Nicely done. This is something that I have been looking to do.
Glad the list helps.
The psionic disciplines are:
Clairsentience (Divination) - this is a really weak one. it might make the most sense to combine this with another one.
Telepathy (Enchantment)
Metacreativity (Illusion)
Psychometabolism (Transmutation)
Telekinesis (Evocation)
All the other ones are a bit reaching in my mind:
Travel, Elementalism, Summoning, and Necromancy have nothing to do with psionics. Some of the spells in these areas could appear in the above five but for the most part this is what I think of as psionics in D&D. I don't know, there are a million ways you could do it. YMMV.
My point was not that those powers did not exist, more that they can be a part of another discipline/science. For instance, Teleport like powers can be a part of metacreativity as pulling stuff from another realm and sculpting is similar to transporting through that realm. Or you could say Clairsentience by folding time and space to allow the passage of spirits and body. That certainly would make Clairsentience better. You could also define it as psychometabolism. Ripping apart your body and reforming it elsewhere. I am a fan of going to Clairsentience, for balance reasons and I think the idea of spiirt/dream travel is pretty awesome.
I agree the Divination discipline is weak, and it is a good idea to combine it with an other discipline. Yet there are several disciplines that it combines well with.
Divination-Illusion means you can create illusions and see thru illusions.
Divination-Travel means you can see a remote location then teleport there.
Divination-Enchantment means you can locate a remote target, then charm it.
It is tempting to split Divination up into the other disciplines. For examples, Comprehend Languages is a mental effect so goes to Enchantment (Telepathy). Arcane Eye looks at a distant location, thus goes to Travel (Psychoportation). And so on.
Still, Divination is a salient concept for psychic themes. This discipline has enough spells to customize character concepts. At least some spells are good (True Strike, Bless, Foresight), but it seems too focused on exploration, thus less useful in a combat-heavy game.
Your suggestion of merging, the Travel discipline into Divination (Clairsentience), so that seers can teleport, is an interesting way to beef up Divination. I also tend to correlate Travel with Shapeshift. Travel can even split up teleport effects from planar effects. Thus the quirky dimensional spells like Ropetrick (plausible but the rope itself is odd), can categorize with Planeshift.
These are some of my considerations. I have been thinking about the posts of yours and others for a day or two. Let me know if you have further thoughts.
For now, I am leaning toward keeping separate themes in separate categories. Then the psi themes are easier to find and to mix-and-match.
In 3e, a Psion specialist would only choose one discipline to master. But I feel strongly, it is necessary to pick two disciplines to fully master. Maybe even three. Then the combo defines the psionic character concept. One Psion can be very different from an other Psion, depending on the combo. Meanwhile, a utilitarian discipline like Divination gets beefed up by pairing with a more aggressive disciplines like Enchantment or Shapeshift.
Also the terminology of 'Disciplines' and 'Sciences.' The latter were more powerful psionic abilities.
Mapping attack/defense modes, disciplines & sciences to the existing spell lists, might go: Attack/Defense Modes (that only work on other psionics): Cantrips. Augmented Attack Modes (vs non-psionics): Cantrip cast using a spell Slot. Disciplines: Spells level 1-5, Sciences: Spells level 6-9.
Can the psi attack defense modes work as a skill? This mechanic might help keep it from becoming cumbersome. Use an action to perform a skill. The skill comes with DC versus enemy attacks. It is also easier to opt into or opt out of, depending on whether they choose the skill or not.
Is it necessary to distinguish between ‘disciplines’ and ‘sciences’? Sciences would simply be higher level spells. Meanwhile the highest level spell slots available can only be used for the two disciplines that the character specializes in. Something like that.
You could make an argument for psionic necromancy under the umbrella of spiritualism, seances, and possession. I would put these in the clairsentience category, personally.
Yeah, it is very easy to explain psionically, Summoning, Necromancy, and so on. That is why I included them in the list. But because they are in separate categories - separate disciplines - it is easy for the players (DM and adventurers) to decide which disciplines are most appropriate for the mood of the setting.
Assuming a Psion specializes in two disciplines, one can choose a more common psi discipline, like Enchantment (Telepathy) while adding a less common twist like Summoning, if that is what makes sense in a particular setting.
Personally, for me, the essence of psionics is the personal internal power of ones own mind. Therefore dependence on external creatures who are summoned or dependence on undead or on negative energy, feels wrong for psionics. Nevertheless, it can make sense in certain contexts, so the disciplines are there for players who need it.
Evocations were generally (over a number of early editions) ex nillo creation (mostly of energy), as distinct from conjuration which brought matter or energy from elsewhere, or summoning which called forth beings of some sort. FWIW.
Thanks for the reminder. Its been a while since I played a mash-up of 1e-2e.
Since the word, ‘evoke’, literally means ‘call out’ something that is contained elsewhere, I am glad the school using the word evolved with a spell list that makes more sense.
Fortuitously, the Evocation school evolved to include the bulk of the elemental spells. So Evocation becomes the go to discipline for Elemental Kinesis, such as Pyrokinesis.