Habololy Forum
Habololy Books => Guide to Psionics => Topic started by: Asinjin on February 16, 2019, 08:56:57 AM
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We will tackle the disciplines the same way we tackled the domains. Each set will have a name.
We will use the powers from 3rd edition and supplement with new ones we feel we need, added in from 2nd edition or brand new (although I want to avoid that as much as possible).
Here is one example:
Third Eye Psionic Discipline
This discipline grants you the ability to open a third eye within your mind, allowing you to perceive things
that others miss.
Concentration: While concentrating on this discipline, you have blindsight with a radius of 10 feet.
Tremorsense (1): As a swift action, you gain tremorsense with a radius of 30 feet for 1 minute.
Unwavering Eye (1): As a swift action, you gain a +4 competency bonus on Wisdom checks (including saves and skills) for 1 minute.
Ubiquitous Vision (3): You have all-around vision.
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Are the numbers in parentheses representative of the number of power points needed to activate each ability?
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We will have to determine how concentrating works in 3.5 because it is much different in 5th. I think you can do a lot of things in 5th when concentrating on something where as in 3.5 it is an action. Maybe we just make an initial concentration check and that abilities stays active until you have to concentrate on something else.
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Can you list the 2nd edition Disciplines so we can start putting forth some ideas. Unless you just want to list one and we do one at a time.
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Are the numbers in parentheses representative of the number of power points needed to activate each ability?
Yes
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We will have to determine how concentrating works in 3.5 because it is much different in 5th. I think you can do a lot of things in 5th when concentrating on something where as in 3.5 it is an action. Maybe we just make an initial concentration check and that abilities stays active until you have to concentrate on something else.
My thought is that when you psionically focus (3rd ed mechanic); you can pick one discipline you have. As long as you remain focused, you gain whatever the Concentration effect is and can use any of the powers in that discipline by using the listed point cost. You do not lose the focus by using powers (although there are probably some where that will trigger) in the chosen discipline. If you want to switch disciplines, you would have to refocus.
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Body of War Discipline
This discipline can make the psionic's body an instrument of battle.
Specialty: Psychometabolic
Ability: Constitution
Concentration: While concentrating on this discipline, you have damage reduction 1/-.
Body Weaponry (1): As a swift action, you turn one of your limbs into a light or one-handed weapon for 1 minute. You are considered proficient in the weapon. You cannot be disarmed, although your limb could be severed. The weapon has the hardness of bone.
Graft Weapon (2): As a swift action, one light or one-handed weapon becomes part of your arm for 1 minute. You attack with the weapon as if you were proficient in it. Any special properties it had are still in effect.
Flesh Armor (6): As a swift action, you gain a +9 natural armor bonus for 1 minute.
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Recuperation Discipline
This discipline allows the psionic to repair the body in different ways.
Specialty: Psychometabolic
Ability: Constitution
Concentration: While concentrating on this discipline, you regenerate 1 hit point every 10 minutes.
Body Adjustment (2): As a swift action, you heal 1d12 damage.
Body Purification (3): As a move action, you restore 2 points of ability damage.
Restore Extremity (5): After spending time, you can regrow one of your appendages. One minute for a digit. Ten minutes for a hand or foot. One house for a leg.
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Communication Psionic Discipline
This discipline allows the psionic communicate with other mentally.
Specialty: Telepathic
Ability: Intelligence
Concentration: While concentrating on this discipline, you can forge a Mindlink with any one willing target.
Missive (1): As a swift action, send a ten word message in range.
Mass Missive (3): As a move action, send a twenty-five word message to anyone in range.
Correspond (4): Hold mental conversation with a creature at a distance.
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Will power points be limited to manifester level like it is in 3rd edition? For example, if you want to use the Flesh Armor ability, do you need to be at least 6th level since it costs 6 points?
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Will power points be limited to manifester level like it is in 3rd edition? For example, if you want to use the Flesh Armor ability, do you need to be at least 6th level since it costs 6 points?
I want to make the requirement only ability score based, not level. I was thinking you need to have an ability score equal to at least 10+Power Point to be able to use the ability. So Flesh Armor would require a 16 Con, but you could use it at 1st level (assuming 6 Power Points)
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I want to make the requirement only ability score based, not level. I was thinking you need to have an ability score equal to at least 10+Power Point to be able to use the ability. So Flesh Armor would require a 16 Con, but you could use it at 1st level (assuming 6 Power Points)
Okay, I like that idea.
What about augmentation and metapsionic? Will those concepts transfer over?
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Okay, I like that idea.
What about augmentation and metapsionic? Will those concepts transfer over?
That is more how it was in 2nd edition, where a 1st level psion could do one amazing thing, and then be spent for the day.
Metapsionic yes, but I will have to review the list to see if any would no longer work.
Augmentation I am not sure. I don't think that existed in 2nd edition (they had the equivalent of critical hits to enhance the powers). It also doesn't appear as if the exist in 5th edition.
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Other Forms Psionic Discipline
This discipline allows the psionic to alter his body to resemble and animal in some or every way.
Specialty: Psychometabolic
Ability: Constitution
Concentration: While concentrating on this discipline, one physical ability score is increased by 4. The ability score is picked when activated and may not be changed during the concentration. This is a natural increase and not an enhancement of any type.
Ectoplasmic Form (3): You gain benefits of being insubstantial and can fly slowly.
Metamorphosis (4): Assume shape of creature or object.
Metamorphosis, Greater (9): Assume shape of any non-unique creature or object each round.
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Hidden Mind, Greater Psionic Discipline
This discipline allows the psionic to conceal his mind or the mind of others.
Specialty: Telepathy
Ability: Intelligence
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Mind Blank, Personal (7): You are immune to scrying and mental effects.
Mind Blank, Psionic (8): Subject immune to mental/emotional effects, scrying, and remote viewing.
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Prescience Psionic Discipline
This discipline allows the psionic to see things before they happen to help his chance of success.
Specialty: Clairsentience
Ability: Wisdom
Concentration: While concentrating on this discipline, you gain a +1 insight bonus to AC.
Foretelling (2): Target gains +1 insight bonus on either attack rolls, saving throws, or to AC.
Prescience, Offensive (1): As a swift action, gain +2 insight bonus on your damage rolls for 1 minutes.
Moment of Prescience, Psionic (7): You gain insight bonus on single attack roll, check, or save.
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Ectoplasmic Psionic Discipline
This discipline allows the psionic to control and create ectoplasm.
Specialty: Metacreativity
Ability: ???
Concentration: While concentrating on this discipline, as a standard action you draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of 5 rounds.
Ectoplasmic Swarm (4): Summon a swarm of crystalline spiders.
Wall of Ectoplasm (4): You create a protective barrier.
Ectoplasmic Shambler (5): Foglike predator deals 1 point of damage/two levels each round to an area.
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Precognition Psionic Discipline
This discipline allows the psionic to see things before they happen to help his chance of success.
Specialty: Clairsentience
Ability: Wisdom
Concentration: While concentrating on this discipline, you gain a +1 insight bonus to saving throws and skill checks.
Precognition, Offensive (1): As a swift action, gain +1 insight bonus on your attack rolls for 1 minute.
Precognition (1): Gain +2 insight bonus to one roll.
Precognition, Greater (6): Gain +4 insight bonus to one roll.
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Dampen Psionics Discipline
This discipline allows the psionic to reduce or eliminate psionic effects.
Specialty: Psychokinetic
Ability: Constitution
Concentration: ????
Dispel Psionics (3): Cancels psionic powers and effects.
Dispelling Buffer (6): Subject is buffered from one dispel psionics effect.
Null Psionics Field (6): Create a field where psionic power does not function.
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Detection Discipline
This discipline allows the psionic to detect things about his surroundings.
Specialty: Clairsentience
Ability: Wisdom
Concentration: You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.
Know Direction and Location (1): You discover where you are and what direction you face.
Detect Teleportation (1): Know when teleportation powers are used in close range for 1 minute.
Detect Remote Viewing (4): You know when others spy on you remotely.
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Air Control Discipline
This discipline allows the psionic to control the air.
Specialty: Psychokinetic Note that the type for most of these is changed from Psychoportative
Ability: Intelligence
Concentration: You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
Catfall (1): Instantly save yourself from a fall.
Levitate, Psionic (2): Subject moves up and down at your direction.
Fly, Psionic (3): You fly at a speed of 60 ft.
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Teleportation Discipline
This discipline allows the psionic to teleport.
Specialty: Psychoportation
Ability: Intelligence
Prerequisite: Dimensional Travel Discipline
Teleport, Psionic (5): Instantly transports you (and only you) without error up to 1,000 miles.
Teleport Trigger (6): Predetermined event triggers teleport.
Retrieve (6): Teleport to your hand an item you can see.
Teleport, Psionic Greater ( 8 ): As psionic teleport, but no range limit.
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Dimensional Travel Discipline
This discipline allows the psionic to travel through dimensional space.
Specialty: Psychoportation
Ability: Intelligence
Concentration: See Dimensional Pocket from Complete Psion with no duration or augment.
Dimension Swap (2): You and an ally switch positions.
Dimension Slide (3): Teleports you very short distance.
Dimension Door, Psionic (4): Teleports you short distance.
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Alter Travel Discipline
This discipline allows the psionic to effect other dimensional travel.
Specialty: Psychoportation
Ability: Intelligence
Prerequisite: Dimensional Travel Discipline
Dimensional Anchor, Psionic (4): Bars extra dimensional movement.
Trace Teleport (4): Learn destination of subject’s teleport.
Anchored Navigation (4): Establish a mishap-free teleport beacon.
Divert Teleport (7): Choose destination for another’s teleport.
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My thought is that when you psionically focus (3rd ed mechanic); you can pick one discipline you have. As long as you remain focused, you gain whatever the Concentration effect is and can use any of the powers in that discipline by using the listed point cost. You do not lose the focus by using powers (although there are probably some where that will trigger) in the chosen discipline. If you want to switch disciplines, you would have to refocus.
If a discipline has a prerequisite discipline, than you can have it and the prerequisite active at the same time. You may only have one additional discipline active in this way. Changing either discipline or both requires you to drop and re-focus.
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Influence Psionic Discipline
This discipline allows the psionic influence the actions of others.
Specialty: Telepathic
Ability: Charisma
Concentration: While concentrating on this discipline, you can use the Attraction power each round.
Charm, Psionic (1): Makes one person your friend.
Suggestion, Psionic (2): Compels subject to follow stated course of action.
Dominate, Psionic (4): Control target telepathically.
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Protected Mind Psionic Discipline
This discipline allows the psionic to defend against psionic attacks.
Specialty: Telepathic
Ability: Intelligence
Concentration: Gain PR 13 against mind-affecting powers.
Mind Trap (3): Drain 1d6 power points from anyone who attacks you with a telepathy power.
Intellect Fortress (4): Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Tower of Iron Will (5): Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
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Dulled Mind Psionic Discipline
This discipline allows the psionic to attack the memories or knowledge of another.
Specialty: Telepathic
Ability: Intelligence
Concentration: In any round, as a swift action, you can use the Distract power on a target. Once a target makes a save against this ability, they are immune to it for one day. You may only target one creature at a time.
Cloud Mind (2): You erase knowledge of your presence from target’s mind.
Mindwipe (4): Subject’s recent experiences wiped away, bestowing negative levels.
Cloud Mind, Mass (6): Erase knowledge of your presence from the minds of one creature/level.
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Light Psionic Discipline
This discipline allows the psionic to control light.
Specialty: Psychokinetic
Ability: Intelligence
Concentration: Control Light power. If the ability to increase the light to 200% is used, then focus is lost.
My Light (1): Your eyes emit 20-ft. cone of light.
Lightbeam (4): Deal 5d6 damage in 120 foot line.
Light Burst (8): Blinds all within a 10 foot radius and deals 6d6 damage.
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Vampiric Psionic Discipline
This discipline allows the psionic to drain life from others
Specialty: Psychometabolic
Ability: Constitution
Concentration: As per the Strength of My Enemy power; but it is always active. Strength gained via this power is maintained for one round per psionic level. This ability may not be augmented.
Claws of the Vampire (3): Heal half of your claw’s base damage.
Vampiric Blade (3): You heal half of your base weapon damage.
Psychic Vampire (4): Touch attack drains 2 power points/level from foe.
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Healing Psionic Discipline
This discipline allows the psionic to heal damage.
Specialty: Psychometabolic
Ability: Constitution
Concentration: The psionic regenerates 1 hit per ten minutes.
Vigor (1): Gain 5 temporary hit points.
True Metabolism ( 8 ): You regenerate 10 hit points/round.
Clot (1) You resist bleeding.
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Poison Psionic Discipline
This discipline allows the psionic to create poisons.
Specialty: Psychometabolic
Ability: Constitution
Concentration: The psionic is immune to non-magical (including psionic) poisons and gains a +4 save against magical poisons.
Prevenom (1): Your claws gain a poison coating
Truevenom (4): Your natural weapons are covered in horrible poison.
Truevenom Weapon (4): Your weapon is horribly poisonous.
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Claw Psionic Discipline
This discipline allows the psionic to turn his hands into deadly weapons.
Specialty: Psychometabolic
Ability: Constitution
Concentration: Your hands can become deadly claws. It requires a swift action to change them into claws and a swift action to dismiss the claws.
Metaphysical Claw (1): Your natural weapon gains +1 bonus.
Claws of Darkness (2): Gain claw attacks and slow grappled targets.
Power Claws (2): Your natural weapons deal force damage.
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Mighty Claw Discipline
This discipline allows the psionic to create more dangerous claws and natural attacks.
Specialty: Psychometabolic
Ability: Constitution
Prerequisite: Claw Discipline
Claws of the Vampire (3): Heal half of your claw’s base damage.
Duodimensional Claw (3): Increases your natural weapon’s threat range.
Claw of Energy (4): Your claws deal additional energy damage.
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Movement Psionic Discipline
This discipline allows the psionic to improve his movement.
Specialty: Psychoportation
Ability: Intelligence
Concentration: Your land speed is increased by 10 feet.
Catfall (1): Instantly save yourself from a fall.
Float (1): Buoy yourself in water or other liquid.
Skate (1): Subject slides skillfully along the ground.
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Greater Movement Psionic Discipline
This discipline allows the psionic to improve his movement.
Specialty: Psychoportation
Ability: Intelligence
Prerequisite: Movement Psionic Discipline
Hustle (2): Instantly gain a move action.
Psionic Lion’s Charge (2): You can make full attack in same round you charge.
Wall Walker (2): Grants ability to walk on walls and ceilings.
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Attack Mode Psionic Discipline
This discipline allows the psionic to attack the the mind of others.
Specialty: Telepathic
Ability: Intelligence
Concentration: None
Mind Thrust (1): Deal 1d10 damage.
Ego Whip (2): Deal 1d4 Cha damage and daze for 1 round.
Id Insinuation (2): Swift tendrils of thought disrupt and confuse your target.
Psionic Blast (3): Stun creatures in 30-ft. cone for 1 round.
Psychic Crush (5): Brutally crush subject’s mental essence, reducing subject to -1 hit points.
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Empathy Psionic Discipline
This discipline allows the psionic to empathize with other on a psychic level.
Specialty: Telepathic
Ability: Charisma
Concentration: You know the subject’s surface emotions (as per Empathy power)
Empathic Transfer (2): Transfer another’s wounds to yourself.
Empathic Transfer, Hostile (3): Your touch transfers your hurt to another.
Empathic Feedback 3): When you are hit in melee, your attacker takes damage.
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Object Movement Psionic Discipline
This discipline allows the psionic to control objects with his mind.
Specialty: Telekinetic
Ability: Intelligence
Concentration: You can use the Far Hand power without spending power points.
Control Object (1): Telekinetically animate a small object.
Telekinetic Force (3): Move an object with the sustained force of your mind.
Telekinetic Thrust (3): Hurl objects with the force of your mind.
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Minor Energy Psionic Discipline
This discipline allows the psionic to create and direct energy types.
Specialty: Telekinetic
Ability: ? ? ? ? ?
Concentration: As a swift action each round, you can generate fire, electric, sonic or cold energy which deal 1 point of damage of that type to a creature or object which you touch or are touching.
Energy Ray (1): Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Energy Arc (1): Energy of a type you choose shoots from your outstretched fingertips in a short cone.
Energy Emanation (2): Deal 1d6 points of chosen energy damage to surrounding creatures.
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Energy Psionic Discipline
This discipline allows the psionic to create and direct energy types.
Specialty: Telekinetic
Ability: ? ? ? ? ?
Prerequisite: Minor Energy Psionic Discipline
Energy Push (2): Deal 2d6 damage and knock subject back.
Energy Stun (2): Deal 1d6 damage and stun target if it fails both saves.
Energy Missile (2): Deal 3d6 energy damage to up to five subjects.
Energy Bolt (3): Deal 5d6 energy damage in 120-ft. line.
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Greatest Energy Psionic Discipline
This discipline allows the psionic to create and direct energy types.
Specialty: Telekinetic
Ability: ? ? ? ? ?
Prerequisite: Greater Energy Psionic Discipline
Energy Ball (4): Deal 7d6 energy damage in 20-ft. radius.
Energy Current (5): Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Energy Barrage (6): Decimate foes with a barrage of energy explosions.
Energy Wave (7): Deal 13d4 damage of your chosen energy type in 120-ft. cone.
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Alter Body Psionic Discipline
This discipline allows the psionic to change the size and consistency of his body.
Specialty: Psychometabolic
Ability: Constitution
Concentration: The psion gains a +1 natural armor bonus.
Expansion (1): Become one size category larger.
Compression (1): You grow smaller.
Immovability (4): You are almost impossible to move and gain DR 15/-.
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Energy Control Psionic Discipline
This discipline allows the psionic to create and direct energy types.
Specialty: Telekinetic
Ability: ? ? ? ? ?
Prerequisite: Minor Energy Psionic Discipline
Energy Adaptation, Specified (2): Gain resistance 10 against one energy type.
Energy Adaptation (4): Your body converts energy to harmless light.
Energy Manipulation (5): You manipulate a source of energy.
Energy Current (7): Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
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Greater Energy Psionic Discipline
This discipline allows the psionic to create and direct energy types.
Specialty: Telekinetic
Ability: ? ? ? ? ?
Prerequisite: Energy Psionic Discipline
Energy Burst (3): Deal 5d6 energy damage in 40-ft. burst.
Energy Cone (3): Deal 5d6 energy damage in 60-ft. cone.
Energy Lance (3): Lance of energy deals 5d6hp+ secondary effect based on energy type.
Energy Flash (4): Touch deals 5d6 of chosen energy type.
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Senses Psionic Discipline
This discipline allows the psionic to enhance his natural senses.
Specialty: Psychometabolism
Ability: Wisdom
Concentration: The psion gains a +1 circumstance bonus to any skill check involving one of his five senses. The psion also gains a +1 circumstance bonus on any saving throw directly related to one of the five senses.
Synesthete (1): You receive one kind of sense when another sense is stimulated.
Elfsight (2): Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Psionic Scent (2): Gain the scent ability.
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Influence Psionic Discipline
This discipline allows the psionic influence the actions of others.
Specialty: Telepathic
Ability: Intelligence
Concentration: While concentrating on this discipline, you can use the Attraction power each round.
Charm, Psionic (1): Makes one person your friend.
Suggestion, Psionic (2): Compels subject to follow stated course of action.
Dominate, Psionic (4): Control target telepathically.
shouldn't this be charisma?
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Fear Psionic Discipline
This discipline allows the psionic to bring fear into the minds of others.
Specialty: Telepathy
Ability: Charisma
Concentration: The psion may use the Primal Fear power each round as a standard action.
Demoralize (1): Enemies become shaken.
Mental Turmoil (3): Prevent target from using mental abilities that require mental calm.
Death Urge (4): Implant a self-destructive compulsion.
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shouldn't this be charisma?
Yes, I will change it.
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Body Psionic Discipline
This discipline allows the psionic to adjust his body.
Specialty: Psychometabolism
Ability: Constitution
Concentration: The psion is effected by the Body Equilibrium power.
Adapt Body (5): Your body automatically adapts to hostile environments.
Oak Body (6): Your body becomes as hard as oak.
Shadow Body (8): You become a living shadow (not the creature).
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Crystal Psionic Discipline
This discipline allows the psionic to create and attack with crystals.
Specialty: Metacreativity
Ability: Intelligence
Concentration: The psion can use the Crystal Shard power each round.
Swarm of Crystals (2): Crystal shards are sprayed forth doing 3d4 slashing damage.
Crystal Storm (2): Crystal spray deals 2d4 damage + 1d4 Con damage.
Burrowing Bonds (4): Crystalline Bonds deal 3d6 damage plus 1d6 damage for 1 round / level.
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Physical Prowess Psionic Discipline
This discipline allows the psionic to increase his physical characteristics.
Specialty: Psychometabolism
Ability: Constitution
Concentration: The psion increase either his strength, dexterity, or constitution by 1 for as long as he is focused. He may not switch ability scores unless he drops his focus and starts it again.
Adrenaline Boost (1): Receive a temporary Str and Dex boost.
Animal Affinity (2): Gain +4 enhancement to one ability.
Psychofeedback (5): Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
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My count is currently at 40 disciplines. We will get past fifty without much trouble.
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Force Defense Psionic Discipline
This discipline allows the psionic to defend himself by controlling forces.
Specialty: Telekinetic
Ability: Intelligence
Concentration: You gain a +1 deflection bonus to AC.
Force Screen (1): Invisible disc provides +4 shield bonus to AC.
Inertial Armor (1): Tangible field of force provides you with +4 armor bonus to AC.
Deflection Field (1): Provides +4 deflection bonus to armor.
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Astral Construct Psionic Discipline
This discipline allows the psionic to create astral constructs.
Specialty: Metacreativity
Ability: Intelligence
Concentration: ? ? ? ? ?
Astral Construct (1): Creates astral construct to fight for you.
Ecto Protection (1): An astral construct gains bonus against dismiss ectoplasm.
Psionic Repair Damage (2): Repairs construct of 3d8 hit points +1 hp/level.
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Acid Psionic Discipline
This discipline allows the psionic to generate acid from his body.
Specialty: Psychometabolism
Ability: Constitution
Concentration: The psion is immune to acid (although his items are not).
Dissolving Touch (2): Your touch deals 4d6 acid damage.
Dissolving Spittle (3): Your acid breath deals 3d6 damage to a close target. Name changed from Exhalation of the Black Dragon
Dissolving Breath (6): Breathe acid for 11d6 damage. Name changed from Breath of the Black Dragon
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Dislocation Psionic Discipline
This discipline allows the psionic to harmfully transport parts of others.
Specialty: Psychoportation
Ability: Intelligence
Concentration: The psionic may use the Dissipating Touch attack as a standard action.
Dimension Twister (3): Teleports for short distance and deals 5d6 damage.
Baleful Teleport (5): Destructive teleport deals 9d6 damage.
Disintegrate, Psionic (6): Turn one creature or object to dust.
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Planar Travel Psionic Discipline
This discipline allows the psionic to travel to the astral and ethereal plane.
Specialty: Psychoportation
Ability: Intelligence
Concentration: The psionic may use the Astral Traveler power at will.
Astral Caravan (3): You lead astral traveler-enabled group to a planar destination.
Ethereal Abduction (6): Force another creature onto the Ethereal Plane.
Etherealness, Psionic (9): Become ethereal for 1 min./level.
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Confusion Psionic Discipline
This discipline allows the psionic to daze and confuse the minds of others.
Specialty: Telepathy
Ability: Intelligence
Concentration: The psion may use the Psionic Daze power each round as a standard action.
Mental Disruption (2): Daze creatures within 10 feet for 1 round.
Contrarian Urge (3): Do opposite of what desired
Insanity (7): Subject is permanently confused.
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Alter Minds Psionic Discipline
This discipline allows the psionic to alter other's feelings.
Specialty: Telepathy
Ability: Charisma
Concentration: Gain a +2 bonus to Intimidate and Diplomacy checks
Telempathic Projection (1): Alter the subject’s mood.
Aversion: Subject has aversion you specify.
Serenity: Pacify a creature and stop it from fighting.
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Pain Psionic Discipline
This discipline allows the psionic to inflict physical pain one others.
Specialty: Psychometabolism
Ability: Charisma
Concentration: Your natural attacks cause 1d6 extra nonlethal damage.
Share Pain (2): Willing subject takes some of your damage.
Share Pain, Forced (3): Unwilling subject takes some of your damage.
Affinity Field, Pain (9): Negative effects that affect you also affect others.
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Evasion Psionic Discipline
This discipline allows the psionic evade a variety of attacks.
Specialty: Psychoportation
Ability: ? ? ? ?
Concentration: You gain a +2 bonus on Reflex saves.
Evade Attack (2): Use an immediate action to deflect attack of opportunity.
Evade Breath (3): You slide out of range of a breath weapon.
Evade Burst (5): You take no damage from a burst on a successful Reflex save.
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Object Calling Psionic Discipline
This discipline allows the psionic transport items to him.
Specialty: Psychoportation
Ability: ? ? ? ?
Concentration: As a standard action You call a piece of nonmagical equipment worth 10 gp or less 'from thin air' into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it—in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer.
Call Weaponry (1): Create temporary weapon.
Call Armor (2): Transfer chosen type of armor to your hand.
Retrieve (6): Teleport to your hand an item you can see.
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Sound Psionic Discipline
This discipline allows the psionic to control sound.
Specialty: Telekinesis
Ability: Intelligence
Concentration: Create Sound » Create the sound you desire
Control Sound (2): Create very specific sounds.
Distracting Shout (2): Distract opponents with your powerful shout.
Zone of Silence, Psionic (4): Keeps eavesdroppers from overhearing conversations.
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I put these in an Excel workbook if anyone wants it. Makes it easier to compare power blocks.
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Specialty: Telekinesis
Couple of these have the “telekinesis†tag, should they be “psychokinesis†instead? Psychokinesis is used elsewhere, and is consistent with the 3.5 discipline names.
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Empathy Psionic Discipline
This discipline allows the psionic to empathize with other on a psychic level.
Specialty: Telepathic
Ability: Charisma
Concentration: You know the subject’s surface emotions (as per Empathy power)
Empathic Transfer (2): Transfer another’s wounds to yourself.
Empathic Transfer, Hostile (3): Your touch transfers your hurt to another.
Empathic Feedback 3): When you are hit in melee, your attacker takes damage.
Empathic Psionic Discipline
This discipline allows the psionic to feel others emotion and share his own pain.
Specialty: Telepathy
Ability: Charisma
Concentration: You know the subject’s surface emotions.
Telempathic Projection (1): Alter the subject’s mood.
Empathic Transfer, Hostile (3): Your touch transfers your hurt to another.
Empathic Feedback (5): When you are hit in melee, your attacker takes damage.
There’s an “empathy†power block and an “empathic†one listed separately. They are not identical.
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Couple of these have the “telekinesis†tag, should they be “psychokinesis†instead? Psychokinesis is used elsewhere, and is consistent with the 3.5 discipline names.
Correct
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I put these in an Excel workbook if anyone wants it. Makes it easier to compare power blocks.
Yes please
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There’s an “empathy†power block and an “empathic†one listed separately. They are not identical.
Which one do you like better?
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Which one do you like better?
Empathic.
Empathic Psionic Discipline
This discipline allows the psionic to feel others emotion and share his own pain.
Specialty: Telepathy
Ability: Charisma
Concentration: You know the subject’s surface emotions.
Telempathic Projection (1): Alter the subject’s mood.
Empathic Transfer, Hostile (3): Your touch transfers your hurt to another.
Empathic Feedback (5): When you are hit in melee, your attacker takes damage.
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Maintain Body Psionic Discipline
This discipline allows the psionic to keep his body is a safe or unchanging state.
Specialty: Psychometabolic
Ability: Constitution
Concentration: The psion does not need to eat or drink and suffers no penalties for not doing so.
Endure Elements, Psionic (1): Exist comfortably in hot or cold environments.
????
Adapt Body (5): Your body automatically adapts to hostile environments.
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Planar Mastery Psionic Discipline
A psionic with this discipline can travel to other planes and force other off of his plane.
Specialty: Psychoportation
Ability: Intelligence
Prerequisite: Planar Travel
Dismissal, Psionic (4): Forces a creature to return to its native plane.
Banishment, Psionic (5): Banishes extraplanar creatures.
Plane Shift, Psionic (5): Travel to other planes.
Astral Seed (7): You plant the seed of your rebirth from the Astral Plane.
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Mental Anguish Psionic Discipline
This discipline allows the psionic to inflict mental pain on others and deflect his own.
Specialty: Telepathy
Ability: Intelligence
Concentration: ???
Inflict Pain (2): Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Recall Agony (2): Foe takes 2d6 damage.
Brutalize Wounds (6) Your target takes more damage than normal from wounds.
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Leech Psionic Discipline
This discipline allows the psionic drain powers and energy from others.
Specialty: Telepathy
Ability: Intelligence
Concentration: ???
Feat Leech (2): Borrow another’s psionic or metapsionic feats.
Power Leech (4): Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Leech Field (5): Leech power points each time you make a saving throw.
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We are now at 54 Disciplines, hoping to get to 75.
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Greater Crystal Discipline
Specialty: Metacreativity
Ability: Intelligence
Prerequisite: Crystal
Hail of Crystals: A crystal explodes in an area, dealing 9d4 slashing damage.
Crystallize: Turn subject permanently to crystal.
Crystal Body (5) Your body becomes living crystal.
Shatter Storm (4) The target and all within 20 feet take 5d6 points of damage from crystal shrapnel.
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Energy Defense Discipline
Specialty: Psychokinetic
Ability: ????
Prerequisite: Minor Energy
Energy Retort (3): Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall (3): Create wall of your chosen energy type.
Energy Nullification Field (6): Suppresses psionic powers with chosen energy descriptor.
Mind over Energy (6): Gain brief immunity to chosen energy type.
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Temporal Discipline
Specialty: Psychoportative
Ability: Intelligence
Prerequisite: ????
Suspend Life (6): Put yourself in a state akin to suspended animation.
Temporal Acceleration (6): Your time frame accelerates for 1 round.
Timeless Body (9): Ignore all harmful, and helpful, effects for 1 round.
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Psionic Suppression Discipline
Specialty: ????
Ability: ????
Concentration: ????
Damp Power (2): Variable numeric effects of enemy powers are minimized against you.
Psychic Containment (3): Temporarily disallow the use of psionics for a single creature.
Power Resistance (6): Grant PR equal to 12 + level.
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Hidden Mind Psionic Discipline
This discipline allows the psionic to conceal his mind or the mind of others.
Specialty: Telepathy
Ability: Intelligence
Concentration: While concentrating on this discipline, You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind. When concentration begins, you may select a subject. The subject can be changed as a standard action requiring a Concentration check without having to re-focus.
Empty Mind (1): You gain +2 on Will saves until your next action.
Escape Detection (3): You become difficult to detect with clairsentience powers.
????
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Fate Maker Psionic Discipline
This discipline allows the psionic to conceal his mind or the mind of others.
Specialty: Clairsentience
Ability: Charisma
Concentration: While concentrating, you gain a +1 luck bonus to all rolls.
Probability Mantle (6) You gain partial concealment and can reroll once.
Second Chance: Gain a reroll.
Fate of One: Reroll any roll you just failed.
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Firestarter Psionic Discipline
This discipline allows the psionic to create and control fire and heat.
Specialty: Psychokinetic
Ability: Intelligence
Concentration: You can take control of nearby flames.
Matter Agitation (1): You heat a creature or object.
Spontaneous Combustion (4): 3d6 points of fire damage plus 2 points of temporary Constitution damage.
'Rage of the Remorhaz (6): Your body becomes searing hot, damaging those who touch you.
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Clone Psionic Discipline
This discipline allows the psionic to Combine or divide physical beings
Specialty: Psychometabolism
Ability: Constitution
Fuse Flesh (6): Fuse subject’s flesh, creating a helpless mass.
Fission (8): You briefly duplicate yourself.
Fusion (9): You combine your abilities and form with another.
Assimilate (9): Incorporate creature into your own body.
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Concealment Psionic Discipline
This discipline allows the psionic to physically hide and conceal themselves
Specialty: Psychometabolism
Ability: ????
Chameleon (1): Gain +10 enhancement bonus on Hide checks.
Concealing Amorpha (2): Quasi-real membrane grants you concealment.
Concealing Amorpha, Greater (3): Quasi-real membrane grants you total concealment.
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Force Attack Psionic Discipline
This discipline allows the psionic to use kinetic energy to make attacks.
Specialty: Psychokinetic
Ability: ????
Concentration: Make a melee tough attack that deals 1d8 damage.
Concussion Blast (2): Deal 1d6 force damage to target.
Stomp (1): Subjects fall prone and take 1d4 nonlethal damage.
Stomp, Greater (5): Psychokinetic shock wave deals damage and knocks creatures down.
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Attack Mode, Greater Discipline
Specialty: Telepathy
Ability: Intelligence
Prerequisite: Attack Mode
Mindfire (3): You inflict the disease mindfire upon your foe.
Shatter Mind Blank (5): Cancels target’s mind blank effect.
Ultrablast (7): Deal 13d6 damage in 15-ft. radius.
Urge Extermination (9): Kill one living creature with 90 or fewer hp.
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Readied Discipline
Specialty: Clairsentience
Ability: Wisdom
Concentration: +1 Initiative
Detect Hostile Intent (2): You can detect hostile creatures within 30 ft. of you.
Danger Sense (3): You gain +4 bonus against traps.
Zone of Alertness*A: Gain advantages and Spot and Listen bonus equal to number of allies in area.
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Viewing Discipline
Specialty: Clairsentience
Ability: Wisdom
Concentration: ????
Clairvoyant Sense: See and hear a distant location.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
Remote Viewing X: See, hear, and potentially interact with subjects at a distance.
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Reading Discipline
Specialty: Clairsentience
Ability: Intelligence
Concentration: ????
Object Reading: Learn details about an object’s previous owner.
Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Remote Viewing X: See, hear, and potentially interact with subjects at a distance.
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Control Discipline
Specialty: Telepathy
Ability: Intelligence
Concentration: ????
Brain Lock: Subject cannot move or take any mental actions.
Crisis of Breath: Disrupt subject’s breathing.
Crisis of Life : Stop subject’s heart.
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Fourth Eye Discipline
Specialty: Clairsentience
Ability: Wisdom
Prerequisite: Third Eye
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Truesight (5): As a swift action, you gain trueseeing with a radius of 30 feet for 1 minute.
Mind's Eye (4) Invisible floating eye moves 30 ft./round.
????
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Dreaming Discipline
Specialty: Various
Ability: Intelligence
Concentration: While sleeping you heal and recover powers at 125% of the normal rate.
Dream Lock, Psionic (2)Target creature cannot differentiate dream from reality, and is dazed or shaken.
Dream Prison (2) You imprison a sleeping foe in a Shallows-based dreamscape.
Mind Vault (1) You store an item in a Shallows dreamscape.
Waking Dreams (2) Grant +1 morale bonus on target's attack or saving throws, or target creature becomes shaken
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Deeper Dreaming Discipline
Specialty: Various
Ability: Intelligence
Prerequisite: Dreaming
Forced Dream (3) Subject can use dream state to relive a single turn.
Dream Spirit, Psionic (3) Incorporeal manifestation attacks your opponents.
Dream Lock, Psionic Mass (4) As psionic dream lock, but multiple targets.
Dream, Psionic (5):You send a message to a sleeping target.
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Deepest Dreaming Discipline
Specialty: Various
Ability: Intelligence
Prerequisite: Deeper Dreaming
Dream of the Real (7): You fashion a tangible dreamself from which you can manifest powers.
Dream Travel(7): Travel to other places through dreams.
Dream's Fatal Embrace (7) You push a creature into the Shallows, and it can never return.
Nightmare, Psionic (5) You send a vision that deals 1d10 points of damage and causes fatigue.
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Weapon Creation Discipline
Specialty: Metacreativity
Ability: ????
Tail of the Dragon (2) Gain tail slap attack for 1d8 damage. [called Mighty Tail]
Psychic Scimitar (2) Create scimitar of the mind that attacks foes.
Bolt (1) You create a few enhanced short-lived bolts, arrows, or bullets.
Psychic Whip (2)Ectoplasmic whip makes touch attacks within range.
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Summons Discipline
Specialty: Psychoportative
Ability: Intelligence
Concentration: ????
Call Beast of the Id (2); You summon a specific psionic creature.
Larval Flayers (2): Summon 1d4+1 larval flayers to aid you.
Shadow Eft (4): Summon a shadow eft to aid you.
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Memory Discipline
Specialty: Telepathy
Ability: Intelligence
Concentration: Eidetic Lock Memorize an image or passage completely.
Faint Memory (3) Make yourself less noticeable.
Modify Memory, Psionic (5) Changes 5 minutes of subject's memories.
Erase Presence (8) Enemies forget you and your allies are present for 1 round per level.
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Greater Empathy Discipline
Specialty: Telepathy
Ability: Charisma
Prerequisite: Empathy
Thoughtsoothe (3)
Remove Fear, Psionic (1) Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
????
????
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Just looked at everything with a questions mark and tried to give feedback where I could.
Dampen Psionics Discipline
Concentration: dispel at 1 level higher and increase the effect of the null field by 1.5
Astral Construct Psionic Discipline
Concentration: astral contruct gets +10 movement and +2 hit (basically any bonus to the contructs abilties) or the ability to cast powers (that cost 4 points or less) through the construct)
Mental Anguish Psionic Discipline
Concentration: ??? You are able to block the pain of most wounds (DR 1/-) or you can block pain and fight when your HP falls below 0)
Leech Psionic Discipline
Concentration: draw in mental energy from the surrounding environment (you gain 1 power point per round or minute or hour) something like that
Viewing Discipline
Concentration: some plus to spot and listen (maybe +5)
Reading Discipline
Concentration: +5 on checks such as knowledge (we could also include bardic knowledge in this) when holding an object
Control Discipline
Concentration: maybe a way to help your self like lower exhaustion to fatigue or fatigue to normal
Summons Discipline
Concentration: give combat bonus or movement to a create you summon
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Mental Theft Discipline
Specialty: Telepathy
Ability: Intelligence
Prerequisite: Leech
Mind Switch (6)You switch minds with another.
Mind Seed (8) Subject slowly becomes you.
Mind Switch, True (9) A permanent brain swap.
Mindlink, Thieving (4) Borrow knowledge of a subject’s power.
Leech Known Power (5) You steal powers from another's mind.
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Effect Ectoplasm Discipline
Specialty: Metacreativity
Ability: Charisma
Prerequisite: Ectoplasmic
Detain Ectoplasm (5) Dismiss constructs and use liberated ectoplasm to bolster your metacreativity powers.
Dismiss Ectoplasm(3) Dissipates ectoplasmic targets and effects.
Throw Ectoform (2) You create weak ectoplasmic duplicates of yourself.
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I was reviewing this discipline because I was considering taking it. I would make one change. I would have Mindlink also as a power so you can use the augment abilities and also spend power points to add people to the mindlink because as it stands their are no other ways to get the mindlink power and even if there was it would not make sense to for it to be somewhere else and not here.
Another options would allow the person to use mindlink for free for one person as described above but also to allow them to spend PP to augment and enhance like in the power description. I think either is fine.
Displine:Communication This discipline allows the psionic communicate with other mentally.
Speciality:Telepathy
Ability: Intelligence
Prereq:N/A
Concentration: While concentrating on this discipline, you can forge a Mindlink with any one willing target.
Missive (1): As a swift action, send a ten word message in range. Mass Missive (3): As a move action, send a twenty-five word message to anyone in range. Correspond (4): Hold mental conversation with a creature at a distance.
Here is the description of the power to see why it is important to have the ability to add PPs to augment and enhance it.
Level: Telepath 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration: 10 min./level
Saving Throw: None; see text
Power Resistance: Yes (harmless)
Power Points: 1
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Augment
You can augment this power in one or both of the following ways.
If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
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I put these in an Excel workbook if anyone wants it. Makes it easier to compare power blocks.
Has anyone been making updates to the Excel disciplines workbook?
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No
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Where can I find the Disciplines Excel book?
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I feel like Read Thoughts (https://www.d20srd.org/srd/psionic/powers/readThoughts.htm) should be part of one of the telepaths disciplines. It is such a basic power that your imagine telepaths having.
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It should be. Not an intentional omission, just an oversight.
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Yeah I figured it was an oversight and tried to look at the disciplines but I am not sure which one to add it to or if we need a new discpline.
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Yeah I figured it was an oversight and tried to look at the disciplines but I am not sure which one to add it to or if we need a new discpline.
How about an Inquisition discipline:
- Concentration: Roll sense motive checks twice and take the higher result
- Read Thoughts
- Zone of Truth, Psionic
- Mind Probe
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I eliminated Psionic Zone of Truth.
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Empathy
This discipline allows the psionic to empathize with others on a psychic level.
Specialty: Telepathy
Ability: Charisma
Concentration: You know the subject’s surface emotions (as per Empathy power).
Remove Fear, Psionic (1): Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Read Thoughts (2): Detect surface thoughts of creatures in range.
Empathic Condition Relief (2): You relieve a target's condition.
Empathy, Greater
You are able to effect others' emotions on a greater level.
Specialty: Telepathy
Ability: Charisma
Prerequisite: Empathy
Concentration: none
Empathic Transfer (2): Transfer another’s wounds to yourself.
Empathic Transfer, Hostile (3): Your touch transfers your hurt to another.
Empathic Feedback (3): When you are hit in melee, your attacker takes damage.
Thoughtsoothe (3): You forge a minor telepathic link with other beings within range.
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Empathy is more about reading emotions, not thoughts (that’s telepathy). So I don’t think it belongs there.
I didn’t see Mind Probe assigned to a block yet, that and Read Thoughts should be together since they are similar concepts at different potency.
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Empathy is more about reading emotions, not thoughts (that’s telepathy). So I don’t think it belongs there.
I didn’t see Mind Probe assigned to a block yet, that and Read Thoughts should be together since they are similar concepts at different potency.
That does make sense, we will have to continue to review.
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I agree with Hero's thought. Empathy was the best fit at the moment but it is not an optimal fit so if we make a new discipline that would work well.
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Revising:
- Concentration: Roll sense motive checks twice and take the higher result
- Read Thoughts
Zone of Truth, Psionic- Mind Probe
- Shatter Mind Blank
Not sure if “inquisition” is the best name but I can’t come up with anything better.
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Revising:
- Concentration: Roll sense motive checks twice and take the higher result
- Read Thoughts
Zone of Truth, Psionic- Mind Probe
- Shatter Mind Blank
Not sure if “inquisition” is the best name but I can’t come up with anything better.
Intrusion as a name?
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Revising:
- Concentration: Roll sense motive checks twice and take the higher result
- Read Thoughts
Zone of Truth, Psionic- Mind Probe
- Shatter Mind Blank
Not sure if “inquisition” is the best name but I can’t come up with anything better.
Shatter Mind Blank would come out of greater attack, but that one has issues already.
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I would be fine with that change. It doesn't full fit what the other powers do.
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I feel like the two roll sense motive is not on par with other Concentration abilities. What about a +5 to Sense Motive checks?