Psion as Wizard archetype − Happy Fun Hour


log in or register to remove this ad



It occurs to me that the barbarian's rage might be a better template than the wizard's spell casting for psychic powers. While for a barbarian, your body gets supercharged for a minute, the mystic's mind gets supercharged for a minute. That could fit a meditative state, the mystic concentrating really hard, or the mystic smoking opium/black lotus/drug of choice (I still think they should have gone all Weird Tales and made mystic subclasses based on what you were smoking to trigger the psychic activity). I am not quite sure exactly what the mystic would do while mentally supercharged, but there are no shortage of psychic things that could be pillaged for that, maybe astral projection (but your mind is wandering whatever plane you are on; possession is 9/10ths of the law), Carrie-style TK, Firestarter-style Pyrokinetics, some kind of weird shared hallucination, Far Realm influenced tentacles and abberations popping up, etc.
 

Yaarel

He Mage
Astral Projection is a high level spell because it makes the entire party virtually unkillable. In this context, the projections are fully functioning duplicates, and if a duplicate gets killed, the projector simply returns to the original body. It is a powerful spell.

On the other hand, projecting ones mind outofbody, is a low level spell. First, it is an inconvenience to secure the meditating body, while the mind is wandering. Second, according to the folklore, if the mental projection gets injured, the body gets injured in the same way. For example, if a projection encounters an other projection, and one punches the other in the eye, then the original body spontaneously evidences a black eye. In other words, hit points are hit points.

At a low level, outofbody is a relatively vulnerable method of Clairvoyance. Probably spell level 2 (compare Beast Sense). However, the outofbody mind can interact with the physical world as the virtual body is made out of telekinetic force (compare Mage Hand), being ether, and can even manifest visibly the same way a ghost can.

The outofbody mind can also interact telepathically with other nearby minds, including mental enchantment spells. Reciprocally, a person in the material world can fight back against an outofbody mind by force damage and psychic damage. Similarly, if the mind is interacting with a physical object, it is possible to interact with that object in away that can injure the mind − thus the original body.

Spells relating to Protection from Evil and Good: because their 5e versions are moreso protection from extraplanar creatures, they *should* block out all outofbody minds, the same way it blocks out extraplanar creatures.

These Protections spells should be a simple way to prevent all forms of clairvoyance, ethereal traveling, and so on. The heroes can use these to defend themselves. More importantly, the DM should be able to use these spells as a simple low-level method of plot protection to prevent heroes from scrying or extradimentionally entering certain rooms. In this way, the DM can keep certain things secret, and make the heroes work to discover the mystery.

For example, the DM can have a villain cast Hallow on an important room, a Protection related spell at spell level 5, thus by this simple tool, permanently keep away all extraplanar scrying, ethereal travel, outofbody wandering, or so on.

Because there would be such a simple way to keep out ethereal creatures, it becomes possible to have spells like Etherealness and Clairvoyance, Outofbody, and ‘phasing’ thru solid objects, at the lowest spell levels. The DM can still keep certain secrets secret.
 
Last edited:

Astral Projection is a high level spell because it makes the entire party virtually unkillable. In this context, the projections are fully functioning duplicates, and if a duplicate gets killed, the projector simply returns to the original body. It is a powerful spell.
I never felt it was powerful, maybe because of Planescape where Astral Projection was actively discouraged (though it might be the setting's main conceit of Walk and Find a Portal), Githyanki were made to be common threats and there were spells like Cut the Cord. There were also many other new spells related to Planar travelling that were at lower levels, because they were more limited. Though I guess you could compare the Planescape's approach of "use a portal" to be something like using Public Transit, while the standard D&D high level planar travel spells to being more like using a Ferrari to get around.
 

Astral Projection is a high level spell because it makes the entire party virtually unkillable. In this context, the projections are fully functioning duplicates, and if a duplicate gets killed, the projector simply returns to the original body. It is a powerful spell.

On the other hand, projecting ones mind outofbody, is a low level spell. First, it is an inconvenience to secure the meditating body, while the mind is wandering. Second, according to the folklore, if the mental projection gets injured, the body gets injured in the same way. For example, if a projection encounters an other projection, and one punches the other in the eye, then the original body spontaneously evidences a black eye. In other words, hit points are hit points.

At a low level, outofbody is relatively vulnerable method of Clairvoyance. Probably spell level 2 (compare Beast Sense). However, the outofbody mind can interact with the physical world as the virtual hands are made out of telekinetic force (compare Mage Hand), being ether, and can even manifest visibly the same way a ghost can.

The outofbody mind can also interact telepathically with other nearby minds, including mental enchantment spells. Reciprocally, a person in the material world can fight back against an outofbody mind by force damage and psychic damage. Similarly, if the mind is interacting with a physical object, it is possible to interact with that object in away that can injure the mind − thus the original body.

Spells relating to Protection from Evil and Good: because their 5e versions are moreso protection from extraplanar creatures, they *should* block out all outofbody minds, the same way it blocks out extraplanar creatures.

These Protections spells should be a simple way to prevent all forms of clairvoyance, ethereal traveling, and so on. The heroes can use these to defend themselves. More importantly, the DM should be able to use these spells as a simple low-level method of plot protection to prevent heroes from scrying or extradimentionally entering certain rooms. In this way, the DM can keep certain things secret, and make the heroes work to discover the mystery.

For example, the DM can have a villain cast Hallow on an important room, a Protection related spell at spell level 5, thus by this simple tool, permanently keep away all extraplanar scrying, ethereal travel, outofbody wandering, or so on.

Because there would be such a simple way to keep out ethereal creatures, it becomes possible to have spells like Etherealness and Clairvoyance, Outofbody, and ‘phasing’ thru solid objects, at the lowest spell levels. The DM can still keep certain secrets secret.

Thanks. I was trying to remember "out of body" (having an old DM moment).
 

Yaarel

He Mage
I just watched the next episode of Happy Fun Hour. It goes into more detail about the psion wizard.

For the telepath wizard, Mearls puts together a boosted at-will Detect Thoughts as a Wizard level 2 feature. I like it.

This time around, Mearls seems more enthusiastic about psionic subclasses. Especially, these subclasses can offer a ‘middle ground’ between ‘no psionics anywhere’ and ‘all psionics everywhere’.



So, the telepath wizard is shaping up in a way that I like.

For my tastes, the telekinete wizard still needs more work.

The telekinete (rhymes with ‘athlete’) needs open-ended at-will telekinesis.



Alternate names to distinguish any new spell from the ‘Telekinesis’ spell, include: Telekinese, Psychokinesis, and Psychokinese.

For the telekinete wizard, I need.
• Potent at-will Telekinese cantrip, whose strength starts at 30 pounds, and increases while leveling.

This Telekinese cantrip must lack the ‘spectral hand’ of Mage Hand.

And the cantrip must be more versatile, such as telekinesing a globule of beer up out of a mug then making fun shapes out of beer in midair. In other words, open-ended telekinetic control.

Mearls worries that this open-ended kind of power without a predefined list of restricted ways for how to use it, can make the spell unintendedly powerful. He gives an example of using telekinesis to destroy a bridge, thus kill many monsters walking on a bridge, albeit he acknowledges other spells might also be able to destroy this bridge. (A subtle example might be, use the telekinesis to pick open a lock by telekinesing the tumblers inside a lock.) Nevertheless, such *open endedness* is precisely necessary for the *flavor* of using ones mind. Telekinetes use their mind in various ways that they can think of, sometimes surprising. Other spells are open ended, such as Suggestion and Phantasmal Force, which also feel psionic because they are open ended. The narrative creativity is part of the psionic flavor. It seems possible to make an open-ended Telekinese cantrip balance.



Regarding the official level 5 Telekinesis spell, it combines two different features.
• Telekinesis to lift and move an object.
• Telekinetic grappling (sotospeak) to restrain an unwilling creature.

The aspect of lifting should apply to any willing creature, as well as any unattended object, thus ‘flying’ oneself or an ally, or about three teammembers (upto roughly 1000 pounds).

For grappling and restraining an unwilling creature, the unwilling creature gets a Strength save, but this only makes sense if there is something to grab onto to stay grounded. I think I would rather have it require a mental save to resist the psychic influence.



Rather than require the DM to track weight (and guess how much things like horse or a boat or table might weigh):

It is more helpful if the Telekinese and Telekinesis spells refer to size.

Spell Level 0: Tiny creature or object (upto 2-feet or 30 pounds)
SL 1: Small creature or object (upto 4-feet tall or 100 pounds)
SL 3: Medium creature or object (upto 8-feet tall or 300 pounds)
SL 5: Large creature or object (upto 16-feet tall or 1000 pounds)
SL 7: Huge creature or object (upto 32-feet tall or 3000 pounds)
SL 9: Gargantuan creature or object (upto 10,000 pounds)

Then add difficulties to attempts to use it versus a creature one or more size categories larger.



Maybe the cantrip being always-on Tiny, can optionally use spell slots to augment the size lifted, with highest spell level determining the maximum currently possible. Maybe a free use of this maximum per rest, is a telekinete feature at level 2.

Impactive at-will open-ended telekinesis needs to be accessible at wizard level 1, or level 2 at the latest. There are various ways to do this.
 
Last edited:



Remove ads

Top