How about I boil down the Psion class into a Wizard / Cleric class from the rules on in the
SRD. I made some minor changes to reflect the flavor of the Wizard and Cleric classes, as well as for wizard specialization. Also, due to poorly thought out coloration on ENWorld, you might need to hilite the tables, which I'm wrapping in code tags to preserve formatting.
Code:
[COLOR=white] Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ------ ---- ---- ---- -------
1 +0 +0 +0 +2 (as Wizard or Cleric)
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12[/color]
Code:
[COLOR=white]Spell ------- Maximum Spells Known -------
Level Pts/Day 0 1 2 3 4 5 6 7 8 9
----- ------- - - - - - - - - - -
1 2 2+d d - - - - - - - -
2 3 2+d 1+d - - - - - - - -
3 4 2+d 2+d - - - - - - - -
4 7 3+d 2+d d - - - - - - -
5 10 3+d 2+d 1+d - - - - - - -
6 15 4+d 2+d 1+d d - - - - - -
7 20 4+d 3+d 2+d 1+d - - - - - -
8 27 5+d 3+d 2+d 1+d d - - - - -
9 34 5+d 3+d 2+d 2+d 1+d - - - - -
10 43 6+d 3+d 2+d 2+d 1+d d - - - -
11 52 6+d 3+d 3+d 2+d 2+d 1+d - - - -
12 63 7+d 3+d 3+d 2+d 2+d 1+d d - - -
13 74 7+d 4+d 3+d 3+d 2+d 2+d 1+d - - -
14 87 7+d 4+d 3+d 3+d 2+d 2+d 1+d d - -
15 100 7+d 4+d 3+d 3+d 3+d 2+d 2+d 1+d - -
16 115 7+d 4+d 4+d 3+d 3+d 2+d 2+d 1+d d -
17 130 7+d 4+d 4+d 3+d 3+d 3+d 2+d 2+d 1+d -
18 147 7+d 4+d 4+d 4+d 3+d 3+d 2+d 2+d 1+d d
19 164 7+d 4+d 4+d 4+d 3+d 3+d 3+d 2+d 1+d 1+d
20 183 7+d 4+d 4+d 4+d 4+d 3+d 3+d 2+d 2+d 1+d
Spell (or Channeling) Points/Day: How many points theWizard/Cleric has access to each day. The Wizard/Cleric
possesses a maximum number of points equal to the given number of points per day plus any bonus points per day.
“d”: Two extra spells from the Wizard's (only) specialization school. Non-specialized Wizards and Clerics gain only
one spell of any school. Note: This is a slight modification of the Psi rules to account for general practitioner Wizards
and Clerics. I don't feel it overly affects balance.[/color]
Code:
[COLOR=white]Table: Wizard/Cleric Bonus Spell Points
Int/Wis
Ability --------- Bonus Spell Points (by Wizard/Cleric Level) ---------
Score 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20
------- --- --- --- --- ---- ----- ----- ----- ----- -----
1-9 ------ Can’t can't cast spells if Int/Wis this low ------
10-11 - - - - - - - - - -
12-13 1 - - - - - - - - -
14-15 1 3 - - - - - - - -
16-17 1 3 5 - - - - - - -
18-19 1 3 5 7 - - - - - -
20-21 3 3 5 7 9 - - - - -
22-23 3 5 5 7 9 11 - - - -
24-25 3 5 7 7 9 11 13 - - -
26-27 3 5 7 9 9 11 13 15 - -
28-29 5 5 7 9 11 11 13 15 17 -
30-31 5 7 7 9 11 13 13 15 17 19
32-33 5 7 9 9 11 13 15 15 17 19
34-35 5 7 9 11 11 13 15 17 17 19
36-37 7 7 9 11 13 13 15 17 19 19
38-39 7 9 9 11 13 15 15 17 19 21
40-41 7 9 11 11 13 15 17 17 19 21
etc. . . .[/color]
Code:
[COLOR=white]---Spell Cost---
Level Cost
----- ----
0 0/1
1 1
2 3
3 5
4 7
5 9
6 11
7 13
8 15
9 17[/color]
Class Features
Spells: A Wizard or Cleric begins play knowing two 0-level spells (also called cantrips or orisons) and zero 1st-level powers, plus two extra spells in the Specialist Wizard's school or a single spell of any class for generic Wizards and Clerics. At each level, your Wizard or Cleric discovers one or more spells, as indicated on the tables above. Wizards and Clerics can pick powers from any school, but the “d” in each column represents two extra spells learned from the Specialist Wizard's primary school (or a single free spell for generic Wizards and Clerics). A “-” indicates no extra spells are known; a “d” or a number indicates that the Wizard/Cleric can choose one or more spells at the given level.
Spells learned must be common powers chosen from the Wizard/Cleric spell list. Specialist Wizards may not learn spells from their opposing schools. New spells researched but not on the list do not count toward maximum spells known; there is no limit on the total researched spells known except that Specialist Wizards may not research spells in their opposing schools.
Certain spells can be enhanced as they are cast, at the cost of additional spell points. (See Metamagic feats section)
Note: A Wizard/Cleric may choose to discover a lower-level spell in place of a higher-level spell normally granted by level advancement.
Spell Points: A Wizard/Cleric can cast a certain number of 1st-level and higher spells per day based on his available spell points. The number of available spell points per day is improved by his bonus spell points, if any.
0-Level Spells: Also called cantrips or orisons, 0-level spells have a special spell point cost. A Wizard/Cleric can manifest any cantrip or orison he knows for free a number of times per day equal to his level +3. After exhausting his daily allotment, the Wizard/Cleric must pay 1 power point per casting of a 0-level spell for the rest of the day.
Regaining Spell/Channeling points: A Wizard/Cleric regains all spell or channeling points after 8 hours of rest followed by 1 hour of study / meditation. If this is interrupted or circumstantially impossible, current spell points are retained, but no new spell points are regained.
Feats (Taken without modifications; replace the word "power" with the word "spell" and replace "manifest/manifesting" with "cast/casting". Replace "dorje" with "wand")
Delay Power [Metamagic]
Benefit: A delayed power doesn’t activate until 1 to 5 rounds after you finish manifesting it. You determine the delay when manifesting the power, and it cannot be changed once set. The power activates just before your turn on the round you designate. Only area, personal, and touch powers may be affected by this feat. Any decisions you would make about the power (including attack rolls, designating targets, or determining or shaping an area) are decided when the power is manifested, while any effects resolved by those affected by the power (including saving throws) are decided when the power triggers. A delayed power may be negated normally during the delay, and can be detected normally in the area or on the target with powers that can detect psionic effects. A delayed power costs a number of power points equal to its standard cost +6.
Enlarge Power [Metamagic]
Benefit: An enlarged power has its range doubled. Powers whose ranges are not defined by distance do not have their ranges increased. Determine an enlarged power’s area or effect as if you were two manifester levels higher than you actually are. An enlarged power costs a number of power points equal to its standard cost +2.
Extend Power [Metamagic]
Benefit: An extended power lasts twice as long as normal. Powers with a concentration, instantaneous, or permanent duration are not extended. An extended power costs a number of power points equal to its standard cost +2.
Heighten Power [Metamagic]
Benefit: A heightened power has a higher psionic power level than normal (up to 9th level). Unlike other meta_psionic feats, Heighten Power actually increases the effective level of the power that it modifies. All effects dependent on power level are calculated according to the heightened level. The heightened power costs as many power points as a power of its effective level.
Hide Power [Metamagic]
Benefit: A psionic power can be manifested without one associated display characteristic chosen by you when you take the feat: auditory, material, mental, olfactory, or visual. The hidden power costs a number of power points equal to the standard cost +2.
Special: You can take this feat multiple times, each time choosing a different display characteristic to hide while manifesting a given power.
Master Dorje [Metamagic]
Benefit: You can manifest a power stored in a dorje without expending a charge. Instead, you pay for the imbedded power from your own power point reserve by spending a number of power points equal to its standard cost +2. When all the charges of a dorje are exhausted, the dorje becomes inert; thus, this feat no longer affects that individual dorje.
Maximize Power [Metamagic]
Benefit: All variable, numeric effects of a maximized power are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. For example, a maximized whitefire deals 20 points of damage. Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. The maximized power costs a number of power points equal to its standard cost +6.
Persistent Power [Metamagic]
Prerequisite: Extend Power.
Benefit: A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; you can’t use this feat on a power with a variable range, or on a power with an instantaneous duration. Note that you must concentrate on some powers to use their effects (for example, detect psionics and detect thoughts); concentration on such a power is a standard action that does not provoke an attack of opportunity. A persistent power costs a number of power points equal to its standard cost +8.
Quicken Power [Metamagic]
Benefit: Manifesting a quickened power is a free action. You may only manifest one quickened power per round. A power whose time to manifest is more than 1 full round cannot be quickened. The quickened power costs a number of power points equal to its standard cost +8.
Special: Possession of the Power Touch feat allows the use of that feat and one quickened power in the same round.
Twin Power [Metamagic]
Benefit: Manifesting a power altered by this feat causes the power to take effect twice on the target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as targets, shaping an area, and so on) apply to both of the resulting powers. The target suffers all the effects of both powers individually and receives a saving throw for each. In some cases, failure of both of the target’s saving throws results in redundant effects. A twinned power costs a number of power points equal to its standard cost +8.