Psion Wizard Spell List


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Yaarel

He Mage
For the spell level 9 aerokinesis lacuna, I am thinking a Vortex spell, or call it Storm Form.

Essentially, the caster becomes a storm. The caster becomes wind, relating to Gaseous Form with its defensive benefits and mobility benefits such as squeezing thru small spaces, but can make attacks dealing cold, thunder, lightning, and/or (windblown) bludgeoning damage. Probably the attack has a specific number of d6s of damage and the player decides which d6 deals which damage type. All damage is treated as a magic weapon.

The caster can also choose to spellcast while in Storm Form.

Additionally, the caster has a storm aura, that the caster can sculpt. So all creatures except allies chosen by the caster take damage and can be pushed or flown (!), while within range of the caster.

The Storm Form caster can also fly allies safely to new locations within the wind aura.

Finally, the caster can effectively teleport, dissipating into wind and reforming elsewhere in the storm aura. But this cancels out the aura until the next turn, while the storm reorganizes around a new eye of the storm at the casters new location.

Something like the above. We are looking at Meteor Swarm for damage, but trading some damage for the sake of the benefits of defense and mobility plus the capability of ongoing damage. Also check out Shapechange to compare possible ongoing benefits.
 
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Eltab

Lord of the Hidden Layer
FISSION
8th-level transmutation, body, shapeshifting
Casting time: 1 action
Range: Self
Components: S, M (a bisected seed that has each half sprout its own root)
Duration: Concentration, up to 10 minutes

Your body tears in half. Each half exposes organs − writhing, deforming, regenerating − to form two whole yous. The bodies stand within 5 feet of each other. Each emerges as you as if after a long rest. Clothing of some organic fabric (such as cotton, linen, wool, or leather) in any style can optionally weave around each body during the Fission. You choose which body keeps which items that you wear or carry. Both bodies express your will, and you share the thoughts and sensations of both of your bodies. But each body can do actions independently of the other, such as spell casting. Only one body needs to maintain concentration to sustain the Fission, and if one body loses concentration, the other can recontinue it as a reaction. On your turn, decide which body takes its turn first, and which body takes its own turn afterward. Track hit points separately. As long as one of your bodies remains alive, you yourself survive. When the spell ends, choose which body remains, while the other decomposes into dust. You retain the memories of both bodies, and in some sense both bodies survive in you.

Add comments that
- neither 'half' can cast this spell, only the "whole you" is able. (No chaining, nor creating your own personal army pardon the pun)
- if the halves move beyond a certain distance from each other, or lose line-of-effect to each other, you choose one half to decay to dust immediately. The surviving half knows where the other half decayed (so you can re-collect the rest of your gear).

I like how your text is pithy. We'll have to brainstorm some abuses of the spell in-play, and corrective text.
 

Yaarel

He Mage
Add comments that
- neither 'half' can cast this spell, only the "whole you" is able. (No chaining, nor creating your own personal army pardon the pun)
- if the halves move beyond a certain distance from each other, or lose line-of-effect to each other, you choose one half to decay to dust immediately. The surviving half knows where the other half decayed (so you can re-collect the rest of your gear).

I like how your text is pithy. We'll have to brainstorm some abuses of the spell in-play, and corrective text.

Yeah, only one Fission at a time, for sure.

But it seems ok if they move indefinitely away from each other? In this sense, it resembles Astral Projection, but only affects self, not other team members. And this tactic of sending one of the fissions away on a mission loses the benefit of two of you focus-firing against one hostile. Plus, the spell only lasts for 10 minutes. So there is only a window of opportunity to exploit it.
 
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Eltab

Lord of the Hidden Layer
And this tactic of sending one of the fissions away on a mission loses the benefit of two of you focus-firing against one hostile.
I was thinking of Team Monster Thunderwaving (or whatever) one half across the room / down a stairwell, in order to deal with them separately.

I had glossed over the 10 minute time limit and could see somebody trying to be in two places at once, then rejoin with both memories.
 

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