Since I'm waiting for the packet, I thought I'd do a bit of homebrewing. And while I'm at it, I might as well show some of what I've got typed up. Since there's probably some people itching to read stuff, I might as well take advantage of that. :3
The wording isn't perfect. There's a lot of simplicity and prose verses unwanted RAW effects. But oh well, this isn't supposed to be a finished product. [Brackets equals FYI notes]
Animal Affinity
Special: Whenever you manifest Animal Affinity as an action, you can hustle or disengage as part of the same action. In addition, all Focus Powers become natural abilities of your. Animal Affinity powers are not suppressed by dispel psionics or anti-psionic fields.
Base Powers
Primal Aspect
Base Power, costs 3 power points. Psionic Focus.
You gain minor aspects commonly found in animals. When you manifest this power, chose one feature from the list below. You gain the associated abilities with that feature.
Feline: You grow a set of claws. Whenever your hand is free, you may make an attack with that had as if you were wielding a dagger. When you climb a vertical surface that has sufficient handholds, you no longer have to spend an extra 5 feet of movement for each 5 feet you climb.
Aquatic: You gain a couple of minor aspects of an aquatic creature. When you swim through water or another liquid, you no longer have to spend an extra 5 feet of movement for each 5 feet you swim. You also are able to hold your breath for four times as long.
Arachnid: [Haha, don't even have anything here. Work in progress, but hey I want spider stuff, so boop!]
Instinctive Agility
Base Power, costs 1 power point. Psionic Focus.
Your agile movements allow you to withstand or dodge blows while in little to no armor. Your AC becomes 12 + your Dexterity modifier. If you don armor that has a higher base AC than this power, excluding all other bonuses such as from your dexterity modifier, you lose all benefits of this power.
[Does this make sense? If you're wearing leather armor as backup, it will NOT get in the way of this power because it doesn't give you a base AC (11) greater than the power (12).]
Feral Senses
Base Power, costs 2 power point. Psionic Focus.
Your senses heighten or adapt. When you manifest this power, chose one feature from the list below. You gain the associated abilities with that feature.
Night Eyes: You gain low light vision.
Predator: Your senses are adapt for hunting. You have advantage on intelligence checks made to actively search for a creature.
[Wow, two, what a list. Lawl.]
Augments
Quadrupedal Agility
Augments Instinctive Agility. Add 2 to the power point cost.
Being more adept at using all your limbs for moving, you do not suffer the -2 penalty to attack rolls from being prone. In addition, creatures making melee attacks against you do not receive advantage from you being prone. If you are prone do to being knocked down by another creature or form a fall, you lose all benefits from this augment until you spend 5ft of movement to reorient yourself.
If you spend an additional 2 power points on this augment, you no longer have to spend 5 extra feet of movement to crawl or stand up. You also pose as a more difficult target while prone and are treated as having half cover.
Additional Aspects
Augments Primal Aspect. Add 2 to the power point cost.
When choosing the feature gained from Primal Aspect, you may pick an aspect from this list instead of a normal one.
Wings: On your turn, while you are in the air you may make a jump at any point as if you have leaped off the ground. You are treated as if you had a running start for this jump and you can direct it whichever way you want. You may only do this once until you land again. In addition, you may spend a reaction to half any damage you take from falling.
Telepathy [Opinions wanted, wanted, WANTED, here! Telepathic Connection is a big part of it.]
Base Powers
Create Telepathic Connection
Base Power, costs 1 power point. Psionic Focus.
You gain the ability to telepathically link your mind to another creature with an intelligence of 2 or more. As an action, you can attempt to form a telepathic connection with another creature within 100 feet of you. If the creature is unwilling, they can make an Intelligence saving throw. On a successful save no connection is formed. Once a connection is made, the creature may take an action on it's turn to make an Intelligence saving throw. On a successful save, the telepathic connection and all related effects end. You and the creature must stay within 100 feet of each other otherwise the connection and all related effects end. You may only have one telepathic connection active at a time.
When you have a telepathic connection with a creature, you can transmit words to each other's minds as if you were speaking out loud to each other. In addition, you know which general direction they are in relation to you. You may also manifest any Telepathy power against them through the connection.
Mental Convulsion
Base Power, costs 1 power point.
You fill a creature's mind with an incomprehensible onslaught of random stimulation. The creature makes an Intelligence saving throw. On a failed save, the creature takes 1d8 psychic damage, and no damage on a successful one.
Special: You may make a psionic attack to touch a creature of your choice. On hit, the creature takes damage and effects from this power as if they failed the Intelligence saving throw.
For each additional 2 power points you spend on this power, add 1d8 to the damage done.
Ataxia Impulse
Base Power, costs 1 power points.
You force a creature's mind to send harmful impulses to their muscles. The creature makes a Charisma saving throw. On a failed save, the creature falls to the ground prone and takes 1d4 + 1 damage. On a successful save, the target doesn't suffer any penalties or damage.
Special: You may make a psionic attack to touch a creature of your choice. On hit, the creature takes damage and effects from this power as if they failed the Charisma saving throw.
Augments
Harmful Telepathic Connection
Augments Create Telepathic Connection. Add 2 to the power point cost.
When you manifest this power, choose another power other than Create Telepathic Connection. You may use that power at will with an action. If the opposing creature suffers the effects of that power, you also form a Telepathic Connection with them.
Lingering Dementia
Augments Create Telepathic Connection. Add 2 to the power point cost.
While you have a Telepathic Connection with a creature, you may cause your connection to deal 1d8 ongoing psychic damage. While this is active the target makes an intelligence saving throw at the start of their turn. On a successful save, the Telepathic Connection breaks. You may start or end this effect without an action during your turn.
Telekinesis
Special: When you manifest Telekinesis, you may use one of the available actions with it as part of the same action. [NEED to fix this crap. But RAW, manifesting Telekinesis only opens up the options to use Telekinesis.]
Base Powers
Telekinesis
Base Power, costs 1 power point. Psionic Focus
You have the ability to manipulate objects within 50 feet of you telepathically. You gain a pool of telekinetic power. Add 1d10 to your pool of telekinetic power for every 2 power points added to the cost of Telekinesis with augments. The weight of the object controlled telepathically can be no more than 50 pounds per d10 used to manipulate the object. If you have no d10s in your pool, you can only move up to 10 pounds of weight.
You may use an action to gently move an object telepathically. Move one object up to a total distance of 50 feet. You may hold or move the object around in the air for an extended amount of time, but you must use an action on your turn to concentrate on it.
If you have at least 1d10 in your pool of telekinetic power, as an action you can throw an object as a projectile. Make a psionic attack against a single target within 50 feet of that object. On hit, the target takes any d10s of damage used to make the attack. The damage type can be bludgeoning, slashing, or pricing depending on the object thrown.
Augments
Extended Telekinesis
Augments Telekinesis. Add 1 to the power point cost.
The distance you can manipulate, move, and throw objects telepathically increases to 100 feet.
Offensive Telekinesis
Augments Telekinesis. Add 2 to the power point cost.
Instead of throwing an object at an objet or creature, you may barrage the target with telekinetic force instead. On hit, choose either bludgeoning, slashing, or pricing as the damage type done to the target. In addition, all telekinetic attacks do an additional 1 damage per d10.
Telekinetic Maneuver
Augments Telekinesis. Add 4 to the power point cost.
Instead of making a telekinetic attack, you may use 2d10 of your telekinetic power to attempt a complex action involving another creature telepathically. You may attempt either a Disarm, Grab, Help, Knock Down, or Push action. You use your psionic ability score instead of the ability score usually involved with the action. For actions that last longer then one round, you must use an action on your turn to concentrate on it. If you have any d10s remaining after using the 2d10 and used an action that would require a contest, you may deal that damage to the target if you succeed on the contest. ["...that would require a contest" sounds off right? Should be "that requires a contest" right? Welp, if I say that, then by RAW pushing a helpless creature telekinetically won't hurt it while pushing a creature that can resist would. Because that doesn't require a contest. See what I mean about prose vs unwanted RAW?]
Again, quite unfinished. But maybe you see where I'm going at least.
Edit: Wow, I've hardly touched levels 1-5 and they've gone and drop 11-20 on us. *sigh* Fingers crossed that school being done means I can get stuff going.
I'll add in a bit more about where I'll be going with all of this later. I'm going to go on a trip tomorrow, hopefully I can post some info before I leave and get some good work done on the plane.
Dec/18 Addition: Alright, here's some more soft info unloaded. First off, this.
Discipline Tapping Burning
New idea I'm playing with! Instead of that point burn thing, you burn a discipline. Burning it suppresses all focuses you have from that discipline and prevents you from manifesting powers from it until you spend an action to meditate. I might leave it at that, then I can just bounce design ideas off of similar "use an action to get ready" things like advantage.
There might also be a few powers that, on top of burning the discipline, also reduces the amount you can spend on a power from that discipline by X until you take an extended rest. However, I'm kind of liking the idea of making psionics totally at-will(ish). If I don't need a daily resource like this, then great. Especially since Discipline Burning doesn't involve jotting down numbers like point burning and cap lower does. Plus, Discipline Burning has almost an identical effect on players who use all focuses and players who don't touch it. I want to stick with just this one!
Bit more explanation on the disciplines I have presented here.
Animal Affinity
This discipline gives you an alternate method of AC/defense, some minor combat capabilities (nothing too special) and stuff that helps exploration things like movement and senses… That's about it. I mean that ranges from growing spider legs out of your back and getting minor web abilities (no, nothing like the spell Web. Far more manual and thus more utility-ish) and wings that give you pseudo flying quite extensive gliding + jumping capabilities.
Meta-Psychic Talents for this will probably include something that reduces the cost of focusing on a specific primal aspect. This discipline in general shows the openness I'm attempting to approach with psionics. It is not a list of prepackaged spells, it is a list of abilities. Turning yourself into a furry is totally within the psionic power source's capabilities, for better or worse.
Telepathy
This one is damage and lots of status effects when it comes to combat, plus some utility things like communicating telepathically, sharing senses, charm, etc. I'm going to play around with the idea that in order to apply an effect like fear, you first have to create a mental connection with the target. Which you can totally apply with an attack like Mental Convulsion, so it's not like you have to have a pointless turn. It does however allow the enemy a turn of "oh crap, maybe I should do something about this." And I don't have it here yet, but the ability to have multiple telepathic connection will be available as an augment, so you can go and tag multiple targets with Lingering Dementia.
For dominate and other major effects, I will be trying out Discipline Burn. So attempting to dominate someone will make it so you have to meditate as an action before you can use any more telepathy powers. I'm going to also look into 4e's monster abilities that have three stages of worse and worse effects until you're in serious trouble, I'll probably implement something like that. Harsh, yes, but I'd rather look into these first than bring in the cap reduction thing.
As you can see, I've crossed out the "touch attack" options for these powers. I will probably implement that as a Meta-Psychic Talent. I like a lot of the ideas it creates: forming telepathic connections with seemingly friendly handshakes, sneaking up and grabbing someone Solid Snake style and slowly invading their mind with domination since the save is replaced with the touch attack, stuff like that. Cool, but a little specialized, so Meta-Psychic Talent it is! Another Meta-Psychic Talent I want to play with is corrupting other creature's magical effects used against you; like charm, fear, and dominate. If you make the save, you can instead create a telepathic connection and the opponent is fooled into thinking the charm/fear/whatever worked. You can then play along with a bluff check, until you're like, "excuse me Mr. Vampire, how about instead of me doing what you say, you do what I say. DOMINATE ATTEMPT TIME!" In other words, your mind is not something other people should play with.
Quick note, if you've been through a certain thread, you know that I despise charm and similar emotion/personality controlling effects. Despite this, I will still be adding it to Telepathy. I'm presenting an idea with this homebrew, not passively enforcing my opinions.
Telekinesis
This one is a bit more up front about its damage then Telepathy. Like literally throwing things in people's faces. It also has some controller like abilities; but while telepathy is more about initiating conditions, this is about throwing people around / "force chocking" and stuff. It will also have the utility side of it with levitate and stuff. It will probably also have a fly ability in a more traditional form than Animal Affinity does. Please, don't ask, I don't want to admit I don't know... yet.
There's a Telekinesis spell, it has some stuff, and I care about NONE OF IT! It's designed to hold up as a 5th level spell, I'm creating at-will abilities. The mundane actions of grapple, knock down, and push are a far more fitting start. I didn't have it here, but there will be advance version of those you can do by using more d10s. Like disarming and having the object fly into your hand. Pushing creatures further distances, and if a creature or object is in the way a bit of extra damage will be dealt to all victims involved. And combos, like knock down then grapple in one go.
One thing that isn't touched on at all above is splitting the d10s you have for this discipline to affect multiple targets. It'll be there, you'll be able to grab several people at once. (I mean grapple. Dang it! WotC complicating things out from under my feet! Lawl.) There will also be an ability where instead of throwing big things, you throw many many small ones. Forcing a dex save for half damage to multiple targets instead of a direct attack against a specific few. Like a wall of knives just flying at everyone.
One Meta-Psychic Talent, an Elocater's Scorn Earth like ability. If you know what I'm talking about, then you know it has to happen. :3
So there, some random info. Seeing how more and more of my original 3 posts are being dissolved by further development, I wonder how useful it is to post this stuff now. Oh well, I guess this is just a very intricate and ambiguous loading bar to my progress. Well, it does give a nice little insight on my shotgun design style. Think about ALL the possible ideas and never get too attached to anything.
Animal Affinity
Special: Whenever you manifest Animal Affinity as an action, you can hustle or disengage as part of the same action. In addition, all Focus Powers become natural abilities of your. Animal Affinity powers are not suppressed by dispel psionics or anti-psionic fields.
Base Powers
Primal Aspect
Base Power, costs 3 power points. Psionic Focus.
You gain minor aspects commonly found in animals. When you manifest this power, chose one feature from the list below. You gain the associated abilities with that feature.
Feline: You grow a set of claws. Whenever your hand is free, you may make an attack with that had as if you were wielding a dagger. When you climb a vertical surface that has sufficient handholds, you no longer have to spend an extra 5 feet of movement for each 5 feet you climb.
Aquatic: You gain a couple of minor aspects of an aquatic creature. When you swim through water or another liquid, you no longer have to spend an extra 5 feet of movement for each 5 feet you swim. You also are able to hold your breath for four times as long.
Arachnid: [Haha, don't even have anything here. Work in progress, but hey I want spider stuff, so boop!]
Instinctive Agility
Base Power, costs 1 power point. Psionic Focus.
Your agile movements allow you to withstand or dodge blows while in little to no armor. Your AC becomes 12 + your Dexterity modifier. If you don armor that has a higher base AC than this power, excluding all other bonuses such as from your dexterity modifier, you lose all benefits of this power.
[Does this make sense? If you're wearing leather armor as backup, it will NOT get in the way of this power because it doesn't give you a base AC (11) greater than the power (12).]
Feral Senses
Base Power, costs 2 power point. Psionic Focus.
Your senses heighten or adapt. When you manifest this power, chose one feature from the list below. You gain the associated abilities with that feature.
Night Eyes: You gain low light vision.
Predator: Your senses are adapt for hunting. You have advantage on intelligence checks made to actively search for a creature.
[Wow, two, what a list. Lawl.]
Augments
Quadrupedal Agility
Augments Instinctive Agility. Add 2 to the power point cost.
Being more adept at using all your limbs for moving, you do not suffer the -2 penalty to attack rolls from being prone. In addition, creatures making melee attacks against you do not receive advantage from you being prone. If you are prone do to being knocked down by another creature or form a fall, you lose all benefits from this augment until you spend 5ft of movement to reorient yourself.
If you spend an additional 2 power points on this augment, you no longer have to spend 5 extra feet of movement to crawl or stand up. You also pose as a more difficult target while prone and are treated as having half cover.
Additional Aspects
Augments Primal Aspect. Add 2 to the power point cost.
When choosing the feature gained from Primal Aspect, you may pick an aspect from this list instead of a normal one.
Wings: On your turn, while you are in the air you may make a jump at any point as if you have leaped off the ground. You are treated as if you had a running start for this jump and you can direct it whichever way you want. You may only do this once until you land again. In addition, you may spend a reaction to half any damage you take from falling.
Telepathy [Opinions wanted, wanted, WANTED, here! Telepathic Connection is a big part of it.]
Base Powers
Create Telepathic Connection
Base Power, costs 1 power point. Psionic Focus.
You gain the ability to telepathically link your mind to another creature with an intelligence of 2 or more. As an action, you can attempt to form a telepathic connection with another creature within 100 feet of you. If the creature is unwilling, they can make an Intelligence saving throw. On a successful save no connection is formed. Once a connection is made, the creature may take an action on it's turn to make an Intelligence saving throw. On a successful save, the telepathic connection and all related effects end. You and the creature must stay within 100 feet of each other otherwise the connection and all related effects end. You may only have one telepathic connection active at a time.
When you have a telepathic connection with a creature, you can transmit words to each other's minds as if you were speaking out loud to each other. In addition, you know which general direction they are in relation to you. You may also manifest any Telepathy power against them through the connection.
Mental Convulsion
Base Power, costs 1 power point.
You fill a creature's mind with an incomprehensible onslaught of random stimulation. The creature makes an Intelligence saving throw. On a failed save, the creature takes 1d8 psychic damage, and no damage on a successful one.
Special: You may make a psionic attack to touch a creature of your choice. On hit, the creature takes damage and effects from this power as if they failed the Intelligence saving throw.
For each additional 2 power points you spend on this power, add 1d8 to the damage done.
Ataxia Impulse
Base Power, costs 1 power points.
You force a creature's mind to send harmful impulses to their muscles. The creature makes a Charisma saving throw. On a failed save, the creature falls to the ground prone and takes 1d4 + 1 damage. On a successful save, the target doesn't suffer any penalties or damage.
Special: You may make a psionic attack to touch a creature of your choice. On hit, the creature takes damage and effects from this power as if they failed the Charisma saving throw.
Augments
Harmful Telepathic Connection
Augments Create Telepathic Connection. Add 2 to the power point cost.
When you manifest this power, choose another power other than Create Telepathic Connection. You may use that power at will with an action. If the opposing creature suffers the effects of that power, you also form a Telepathic Connection with them.
Lingering Dementia
Augments Create Telepathic Connection. Add 2 to the power point cost.
While you have a Telepathic Connection with a creature, you may cause your connection to deal 1d8 ongoing psychic damage. While this is active the target makes an intelligence saving throw at the start of their turn. On a successful save, the Telepathic Connection breaks. You may start or end this effect without an action during your turn.
Telekinesis
Special: When you manifest Telekinesis, you may use one of the available actions with it as part of the same action. [NEED to fix this crap. But RAW, manifesting Telekinesis only opens up the options to use Telekinesis.]
Base Powers
Telekinesis
Base Power, costs 1 power point. Psionic Focus
You have the ability to manipulate objects within 50 feet of you telepathically. You gain a pool of telekinetic power. Add 1d10 to your pool of telekinetic power for every 2 power points added to the cost of Telekinesis with augments. The weight of the object controlled telepathically can be no more than 50 pounds per d10 used to manipulate the object. If you have no d10s in your pool, you can only move up to 10 pounds of weight.
You may use an action to gently move an object telepathically. Move one object up to a total distance of 50 feet. You may hold or move the object around in the air for an extended amount of time, but you must use an action on your turn to concentrate on it.
If you have at least 1d10 in your pool of telekinetic power, as an action you can throw an object as a projectile. Make a psionic attack against a single target within 50 feet of that object. On hit, the target takes any d10s of damage used to make the attack. The damage type can be bludgeoning, slashing, or pricing depending on the object thrown.
Augments
Extended Telekinesis
Augments Telekinesis. Add 1 to the power point cost.
The distance you can manipulate, move, and throw objects telepathically increases to 100 feet.
Offensive Telekinesis
Augments Telekinesis. Add 2 to the power point cost.
Instead of throwing an object at an objet or creature, you may barrage the target with telekinetic force instead. On hit, choose either bludgeoning, slashing, or pricing as the damage type done to the target. In addition, all telekinetic attacks do an additional 1 damage per d10.
Telekinetic Maneuver
Augments Telekinesis. Add 4 to the power point cost.
Instead of making a telekinetic attack, you may use 2d10 of your telekinetic power to attempt a complex action involving another creature telepathically. You may attempt either a Disarm, Grab, Help, Knock Down, or Push action. You use your psionic ability score instead of the ability score usually involved with the action. For actions that last longer then one round, you must use an action on your turn to concentrate on it. If you have any d10s remaining after using the 2d10 and used an action that would require a contest, you may deal that damage to the target if you succeed on the contest. ["...that would require a contest" sounds off right? Should be "that requires a contest" right? Welp, if I say that, then by RAW pushing a helpless creature telekinetically won't hurt it while pushing a creature that can resist would. Because that doesn't require a contest. See what I mean about prose vs unwanted RAW?]
Again, quite unfinished. But maybe you see where I'm going at least.
Edit: Wow, I've hardly touched levels 1-5 and they've gone and drop 11-20 on us. *sigh* Fingers crossed that school being done means I can get stuff going.
I'll add in a bit more about where I'll be going with all of this later. I'm going to go on a trip tomorrow, hopefully I can post some info before I leave and get some good work done on the plane.
Dec/18 Addition: Alright, here's some more soft info unloaded. First off, this.
Discipline Tapping Burning
New idea I'm playing with! Instead of that point burn thing, you burn a discipline. Burning it suppresses all focuses you have from that discipline and prevents you from manifesting powers from it until you spend an action to meditate. I might leave it at that, then I can just bounce design ideas off of similar "use an action to get ready" things like advantage.
There might also be a few powers that, on top of burning the discipline, also reduces the amount you can spend on a power from that discipline by X until you take an extended rest. However, I'm kind of liking the idea of making psionics totally at-will(ish). If I don't need a daily resource like this, then great. Especially since Discipline Burning doesn't involve jotting down numbers like point burning and cap lower does. Plus, Discipline Burning has almost an identical effect on players who use all focuses and players who don't touch it. I want to stick with just this one!
Bit more explanation on the disciplines I have presented here.
Animal Affinity
This discipline gives you an alternate method of AC/defense, some minor combat capabilities (nothing too special) and stuff that helps exploration things like movement and senses… That's about it. I mean that ranges from growing spider legs out of your back and getting minor web abilities (no, nothing like the spell Web. Far more manual and thus more utility-ish) and wings that give you pseudo flying quite extensive gliding + jumping capabilities.
Meta-Psychic Talents for this will probably include something that reduces the cost of focusing on a specific primal aspect. This discipline in general shows the openness I'm attempting to approach with psionics. It is not a list of prepackaged spells, it is a list of abilities. Turning yourself into a furry is totally within the psionic power source's capabilities, for better or worse.
Telepathy
This one is damage and lots of status effects when it comes to combat, plus some utility things like communicating telepathically, sharing senses, charm, etc. I'm going to play around with the idea that in order to apply an effect like fear, you first have to create a mental connection with the target. Which you can totally apply with an attack like Mental Convulsion, so it's not like you have to have a pointless turn. It does however allow the enemy a turn of "oh crap, maybe I should do something about this." And I don't have it here yet, but the ability to have multiple telepathic connection will be available as an augment, so you can go and tag multiple targets with Lingering Dementia.
For dominate and other major effects, I will be trying out Discipline Burn. So attempting to dominate someone will make it so you have to meditate as an action before you can use any more telepathy powers. I'm going to also look into 4e's monster abilities that have three stages of worse and worse effects until you're in serious trouble, I'll probably implement something like that. Harsh, yes, but I'd rather look into these first than bring in the cap reduction thing.
As you can see, I've crossed out the "touch attack" options for these powers. I will probably implement that as a Meta-Psychic Talent. I like a lot of the ideas it creates: forming telepathic connections with seemingly friendly handshakes, sneaking up and grabbing someone Solid Snake style and slowly invading their mind with domination since the save is replaced with the touch attack, stuff like that. Cool, but a little specialized, so Meta-Psychic Talent it is! Another Meta-Psychic Talent I want to play with is corrupting other creature's magical effects used against you; like charm, fear, and dominate. If you make the save, you can instead create a telepathic connection and the opponent is fooled into thinking the charm/fear/whatever worked. You can then play along with a bluff check, until you're like, "excuse me Mr. Vampire, how about instead of me doing what you say, you do what I say. DOMINATE ATTEMPT TIME!" In other words, your mind is not something other people should play with.
Quick note, if you've been through a certain thread, you know that I despise charm and similar emotion/personality controlling effects. Despite this, I will still be adding it to Telepathy. I'm presenting an idea with this homebrew, not passively enforcing my opinions.
Telekinesis
This one is a bit more up front about its damage then Telepathy. Like literally throwing things in people's faces. It also has some controller like abilities; but while telepathy is more about initiating conditions, this is about throwing people around / "force chocking" and stuff. It will also have the utility side of it with levitate and stuff. It will probably also have a fly ability in a more traditional form than Animal Affinity does. Please, don't ask, I don't want to admit I don't know... yet.
There's a Telekinesis spell, it has some stuff, and I care about NONE OF IT! It's designed to hold up as a 5th level spell, I'm creating at-will abilities. The mundane actions of grapple, knock down, and push are a far more fitting start. I didn't have it here, but there will be advance version of those you can do by using more d10s. Like disarming and having the object fly into your hand. Pushing creatures further distances, and if a creature or object is in the way a bit of extra damage will be dealt to all victims involved. And combos, like knock down then grapple in one go.
One thing that isn't touched on at all above is splitting the d10s you have for this discipline to affect multiple targets. It'll be there, you'll be able to grab several people at once. (I mean grapple. Dang it! WotC complicating things out from under my feet! Lawl.) There will also be an ability where instead of throwing big things, you throw many many small ones. Forcing a dex save for half damage to multiple targets instead of a direct attack against a specific few. Like a wall of knives just flying at everyone.
One Meta-Psychic Talent, an Elocater's Scorn Earth like ability. If you know what I'm talking about, then you know it has to happen. :3
So there, some random info. Seeing how more and more of my original 3 posts are being dissolved by further development, I wonder how useful it is to post this stuff now. Oh well, I guess this is just a very intricate and ambiguous loading bar to my progress. Well, it does give a nice little insight on my shotgun design style. Think about ALL the possible ideas and never get too attached to anything.
