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Thinking of adding Psionics to my game
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<blockquote data-quote="Nifft" data-source="post: 3552264" data-attributes="member: 6562"><p>Fourth'd. Astral Constructs are strong in melee, but melee is a <strong>limited</strong> use of such a power.</p><p></p><p>Summoning spells can do <strong>amazing</strong> things if the summoned critters are used indirectly. Look at the number of spell-like abilities at your disposal. Just from Mephits (via <em>summon monster IV</em>) you gain access to <em>soften earth and stone</em> (otherwise inaccessible to Sorc/Wiz), <em>stinking cloud</em>, <em>glitterdust</em>, <em>wind wall</em> and <em>gust of wind</em>. On that same spell's monster list is the Lantern Archon, who gives you <em>aid</em>, <em>detect evil</em> and <em>continual flame</em> (for free!) -- two of them aren't on the Sorc/Wiz list, and the other one is useful outside of combat (forever!). Also, the free <em>tongues</em> effect can be handy.</p><p></p><p>Once you get to <em>summon monster VI</em>, you have "Wizard Healing" via the <a href="http://www.d20srd.org/srd/monsters/bralani.htm" target="_blank">bralani</a>. (Also <em>blur, gust of wind, wind wall</em>, and <em>lightning bolt</em>). Total healing is just 6d6+12, but it's better than nothing. You also have "Wizard Food" from a <a href="http://www.d20srd.org/srd/monsters/genie.htm#janni" target="_blank">janni</a>, who can feed 21 dudes per day (or 7 horses).</p><p></p><p>Healing improves with <em>summon monster VII</em>, when you get to choose an <a href="http://www.d20srd.org/srd/monsters/avoral.htm" target="_blank">avoral</a>, who has free <em>true seeing</em> and <em>tongues</em>, and can heal up to 66 hp/day (average) via his Lay On Hands ability. Food also gets better at this level, since a <a href="http://www.d20srd.org/srd/monsters/genie.htm#djinni" target="_blank">djinni</a> can create food for 60 dudes (or 20 horses) <u>and also</u> create 40 gallons of wine per day. I'm thinking that there might be some wine left over tomorrow... maybe. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> On the dark side, the Sorc/Wiz could pick an <a href="http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth" target="_blank">osyluth</a>, who packs a nice selection of at-will SLAs: <em>dimensional anchor, fly, invisibility</em> (self only), <em>major image</em>, and <em>wall of ice</em>. How's that for battlefield control?</p><p></p><p>- - -</p><p></p><p>Also, of course, every new monster book improves these spells, while <em>astral construct</em> remains exactly as powerful as written in the XPH.</p><p></p><p>Anyway. IMHO <em>astral construct</em> is a great power, but hardly broken. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3552264, member: 6562"] Fourth'd. Astral Constructs are strong in melee, but melee is a [b]limited[/b] use of such a power. Summoning spells can do [b]amazing[/b] things if the summoned critters are used indirectly. Look at the number of spell-like abilities at your disposal. Just from Mephits (via [i]summon monster IV[/i]) you gain access to [i]soften earth and stone[/i] (otherwise inaccessible to Sorc/Wiz), [i]stinking cloud[/i], [i]glitterdust[/i], [i]wind wall[/i] and [i]gust of wind[/i]. On that same spell's monster list is the Lantern Archon, who gives you [i]aid[/i], [i]detect evil[/i] and [i]continual flame[/i] (for free!) -- two of them aren't on the Sorc/Wiz list, and the other one is useful outside of combat (forever!). Also, the free [i]tongues[/i] effect can be handy. Once you get to [i]summon monster VI[/i], you have "Wizard Healing" via the [url=http://www.d20srd.org/srd/monsters/bralani.htm]bralani[/url]. (Also [i]blur, gust of wind, wind wall[/i], and [i]lightning bolt[/i]). Total healing is just 6d6+12, but it's better than nothing. You also have "Wizard Food" from a [url=http://www.d20srd.org/srd/monsters/genie.htm#janni]janni[/url], who can feed 21 dudes per day (or 7 horses). Healing improves with [i]summon monster VII[/i], when you get to choose an [url=http://www.d20srd.org/srd/monsters/avoral.htm]avoral[/url], who has free [i]true seeing[/i] and [i]tongues[/i], and can heal up to 66 hp/day (average) via his Lay On Hands ability. Food also gets better at this level, since a [url=http://www.d20srd.org/srd/monsters/genie.htm#djinni]djinni[/url] can create food for 60 dudes (or 20 horses) [u]and also[/u] create 40 gallons of wine per day. I'm thinking that there might be some wine left over tomorrow... maybe. :) On the dark side, the Sorc/Wiz could pick an [url=http://www.d20srd.org/srd/monsters/devil.htm#boneDevilOsyluth]osyluth[/url], who packs a nice selection of at-will SLAs: [i]dimensional anchor, fly, invisibility[/i] (self only), [i]major image[/i], and [i]wall of ice[/i]. How's that for battlefield control? - - - Also, of course, every new monster book improves these spells, while [i]astral construct[/i] remains exactly as powerful as written in the XPH. Anyway. IMHO [i]astral construct[/i] is a great power, but hardly broken. :) Cheers, -- N [/QUOTE]
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