Spell to Power Psion ACF

This is an attempt at a Psion version spell to power. Controversial in Dark Sun, but I am posting here because of the interest in psionics. The original spell to power ACF was for the Erudite.

Convert Spell to Power

Your training has included basic magical theory as well as the usual psionic training.

Replaces: You lose your 1st-level bonus feat.

Benefit: You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane spell into a power you can add to your repertoire.

Spell-powers

Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table on the left describes each spell’s cost.

Spell Level Power Point Cost
0 0*
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

  • 0-level spells cost no power points to manifest. Instead, you may manifest a number of 0-level spells each day equal to the ability score modifier for your manifesting class. 0-level spell-powers do not count against your unique spell-powers per day.

You use your manifester level for determining the effects of the spell being manifested, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use your normal manifester level to determine damage. Use your normal manifester level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on your manifester level, so when manifested it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball).

You can pay additional power points to augment the dice of damage dealt by a spell. Every 1 extra power point spent at the time of manifesting increases the spell’s effective caster level by 1 for purposes of dealing damage. The damage-dealing spell’s caster level cannot be increased above the your manifester level, or above the normal maximum allowed by the spell.

For example, even at 7th level, your lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless you spend extra power points. If you spend 1 extra power point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra power point would increase the damage to 7d6 points, but you can’t spend more points than this, since your manifester level is only 7th. Were you 10th level or higher, you could spend a maximum of 5 extra power points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.

Similarly, your magic missile spell shoots only one missile unless she spends extra power points. An extra 2 power points increases the caster level from 1st to 3rd, granting her one additional missile. You can spend a maximum of 6 additional power points in this manner, increasing your effective caster level to 7th for damage purposes and granting you a total of four missiles. If you were 9th level or higher, you could spend a maximum of 8 extra power points, granting you five missiles (just like a 9th-level caster).

Spells that allow a character to recall or recast a spell cannot be learned.

Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power.

As with casting a spell, manifesting a spell may require certain components. Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.

Converting a Spell to Power

You can learn arcane spells as psionic powers through scrolls.

To learn a spell as a power through a scroll you must study the scroll for one hour per level the spell on the scroll. At the end of the period of study, you must make a Spellcraft check (DC 15 + spell’s level). If the Spellcraft check is successful then the spell is learned as a power, and the scroll is consumed (the spell disappears from the parchment).

Once the spell-power is successfully learned, the Psion must pay a cost in XP equal to 20 XP times the level of the spell (10 XP for a 0-level spell).

If the Spellcraft check is failed, then you have failed to convert the spell on the scroll to a power, and the spell on the scroll does not vanish. You cannot attempt to learn or copy that spell again until you gain another rank in the Spellcraft skill.

The maximum level of spell-power that you can manifest equals half your manifester level minus 2 (round down). Therefore a 4th level Psion could manifest up to 1st level spells into powers. You can attempt to convert a spell to power of any level but cannot manifest the spell-power until you are capable of manifesting spell-powers of that level.

Only scrolls can be used to learn spells as powers. Spellbooks may not be used for this purpose, nor can spell-powers be transferred to other creatures by any method, such as psychic chirurgery.

Unique Spell-Powers Per Day

Using spell-powers is more taxing on the Psion than normal psionic powers. You may manifest a number of unique spell-powers per day equal to 1 plus one third your manifester level (round down). For example, a Psion with 10 ML could manifest 4 unique spell-powers per day, even manifesting these powers multiple times per day.

ML Unique Spell-Powers/day Max Spell-Power Level
1 1 0
2 1 0
3 2 0
4 2 1
5 2 1
6 3 2
7 3 2
8 3 3
9 4 3
10 4 4
11 4 4
12 5 5
13 5 5
14 5 6
15 6 6
16 6 7
17 6 7
18 7 8
19 7 8
20 7 9

Feat

Spell-Power Preparation

Type : Psionic

You prepare some spell-powers in a manner somewhat like the Wizards you attempt to emulate.

Prerequisite : Possess the unique spell-powers per day class ability.

Benefit : Each day you may select 2 spell-powers to prepare like a Wizard prepares spells. Instead of reading a spellbook, you must spend one hour in meditation to prepare your spell-powers using this feat. You can now freely manifest these 2 spell-powers without expending uses of unique spell-powers per day.

Special : You can take this feat multiple times. Each time you take this feat, the number of spell-powers that you can prepare increases by 2.


The insanity is kept in check by the requirement of scrolls. If a PC wants 1st level haste from the Trapsmith spell list, then the DM will have to provide that, otherwise it’s not happening. Unique Spell-Powers Per Day simulates how hard it is to manifest spell-powers, and prevents the Psion from being everything all at once.

Anyway, what this ACF represents is a Psion coming up with psionic versions of arcane spells, which the rule books say they can do. This merely formalizes the method and imposes some costs.

This has evolved quite a bit. Its done now.

Spell to Power

Your training has included basic magical theory as well as the usual psionic training.

Replaces: You lose your 5th-level bonus feat.

Benefit: You add Spellcraft to your class skill list at 1st-level, which allows you to learn about arcane spells. Once you reach 5th-level you trade in your bonus feat to get the Spell to Power class feature, which allows you to attempt to convert an arcane spell into a power.

Special: Researching the arcane comes at the cost of slightly slowing your Maximum Power Level Known for your normal psionic powers. Your Maximum Power Level Known is one level behind other Psions, although your Powers Known and Power Points Per Day remain the same. See the class table for your Maximum Power Level Known.

Spell-powers

Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table on the left describes each spell’s cost.

Spell Level Power Point Cost
0 0*
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

  • 0-level spells cost no power points to manifest. Instead, you may manifest a number of 0-level spells each day equal to the ability score modifier for your manifesting class. 0-level spell-powers do not count against your unique spell-powers per day.

You use your manifester level for determining the effects of the spell being manifested, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use your normal manifester level to determine damage. Use your normal manifester level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on your manifester level, so when manifested it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball).

You can pay additional power points to augment the dice of damage dealt by a spell. Every 1 extra power point spent at the time of manifesting increases the spell’s effective caster level by 1 for purposes of dealing damage. The damage-dealing spell’s caster level cannot be increased above the your manifester level, or above the normal maximum allowed by the spell.

For example, even at 7th level, your lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless you spend extra power points. If you spend 1 extra power point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra power point would increase the damage to 7d6 points, but you can’t spend more points than this, since your manifester level is only 7th. Were you 10th level or higher, you could spend a maximum of 5 extra power points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.

Similarly, your magic missile spell shoots only one missile unless she spends extra power points. An extra 2 power points increases the caster level from 1st to 3rd, granting her one additional missile. You can spend a maximum of 6 additional power points in this manner, increasing your effective caster level to 7th for damage purposes and granting you a total of four missiles. If you were 9th level or higher, you could spend a maximum of 8 extra power points, granting you five missiles (just like a 9th-level caster).

Spells that allow a character to recall or recast a spell cannot be learned.

Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power.

As with casting a spell, manifesting a spell may require certain components. Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.

Converting a Spell to Power

You can learn arcane spells as psionic powers through scrolls.

To learn a spell as a power through a scroll you must study the scroll for one hour per level the spell on the scroll. At the end of the period of study, you must make a Spellcraft check (DC 15 + spell’s level). If the Spellcraft check is successful then the spell is learned as a power, and the scroll is consumed (the spell disappears from the parchment).

Once the spell-power is successfully learned, the Psion must pay a cost in XP equal to 20 XP times the level of the spell (10 XP for a 0-level spell).

If the Spellcraft check is failed, then you have failed to convert the spell on the scroll to a power, and the spell on the scroll does not vanish. You cannot attempt to learn or copy that spell again until you gain another rank in the Spellcraft skill.

The maximum level of spell-power that you can manifest equals half your manifester level minus 2 (round down). Therefore a 5th-level Psion could manifest up to 1st level spells into powers. You can attempt to convert a spell to power of any level but cannot manifest the spell-power until you are capable of manifesting spell-powers of that level.

Only scrolls can be used to learn spells as powers. Spellbooks may not be used for this purpose, nor can spell-powers be transferred to other creatures by any method, such as psychic chirurgery.

Unique Spell-Powers Per Day

Using spell-powers is more taxing on the Psion than normal psionic powers. You may manifest a number of unique spell-powers per day equal to 1 plus one third your manifester level (round down). For example, a Psion with 10 ML could manifest 4 unique spell-powers per day, even manifesting these powers multiple times per day.

Feat

Spell-Power Preparation

Type: Psionic

You prepare some spell-powers in a manner somewhat like the Wizards you attempt to emulate.

Prerequisite: Possess the unique spell-powers per day class ability.

Benefit: Each day you may select 2 spell-powers to prepare like a Wizard prepares spells. Instead of reading a spellbook, you must spend one hour in meditation to prepare your spell-powers using this feat. You can now freely manifest these 2 spell-powers without expending uses of unique spell-powers per day.

Special: You can take this feat multiple times. Each time you take this feat, the number of spell-powers that you can prepare increases by 2.


I am pretty happy with this. The unified table should give all the information needed to understand exactly what the trade-offs are for this ACF. Given that this ACF is always behind, I consider it impossible that they could break a game at the level of opponents that they encounter.

I do not understand why there would even be a need in Athas which would fuel the research and development of such a shunned and hated and evil ability… why bother? What is the motivation? Who would want to learn magic when you already have psionics (other than defilers)?
[I have always preferred avangions to be pure psionics, which I feel is more in keeping with the spirit of Athas.]

Also, Athas is supposed to have a rich psionic heritage, covering anything and everything magic could theoretically do, and more.

The lack of sufficient cultural and historical justification is a killer to this idea.

Your tweaking of the mechanics shows your capabilities and experience, so a plus for you there.


Nevertheless, overall this gets two thumbs down from me.

Less magic, more psionics, please.

This quote would support the idea that Psions could emulate magical spells, such as through an Alternative Class Feature in which certain Psions specialize in doing that.

Well…

That is what this is.

In my opinion, an ability that converts magic to psionics, by nature, requires magic to exist, or there is nothing to convert.

Why bother with converting spells to psionics when new psionic powers can be researched using the research rules, or discovered via experimentation, or unearthed from historical sources?

The sorcerer kings have no reason for this since they can already use both magic and psionics, likewise with templars.

Magic is hated, feared, and generally considered evil by the general populace, thus only an evil traitor against life would ever develop such an ability, since it requires knowing magic in order to be of any use. So none of the general populace would permit or use such an ability. Except maybe defilers.

The epic order would likely hunt down any such ability user, as it could potentially allow defilers or templars to disguise themself as a psionicist. So they would not need such an ability, instead they would actively hunt down any such.

I just don’t feel it fits Athas culturally or realistically.


Your skill is undeniable, I am not in any way meaning my opinions against your proposal as a reflection upon yourself. I applaud your skill.

I simply happen to disagree with this particular offering.


As you know, I will view with disfavor any proposal that requires the existence of magic in order to function. (ie: nothing to convert via a StP alternate class feature if there is no magic starting point, plus has to study magic to make it useful.)

Please feel free to skip over my opinions if you wish.

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If magic doesn’t exist, then obviously Spell to Power is redundant. That said, I don’t recommend this for Dark Sun because of the way the setting works, and I don’t think there should be any way of getting around defiling, and that includes the alternative energy sources. In other settings, a spell to power psion along these lines should be fine.