D&D 3E/3.5 Kulan: Psionics and Psionic Organizations

Bacris

First Post
Knightfall1972 said:
Any chance that you're revised product will end up at my FLGS? I'm not really into buying PDFs. (Not having a way to purchase things online lakes it kind of hard.) I'm sure I could figure out a way, but I already buy way too many gaming books.

I hope so :) I make no guarantees, but my goal has been to get our major books into FLGSes. (Untapped Potential is actually in one FLGS, but not in Canada...)
 

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RavinRay

Explorer
Seems you've gotten some Realms stuff already, but if you haven't seen this yet, check out the church of the sleeping deity of psionics Auppenser and how you can adapt it. And for good measure, throw in the psionics clerical domain.
 

Knightfall

World of Kulan DM
RavinRay said:
Seems you've gotten some Realms stuff already, but if you haven't seen this yet, check out the church of the sleeping deity of psionics Auppenser and how you can adapt it. And for good measure, throw in the psionics clerical domain.
Actually, I've decided to use the Greyhawk deity known as Xan Yae as the deity of choice for psionicists for the Lands of Harqual. For those not familiar with that deity, here's a look at how I've developed her for my campaign.

XAN YAE
The Twilight Goddess, The Patron of Mental Power

Lesser Deity
Symbol: Black lotus blossom
Home Plane: Plane of Twilight
Godly Realm: The Phantom Deep
Alignment: True neutral
Portfolio: Twilight, shadow, stealth, mental power
Worshipers: Assassins, monks, psions, psychic warriors, rogues, wilders, duergar, rmoahali, shades, the gema
Cleric Alignments: LN, NG, N, NE, CN
Domains: Trickery, Twilight, Shadow, Thought
Favored Weapon: Falchion or any monk weapons

Now, what I need to come up with is a organization of psionicists dedicated specifically for her, and perhaps a mercenary company of psychic warriors dedicated to spreading her faith, as well as making coin.
 
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Knightfall

World of Kulan DM
Btw...

Thanks again to everyone for their suggestions. I've started building a psionics document for my campaign world and have been using a lot of the Class Chronicles articles from WotCs website. It still needs more work, but here's how I've tweaked bits and pieces of those articles for my own use.

PSIONICS: THE INVISIBLE ART
Bits and pieces of this text have been taken directly from the Class Chronicles articles for the Forgotten Realms (by Eytan Bernstein).

Lands of Harqual
Even at its most pervasive, psionics has always been a minor aspect of the Lands of Harqual. Psionics is a mysterious power that is barely understood and often completely unrecognized among the general populace of the Lands of Harqual. Despite this relative scarcity, small amounts of psionics are sprinkled throughout the continent.

The Gema
Verminoid fey-spiders of crystalline beauty, the gema are found only on Harqual in the Crystal Cairns near the Cadra Forest, hibernating in summers and weaving their webs in spring. Their furless bodies can pass for ice and snow to the distracted traveler.

Gema greatly respect the members of the Seelie Court, but they rarely worship one of the Sylvan Gods. More often they choose one of the North Gods or Interloper Gods as a patron. Gema have an innate ability for magic and most are either sorcerers or druids. They also have a love for psionics and many become wilders and sometimes psions.

Note: The Gema are a race that prefers isolation, but they aren't xenophobic. They welcome travelers who are mindful of the nature and believe in the Balance. Some of these visitors never leave the Crystal Cairns, not because the gema force them to stay, but because the land is so beautiful and enthralling to behold.

Also, time passes slower within the borders of the Crystal Cairns. For most who visit the land, one week passes elsewhere in the world for each day spent within the land’s borders. The Gema seem to be immune to this effect, and it doesn’t always affect other races. Elves, for example, are immune, as are most fey creatures.

Duergar (MM & XPH)
During the time of their enslavement under the illithids, the duergar developed innate psionic abilities. The combination of psionic power, grim efficiency, and racial advantages make duergar fearsome foes. All duergar possess the ability to become invisible and to enlarge their forms. Some develop these innate powers to an even greater extent, becoming psychic warriors and wilders.

Note: While all duergar are naturally psionic, only a small subset of the duergar has the potential to become psionicists. This is less than 2% of the duergar population. Most duergar encountered will be fighters, clerics, or other types of warriors.

Mind Flayers (MM & XPH)
The most feared of the psionic races are the illithids or mind flayers, alien octopus-headed creatures that dwell in dank places, manipulating the minds of lesser beings. Small but significant minorities of these creatures have levels in psion, though all have significant inherent psionic ability.

Note: Mind flayers are a very rare race on Kulan. The number of mind flayer "cults", as their communities are called, that exist in the Underearth has been counted as being less than a dozen. They are less uncommon throughout the depths of Kulanspace (i.e. Spelljammer).

The Rmoahali (d20)
A hidden race of elves is the rmoahali, also known as Nashee elves. This race of dark-skinned elves stands taller than other elves, and they even tower over the human barbarians of the Northlands.

They are an isolated, slightly xenophobic race that only allows other races of elves and the barbarians of the Northlands to have any contact with their hidden cities in the Nashee Forest (far to the north).

Note: The rmoahali are a naturally psionic and they are one of the only races, on Harqual, in which a psionic class is a favored class (i.e. psion). Not even the Duergar favor a psionic class. They are strong believers in the Tenets of the Balance.

Yuan-ti (MM & XPH)
The most frequently encountered psionic creatures on Harqual are the yuan-ti. They are most common in warmer climes and are encountered in and/or near the Cities of the Chara Coast. The yuan-ti once existed in great numbers, throughout all the Lands of Harqual, but the race has dwindled considerably since the time of the Black Wars.

Note: The yuan-ti tend to keep to themselves, and beyond the island known as Thessalgard they are considered an uncommon and unwelcome race. It is rumored that this race exists in large numbers amongst the island chains south of Harqual.
 
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Knightfall

World of Kulan DM
PSIONIC ORGANIZATIONS [OF HARAQUAL]
Here are a few of the more important psionic organizations found throughout the Lands of Harqual. (Several of these organizations are taken (and "twisted") from the Psionics Across the Land article on WotC's website.)

College of the Twin Moons
Headquartered in the city of Xcellian, in the Far South, this society is dedicated to the advancement of psionic abilities. The College of the Twin Moons operates openly from its fortresslike headquarters. Most of the city's citizens believe that it's just another esoteric order of arcane spellcasters, and its members encourage that misconception. The college administers entrance exams designed to identify psionic aptitude to anyone who requests entrance, and it offers inexpensive basic training in the Invisible Art. More advanced students can also rent living quarters and access to the college's laboratories and libraries.

A graduate of the basic course is equivalent to a 1st or 2nd-level wilders and is called a fellow. Almost all fellows of the college work in government or the skilled trades. Graduates often find work as oracles, sages, or advisors to government officials or trading companies. Almost all are wilders, although at least two of the college's instructors are psychic warriors. The dean of the college is Bevali Magesmith [LN male Torin dwarf, psion7 (telepath)/ sorcerer6].

The seven regents of the college (all mid-level wilders) are making increasing efforts to keep tabs on the colleges' fellows. They're concerned about the public perception of psionics, and they don't want wayward psionicists making life more difficult for students of the Invisible Art.

The Mindful
One of the greatest group of collectors of psionic lore in the Lands of Harqual are the members of the Mindful, an elven association of psionic characters in the Kingdom of the Silver Leaves.

Currently, the organization is experiencing a schism.

Its older, more conservative members, led by the venerable Tharivol Moonwhisper, seek seclusion, desiring to distance themselves from the outside world, especially the non-elven world. The younger contingent, led by Drusilia Diamonddew, wishes to correspond with non-elf psionicists, possibly even admitting such individuals into their ranks.

This conflict recently erupted when one of the members, a young forest elf by the name of Reliath Timberleaf, stole a number of powerful objects from the collection of the organization. This sparked a massive series of debates about the future of the organization that have yet to be resolved.

The Mindful (Standard Psionic) AL Lawful Neutral; 11,250 gp resource limit; Membership 30; Elves (13 silver elves, 7 forest elves, 4 rmoahali, 2 gray elves, 1 ee’aar, 3 half-elves); Dues 10% tithe.
Authority Figures: Tharivol Moonwhisper, leader of the conservative contingent (LN male gray elf psion12 (shaper); Drusilia Diamonddew, leader of the expansionist contingent (CG female silver elf wilder10).
Important Characters: Reliath Timberleaf (CN female forest elf psychic warrior7).
Associated Classes: Exclusive (96% wilder, 2% psion, 1% psychic warrior, 1% other psionic class).
Associated Skills: Autohypnosis, Knowledge (psionics), Psicraft.
Requirements: At least 5 or more ranks in 2 of the following skills -- Autohypnosis, Knowledge (psionics), Psicraft.
Favored in Guild Benefits: 15% discount on psionic services.
Special: Will only accept elves and half-elves with demonstrable psionic ability.
The Purge
The Lake Thers Region, in the Far South, is known for its numerous arcanists but even more for the fact that many common folk have basic magical potential. Surprisingly, the region also seems to have a greater than average number of psionic characters. The most well known psionicists in the region are members of the Purge, a small mercenary company based in the City-state of Livaley.

Led by Dorian Fairdam (LN male human, fire elementalist6/wilder6), a powerful noble and scholar of fire magic and psionics originally from the Kingdom of Izmer, the Purge number only 25, including 10 warriors, 8 wizards and sorcerers, and 7 psionicists.

Dorian is well known for his endeavors leading the Purge but also for his research. He penned the book Dorian's Tome of Fire, a treatise on both fire magic and psionic powers and items. He lost the book while traveling through the Plains of Black Sand and hasn't been able to find it. Dorian offers a reward of 10,000 gp to anyone who brings back the tome and 1,000 gp for credible information leading to its return.

Shadowmind Guild
See pages 181 & 182 in D&D Complete Adventurer.

This psionic guild is based in the City-state of Nikel. They are the dominant guild of rogues in that city.

Streugedanken
The Strandlands is a land full of mercenaries. As long as these mercenaries are effective, most the merchants and nobles of the Thunder Lands don't care about the source of supernatural powers of their employees. As such, a small number of psionic characters – mostly mercenaries – have congregated in the Strandlands.

The largest organization of this type, and the only one to exclusively recruit psionic characters, is the Streugedanken, which means the “strewing thought”. Led by a woman named Jagira Sacchetti (CG female human wilder10), the group is well known for its discretion and professionalism.
 
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Knightfall

World of Kulan DM
So, I took Dragonhelm's suggestion and took a look in my copy of If Thoughts Could Kill to learn more about the psionic organization known as the Colorless Lodge. The "feel" of the organization meshed with my campaign concept of psionics being a bit hidden, so I ran with it. Here's what I came up with...

The Colorless Lodge
The Colorless Lodge is a secretive guild of psionicists who have a guildhouse in the city of Mor's End. The guild is a planar organization and its headquarters is located in Sigil. The guild believes that the psionic unity of many provides more opportunities and greater powers for all who join. (Nonmembers know almost nothing about the guild or its membership, even on the outer planes.)

The guild most well-known member, in Sigil, is a female of an unknown race named Zelestine Thurass. The six leaders of the Colorless Lodge (of which Zelestine is one of) are known as Elders. The other 5 elders are named Paepheton, Vrin Ukaash, Gorah the Grim, Luindel, and Tracemthenes.

The Colorless Lodge's guildhouse, in Mor's End, is a two-story stone house with a single crystalline skylight. It is surrounded by a high stone wall. The wall surrounds not only the house but a garden in the front and several outbuildings in the back. There is a gate in the front, built into the wall. The guildhouse of Mor's End is lead by a man named Wyatt Atherfell.

The Colorless Lodge (Planar Psionic) AL Neutral; 1,255,000 gp resource limit; Membership 251+; Integrated (37% human, 20% halfling, 18% elf, 10%, dwarf, 7% gnome, 5% half-breeds, 3% planar races); Dues 30 gp per month.
Authority Figures: Zelestine Thurass (N female unknown race, psychic warrior9/colorless adept1); Paepheton [LN male human, psion5 (telepath)/colorless adept7]; Vrin Ukaash [NG male human, psion7 (seer)/colorless adept4]; Gorah the Grim [NE female half-orc, psion5 (egoist)/colorless adept7]; Luindel [CN male half-elf, psion9/colorless adept4]; and Tracemthenes [N female gnome, psion6 (savant)/colorless adept7].
Important Characters: Wyatt Atherfell (NG male half-elf, wilder7).
Associated Classes: Exclusive (96% psion, 2% wilder, 1% all other psionic classes, 1% colorless adepts).
Associated Skills: Autohypnosis, Knowledge (psionics), Knowledge (the planes), and Psicraft.
Requirements: Knowledge (psionics) -- 8 ranks; two psionic or metapsionic feats, one of which is Sequester Power; ability to manifest psionic powers of 2nd-level or higher.
Favored in Guild Benefits: May take the colorless adept prestige class, which is detailed in the Hyperconscious: Explorations in Psionics d20 sourcebook. Other benefits include lodging, local contacts, and a chance to be on the forefront of psionic knowledge.
Special: Prospective members must accept special commissions from Colorless Lodge elders to continue to enjoy the power sharing ability of the colorless adept prestige class.
 
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Knightfall

World of Kulan DM
PSIONIC BESTIARY [FOR HARQUAL]
Psionic powers are significantly more common among monsters (especially aberrations) than among humanoid populations. A number of psionic monsters exist throughout the Lands of Harqual, with the greatest concentration being in the Underearth. (These are the most likely encounters. This is by no means a complete list.)

Aboleths
(MM & XPH) *
A number of small aboleth communities exist in both the seas of Kulan and in the Underearth. Information on this creature is limited and/or unconfirmed. Your best bet is to avoid them whenever possible. (Very Rare)

Gem Dragons (MM2)
Gem dragons (amethyst, crystal, emerald, sapphire, and topaz) are more rare than their metallic and chromatic counterparts in the world. Gem dragons, like all Kulan dragons, believe and follow the concepts of the Balance. And, in fact, the gem dragons are its greatest champions. They strive toward bringing a greater Balance between magic and psionics. (Uncommon)

Intellect Devourers (XPH)
The strange, walking brains known as intellect devourers are typically found in the employ of illithids. Because of their ability to possess a humanoid host, the creatures are often sent to spy on rival mind flayers, morlocks, and duergar. They are sometimes found alone in the Underearth, patiently waiting for and stalking sentient foes in order to feast on their brains. (Very Rare)

The Psionic Creature List (For Harqual)
Rare:
Brain Mole (XPH) *, Couatl (MM & XPH), Crysmal (XPH), Githyanki (MM & XPH) *, Githzerai (MM & XPH) *, Gray Glutton (XPH), Malasynep (FB), Myconid (MM2) (†) *, Nhalcid (HC) *, Psicrystal (XPH), Psion-Killer (XPH), Puppeteer (XPH) *, Spine Springer (TME), Temporal Filcher (XPH) *, Thelihydra (HC) *, Thought Eater (XPH) *, and Warp Drifter (TME).

Very Rare: Astral Construct (XPH) *, Brain in a Jar (LM) (‡) *, Caller in Darkness (XPH), Crystal Sunflower (ME), Dreamfane (TME), Ethereal Doppelganger (MM2) (~) *, Folugrub (XPH), Kopru (MM2) (~), Malasynep Mindmage (FB), Mind Grub Collective (HC), Neothelid (XPH) *, Taeniad (HC) *, Thought Slayer (XPH) *, Ti-Khana Template (FF) (‡), Tunnel Terror (FF) *, Unbodied (XPH), and Witchknife (MM3) (‡).

Unique: Alhoon (LoM) (‡) , Bayard (HC) *, Braxat (MM2) (‡) *, Cerebrilith (XPH) *, Dire Dreamself (HC) *, Elan (XPH) *, Euralden Eye (TME) *, Gruesome Lurker (TME) *, Half-Illithid (FF) (‡), Illithidae (LoM) *, Morkoth (MM2) (†), Odopi (MM3) (~) *, Ogre Mage of Janardun (homebrewed) *, Phrensy (HC) *, Psionic Lich (HC) *, Reflexion Template (HC), Sahne (homebrewed) *, Soulshriver (HC) *, Thri-Kreen (MM2 & XPH) *, Ulitharid (LoM) *, Usunag (TME) *, Vultaur (HC), Xeph (XPH) *, and Yuan-ti Anathema (FF) (‡).

Never: Blue (XPH), Chalaziom (HC) *, Chekryan (SS) *, Dromite (XPH), Duncharath (HC) *, Elder Brain (LoM) *, Flesh Harrower Puppeteer (XPH) *, Fungiform Ego Template (HC) *, Geriviar (MM3) (~) *, Great Fihyr (MM2) (~) *, Half-Giant (XPH), Hungry Dreamer (HC), Idbeast Template (HC) *, Ironglass Rose (TME) *, Jahi (MM2) (~) *, Maenad (XPH), Malafide (HC) *, Meenlock (MM2) (~) *, Meibomian Cyst (HC) *, Meld (HC) *, Mournwrath (HC) *, Ogre Psychic (HC), Phrenic Creature (XPH) *, Phthisic (XPH) *, Psimech Template (HC), Psurlon (MM2 & LoM) *, Qin (HC), Scamprering Maw (HC) *, Scapeworm (HC), Sheengrass Swarm (TME) *, Spryjack (TME), Udoroot (XPH) *, Urophion (LoM) **, and Xenocrysth (HC).

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* Not native to the Lands of Harqual, but encounter still possible.
** Not native to the Lands of Harqual, and encounter not possible. Still could be encountered elsewhere.
(†) Creature doesn’t have an ability similar to psionics, but is considered to have psionic potential for World of Kulan, regardless. Favored class is changed to a psionic class. Morkoths gain additional psi-like abilities, instead of a favored psionic class.
(‡) Creature is listed as having psionics, but the abilities are designed as spell-like abilities. These abilities are changed to psi-like abilities for World of Kulan.
(~) Psionic powers replace another ability, such as the creature’s spell-like abilities, telepathic supernatural ability, or the like. For example, kopru lose their dominate person supernatural ability, while ethereal doppelgangers lose their brain lock and mind wipe supernatural abilities.
 
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Knightfall

World of Kulan DM
Psionic Organizations (of Harqual) (cont.)

The Iron Minds

In the Kingdom of the Greystones there is an elite order of warriors trained to resist mental compulsions of all kinds. These psionic warriors defend the communities of the Greystone Mountains against the attacks of such creatures as mind flayers, duergar psions, human enchanters, and the like. These elite dwarves have recently began to branch out in search of other dwarven communities to help protect. So far, they've only made contact with the dwarves living north of the Greystone Mountains, although an envoy has been sent to the Kul Moren Mountains to try to make contact with the dwarves living there.

The Iron Minds are led by the dwarven elder known as Taklinn Rumnaheim. Takliinn is over 180 years old and is seeking to pass on the mantle of leadership of the group to a younger member who will hold to the traditions of the Iron Minds, while continuing to search for new dwarven holds to protect. The most promising member is a dwarven youth named Dorgal Ungart, but he's more likely to leave the Greystone Mountains in search of adventure.

The Iron Minds (Standard Psionic) AL Lawful Good; 22,500 gp resource limit; Membership 60; Dwarves (96% hill dwarf, 2% high dwarf, 1% gletscher dwarf, 1% other dwarven races); Dues 50 gp per year.
Authority Figures: Taklinn Rumnaheim (LG male high dwarf, psychic warrior7/iron mind7).
Important Characters: Dorgal Ungart (CG male hill dwarf, wilder8).
Associated Classes: Exclusive (96% psychic warrior, 2% wilder, 1% psion, 1% iron mind).
Associated Skills: Autohypnosis, Concentration, Craft, Knowledge (psionics), Profession, and Psicraft.
Requirements: At least 8 ranks in Concentration; the Armor Proficiency (Heavy), Invest Armor, and Iron Will feats; and the ability to manifest one 1st-level psionic power.
Favored in Guild Benefits: May take the iron mind prestige class, which is detailed in D&D Races of Stone. 15% discount on psionic service, 10% discount on craft & profession services.
Special: Will only accept dwarves with demonstrable psionic ability.
 
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Knightfall

World of Kulan DM
COMPLETE PSIONIC AND KULAN
Okay, so I finally took the plunge and bought a copy of D&D Complete Psionic, and I'm happy I did. I already decided to incorporate the Six Hidden Houses into the World of Kulan; although, the houses won't play a major part in the Lands of Harqual.

The Six Hidden Houses
The houses will, instead, be based on the continent of Kanpur in the region where I've placed Bluffside and Parma (from City of Silver). The two Lost Houses will be incorporated into the backstory of the small continent known as Janardûn, which has a strong psionic tradition.

The lost homeworld of the Six Hidden Houses will be the world of Trel, which was destroyed by the evil god Mussin. Most members of the Six Houses won't know this, however. The Talaire have completely forgotten where they came from and have never heard of Mussin as that deity is limited to the Lands of Harqual. They only know their homeworld as "Tal" and the world's destroyer as the "Enemy."

Their homeland on Trel was a large continent called Tal while the empire was known as Talaron. Now, that world is gone and descendants of the survivors of Trel are scattered across Kulanspace. As Kulan was the closest world to Trel it gained most of these descendants including the Talaire.

The Psionic Guilds
I've decided that Psionic Guilds described in Complete Psionic also exist on Kulan. The Diamond Knights exist on the western side of Kanpur (for the most part) while The Lodge Luminous will be located on Janardûn but will be a "Kulanspace" guild with guildhouse on the other worlds and on the Rock of Bral.
 
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Knightfall

World of Kulan DM
VARIANT: PSIONICS IS DIFFERENT
See D&D Expanded Psionics Handbook for more details, pg. 65 & 66.

Dispelling
Dispel magic has no effect when cast against any psionic power, ability, or item. Likewise, dispel psionics has no effect when manifested against a spell, effect, or item. However, see under specialty spells and powers, below.

Mind-Affecting Spells and Powers
Creatures gain only half of their normal "racial" resistance vs. psionic versions of mind-affecting Enchantments. For instance, elves gain a +1 bonus on their Will saves to resist telepathy powers. However, any race or creature that is immune to mind-affecting Enchantments is also immune to telepathy powers.

Important!: A character's standard Will saving throw bonuses based on his or her classes and ability scores apply against psionic powers, as normal. They aren't divided by two like "racial" resistance bonuses.

Dead Magic/Null Psionics Areas
Antimagic field does not hinder psionics, nor does null psionics field disrupt or surpress magic within its area.

Spell Resistance and Power Resistance
A creature's Spell Resistance works against powers, and Power Resistance works against spells, though in both cases the Power Resistance and Spell Resistance is considered to be 10 lower than its actual value. Thus a creature with Spell Resistance of 25 resists a power as though it had Power Resistance of 15. This includes any spells that grant Spell Resistance or powers that grant Power Resistance (i.e. mass spell resistance).

Creature "Evolution"
Similar to the Spell Resistance and Power Resistance diminished effect options, listed above, all creatures from the Monster Manual (and other sources) with Spell Resistance 11 or higher gain Power Resistance equal to their Spell Resistance minus 10. For example, a dragon with Spell Resistance 18 would also have Power Resistance 8. All creatures in the Monster Manual (and other sources) with psionic abilities gain Power Resistance equal to their Spell Resistance, if any (i.e. mind flayers).

A few creatures detailed in XPH have Power Resistance. Under this option, creatures with Power Resistance 11 or higher have Spell Resistance equal to their Power Resistance minus 10.

Specialty Spells and Powers
As with creature "evolution" above, specialty spells and powers must exist that allow the disparate energies to manipulate each other on a limited scale. For instance, spellcasters could have a dispel psionics spell, but it is not nearly as powerful against powers as dispel magic is against equivalent spells. Psions might develop a negate magic power, but it is not as potent against spells as dispel psionics is against equivalent powers. Generally, any spells or powers that allow spells to interact with psionics and vice versa should be of higher level* and provide less effect than spells or powers of similar name that remain within their own area of influence.

*Minimum 2 levels higher for my campaign.

DM's Notes
The XPH goes on to describe "the basics" of 4 possible spells and powers: detect psionics (L2) & negate psionics (L5) (spells), and detect magic (L3) & negate magic (L5) (powers). These spells are available for all player characters, as are the spells detailed in the back of the Expanded Psionics Handbook (see pags. 219 to 221). Other spells designed to "counteract" psionic powers must be researched as new spells.

Thus, if a player wanted a spell that would do the same thing as break enchantment, but against psionics too, then the spell would have to be a 6th-level bard spell, 7th-level cleric spell, and/or a 7th-level sorcerer/wizard spell, and it would be more limited. (Likely it would take 10 minutes to cast instead of 1 minute, or it would only have a limited duration, or some other restriction.)

A new spell that is created 4 levels higher than its base spell doesn't have any restrictions. (This is change I made after getting feedback.) Thus, that revised break enchantment spell (i.e. sunder enchantments) could be researched to be a 9th-level cleric spell and/or a 9th-level sorcerer/wizard spell. It couldn't be a bard spell, however, since bards can only cast up to 6th-level spells.

A new spell that is created at the same level as the base spell is also possible, but the new spell must have two restrictions, which will make it less powerful than the base spell.

Important!: Miracle and wish have special status. They affect 9th-level or lower psionic powers, as normal, even if the spells is cast to duplicate a restricted spell. (Note that there is a 9th-level psionic power with special status too. It is called reality revision.) The prismatic spells also have special status since the spell descriptions specifically state that the spells protect the character from all forms of attack, not just spells.

Spell resistance and mass spell resistance work as detailed under "Spell Resistance and Power Resistance", but it is possible to research a more powerful version of spell resistance to include psionics. Such a spell would be a 7th-level cleric spell, 7th-level Magic Domain spell, and/or a 7th-level Protection Domian spell with one restriction, or the new spell could be created as a 9th-level spell without any restrictions.

However, there are also two new feats available for players to choose, which will give characters another option rather than having to research new spells or powers (see here).
 
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