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Switch to Forum Live View Psionic Dorjes vs. Magical Wands
2 months ago  ::  Mar 20, 2013 - 11:13PM #1
Chimmy
Date Joined: Mar 5, 2013
Posts: 41
(D&D 3.5)
Since I'm aggravatingly vague, I can't state specifically why this interests me, but I'm curious for any thoughts on the following comparison.

Wands (DMG) and Dorjes (XPH) are essentially the same thing: Wands allow free casting of spells, and Dorjes allow free manifestation of powers. Both are priced similarly, and both allow for higher caster/manifester level than required to be used when the item is created. Both carry 50 charges. Both require that the ability the item creates is on the user's class list.

But:
Wands top out at 4th level (DMG pg. 245) whereas Dorjes top out at 9th (DMG pg. 168.)

Anyone have any idea why this should be the case?


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2 months ago  ::  Mar 21, 2013 - 9:55AM #2
Tempest_Stormwind
Date Joined: Jun 20, 2004
Posts: 4,786
I'm not entirely sure, but psionic powers are not as powerful as spells, particularly if they aren't augmented. The psionic item rules are a little inconsistent when it comes to augmentation - whether they treat a 7pp power augmented with an extra +2pp as a 4th level power (what it would be as a power) or as a 5th level power (which is what you price items based off of it as). It's possible that augmentation is the reason dorjes allow 9th level powers - lower level powers with bigger augments are the analogue to lower-level spells at higher CLs. 
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These are NOT all my creations! The lead authors are identified as follows:
[TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)


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2 months ago  ::  Mar 21, 2013 - 12:11PM #3
Chimmy
Date Joined: Mar 5, 2013
Posts: 41
That's true. I assume that when they state the dorje can create a power at a "higher manifester level" it means so that it can be augmented up to what that level would allow, but you're right, the wording is actually very vague.
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2 months ago  ::  Mar 21, 2013 - 12:30PM #4
draco1119
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Date Joined: Sep 25, 2005
Posts: 12,941
I just read the dorje rules (XPH 168, btw), and it says they can't be augmented, and the max ML caps out at (minimum +5). Seems like it's a way to give psionics a little more power when stacked up against magic. And it makes the PsiArti even more of a badass.
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2 months ago  ::  Mar 21, 2013 - 1:04PM #5
Tempest_Stormwind
Date Joined: Jun 20, 2004
Posts: 4,786

Mar 21, 2013 -- 12:11PM, Chimmy wrote:

That's true. I assume that when they state the dorje can create a power at a "higher manifester level" it means so that it can be augmented up to what that level would allow, but you're right, the wording is actually very vague.



The rules for psionic items are probably the sloppiest bits in that otherwise excellent book (problems with cheaply manifesting Bestow Power notwithstanding). A lot of them are copy/paste from the (mostly awful) 3e Psionics Handbook, where augmentation didn't exist. The "higher manifester level" bit is similar to what's in the PHB for wands, except wands don't need stronger spell slots to get the full benefit of that higher caster level (while powers need more PP to get most of the bang from a higher ML); this result can be kind of exploitable if you're trying for it (see the Wand Overdrive build in my sig). Compare dorjes (existed in 3.0, with no augmenting) to psicrowns (which were new to 3.5, along with augmenting) and the point should be clear.

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series: Show
These are NOT all my creations! The lead authors are identified as follows:
[TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)


Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft
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2 months ago  ::  Mar 21, 2013 - 6:57PM #6
Ahruhn
Date Joined: Jan 9, 2013
Posts: 140

XPH p168
Dorjes are normally created at the minimum manifester level required to manifest the power, and powers that can be augmented are not augmented when stored in a dorje. A dorjes wielder cannot augment the power contained within the dorje. However, dorjes can be created at a higher manifester level than required to manifest the power. In this case, the dorje that holds an augmentable power is augmented, to the limit of the manifester level and the powers augmentation maximums, if any. The manifester level of a dorje cannot be more than five higher than the minimum manifester level to use the power it contains.



Like wands, Dorje's are typically created at the minimum required level to manifest the power. If so, then they obviously cannot be augmented because to do so requires a higher manifester level. When the Dorje is created at a higher manifester level then it is augmented (if the power is augmentable). Some powers have more than one type of augment, such as Expansion. In this case, it stands to reason that the creator determines the augments being applied and they never change.

XPH p181
If an augmentable power is incorporated into a dorje at a higher manifester level than the minimum level required to manifest the power, each discharge of the power from the dorje is augmented to the limit of that higher manifester level. Alternatively, if you want to have a higher manifester level in the dorje, you must pay for the dorje as if the power was one level higher for each additional two manifester levels you want. For example, energy missile is a 2nd-level kineticist power with a minimum manifester level of 3rd. If you wanted to make a dorje of energy missile with a manifester level of 11th (eight higher than the minimum), you would pay for the creation of the dorje as if energy missile was a 6th-level power.



This passage gives an alternate way of creating a dorje so that you don't have to be limited by the previous restriction of five manifester levels above the minimum required. This explains the power level limit of 9th, and allows you to create dorje's that can rival the power of a wand created by a high level wizard, though they will be much more expensive.


 

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2 months ago  ::  Mar 21, 2013 - 8:37PM #7
Chimmy
Date Joined: Mar 5, 2013
Posts: 41
Annoying how this apparent contradiction versus the feat chapter's description got past the official errata. This makes the cost formula
750 x effective power level x manifester level
which still gives the result on 168, with the results figures at the minimum necessary manifester level.
This hits the cost twice for augmenting (effective power level is higher, manifester level is higher) but it does allow dorjes to completely outstrip wands, but at a HUGE cost.
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2 months ago  ::  Mar 22, 2013 - 12:15AM #8
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,177

Mar 21, 2013 -- 8:37PM, Chimmy wrote:

Annoying how this apparent contradiction versus the feat chapter's description got past the official errata. This makes the cost formula
750 x effective power level x manifester level
which still gives the result on 168, with the results figures at the minimum necessary manifester level.
This hits the cost twice for augmenting (effective power level is higher, manifester level is higher) but it does allow dorjes to completely outstrip wands, but at a HUGE cost.


It's not actually hitting the cost of augmenting twice; it's hitting augmenting once (by charging you for augmenting to a higher effective power level), and manifester level once.  A higher manifester level allows you to augment further, but that's not its only effect, since it also increases elements of the power based directly on manifester level, such as round/level durations.

It's basically just imitating magic item mechanics, where you'd get charged once for the spell level and once for the caster level.  If wand mechanics allowed for spell levels beyond 4th, something like a 7th-level wand would have a cost directly equivalent to a 7th-level (or effective 7th-level) dorje.

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Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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2 months ago  ::  Mar 22, 2013 - 1:00AM #9
Chimmy
Date Joined: Mar 5, 2013
Posts: 41
That's a very good point.

Upon further inspection of dorjes, I think their lack of a cap when compared to wands is an attempt to fill a void for psionics where psionics don't really have an equivalent to staves. (Psicrowns, while similar, are incapable [as I understand them] of creating psi-like effects, whereas staves can create both spells and spell-like effects.)

I imagine that since there isn't a staff-like equivalent for psionic items that can do "pretty much anything" we instead get dorjes which can emulate up to 9th-level powers, while wands top out at 4th.
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2 months ago  ::  Mar 22, 2013 - 1:19AM #10
Slagger_the_Chuul
Date Joined: May 26, 2001
Posts: 5,177

Mar 22, 2013 -- 1:00AM, Chimmy wrote:

Upon further inspection of dorjes, I think their lack of a cap when compared to wands is an attempt to fill a void for psionics where psionics don't really have an equivalent to staves. (Psicrowns, while similar, are incapable [as I understand them] of creating psi-like effects, whereas staves can create both spells and spell-like effects.)


I think that they just didn't happen to add any psicrowns with psi-like abilities; there's nothing really stopping you from having a psicrown with those kind of extra effects.  Psicrowns are the psionic equivalent of staves.

The only advantage a magic staff fundamentally has over a psicrown is that you can hit people with it.

The kraken stirs.  And ten billion sushi dinners cry out for vengeance.  - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.


= My most popular campaign item; for all your adventuring convenience. Show
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness.  It is made of polished wood, with five studlike buttons on one end.  Each button produces a different effect when pressed.  Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed.
        When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle.
        When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets.
        When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall.
        When button 4 is pressed, the rod becomes a sturdy iron spade.
        When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid.  Once per day, it can be commanded to fill with fresh water.
If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours.
    Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
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