Psionicist: Difference between revisions

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(Added Psionicist info for the Psionicist Bandaid Update of 2025.)
 
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DEVELOPER NOTE: The Psionicist class is in need of a true rework, but it has been given a bandaid update that has given it a breath of life, allowing it to use a variety of Gems and Runes, as well as making many powers a lot more viable. It functions and is playable, but you've should be aware of its lack of interactions with some Runes and Gems, among other systems (and it is a bit janky). Additionally, the Psionicist does not use Power Scores here, only the standard Will, Fortitude and Reflex saves. You can safely ignore that and you should NOT pick up any feats that boost Power Scores, as they will be removed in the distant future. If you are planning on playing a pure manifester Psionicist, it is HIGHLY recommended that you pick up Magnify.
WIKI NOTE: The Psionicist page and the subpages are in need of updates due to the Psionicist Bandaid 2025 Update. If uncertain, always grab Magnify!
More than a character of any other class, the psionicist is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity. Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind.  
More than a character of any other class, the psionicist is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity. Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind.  



Latest revision as of 19:46, 20 March 2025

DEVELOPER NOTE: The Psionicist class is in need of a true rework, but it has been given a bandaid update that has given it a breath of life, allowing it to use a variety of Gems and Runes, as well as making many powers a lot more viable. It functions and is playable, but you've should be aware of its lack of interactions with some Runes and Gems, among other systems (and it is a bit janky). Additionally, the Psionicist does not use Power Scores here, only the standard Will, Fortitude and Reflex saves. You can safely ignore that and you should NOT pick up any feats that boost Power Scores, as they will be removed in the distant future. If you are planning on playing a pure manifester Psionicist, it is HIGHLY recommended that you pick up Magnify.
WIKI NOTE: The Psionicist page and the subpages are in need of updates due to the Psionicist Bandaid 2025 Update. If uncertain, always grab Magnify!

More than a character of any other class, the psionicist is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity. Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind.

The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of selfscrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power. Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for a psion - it's the road to power.


The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing self-study. His aggressive powers do not freely scale as do the spells of arcane and divine casters, but he enjoys supreme flexibility in accessing those powers. A psion often chooses one discipline in which to focus. Examples are a shaper (a psion who has selected metacreativity as her discipline) or a telepath (a psion whose discipline is telepathy).

Those destined to be psions may show signs of mental powers from the time they are just a few years old, but manifestations become especially noticeable at puberty. Unexplained noises and lights, crockery flying through the air of its own accord, and the appearance of small items out of thin air are common occurrences. Many who have the gift grow out of it, turning away from their potential. However, a few embrace their newfound special powers. Psions are often on their own, misunderstood and feared by friends and family. Sometimes, psions find others with similar abilities and form informal networks, small societies, or even tiny communes populated with individuals who all possess some psionic ability.


The inborn gift for psionics is unpredictable, and it can show up in any of the common races. Of the races with a penchant for psionic ability, githyanki and githzerai are most likely to take up the psion mantle. Mind flayers are especially likely to become psions, since their abilities are actually components of a deeper psionic nature.


Hit Die: d6

BAB Progression: 3/4

Proficiencies: Armor (Light, Medium), Weapons (Simple, Rogue)

Skill Points: 4+ INT

Class Skills: Bluff, Concentration, Craft, Discipline, Disguise, Escape Artist, Heal, Intimidate, Knowledge (all), Listen, Lore, Persuade, Profession, Sense Motive, Spellcraft, Spot, Taunt

Psionicist Abilities

Psionics on SPL have been developed from particular reference to two 2nd Edition AD&D sources: The Complete Psionics Handbook & The Will and The Way, and adjusted to function appropriately for the server.


Psionic Powers

  • Psionic powers are implemented as feats. Some are passive (e.g.: Expansive Mind), but most are active. They allow the psion to manifest a power. This is like a spell, and is implemented in NWN in much the same way.
  • In order to manifest a power, a Psionicist needs to have enough PSP (Psionic Strength Points), which is similar to the Mana system of a Sorcerer. A power drains the Psionicist's PSP, and can be manifested up until there is not enough PSP to manifest anything. Psionic powers no longer have a power score-tied failure chance, they are entirely tied to DCs.
  • Powers which affect another entity allow a save to avoid or reduce the effects, and have a Difficulty Class (DC) that determines how hard that save is to make.
  • For a list of passive psionic powers, check the page on Psionic Feats.


Power Checks

  • Psionicists do not currently have power checks on the server and can be ignored. They are on the powers' pages but are purely historical.


DCs for Powers

  • (Between 8 to 12) + 1/2 Psion Level + applicable stat modifier


Psionic Strength Points

As mentioned earlier, PSP is very similar to the Mana system of the Sorcerer, but it relies entirely on the Psionicist's level, as well as Intelligence, Constitution, Wisdom and some specific feats.

PSP = (INT + WIS + CON) * Psion Level + PSP Feats
  • Note, the INT, WIS and CON values are the actual number, not modifiers.
  • As an example, a level 20 Psionicist, who had drank potions to buff him without any feats for PSP, with 15 Intelligence, 32 Wisdom and 27 Constitution would have (15+32+27)*20=1480 PSP.
  • There are ways to regenerate PSP, such as resting which regenerates one's PSP to the maximum value, but also via psionic powers, especially Psionic Residue, a staple for any Psionicist.


Practical Differences between PnP and SPL Psionicist

Psionic items, items which affect manifesting, psionic specific items and so forth currently do not exist on SPL. Your manifestation powers directly benefit only from your own psionic feats and INT, WIS and CON items you find; and as such choose your feats carefully (as compared to eg. a Wizard who can wear a Spell Focus staff or a Greater Spell Penetration robe).

Psionic Powers

Power name Power score Cost Discipline Range Area of effect Duration Save Save DC Prerequisites Required for
Clairvoyance/Clairaudience WIS-3 6 Clairsentience 0 Personal 1 turn / level - - - See invisibility, Psychic clone
Combat Mind INT-4 9 Clairsentience 0 Personal 1 turn/level - - - -
Danger Sense WIS-3 7 Clairsentience 0 Personal 4 rounds + 1 round/level - - - -
Object Reading INT-2 8 Clairsentience 0 Personal 5 rounds + 1 round/level - - - -
See Invisibility WIS-4 9 Clairsentience 0 Personal 1 turn/level - - Clairaudience/Clairvoyance -
True Sight WIS-4 15 Clairsentience 0 Personal 1 turn/level - - See invisibility -
Cannibalize CON 0 Metapsionics 0 Personal Instant - - 5th level -
Empower WIS-2 16 Metapsionics Short 1 Weapon 1 hour/level - - 15th level, Receptacle -
Psionic Residue WIS-3 4 Metapsionics 0 Personal Instant - - 5th level -
Psionic Vampirism WIS-3 0 Metapsionics Short 1 Creature Instant Will 1/2 WIS Psychic Drain -
Psychic Clone WIS-6 50 Metapsionics 0 Personal 1 turn/2 levels - - 5th level, Clairaudience/Clairvoyance -
Psychic Drain WIS-6 10 Metapsionics 0 Personal Instant - - 6th level, Contact Psionic Vampirism
Receptacle WIS-5 9 Metapsionics Touch 1 Sapphire Instant - - - Empower
Stasis Field INT-8 45 Metapsionics 0 Personal 1 round + 1 round/10 levels - - 17th level, Time Shift -
Ultrablast WIS-10 75 Metapsionics 0 30-foot radius Instant Will negates WIS* 10th level, Psionic Blast -
Wrench WIS-4 15 Metapsionics Medium 1 Creature 1 round + 1 round/level Fortitude negates WIS - -
Animate Shadow WIS-3 16 Psychokinesis Short 1 Shadow 1 day - - - -
Ballistic Attack CON-2 5 Psychokinesis Long 1 Object Instant - - Telekinesis -
Detonate CON-3 18 Psychokinesis Medium 1 Object Instant Reflex 1/2 CON Molecular Agitation -
Disintegrate WIS-4 25 Psychokinesis Medium 1 Object Instant Fortitude 1/2 WIS Molecular Agitation -
Molecular Agitation WIS 19 Psychokinesis Medium 1 Object 4 rounds Fortitude 1/2 WIS Telekinesis Detonate, Disintegrate
Project Force CON-2 10 Psychokinesis Medium 1 Object Instant Reflex negates CON Telekinesis -
Telekinesis WIS-3 8 Psychokinesis Medium 1 Object Instant / 4 rounds + 1 round/2 levels Reflex negates WIS - Molecular Agitation, Project Force, Ballistic Attack
Accelerate CON-2 20 Psychometabolism 0 Personal 1 round/level - - Adrenaline Control -
Adrenaline Control CON-3 12 Psychometabolism 0 Personal 1 turn/level - - - Complete Healing, Accelerate
Biofeedback CON-2 10 Psychometabolism 0 Personal 1 turn/level - - - -
Catfall CON-2 8 Psychometabolism 0 Personal 1 turn/level - - - -
Cause Sleep WIS-2 11 Psychometabolism Medium 1 Creature 3 rounds + 1 round/level Will negates WIS - -
Cell Adjustment CON-3 12 Psychometabolism Touch 1 Creature Instant - - - Complete Healing, Metamorphosis, Ectoplasmic Form, Regenerate
Chameleon Power CON-1 10 Psychometabolism 0 Personal 1 turn/level - - - Displacement
Complete Healing CON 40 Psychometabolism 0 Personal Instant - - Adrenaline Control, Cell Adjustment -
Death Field CON-8 40 Psychometabolism 0 10-meter radius 2 rounds + 1 round/2 levels Fortitude 1/2 CON Life Draining -
Displacement CON-3 12 Psychometabolism 0 Personal 3 + 1round/level - - Chameleon Power -
Ectoplasmic Form CON-4 18 Psychometabolism 0 Personal 1 round/level Will negates CON Cell Adjustment -
Enhanced Strength WIS-3 Varies Psychometabolism 0 Personal 1 turn/level - - - Strength of the Land
Flesh Armor CON-3 12 Psychometabolism 0 Personal 1 turn/level - - - -
Lend Health CON-1 5 Psychometabolism Touch 1 Creature Instant - - - -
Life Draining CON-3 9 Psychometabolism Touch 1 Creature Instant Fortitude negates CON - Death Field
Metamorphosis CON-6 25 Psychometabolism 0 Personal 1 turn/2 levels - - Cell Adjustment Transformation
Photosynthesis CON 11 Psychometabolism 0 Personal 1 round/level - - - -
Regenerate CON-4 24 Psychometabolism 0 Personal 1 turn/level - - Cell Adjustment -
Strength of the Land CON-2 18 Psychometabolism 0 Personal 1 turn/2 levels - - Enhanced Strength -
Transformation CON-6 64 Psychometabolism 0 Personal 1 turn/2 levels - - Metamorphosis -
Banishment INT-1 20 Psychoportation Short 1 Object 1 round + 1 round/2 levels Will returns INT Dimension Door -
Dimension Door CON-1 6 Psychoportation Long Personal Instant - - - Banishment, Summon Planar Creature, Summon Planar Energy
Psychic Blade INT-4 20 Psychoportation Personal Personal 1 turn/level - - One of (Ego Whip, Id Insinuation, Mind Thrust or Psychic Crush -
Summon Planar Creature INT-4 15 Psychoportation Short 1 Creature 1 turn/level - - Dimension Door -
Summon Planar Energy: Fire INT 16 Psychoportation Medium 12-feet radius Instant Reflex 1/2 INT Dimension Door -
Summon Planar Energy: Negative INT 16 Psychoportation Medium 1 Object Instant Fortitude negates INT Dimension Door -
Summon Planar Energy: Positive INT 16 Psychoportation Medium 1 Object Instant - INT Dimension Door -
Summon Planar Energy: Salt INT 16 Psychoportation Medium 10-foot radius Instant Reflex 1/2 INT Dimension Door -
Summon Planar Energy: Water INT 16 Psychoportation Medium 1 Creature 4 rounds Fortitude negates INT Dimension Door -
Teleport Wis +1/-3 32 Psychoportation Unlimited Personal Instant - - - Group Teleport
Group Teleport Wis -8 48 Psychoportation Unlimited 5 meters Instant - - Teleport, 15th level -
Planeshift Con -8 60 Psychoportation Unlimited 5 meters Instant - - Teleport, 11th level -
Time Shift INT 30 Psychoportation 0 Personal 2 rounds - - - Stasis Field
Attraction WIS-4 12 Telepathy Long 1 Creature 1 round + 1 round/level Will negates WIS - Domination, Aversion
Aversion WIS-4 12 Telepathy Long 1 Creature 2 rounds + 1 round/level Will negates WIS Attraction -
Contact WIS 3 Telepathy Long 1 Creature 4 rounds + 2 rounds/level Will negates WIS** - Mind Wipe, Hallucinations, Daydream, Inflict Pain, Sensory Suppression, Mind Thrust, Ego Whip, Id Insinuation, Psychic Crush, Psychic Drain
Daydream WIS 9 Telepathy Long 1 Creature 4 rounds + 1 round/level Will negates WIS Contact -
Domination WIS-4 14 Telepathy Medium 1 Creature 3 rounds + 1 round/level Will negates WIS Attraction Mass Domination
Ego Whip WIS-3 4 Telepathy Medium 1 Creature 1 round + 1 round/2 levels Will negates WIS Contact Psionic Blast (one of any four required)
ESP WIS-4 6 Telepathy 0 Personal 5 roundss + 1 round/level - - - -
Hallucinations INT-3 20 Telepathy Long 1 Creature Instant Will negates*** WIS Contact -
Id Insinuation WIS-4 5 Telepathy Long 1 Creature 4 rounds Will negates WIS Contact Mind Blast, Psionic Blast (one of any four required)
Inflict Pain WIS-4 8 Telepathy Touch 1 Creature 2 rounds + 1 round/2 levels Will negates WIS Contact -
Intellect Fortress WIS-3 4 Telepathy 0 12-feet radius 1 turn/2 levels - - - -
Mass Domination WIS-6 36 Telepathy Medium 4-meter radius 3 rounds + 1 round/level Will negates WIS Domination -
Mental Barrier WIS-2 3 Telepathy 0 Personal 1 turn/level - - - -
Mind Blank WIS 0 Telepathy 0 Personal 1 turn/level - - - -
Mind Blast WIS-5 21 Telepathy Short Cone 3d3 rounds Will negates WIS 5th level, Id Insinuation -
Mind Thrust WIS-2 2 Telepathy Medium 1 Creature 1 round + 1 round/level Will negates WIS Contact Psionic Blast (one of any four required)
Mind Wipe INT-6 16 Telepathy Touch 1 Creature Instant Fortitude negates INT Contact -
Psionic Blast WIS-5 10 Telepathy Medium 1 Creature 1 round + 1 round/2 levels Will negates WIS One of (Ego Whip, Id Insinuation, Mind Thrust, or Psychic Crush) Ultrablast
Psychic Crush WIS-4 30 Telepathy Medium 1 Creature Instant Will negates WIS Contact Psionic Blast (one of any four required)
Sensory Suppression INT-2 8 Telepathy Long 1 Creature 2 rounds + 1 round/2 levels Will negates INT Contact -
Suppress Fear WIS 5 Telepathy Short 1 Creature 3 rounds + 1 round/level - - - -
Thought Shield WIS-3 1 Telepathy 0 Personal 1 turn/level - - - -
Tower of Iron Will WIS-2 35 Telepathy 0 Personal 1 turn/level - - One of (Mind Blank, Mental Barrier, Intellect Fortress, or Thought Shield) -