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View Full Version : [P6] [Psi-only] Access to higher level effects?



JusticeZero
2013-04-29, 10:02 AM
The current campaign i'm setting up is restricted to psionics only as the sole phebotinium source. It's just simply the only kind of "magic" anyone has ever known; there's no magic items, just psionic items, and so on so forth.

In a magic-using campaign, there's access to things like Ritual Spell to get limited access to effects that are higher level and open up some useful stuff to have. (like some form of Raise Dead in particular.)

Is there some equivalent for the psi rules?

Fouredged Sword
2013-04-29, 01:29 PM
There should be if there isn't.

My shot at homebrew...

I would suggest a system that requires a focus site with a large crystal spire (10ft tall, 1ft diameter). The site would cost PP cost^2*2000 gp to create. The spire would act as a Cognizance crystal and power stone, all keyed to a single power.

To prepare a spire a manifester must fill it with power points. A manifester may place up to their manifester level in power points per round into the spire. Each round past the first that a single manifester adds power points to a spire deals one point of ability damage to that manifesters power stat as the spire draws more than his ability to naturally give. This functions regardless of the time between rounds spent filling the spire.

Once filled the spire can be used by any manifester.

To use the spire, the character would first be required to address the spire. This is a DC20 spellcraft check. This takes one round per power level attuned to the spire action.

Then the psion must make a DC 15+2*power level spellcraft check to identify the power stored within the spire. Failing this check deals one point of damage to the manifesters power stat. Passing this check allows the manifester to attempt to cast the stored power.

Casting the power requires another DC 15+2*power level spellcraft check. The act of casting from a spire causes a cascade of psionic energy that damages all who are linked to the spire during the casting. The spire deals it's manifester level in ability damage to user.

Other manifesteres can act in concert with the main manifester while using a spire. These manifesters are required to make a DC15 spellcraft check each round to maintain the connection. They act as assistants for all spellcraft check, granting aid other efforts to all spellcraft checks by the primary manifester. Also, they may take ability damage in the primary manifesters stead. Attempting to redirect ability damage requires a DC 15+damage redirected spellcraft check from the assisting manifester. That manifester then takes the ability damage in the place of the leading manifester.

All ability damage dealt by a spire cannot be healed psionicly, and must be healed through natural healing. If at any point the ability damage dealt to a manifester reduces that character to a zero is rendered incapacitated as normal by the ability damage and the character must make a DC20 fortitude save. If the save is failed the character wakes and cannot use psionic powers for a number of weeks equal to the power level of spire. If the character fails by 5 or more they instead die.

TuggyNE
2013-04-29, 11:39 PM
Each round past the first that a single manifester adds power points to a spire deals one point of ability damage to that manifesters power stat as the spire draws more than his ability to naturally give. This functions regardless of the time between rounds spent filling the spire.

I assume the count is reset whenever the spire is used; otherwise, you can only safely fill it once ever. That seems lame.


All ability damage dealt by a spire cannot be healed psionicly, and must be healed through natural healing.

The term for this is ability burn.

Not sure why you need the additional save vs. death; the penalties are already quite harsh.

Fouredged Sword
2013-04-30, 08:13 AM
The intent was that it resets with use.

I was not aware of the burn terminology, but it seems like it may be a cleaner wording.

The idea is that using a spire is dangerous and taxing on the users. It is epic magic in an P6 world. It is rare because of the cost of making a spire. It is rare even if you find a spire because of the risk involved.

Best case a group of manifesters are laid out for days healing from the backlash. Worst case, the lead manifester is dead.

Most uses would see careful groups of psions trained in the sure of a spire working in unison to mitigate the damage and rest between uses. A group of 4 could fully power a spire and use it with only suffering 4 points of ability damage each, and they can recover in 2 days with treatment.

A powerful psion could use a spire alone, but the risk would be great. He starts with a 20 int (22 with +2 headband). He looses 2 points while loading the spire. With a 18 (20) int he could survive the backlash if he got to that point without taking damage. It would leave him crippled for a week or two, but it would be doable.

The risk of death is actually almost zero. It would only come up if a group of assistance failed their roll to divert damage.

Using a spire should be a big decision. It should cost great sacrifice. It should take time and many people to pull off.

JusticeZero
2013-04-30, 09:19 AM
It looks like one could use a feat to learn an extra power that is a level 4, then Overchannel.
It's not a P6 to be low power, but rather to restrict the enemy choice.