View Full Version : [Psionics]Al'Sharim, the magic of the stars. [ALL]

2006-05-14, 05:00 AM
Mythology, and Background


The planet known as Briel'Shuth existed in a far off corner of the galaxy for millenia, ignored by the other planets and planes to a large degree. This isolation allowed their civilisation to flourish and grow, far outstripping many of their neighbours. At the height of their empire, there was no war, and they enjoyed an ease of life unrivalled anywhere else in the cosmos.

This all changed a little over 2,000 years ago, when the star known as Al'Sharim crashed into the mountains on the northernmost continent. For a millenia the planet was blanketed in an unnatural winter, destroying in one stroke that which had been built up over the preceeding centuries. That which was not wiped out by the initial impact was mostly destroyed by either hunger, cold, or marauders.

During this time of darkness (which became known as the Eternal Night), a monastery was built near the site of the impact, in the hope that their prayers might be heard by the gods, and answered. The survivors were praying for a miracle, that they might be spared this doom. They cried out, asking why they had been cursed. What had they done to incur the wrath of their gods?

Pilgrims regularly made their way to the monastery to offer their prayers, and to help out where they could. Most people survived by moving underground, near the core of the planet. Others adapted to the cold, and found new food sources. Others still persisted on the surface, clinging to what semblance of normalcy they could.

But over time, something...changed.

The monks noticed that their minds were changing, adapting. They became able to exert force on the world around them, with nothing more than a thought. Moreover, they found that the closer they were to the star, the stronger their powers became.

Pilgrims were coming away with insights that were not sent by the gods. Their old men begain to prophecy, and their young men began to dream again.

The people began to realise that Al'Sharim itself was the cause of these new "powers", and the number of pilgrimages increased. Strange new species began to appear around the crater, and other existing species changed, evolving to take advantage of this new source of life. The monks investigated the star, and named this new source of power "Psionics", meaning literally "power of the mind."

Eventually the monks were able to return the sunlight to their frozen planet, but not before 99% of the life that had once flourished there had perished. They accomplished this mammoth task with the aid of Al'Sharim itself, channeling the power it granted them into an epic outpouring of power, cleansing the dust from the planet's atmosphere.

As the dust was cleared, it transformed into water, and fell to the ground. This water retained its basic aspect, that is, the psionic amplification effect it had, and over time the entire planet begain to exhibit signs of strange, new powers.

Believing that their gods had abandoned them, the people devoted themselves to rebuilding their society and improving themselves without their gods interfering any longer. If the gods did indeed care about them, they said, why did they allow them to suffer for a thousand years in the darkness?

Today, it is a millenia since daylight returned to the planet, and regrowth is continuing. This age is known as the First age of the Mind. The first of 5 continents have been rebuilt, with expedition parties heading out to explore the others, in the hope of finding survivors.

Divine magic no longer holds anything like the command it did in the past. The gods are no longer interested in Briel'Shuth and its people, and the people could not care less. What divine magic still exists is mainly in the hands of the druids.

The study of the arcane is almost entirely the domain of Sorcerors alone, with most knowledge lost in the Eternal Night. Some creatures still exist which use magic, but they are rare, most of them having died out in the past.

For the most part, Psionics is the power by which Briel'Shuth is growing, and it is the vehicle that the people have chosen to put their faith in. After all, it came from the stars themselves, and it freed them from the worship of false gods.

The site of Al'Sharim's descent is now consecrated, protected by the Knights of Al'Sharim. Many of the members of the monastery that was developed there over a millenia ago are still alive today, sustained by their proximity to the star. They are its eternal guardians, and this job is one that they gladly commit to.

2006-05-14, 05:00 AM

These useful lichens were first discovered in the caves surrounding the crash site of Al'Sharim. A doughty band of adventurers were searching the caves for any sign of life, hoping to find a small boy that had disappeared several days ago.

They didn't find the boy, but they did find a moss that seemed to be able to control the light in the cave. One of them went to scrape a sample off the rock, which left him stunned and lying on the ground.

Further investigation found that the moss was intelligent (although barely) and capable of self defense. They named it Mind Moss, and left it to its own devices. Since then it has flourished in the caves of the north, aiding adventurers as long as they do not bring fire into the caves.

Mind Moss

Size/Type: Small Augmented Plant
Hit Dice: 2d8+4(13hp)
Initiative: -
Speed: 0 ft. (0 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: None
Attack: None
Space/Reach: None
Special Attacks: Psi-like abilities.
Special Qualities: Blindsight, plant traits, regeneration 1
Saves: Fort +5, Refl +0, Will -1
Abilities: Str - Dex -, Con 14, Int 2, Wis 8, Cha 4
Skills: Concentration +7
Feats: Wild Talent
Environment: Underground, Cool rocky climates
Organization: Solitary(1), Cluster (2-8), System (4-16 + 1-2 Elder Mind Moss)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-9 hitdie (medium), 10+hitdie (Elder Mind Moss)
Level Adjustment: -

Elder Mind Moss

Size/Type: Large Augmented Plant
Hit Dice: 10d8+60(110hp)
Initiative: -
Speed: 0 ft. (0 squares)
Armor Class: 9 (-1 size), touch 9, flat-footed 9
Base Attack/Grapple: None
Attack: None
Space/Reach: None
Special Attacks: Psi-like abilities.
Special Qualities: Blindsight, plant traits, regeneration 5, telepathy 100ft.
Saves: Fort +13, Refl +3, Will +6
Abilities: Str - Dex -, Con 22, Int 10, Wis 16, Cha 12
Skills: Concentration +19
Feats: Wild Talent, Power Penetration, Greater Power Penetration
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -


Unable to physically defend itself, a Mind Moss will first try to dissuade whatever is attacking it by altering the light levels in the cave, and if that fails it attempts to manifest Daze on its opponent. In a last ditch effort the moss can actually move itself to a nearby patch of rock, hopefully avoiding detection.

There is another version of the Mind Moss known to exist, the Elder Mind Moss. These "creatures" are generally known to be powerful protectors of the caves, and are able to communicate Telepathically with those they wish to speak with, although those are far and few between.

An Elder Mind Moss is far more powerful than its brethren, able to conceal itself better, and fight back with lethal precision if hard pressed. Generally though, they are content to leave travellers alone as long as they do not feel threatened.

Psi-Like abilities (Su):
Mind Moss
At will—control light, control sound, detect psionics, daze (psionic).
3/day—psionic dimension door.
Manifester level 2nd.
The save DCs are Charisma-based.

Elder Mind Moss
At will—control light, control sound, detect psionics, daze (psionic), cloud mind, detect hostile intent, energy retort, psionic dimension door.
3/day—wall of ectoplasm, death urge.
Manifester level 10th.
The save DCs are Charisma-based.

Special Qualities

Blindsight (Ex)
A Mind Moss can ascertain all foes by nonvisual means within 60 feet.

Plant Traits
A Mind Moss is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits.

Regeneration (Ex)
Fire deals normal damage to a Mind Moss.

Telepathy (Ex)
An Elder Mind Moss can communicate telepathically with any creature that has a language and is within 100ft.

2006-05-14, 05:01 AM

These feats first came into existance during the Eternal Winter, spontaneously affecting pilgrims and monks alike at the site of the northern crater.

Today, they are a sign of favor and those who are blessed with their abilities are potent individuals. Many undertake training at the Al'Sharim Monastery to enhance themselves further.


Soul of Al'Sharim [General]

Int 13+
Wis 13+
Must have spent 1 week or longer in meditation at the temple of Al'Sharim.
Benefit: Your latent psionic ability flares to life, granting you 1pp and doubling your life expectancy. This does not affect your age categories, it merely extends the time you can live in the venerable age category.

Special: You are able to multiclass between monk and any one psionic class freely. You must still remain lawful in order to retain your monk abilities and take monk levels. You still face the normal XP penalties for having multiple classes more than one level apart.

Greater soul of Al'Sharim [Psionic]

Int 15+
Wis 15+
Soul of Al'Sharim
Manifestor level 3rd, Monk level 3rd
Benefit: Your natural psionic ability begins to resonate with your training. Your primary manifesting ability is treated as two higher in respect to manifesting (saves, power points per day, available level of powers, etc) as long as you maintain your psionic focus.

Eternal soul of Al'Sharim [Psionic]

Int 18+
Wis 18+
Soul of Al'Sharim, Greater soul of Al'Sharim
Manifestor level 9th, Monk level 9th
Benefit: As you approach the zenith of your training your natural psionic ability responds to this, granting you a +2 perfection bonus on all saves whilst you are psionicly focused.

Special: You cease to age, thus effectively extending your lifespan into infinity.

2006-05-14, 05:01 AM

Third Eye of Al'Sharim

This item is very rare, gifted only by the Knights of Al'Sharim to those whom they deem worthy. Its worth is immeasurable to those who practice the psionic arts.

Shaped like an interwoven golden triangle, and worked with shards of Al'Sharim, this Third Eye is not only beautiful, but potent.

When affixed to the forehead of a creature with the ability to manifest powers, it grants two abilities.
Able to store up to 25 power points for use at any time, as per a Cognizance Crystal.
Reduces the cost of manifesting any power above level 1 by 1 power point, as per a Torc of Power Preservation.
Strong clairsentience and psychokinesis; ML 20th; Craft Universal Item, bend reality; Price 200,000 gp; Weight 1 lb.

2006-05-14, 05:01 AM

These powers were developed by the Knights of Al'Sharim in their research into a way to return daylight to their world. As such, there are 3 different non-epic versions thereof, and an Epic version which is the one used to end the Eternal Darkness.

Cleanse the sky, lesser
Level: Kineticist 5
Display: Visual
Manifesting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: 200-ft.-radius spread
Duration: 1 round/level (D)
Power Points: 9

Cleanse the sky
Level: Kineticist 7
Display: Visual
Manifesting Time: 1 minute
Range: Long (400 ft. + 40 ft./level)
Area: 200-ft.-radius spread
Duration: 1 minute/level (D)
Power Points: 13

Cleanse the sky, greater
Level: Kineticist 9
Display: Visual
Manifesting Time: 1 full round
Range: 2 miles
Area: 2 mile radius spread
Duration: 10 minutes/level (D)
Power Points: 17

These powers all have the same usage, but affect different sized areas, with different casting times and ranges.

Once cast, they suppress unwanted weather effects in the area affected, and cleanse the air of toxins, such as dust, poison, spores, and the like. Thus, they can be used to suppress a blizzard, a windstorm, a dustcloud, or the like.

When being cast to suppress another spell effect (control weather or the like) a caster/manifester level check is made by both casters/manifesters. The caster/manifester with the higher result wins out, and his effect remains in force for the duration.

On alternate planes they can be used to make the air breathable for non-natural denizens.


Cleanse the sky, epic
Spellcraft DC: 162
Components: V, S, Ritual, Backlash, XP
Casting Time: 100 days
Range: 300ft
Target: The entire world
Duration: Instantaneous
To Develop: 1,458,000 gp; 30 days; 58,320 XP;
Seed: Transform (DC21); Change from target to area (+10); Change area to 20ft radius (+2); Affect gaseous form (+10); Affect entire world (ad hoc +2,000)
Mitigating Factors: Increase casting time to 10 minutes (-20); Increase casting time to 100 days (-200); 19 other epic spellcasters each contributing an epic spell slot (-361); Each caster takes 40d6 backlash damage (-800); Each caster takes 2,500xp drain (-500)

This spell was developed, and successfully used to remove the unnatural winter from the world of Briel'Shuth in an epic display of psionic might.

To cast this spell takes 20 epic spellcasters, with one leading the proceedings and the other 19 circling him, adding their power to his. At the end of the 100 day casting time, a wave of potential energy moves out from the casters, cleansing the sky of all dust, turning it into water.

This spell is costly though, and the one time it was used it claimed the lives of 9 of the 20 casters involved.

Mitigating Factors:
Burn 2,500xp
40d6 Backlash damage.

2006-05-14, 05:01 AM

Warrior of the Mind

Many receive the calling to trek the wilds to the northern crater, hoping to uncover some hidden part of themselves. From these hopeful many, a rare few are chosen to be trained in the ways of the mind by the monks of the monastery of Al'Shurim. Some of those that do train there become Warriors of the Mind, the martially inclined arm of the monastery.

Their training combines the form of the soulblade, with the power and flexibility of Ki. These warriors are charged with the defense of the crater, and are sometimes sent back into the world as agents of law and order.

Gaining admission is difficult, but not impossible. First, one must trek to the northern crater, and meditate for a week. If you are chosen by Al'Sharim, you will receive the mark of his blessing, The Soul of Al'Sharim. Those who receive the mark are then able to go on and train with the monks in the nearby monastery.

Of those who train, some become monks, other become psions, and some become the mysterious Warriors of the Mind.

Shape Mind Blade class ability
Evasion class ability
Flurry of Blows class ability
Base Attack Bonus +6
Lawful alignment
Membership in the Order of the Knights of Al'Shurim
Soul of Al'Sharim feat

Class abilities

Hit die: d8

Skills: 4 + int mod

Class skills: The Warrior of the Mind's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),and Tumble (Dex).

Base Attack Bonus: Medium (as cleric)

Saves: Strong Fort, Refl, Will (as monk)

Mindblade Enhancement: At level 1 and every 3 levels thereafter your mindblade gains an extra +1 enhancement.
Ki channel: At level 1 you gain the ability to channel your Ki through your mind blade, granting you many different bonuses. You can now make stunning attacks with your mindblade. Your mindblade is also treated as a monk weapon for the use of Flurry of Blows.
Improved Monk levels: Levels gained in this prestige class count towards your monk levels in regards to your unarmed damage, increased speed, bonus to armor class, and flurry of blows ability.
Ki strike (lawful): At level 2 your Ki Strike is treated as being lawfully aligned.
Aura of courage: Beginning at 3rd level, a Warrior of the Mind is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the Warrior is conscious, but not if she is unconscious or dead.
Leap of the Heavens: At 4th level the length and height of your jumps are no longer restricted by your size.
Improved Evasion: At 5th level, a warrior’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless warrior does not gain the benefit of improved evasion.
Bladewind: At 6th level, a Warrior of the Mind gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a Warrior of the Mind can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the warrior’s regular mind blade. When using bladewind, a Warrior of the Mind forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack.
Up the walls: A Warrior of the Mind gains the feat Up the walls as a bonus feat
Abundant Step: At 8th level or higher, a Warrior of the Mind can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is equal to her class level.
Ki Strike (Admantium): At level 9 your Ki strike is treated as if it were admantium for purposes of damage reduction.
Perfect Self: At 10th level, a Warrior of the Mind becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the Warrior’s creature type was) for the purpose of spells and magical effects. Additionally, the Warrior of the mind gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the warrior can still be brought back from the dead as if she were a member of her previous creature type.

2006-05-14, 05:01 AM

The Discarnate

Over two thousand years ago the comet Al'Sharim struck Briel'Shuth, instantly killing more than 75% of life on the planet.

Or so it seemed.

Such an outpouring of life energy had a result that no-one could have foreseen.

Whilst many were able to pass on to the afterlife, some were trapped between the planes, drawn into the astral. There they wandered for a time until they realised that they were indeed stuck there, with their memories intact. Unable to forget their previous life, and unable to move on to the true afterlife, they created a new life for themselves on the astral.

Over time they learnt how to manipulate the Ectoplasm that made up their new home, creating dwellings for themselves, and even new bodies. Eventually they managed to bond the ectoplasm to themselves permenantly, and in this new form they started looking for a way to return home.

After 1,500 years of searching, they found the path they sought, and it lead them through the planar pool to the site of the northern crater.

Being reborn in the heart of Al'Sharim, the Discarnate (as they called themselves) returned to a world reborn as they had been: Intrinsicly changed, but still with shadows of a former glory.

Now the Discarnate seek to find their place in this new world, helping rebuild where they can, and trying to find fragments of a life long lost.


From a distance, it would be easy to mistake a Discarnate for a human. They are roughly the same height and build as the average human. But as you get closer, some things don't seem right.

Firstly, their skin. It isn't quite skin, but more a layer of pale white ectoplasm. Next, their facial features. They have all the normal facial features, but their eyes are pupil-less white orbs, framed by neither eyebrows nor eyelashes. Due to their base ectoplasmic form, they do not have any natural body hair. When they speak to you, their voice often sounds distant and disembodied, leading some people to avoid them altogether from discomfort.

Type: Outsider(Native)
-2 Strength, -2 Dexterity, +2 Intelligence: Whilst they managed to create new bodies for themselves, they were not able to overcome some of the awkwardness that came with the ectoplasmic formation.
Medium: As Medium creatures, Discarnate have no special bonuses or penalties due to their size.
Discarnate base land speed is 30 feet.
Natural Armor +2: A Discarnate's form is naturally tougher than that of a regular humanoid, and this is shown by their armor-like skin.
Blindsight 60ft: A Discarnate can "see" via non-visual means everything within 60ft. This is a byproduct of their new bodies.
Ectoplasmic Familiarity: A Discarnate adds +1 to his caster level for all spells involving ectoplasm. His time on the Astral plane has served him well with this innate knowledge.
Ectoplasmic Vulnerability: A Discarnate is vulnerable to spells that affect ectoplasm, such as Dismiss Ectoplasm. Such a spell cannot kill them directly, but if they fail a fortitude save against the spell DC they are dazed for a number of rounds equal to the spell level, as their body struggles to survive.
+2 racial bonus on Knowledge(the planes) checks: Their time on the astral has left them with a wealth of inherant knowledge about the other planes.
+2 racial bonus on Craft checks: Discarnate are natural builders and creators of items.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic)
Favored Class: Psion.
Level Adjustment: +0.

2006-05-14, 12:30 PM
Well, that's the first draft done, hows about some feedback? ;D

Completed, and in plenty of time. Here's hoping I win!

2006-05-14, 01:12 PM
Love it. Its great in all areas.

One question. The first sentence includes this:

"ignored by and large by the other planets and planes."

Error their?

2006-05-14, 01:28 PM
No, just poorly worded. I'll go back and edit it.

Thanks for the feedback, this is the first time I've entered one of these contest things, and I wasn't sure how good it was...

Glad you liked it! ;D

EDIT: Should be fixed now!

2006-05-14, 02:02 PM
Very nifty.
And a very good place to introduce players to psionics.

The Vorpal Tribble
2006-05-14, 11:24 PM
Great concept and I like the way you kinda did away with divine magics (though I like divine magic above the others)... they basically just weren't as useful.

I applaud the Discarnates. Very interesting idea. Its like Astral Seed but these guys haven't quite gotten the knack.

Your psionic moss is particularly interesting as it sounds a whole lot like 'Witch Moss' from a favorite book series of mine, The Warlock In Spite Of Himself. Basically people with psi potential colonized a planet and reverted to medeival-like times over the next few hundred years. These psions bred together and eventually the little spark blazed out into full fledged psionicists. When this happened elves, giants, golems, and all sorts of beasts began to appear. For what happened was a certain type of fungus grew on the planet that naturally resonated strongly with psionic mentalities. So what you would have is grandmothers telling their grandchildren stories, or legends being sun by bards, and this fungus would transform themselves into whatever was being spoken of, even if it meant an intelligent elf (who also had psionic powers).

Also, I do have some issues with bits and pieces though that seem jussst a tad overpowered or off. Not trying to discoruage or anything, just bear with me ;)


Soul of Al'Sharim


* Int 13+
* Wis 13+
* Must have spent 1 week or longer in meditation at the temple of Al'Sharim.

Benefit: Your latent psionic ability flares to life, granting you 1pp and doubling your life expectancy.

Special: You are able to multiclass between monk and any one psionic class freely, ignoring multiclassing rules and experience point penalties for these two classes.

This is literally three feats in one.

#1. Granting you one PP.
This is Wild Talent basically.

#2. Double life expectancy.
This is even more powerful than the feat 'Extend Life Span' from the EPIC level handbook. It only increases your lifespan by half.

#3. Ignore multiclass between psionicicists and monk.
This would be a decent feat by itself.

All together however just ain't gonna work. The feats sound much more like the benefits of a PrC than anything. Maybe you could try a second PrC with these abilties.


Cleanse the sky, lesser
Why psychometabolism? If you are literally cleansing the sky of these things I'd think it would be psychokinetic because you are using telekinesis to filter the air and the like.


Will go over things a bit more if you like, but these in particular stood out to me.

Either way, good job!

2006-05-14, 11:45 PM
Thanks for the feedback VT, I really appreciate it.

I wasn't sure about the power balance myself, I threw all this together in 6 hours at work with no resources aside from the SRD.

I understand what you are saying about the Soul of Al'Sharim, that it may be as powerful as three feats in one.

However, the reason I threw it in as is reads as follows...

As a game play mechanic, most players never even age a year, let alone an entire age category. Thus, that aspect of it will rarely if ever come up.
Ignoring Multi-classing rules for Monks and Psionicists is something I think the system should do all by itself, the classes are complimentary and work well from a flavor point of view.
This campaign setting is designed to introduce new players to psionics in a friendly, simple manner. Wild talent by and large is seen as a useless feat, thus throwing in a few things that won't break the game with it make it more attractive to a new player.

The reason why it I selected pyschometabolism to clear the sky is that the SRD places alteration spells in the transmutation school, and recommends that spells of the transmutation school are closest to Psychometabolism. Hence, the choice for an egoist to cast it.

Oh, and in regards to the moss, I haven't read that book you mention, but it sounds interesting. I wanted to show the way that Al'Sharim affected everything around it, even the moss! Imagine the surprise of a dwarf when he wanders into a cave, torch lit, when the light level of the room just "increases" for no reason he can see. There's nothing in the room besides him, and some moss on the damp cave walls. He goes over to inspect the moss, and wakes up on the floor with a splitting headache, his torch extinguished.

If he persists with investigating the moss, it dimension doors away from him, leaving him in the dark, confused and more than a little freaked out.

The Vorpal Tribble
2006-05-14, 11:57 PM
As a game play mechanic, most players never even age a year, let alone an entire age category. Thus, that aspect of it will rarely if ever come up.
It depends, but this is probably generally true. Still, its at least twice as powerful as an epic feat just in this one reguard. Whether this says more about the epic level handbook or your feat... *shrugs*

Ignoring Multi-classing rules for Monks and Psionicists is something I think the system should do all by itself, the classes are complimentary and work well from a flavor point of view.
Aye, but so do rangers and fighters, soulknives and psychic warriors. Just a standard rule reguardless of how well they go together :-/

This campaign setting is designed to introduce new players to psionics in a friendly, simple manner. Wild talent by and large is seen as a useless feat, thus throwing in a few things that won't break the game with it make it more attractive to a new player.

Well, as this would be a psionic heavy game the XPH says that Wild Talent can also give the player a single 1st level psionic power useable once per day to go along with the power point.

However, what Wild Talent is is a prerequisite for psionic feats, which tend to be very useful and/or powerful. So its not really useless so much as a price to pay for the benefits of really nice feats.

The reason why it I selected pyschometabolism to clear the sky is that the SRD places alteration spells in the transmutation school, and recommends that spells of the transmutation school are closest to Psychometabolism. Hence, the choice for an egoist to cast it.
Ahh. Well, its pretty hard to compare schools to disciplines. Just too much themetic differences. Psychometabolism is basically having to do with the body's functions exclusively.

Clear the sky is definetely a case for kineticists who manipulate their surroundingss with little mental fingers.

2006-05-15, 12:16 AM
Okay, altered the Cleanse the Sky spells to reflect the Kineticist focus of them, thanks for that help. Can you tell I don't use Psionics a lot?

In regards to the Soul of Al'Sharim feat, I was also looking at it as similar to the feats in the Complete Adventurer such as Devoted Tracker, Ascetic Mage, and the like.

There, they alter part of your class abilities to make them interact better, allow you to multiclass between the two classes freely, and sometimes even grant you new abilities: Ascetic mage runs monk AC off charisma, can burn spells to add bonuses to melee, multiclass freely between monk and sorceror. I see this feat as less game breaking than those ones generally are.

In this campaign, Wild Talent would grant them a level 1 power. This feat does not however, it is more there to encourage them down the path of physical and mental enlightenment.(psion/monk) It also adds flavor to my world, showing how the monks gained their psionic powers.

A large part of my entry is revolving around the mythology of the planet. I want to explain how psionics came into the world, where the power for it comes from, how it is used today, and how it has developed over time, including specific feats and powers that are intriniscly tied in with that mythology.