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Mostly Replacing Arcane Magic With Psionics
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<blockquote data-quote="Mr. Kaze" data-source="post: 1501085" data-attributes="member: 8848"><p>I'm considering something similar as having spontaneous force-of-will casters with defined spell slots has never really sat well with me (though I don't know much of anything about Dark Sun, so I can't say whether it's like that or not).</p><p></p><p>Revisions would be along the following lines:</p><p></p><p>1) Wizards can exist, it's just that they're doing their best to emulate the divine casters, so nobody really takes them seriously (until they figure out how to emulate a <em>Slay Living</em> or so...). This is also how we justify the Use Magic Device skill.</p><p></p><p>2) All divine casters use the Wisdom modifier and prepare spells granted by an outside power (either psionic deity or psionic ancestral spirit collective).</p><p></p><p>3) All other casters are spontaneous and use charisma (that would be the "force of persona" version of charisma) to determine how powerful their abilities are manifested.</p><p></p><p>There are some side effects as follows:</p><p> - Spell resistance pretty much means just that. You can't Acid Arrow golems or drow or rakshasa any more, just like you couldn't Acid Arrow golems or drow or rakshasa in 3e. (But you still can't Heal a drow lich without beating SR. Go figure. This was the item that made me really want to change the magic system.)</p><p> - Assassins probably need to either be venerating ancestral spirits or treated as naturally psionic. I don't really see them as posers at all, and doubt that they'd appreciate being looked down upon as such.</p><p> - Similarly, other charisma-casters would need to have their spell list shifted over to a psionic power list.</p><p> - Classes that require magical abilities to join need to specify the effect of the power required, not simply "arcane" or "divine" (with the exception of the theurge type class). For example, an Arcane Archer becomes a Mystic Archer with a casting prerequisite of something along the lines of <em>Magic Weapon</em> or <em>Magic Fang</em> or so forth.</p><p> - Some magical items will need to have their requisite powers altered, much in the same way you alter the class prereqs. Then again, what does "Summon Monster I" have to do with making a bane weapon other than trying it out?</p><p></p><p>You'll likely also want to nerf the Kineticist (augmenting both DCs and damage dice while overchanneling gets really silly really fast) and merge the metamagic and metapsionic (and spell/power penetration and item creation and such) into a single tree of feats. After that, it's just a matter of rewriting any wizards you want your PCs to take seriously into a psions (or cultists or whatever).</p><p></p><p>HiH,</p><p>::Kaze (the meddlesome tweaky DM)</p></blockquote><p></p>
[QUOTE="Mr. Kaze, post: 1501085, member: 8848"] I'm considering something similar as having spontaneous force-of-will casters with defined spell slots has never really sat well with me (though I don't know much of anything about Dark Sun, so I can't say whether it's like that or not). Revisions would be along the following lines: 1) Wizards can exist, it's just that they're doing their best to emulate the divine casters, so nobody really takes them seriously (until they figure out how to emulate a [i]Slay Living[/i] or so...). This is also how we justify the Use Magic Device skill. 2) All divine casters use the Wisdom modifier and prepare spells granted by an outside power (either psionic deity or psionic ancestral spirit collective). 3) All other casters are spontaneous and use charisma (that would be the "force of persona" version of charisma) to determine how powerful their abilities are manifested. There are some side effects as follows: - Spell resistance pretty much means just that. You can't Acid Arrow golems or drow or rakshasa any more, just like you couldn't Acid Arrow golems or drow or rakshasa in 3e. (But you still can't Heal a drow lich without beating SR. Go figure. This was the item that made me really want to change the magic system.) - Assassins probably need to either be venerating ancestral spirits or treated as naturally psionic. I don't really see them as posers at all, and doubt that they'd appreciate being looked down upon as such. - Similarly, other charisma-casters would need to have their spell list shifted over to a psionic power list. - Classes that require magical abilities to join need to specify the effect of the power required, not simply "arcane" or "divine" (with the exception of the theurge type class). For example, an Arcane Archer becomes a Mystic Archer with a casting prerequisite of something along the lines of [i]Magic Weapon[/i] or [i]Magic Fang[/i] or so forth. - Some magical items will need to have their requisite powers altered, much in the same way you alter the class prereqs. Then again, what does "Summon Monster I" have to do with making a bane weapon other than trying it out? You'll likely also want to nerf the Kineticist (augmenting both DCs and damage dice while overchanneling gets really silly really fast) and merge the metamagic and metapsionic (and spell/power penetration and item creation and such) into a single tree of feats. After that, it's just a matter of rewriting any wizards you want your PCs to take seriously into a psions (or cultists or whatever). HiH, ::Kaze (the meddlesome tweaky DM) [/QUOTE]
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