Chaosmancer
Legend
It's not a spell, so fail. False Equivalences are false, no matter how often you repeat them.
Telekinesis is a spell, so therefore it cannot be a Psionic ability? How do you propose to have a Psion without Telekinesis, one of the most core and expected Psionic abilities?
Or will you have Telekinesis, called Telekinesis, work the exact same as Telekinesis....except this version has a sticker on it that says "100% not a spell"?
I already quoted it. It's magic, because RAW says it is. It isn't psionics, because it isn't listed as psionics like Mindflayer spellcasting is.
So, you literally only care about the tag "Psionic"
Because, to throw your own words back at you, "I mean, what did you think I was saying when I said, " For the record, I personally don't care if they do make it magic, so long as they don't try to make the powers into spells and/or have components be necessary."? "
So, it being Magic doesn't matter. You don't care if Psionics are magic. Saying the eyebeams are magic does not matter. The Mindflayer Psionics are also magic, by your own definitions.
They are also using spells.
The literal only difference is that one has the word Psionic on it.
Which, when they release "Psionic Spells" will mean that those are Psionics. Because it is listed as Psionics.
And you can't tell me it isn't, because that is the literal only difference you can point to at this point. What makes something Psionic is being called Psionic.
Yes, it does. The rule for Mindflayer "spells" is that they are psionics and their "spells" don't require components. Trying to compare an ability, which is not a spell to Mindflayer "spells" = fail. Apples don't become oranges no matter how much you want them to.[/QUOTE[
Oh, no components? Exactly like the rule for every other "Spell-Like Ability" in the game? A Pit Fiend's Fireball and Hold Person also don't require components.
Here, here is the exact text of both of them, plain as day.
[QUOTE] Innate Spellcasting: The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
[QUOTE] Innate Spellcasting (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
[/QUOTE]
The literal only difference in how those abilities work.... is nothing. They work using the exact same mechanics. They use a Spell Save Dc based off a stat. Neither requires components. Both list spells in the PHB. Both have at-will and X/Day spells.
The only difference is one says "Psionic". Which does not change the rules. Which does not make it any different from the Innate Spellcasting of the Pit Fiends, or any other creature that uses Innate Spellcasting. This is literally just someone selling you tap water in a fancy bottle, it isn't different, it just has a fancy label.
Sure, but spell telekinesis requires verbal and somatic components. Psionic telekinesis does not.
Well, not according to the rules. Because the rules only have one version of Telekinesis. And sometimes that spell does not require components, but according to you, it still isn't Psionic, it is still a spell.
We need that 10 cent label to convince you it is 1000% pure Psionic power.
Well, no. There are lots of possible differences. Psionics could be not-magic. Psionics could use a spell point system like 3e. Psionics could use an ability check system like 2e. Psionics could require the psionic die. And so on.
And the only version you have is innate spellcasting using the spell rules....
Which means that psionic spells are the only version in the game.
Seriously Max, you keep saying I'm comparing Apples to Oranges, but you are point to an Apple with a sticker that says Orange. And that does not an orange make.