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-rw-r--r--config.yaml3
-rw-r--r--src/about.md58
-rw-r--r--src/apocrypha/anintroductiontoapocrypha.org29
-rw-r--r--src/apocrypha/index.yaml1
-rw-r--r--src/apocrypha/region_thecentersea.org8
-rw-r--r--src/apocrypha/region_theempire.org120
-rw-r--r--src/apocrypha/region_thenorth.org85
-rw-r--r--src/apocrypha/thegournalgeographicaffairs.org137
-rw-r--r--src/changelog.md63
-rw-r--r--src/dnd/psionic-schools.org220
-rw-r--r--src/dnd/psionist.org570
11 files changed, 497 insertions, 797 deletions
diff --git a/config.yaml b/config.yaml
index 05a31d2..4ca1bac 100644
--- a/config.yaml
+++ b/config.yaml
@@ -23,3 +23,6 @@ categories:
"HB": "Homebrew"
"SS": "Short Story"
"WP": "WIP"
+ "WB": "Worldbuilding Prompt"
+ "AP": "Apocrypha"
+ "FR": "Forgotten Realms" \ No newline at end of file
diff --git a/src/about.md b/src/about.md
index ddca263..8385ffe 100644
--- a/src/about.md
+++ b/src/about.md
@@ -1,10 +1,54 @@
-Hello Internet Person!
+Epigraph
-I'm Andrew D. Murrell, and I'm a DM.
+Every great adventure begins with a departure.
-Though I hold a degree in Physics, am currently working as a manager
-and editor at a small tech firm. I write, mostly to teach my players
-about the whatever they want to know about the Forgotten Realms, but
-also because I think stories make the world a better place. I can be
-contacted at ImFromNASA@gmail.com and would love to hear from you!
+The young hero, the country lass,<br>
+the bored noble, each is called to<br>
+leave home and step into the wider<br>
+world beyond.
+These untested newcomers are<br>
+confronted by the winds and wilds,<br>
+by highwaymen and heathens, and by the<br>
+deeper dangers of their own making.
+
+They may fall.<br>
+They most certainly will fail.<br>
+And yet they fight,<br>
+taking strides ever forward,<br>
+ever farther from the places they called home.
+
+But should they rise,<br>
+and so defeat their enemies<br>
+as they do their insecurities,<br>
+they shall rise as heroes.
+
+And as the bard weaves their tales of fortune and of fate—<br>
+of voyages, departures, and returns—<br>
+we listen to their stories,<br>
+and are likewise taken far, far, from home.
+
+Come with me then,<br>
+upon a great adventure,<br>
+a great departure,<br>
+and a new beginning.
+
+—Andrew Murrell (/u/ImFromNASA on reddit).
+
+<hr>
+
+Welcome wanderers!
+
+This site is a resource for all you wanderers, seeking your place
+among immortal wonders, your eyes filled deep with dreams and souls
+set on seeking larger purpose. May you here find a window into worlds
+and a invitation into imagination.
+
+My name is Andrew Murrell (/u/ImFromNASA on Reddit), currently most
+well known for YARV, Dynamic Initiative (Drew's Rules), and the Patron
+prestige class on /r/UnearthedArcana and its discord, the DoMT.
+
+I make D&D 5e homebrew, write short stories, build worlds, and also
+haphazardly design heartbreaker TRPGs.
+
+I know more than any sane person should about the Forgotten Realms. \ No newline at end of file
diff --git a/src/apocrypha/anintroductiontoapocrypha.org b/src/apocrypha/anintroductiontoapocrypha.org
new file mode 100644
index 0000000..d37a45a
--- /dev/null
+++ b/src/apocrypha/anintroductiontoapocrypha.org
@@ -0,0 +1,29 @@
+An Introduction to Apocrypha
+
+---
+
+title: "An Introduction to Apocrypha"
+
+updated: "2017-12-23 Sat 14:21"
+
+categories: AP
+
+---
+
+Apocrypha is a world of mystery and forgotten history, built from
+first principles and the realization that even simple truths have
+consequences.
+
+My goal with building the world of Apocrypha is to create a generic
+fantasy world which is both suitable for books and for use with TRPGs,
+and is designed somewhere on the coherency spectrum between the
+Forgotten Realms and Discworld.
+
+Though it is being designed to function with the 5th edition of <a
+href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons">Dungeons &
+Dragons</a> in mind, I am also haphazardly designing a TRPG of my own
+which may be abandoned along the way, but draws inspiration from
+Apocrypha as well as breathing life back into it. Over the last 2
+months, I've found that working on one usually generates ideas that
+are applicable to the other, and overall energy for both projects
+benefits from this dynamic.
diff --git a/src/apocrypha/index.yaml b/src/apocrypha/index.yaml
new file mode 100644
index 0000000..e54860e
--- /dev/null
+++ b/src/apocrypha/index.yaml
@@ -0,0 +1 @@
+title: "Apocrypha" \ No newline at end of file
diff --git a/src/apocrypha/region_thecentersea.org b/src/apocrypha/region_thecentersea.org
new file mode 100644
index 0000000..6db442d
--- /dev/null
+++ b/src/apocrypha/region_thecentersea.org
@@ -0,0 +1,8 @@
+** Regions of the Center Sea
+
+The Center Sea is the beating heart of the civilized world.
+Tributaries from all directions meet and mix here, bringing ships
+together from all the nations of the world, laden with goods and with
+ideas.
+
+
diff --git a/src/apocrypha/region_theempire.org b/src/apocrypha/region_theempire.org
new file mode 100644
index 0000000..41f8853
--- /dev/null
+++ b/src/apocrypha/region_theempire.org
@@ -0,0 +1,120 @@
+** Regions of the Empire
+
+Midlands (Etra, Vala, Isla), the Provinces (Midwood, ?), the Colonies
+(Cover Islands, ?), and the Golden Road.
+
+The Empire
+
+How long has the Empire been around? 111 ages, but how many is that?
+Current one is 62 years, but some have been less than a year.
+
+The best tax records in the oldest provinces say the empire is about
+60 generations (or 3000 years) old. The average length of an 'age' is
+therefore, about 27 years. The General Edict was given 62 years ago
+and has done a better job of keeping the nation running than the
+previous code did (the previous Emperor's reign was rife with civil
+war).
+
+**** The Emperor
+Emperor Josef IV is the official name for Lady Lizbeth Yates, the
+eldest daughter and only remaining survivor of the Yates line. Though
+technically, only a man may claim the title of Emperor, few complain
+that the Lady Lizbeth legally declared herself a man (or rather, few
+who complained about the matter remain among the living).
+
+*** The Continent
+**** The Midlands
+North of the Marble Isle
+Like the Holy Roman Empire if it were actually in Rome. Very
+melting-pot of cultures. High politics, medium magic.
+
+I need to figure out the bodies of water to get more details.
+
+Etra, Vala, Isla [transcribe from notebooks]
+
+Gleimendun is like Constantinople, a second capital of a broken piece
+of the Empire. Because it has broken off, the Song of Conquest is
+diminishing, allowing more old magics into the land.
+
+*** The Provinces
+**** The North
+There is a great difference between the area of the north claimed by
+the Empire, and that controlled by the Empire. The only area of the
+North (or Chill-Lands) from which the Empire has ever successfully
+collected taxes is the southernmost border settlements (of which there
+are 12) and Fort North.
+
+It is often said that a single southern town could more than match the
+value of the entire Northern province of the Empire, and that may be
+true in terms of wealth or resources, but in reality few forts
+anywhere in the Empire can brag the same quality of recruits brought
+into the Imperial Legion as from the tiny northern fort and outlying
+regions.
+
+The occasional goliath barbarian or glacier dwarf fighter making their
+way south and wanting to try their hands (and axes) at Legion life is
+more than enough incentive to keep the fort fully staffed and
+supplied.
+
+**** The Midwood
+The Northwestern-most stretch of the Deepwood, this is the most
+'civilized' area of that great forest, or at least that most citizens
+of the Empire could ever hope to reach.
+
+Full of elves, gnomes, florans, faunus, halflings, and their kin, the
+Midwood is one of the most ethically non-human locations in the Jar.
+Regiments of the Empire's military raised from the Midwood are often
+called 'menageries' and use strange, but undoubtedly effective,
+tactics in combat.
+
+The ghostwise halflings come from an ancient ruin just outside the
+midwood.
+
+*** The Colonies
+**** Cover Islands
+Oft beset by pirates and even more often by deadly storms, the Covers
+are an expensive and dangerous colony to keep. That said, the islands
+remain one of the few places for the empire to acquire rare volcanic
+minerals and alchemical agents useful in the development of magical
+weapons.
+
+After the Black Tongues were disbanded in the Empire, many fled to the
+islands, where they find, fewer and more lax regulations on their
+activities.
+
+*** The Golden Road
+
+Running from the Citadel of Ice in the North to the Feet of the Last
+King in the South and twisting, diverging, merging, and turning around
+all sorts of places in between, the Gold Road is revered as sacred,
+and it's tireless, invisible creator worshiped by those who would
+seek safety traveling along its many gleaming golden cobblestones.
+
+The Golden Road belongs to the Golden God, though it is claimed by the
+Empire where it overlaps land claimed by the Empire. That said, the
+Golden Guides maintain control of the road regardless of the claims.
+
+You need a Golden Guide for the golden road, or you'll travel 100
+miles and never lose sight of where you started, or worse, you'll go
+90 miles to see your destination right ahead of you, then 90 more
+without it seeming to get any closer.
+
+The Golden Guides are either Travel Domain Clerics or (Fiend or
+Celestial) Warlocks. Despite the ambiguity, the Golden God himself is
+actually an Icon and a Fiend, a powerful one at that, and was involved
+in the discovery of the spell which created the tiefling pact. Once a
+gnome, the Golden God can be built as a [Gnome (Fine) Wizard 15
+(Transmutation)/Patron 5/Icon 5].
+
+The Golden God always needs more gold for the road, and the standing
+orders of the Golden Guides are to find and aid parties that can
+supply large quantities of gold. The Golden God builds the road
+daily, moving it slowly towards an unknown end.
+
+**** Lair
+
+The whole of the Golden Road is the Golden God's Lair. The gnome
+himself is cloaked in a Perpetual Greater Invisibility spell (via
+level 5 Icon power) and can cast *fabricate* at will.
+
+
diff --git a/src/apocrypha/region_thenorth.org b/src/apocrypha/region_thenorth.org
new file mode 100644
index 0000000..15fb961
--- /dev/null
+++ b/src/apocrypha/region_thenorth.org
@@ -0,0 +1,85 @@
+** Regions of the North
+The North is comprised of seven major areas, the White, the Wall, the
+Wastes (or Spiritlands), the Chill-Lands, Fort North, the Vast, and
+the Sunpeaks.
+
+*** The White
+The White is a region of bitter cold at the northern edge of the
+world. It is constantly snowing from an eternal blizzard that swirls
+around the edge of the world. It's chilling winds and subzero
+temperatures make the White one of the most inhospitable places in
+existence. But it is not empty.
+
+Ice wights roam the icy plane, remnants of those who knew the land
+before the coming of the storm. But even these are benign compared to
+the greatest danger of the frozen north, The White Death.
+
+Her lair lies hidden in mountain crag, covered deep with snow. The
+greatest of her kind, the White Death is an ice dragon of unspeakable
+size and power. It is said that she has seen beyond the boundary of
+the world and glimpsed the great beyond. She wants to forget.
+
+Her presence in the cavern inadvertently protects one of the eight
+Shadefalls (the permanent anchor and gateway to one of the eight
+shades, in this case, the Icebright), from which she also is able to
+draw energy to heal herself and power her Icy Breath, which magnified
+by the power of the Shadefall, has the ability to turn creatures fully
+caught in it to ice.
+
+*** The Wall
+TODO - Goblins, Giants, and the Throne on the Golden Road
+
+*** The Wastes (the Spiritlands)
+Roving tribes of frost goliath and half-frost goliath barbarians roam
+the area known as the Wastes. Drawn to the area by the presence of
+the Giants to the north, the barbarians are always alert to the
+dangers of the Frozen Throne and regularly form war parties to destroy
+whatever designs or advances are made by the Frost Giant kingdom.
+
+They do not do so out of any loyalty to the empire, but out of a sense
+of reverence to the land itself and for some, a sense of paternalist
+duty towards the unknowing smallfolk to the south.
+
+The tribes come together for the biennial meeting at the ancient
+circle of stone known as 'gianthome'. It is a sacred location and is
+said to be the location of the ancient ritual which created the first
+goliath.
+
+TODO - Gianthome Circle, non-goliath inhabitants, faunus, spirits
+
+*** The Chill-Lands
+TODO - Twelve-Towns
+
+*** Fort North
+The only part of the north which can accurately be described as being
+controlled by the Empire.
+
+TODO - Fort North
+
+*** The Vast
+The mountain plateau of swirling frozen wind and thousands of natural
+shifting gateways into the Icebright. The entire area is suffused
+with magic, which causes creatures that spend too long inside the area
+to grow in size and risk becoming shaded.
+
+A creature shaded by the Icebright, cannot leave the Icebright or the
+Vast without suffering penalties [???]. A creature born in the Vast
+which has resistance to either Radiant or Cold damage may be able to
+gain the benefits to size given by the Vast without becoming shaded.
+
+TODO - magic of the vast, geography, peoples
+
+**** Cities in the Vast:
+***** Monastery of the North Wind
+TODO
+***** City of Glass
+Home to a powerful sorcerer [Air Genasai Frozen Heart Sorcerer 18/Patron 5] who TODO
+
+*** The Sunpeaks
+Huge mountains. Connected to the Upperlight. Sun-soul monks and
+clerics of Tabor. Conflict with the Coastal Colonies (and Black
+Tongues, who have tried to take it over) . Not officially part of the
+empire, though not for lack of trying on the part of the Emperor and
+the nearby barons.
+
+TODO - Description of warming due to gateway, sunlight, constant daytime
diff --git a/src/apocrypha/thegournalgeographicaffairs.org b/src/apocrypha/thegournalgeographicaffairs.org
new file mode 100644
index 0000000..3d28b90
--- /dev/null
+++ b/src/apocrypha/thegournalgeographicaffairs.org
@@ -0,0 +1,137 @@
+The Gournal of Geographic Affairs: The Sun-Touched Mountain
+
+---
+
+title: "The Gournal of Geographic Affairs: The Sun-Touched Mountain"
+
+updated: "2017-12-23 Sat 14:21"
+
+categories: AP, WP
+
+---
+
+Welcome Readers, to the second Special Edition of our illustrious
+catalog of facts and figures.
+
+Last year, after our exploration of the Lowerdark's Cragmag Caverns
+proved such a fantastic success, we set our sights higher: to answer a
+[nagging] reader's question. Lola, age 8, from the Valanacian city of
+Florora, has been sending us letters. Over two hundred letters to be
+precise. Each has asked the same question,
+
+"Deer GGE, what is the talest mowntun [sic] in the world?"
+
+And while we don't usually reward improper spelling, her insistence,
+and the fact that no expert in the world seemed to know a precise
+answer, convinced us to settle it once and for all. Who knew that
+simple question one year ago would spark a fantastic journey of
+discovery and collaboration that may have ramifications beyond what we
+dreamed possible. Returning laden with treasures only one month ago,
+the GEE (& co.) Expedition has brought us the greatest treasure of
+all: an answer.
+
+Dear Lola,
+
+The greatest mountain in the world stands atop the far-northern range
+of snowy mountains known as the Sunpeaks.
+
+Since the entire northern ridge is filled with enormous mountains
+dwarfing (or maybe even gnoming) all other mountains found elsewhere,
+it was rather difficult for our sages here at the Imperial Center for
+Geographical Excellence to locate the general area of the range in
+which the peak might exist, much less its correlative parallel, and
+the sheer size of the range combined with its namesake ever-present
+blinding sunlight made clairvoyance and scrying spells of little use
+above 50,000 ft.
+
+Yes, you read that right. 50,000. That's almost three times the
+height of Mount Pang and twice that of the Skyknife, but in the
+Sunpeaks, that's barely passing for average.
+
+But fear not dear readers. The Geournal for Geographical Excellence
+is here to quench your thirst for knowledge. For comparing the several
+dozen peaks which form the Upper Cluster, we had to go to extreme
+lengths (and heights). Simply put, we had to go there.
+
+With our collaborative sponsors, The Community Climber, Aerial
+Affairs, Snowpeak Tea, and a grant from the Ministry of Maps, we
+raised 1.3 million Imperial silver swans (a little more than the
+monthly taxpayer cost to support an entire legion of cavalry), to
+finance a voyage into the unknown, staking both our reserves and our
+reputation on the Expedition.
+
+We spared no cost, hiring only the best of the best. Trackers,
+weatherworkers, guards, and guides, we set out into the Plateau of the
+Sun to find our answer.
+
+Six months we searched the pockets of mountains that exceeded our
+50,000 mark, listening to local legends, sending up balloons, and
+using a combination of our savvy and our ability to take small arcane
+gateways to cross from peak to peak. And those were fruitful months,
+even though we had yet to locate our quarry, days spent mapping and
+drawing, nights spent gazing into the clearest sky anywhere in the
+world (and then mapping and drawing it too)!
+
+We had found mountains. Tall ones. But had we found the tallest?
+
+We wouldn't know for almost three more months. The answer, it seemed,
+was always no. We would crest a peak, only to find another rising
+above us on the horizon. We had to to maintain a constant litany of
+darksight spells to see (without going blind) and frost spells to
+avoid melting (while in the sun) and fire spells to avoid freezing
+(while in the shade).
+
+We had to conjure air to breathe.
+
+And it was in these inhospitable conditions that we found them. Not
+mountains, those would come later, but our guides and our salvation.
+
+We were somewhere precisely north of the 47th parallel, when one of our
+forward seers called for a halt. He had found a body. We assumed the
+worst, and began to prepare a frost-bag for storing it to take back
+with us when we came down the mountain (as we'd had to do with most of
+our veritable zoo of animals by this point).
+
+Imagine our surprise when the body rose to greet us with a smile.
+
+He was a bald human man, and no more than a few years into his young
+adulthood, and was absolutely blind, and fairly near naked. He led us
+to his small mountain abode, filled with others like him. They called
+themselves monks, but when I asked them about their order, they had
+none!
+
+Though I would have offered the poor unregistered fellows use of my
+official quill and Imperial ink (had it not been alternatively frozen
+and then boiled) to register with an approved order, they assured me
+that they had no interest in the ways of the 'folk from down
+below'. Upon our request (and a few oddities accepted in exchange,
+namely a small bowl made of True Timber and a pair of hollow diamonds)
+the unregistered 'monks' agreed to aid us towards our goal (though I
+gathered the distinct impression that they very much acquiesced
+primarily in order to rid themselves of us).
+
+Two weeks after meeting with the 'monks' we had found it.
+
+The Sun-Touched Mountain.
+
+So, Lola, I'm sure you're lost interest by now, being the petulant and
+insistent child that you are, but deep within the Sunpeaks, beyond the
+ken of the civilized peoples, stands the tallest mountain in the
+world.
+
+We didn't climb it; we didn't dare. And our humble guides requested
+that we saved ourselves the trouble. For we had found it. High above
+the world, on a ridge of mountains the locals call 'The Edge' stands
+the impossibly massive peak.
+
+Shrouded from below by almost constant cloud-cover and the jutting
+cliffs of that massive ridge, we only dared observe it from afar. The
+expanse between the ridge and the cluster we found ourselves on was
+measured in miles.
+
+Our best calculations put the height of the Sun-Touched Mountain at a
+staggering 179,400 ft. And at it's peak, a brilliant day's Sun.
+
+I'll never forget the sight.
+
+Thank you Lola. Now please stop writing us.
diff --git a/src/changelog.md b/src/changelog.md
index d4e1036..1c42125 100644
--- a/src/changelog.md
+++ b/src/changelog.md
@@ -1,6 +1,69 @@
ChangeLog
=========
+## 2017-12-24 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+started the center sea and the empire
+
+ config.yaml | 4 +-
+ src/apocrypha/region_thecentersea.org | 8 +++
+ src/apocrypha/region_theempire.org | 120 +++++++++++++++++++++++++++++++++++++++
+ 3 files changed, 130 insertions(+), 2 deletions(-)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+link fix
+
+ src/apocrypha/region_thenorth.org | 4 ++--
+ 1 file changed, 2 insertions(+), 2 deletions(-)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+Region: The North
+
+ src/apocrypha/region_thenorth.org | 85 ++++++++++++++++++++++++++++++++++++++++++++
+ 1 file changed, 85 insertions(+)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+Fix a 404.
+
+ src/apocrypha/{AnIntroductionToApocrypha.org => anintroductiontoapocrypha.org} | 0
+ .../{TheGournalGeographicAffairs.org => thegournalgeographicaffairs.org} | 0
+ 2 files changed, 0 insertions(+), 0 deletions(-)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+updated the categories for the apocrypha items
+
+ src/apocrypha/AnIntroductionToApocrypha.org | 12 ++++++++++++
+ src/apocrypha/TheGournalGeographicAffairs.org | 12 ++++++++++++
+ 2 files changed, 24 insertions(+)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+removed some janky psionics
+
+ src/dnd/psionic-schools.org | 220 -------------------
+ src/dnd/psionist.org | 570 -------------------------------------------------
+ 2 files changed, 790 deletions(-)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+Added the start of the apocrypha.
+
+ src/apocrypha/AnIntroductionToApocrypha.org | 17 +++++
+ src/apocrypha/TheGournalGeographicAffairs.org | 125 +++++++++++++++++++++++++++++++
+ src/apocrypha/index.yaml | 1 +
+ 3 files changed, 143 insertions(+)
+
+## 2017-12-23 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
+
+Updated the About with an Epigraph
+
+ src/about.md | 58 +++++++++++++++++++++++++++++++++++++++++++++++++++-------
+ 1 file changed, 51 insertions(+), 7 deletions(-)
+
## 2017-01-24 AndrewMurrell &lt;ImFromNASA@gmail.com&gt;
remove unfinished sources
diff --git a/src/dnd/psionic-schools.org b/src/dnd/psionic-schools.org
deleted file mode 100644
index 9f71b15..0000000
--- a/src/dnd/psionic-schools.org
+++ /dev/null
@@ -1,220 +0,0 @@
-#+TITLE: Schools of Psionics
-#+CLASS: dnd
-#+CATEGORIES: ES HB
-
-From what I've seen, the most recent few 5e Unearthed Arcana dealing
-with "Psionics and the Mystic" have been getting somewhat mixed
-reviews. I don't think this is because of the mechanics--or rather
-not COMPLETELY because of the mechanics. Mechanics for psionics have
-always been weird, and the 5e style is good for D&D, so maintaining
-that is good and won't get any gripes from me.
-
-But I think that no matter what purely mechanical tweaks the UA team
-has planned for the Mystic, the general lukewarm reception isn't going
-to change unless we get something else squared away first. Something
-a little deeper--something that helps us grasp Psionics in the same
-way we grasp Magic: with a complete and intuitive system.
-
-With Weave-based magic there are schools which somewhat delineate
-magical effects (conjuration, divination, etc), but that's not exactly
-what I mean. Not to bash the magical schools (any system will have
-inconsistencies--mine notwithstanding), but few people really
-understand what it means to be a wizard by what school of magic they
-specialize in. An enchantment wizard isn't fundamentally different
-from an evocation one. But a wizard is different than a bard or a
-warlock. These "Schools of Psionics" are as much about the state of
-mind of the manifester and the method for manifestation as they are
-about the outcome of the manifestation (there are several of my
-Psionic "schools" that may each manifest effects in the transmutation
-school of magic for instance, but each according to its own particular
-rules).
-
-What I mean is this:
-
-| | Introvertion (a) | Extroversion (b) |
-|-----------+------------------+------------------|
-| Mind (1) | Cogitation | Domination |
-| Body (2) | Sympathy | Manifestation |
-| Time (3) | Prescience | Anticipation |
-| Space (4) | Metapsionics | Apportation |
-
-There are eight categories split into two primary focuses and four
-topical domains, and each of the eight describes HOW a power is
-manifested. It tells us what our character is DOING to get the
-blasted power to work. As a D&D culture, we know how wizards do it,
-careful study and recitation, memorization, etc. We know how Bards do
-it, they hear the music of creation and wrap their words in it. All
-these effects are propagated through Mystra's Weave and are bound by
-it's limitations. But nobody has a clue how Psionics works. Or
-rather, we all have half-baked ideas that don't jive.
-
-In order for this to work, we need to know in canon, what it means to
-BE A PSIONIST and manifest powers. I'm probably no different than
-anybody else in my half-baked understanding, but as a Physicist and an
-editor I feel it is my duty to try to make sense of this mess.
-
-First off, since we don't have a Weave, but all magic needs a medium,
-lets make one. Lets call it the Psionic Field. Created spontaneously
-from the first thinking being (or Source), the Psionic Field exists on
-any plane containing thought. Some sources of psionic power are
-stronger than others, but all thinking things produce some connection
-to the field (some might wonder if magic and the Weave itself is
-naught but an echo of Mystra's or Auppenser's mind--and in that light
-perhaps the Psionic Field is not so foreign after all).
-
-With that medium in place, the world of Psionics slowly falls into
-place as well. Detailed descriptions of the eight schools follow:
-
-1a) Cogitation - Clarity of thought, memory, action, and connection to
-the Psionic Field.
-
-Cogitation is often one's first exposure to Psionics. It's a
-clear-mindedness that opens up your own mind to see itself for the
-first time, and beyond that, to sense the edges of the minds of
-others. It includes the stereotypical bloody-nosed mind reading,
-mimicry, and perfect recall.
-
-Examples of Cogitation include "Detect Thoughts" and "Mind Meld" and
-the ability to learn or borrow skills and proficiencies directly from
-the minds of others.
-
-1b) Domination - Exert dominating willpower over other minds.
-
-Once you've encountered sources outside yourself it is only natural to
-try to influence or even dominate them. Exerting your will into the
-minds of others isn't the same as reading their thoughts, you might
-not know what your target is thinking, only that it will succumb.
-
-Examples of Domination include "Command", "Suggestion", and "Dominate
-Person".
-
-2a) Sympathy - Exerting influence upon sympathetic objects.
-
-The Psionic Field is produced by thinking creatures, but it can leave
-an imprint on even mundane objects and materials. Objects may be
-imbued with Psionic energy to produce a variety of effects, and may
-soak up ambient energy by just sitting within the Psionic Field which
-can be later be discerned by a Psionist to know about an object's
-history. This is done by expanding your sense of self outward from
-your mind and body and into the object.
-
-Examples of Sympathy include "Psychometry", "Animate Objects", and
-"Guards and Wards".
-
-2b) Manifestion - Creating both illusory and physically manipulable
-constructs of pure thought.
-
-By focusing and condensing ideas down to their most concrete forms,
-Psionists can manifest the essence of a thing as either an illusion or
-as a real physical object made of Astral matter (ectoplasm). Astral
-matter is most commonly associated with the Astral plane (or plane of
-thought) where it occurs naturally, but can exist anywhere with a
-sufficient psionic field for a Psionist to conjure it.
-
-Examples of Manifestation include "Mage Hand", "Conjure Astral
-Construct", and "Programmed Illusion"
-
-3a) Prescience - See and feel other places and times.
-
-Because the actions of thinking things (sources of psionics) are not
-stagnant, their movements create ripples in the Psionic Field.
-Births, deaths, and exchanges of knowledge leave their marks. By
-studying these echos and patterns, Psionists can discern events that
-occurred in distant parts of the world or even in the past or future.
-
-Examples of Prescience include "Detect Poison and Disease", "Scrying",
-and "Foresight".
-
-3b) Anticipation - Solidify expectation and possibility into reality.
-
-In many ways the Universe itself is just composed of the interactions
-of groups of sources of psionism and the objects being pulled in their
-wake (albeit a rather large number of each). With an awareness of the
-way ripples propagate in the Psionic Field and by using the techniques
-of Sympathy but directing them outwards, a Psionist can begin to
-subtly manipulate expectation and the laws of Physics themselves.
-
-Examples of Anticipation include "Heat Metal", "Telekinesis", "Reverse
-Gravity", and "Time Stop".
-
-4a) Metapsionics - Manipulating sources of Psionism and their direct
-effects.
-
-The way that thinking creatures interact with the Psionic Field is
-complicated and diverse, just as the creatures which produce it are
-themselves. By studying how the minds of Psionically-attuned
-creatures create Psionic and even Magical Weave-based effects, a
-Psionist can learn to imitate or manipulate psionic effects as they
-see them (and sometimes use what they've learned to imbue limited
-psionic potential into others).
-
-Examples of Metapsionics include "Detect Magic", "Counterspell", and
-"Awaken"
-
-4b) Apportation - Pulling and pushing on planar boundaries with the
-Psionic Field.
-
-Since the material plane is not the only one with thinking creatures,
-some far-minded Psionists can detect the Psionic Field existing on
-other planes of existence and pull on these remote fields of power.
-Doing so can banish alien creatures, abjure harmful elemental effects,
-or even tear open portals to distant planes and places.
-
-Examples of Apportation include "Dimension Door", "Banishment", and
-"Whitefire Portal"
-
-== Post Script ==
-
-Q: Specifics (where do these fit in?) - A: Answer
-
-What about Soul Knives??? - A soul knife is just an adept who uses a
-combination of Manifestation and Sympathy to conjure a blade and imbue
-it with different Sympathetic effects. In a similar way, you can use
-these eight to extend specific domains on to different classes.
-Psionic warrior? Uses Sympathy to strengthen his body and Prescience
-to predict the strikes of his enemy. Psionic rogue? Apportation to
-teleport around or Cogitation to read minds to cheat at cards (or
-memorize the deck). Once the system is in place, the variations build
-themselves because you know what's possible and what isn't.
-Restriction breeds Creativity. You gotta know the rules to use them.
-
-What's all this about "Psionist?" Isn't it "Psion" - In my
-understanding a "Psion" is a mystic who uses metapsionics to
-manipulate her own mind into casting spells with the Weave. It is
-also a term that gets some use for a general practitioner of psionics.
-It is also one of those 4e tattoo addicts... just a really overloaded
-term really. Psionist sounds the best to me as a general term like
-"mage."
-
-What's the difference between Sympathy and Anticipation when
-moving/lifting things? - In Sympathy, you convince the object to move
-by extending your sense of self into it and lifting it yourself, in
-Anticipation, it moves because you trick the Universe into thinking
-the object should already be moving and so the Universe does it for
-you. Expanding self is all monk-like vs. essentially casting Luck
-Bending spells.
-
-Apportation includes an allusion to "Whitefire Portal". What's that? -
-Oh, just this cool thing I made:
-
-*Whitefire Portal*: You burn a temporary hole through the Astral Plane
-and into another plane of your choice. Once per long rest, centered on
-a point within 300 ft of you, you summon raw Astral ectoplasm which
-burns with hellish, white-hot fury. Any creature standing within 20
-feet of the whitefire must make a Dexterity saving throw or take 12d10
-fire damage or half on a successful save. Inanimate objects in the
-area also take the damage and flammable objects may catch on fire. A
-portal then opens to the chosen plane as with a Gate spell and remains
-open for 1 minute as the planes slowly knit themselves back
-together. Alternatively, instead of a specific location on a plane of
-your choice, you may choose to have your portal open into a generally
-inhospitable location in one of the elemental planes or the planes of
-positive or negative energy. If you do so, creatures who enter or
-begin their turns within 20 feet of the portal take 6d10 damage of the
-appropriate elemental or energy type.
-
-I'm actually working on an entire Psionist class for eventual
-publication on the Dungeon Master's Guild (or as part of my
-"MagnumOpis-MagicOfTheMultiverse" which covers EVERYTHING magical as I
-understand it). Of course if somebody #wotcstaff wants to buy it
-and/or hire me, I'd be totally up for #theorycrafting for a living.
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-#+TITLE: [5e] Psionist Class - Rewrite [ALPHA]
-#+CLASS: dnd
-#+CATEGORIES: HB
-
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-
-* Introduction to the Psionist Class [5e]
-
-* The Psionist
-
- As a Psionist, you gain the following class features.
-
-** Hit Points
- * *Hit Dice*: 1d6 per psionist level
- * *Hit Points at 1st Level*: 6 + your Constitution modifier
- * *Hit Points at Higher Levels*: 1d6 (or 4) + your Constitution modifier per psionist level after 1st
-
-** Proficiencies
- * *Armor*: Light armor
- * *Weapons*: Simple Weapons
- * *Tools*: None
- * *Saving Throws*: Intelligence, Wisdom
- * *Skills*: Choose two skills from History, Insight, Investigation,
- Medicine, Perception, or Religion
-
-** Equipment
-You start with the following equipment, in addition to the equipment
-granted by your background:
-
- * (a) a spear or (b) a mace
- * (a) leather armor
- * (a) light crossbow and 20 bolts or (b) any simple weapon
- * (a) a scholar's pack or (b) an explorer's pack
-
-** Psionist Class Progression Table
-
-| | Prof. | | | Max | | |
-| Level | Bonus | Features | Psi | Power | Cantrips | Powers |
-| | | | Points | Level | Known | Known |
-|-------+-------+----------------------------------+--------+-------+----------+--------|
-| 1 | +2 | [[Mind Powers][Mind Powers]], [[Thought Sensitivity][Thought Sensitivity]] | 4 | 1st | 3 | 2 |
-| 2 | +2 | [[Psionic Focus][Psionic Focus]] | 6 | 1st | 3 | 3 |
-| 3 | +2 | Psionic Discipline Feature | 14 | 2nd | 3 | 4 |
-| 4 | +3 | Ability Score Improvement | 17 | 2nd | 3 | 4 |
-| 5 | +3 | | 27 | 3rd | 4 | 5 |
-| 6 | +3 | Psionic Discipline Feature | 32 | 3rd | 4 | 6 |
-| 7 | +3 | | 38 | 4th | 4 | 7 |
-| 8 | +3 | Ability Score Improvement | 44 | 4th | 4 | 7 |
-| 9 | +4 | | 57 | 5th | 4 | 8 |
-| 10 | +4 | [[Psionic Domain][Psionic Domain]] | 64 | 5th | 5 | 9 |
-| 11 | +4 | | 73 | 6th | 5 | 10 |
-| 12 | +5 | Ability Score Improvement | 73 | 6th | 5 | 10 |
-| 13 | +5 | | 83 | 7th | 5 | 11 |
-| 14 | +5 | Psionic Discipline Feature | 83 | 7th | 5 | 12 |
-| 15 | +5 | | 94 | 8th | 5 | 13 |
-| 16 | +5 | Ability Score Improvement | 94 | 8th | 5 | 13 |
-| 17 | +6 | | 107 | 9th | 5 | 14 |
-| 18 | +6 | Psionic Discipline Feature | 114 | 9th | 5 | 15 |
-| 19 | +6 | Ability Score Improvement | 123 | 9th | 5 | 16 |
-| 20 | +6 | [[Perfect Mind][Perfect Mind]] | 133 | 9th | 5 | 17 |
-
-** Mind Powers
-
-All Psionic abilities except those that cast spells are mind
-powers. Intelligence is your psionic ability for your mind
-powers. Your intellect determines the strength of the psionic effects
-you manifest. In addition, you use your Intelligence modifier when
-setting the saving throw DC for a mind power or when making an attack
-roll with one. Manifesting mind powers does not require verbal,
-somatic, or material components unless those components have an
-explicit cost associated with them or are consumed.
-
- * *Restriction on High Level Powers*: Psionic Powers of sixth level
- and higher take a drastic mental toll when manifested. You may only
- manifest one sixth, one seventh, one eighth, and one ninth level
- power per day.
-
-*** Psi Points
-
-Psi points represent a Psionist's pool of mental energy. It expands as
-she gains levels in the Psionist class and becomes more powerful. When
-manifesting powers, she uses a number of psi points according to the
-table below.
-
-| Power Level | Point Cost |
-|-------------+------------|
-| 1 | 2 |
-| 2 | 3 |
-| 3 | 5 |
-| 4 | 6 |
-| 5 | 7 |
-| 6 | 9 |
-| 7 | 10 |
-| 8 | 11 |
-| 9 | 13 |
-
-All spent psi points are recovered after a long rest.
-
-*** Psionic Ability
-
-*Mind Powers Save DC* = 8 + your proficiency bonus + your Intelligence
-modifier
-
-*Mind Power Attack Modifier* = your proficiency bonus + your
-Intelligence modifier
-
-** Thought Sensitivity
-
-As a Psionist, you are attuned to the thoughts and feelings of
-others, as well as the concentration of psionic energy in an area.
-
- * It is more difficult for a group of people to surprise you. If
- you enter an area with a group of five or more hidden creatures,
- you feel their presence and cannot be surprised by them. You can
- not determine their location relative to you or where they are
- hiding.
- * As an action you can examine an object or creature within 10 feet
- of you to psionically determine whether or not it has a mind. You
- cannot determine this if it is shielded or immune to having its
- mind read.
-
-** Psionic Focus
-
-When you reach 2nd level, you may choose to focus your psionic
-potential in one of two directions: inward or outward.
-
-*** Internal Focus
-
-*Psionic Recovery*: Once per day when you finish a short rest you may
-regain a number of psi points equal to your Psionist level (up to 9).
-
-*** External Focus
-
-*Force of Will*: Once per short rest when manifesting a mind power you
-may add your proficiency bonus to your Mind Power Attack Modifier or
-Mind Power Save DC. You must choose to do so before the roll is made.
-
-** Psionic Domain
-
-When you reach 10th level, you may choose to focus your psionic
-potential towards an aspect of reality: mind, body, time, or space.
-
-*** Mind Domain
-
-*Psionic Restoration*: Once per short rest on your turn you may remove
-a mind-altering condition from yourself. Alternatively, you may use an
-action to end a mind-altering condition from a creature you
-touch. These may be Charmed or Frightened.
-
-*** Body Domain
-
-*Psychoportation*: Your movement speed is increased by 10 ft and you
-gain proficiency in dexterity saving throws.
-
-*** Time Domain
-
-*Chronostutter*: Once per short rest on your turn you gain an
-additional bonus action.
-
-*** Space Domain
-
-*Far Manifestation*: The max range of your psionic powers with ranges
-greater than self is increased by 20 ft.
-
-** Perfect Mind
-
-Over years of study and experience in the Hidden Art, you have
-mastered the use of your most powerful psionic powers. Upon reaching
-20th level, the restriction on manifesting high level powers no longer
-applies to sixth and seventh level powers.
-
-** Psionic Disciplines
-
-Psionic Disciplines represent the ways in which Psionists interact
-with the Psionic Field and manifest their powers. You select a
-discipline at 3rd level and it grants abilities at 3rd, 6th, 14th, and
-18th levels.
-
-| | Internal | External |
-|-------+--------------+---------------|
-| Mind | Cogitation | Domination |
-| Body | Sympathy | Manifestation |
-| Time | Prescience | Anticipation |
-| Space | Metapsionics | Apportation |
-
-*** Cogitation [4/4]
-
-Clarity of thought, memory, action and connection to thinking creatures.
-
-*Mimic Skill*: At 3rd level, you learn to tap into the minds of those
-around you to temporarily mimic their skills. As an action, you may
-target a creature within 30 feet of you. An unwilling creature makes
-an wisdom saving throw or is affected. You may learn a skill, armor,
-weapon, or tool proficiency from the targeted creature. You may only
-mimic one proficiency with this ability at a time, but may target a
-new creature at will. The targeted creature must have the chosen
-proficiency for you to gain it. You retain the proficiency while in
-the presence of the mimicked creature, but the proficiency disappears
-when the creature moves more than 30 feet from you.
-
-*Touch of Tongues*: If a creature speaks at least one language, as an
-action you may concentrate to translate their intentions, though not
-their exact wording, into a language you know. This uses your
-concentration for manifesting mind powers or casting spells and the
-effect ends when you cease concentrating on it.
-
-*Tactician*: You learn to use sensory information from those around
-you when aiming your manifestations. When determining if you can see a
-creature or object for a spell, mind power, or other ability, you may
-use the senses of any creatures within 60 feet of you instead of your
-own. An unwilling creature makes a wisdom saving throw or is
-affected.
-
-*One With All*: You thrive in areas of high density psionic
-energy. Once per long rest, you may enter a psionic trance which
-provides a variety of benefits. While in the trance you gain
-proficiency in all skills, languages, and saving throws, automatically
-succeed concentration checks, and any psionic abilities that you
-manifest or spells you cast are considered to be manifested or cast
-from one level higher (maximum of 9th level). This effect lasts a
-number of minutes equal to the number of thinking creatures within 60
-feet of you when you enter the trance (maximum 10 minutes). Your own
-senses are considered blinded and deafened for the duration. After
-the trance ends you gain 1 level of exhaustion.
-
-*** Sympathy [4/4]
-
-*Psionic Blade Ward*: You learn to ready your body to withstand
-damaging strikes. As a bonus action, you may spend a psi point to
-manifest the psionic cantrip Blade Ward (you don't have to be able to
-manifest that cantrip normally).
-
-*Empower Object*: You learn to imbue objects with psionic energy to
-produce a minor effect. As a bonus action, you may touch an object of
-size small or smaller and choose to imbue it with one of the following
-effects until the beginning of your next turn:
-
- * Light: The object gives off a faint glow which illuminates 30
- feet of the surrounding area in dim or bright light (your choice).
- * Heat: The object gives off extreme heat. Touching the object deals
- 2d8 fire damage.
- * Silence: All sounds within 5 feet of the object are silenced as
- with a Silence spell.
- * Pain: Touching the object produces an illusory sense of pain which
- deals 3d4 psychic damage.
- * Weight: The object's weight is reduced by 10 pounds. If this would
- reduce the object's weight to 0, the object floats in the air.
-
-If a chosen affect applied to an object would deal damage, you and any
-number of chosen creatures are immune to taking that damage from that
-effect.
-
-*Reliable Psychometry*: You may manifest the 2nd level mind power
-Psychometry at will without spending psi points. Additionally, while
-in the attunement trance you may choose to move to the perspectives of
-nearby objects within line of sight of the object you hold. The effect
-ends if your chosen object ever leaves line of sight of the original
-object.
-
-*Kinetic Avatar*: You extend your sense of self into the world around
-you, animating and controlling objects and structures in your
-vicinity, then pulling them around you in a swirling cocoon of
-armor. The effect lasts for 1 minute. After the effect ends, you gain
-one level of exhaustion.
-
- * You gain a flying speed equal to your normal speed for the
- duration.
- * Your armor class increases by 10 for the duration, though this
- bonus decays as parts of your Avatar armor are destroyed.
- * You gain a number of temporary hit points equal to your Psionist
- level for the duration. Whenever you take damage your bonus armor
- class decreases by 1 as part of the armor is sheared away.
- * As an action you may shed 5 points of bonus AC to manifest the 5th
- level psionic power Animate Objects without spending psi
- points. The animated objects can fly. Maintaining control of the
- animated objects requires concentration.
-
-*** Prescience [4/4]
-
-*Detect Strike*: You sense when an opponent decides to strike you and
-can mentally prepare yourself. When you are attacked by a creature you
-can see, you may use your reaction to get a +2 bonus to armor class
-against that creature until your next turn. At 14th level, this
-increases to a +4 bonus. You may use this feature a number of times
-equal to your Intelligence modifier (minimum 2) per short rest.
-
-*Predict Disaster*: Once per short rest, when you make a roll at
-disadvantage, you may choose to roll normally instead.
-
-*Read the Past*: If you would roll less than a 20 on a History check,
-you roll a 20 instead. If a person you hear makes a statement about a
-past event, you can tell if they are lying.
-
-*Grand Oracle*: The Myriad possibilities of time: past, present, and
-future are laid bare before you. Through communing with the remnant
-collective consciousnesses present within the Psionic Field, you gain
-the following features:
-
- * You cannot be surprised.
- * You may manifest the 2nd level mind power Augury at will without
- requiring components or spending psi points. The cumulative 25%
- change of failure does not apply for the first manifestation of
- this power each day via this feature.
- * You may manifest the 5th level mind power Commune once per day
- without spending any psi points.
- * You may manifest the 6th level mind power Truesight once per day
- without spending any psi points.
-
-*** Metapsionics [4/4]
-
-*Extended Focus*: You may choose both options of the Psionic Focus
-feature (both Internal and External).
-
-*Diminish/Enhance Psionics*: You have learned the deep secrets of the
-Hidden Art. Once per short rest, when you or a creature you can see
-manifests a psionic power or you encounter an existing psionic effect,
-you may choose to apply one of the following effects to modify it as a
-reaction.
-
- * _Fork/Merge_: You may increase or decrease the number of affected
- creatures by 1 (this may not reduce the number of affected
- creatures to 0).
- * _Expand/Contract_: You may enlarge or reduce the area of effect by 5
- feet.
- * _Extend/Curtail_: You may increase or decrease the duration by 1
- minute (this doesn't apply to instantaneous effects).
- * _Shape_: You may change the shape of the area of effect (but not
- the direction). For example you could change a line to a cone.
-
-*Advanced Metapsionics*: You gain an additional use of your
-Diminish/Enhance Psionics feature per short rest and the following
-additional options.
-
- * _Counter_: You may make an Intelligence (Psionics) check against
- 10 + the power's level to end the effect.
- * _Splice_: When you manifest a psionic effect or see one being
- manifested, as a reaction, you may to choose a psionic power of 2nd
- level or lower that you know and add its effects (choosing targets
- separately within the area of effect or list of targets if
- applicable) to the manifestation. Doing so requires spending an
- appropriate number of psi points as if you were manifesting that
- power normally. You may not manifest that power at a level higher
- than its level.
- * _Reflect_: If a psionic effect would target just you, you may have
- it target the originator of the effect instead.
-
-*Unleash Potential*: Once per long rest as an action you plant a seed
-of psionic ability in a willing creature you touch. For 24 hours they
-gain the ability to manifest a psionic power of your choice of 2nd
-level or lower (or a cantrip) and gain 6 psi points. If you manifest
-this ability on the same target every day for a month (30 days), the
-change becomes permanent and the creature is considered to be able to
-innately manifest that ability. You may not grant more than one
-ability to a creature, nor can you target a creature that already can
-manifest psionic abilities. It's Mind Power Save DC and Attack
-Modifier are determined by its Intelligence.
-
-*** Domination [4/4]
-
-*Deep Suggestion*: You may manifest the second level mind power
-Suggestion once per long rest without expending any psi points. When
-you do, the creature you target has disadvantage on the saving throw.
-
-*Psychic Potency*: When you deal psychic damage to a target that is
-stunned, you may deal damage as though it were a critical strike.
-
-*Psychic Entity*: When you die, you may attempt to force your way into
-another creature's body to continue living. To do so, a target
-creature within 30 feet of you makes a Charisma saving throw. On a
-success, you die, otherwise, you take control of the target's body and
-force their consciousness into dormancy. You gain their physical
-features (Strength, Dexterity, Constitution) but retain all of your
-other traits. Once every 24 hours, or whenever you take damage greater
-than 50% of your max hit points, the dormant consciousness may attempt
-to resume control of the body by making a Charisma saving throw. On a
-success, you are forced out of the body and must either attempt to use
-this feature again on a different target or die.
-
-*Enslave*: Once per long rest as an action you may target a creature
-you can see within 30 feet of you. The target must succeed on a Wisdom
-saving throw or be charmed by you until you die or are on a different
-plane of existence from it. The charmed target is under your control
-and can't take reactions, and you and the target can communicate
-telepathically with each other over any distance. Whenever the charmed
-target takes damage, it can repeat its saving throw. On a success, the
-effect ends. No more than once every 24 hours, the target can also
-repeat the saving throw when it is at least one mile away from you.
-
-*** Manifestation [4/4]
-
-*Astral Armor*: As an action, you may conjure a coating of astral
-matter which covers the skin. This coating lasts for 1 hour and
-radiates dim light. Your AC becomes 13 + your Dexterity modifier for
-the duration. As a reaction, you may explicitly harden the coating,
-which temporarily increases your AC to 15 + Dex, but destroys the
-armor afterwards in a flash of bright light. Creatures within 5 feet
-of you when the armor is destroyed must make a Constitution saving
-throw or be blinded until your next turn.
-
-*Astral Weapon*: You learn to emulate the effects of the 2nd level
-Cleric spell Spiritual Weapon as a 2nd level mind power except the
-conjured weapon is considered to be made of Astral matter and radiates
-dim light. Additionally, the first time you manifest your Astral
-weapon each day, you may do so without spending psi points.
-
-*Durable Manifestation*: When you create or conjure a creature it
-gains 20 temporary hit points. While you are wearing your Astral
-Armor, you gain 20 temporary hit points.
-
-*Astral Affinity*: Powers and effects that create creatures or
-manifestations made of astral matter cost half as much to manifest and
-last twice as long (this includes those created by your Astral Armor
-and Astral Weapon features).
-
-*** Anticipation [4/4]
-
-*Force Repulsion*: As an action you may have target creature within 60
-feet of you makes a Strength saving throw. If it fails, it is pushed
-up to 30 feet away from you and requires spending twice its movement
-to approach you until your next turn.
-
-*Kinematics*: You learn the Minor Kinematics Cantrip with the slight
-differences noted below.
-
- * It does not count against the number of Cantrips known.
- * The number of objects or creatures that can be levitated is doubled.
- * The maximum weight of an object or creature that can be levitated is doubled.
- * When lifting objects with the Minor Kinematics psionic cantrip, you
- may attempt to attack a creature in range that you can see with
- those objects. This attack can be made as either an action or a
- bonus action using your Int modifier + your proficiency bonus to
- hit. You are considered proficient with these attacks and their
- damage is determined by the statistics of the objects being
- levitated (e.g. a longsword would deal 1d8 + your Intelligence
- modifier slashing damage and a levitated metal bucket would deal
- 1 + Intelligence bludgeoning damage). Floating objects can be
- attacked or pulled downwards, which causes the cantrip's effect
- holding them aloft to fail. If you attempt to make a ranged attack
- with a floating object, it must have the loading property and be
- loaded and such an attack may not be performed as a bonus
- action. You cannot load a weapon or activate a magic item using the
- Minor Kinematics cantrip.
-
-*Phasing*: Once per short rest, as an action on your turn, you may
-become intangible until your next turn. You may pass through solid
-objects and are invulnerable to nonmagical bludgeoning, slashing, and
-piercing damage, but not structures, boundaries, or weapons created by
-magical force. Your gear may become intangible with you. If you would
-end your turn inside an object, you take 6d8 bludgeoning damage and
-are ejected to the nearest unoccupied space. If you end your turn
-inside another creature, you both take this damage.
-
-*Time Skip*: Once per long rest you may target a creature within 60
-feet of you. That creature makes a Charisma saving throw. If it
-fails, that creature skips its next round of combat.
-
-*** Apportation [4/4]
-
-*Call Energy*: You feel the cosmic pull of the planes of Positive and
-Negative Energy. Once per long rest, as an action you may cover an
-20-ft radius sphere centered at a point you can see in planar
-energy. Choose either a) the Positive Energy Plane or b) the Negative
-Energy Plane. The covered area is either a) bathed in a dull glow or
-b) shrouded in a misty shadow which a) heals each living creature in
-range by 1 hp at the end of each creature's turn or b) deals 1 damage
-per turn to all living things in range and the end of each creature's
-turn. Maintaining this effect requires concentration and may last no
-longer than a minute.
-
-*Planar Abjuration*: Once per short rest, as a reaction to a spell or
-effect within 30 ft of you that would deal fire, cold, lightning,
-thunder, radiant, or necrotic damage, you channel the powers of the
-elemental and outer planes to reduce the damage dealt by an amount
-equal to your Intelligence modifier + your Psionist level. If the
-spell or effect has an area of effect, the damage each affected
-creature takes is reduced by this much. Damage reduction is applied
-before applying resistances.
-
-*Banishing Blasts*: Once per short rest, when a creature native to a
-different plane of existence than the one it is on takes damage from
-one of your mind powers, you may have it make a Charisma saving
-throw. If it fails this saving throw, it is banished to its plane of
-origin sound for 1 minute with a faint popping sound. While there, the
-target is incapacitated. When the minute is finished, it returns to
-the nearest unoccupied space from where it left.
-
-*Whitefire Portal*: You burn a temporary hole through the Astral Plane
-and into another plane of your choice. Once per long rest, centered on
-a point within 300 ft of you, you summon raw Astral ectoplasm which
-burns with hellish, white-hot fury. Any creature standing within 20
-feet of the whitefire must make a Dexterity saving throw or take 12d10
-fire damage or half on a successful save. Inanimate objects in the
-area also take the damage and flammable objects may catch on fire. A
-portal then opens to a plane of your choice as with a Gate spell and
-remains open for 1 minute as the planes slowly knit themselves back
-together. Alternatively, instead of a specific location on a plane of
-your choice, you may choose to have your portal open into a general
-location in one of the elemental planes or the planes of positive or
-negative energy. If you do so, creatures who enter or begin their
-turns within 20 feet of the portal take 6d10 damage of the appropriate
-elemental or energy type.
-
-
-* MIND POWERS:
-
-*Mind Blast*: You magically emit psychic energy in a 60-foot cone.
-Each creature in that area must succeed on a Intelligence saving throw
-or take 5d8 psychic damage and be stunned for 1 minute. A creature may
-repeat the saving throw at the end of each of its turns, ending the
-effect on itself on a success.
-
-*Mind Meld*: As an action, you may touch a creature with an
-Intelligence of 5 or greater and attempt to meld your consciousnesses
-together. Doing so can be dangerous. If you attempt to meld with an
-unwilling creature, it makes a Wisdom saving throw to block the mental
-intrusion, otherwise a link is established. While the link is active,
-thoughts, emotions, and memories are shared freely between yourself
-and the creature. During a mind meld, since your minds are linked, it
-is more difficult to lie or to hide information. To do so requires a
-Concentration (Intelligence) contest for each lie or omission. Either
-party may attempt to leave the mind meld by repeating the wisdom
-saving throw (if you attempt to leave, you must also make a wisdom
-saving throw against your Mind Power save DC). If the link is broken
-in this way, or in any other way (such as the death of one of its
-participants or being physically torn from touching one another)
-before both parties explicitly agree to do so, both parties take 10d6
-psychic damage. You may only use this feature once per long rest.
-
-*Conjure Astral Construct*: Once per long rest, as an action, you may
-create an Astral construct from Astral matter pulled from the Astral
-Plane.
-
-Though you may customize the exact form of the construct to your
-liking, the statistics for the Astral Construct are the same as that
-of the Helmed Horror (page 183 in the Monster Manual) with the
-following exceptions:
-
-It gains up to three additional options from the list below (you may
-choose the same option more than once):
-
- * Extra Attack
- * See Invisibility
- * Flash and Bellow Attack (Creatures within 30 ft make DC 15 Con
- saves or are blinded and deafened for 1 minute. They may repeat the
- saving throw at the end of each of their turns. Once a creature
- succeeds, it cannot be affected again.)
- * 5d8 (22) Extra Hit Points
- * Extra Spell Immunity (Two additional spells)
- * +3 Damage on Hit
- * +1 AC
-
-*Imprisonment*: You learn the 9th level Wizard spell Imprisonment as a
-ninth level mind power. It does not count against the number of powers
-known, but costs the normal number of psi points to manifest. As a
-Mind Master, Imprisonment gains an additional option: Mind Prison. You
-may choose to Imprison the creature directly in your mind. There is no
-material component needed for this option. If you die or your
-consciousness leaves your body for a period longer than 8 hours (as
-with an Astral Projection spell), the prisoner is released. While
-imprisoned in your mind, the creature may sense what you allow it to
-sense and you may read the creature's surface thoughts as with a
-Detect Thoughts spell. No more than one creature may be imprisoned
-this way at a time.
-
-*Impose Will*: Once per short rest, you may cause a creature making a
-saving throw against one of your mind powers, abilities, or your
-psionic blast to have disadvantage on that saving throw. You must do
-so before the roll is made. Once you've used this feature on a
-creature, you may not do so again on that same creature until you
-finish a long rest.