Psi-Spell Feats Revised

Post/Author/DateTimePost
#1

zombiegleemax

Jan 12, 2006 21:44:54
I revised a few of the original Force Basde Psi-Spell Feats to me more plausable and more balanced for 3.5 rules. I will try to get around to the rest of them. The original creater(s) of the Psi-Spell Feat seems to assume that no one has any resistances to force energy or immunities to force energy, when that is simply not the case. The Force Dragon in the Epic Level Hand Book is a perfect example of this. The other thing is the Energy Flare feat never tied in with Harden Energy feat, wich I think is wrong, as Force is one of the basic energy types. So I came up with Force Energy Flare. Originally you could use up memorized spells to use these feats, but I felt that was wrong as well, seeing as these feats were meant for Mind Mage class, wich is an alternative way to cast spells, to me it means using mind energy wich translates into Power Points. These feats can easily be used with the cerebralmancer class. I did not use the Psionically Focused descriptor for these feats as I did not feel it would make for good use with the magic aspect (at least for now).

I am going to also work on a more balanced version of the Mind Mage class. It will most likely end up being an epic prestige class seeing as there is already the cerebralmancer for 3.5 rules in the expanded psionic hand book. Any who Enjoy!


Harden Energy
You can manipulate the energy of your spells and powers, transforming a portion of their elemental power into telekinetic force.

Benefit: Choose any number of damage dice up to one-half the total dealt by the effect to which you are applying this feat. This amount becomes force damage, instead of its former energy type. This portion of the damage is considered force damage for all intents and purposes. The force energy half of the damage can affect incorporeal creatures, ignoring the standard miss chance. The remaining energy damage of the spell or power remains subject to the standard 50% miss chance with respect to an incorporeal target.
In order to use this power 6 power points must be extended.

Concussive Blast

Your skill with manipulating force energy allows you to add physical force to spells and powers instead of converting existing energy to force.

Prerequisite: Harden Energy.
Benefit: For every 2 power points expended, you may add 1 die of bonus force damage to any spell or psionic power that has an energy descriptor. If the target is entitled to a saving throw, it applies to this bonus damage as well. You cannot expend more power points than your manifester level allows you. This feat can be used in conjunction with any spell or power altered by Harden Energy. The force energy portion of the damage can affect incorporeal creatures, ignoring the standard miss chance. The remaining energy damage of the spell or power remains subject to the standard 50% miss chance with respect to an incorporeal target.


Bull Blast

The concussive power of your Harden Energy effects is so strong that it drives opponents back.

Prerequisite: Harden Energy.
Benefit: You may add telekinetic force to any spell or power already enhanced by the Harden Energy feat, as well as other force based effects from spells and powers. A spell or power enhanced by Bull Blast can perform a bull rush against any opponent in its area. The spell's area or effect determines the direction of the bull rush: A line or cone pushes targets back along its length, but a spread or burst pushes them out to the edge of its radius. The enhanced spell or power has an effective Strength equal to its save DC + 1 per die of force damage it deals. Even a target that makes the appropriate saving throw to avoid some of the spell's damage is still subject to the bull rush.
To apply Bull Blast to a spell or power, 6 power points must be expended.


Force Energy Flare

By tapping into an alternate force energy source, you can supercharge the raw energy of energy-based spells and powers.

Prerequisite: Harden Energy
Benefit: This feat can be applied to any spell or power that has an energy descriptor matching the force energy type, this also includes spells and powers altered to do force damage.
You increase the damage die type of a spell or power with the force energy descriptor by one step (d4 becomes d6, d6 becomes d8, and so on). The number of damage dice remains unchanged.
The feat need not be used in combination with its prerequisite feat, although it can be. To apply Force Energy Flare to a spell or power, the caster must expend 4 power point.
#2

zombiegleemax

Jan 12, 2006 22:04:30
Here is one that needs no modification.

Dual-Plane Summons

Whenever you summon a creature, you also access the raw ectoplasmic energy of the Astral Plane. You can mold and shape ectoplasm to your summoned creature, making it even more fearsome.

Prerequisite: Ability to cast any summon monster spell, ability to manifest any astral construct power.
Benefit: Whenever you cast any summon monster spell, you can simultaneously manifest an astral construct power and apply its benefits to the summoned creature. You pay one-half the normal cost in power points for the astral construct power (minimum 1 point). You can then apply any of the menu abilities that you could normally give the resulting astral construct to your summoned creature instead.
#3

zombiegleemax

Jan 12, 2006 22:38:30
Astral Fire

You have learned to take volatile astral ectoplasm and ignite it with elemental fire to create intense, lingering fire effects.

Benefit: This feat can be applied to any spell or power with the fire descriptor. Flaming ectoplasm is sticky, and it keeps burning when normal fire would sear and dissipate. Anyone damaged by an effect enhanced by Astral Fire continues to take fire damage for a number of rounds equal to the ability modifier that applies to the spell or power used (minimum 1 round). This lingering damage equals 1 point per 5 points of fire damage the target was dealt (minimum 1 point unless the subject evades all fire damage from the effect or otherwise takes no damage from the initial effect).
Ectoplasmic fire is more difficult to douse than normal fire. It cannot be smothered, and water does not put it out - in fact, even submerging a burning creature in water has no effect on the fire. However, effects such as control flames, function normally with respect to ectoplasmic fire. Also, since ectoplasm is stable and inert on the Astral Plane, shifting a burning target there immediately suppresses the effect. Any time that the victim spends on the Astral Plane counts against the duration of the effect, but the fire reignites immediately should the victim leave before it expires. A successful dispel magic or dispel psionics on a creature affected by this feat will end the effect.
6 power points must be extended to use this feat.

Bioelectrical Surge

You can channel electrical energy directly into your opponents nervous system. This effect not only causes physical damage but also disrupts the target's coordination.

Benefit: This feat can be applied to any spell or power with the electricity descriptor. Anyone damaged by an effect enhanced by Bioelectrical Surge must make a fort save with a dc equal to the original dc of the spell, or be stunned for one round. A creature that is immune to electricity or stunning effects is immune to the effects of this feat.
6 power points must be extended to use this feat.
#4

zombiegleemax

Jan 12, 2006 22:59:24
Solid Freeze

When using your cold spells and powers, you can manipulate the molecular structure of the target, driving its temperature downward and slowing creatures.

Benefit:
This feat can be applied to any spell or power with the cold descriptor. Its effects reduce the targets' mobility and make objects more susceptible to damage.
Any creature that takes cold damage from a power or spell enhanced by this must make a fort save dc is equal to the original dc of the spell or power, or be slowed as if affected by a slow spell. The amount of rounds affected creatures are slowed for, is equal the ability modifier tied in with the power or spell. If it is a spell use the main ability for the arcane casting class if a power use the main ability tied in with the manifesting class. Creatures that are immune to cold are immune to the effect of this feat. All objects caught in the area of a Solid Freeze effect become exceedingly brittle for a number of rounds equal to the ability modifier that applies to the spell or power used (minimum 1 round). A save can be applied to attended items with a dc equal to the original dc of the spell using Solid Freeze. During this time each affected object's hardness is reduced by 1 for every 10 points of damage dealt (minimum 1).
6 power points must be expended
#5

zombiegleemax

Jan 12, 2006 23:28:54
This one was originally called "Agitated Causticity" wich was really made no sence at all on how it was doing this, especially with out causing further damage to the target. This was the best description I could come up with though simular to Astral Fire, Acid Burn causes less damage over time, but can't be surpressed. What can I say Acid burns to.

Acid burn

You have learned to take volatile astral ectoplasm and ignite it with elemental acid to create intense, lingering acid effects.

Benefit: This feat can be applied to any spell or power with the acid descriptor. Anyone damaged by an effect enhanced by ccid burn continues to take acid damage for a number of rounds equal to the ability modifier that applies to the spell or power used (minimum 1 round). This lingering damage equals 1 point per 10 points of acid damage the target was dealt (minimum 1 point unless the subject evades all acid damage from the effect or otherwise takes no damage from the initial effect). A successful dispel magic or dispel psionics on a creature affected by this feat will end the effect.
4 power points must be extended to use this feat.
#6

Oninotaki

Jan 12, 2006 23:41:46
hmm tose are really really cool :D
#7

zombiegleemax

Jan 12, 2006 23:43:07
Acid Energy Flare
By tapping into an alternate acid energy source, you can supercharge the raw energy of energy-based spells and powers.

Prerequisite: Acid Burn
Benefit: This feat can be applied to any spell or power that has an energy descriptor matching the acid energy type, this also includes spells and powers altered to do acid damage.
You increase the damage die type of a spell or power with the acid energy descriptor by one step (d4 becomes d6, d6 becomes d8, and so on). The number of damage dice remains unchanged.
The feat need not be used in combination with its prerequisite feat, although it can be. To apply Acid Energy Flare to a spell or power, the caster must expend 4 power point.

Fire Energy Flare
By tapping into an alternate fire energy source, you can supercharge the raw energy of energy-based spells and powers.

Prerequisite: Astral Fire
Benefit: This feat can be applied to any spell or power that has an energy descriptor matching the fire energy type, this also includes spells and powers altered to do fire damage.
You increase the damage die type of a spell or power with the fire energy descriptor by one step (d4 becomes d6, d6 becomes d8, and so on). The number of damage dice remains unchanged.
The feat need not be used in combination with its prerequisite feat, although it can be. To apply Fire Energy Flare to a spell or power, the caster must expend 4 power point.

Electricity Energy Flare
By tapping into an alternate electricity energy source, you can supercharge the raw energy of energy-based spells and powers.

Prerequisite: Bioelectrical Surge
Benefit: This feat can be applied to any spell or power that has an energy descriptor matching the electricity energy type, this also includes spells and powers altered to do electricity damage.
You increase the damage die type of a spell or power with the electricity energy descriptor by one step (d4 becomes d6, d6 becomes d8, and so on). The number of damage dice remains unchanged.
The feat need not be used in combination with its prerequisite feat, although it can be. To apply Electricity Energy Flare to a spell or power, the caster must expend 4 power point.

Frost Energy Flare

By tapping into an alternate frost energy source, you can supercharge the raw energy of energy-based spells and powers.

Prerequisite: Solid Freeze
Benefit: This feat can be applied to any spell or power that has an energy descriptor matching the frost energy type, this also includes spells and powers altered to do frost damage.
You increase the damage die type of a spell or power with the frost energy descriptor by one step (d4 becomes d6, d6 becomes d8, and so on). The number of damage dice remains unchanged.
The feat need not be used in combination with its prerequisite feat, although it can be. To apply Frost Energy Flare to a spell or power, the caster must expend 4 power point.
#8

zombiegleemax

Jan 12, 2006 23:44:45
hmm tose are really really cool :D

Glad you like. The original writter(s) had a cool concept, just needed tweaking. I am going to work on a few completly original ones, as you can see Force has 4 feat where as fire, cold, acid and electricity only have 2.