D&D (2024) UA2025 Psion Spell List [+]

Psykinetic

The Psykinetic personifies telekinesis. The mind-soul "psyche" attunes remote areas to form forces that propel or block the forces of objects. Even matter itself is made out of forces. Telekinetic force is a simple concept, yet its applications are versatile and effective. Fly, Wall of Force, Thunderwave, and so on, achieve different results by means of the same telekinesis.


Note the new Telekinesis update.


Level 9 (Slot 5)
Telekinesis°, Wall of Force
.

Wall of Force is fantastic.

The Telekinesis spell updated for 5e 2024. Hurray. The spell description no longer makes the player and DM guess how many pounds a target weighs, "up to 1000 pounds". Now the spell simply refers to the Huge Size, whether creature or object In other words the standardized space − not some reallife mass requiring google and calculators, and accounting for the exponential weight of increasing three-dimensional volume. This spell description simplification is a quality of life improvement. The spell reads more self-explanatory and intuitive, which every psionic spell should. This is actually a good spell now.


Level 3
(Slot 1)
Shield, Thunderwave
.
(Slot 2)
{Cloud of Daggers}, Levitate.


For slot 1, Shield and Thunderwave are solid.

Note. Earlier editions were conflictive when representing an explosive, concussive detonation, in the sense of a shockwave without fiery heat. 2024 seems to confirm 5e using the Thunder damage type to represent shockwaves, that are like a Bludgeoning that pass thru targets. By contast, Force damage is something different. Seen most clearly in the Disintegrate spell, Force involves the atomic forces that comprise matter, as well as gravitional and gravity-like telekinetic force, and extends to the damage by "magical energy" that directly becomes and affects matter.

For slot 2, surprisingly, too few spells exhibit telekinetic flavor for the Psykinetic subclass to choose from. Levitate is meh (as explained in an earlier post), and Cloud of Daggers feels off.

The Cloud of Daggers spell "conjures daggers". Presumably these daggers are force constructs made out of telekinetic force, but they deal mundane Slashing damage. Also contrast this with the similar concept of Blade Barrier that is explicitly the "evocation" of force construct blades made out of "magical energy". Probably, the idea of placing Cloud of Daggers here is the movie scenes where the telekinetic yanks into the air knives or glass shards, or whatever is around, to hover threateningly then fling them at the target. But this isnt what the spell describes. For an entry level spell, the Cloud of Daggers fails to communicate what the subclass is all about. Also, this spell requires concentration and is immobile, making it a less appealing spell. The idea that something like this that whirls in the air under telekinetic control but would be unable to relocate, seems contrary to the concept of telekinesis.

There seem no slot 2 spells that feel accurate and impressive for the Psykinetic flavor. Even a spell that dealt Force damage without being fiddly, would help here. There is the slot 2 spell from Wildemount, Immovable Object, that secures an object in midair. It would be for utility, like rungs of ladder floating in the air. But I am unsure this represents what the Psykinetic is all about.


Level 5 (Slot 3)
Slow, Telekinetic Crush*
°.

Telekinetic Crush is flavorful.

The Slow spell is ambiguous. It might just as easily represent Psi Warper or Metamorph. It doesnt seem especially Psykinetic. Wildemount has the slot 3 "dunamancy" spell Pulse Wave. It deals 6d6 Force damage in a cone with a 15-foot push or pull. It is clearly telekinetic but feels less exciting. Maybe for theater of the mind, this grid counting tends to be moot. If it dealt the damage to the targets and could force propel them to any location including mid air, that might be more interesting.


Level 7 (Slot 4)
[Gravity Sinkhole], Otilukes Resilient Sphere, {Stone Shape}.

Otilukes Resilient Sphere
is an impressive spell, an invincible forcefield that can trap a creature or defend an ally. Heh, I am surprised I dont hear complaints about it being too good.

Stone Shape feels wrong here. Too explicitly Elemental. Not sure what should replace it. Wildemount has the dunamancy Gravity Sinkhole, an instantaneously brief small blackhole. It pulls targets toward the center dealing Force damage. This has some tactical benefit in concentrating hostiles into one location. There arent really any other telekinetic spells to choose from.


Depite the prominance of telekinesis in folkbelief, fantasy, and scifi, the earlier editions of D&D never actualized it mechanically well. Too clumbsy, too fiddly, too out of reach. Now that the UA Psion is using normal D&D mechanics, cobbling together spells to represent the telekinetic aspects of the Psion is a challenge. A successful Psion class requires all of the important concepts to have spells that are excellent. A number of spells need rethinking, whether by updated spells or new spells.
 

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Telepath

The Telepath is a mind mage, projecting ones own mind to engage, influence, and wrestle other minds.

The Psion base class is already mainly a Telepath. Most Psion spells have telepathic flavor. How a Telepath subclass stands out requires thought.

Psionic telepathy and arcane Enchantment are mostly the same thing. Concepts like subjectively perceived "phantasmal" spells that are telepathic, should probably reclassify as Enchantment too.


Level 3
(Slot 1)
Bane, Command°.

Command
is good, and note it is in the main Psion spell list as well. The Bane spell is "not bad". The Telepaths mind overwhelms the minds of targets, causing them to suffer a 1d4 penalty on each attack roll. I might want to see Sanctuary here, as an impressively effective defensive spell, even tho it ends if the defender makes an attack.

Both Bane and Sanctuary remind me of the "helmet of awe" (ægis-hjálmr). This isnt a literal helmet (nor the "key of Solomon" sigil that came to be referred by this name). The awe-helmet is a defensive use of telepathic seiðr. The mind intimidates the mind of the target in a way that makes it difficult to attack the telepath. The telepathic awe-helmet technique is notable because using seiðr to attack from a distance was considered unsuitably cowardly for a warrior. But this technique that allowed combat upclose and personal was considered manly enough. The dvergr Fáfnir uses this "psionic" awe-helmet against Sigurðr during the final combat encounter. This dvergr is a "Metamorph" taking the form of a draconic serpent.

(Slot 2)
Detect Thoughts°, Mind Spike°
.

Both spells are also on the Psion list, but I am ok if every Telepath must have these. Detects Thoughts is the right flavor, obviously. Happily, 2024 updated this spell. It went form useless (little more than an Insight skill check), to decent. Now one can detect the presence of nearby minds, even if hidden. The minds must know a language, or be telepathic themselves. When seen, one knows what the mind is currently thinking. And versus a Wisdom save, one can inquire deeper. Nice! An other quality of life improvement for psionic flavor spells.

Mind Spike is a combat spell, dealing ok Psychic damage, 3d8. Versus a Wisdom save, the Telepath locks onto the mind and always knows where the mind is.


Level 5 (Slot 3)
Counterspell, [Hypnotic Pattern]°, {Speak with Plants}
.

Assigning Counterspell to here makes sense. I like Speak with Plants as a psionic "ritual" with animistic implications. I am unsure this should be a "spell" and that every Telepath must prepare it. So the "Gray Curlies" mean keep it somewhere for the Psion but not here. Given the slot 3 selection, perhaps Fear. Or Hypnotic Pattern where the "pattern of colors" would be phantasmal, seen only in the minds of those within the area of effect. I lean toward Hypnotic Pattern.


Level 7 (Slot 4)
Compulsion°, Confusion
°.

Compulsion is like a Mass Charm spell, except afterward the targets might not realize they were Charmed. Note, Charmed Monster only charms one creature, and specifies it does know afterward. Compulsion seems the better spell? I suppose the compulsioned isnt necessarily Friendly, but Charisma checks toward Friendly are at Advantage. Glad to see Compulsion be the one for every Telepath.

Confusion is a "not bad" "tactical control" spell that helps to "fire focus".


Level 9 (Slot 5)
[Dominate Person]°, {Awaken}°, Modify Memory°
.

Modify Memory isnt for combat challenges, but for social challenges. Even if cast during combat, it is to end the combat, and prepare a social circumstance.

Awaken imbues a Plant or Beast with a sapient mind. It is situational and works better as a "Ritual". LOL! It takes 8 hours to cast! At this point, the need to spend a slot is pointless. And it is one of those non-psionic spells, done by the power of ones own "GP Cost Material". The spell needs rethinking. Maybe if it took an Action to cast as a kind of "pet" usable for combat, but after the first hour or so, having the choice to initiate personal autonomy. In any case, rewrite the spell to delete the assumption of GP functioning as a balancing mechanism. It is best to delete every Components entry from every spell. But if the unnecessary sacred cow remains, make sure the Psion class can always safely ignore it. Despite how much I love the storytelling opportunities of the Awaken ritual, especially for plants, it is probably best to not force every Telepath to take this. In this case, Dominate Person is a good spell that makes sense for a Telepath subclass.
 
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To sum my responses to the UA Psion spell list.

It helps to think of the Psion having several different spell lists. Each one corresponds to a subclass. Each subclass approximates a 2e and 3e psionic discipline like a list of powers. Perhaps the Psion base class itself lacks a spell list, and instead gives a method to dabble in the subclass spell lists.

The Psion subclasses are something like the following seven spell lists. The first four lists are the essence of the Psion class flavor: Telepath, Metamorph, Psi Warper, and Psykinetic. Given the abundance of spells to choose from, the Telepath seems a default spell list for the Psion class. Also, there are psionic traditions from earlier editions relating to the last three: Creator, Channeler, and Mancer.

The Creator relates to the mind willing reality into existence, often involving objectively real Illusion and creative Transmutation. Here "ectoplasm" is the reality that the mind projects but hasnt taken root yet.

The Channeler associates occult seances with entities from other planes of existence, including Aberrations, but can involve the entire extraplanar multiverse, and is often a summoner.

The Mancer, also called a Mant, refers to elemental magic, including the fire-bender (Pyro-mancer, Pyromant, Pyrokineticist), the air-bender (Atmos-mancer, Atmosmant), the water-bender (Hydro-mancer, Hydromant), and the earth-bender (Geo-mancer, Geomant). One might think of this psionic elementalist as a "friender", air-friending, earth-friending, and so on, in the animistic sense of relating personally and having affinity with the minds of air, earth, and so on. The Mancer spell list doesnt explore "psi crystals", but they relate to the psionic Geomancer interfacing the earth element as a mind.


The Telepath is a mind mage, projecting ones own mind to engage, influence, and wrestle other minds.

TELEPATH (MIND MAGIC)
Slot 0: Friends, Message (make a new cantrip that feels more telepathic, improve while leveling), Mind Sliver, [Vicious Mockery].
Slot 1: Animal Friendship, Bane, Charm Person, Command, Dissonant Whispers, [Sanctuary], Sleep, Tashas Hideous Laughter.
Slot 2: Calm Emotions, Crown of Madness, Detect Thoughts, Enthrall, Mind Spike, Phantasmal Force, Suggestion, Tashas Mind Whip.
Slot 3: Bestow Curse, Counterspell, Fear, Hypnotic Pattern, Intellect Fortress.
Slot 4: Charm Monster, Compulsion, Confusion, Phantasmal Killer, Raulothims Psychic Lance.
Slot 5: Dominate Person, Synaptic Static, Modify Memory.
Slot 6: Eyebite, Mass Suggestion, Ottos Irresistible Dance.
Slot 7: Powerword Fortify (morale, nonphysical temporary hit points).
Slot 8: Antipathy/Sympathy, Befuddlement, Dominate Monster, Glibness, Mind Blank, Powerword Stun, Telepathy (terrible spell, make spell more appealing for slot 8, rethink all telepathy spells).
Slot 9: Powerword Heal, Psychic Scream, Weird, [Wish] (!).
The Metamorph attunes the interplay of mind and body, from psychic healer to shapeshifter, to body horror. The mind visualizes a sense of self, the soul aura expresses this form, and the body of flesh and blood and bone shifts into position.

METAMORPH (BODY MAGIC)
Slot 0: [Alternate Form] (make a new cantrip, like Wildshape but a single, recognizable individual animal, improve while leveling, can exchange a different form when gaining a level), [Primal Savagery] (Xanathars), [Spare the Dying].
Slot 1: Cure Wounds, Inflict Wounds, Jump, Longstrider.
Slot 2: Alter Self, Blindness/Deafness, [Dragons Breath], Enhance Ability, Enlarge/Reduce, Hold Person.
Slot 3: Aura of Vitality, [Revivify].
Slot 4: Polymorph.
Slot 5: [Antilife Shell], Contageon, [Greater Restoration] (mainly for Exhaustion), Hold Monster, Mass Cure Wounds.
Slot 6: [Heal], [Harm].
Slot 7: [Regenerate].
Slot 8: [Animal Shapes] (make spell more appealing), [Clone].
Slot 9: Shapechange, [Mass Heal], [True Polymorph], [Wish] (!).
The Psi Warper is a fate weaving the threads of the fabric of spacetime. The mind explores and influences remote locations across space and time to connect the body to there. The psionic travels at the speed of thought. Intentions distort the properties of physics and navigate the alternate timelines.

PSI WARPER (SPACETIME MAGIC)
Slot 0: [Guidance] (fate, timelines, luck, successfulness), True Strike.
Slot 1: [Bless] (fate, timelines, luck, successfulness), Expeditious Retreat, Feather Fall (make spell more appealing, more active, or esle be a ritual).
Slot 2: [Augury] ("psychic", make spell without costly Material component), Levitate (make spell more appealing), Misty Step.
Slot 3: Blink, Clairvoyance, Haste, Slow.
Slot 4: Arcane Eye, [Death Ward] (fate, foresee and alter spacetime), Dimension Door, Freedom of Movement.
Slot 5: Scrying, Steel Wind Strike, Teleportation Circle.
Slot 6: [Arcane Gate] (make spell more appealing, better than Dimension Door), [Word of Recall].
Slot 7: Teleport.
Slot 8: [Demiplane], Maze.
Slot 9: Foresight, Time Stop, [Wish] (!).
The Psykinetic personifies telekinesis. The mind-soul "psyche" attunes remote areas to form forces that propel or block the forces, including the forces that matter is made out of.

PSYKINETIC (FORCE MAGIC)
Slot 0: Blade Ward (make cantrip more appealing without Concentration), [Eldritch Blast], Mage Hand (make a new cantrip that feels more telekinetic, scale while leveling, rethink telekinetic spells), Telekinetic Fling (make the Force damage without ammo, then add a utility use for poltergeist effect), [Thaumaturgy] (add glowing aura/halo), [Thunderclap].
Slot 1: Detect Magic (telekinesis, Force, "magical energy"), Feather Fall (make spell more appealing, more active, or else be a ritual), Mage Armor (make also for invisible force armor), [Magic Missile], Shield, Thunderwave, [Unseen Servant].
Slot 2: Knock, [Immovable Object] (dunamancy), Levitate (make spell more appealing), Shatter, Silence.
Slot 3: Dispel Magic (telekinesis, Force, "magical energy"), Fly, Telekinetic Crush.
Slot 4: Animate Objects, [Gravity Sinkhole] (dunamancy), Otilukes Resilient Sphere.
Slot 5: Telekinesis, Wall of Force.
Slot 6: Disintegrate.
Slot 7: Etherealness (this is like a slot 3 spell, make spell more appealing for slot 7), Force Cage, Reverse Gravity.
Slot 8: [Antimagic field] (telekinesis, Force, "magical energy").
Slot 9: [Wish] (!).
Willing reality into existence by the power of ones own mind, is the essence of the Psion class. The metacreative Creator articulates these new worlds as the artistic expressions of ones self. These are worlds to share and celebrate with others expressing their selves.

CREATOR (REALITY MAGIC)
Slot 0: Dancing Lights, Mending, Minor Illusion, Prestidigitation.
Slot 1: Silent Image (ectoplasmic force being a mentally projected reality that hasnt fully taken root yet).
Slot 2: Invisibility, Mirror Image, See Invisibility, [Web] (a manifestation of ectoplasmic force).
Slot 3: Major Image, Summon Astral Entity (project unconscious entity), Greater Invisibility.
Slot 4: [Fabricate] (realize ideal form, compare Mending).
Slot 5: [Creation] (ectoplasmic force being a mentally projected reality that hasnt taken root yet), Mislead, Seeming.
Slot 6: True Seeing.
Slot 7: Project Image.
Slot 8: − (there are no slot 8 Illusion spells in the Players Handbook, nor relevant creation spells)
Slot 9: [Wish] (!).
The Channeler involves occult seances to invite entities from other planes of existence, including angelic intellects, aberrant insanities, shadowy ghosts, and fey wilds.

CHANNELER (MULTIVERSE MAGIC)
Slot 0: −
Slot 1: [Detect Evil and Good] (detect extraplanar entities), [Protection from Evil and Good].
Slot 2: [Spiritual Weapon] (for lack of a better extraplanar spell choice).
Slot 3: Animate Dead, [Hunger of Hadar], [Summon Fey], [Summon Undead].
Slot 4: Banishment, Summon Aberration.
Slot 5: [Dispel Evil and Good].
Slot 6: [Conjure Fey], [Planar Ally], [Summon Fiend].
Slot 7: [Conjure Celestial], Planeshift.
Slot 8: −
Slot 9: Astral Projection, [Gate], [True Resurrection], [Wish] (!).
The Mancer is an animist friending and sharing affinity with the minds of the elements of nature, especially the presences and personalities of unique formations across landscapes, waterscapes, skyscapes, and enlightening fiery sunlight.

MANCER (ELEMENTAL MAGIC)
Slot 0: [Elementalism] (make cantrip more appealing), [Firebolt], [Frostbite] (Xanathars), Light, [Resistance], [Sacred Flame].
Slot 1: [Divine Favor], [Burning Hands], [Create or Destroy Water], [Fog Cloud].
Slot 2: Cloud of Daggers, [Darkness], [Flaming Sphere], Heat Metal.
Slot 3: [Daylight], [Fireball], [Gaseous Form], [Lightning Bolt], [Protection from Energy].
Slot 4: [Conjure Minor Elemental] (mind animates nearby element), [Control Water], [Fire Shield], Stoneskin, Stone Shape, [Summon Construct], [Summon Elemental].
Slot 5: [Cone of Cold], [Conjure Elemental], [Wall of Stone].
Slot 6: [Chain Lightning], [Flesh to Stone], Move Earth, [Wall of Ice].
Slot 7: [Fire Storm].
Slot 8: [Control Weather] (make spell more appealing), [Earthquake], [Sunburst], [Tsunami].
Slot 9: [Meteor Swarm], [Wish] (!).

PSIONIC RITUALS (NON-PREPARED SPELLS)

The following are relevant spells, but are more like "Rituals". A few arent officially a Ritual but could be. They tend to be situational or impracticable to cast. They need a separate design space that doesnt compete with the limited number of prepared spells.

These "Rituals" dont spend a spell slot to cast. Perhaps instead, they can require a skill check to perform.

In certain cases where spamming might become an issue, perhaps only one Ritual can be in effect at a time. When a new Ritual is performed, an earlier Ritual ends. Perhaps the number of ongoing Ritual effects at the same time increases while leveling. Any balancing issues need more scrutiny and refinement.

The use of skill checks instead of spell slots to cause a spell effect, might lean into the 2e Psionicinist flavor that these powers arent spellcast. They are preformed. Most Rituals are a kind of contemplative meditation, albeit more elaborate ceremonies seem feasible.

The mechanics for Rituals need more refinement. But they help include spells whose flavors are relevant to the Psion, but are situational or inconvenient to cast, thus less feasible to pick for the limited number of prepared spells.


TELEPATH (MIND MAGIC)
1: Comprehend Languages, Identify, Speak with Animals.
2: Animal Messenger, Zone of Truth.
3: Sending (terrible spell, make spell more appealing for slot 3), Tongues (possibly telepathic).
5: Awaken, Geas, Dream, Rarys Telepathic Bond (make spell more appealing, rethink all telepathy spells).

METAMORPH (BODY MAGIC)
3: [Water Breathing].

PSI WARPER (SPACETIME MAGIC)
1: Feather Fall (make spell more appealing, more active, or else be a ritual).
2: [Find Trap], [Locate Object].
3: [Nondetection], [Remove Curse] (fate, timelines, luck, spacetime).
4: Locate Creature.
5: Legend Lore (terrible spell, equivalent to a History skill check, make spell more appealing).
6: [Contingency], Find the Path.
7: [Mordenkainens Magnificent Mansion] (extradimensional space furnished from potential timelines, fiddly but fun).

PSYKINETIC (FORCE MAGIC)
1: Tensers Floating Disk, [Unseen Servant].
3: [Leomunds Tiny Hut].

CREATOR (REALITY MAGIC)
2: Magic Mouth.
4: Hallucinatory Terrain (terrible spell, make spell better).
6: Programmed Illusion (make spell better).
7: Mirage Arcane (terrible spell, make spell better).

CHANNELER (MULTIVERSE MAGIC)
2: [Nystuls Magic Aura].
3: [Magic Circle] (circle of protection from extraplanar entities), Speak with Dead.
5: Contact Other Plane.

MANCER (ELEMENTAL MAGIC)
1: [Find Familiar (Psicrystal)]
2: Locate Animals or Plants,
3: Speak with Plants.
 
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I am trying to remember what aspects of the 3e Psion might be missing from the UA Psion. Psionic powers in 3e are often spells in 5e, such as Genesis now Demiplane. The 17 point Reality Revision was and is slot 9 Wish.


The 3e "psicrystal" is understood as a "Construct" that is an extension of its creators personality. Animistically speaking, the psionic Humanoid projects ones own mind-soul into this feature of Earth to imbue it with ones own soul. The psicrystal is literally "an extension of its creators personality", "a fragment of a psionic characters personality, brought into physical form and a semblance of life". Note, pretty much every kind of psionic magic item comes into existence in this way. A "psicrystal is in some ways a part of" the Psion. The magic item is a remote projection of the mind-soul, and there remains a link across spacetime with it.

The features of Earth, including gems, already have souls, but not Humanoid souls. Mainly they are happy simply existing. When these animistic minds start to behave in humanlike ways, such as in dreams or apparitions, it is from the influences of the Humanoid souls nearby.

Conceptually, the mind mage utilizes this "psicrystal" to transmit ones own presence, intentions, and influences. In this case it is via a feature of the Earth element in the form of a gem, but it can just as easily be runic inscription, or a wellmade sword that transmits the mind-soul of its creator.


Mechanically, in 3e, the psicrystal functions as a kind of geomantic Familiar. The gem appears inert but maintains a telepathic link with the rest of the Psion, and can move by locomoting ectoplasmically across surfaces. Depending on which mood the Psion chose to imbue into the gem to form the psicrystal, it can help a certain kind of skill check, or even a save. This familiar can speak one of the languages that the Psion knows. Its stats improve as the Psion levels.

For 5e, the Psicrystal appears to be the normal Find Familiar ritual, but chooses the Psycrystal as the familiar with a specific statblock. Perhaps it can fly or glide telekinetically.
 
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The Clone spell is in 3e psionics called "Astral Seed". Essentially, the Metamorph imbues ones mind-soul into a crystal (costless, no gp requirement), similar to imbuing a psicrystal. Then if the body of the Metamorph dies, the mind-soul regroups at the imprinted location, to form a new body there. It takes 30 days to complete the development of the new body. Only one soul "seed" can exist at a time. The 5e psionic flavor Clone spell should imbue any object or site with ones mind-soul aura.

As mentioned, Wish is called "Reality Revision".
 

A slot 8 Psykinetic spell is Telekinetic Sphere. It is like Otilukes Resilient Sphere, except it is upto Gargantuan in size, anything within it is weightless, and the Psykinetic can telekinetically move the sphere and-or its contents in any direction.

The slot 7 Regenerate spell was called "True Metabolism".

The slot 9 Foresight was "Hypercognition".

Slot 9 Shapechange was "Greater Metamorphosis".
 

To help fill in missing slots for the metacreative Creator, a slot 8 True Creation spell functions like the temporary Creation spell, except everything created within the now Gargantuan space is real, even minerals such as adamantine and mithral.

Heh, no doubt governments would get annoyed at irresponsible disruption to the economy, but defacto unlimited personal wealth at the highest levels isnt really a problem. Much of folklore describes the fabulous luxuries of magical places.

For the highest level characters, the genre shifts from a medievalesque economy to a postscarcity economy.
 
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3e Metafaculty is a kind of slot 9 "Greater" Scrying. The ritual achieves affinity with any conscious being, in existence. The Psi Warper knows everything there is to know about the person: creature type, species, background, class, features, personality, mood, ethical alignment, intentions; locating any plane of existence, planet, region, land, nearby environment such as landscape or town, and current home or other locations; noting any significant personal items; and any recent activities. The Metafaculty overrides any attempt to hide or disguise oneself from the scrying, whether Nystuls Magic Aura or Mind Blank, or Wish.

A spell like this should also allow mutual telepathic communication. One might cast Metafaculty to be with a loved one, while one of them is away on a journey.

Generally, during these kinds of spells that visit remote locations, the mind of the caster is actually present in some sense at those locations, projecting out of body. Other minds at those locations might sense the presence of the mind of the spellcaster, especially if those other minds are also spellcasters.

This Metafaculty spell reminds me of the Sámi tradition of joik, a chanting to attune the mind of a person or a place.
 
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For basic telekinesis, it needs to start at level 1, or really, earlier during the background. Then the telekinesis needs to improve while leveling. A 5e cantrip can do this. Its mechanics must feel like telekinesis. I am creating this cantrip and calling it Psykinetics to distinguish it from other telekinetic effects.


PSYKINETICS
Transmutation Dunamancy Cantrip (Psion, Sorcerer, Wizard)

Casting Time: Action
Range: 30 feet
Components: None
Duration: Until the end of your next turn; Concentration if attempting an Ability Check.

The aura of your intention attunes an area nearby, influencing the objects to float and drift.

You gently propel the contents within a space upto Tiny Size in any direction. The contents of the target space must be unattended objects or willing creatures, and the space can Fly 15 feet while in the range of your aura. You can arrange each content within the space, such as liquid forming a shape. The contents are weightless. If with Concentration, you can remotely attempt one Ability Check within the space, and can use your spellcasting ability in place of Strength or Dexterity. The space cannot attack. When you cast Psykinetics on your next turn, the motions you intend continue seemlessly.

Cantrip Upgrade. The Size of the space increases when you reach higher levels: Small at 5, Medium at 11, and Large at 17.
 

The following UA Psion spells mention a Costly Material Component that can and should be trivially ignored.

1: Identify.
2: Magic Mouth.
3: Clairvoyance, Nondetection, Summon Astral Entity.
4: Summon Aberration.
5: Awaken, Legend Lore, Scrying, Teleportation Circle.
6: Find the Path, Programmed Illusion, True Seeing.
7: Forcecage, Planeshift, Project Image.
8: −
9: Astral Projection, Shapechange.

These Costly Material spells tend to organize into either transmitting information, acquiring an ally entity, or traveling. The intent of the Cost seems as if to avoid spamming, but most dont need to, and a gp expense rarely balances mechanically anyway. (Compare how old school alignment requirements failed to balance Paladin mechanics. Flavor can never balance game mechanics)


Information

The information spells tend to divide between spells that are worth preparing, versus rituals that are rarely worth preparing. The useful spells are: [Augury], Clairvoyance, Scrying, Find the Path, True Seeing, as well as Nondetection. Note Clairvoyance, Scrying, and Find the Path each additionally require Concentration, so cannot be simultaneous with additional such spells. The spells are worth their spell slot, dont need any balancing mechanism beyond spending a slot, and even spamming isnt a problem. They are either very specific or else have long a duration anyway. Delete these Costly Material Components.

Relatedly, Detect Magic (which lacks a Material component) is a weird compromise between spending a spell slot and being always-on as a Ritual. It is worth its spell slot. It could have been a cantrip. As a slot 1 spell, it should cease to be a Ritual, but if spending a slot, its Duration lasts until the end of the next Long Rest with the intention of being always-on. It should normally see magical auras casually (which it does anyway with trivial Concentration for noncombat during the long durations of multiple Rituals). Then it should require touch and Concentration if articulate any more details about the aura. Identify is a near worthless spell because any character can already do it for free during a Short or Long Rest. 2024 should have deleted Identify from the spell list, thus quietly retiring it. It is bizarre to make such a worthless spell require a Costly Material Component. Note, in my own games, most of the cursed magic items activate from touch, so to use the Identify spell would in itself already trigger the curse.

Numerous information spells are only situationally useful and can be done by a Ritual instead of a spell slot: Comprehend Languages, Identify, Speak with Animals, Animal Messenger, Locate Plants or Animals, and Contact Other Plane. These are nice flavor, interesting for the character concept to have ready, but need to be a separate Ritual design space that doesnt count toward the number of prepared spells. Legend Lore is little more than a History check, and its Material component safely be deleted. Magic Mouth and Programmed Illusion are more like information spells, where Programmed Illusion has little or no combat capability, and Magic Mouth is at most useful as an alarm. Both work better with the recent mechanic of casting daily for a year in order to make permanent.

The concept of telepathy and the mechanics for it need rethinking, with updates for Message, Sending, Tongues, Rarys Telepathic Bond, Telepathy, and so on.

Two spells organizing into travel require an unnecessary Costly Material Component: Planeshift and Teleportation Circle. Who cares if a character Planeshift several times a day? This is a high level spell when multiversal travel is common. Its slot 7 or use of 8 or 9, is a limited resource. A Costly Material of "250 gp" during these and higher levels of superabundant gp is trivial and moot. The Teleportation Circle already has its elaborate requirements to prepare ahead of time, requires a year of daily casting to make a circle permanent, and requires a minute to cast. Its Cost of "50 gp" serves no purpose at the wealthy levels when this starts to become available.

All of the above Costly Material Components can be ignored. Done.

The final category of organization relates to acquiring an ally entity. In these cases, there might be concern about avoiding spamming. Compare concerns about a Necromancer raising a "zombie apocalypse". The ally spells tend to subdivide between a temporary effect, versus a permanent creature who is fully autonomous. The fully autonomous creatures, such as via the Awaken spell, need the DM to take into account as if extra player characters, thus balance accordingly. The Find Familiar is like this but its contributions to combat are minor and more on the scale of a magic item. These autonomous entities dont need Costly Material Components. They are either a character (who gains a portion of the xp) or a quasi magic item. Both can make it difficult for the DM to balance a combat encounter, but the Costly gp cannot in any way help the DM toward encounter balance.

The spells that create a temporary ally, such as a summoning, are what spell slots regulate. Each spell in this category in category is different, and there is no one-size-fits-all. The Material components dont help the DM to figure out encounter balance.

Astral Projection forms "disposable" duplicates of the teammembers to roam the Astral Plane (whose Duration are unlimited "until dispelled"). However, according to 2024, if the duplicates exit the Astral Plane, their original bodies relocate to the new plane. The update is balanced, little more than a slot 7 Planeshift spell, and its Costly Material component is safely deleted.

I was shocked to see the UA invention of the Summon Astral Entity spell go out of its way to include a pointless gp Costly Component. Vicerally, no. Probably this spell should be "Project Entity", being a part of the mind of the Psion. The form projected might appear spectral, aberrant, crystalline, or whatever. This spell requires Concentration so there can never be more than one at any given time, can only endure for an hour, and it spends a slot. The gp Costly Material is pointless. Summon Aberration is in the Players Handbook. It too requires Concentration and there can only be one at a time. Delete the Costly Material components.

There have been complaints about Forcecage being used against non-spellcaster player characters. It is a high slot 7 and only lasts an hour, but can come across as disruptive to encounter balance. The 2024 update now requires Concentration which can be significant.

Project Image allows a "disposable" duplicate of oneself, an illusion of oneself that can be a point of origin for spellcasting. It requires Concentration, thus can only be one at a time, while the original body is elsewhere, and the slot 7 spent is high. There is no need for a Material component.


In sum, D&D can safely delete virtually every Costly Material Component from every spell. Most mentions of a gp Cost are trivially cheap at high levels, and pointless in the first place. Even expensive gp Costs cannot ensure encounter balance thus dont help the DM. Meanwhile, to spend a spell slot is already the way to balance a spell during combat, and limits the frequency. Then the 5e mechanic of Concentration already makes it impossible to have more than one, thus it is impossible to spam. Material Components with a gp Cost are intensely interferesome to psionic flavor, and serve no mechanical benefit. Delete every Costly Material Component.
 

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