of Madness</em></p><p><em>Detect Thoughts</em></p><p><em>Enhance Ability</em> [limited to Intelligence, Wisdom or Charisma.]</p><p><em>Hold Person</em> [either telepathically paralyze them or telekinetically "holding" ]</p><p><em>Invisibility </em>[telepathically hiding you from other's visual perception]</p><p><em>Levitate</em></p><p><em>See Invisible</em></p><p><em>Suggestion</em></p><p></p><p>3rd:</p><p><em>Clairvoyance</em></p><p><em>Counterspell</em></p><p><em>Dispel Magic</em></p><p><em>Fear</em></p><p><em>Haste</em> [self only, by slowing down everyone else's perception]</p><p><em>Hypnotic Pattern</em> [without the Pattern]</p><p>Major Image</p><p><em>Psychic Blast </em>[refluffed Lightning Bolt, psychic damage instead of lightning]</p><p><em>Slow</em> [by slowing down the target's perceptions]</p><p><em>Tongues</em></p><p></p><p>4th:</p><p><em>Arcane Eye</em></p><p><em>Compulsion</em></p><p><em>Confusion</em></p><p><em>Dimension Door</em></p><p><em>Dominate Beast</em></p><p><em>Greater Invisibility</em></p><p><em>Locate Creature</em></p><p><em>Phantasmal Killer</em></p></blockquote><p></p>
[QUOTE="steeldragons, post: 6564898, member: 92511"] [B]The Psychic/Psion Sorcerer[/B] [Introducing Psionics as a Sorcerer Origin, which I am not entirely sure is the best way to handle them. But some folks can try it out if they like and let us know how it works.] Sorcerer Class Features stay as is. [B]Option 1: Sorcerous Origin: Psionic Magic[/B] This option is to just use the Sorcerer spell list, as is, but making the effects invisible and requiring no components. Basically, the Psionic Sorcerer "manifests" Sleep, Featherfall, etc..., as is. e.g. The Psionic Sorcerer "casts" Burning Hands. The spell follows the range and area of effect, targets burst into flames and take fire damage. But that happens from your mind, not spellcasting. Your action (or bonus, reaction, whatever time you would normally need to create the spell) is concentrating to bring the spell effect into being...with your mind. This option utilizes/follows the Wild Magic features, as is. Surges, Bend Luck, Controlled Chaos, etc... all as written, just reflavoring the magic/effects to meet the "Psionic Magic" fluff. I, personally, am not in love with this concept since I'm of that camp that says Psionics are powers of the mind, fueled by the psychic's own mental energies, and not just "another kind/way of casting magic." But it's a concept I've seen hereabouts and figure, it's suuuper simple and may be enough for the "psionics is just another form of magic" crowd. So there ya go. [B]Option 2: Sorcerous Origin: Psychic Power[/B] This option is for those who want a sorcerer who is, basically, a psychic. Someone with mental powers that are not "casting spells" so much as intensely directing their own mental energies or altering/effecting the mental energies of others. For these purposes, you are basically looking at what would be called a Telepath with some minor Telekinetic ability. Those who think a psionic guy is supposed to be a shapeshifter or a jedi/psychic warrior or japanese Psylocke, you will need to wait for those via some different medium or a different sorcerous origin that allows for that "physical/bodily/martial psionics" sort of concepts. This is for the "Mental psionics" kind of concepts. [B]Mental Talents[/B] [at 1st] These follow the same parameters as "Psionic Magic." Listed spell visual effects are, largely, invisible. If the DM wants they might allow a Perception roll to notice a ripple of the air or ionization effect around the eyes or head of the psychic. By and large, however, the cause of the Psychic Sorcerer's powers are unseen, the effects just happen. Some refluffing/flavor may be required, mostly changing the damage type to psychic [for telepathic assaults] or force/bludgeoning [for telekinetic attacks]. But by and large, the sorcerer's "spell" options are not sorely altered. The Psychic Sorcerer chooses from the [I]Psychic Sorcerer Talents [/I]list which offers different options than the standard Sorcerer list, see below. Also, the Psychic's powers, insofar as effecting other creatures, are dependent on that creature having an individual functioning mind/will or, at least, be self-aware/have an "instinctual intelligence" [such as animals, some oozes, etc...]. e.g., "Mindless" undead, like skeletons and zombies, and most constructs [unless infused with an independent consciousness, a call for the DM] can not be effected by a psychic's powers. [B]Mental Power Surge[/B] [at 1st] The functions the same as Wild Magic Surge. But, on a d20 roll of 1, you roll on the Mental Power Surge Table, below. [B][U]Roll d6[/U][/B] [B]1-2: [/B]Everyone (including allies) except the sorcerer in a 20' radius is rendered unconscious unless a DC10 +Int./Wis/Cha [whichever is highest] mod. save is made. [B]3-5:[/B] The psychic is rendered unconscious. [B]6:[/B] A random sapient creature (including allies) within a 20' radius must make a DC10 +Int. mod. or have their memory completely wiped out. All spells known, lore skills and other intelligence dependent abilities are all removed as is knowledge of their name, identity, anyone they know, etc... Their memories slowly return to normal, bit by bit starting with a name and going from there, over the next 5 days. Spells known are regained not before day 3. [B]Bolstered Mind[/B] [at 1st] The Psychic Sorcerer has advantage on rolls to save against charms, illusions, or psychic damage. [B]Meta-Manifestation[/B] [at 6th] The Psychic Sorcerer can "burn" points of Constitution to replenish "[Psychic] Sorcery Points" at a 1-to-1 ratio, pushing themselves to maintain or push their powers via the use of Meta[Psychic]magic. If the Psychic's Constitution is reduced to 0, they die as normal regardless of hit points remaining. The Psychic can't use this power again until they complete a long rest. [B]Fortified Mind[/B] [at 14th] The Psychic Sorcerer now has immunity to being charmed and resistance to all psychic damage. [B]Mental Bombardment[/B] [at 18th] This functions the same as the Spell Bombardment feature. [B][U]Psychic Sorcerer Mental Talents[/U][/B] Cantrips: [I]Blade Ward[/I] [low grade telekinetic sheathe] [I]Chill Touch[/I] [refluffed to psychic damage instead of necrotic] [I]Friends Mage Hand Message Minor Illusion Prestidigitation[/I] [minor mental illusions and telekinetic effects] [I]Psychic Bolt [/I][refluffed Ray of Frost, psychic damage instead of cold, the "slowing" effect is a residual "daze" from the brain-smack] [I]Stunning Grasp [/I][refluffed Shocking Grasp, psychic damage instead of lightning] [I]True Strike[/I] 1st: [I]Charm Person Comprehend Languages Detect Magic Detect Psychic[/I] [functions identically to Detect Magic but senstitive to psychic energies, items, creatures] [I]Psychic Spray [/I][refluffed Color Spray without the color, dazzling and blinding those in the area of effect] [I]Disguise Self[/I] [telepathic illusion] [I]Magic Missile[/I] [a bolt of telepathic & telekinetic force instead of "arcane energy", otherwise functions as normal] [I]Ray of Sickness[/I] [same effect, without the "Ray"] [I]Shield Sleep[/I] 2nd: [I]Blindness/Deafness[/I] [mentally turning "off" the target's senses] [I]Blur[/I] [telepathic screwing with the vision of the targets] [I]Crown of Madness Detect Thoughts Enhance Ability[/I] [limited to Intelligence, Wisdom or Charisma.] [I]Hold Person[/I] [either telepathically paralyze them or telekinetically "holding" ] [I]Invisibility [/I][telepathically hiding you from other's visual perception] [I]Levitate See Invisible Suggestion[/I] 3rd: [I]Clairvoyance Counterspell Dispel Magic Fear Haste[/I] [self only, by slowing down everyone else's perception] [I]Hypnotic Pattern[/I] [without the Pattern] Major Image [I]Psychic Blast [/I][refluffed Lightning Bolt, psychic damage instead of lightning] [I]Slow[/I] [by slowing down the target's perceptions] [I]Tongues[/I] 4th: [I]Arcane Eye Compulsion Confusion Dimension Door Dominate Beast Greater Invisibility Locate Creature Phantasmal Killer[/I] [/QUOTE]
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