Raduin711
Hero
What do you take away and add with psionics in the spell system without making a broken character? Traditionally psionics has some powerful stuff and you use the psionics system as the limitation. If you port them over wholely, whoever gets them will have very powerfull spells. If you use what exists, you then have to invent what is psionics's gimmick mechancis.
For me what would help:
- Elemental restriction: Fire, Force and Psychic. Leave electric, thunder and acid for other classes or subclasses
- A preference for single-target rather than multi-target effects. Multi-target effects should be centered on the caster (vortex)
- Excel at divinations, illusions, (some) evocations, fear/charm effects.
- Can alter their own bodies in astounding ways, but not other's. mediocre healers, except where the mind is concerned.
- Cannot make things out of nothing.
- Cannot raise the dead/undead.
- Limited summoning ability (creatures summoned from the world of the mind)
- An odd one: spell effects are "dumb." While a magic effect might seem to have a life of its own and know things the caster doesn't know (i.e. locate object, alarm, protection from evil) psionic effects allow the user to enhance their own senses, (darkvision, ESP) but has to do their own thinking. A psionicist could detect evil by examining the mind, but not with a magical aura that tells him so.