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What psionic powers do YOU want to see?
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<blockquote data-quote="Curmudjinn" data-source="post: 6844094" data-attributes="member: 6778159"><p>Here is a little more information.</p><p></p><p><span style="color: #800000"></span></p><p><span style="color: #800000"><strong>MANIFESTING PSIONIC POWERS</strong></span></p><p>To manifest a power, a Psion must make a Manifestation Check, which is a d20 roll modified by the character's combined psionic character levels, their Wisdom modifier, and the power's Threshold modifier. A basic power does not need a check to manifest, however a threshold penalty totaling more than the psion's INT modifier requires a DC 5 Manifestation check.</p><p><strong><span style="color: #800000"></span></strong></p><p><strong><span style="color: #800000">OVERCHANNELING</span></strong></p><p>Psionic characters begin with the most basic of powers, learned by their mind awakening and through the honing of those manifestations over time. Their powerful minds can see how these powers come to be, and may manipulate their mental formulas to enhance the manifested effects. This ability is referred to as Overchanneling. When a psion manifests a power, they may add an amount of power points up to their Wisdom modifier to that power for no additional cost, except for an increase in Threshold penalty. A psion may further overchannel a power by spending power points up to their combined psionic character levels to that power. The effects vary by power and are detailed within each power's entry in the Powers section on page ##.</p><p>Each power point spent on a Overchanneling increases the Threshold for casting that power by 1, which increases the DC of the Manifestation check, as mentioned in the Threshold paragraph.</p><p>A psion may never overchannel a power beyond twice their current psionic character level.</p><p></p><p></p><p></p><p>And here is an partial draft of the Telekinesis basic power. Some of the discipline abilities are left out. I'm also toying with the idea of giving psions a free point to spend on their discipline abilities per casting, or possibly one above the norm of twice your psion level.</p><p></p><p><strong>TELEKINESIS</strong></p><p>Power Range: 30ft*</p><p>Effect Range: 10ft*</p><p>Weight: 100lbs*</p><p>Duration: Concentration</p><p></p><p>Any object or creature within the power's range and the weight limit may be affected by Telekinesis. An affected object may be moved in any direction at the effect's range, per turn of concentration. Attempting to move a target beyond the power's range causes the targeted object or creature to stop at maximum range, though the power doesn't fail or stop in any form. The basic power allows an object of up to 100lbs to be moved at 10ft per round(or less, if the psion prefers) within a 30ft radius around the psion.</p><p></p><p>A creature is affected in the same way as an object, but may attempt to resist the power with a Strength check greater than the Manifestation Check of the psion. This signifies hugging the ground, clinging to an object, or purely muscling themselves away from the force. Any psionic creature may choose to resist Telekinesis with Strength, or a Wisdom Check greater than the Manifestation Check of the psion. A successful Wisdom check by a psionic target cancels the power, however a successful Strength check merely prevents the target from being moved. On their own turn, they must succeed at another Strength check to move from the current location, or as long as the psion concentrates on telekinesis. A psionic character that fails their Wisdom check, may try again each turn that they are under the effect of Telekinesis on their own turn. Success cancels the power.</p><p></p><p>Overchannel*</p><p>Power Range: 30ft/+1PP</p><p>Effect Range: 10ft/+1PP</p><p>Weight: 100lbs/+1PP</p><p></p><p><em>Telekine Discipline</em></p><p>Years of practice in the art of telekinesis has granted new and extraordinary paths for the psion to tread upon during their journey upon the Long Road. A Telekine may further augment their Telekinesis manifestations with these Overchanneling abilities. Each costs +1PP to manifest with the Telekinesis power, and may not be used within the same application of the power, but may be used in succession of a concentrated Telekinesis manifestation.</p><p>(A psion manifests a hastened telekinesis power to quickly lift an enemy into the air in one round. On their next turn, they Expand the target, causing it to burst in the air above the other enemies. </p><p>A psion may concentrate to maintain the power without a second round of the Hasten ability, adding an additional ability into the manifestation. They must still deal with the Threshold penalty from the previous manifestation check, however they only have to pay a power point for the new ability instead of the entire manifestation.)</p><p></p><p><strong>Compress/Expand:</strong> The Telekine is able to focus their telekinetic ability into a pinpoint location, forcing energy into or away from it aggressively and often lethally. Psions caught using this power are often thought of as diabolical witches and warlocks, and sometimes hunted as such if their power's origins are unknown, furthering the need for psions to take the Long Road alone.</p><p><em>+1PP</em></p><p>For every power point spent on this ability, the target takes 1d8 bludgeoning damage as their body either is either smashed into itself or nearly turned inside-out. Bones are broken and sinew is twisted and warps within the telekinetic nightmare manifestation. Creatures killed by this power are grotesquely warped asunder, unless the psion chooses to lessen the visual impact, however the dead still look eerily smashed or internally-manipulated if so.</p><p></p><p><strong>Hasten:</strong> While not as violent as compressing your enemies with your mind, this ability allows a psion to double the distance a target is moved within a round from telekinesis. Snatching enemies off of their feet to speed them upside down and backwards out of the window is one such application of a Hastened telekinesis manifestation. In addition, for every 10ft the target is unable to reach the full range of the effect, they take 1d6 bludgeoning damage. A wall, tree, huge creature, etc.</p><p><em>+1PP</em></p><p></p><p></p><p></p><p></p><p></p><p>Most of this is from my rough working copy, so things may run-on or seem out of order. I'm also working on an alternate method of manifesting that uses a die pool, with single die difficulties, successes add together to determine effects. You can also <em>burn</em> successes to add discipline effects to a successful manifestation. If this becomes something I feel is easy and unique to the game, I may go with this as the primary method. I'd like to see it as something truly different from the D&D norm.</p><p></p><p>Thoughts are welcome.</p></blockquote><p></p>
[QUOTE="Curmudjinn, post: 6844094, member: 6778159"] Here is a little more information. [COLOR=#800000] [B]MANIFESTING PSIONIC POWERS[/B][/COLOR] To manifest a power, a Psion must make a Manifestation Check, which is a d20 roll modified by the character's combined psionic character levels, their Wisdom modifier, and the power's Threshold modifier. A basic power does not need a check to manifest, however a threshold penalty totaling more than the psion's INT modifier requires a DC 5 Manifestation check. [B][COLOR=#800000] OVERCHANNELING[/COLOR][/B] Psionic characters begin with the most basic of powers, learned by their mind awakening and through the honing of those manifestations over time. Their powerful minds can see how these powers come to be, and may manipulate their mental formulas to enhance the manifested effects. This ability is referred to as Overchanneling. When a psion manifests a power, they may add an amount of power points up to their Wisdom modifier to that power for no additional cost, except for an increase in Threshold penalty. A psion may further overchannel a power by spending power points up to their combined psionic character levels to that power. The effects vary by power and are detailed within each power's entry in the Powers section on page ##. Each power point spent on a Overchanneling increases the Threshold for casting that power by 1, which increases the DC of the Manifestation check, as mentioned in the Threshold paragraph. A psion may never overchannel a power beyond twice their current psionic character level. And here is an partial draft of the Telekinesis basic power. Some of the discipline abilities are left out. I'm also toying with the idea of giving psions a free point to spend on their discipline abilities per casting, or possibly one above the norm of twice your psion level. [B]TELEKINESIS[/B] Power Range: 30ft* Effect Range: 10ft* Weight: 100lbs* Duration: Concentration Any object or creature within the power's range and the weight limit may be affected by Telekinesis. An affected object may be moved in any direction at the effect's range, per turn of concentration. Attempting to move a target beyond the power's range causes the targeted object or creature to stop at maximum range, though the power doesn't fail or stop in any form. The basic power allows an object of up to 100lbs to be moved at 10ft per round(or less, if the psion prefers) within a 30ft radius around the psion. A creature is affected in the same way as an object, but may attempt to resist the power with a Strength check greater than the Manifestation Check of the psion. This signifies hugging the ground, clinging to an object, or purely muscling themselves away from the force. Any psionic creature may choose to resist Telekinesis with Strength, or a Wisdom Check greater than the Manifestation Check of the psion. A successful Wisdom check by a psionic target cancels the power, however a successful Strength check merely prevents the target from being moved. On their own turn, they must succeed at another Strength check to move from the current location, or as long as the psion concentrates on telekinesis. A psionic character that fails their Wisdom check, may try again each turn that they are under the effect of Telekinesis on their own turn. Success cancels the power. Overchannel* Power Range: 30ft/+1PP Effect Range: 10ft/+1PP Weight: 100lbs/+1PP [I]Telekine Discipline[/I] Years of practice in the art of telekinesis has granted new and extraordinary paths for the psion to tread upon during their journey upon the Long Road. A Telekine may further augment their Telekinesis manifestations with these Overchanneling abilities. Each costs +1PP to manifest with the Telekinesis power, and may not be used within the same application of the power, but may be used in succession of a concentrated Telekinesis manifestation. (A psion manifests a hastened telekinesis power to quickly lift an enemy into the air in one round. On their next turn, they Expand the target, causing it to burst in the air above the other enemies. A psion may concentrate to maintain the power without a second round of the Hasten ability, adding an additional ability into the manifestation. They must still deal with the Threshold penalty from the previous manifestation check, however they only have to pay a power point for the new ability instead of the entire manifestation.) [B]Compress/Expand:[/B] The Telekine is able to focus their telekinetic ability into a pinpoint location, forcing energy into or away from it aggressively and often lethally. Psions caught using this power are often thought of as diabolical witches and warlocks, and sometimes hunted as such if their power's origins are unknown, furthering the need for psions to take the Long Road alone. [I]+1PP[/I] For every power point spent on this ability, the target takes 1d8 bludgeoning damage as their body either is either smashed into itself or nearly turned inside-out. Bones are broken and sinew is twisted and warps within the telekinetic nightmare manifestation. Creatures killed by this power are grotesquely warped asunder, unless the psion chooses to lessen the visual impact, however the dead still look eerily smashed or internally-manipulated if so. [B]Hasten:[/B] While not as violent as compressing your enemies with your mind, this ability allows a psion to double the distance a target is moved within a round from telekinesis. Snatching enemies off of their feet to speed them upside down and backwards out of the window is one such application of a Hastened telekinesis manifestation. In addition, for every 10ft the target is unable to reach the full range of the effect, they take 1d6 bludgeoning damage. A wall, tree, huge creature, etc. [I]+1PP[/I] Most of this is from my rough working copy, so things may run-on or seem out of order. I'm also working on an alternate method of manifesting that uses a die pool, with single die difficulties, successes add together to determine effects. You can also [I]burn[/I] successes to add discipline effects to a successful manifestation. If this becomes something I feel is easy and unique to the game, I may go with this as the primary method. I'd like to see it as something truly different from the D&D norm. Thoughts are welcome. [/QUOTE]
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