Psion archetype for Wizard (+Kalashtar race and Kalashtar Atavist iconic)

Magrok

Theorycrafter
Hello! ^_^ I have completed another project, this time (as the title says): Psion as a wizard archetype, along with Kalashtar as a race and its accompanying iconic. It always bothered me that kalashtar was not in DDO, but to be fair you basically have to have psionics in order for them to work. Therefore, they were the perfect accompaniment to my psion conversion. How does it work? Is it superfluous what with DDO already using 'spell points'? Read on!

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Psion


Psion Class Features​

Psion is a variant Wizard archetype which focuses on augmenting fewer spells for great effect.

Changes from Base Class​


Lose
Archmage enhancements​
Some spell slots (see below)​
Gain
Base Psion has each discipline add class skills. DDO cannot handle this, as skill points are spent on an earlier screen in character creation than class features are chosen. So, I have the disciplines purely in the enhancement tree, and the best I can do is add skill bonuses there for their associated skills.
Skills aside, there is not much difference wrt class features between 3.5e Psion and DDO's Wizard as implemented. They both even get the same number of bonus feats! If other features had been converted to DDO, such as the familiar, this might be different.
Psion spells do not cause arcane spell failure, though psions also do not gain proficiency with any armor.​
Psions use a "psionic" spell points bar (purple instead of blue), which is a prerequisite for the Augment Spell feat.​

Progression of Spell Slots:
Code:
        1/2/3/4/5/6/7/8/9
Level
1st     2/-/-/-/-/-/-/-/-
2nd     3/-/-/-/-/-/-/-/-
3rd     4/1/-/-/-/-/-/-/-
4th     4/2/-/-/-/-/-/-/-
5th     4/2/1/-/-/-/-/-/-
6th     4/3/2/-/-/-/-/-/-
7th     4/3/2/1/-/-/-/-/-
8th     4/4/3/2/-/-/-/-/-
9th     4/4/3/2/1/-/-/-/-
10th    4/4/4/3/2/-/-/-/-
11th    4/4/4/3/2/1/-/-/-
12th    4/4/4/4/3/2/-/-/-
13th    4/4/4/4/3/2/1/-/-
14th    4/4/4/4/4/3/2/-/-
15th    4/4/4/4/4/3/2/1/-
16th    4/4/4/4/4/3/3/2/-
17th    4/4/4/4/4/3/3/2/1
18th    4/4/4/4/4/3/3/3/2
19th    4/4/4/4/4/3/3/3/3
20th    4/4/4/4/4/3/3/3/3

Psion Spell List​

One of my main goals with this project was to NOT convert all of Expanded Psionics Handbook, or add a new system of powers. That's just redundant with DDO already using spell points. Instead, Psions cast spells, which are magic, and they just get access to the Augment Spell metamagic feat and significant bonuses to Spell Penetration from the enhancement tree.
Alongside this goal, I wanted to not add any new spells, if possible, to minimize the work this would take to implement.

Spells which are not on the Sorcerer/Wizard list are denoted in red.

---1st level---
Cause Fear​
Caustic Bolt​
Chill Touch​
Command
Detect Secret Doors​
Doom
Entangle
Feather Fall​
Flaming Bolt​
Freezing Bolt​
Grease​
Hypnotism​
Jump​
Lesser Vigor
Healing?! Yes. 3.5e psions literally get Vigor.
Longstrider
Mage Armor​
Master's Touch​
Merfolk's Blessing​
Nightshield​
Produce Flame
Ram's Might
Ray of Enfeeblement​
Shield​
Shocking Bolt​
Sleep​
Sonic Blast​
Thorn Strike
Thorn spells are reflavored as crystal spells, but are functionally identical.
---2nd level---
Barkskin
Bear's Endurance​
Blindness​
Bull's Strength​
Cat's Grace​
Command Undead​
Creeping Cold
Daze Monster​
Eagle's Splendor​
False Life​
Flaming Sphere​
Fox's Cunning​
Glitterdust​
Hypnotic Pattern​
Invisibility​
Knock​
Lesser Death Aura​
Ooze Puppet​
Otto's Resistible Dance​
Owl's Wisdom​
Resist Energy​
Scare​
Scorch​
See Invisibility​
Silence Creature
Soundburst
Spawn Screen​
Splinterbolt
Touch of Idiocy​
Web​
---3rd level---
Chain Missiles​
Deep Slumber​
Dispel Magic​
Displacement​
Halt Undead​
Haste​
Heroism​
Hold Person​
Protection from Energy​
Rage​
Ray of Exhaustion​
Salt Ray
Snare
Slow​
Thorn Bloom
Vigor
Water Breathing​
---4th level---
Bestow Curse​
Burning Blood​
Charm Monster​
Contagion​
Crushing Despair​
Death Aura​
Dimension Door​
Enervation​
Fear​
Fire Shield​
Force Missiles​
Freedom of Movement
Good Hope
Lesser Globe of Invulnerability​
Lesser Vigor, Mass
Negative Energy Burst​
Neutralize Poison
Phantasmal Killer​
Poison
Rising Fury
Shout​
Stoneskin​
---5th level---
Binding Chain
Break Enchantment​
Cyclonic Blast​
Evard's Black Tentacles
Feeblemind​
Greater Command
Greater Vigor
Hold Monster​
Mind Fog​
Panacea
Prismatic Ray​
Protection from Elements​
Reincarnate
Teleport​
Waves of Fatigue​
---6th level---
Bear's Endurance, Mass​
Bull's Strength, Mass​
Cat's Grace, Mass​
Circle of Death​
Disintegrate​
Eagle's Splendor, Mass​
Flesh to Stone​
Fox's Cunning, Mass​
Globe of Invulnerability​
Greater Creeping Cold
Greater Dispel Magic​
Greater Heroism​
Necrotic Ray​
Owl's Wisdom, Mass​
Shadow Walk​
Stone to Flesh​
Tenser's Transformation​
True Seeing​
Undeath to Death​
Vigor, Mass
---7th level---
Control Undead​
Creeping Doom
Finger of Death​
Greater Teleport​
Greater Vigor, Mass
Hold Person, Mass​
Insidious Spores
Invisibility, Mass​
Otto's Sphere of Dancing​
Power Word: Blind​
Prismatic Spray​
Protection from Elements, Mass​
Waves of Exhaustion​
---8th level---
Arcane Tempest​
Earthquake
Greater Shout​
Horrid Wilting​
Howl of Terror
Mass Charm Monster​
Otto's Irresistible Dance​
Poison Breath
Power Word: Stun​
Stormrage
Thorn Lance
Trap the Soul​
Unstoppable
---9th level---
Dominate Monster​
Energy Drain​
Hold Monster, Mass​
Mordenkainen's Disjunction​
Power Word: Kill​
Rend the Soul​
Tsunami
Wail of the Banshee​

Feat: Augment Spell [Metamagic]
Usage: Active, Toggled Metamagic
Prerequisite: Psionic spell bar, Must be able to cast 2nd level spells
Description: This Feat makes spells more damaging by raising the effective level of the spell to the highest spell level your character can cast, but causes the spell to consume 5 more spell points per level raised. Each level raised increases its damage by 2 points per caster level for single-target spells, or by 1 point per caster level for area-of-effect or damage-over-time spells. (This only affects spells that normally deal damage which scales by caster level, with a minimum base damage scaling of +2 per caster level.)
Psion Spells Affected by Augment Spell:
Arcane Tempest​
Banishment​
Caustic Bolt​
Chill Touch​
Cyclonic Blast​
Disintegrate​
Dismissal​
Evard's Black Tentacles​
Finger of Death​
Flaming Bolt​
Freezing Bolt​
Greater Shout​
Horrid Wilting​
Ki Bolt​
Necrotic Ray​
Negative Energy Burst​
Phantasmal Killer​
Poison Breath​
Prismatic Ray​
Prismatic Spray​
Produce Flame​
Salt Ray​
Scorch​
Shocking Bolt​
Shout​
Sonic Blast​
Soundburst​
Splinterbolt​
Thorn Bloom​
Thorn Lance​
Thorn Strike​
Thorn Wave​
(as 9th-level spells already, this list does not include Rend the Soul or Tsunami)
Through Kalashtar, it is possible for Augment Spell to affect damage-dealing spells not on the psion list. But this should give an idea of what is or is not affected by it.

Psion Enhancements​

Core abilities
  • Psionic Discipline I: Choose a discipline from which to add a spell to your list. In addition, each enhancement point spent in the Psion tree grants +0.5 Universal Spell Power and +3 to your Maximum Spell points.
    • Egoist: Stiffen Skin is added to your spellbook as a level 1 spell.
      Obviously, this will have a different animation.
    • Kineticist: Magic Missile is added to your spellbook as a level 1 spell.
    • Nomad: Expeditious Retreat is added to your spellbook as a level 1 spell.
    • Shaper: Repair Light Damage is added to your spellbook as a level 1 spell.
    • Telepath: Charm Person is added to your spellbook as a level 1 spell.
      Note that I am not trying to convert Seer, just as DDO does not allow Archmage to specialize in Divination. There aren't enough spells for it to be practical.
    Passive: +5 psionic bonus to Spell Penetration checks. This bonus increases by +5 for each Core ability after the first.
    AP Cost: 1 Ranks: 1 Progression: 0 Requires: Wizard level 1
  • Psionic Discipline II: Gain a more powerful spell from the discipline you have chosen.
    • Egoist: Cure Moderate Wounds is added to your spellbook as a level 2 spell.
    • Kineticist: Ki Bolt is added to your spellbook as a level 2 spell.
    • Nomad: Blur is added to your spellbook as a level 2 spell.
    • Shaper: Repair Moderate Damage is added to your spellbook as a level 2 spell.
    • Telepath: Ghoul Touch is added to your spellbook as a level 2 spell.
    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Psionic Discipline I, Wizard level 3
  • Psionic Discipline III: Gain a more powerful spell from the discipline you have chosen.
    • Egoist: Positive Energy Infusion is added to your spellbook as a level 3 spell.
    • Kineticist: Elemental Weapons is added to your spellbook as a level 3 spell.
    • Nomad: Mass Longstrider is added to your spellbook as a level 4 spell.
    • Shaper: Repair Serious Damage is added to your spellbook as a level 3 spell.
    • Telepath: Suggestion is added to your spellbook as a level 3 spell.
    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Psionic Discipline II, Wizard level 6
  • Psionic Discipline IV: Gain a more powerful spell from the discipline you have chosen.:
    • Egoist: Restoration is added to your spellbook as a level 4 spell.
    • Kineticist: Dark Discorporation is added to your spellbook as a level 4 spell.
    • Nomad: Dismissal is added to your spellbook as a level 5 spell.
    • Shaper: Thorn Wave is added to your spellbook as a level 5 spell.
      None of the disciplines should have a single usage that all five spells support, and Shaper gets Hail of Crystals in 3.5e.
    • Telepath: Dominate Person is added to your spellbook as a level 5 spell.
    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Psionic Discipline III, Wizard level 12
  • Psionic Discipline V: Gain a more powerful spell from the discipline you have chosen.:
    • Egoist: Regenerate is added to your spellbook as a level 7 spell.
    • Kineticist: Elemental Toughness is added to your spellbook as a level 7 spell.
    • Nomad: Banishment is added to your spellbook as a level 7 spell.
    • Shaper: Reconstruct is added to your spellbook as a level 6 spell.
    • Telepath: Mass Suggestion is added to your spellbook as a level 6 spell.
      With these being added to spell list instead of SLAs, it shouldn't be a problem for them to be higher level than the Archmage specializations they closely resemble.
    AP Cost: 1 Ranks: 1 Progression: 30 Requires: Psionic Discipline IV, Wizard level 18
  • Master Psion: You gain +4 Intelligence, +10 Spellcraft, +10 Universal Spell Power, and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell and Augment Spell cost 1 fewer spell point per level of increase.)
    AP Cost: 1 Ranks: 1 Progression: 40 Requires: Psionic Discipline V, Wizard level 20
Tier One
Requires Psionic Discipline I, Wizard level 1​
  • Crystal Strike: Spell Like Ability: Thorn Strike. (Activation Cost: 4/3/2 Spell Points. Cooldown 12/8/4 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Energy of the Scholar: +[30/60/100] Maximum Spell Points.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Spell Critical: Force I: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    With not including other elements I feel +2% is justifiable.
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements
  • Discipline Skills: Gain bonuses based on your chosen discipline:
    • Egoist: +1/2/3 Balance, Heal, and Will saves.
    • Kineticist: +1/2/3 Haggle, Intimidate, and Will saves.
    • Nomad: +1/2/3 Jump, Swim, and Will saves.
    • Shaper: +1/2/3 Repair, Use Magic Device, and Will saves.
    • Telepath: +1/2/3 Bluff, Diplomacy, and Will saves.
      As mentioned, these are the skill bonuses for each discipline.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Tier Two
Requires Psion level 2, 5 APs spent in tree​
  • Efficient Metamagic: Choose another Metamagic feat to enhance.
    AP Cost: 1 Ranks: 3 Progression: 5 Requires: Efficient Metamagic (Tier 2)
  • Efficient Metamagic: Select a Metamagic Feat to enhance.
    • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
    • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
    • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
    • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
    AP Cost: 1 Ranks: 3 Progression: 5 Requires: No requirements
  • Efficient Metamagic: Choose another Metamagic feat to enhance.
    AP Cost: 1 Ranks: 3 Progression: 5 Requires: Efficient Metamagic (Tier 2)
  • Spell Critical: Force II: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical: Force I
  • Action Boost Spellpower: You gain a +10/20/30 Action Boost bonus to Universal Spell Power for 20 seconds.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Tier Three
Requires Psion level 3, 10 APs spent in tree​
  • Crystal Bolt: Spell Like Ability: Splinterbolt. (Activation Cost: 8/6/4 Spell Points. Cooldown 15/10/5 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Feedback Loop: Whenever you cast a Force or Physical spell, you gain +5 to your Force and Physical Spell Power for 6 seconds. This stacks up to 1/3/5 times.
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Force Affinity: +[3/6/10] Force Spell Power.
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Spell Critical: Force III: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Force II
  • Intelligence: +1 Intelligence
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Requires Psion level 4, 20 APs spent in tree​
  • Crystal Bloom: Spell Like Ability: Thorn Bloom. (Activation Cost: 12/8/6 Spell Points. Cooldown 18/12/6 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Efficient Metamagic: Select a Metamagic Feat to enhance.
    • Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
    • Efficient Augment: Using the Augment Spell Metamagic costs you 1/2 fewer Spell Points per augmented level.
    AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 2)
  • Force Affinity II: +[3/6/10] Force Spell Power.
    AP Cost: 1 Ranks: 3 Progression: 20 Requires: Force Affinity (Tier 3)
  • Spell Critical: Force IV: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Force III
  • Intelligence: +1 Intelligence
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Intelligence (Tier 3)
Tier Five
Requires character level 12, Psion level 5, 30 APs spent in tree​
  • Elemental Wave: Taking this Enhancement grants you five SLAs, in Fire, Cold, Electric, Acid, and Sonic. All five share a single cooldown. Creates a wave of elemental power that deals 1d6+3 <element> and force damage per caster level. This ability counts as a level 6 Psion spell. Scales with 100% Spell Power. Allowed metamagic: Maximize, Empower, Quicken, and Augment. (Activation Cost: 35/30/25 Spell Points. Cooldown: 20/15/12 seconds.)
    This is based off of Incinerating Wave, which is available as early as Paladin 11, so going by character level it should be considered a 6th level spell when converting to a full caster. I have priced it as such, based on Cometfall from Angel of Vengeance.
    AP Cost: 1 Ranks: 3 Progression: 30 No requirements
  • Blast Crystals: Your Splinter Bolt and Thorn Spells now also cause an additional 1 point of Force damage for every caster level. This scales with spell power.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements
  • Reality Manipulation: Spells you cast cost 5% less Spell Points.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements
  • Power Critical: +3% Universal Spell Critical Chance.
    AP Cost: 2 Ranks: 1 Progression: 30 Requires: Spell Critical: Force IV
  • Psionic Focus: Gain +1 Bonus to Enchantment, Evocation, and Necromancy DCs.
    Although Tainted Scholar proves I could add to all spell DCs instead, these are the three schools that have the most affected spells on their list.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Kalashtar

Kalashtar are beings with two souls, having merged with renegade good-aligned quori eighteen hundred years ago. They are highly empathetic and innately psionic, with vague memories from across the ages. Although they strongly resemble humans, each generation of kalashtar is slightly more divergent than the last.

Racial Traits
  • +2 racial bonus on saving throws against mind-affecting effects
  • +2 racial bonus on Bluff, Diplomacy, Haggle, and Intimidate
  • Gains +3 spell points per character level, independent of class(es)
  • Uses psionic spell points bar (purple instead of blue).
  • Hidden Effect: +100% threat when attacking Quori.

Core abilities
  • Psionic Talent: +2% racial bonus to Maximum Spell Points.
    AP Cost: 1 Level: 1 Progression: 0 No requirements
  • Kalashtar Ability: Choose between +1 Wisdom, Intelligence, or Charisma
    AP Cost: 2 Level: 4 Progression: 1 Requires: Psionic Talent
  • Psionic Talent: +2% stacking (now +4%) racial bonus to Maximum Spell Points.
    AP Cost: 1 Level: 7 Progression: 3 Requires: Kalashtar Ability
  • Kalashtar Ability: Choose between +1 Wisdom, Intelligence, or Charisma
    AP Cost: 2 Level: 11 Progression: 4 Requires: Psionic Talent
  • Psionic Talent: +2% stacking (now 6%) racial bonus to Maximum Spell Points.
    AP Cost: 1 Level: 16 Progression: 6 Requires: Kalashtar Ability
Tier One
Requires Psionic Talent​
Kalashtar are a spellcasting race. I am going to force the player to take a casting-focused enhancement in Tier One before they can get to anything else in the higher Tiers, to better intuit this.
  • Psicraft: +2/+4/+6 Spellcraft.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Psionic Arcanum: +[25/50/100] Maximum Spell Points and +3/+6/+10 psionic bonus to Spell Penetration.
    As a psionic bonus, this won't stack with the ridiculous bonuses to Spell Penetration that Psion gets... look, either this isn't a big deal or it's incredibly overpowered; I don't know which, but you can't have psionics without it and I'm not sure what else should be given up in balance.
    AP Cost: 2 Ranks: 3 Progression: 1 No requirements
  • Subtle Spellcasting: Your damaging spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
    AP Cost: 1 Ranks: 3 Progression: 1 Requires: Magical Training
Tier Two
Requires 5 APs spent in tree​
Much of this tree comes from Races of Eberron. If something seems like a nonsequitur or like it's named weirdly, it's probably a direct conversion.
  • Master Artisans: +3/6/10 to all Crafting skills.
    AP Cost: 2 Ranks: 3 Progression: 5 No requirements
  • Shadow Watcher or Lightbringer:
    • +2/+4/+6 to Saving Throws and Armor Class against Quori.
    • +1/+2/+3 Concentration and Will Saves. Rank 3: Your passive ki regeneration is increased by 1.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Dance of Shadows: +1/+2/+3 Balance, Bluff, Diplomacy, and Perform.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Kalashtar Weapon Training: +2 to hit and +1 damage with ki weapons, including mind blades.
    AP Cost: 1 Ranks: 1 Progression: 5 No requirements
  • Mental Weaponry: You can craft semi-permanent manifestations of psionic energy. This grants the ability to conjure physical Mind Blades to wield as weapons. This enhancement has two components:
    Conjure Mind Blade: Mind Blades are Shortswords made of force and may use your Intelligence modifier for their attack and damage. As you level up, they become more powerful. They appear in your Weapon slot; you can see their description box as with any weapon. If you unequip your Mind Blade, they will dissipate into nothingness and must be summoned again. Mind Blades are ki weapons (you stay centered).​
    Conjure Dual Mind Blades: Creates a Mind Blade in each hand.​
    [add table for their stats. Good-aligned.]
    AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Caster Level 1-4:[1d6] + 1 Force+1 Enhancement Bonus, Shadowblade, Holy 1
Caster Level 5-9:[1d6] + 2 Force+2 Enhancement Bonus, Shadowblade, Holy 2, Good Blast 2
Caster Level 10-14:1.5[1d6] + 4 Force+4 Enhancement Bonus, Shadowblade, Holy 3, Good Blast 3, Banishing
Caster Level 15-19:2[1d6] + 6 Force+6 Enhancement Bonus, Shadowblade, Holy 4, Good Blast 4, Improved Banishing
Caster Level 20-24:3[1d6] + 8 Force+8 Enhancement Bonus, Shadowblade, Holy 4, Good Blast 4, Improved Banishing
Caster Level 25-29:4[1d6] + 10 Force+10 Enhancement Bonus, Shadowblade, Holy 5, Good Blast 5, Sovereign Banishing
Caster Level 30+:5[1d6] + 15 Force+15 Enhancement Bonus, Shadowblade, Holy 6, Good Blast 6, Sovereign Banishing
Note that these enchantments do not add the Good damage type, so as to continue bypassing all damage reduction.
Tier Three
Requires 10 APs spent in tree​
  • Mindlink: Spell Like Ability: Focusing Chant. (Activation Cost: 2 Spell Points. Cooldown: 12 seconds.)
    AP Cost: 1 Ranks: 1 Progression: 10 No requirements
  • Strong Mind: +1/+2/+3 Will saves.
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Friendly Disposition: +10 Healing Amplification.
    AP Cost: 1 Ranks: 1 Progression: 10 No requirements
  • Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Kalashtar Weapon Training (Tier 2)
  • Imbue with Mind: This effect changes your equipped weapons, shields, and orbs to the Force material type, causes them to be treated as implements, and grants a +1 enhancement bonus. This is considered an Item Enchantment. As an object made of force, it's immune to damage from oozes & rust monsters, although any special material properties of the original weapon remain.
    I deliberately separated this from the initial Mental Weaponry, as it seems the most useful of the three and should require more investment.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Mental Weaponry
Tier Four
Requires 15 APs spent in tree​
  • Greater Mindlink: Spell Like Ability: Good Hope. (Activation Cost: 5 Spell Points. Cooldown: 6 seconds.)
    AP Cost: 1 Ranks: 1 Progression: 15 Requires: Mindlink
  • Mind Fortress: +3/+6/+10 MRR cap.
    AP Cost: 1 Ranks: 3 Progression: 15 No requirements
  • Ancestral Memories: +1 to all skills.
    AP Cost: 2 Ranks: 1 Progression: 15 No requirements
  • Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades. +1 Competence bonus to Critical Threat Range with the same weapons.
    AP Cost: 2 Ranks: 1 Progression: 15 Requires: Kalashtar Weapon Training (Tier 3)
  • Favored Enemy: Evil Outsider: Gain evil outsiders as a favored enemy.
    AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Overall, I'm not happy with this enhancement tree because its AP add up to more than one standard deviation above the average for all noniconic racial trees. But on the other hand, the most recent races all have the entire tree filled with no holes - i.e. there are 25 total abilities. So I didn't have much choice unless I decreased the AP costs unreasonably, since that seemed the more recent design direction and therefore more important. Incidentally, if you ever wondered how obsessive I can get about things, here is your answer.

Past Life Feats
  • +1 Concentration
  • +1 Wisdom
  • +1 Racial Action Point

Kalashtar Atavist Iconic

Kalashtar Atavists have awakened to more of their dormant quori soul, and gain additional traits based on its personality. They specialize in coordinated combat against the Dreaming Dark.
Once again, this is courtesy of the information in Races of Eberron.

  • Kalashtar Traits
  • Dual Soul: Choose a trait for your quori soul. This will determine several racial choices.
    • Aggressive: +2 racial Balance, Jump, and Tumble
    • Cautious: +2 racial Hide, Move Silently, and Search
    • Insightful: +2 racial Listen and Spot
    • Sociable: +2 (stacking) racial Bluff and Diplomacy

Core abilities
  • Psionic Talent: +2% racial bonus to Maximum Spell Points.
    AP Cost: 1 Level: 1 Progression: 0 No requirements
  • Atavist Ability: Choose between +1 Strength, Wisdom, Intelligence, or Charisma
    AP Cost: 2 Level: 4 Progression: 1 Requires: Psionic Talent
  • Psionic Talent: +2% stacking (now +4%) racial bonus to Maximum Spell Points.
    AP Cost: 1 Level: 7 Progression: 3 Requires: Atavist Ability
  • Atavist Ability: Choose between +1 Strength, Wisdom, Intelligence, or Charisma
    AP Cost: 2 Level: 11 Progression: 4 Requires: Psionic Talent
  • Psionic Talent: +2% stacking (now 6%) racial bonus to Maximum Spell Points.
    AP Cost: 1 Level: 16 Progression: 6 Requires: Atavist Ability
Tier One
Requires character level 1, 1 AP spent in tree​
  • Spell Power Boost: Activate to gain a +20 Action Boost bonus to Universal Spell Power for 20 seconds. Racial boosts share a cooldown with class action boosts but grant extra uses per rest.
    AP Cost: 1 Ranks: 1 Progression: 1 No requirements
  • Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Arcanum: +[25/50/100] Maximum Spell Points and +1/+2/+3 bonus to Spell Penetration.
    This switches back to the normal version so the Spell Penetration bonus will stack, since we expect Atavist to be playing Psion.
    AP Cost: 2 Ranks: 3 Progression: 1 No requirements
  • Force or Subtlety: How do you spellcast?
    • Brutal Spellcasting: Your damaging spells generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you. Antireq: Cautious Dual Soul
    • Subtle Spellcasting: Your damaging spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you. Antireq: Aggressive Dual Soul
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
    AP Cost: 1 Ranks: 3 Progression: 1 Requires: Magical Training
Tier Two
Requires 5 APs spent in tree​
  • Action Boost: Gain a boost based on your dual soul. Racial boosts share a cooldown with class action boosts but grant extra uses per rest.
    • Melee & Ranged Power Boost: Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds. Requires Aggressive Dual Soul
    • Saves Boost: Activate to gain a +4 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1. Requires Cautious Dual Soul
    • Skill Boost: Activate to gain a +4 Action Boost bonus to all skills for 20 seconds. Requires Insightful Dual Soul
    • Rallying Cry: You and all allies within 15 meters gain +15% Action Boost bonus to movement speed and +2 Action Boost bonus to Saving Throws for 20 seconds. This ability can be used while feared and dispels fear effects. Requires Sociable Dual Soul
    AP Cost: 1 Ranks: 1 Progression: 5 No requirements
  • Shadow Watcher: +1/+2/+3 to hit and damage against Quori.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Throw Mind Blade: Conjure a psionic blade that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level, with a Will save vs. (DC 17 + Evocation bonuses + Intelligence) for half damage. (Activation Cost: 10/8/6 Spell Points. Cooldown: 8/6/6 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Kalashtar Weapon Training: +2 to hit and +1 damage with ki weapons, including mind blades.
    AP Cost: 1 Ranks: 1 Progression: 5 No requirements
  • Mental Weaponry: You can craft semi-permanent manifestations of psionic energy. This grants the ability to conjure physical Mind Blades to wield as weapons. This enhancement has two components:
    Conjure Mind Blade: Mind Blades are Shortswords made of force and may use your Intelligence modifier for their attack and damage. As you level up, they become more powerful. They appear in your Weapon slot; you can see their description box as with any weapon. If you unequip your Mind Blade, they will dissipate into nothingness and must be summoned again. Mind Blades are ki weapons (you stay centered).​
    Conjure Dual Mind Blades: Creates a Mind Blade in each hand.
    AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Tier Three
Requires 10 APs spent in tree​
  • Mindlink: Spell Like Ability: Focusing Chant. (Activation Cost: 2 Spell Points. Cooldown: 12 seconds.)
    AP Cost: 1 Ranks: 1 Progression: 10 No requirements
  • Combative Soul: Gain effects based on your dual soul.
    • Aggressive: +2 action boost bonus to Attack.
    • Cautious: +5% action boost bonus to movement speed.
    • Insightful: While you have 100 or more spell points, you are able to see invisible creatures and pierce illusions.
    • Sociable: Fear and shaken effects are removed from you after 6 seconds.
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements
  • Dismissing Strike: You perform a melee attack that attempts to force an extraplanar enemy back to its proper plane. A successful Will save negates this effect (DC = 10 + Intelligence modifier + your character level + stunning bonuses). (Activation Cost: 25 Spell Points. Cooldown: 15 seconds.)
    AP Cost: 1 Ranks: 1 Progression: 10 No requirements
  • Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Kalashtar Weapon Training (Tier 2)
  • Imbue with Mind: This effect changes your equipped weapons, shields, and orbs to the Force material type, causes them to be treated as implements, and grants a +1 enhancement bonus. This is considered an Item Enchantment. As an object made of force, it's immune to damage from oozes & rust monsters, although any special material properties of the original weapon remain.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Mental Weaponry
Tier Four
Requires 15 APs spent in tree​
  • Greater Mindlink: Spell Like Ability: Good Hope. (Activation Cost: 5 Spell Points. Cooldown: 6 seconds.)
    AP Cost: 1 Ranks: 1 Progression: 15 Requires: Mindlink
  • Augmented Mindlink: Choose an SLA to improve.
    • Self: Your bonuses from Focusing Chant increases by 1 for every 6 character levels. (to a maximum of +4 at 18th level.) This only affects the SLA you gain from Mindlink. Antireq: Sociable Dual Soul
    • Others: The bonuses from Good Hope increase by 1 for every 6 character levels. (to a maximum of +5 at 18th level.) This only affects the SLA you gain from Greater Mindlink. Antireq: Insightful Dual Soul
    AP Cost: 2 Ranks: 1 Progression: 15 Requires: Greater Mindlink
  • Ancestral Memories: Gain skill bonuses based on your dual soul.
    • Aggressive: +5 Balance, Jump, and Tumble
    • Cautious: +5 Hide, Move Silently, and Search
    • Insightful: +5 Listen and Spot
    • Sociable: +5 Bluff and Diplomacy
      Yes, these bonuses are high, but I notice Deep Gnome gets +5/+10/+20 (!) Spellcraft. Which is generally more useful of a skill.
    AP Cost: 2 Ranks: 1 Progression: 15 No requirements
  • Kalashtar Weapon Training: +2 to hit and damage with ki weapons, including mind blades. +1 Competence bonus to Critical Threat Range with the same weapons.
    AP Cost: 2 Ranks: 1 Progression: 15 Requires: Kalashtar Weapon Training (Tier 3)
  • Favored Enemy: Evil Outsider: Gain evil outsiders as a favored enemy.
    AP Cost: 2 Ranks: 1 Progression: 15 No requirements
You may ask, but did I account for how many abilities typically are different for iconic race enhancement trees? You bet I did! Fortunately those're all over the place so I couldn't go wrong as long as each Tier had at least two.

Past Life Feats
Stance: +3%/+6%/+10% Maximum Spell Points.​
Passive: +1%/+2%/+3% Universal Spell Critical Chance.​

- - - - - - - - - - - - - - - - - - - - - - - - -

If you got this far, thank you for reading! Please leave an insightful comment if you have any feedback for me.
 
Upvote 2

droid327

Hardcore casual soloist
Feel like the spell list is overly ambitious, too many marquee spells from the druid divine and warlock books without losing enough wizard spells. I like the idea of a Force focused nuker, but at this point i think the most direct way there is to buff Fey shadow blade spells (add damage scaling via cores similar to how storm singer tree does), not just give every awesome force/physical spell in the game to one class.

Augment feels overtuned. +18 damage for certain L1 spells would put them ahead of many higher level single target spells. Sonic blast, eg, would become 1d6+17, with no save, almost no resistances, 18 max cl with master of music, and +50% damage available in Fatesinger bringing it to 553 avg dmg; cf Iceberg at 630, except anyone who can cast L9 spells could access it for /1 Psion and 1 feat, and again no save so even CHA or WIS casters could abuse it. Splash /1 Bard and it's an SLA that gets free meta magic too. Similar issues with pretty much all other caster tree SLAs that benefit from Master Of feats. Also NEB would go from 1d6+4 to +9, an increase of 67% total damage/healing.
 

Magrok

Theorycrafter
Thank you for reading!
Regarding the spell list, I definitely want to keep the thorn "crystal" spells, but I'm open to changing anything else. Certainly there are a couple, like Binding Chain, where I wasn't sure whether it'd be too much in removing its uniqueness by including it here.

It's true I was calculating Augment Spell for the general case, of bringing spells up to par with the averages across spell levels. I was not looking into how specific spells could be abused. (y)Your example is quite helpful, thank you. Is there a way to word it that would fix this problem, do you think? Or is it endemic to being usable by multiclass characters?

Edit: I suppose they could also just keep their SLAs and discipline spells, and lose the thorn spells from the base list. That'd be sufficient.
 
Last edited:

droid327

Hardcore casual soloist
Thank you for reading!
Regarding the spell list, I definitely want to keep the thorn "crystal" spells, but I'm open to changing anything else. Certainly there are a couple, like Binding Chain, where I wasn't sure whether it'd be too much in removing its uniqueness by including it here.

It's true I was calculating Augment Spell for the general case, of bringing spells up to par with the averages across spell levels. I was not looking into how specific spells could be abused. (y)Your example is quite helpful, thank you. Is there a way to word it that would fix this problem, do you think? Or is it endemic to being usable by multiclass characters?

Edit: I suppose they could also just keep their SLAs and discipline spells, and lose the thorn spells from the base list. That'd be sufficient.

I think the "Crystal" spells are fine. They're what needed to be added for Blightcaster to have a meaningful Force/Physical rotation, and that's basically what a Force Wizard needs too. Though I'd really want to see a modernization of the Magic Missile line of spells too if we're going to go there, and put those back in the spellboook.

I think you just need to define what it is you want Psion to do better than Wizard (ie Force casting), and what you want it to do worse than Wizard, and then take that away. You took away Archmage, but AM was already the "force casting, metamagic, and general spell strengthening" tree, and Psion is pretty much a straight upgrade from AM.

I might suggest you drop PM instead (especially since you're adding Pos healing), and take all the Necromancy and Illusion spells out of the Wiz book. Heck, Conj and Trans too, just have them be Evoc/Ench specialists. Then drop the Metamagic enhancements from Psion (since they'll be there in AM again) and decide on some more identity-defining enhancements there instead.

Also pare down some of the cross-book spells you're giving them, dont just throw the kitchen sink lol. Matter of fact take almost all of it out. Tentacles alone may be enough, with the Thorn spells. Dont add Vigor, that just turns them in to Blightcaster 2.0. They get some spot healing in Egoist if they want. Maybe throw Close Wounds into L2 and keep Panacea since those are lesser-used heals, and that fits the "healing through mental discipline" theme.

I dont see how Augment fits into the design goal, though. I think "heighten for nuking" is ultimately too broad to fit...its a good goal, but it should be reserved to something more focused and targeted, and outside the scope of an archetype. I think instead, you need to theorycraft some unique mechanic that makes Psion feel Psionic, like how Wild Mage has Surges.
 

Magrok

Theorycrafter
I think the "Crystal" spells are fine. They're what needed to be added for Blightcaster to have a meaningful Force/Physical rotation, and that's basically what a Force Wizard needs too. Though I'd really want to see a modernization of the Magic Missile line of spells too if we're going to go there, and put those back in the spellboook.

I think you just need to define what it is you want Psion to do better than Wizard (ie Force casting), and what you want it to do worse than Wizard, and then take that away. You took away Archmage, but AM was already the "force casting, metamagic, and general spell strengthening" tree, and Psion is pretty much a straight upgrade from AM.

I might suggest you drop PM instead (especially since you're adding Pos healing), and take all the Necromancy and Illusion spells out of the Wiz book. Heck, Conj and Trans too, just have them be Evoc/Ench specialists. Then drop the Metamagic enhancements from Psion (since they'll be there in AM again) and decide on some more identity-defining enhancements there instead.

Also pare down some of the cross-book spells you're giving them, dont just throw the kitchen sink lol. Matter of fact take almost all of it out. Tentacles alone may be enough, with the Thorn spells. Dont add Vigor, that just turns them in to Blightcaster 2.0. They get some spot healing in Egoist if they want. Maybe throw Close Wounds into L2 and keep Panacea since those are lesser-used heals, and that fits the "healing through mental discipline" theme.

I dont see how Augment fits into the design goal, though. I think "heighten for nuking" is ultimately too broad to fit...its a good goal, but it should be reserved to something more focused and targeted, and outside the scope of an archetype. I think instead, you need to theorycraft some unique mechanic that makes Psion feel Psionic, like how Wild Mage has Surges.
You make some very good points... I tend not to get too unique for the first draft, but I can see now that this does need some sort of spin to it. Might take me a few days to revamp.
 

Magrok

Theorycrafter
So!

When I think of psion vs. wizard, I think of the wizard having a much more versatile and expansive toolbox, but the psion being able to do more with what they have. The psion doesn't have a power for everything, and can't augment something into being something else completely. But they do have more damage than the wizard when they want to spend resources on it.
I also think of them having access to all energy types, but that's very similar to how I think of archmages being able to throw cold or acidic fireballs. So now that Psion is replacing Pale Master instead, between the two Archmage should get that ability and Psion can dip there if they want it.

I have torn up the psion spell list, and expanded disciplines to compensate. I don't know whether I quite hit the uniqueness factor, but they certainly are more of a Force Nuker now.
I also forgot the archetype past life feat before >.<, so that's been added.

Bookkeeping​


Archmage​

Add the following to the Archmage enhancement tree at Tier 2.
Mastery of Elements: Gain access to four Imbue Toggles (Acid, Cold, Electric, and Fire) that modify the damage of your elemental spells. When casting an Acid, Cold, Electric, or Fire spell, it instead is a spell of the element you've chosen and deals that element's damage, scaling with that element's spell power. Spells which deal multiple types of damage only have their elemental damage portions modified this way.​

Augment Spell​

This feat is removed.

Psionic Spell Points Bar​

This mechanic now grants a +10 psionic bonus to Spell Penetration checks.

Kalashtar​

Replace the Tier 1 "Psionic Arcanum" enhancement with the base "Arcanum" enhancement.


Psion

Changed features and enhancements are marked in blue.

Psion Class Features​

Psion is a variant Wizard archetype which focuses on augmenting fewer spells for great effect.

Changes from Base Class​


Lose
Pale Master enhancements​
Some spell slots (see below)​
Gain
Discipline
Psion spells do not cause arcane spell failure, though psions also do not gain proficiency with any armor.​
Psions use a "psionic" spell points bar (purple instead of blue), which gives them a +10 psionic bonus to Spell Penetration checks.

Discipline: A Psion chooses a discipline to specialize in at 1st level - Egoist, Kineticist, Nomad, Shaper, or Telepath. This discipline will add several spells to their spell list.

Progression of Spell Slots:
Code:
        1/2/3/4/5/6/7/8/9
Level
1st     2/-/-/-/-/-/-/-/-
2nd     3/-/-/-/-/-/-/-/-
3rd     4/1/-/-/-/-/-/-/-
4th     4/2/-/-/-/-/-/-/-
5th     4/2/1/-/-/-/-/-/-
6th     4/3/2/-/-/-/-/-/-
7th     4/3/2/1/-/-/-/-/-
8th     4/4/3/2/-/-/-/-/-
9th     4/4/3/2/1/-/-/-/-
10th    4/4/4/3/2/-/-/-/-
11th    4/4/4/3/2/1/-/-/-
12th    4/4/4/4/3/2/-/-/-
13th    4/4/4/4/3/2/1/-/-
14th    4/4/4/4/4/3/2/-/-
15th    4/4/4/4/4/3/2/1/-
16th    4/4/4/4/4/3/3/2/-
17th    4/4/4/4/4/3/3/2/1
18th    4/4/4/4/4/3/3/3/2
19th    4/4/4/4/4/3/3/3/3
20th    4/4/4/4/4/3/3/3/3

Psion Spell List​

Spells which are not on the Sorcerer/Wizard list are denoted in red.

---1st level---
Cause Fear​
Caustic Bolt​
Detect Secret Doors​
Doom
Entangle
Feather Fall​
Flaming Bolt​
Freezing Bolt​
Grease​
Hypnotism​
Magic Missile​
Master's Touch​
Produce Flame
Shocking Bolt​
Sleep​
Sonic Blast​
---2nd level---
Bear's Endurance​
Bull's Strength​
Cat's Grace​
Daze Monster​
Eagle's Splendor​
False Life​
Flaming Sphere​
Fox's Cunning​
Glitterdust​
Hypnotic Pattern​
Invisibility​
Knock​
Ooze Puppet​
Owl's Wisdom​
Resist Energy​
Scare​
Scorch​
See Invisibility​
Touch of Idiocy​
Web​
---3rd level---
Chain Missiles​
Deep Slumber​
Dispel Magic​
Haste​
Hold Person​
Protection from Energy​
Rage​
Snare
Slow​
Water Breathing​
---4th level---
Burning Blood​
Contagion​
Crushing Despair​
Fear​
Force Missiles​
Neutralize Poison
Phantasmal Killer​
Poison
---5th level---
Break Enchantment​
Cyclonic Blast​
Evard's Black Tentacles
Feeblemind​
Hold Monster​
Mind Fog​
Panacea
Prismatic Ray​
Protection from Elements​
Reincarnate
---6th level---
Disintegrate​
Flesh to Stone​
Greater Dispel Magic​
Stone to Flesh​
True Seeing​
---7th level---
Creeping Doom
Hold Person, Mass​
Power Word: Blind​
Prismatic Spray​
---8th level---
Arcane Tempest​
Poison Breath
Power Word: Stun​
Thorn Lance
---9th level---
Hold Monster, Mass​
Mordenkainen's Disjunction​
Power Word: Kill​
Rend the Soul​
Tsunami

---Egoist---
(1st) Lesser Vigor
(1st) Stiffen Skin
(2nd) Barkskin
(3rd) Positive Energy Infusion
(3rd) Vigor
(4th) Stoneskin​
(5th) Greater Vigor
(6th) Tenser's Transformation​
(7th) Regenerate
(8th) Unstoppable
---Kineticist---
(1st) Burning Hands​
(1st) Elemental Skin
(2nd) Ki Bolt
(3rd) Acid Blast​
(3rd) Elemental Weapons
(4th) Dark Discorporation
(5th) Ball Lightning​
(6th) Greater Elemental Weapons
(7th) Elemental Toughness
(8th) Elemental Combination
---Nomad---
(1st) Jump​
(1st) Longstrider
(2nd) Blur​
(3rd) Displacement​
(3rd) Freedom of Movement
(4th) Dimension Door​
(5th) Teleport​
(6th) Dismissal​
(7th) Greater Teleport​
(8th) Banishment​
---Shaper---
(1st) Mage Armor​
(1st) Repair Light Damage​
(2nd) Repair Moderate Damage​
(3rd) Fire Shield​
(3rd) Repair Serious Damage​
(4th) Repair Critical Damage​
(5th) Thorn Wave
(6th) Reconstruct​
(7th) Insidious Spores
(8th) Earthquake
---Telepath---
(1st) Charm Person​
(1st) Command
(2nd) Ghoul Touch​
(3rd) Charm Monster​
(3rd) Suggestion​
(4th) Greater Command
(5th) Dominate Person​
(6th) Mass Suggestion​
(7th) Mass Charm Monster​
(8th) Dominate Monster​

Psion Enhancements​

Core abilities
  • Psionic Disciple: Each enhancement point spent in the Psion tree grants +3 to your Maximum Spell points. Each core ability you take in this tree, including this one, grants you +5 Force Spellpower.
    AP Cost: 1 Ranks: 1 Progression: 0 Requires: Wizard level 1
  • Power of Force: Whenever you cast an offensive spell, gain an augment charge. These stack up to 5 times, losing 1 charge every minute. Each charge you hold grants +1 Universal Spell Power. (Activate: 5 charges. Cooldown: 5 seconds.) Fire multiple projectiles in a spray, each dealing 1d4 Force damage per Psion level, scaling with Force Spell Power. Opponents struck by these bolts receive a Will save for half damage.
    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Psionic Disciple, Wizard level 3
  • Enhanced Force I: Your Power of Force damage is upgraded to deal 1d6+2 Force damage per Psion level.
    Passive: Your psionic bonus to Spell Penetration checks increases by +5, to +15.
    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Power of Force, Wizard level 6
  • Enhanced Force II: Your Power of Force damage is upgraded to deal 1d8+4 Force damage per Psion level, and now stacks to a maximum of 10 charges.
    Passive: Your psionic bonus to Spell Penetration checks increases by +5, to +20.
    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Enhanced Force I, Wizard level 12
  • Enhanced Force III: Your Power of Force damage is upgraded to deal 1d10+6 Force damage per Psion level.
    Passive: Your psionic bonus to Spell Penetration checks increases by +5, to +25.
    AP Cost: 1 Ranks: 1 Progression: 30 Requires: Enhanced Force II, Wizard level 18
  • Master Psion: +4 Intelligence, +10 Spellcraft, +10 Universal Spell Power. Your Power of Force damage is upgraded to deal 1d12+8 Force damage per Psion level, and now stacks to a maximum of 25 charges.
    Passive: Your psionic bonus to Spell Penetration checks increases by +5, to +30.
    AP Cost: 1 Ranks: 1 Progression: 40 Requires: Enhanced Force III, Wizard level 20
Tier One
Requires Psionic Disciple, Wizard level 1​
  • Crystal Strike: Spell Like Ability: Thorn Strike. (Activation Cost: 4/3/2 Spell Points. Cooldown 12/8/4 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Energy of the Scholar: +[30/60/100] Maximum Spell Points.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Antireq: Wand and Scroll Mastery
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
  • Spell Critical: Force I: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements
  • Discipline Skills: Gain bonuses based on your chosen discipline:
    • Egoist: +1/2/3 Balance, Heal, and Will saves.
    • Kineticist: +1/2/3 Haggle, Intimidate, and Will saves.
    • Nomad: +1/2/3 Jump, Swim, and Will saves.
    • Shaper: +1/2/3 Repair, Use Magic Device, and Will saves.
    • Telepath: +1/2/3 Bluff, Diplomacy, and Will saves.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Tier Two
Requires Psion level 2, 5 APs spent in tree​
  • Mind Shield: You permanently gain the effects of the Shield spell.
    AP Cost: 2 Ranks: 1 Progression: 5 No requirements
  • Efficient Metamagic: Select a Metamagic Feat to enhance.
    • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
    • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
    • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
    • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Energy Converter: Whenever you're hit with a spell that deals Force damage, gain 5/10/15 Temporary Spell Points (whether or not it damages you).
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
  • Spell Critical: Force II: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical: Force I
  • Action Boost Spellpower: You gain a +10/20/30 Action Boost bonus to Universal Spell Power for 20 seconds.
    AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Tier Three
Requires Psion level 3, 10 APs spent in tree​
  • Crystal Bolt: Spell Like Ability: Splinterbolt. (Activation Cost: 8/6/4 Spell Points. Cooldown 15/10/5 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Efficient Metamagic: Choose another Metamagic feat to enhance.
    AP Cost: 1 Ranks: 3 Progression: 10 Requires: Efficient Metamagic (Tier 2)
  • Feedback Loop: Whenever you cast a Force or Physical spell, you gain +5 to your Force and Physical Spell Power for 6 seconds. This stacks up to 1/3/5 times.
    AP Cost: 1 Ranks: 3 Progression: 10 No requirements
  • Spell Critical: Force III: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Force II
  • Intelligence: +1 Intelligence
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Tier Four
Requires Psion level 4, 20 APs spent in tree​
  • Crystal Bloom: Spell Like Ability: Thorn Bloom. (Activation Cost: 12/8/6 Spell Points. Cooldown 18/12/6 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
    AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3)
  • One With Force: You gain 5% Force Absorption.
    AP Cost: 1 Ranks: 3 Progression: 20 No requirements
  • Spell Critical: Force IV: Your Force, Physical, and Untyped damage spells have an additional 2% chance to critically hit.
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Force III
  • Intelligence: +1 Intelligence
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Intelligence (Tier 3)
Tier Five
Requires character level 12, Psion level 5, 30 APs spent in tree​
  • Elemental Wave: Taking this Enhancement grants you five SLAs, in Fire, Cold, Electric, Acid, and Sonic. All five share a single cooldown. Creates a wave of elemental power that deals 1d6+3 <element> and force damage per caster level. This ability counts as a level 6 Psion spell. Scales with 100% Spell Power. Allowed metamagic: Maximize, Empower, Quicken, and Augment. (Activation Cost: 35/30/25 Spell Points. Cooldown: 20/15/12 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 30 No requirements
  • Blast Crystals: Your Splinter Bolt and Thorn Spells and SLAs now also cause an additional 1 point of Force damage for every caster level. This scales with spell power.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements
  • Reality Manipulation: Spells you cast cost 5% less Spell Points.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements
  • Power Critical: +3% Universal Spell Critical Chance.
    AP Cost: 2 Ranks: 1 Progression: 30 Requires: Spell Critical: Force IV
  • Psionic Focus: Gain +1 to all Spell DCs.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements

Past Life Feat:
+1/2/3 Enchantment DCs, +5/10/15 Force Spell Power​


I have three other versions of the Core 2 in mind. One would be an Adrenaline-like ability that deals bonus Force damage per caster level on your next offensive spell, which would have limited charges that are recovered on a spell critical. The second would be a non-imbue toggle that passively converts half your spells' damage to Force. The third would be a straightforward spell imbue that deals extra damage on your spells based on imbue dice, not by caster level. I keep going back and forth on which version to implement.
 

Xgya

Well-known member
Even though they're both supposed to be Intelligence-based, I think a DDO Psion would be more akin to a Sorcerer than a Wizard.
When I think of psion vs. wizard, I think of the wizard having a much more versatile and expansive toolbox, but the psion being able to do more with what they have. The psion doesn't have a power for everything, and can't augment something into being something else completely. But they do have more damage than the wizard when they want to spend resources on it.

You've basically told the difference between a Wizard and a Sorcerer here.
Only Psions are supposed to have an even LESS versatile toolbox and more options to spend more resources to amplify their damage.

Starting from Wizard requires a one step forward, two steps back approach to reach the point.
 

Magrok

Theorycrafter
The other thought about sorcerer vs. wizard would be whether they should be able to inscribe new spells, and I think they should. So between that and being Int-based already, I think a sorc-like wizard is better for Psion than a wiz-like sorcerer.
 

misterski

Well-known member
The other thought about sorcerer vs. wizard would be whether they should be able to inscribe new spells, and I think they should. So between that and being Int-based already, I think a sorc-like wizard is better for Psion than a wiz-like sorcerer.
I disagree with them being able to inscribe new spells. Traditionally, psions/psionicists could not learn new powers beyond the leveling process and being able to inscribe them wouldn't make sense. They really are more like sorcerers than wizards, sorcerers who could pump up their powers to ridiculous lengths and/or heights as long as the PSP lasted.
 

Magrok

Theorycrafter
I guess it just feels weird for Psion to be an archetype of the same class that would have Wilder as an archetype. But as I'm not planning to convert that, it's not really a cogent issue.

My original thought was for a wizard archetype replacing Archmage, so with that no longer being the case there's nothing that has to keep it at wizard.

Would you have it alongside the Savant enhancement trees, then? I almost feel like carrying over Archmage as well and go with AM + EK, but that'd just lead to questions of, "why didn't you make it an archetype for wizard?". And unlike melee trees, it'd be hard to carry over from a different spellcaster because of referenced class features. (eldritch blast, etc.)
 

misterski

Well-known member
I guess it just feels weird for Psion to be an archetype of the same class that would have Wilder as an archetype. But as I'm not planning to convert that, it's not really a cogent issue.

My original thought was for a wizard archetype replacing Archmage, so with that no longer being the case there's nothing that has to keep it at wizard.

Would you have it alongside the Savant enhancement trees, then? I almost feel like carrying over Archmage as well and go with AM + EK, but that'd just lead to questions of, "why didn't you make it an archetype for wizard?". And unlike melee trees, it'd be hard to carry over from a different spellcaster because of referenced class features. (eldritch blast, etc.)
There's no rule that you can't create another archetype for a class that already has an archetype. The devs have stated (it was back on the old forum) that they are not beholden to a particular release cadence for archetypes.
 
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