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Xuldarinar
2015-06-20, 01:55 PM
GRIMOIRE OF THE DARKENED MIND
Psychic Magic Options for the Mad

-To many, the knowledge of the psychic practices are forbidden in of themselves. Neither arcane nor divine, these magics draw upon one's self and their connections to other places. Even in circles where such abilities may be considered common place, there are things best left untouched by the mind. Connections to the maddening influences of the Dark Tapestry, places far beyond the bounds of comprehension, warped histories of the Shadow Plane, and nightmares that linger in the darkest corners of where dreams are borne. Below are things relating to these, and others.





Phantom Vindicator
More often a victim of their own morbid curiosity or the cruelty of fate than they are willful subjects, there are those that delve into the occult only to be taken over by a malevolent phantom and forced to walk a vile path, serving as a vessel and tool for their possessor's ends.

-Alignment: A phantom vindicator must have an evil alignment. This ability alters alignment.
-Possessed of a Phantom: Given that they are possessed and their powers come from this, a phantom vindicator's phantom must continue possessing them for them to maintain their abilities. Should a phantom vindicator's possession end for any reason, they become an ex-phantom vindicator until such time as they become possessed once again. This replaces the antipaladin's code of conduct.
-Emotional Focus (Ex): Possessed by a phantom, a phantom vindicator is rooted in an emotion. At 1st level, a phantom vindicator selects an emotional focus as associated with phantoms gained by spiritualists. A phantom vindicator projects an emotional aura dependent upon their emotional focus, as well as being detected by detect evil as if they were aligned undead. This replaces the antipaladin's aura of evil.
-Phantom's Smite: At 3rd level, a phantom vindicator becomes able to influence the victims of their smite as if their possessing phantom reached out and struck them. A phantom vindicator acquires the second first level ability associated with their emotional focus. This ability can only be applied to targets of their smite good ability. A phantom vindicator gains the cruelty class feature at 6th level and are treated as 3 levels lower for the purpose of cruelties they may select. This replaces the antipaladin's cruelty gained at 3rd level, and alters subsequent cruelties.
-Spells: A phantom vindicator casts spells from the spiritual list as psychic spells. Only spiritualist spells up to 4th level count as being a part of the phantom vindicator's spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a phantom vindicator must have a Charisma score equal to at least 10 + the spell's level. The saving throw DC to resist a possessed antipaladin's spell is equal to 10 + the spell's level + the phantom vindicator's Charisma modifier.
-Like other spellcasters, a phantom vindicator can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spells slots per day as a medium of his antipaladin level, with exception to 0-level spells which an antipaladin possesses none. In addition, he receives bonus spells per day if she has a high Charisma score.
-At 5th level and every 3 levels thereafter, a phantom vindicator can learn a single new spell in place of one he already knows. The new spellís level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.
-A phantom vindicator need not prepare his spells in advance. He can cast any spiritualist spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spellís level.
-This ability replaces the antipaladinís spellcasting.
-Fiendish Boon: A phantom vindicator must select their weapon as their boon. A phantom vindicator bestows a portion of their essence upon their weapon rather than calling an external spirit to accomplish this effort. This alters the antipaladin's fiendish boon.
-Aura of the Phantom: At 8th level, a phantom vindicator acquires the ability to emit an aura based upon their associated emotional focus, acquiring the 7th level phantom ability of their emotional focus. This replaces the antipaladin's aura of despair.


Cultist
While most beholden to a faith draw their strength from their deity, there are those that lie outside the bounds of traditional faith. Heterodoxies and heresy cling to these clerics, such that their god may not even support them. Some come to follow faiths in fictitious entities, where others might serve misrepresentations of existing entries. No matter how debased their beliefs, these cultists are no less zealous in their pursuit to serve their patron.

-Alignment: A cultist may be of any alignment. This ability alters alignment.
-Domains: A cultist gains only a single domain.
-Spells: A cultist casts spells from the cleric spell list as psychic spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a cultist must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC to resist a cultist's spell is equal to 10 + the spell's level + the cultist's Wisdom modifier.
-Like other spellcasters, a cultist can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spell slots per day as a psychic of the same level, and knows and uses 0-level knacks as a cleric uses orisons. In addition, she receives her bonus spells per day if she has a high Wisdom score.
-At 4th level and every even-numbered level thereafter, a cultist can learn a new spell in place of one she already knows, using the same rules as the psychic. In effect, the cultist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and the new spell must be at least 1 level lower than the highest-level spells a cultist can cast.
-A cultist need not prepare her spells in advance. She can cast any cleric spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level. This replaces the cleric's spellcasting.
-Tap into the Occult: A cultist, whether they know it or not, are psychic in nature. As such, they have access to abilities outside the reaches of standard clerics. A cultist gains 1 spell known of each level that is drawn from the psychic spell list. These spells can only be cast using the cultist's domain spell slots. This replaces the cleric's spontaneous casting.


Umbrakineticist
Wielders of pure shadowstuff, umbrakineticists draw their power directly from the shadow plane. While their abilities are only partially real, they can shape the darkness to mimic any element they desire.

-Void Focus (Ex): An umbrakineticist must choose void as her primary element and must choose shadow blast as her first simple blast (Below).
-Expanded Shadows (Su): Regardless of the element an umbrakineticist chooses at 7th level, they acquire the shade blast kinetic blast. An umbrakineticist does not gain access to any other kinetic blasts. An umbrakineticist treats her kineticist level as only 2 levels lower for the purpose of determining which wild talents she can learn from her expanded element, but utility wild talents from any element other than void are only as real as her shadow blast.





SHADOW BLAST
Element void; Type simple blast (Sp); Level -; Burn 0
Prerequisites Umbrakineticist archetype
Blast Type see text; Damage see text
Choose another simple blast. You produce a semi-real version of that blast, woven from shadow. If the target of your blast succeeds on a will save to disbelieve the shadow blast, they only take a percentage of the damage normally dealt, equal to 10 times half your kineticist level, to a maximum of 90% at 18th level. Shadow blast is considered compatible with all infusions, though if you choose to apply an infusion to shadow blast normally incompatable with the form it is in, the shadow blast is considered 10% less real and the Will save required to disbelieve is lowered by the level of the infusion added. If the infusion applies an effect and the blast it is tied to is disbelieved, this effect only has a percent chance of actually occurring equal to the percent real the shadow blast is.

Objects automatically succeed on their Will saves.
[/tr]



SHADE BLAST
Element void; Type composite blast (Sp); Level -; Burn 2
Prerequisites Shadow blast, Umbrakineticist archetype
Blast Type see text; Damage see text
This functions identically to shadow blast, except it functions with composite blasts instead of simple blasts.
[/tr]





Cerebrotic Feats
It is believed by some that there is a place that is not meant to be, let alone known. A place where incomprehensible creatures and geometries rule, a place thankfully beyond the knowledge and reaches of most of mortal kind, for knowledge is what allows the energies of this realm to seep through the cracks. Within the dreams of psychic individuals and in obscure tomes of knowledge, this place can be revealed, touching upon the great beyond. Those that ignore this knowledge are haunted by it. Those that delve into it are forever changed, their minds and magics warping under the influence of a realm incompatible with even the most chaotic planes of existence. One such representation of these changes are cerebrotic feats. What begins as a seed grows over time, and the deeper one delves, the closer they find themselves on the brink of madness and reality itself. Characters possessing these feats are referred to as cerebrants.

Table: Feats

Feats Prerequisites Benefits
Impure Psyche Mental Ability Score 15 Psychic effects become more potent, with a price.
Burn Psyche Burn class feature, Impure Psyche Burn mind instead of body
Collective Madness Impure Psyche You may aid others in casting and your mind becomes more resilient in the presence of the insane.
Delve into Madness Impure Psyche You gain a bonus spell slot of your highest level, but it wears against your mind.
Cerebrotic Casting Delve into Madness, Impure Psyche Cast psychic spells from mental ability score penalties
Parting Incursion Delve into Madness, Impure Psyche Losing your sanity risks not only your life but the lives of those around you
Disjointed Psyche Impure Psyche Your spells become harder to perceive and recognize.
Tenacious Psyche Disjointed Psyche, Impure Psyche Your spells become harder to dispel.
Cerebrotic Mysteries Tenacious Psyche, Disjointed Psyche, Impure Psyche You can sacrifice spell slots to further separate your spells from magic
Gouge Psyche Impure Psyche Take ability damage to increase caster level
Cerebrotic Escalation Gouge Psyche, Impure Psyche, any one Metamagic feat. You can apply metamagic feats to your spells without increasing the slot used, but risk harm to yourself.


Table: Metamagic Feats

Metamagic Feats Prerequisites Benefits
Incursive Spell Impure Psyche Spell damage causes the confused condition

Table: Stare Feats

Stare Feats Prerequisites Benefits
Maddening Stare Mesmerist level 7th, Impure Psyche, painful stare class feature Painful stare causes the confused condition.

Burn Psyche (Cerebrotic)
You have learned to draw extra psychokinetic power through your mind in place of your body. Your sanity becomes but fuel for the fire.
-Prerequisites: Burn class feature, Impure Psyche.
-Benefit: When utilizing your burn class feature you may choose to take damage to one of your mental ability scores, chosen at the time you selected this feat, instead of temporary hit point damage. This damage does not count against the total burn damage you can accept as nonlethal damage, though you are limited to twice the number of cerebrotic feats you possess. If this damage ever reduces an ability score to 0, you are afflicted with a random form of insanity (http://paizo.com/pathfinderRPG/prd/mastery/sanityAndMadness.html).
-Special: You may take this feat more than once. Each time you take this feat, you select another mental ability score to burn.

Cerebrotic Casting (Cerebrotic)
As you've searched further into the unknown forces that have come to fuel your spells, you've learned how to directly draw strength from the damage that has been left upon your mind.
-Prerequisites: Delve into Madness, Impure Psyche
-Benefit: From hence forth, you no longer cast psychic spells using any one of your ability scores. Instead, strictly for the purpose of casting psychic spells and the class features of any psychic class tied to a mental ability score, including some kineticists, you gain an additional ability score; Madness. Your 'Madness ability score' is equal to 10 + every point of mental ability score damage, penalty and drain you possess. Bonus spells are calculated at the beginning of the day when you regain your spells and additional ones cannot be gained from further ability score damage throughout the day (though removal of mental ability score damage can result in loss of these bonus spells).
-Special: The energies utilized to acquire this effect are incredibly taxing upon the mind. As a result, for every point your Madness score exceeds your Character Level + 10, you take a cumulative -1 penalty on all Will saves.

Cerebrotic Escalation (Cerebrotic)
Ripping at your mind as you channel powers unknown, you've come to be able to further enhance your psychic spells, but at a dire risk.
-Prerequisites: Gouge Psyche, Impure Psyche, any one metamagic feat.
-Benefit: Whenever you apply a metamagic feat to one of your spells, you may choose to not increase the slot level used for the spell. Instead, you take 1 point of damage to one of your ability scores, as chosen by gouge psyche, and you must make a Will Save (DC 10 + Spell Level + Twice the level of the metamagic feats added). If you succeed, the spell works normally with the benefit of the metamagic feats. If you fail, the spell targets you instead (if it is a harmful effect) or its effect is reversed (if it is a beneficial effect). Additionally, if you fail, you are confused for a number of rounds equal to the total level increase attempted and take the rest of the metamagic feat's level increase as damage to the same ability score. You may not attempt this with a greater cumulative level increase than the number of cerebrotic feats you possess. For example, if you attempted to cast an empowered magic missile you would take 1 point of mental ability score damage and have to succeed on a DC 15 Will save. Upon success, you'd cast an empowered magic missile normally. Upon failure, you'd be struck by your casting of empowered magic missile and be confused for 2 rounds.

Cerebrotic Mysteries (Cerebrotic)
By expending more energy into the casting of a psychic spells, you've come to be able to set your psychic spells further apart from magic. The further you have delved, however, the easier this feat becomes
-Prerequisites: Disjointed Psyche, Impure Psyche, Tenacious Psyche
-Benefit: When casting a psychic spell, you may expend a total number of spell slot levels equal to the level of the spell, in addition to the spell slot being used to cast it. By doing so, that psychic spell becomes treated as a spell-like ability. For every cerebrotic feat you possess, this spell slot level cost decreases by 1, to a minimum of 0. This cost increases if the spell is effected by a metamagic feat.

Collective Madness (Cerebrotic)
Your experience with the unknown energies that effect your mind and your magics has granted you the ability to draw upon the madness of others to strengthen your mind, and to lend your strength to others.
-Prerequisites: Impure Psyche.
-Benefit: Whenever you are within 30 feet of another with the Impure Psyche feat or possesses an insanity, you can use the aid other action to grant a +1 bonus to the other's caster level for 1 round. This bonus applies only to psychic spells. Additionally, you gain a +1 competence bonus to Will saves for every being that either has the Impure Psyche feat or an insanity within 100 feet of you. Neither bonus can exceed the total number of cerebrotic feats you possess.

Delve into Madness (Cerebrotic)
As you search more into the forces that afflict your mind, you've come to unlock a greater power.
-Prerequisites: Impure Psyche.
-Benefit: You gain an extra spell slot in your daily allotment that you can use to cast any psychic spell you know. These extra slot can be at any level up to the highest-level psychic spell you can cast. Alternatively, if you possess the burn psyche feat, you may increase the total, you may simply treat this feat as 2 cerebrotic feats instead of one for the purpose of burn psyche's limit. The strain this ability demand upon you incurs a -2 penalty to the mental ability score that was reduced by Impure Psyche.
-Special: You can gain this feat multiple times. Each time you take it you gain an extra spell slot at any level that can be used to cast a psychic spell, and you suffer an additional -2 penalty to a mental ability score. If at any time, for what ever reason, you suffer so much damage that one of your mental ability scores goes to 0, the strain on your mind breaks wide and you must make a Will save with a DC as if you had cast a spell of the highest level you may cast upon yourself, or be violently forced from reality, leaving behind a 'residue' that is sufficient to serve as the foundation of a resurrection spell. If you succeed upon this Will save, you acquire a random insanity, take 5d6 points of damage from the sudden surge of psychic energy, and suffer the normal ill effect of having that ability score reduced to 0.

Disjointed Psyche (Cerebrotic)
The patterns once seen by others in your magic have become harder to perceive and recognize.
-Prerequisites: Impure Psyche.
-Benefit: When a normal character employs a magic item, spell, spell-like ability, or utilizes a skill to detect the aura of one of your psychic spells, they must make a level check (DC 12 + your caster level) to detect your spells. Similarly, any spell, effect, or check used by a normal character to reveal or recognize the effect of one of your psychic spells take a penalty equal to the number of cerebrotic feats you possess.

-From now on, your ability to detect standard magical effects is impaired. Any spell you use to detect spells, with the exclusion of psychic spells of those possessing the impure mind feat, is only successful if you make a level check against a DC of 8 + the caster level.

-Special: For the purposes of this feat, any creature lacking cerebrotic feats is considered a normal character.

Gouge Psyche (Cerebrotic)
You have learned how to lash out at your mind to draw forth more power.
-Prerequisites: Impure Psyche.
-Benefit: When casting a psychic spell, you can increase your effective caster level but in doing so you take 1 point of damage to one of your mental ability scores per level increased, chosen at the time you selected this feat. You cannot increase your caster level using this feat more than half the number of cerebrotic feats you possess. If this damage ever reduces an ability score to 0, you are afflicted with a random form of insanity (http://paizo.com/pathfinderRPG/prd/mastery/sanityAndMadness.html).
-Special: You may take this feat more than once. Each time you take this feat, you select another mental ability score to gouge.

Impure Psyche (Cerebrotic)
You have come upon knowledge not meant to be known and have begin to draw upon unknowable forces, forever leaving your mind impure.
-Prerequisites: Mental Ability Score of at least 15.
-Benefit: You are now referred to as a cerebrant. You add +1 to all saving throws against spells and effects originating from psychic classes. You also get a +1 bonus on caster level checks to overcome spell resistance using psychic spells. Additionally, you may use any magical item created by a character possessing the impure psyche feat without taking damage.

-Because of your connection to these forces, other forces begin to reject you or your mind reject them. As a result, your effective class level for divine spells, and the class features of classes associated with the divine, takes a -1 penalty for every cerebrotic feat you possess.

-Special: Knowledge of this nature has its price. When you acquire this feat, you must reduce one of your mental ability scores by 2 points. Nothing can reverse the stat loss short of extreme methods, and such methods would remove the feat as well.

Incursive Spell (Cerebrotic, Metamagic)
Lacing your spell with the energies that have touched upon your mind, you may force upon your victim images of the place from which the energies originate, a place incomprehensible to sane minds.
-Prerequisites:Impure Psyche.
-Benefit: When a creature takes damage from an incursive spell, if that creature faild its save against the spell, it becomes confused for a number of rounds equal to the spell's original level. If the spell doesn't allow a save, the creatures harmed by it can attempt a Will save (against the same DC the spell would have if it did allow a save) to negate the confusion effect. If the spell effect already causes a creature to become confused, add the duration of this metamagic effect to the duration of the confused condition imposed by the spell. If a kineticist of at least 9th level possesses this feat, they may accept 2 points of burn to apply this feat to their kinetic blast. An incursive spell uses a spell slot two levels higher than the spell's actual level.

Maddening Stare (Cerebrotic, Combat, Stare)
Your painful stare invokes madness in your opponent.
-Prerequisites: Mesmerist level 7th, Impure Psyche, painful stare class feature.
-Benefit: When a target takes damage from your painful stare, it must succeed at a Will saving throw (DC = 10 + 1/2 your mesmerist level + your Charisma modifier) or become confused for 1 round.

Parting Incursion (Cerebrotic)
Further you delved into madness, and now should your mind break, it will assault not only you but those unfortunate to be standing near you.
-Prerequisites: Delve into Madness, Impure Psyche
-Benefit: If you are forced to make a save, as necessitated by Delve into madness, then foes within a close burst (25 feet + 5 per cerebrotic feat) too must make a Will save of the same DC. If you succeeded on your Will save, they must succeed as well or take 5d6 damage. If you failed on your Will save, then upon failure they are drawn with you, but upon success they take 5d6 damage. Though your expulsion from reality is no cleaner, should it come to pass, the remnants left behind would be insufficient for a resurrection spell.

Tenacious Psyche (Cerebrotic)
Further still you delve. Your psychic spells not only become harder to recognize but they become harder to become rid of.
-Prerequisites: Disjointed Psyche, Impure Psyche.
-Benefit: Your psychic spells resist dispel attempts by normal characters. When a normal character makes a check to dispel one of your psychic spells, the DC is 14 + your caster level.

-Simularly, from now on your ability to dispel standard spells, even more so those divine in nature become impaired. When you make a check to dispel a spell cast by a normal character, the DC is 14 + the opponent's manifester level. This is increased by 1 when dealing with divine spells.

-Special: For the purposes of this feat, any creature lacking any cerebrotic feats is considered a normal character.


(There are more to come.)





CEREBROTIC ITEMS

-Magic items created by cerebrants are rare and dangerous. These items are nearly identical to items created by users of more transitional psychic magics, but the differences that exist are profound.

Spells and spell-like abilities cast from a cerebrotic item have the same benefits and limitations that a character of the impure mind has: Psychic spells gain a +1 bonus to their save DCs, +1 on caster level checks to overcome spell resistance using psychic spells, and a -1 on class level for the purpose of spells and effects originating in the divine. While this bonus is only bestowed upon the effects of the item, the penalty also effects a character holding such an item and stack with multiple items.

Additionally, cerebrotic items can pose a serious danger to users that are not familiar with the unknowable forces that touch upon them. Activating a cerebrotic item deals 1d4 points of temporary ability damage to the user unless the users has the Impure Psyche feat. The temporary ability damage is applied to the casting ability of the caster. Characters without a casting ability take the loss from their Wisdom. If the item functions continuously, the temporary ability damage occurs at dusk each day or when the user takes off or puts aside the item, whichever comes first.

Xuldarinar
2015-06-20, 01:56 PM
-Space Reserved-

qazzquimby
2015-06-21, 12:23 AM
I don't have a great understanding of subpsionics, but an obstacle, I think, is that all of a character's mental going-ons are traditionally non-mechanical (outside of mind affecting effects and things altering your wisdom score) which makes descending into madness mechanically one dimensional and bland. Variant rules on changing character behaviour might help the project.

Sorry if that lacks relevance :smallsmile:

Also your work is really impressive and I look forward to seeing this.

Xuldarinar
2015-06-21, 02:53 AM
I don't have a great understanding of subpsionics, but an obstacle, I think, is that all of a character's mental going-ons are traditionally non-mechanical (outside of mind affecting effects and things altering your wisdom score) which makes descending into madness mechanically one dimensional and bland. Variant rules on changing character behaviour might help the project.


Thankfully subpsionics won't be entirely relevant to this, so the understanding of it won't be necessary, though it would help to some degree. A set of rules with a distinct flavor to operate within a system. Where subpsionics draws upon the subconscious mind for mental power, this will draw upon the tapestry's influences upon the mind, making psychic magic associated with an external source in a sense.

I believe you are correct in this obstacle. Keep in mind I've little more than a month to consider this, and before I can reasonably start posting most of the content to this (I want more than what I can dig up on the web at this time to go off of.) What will need to occur is I need to come up with ways to mechanically represent this in some form. There are insanity rules to pathfinder, so that will likely be a point of reference at times, but many of the abilities will need to be flavorful and have at least some mechanical concern to keep them in line with a corruption of thought and the general flavor associated with the tapestry along with psychic magic. I want people to have something rich in flavor to use, something that coupled with the mechanics and one's roleplaying application will result in something more, which is regretfully rather difficult to manage. We'll see where it falls exactly in due time, and the more assistance i have on it before and after Occult Adventure's release the better.




Sorry if that lacks relevance :smallsmile:


It does have relevance. Not in form I anticipated getting addressed initially, but something much closer to the core of things, the more I think of it.



Also your work is really impressive and I look forward to seeing this.

Im glad you like it. I find a lot of my creations very hit or miss, but when I actually find myself inspired to create something and it holds on, there is truly something there. I don't know what aggravates me more though, when i've an idea but can't express it as much as i'd like so it doesn't make it far past the drawing board, or when i've a project that abruptly stops because I jam up and the flow of ideas have either stopped or I find myself unable to translate them to mechanics in a way I am satisfied with. Hopefully, we won't find ourselves at that point.

qazzquimby
2015-06-21, 03:42 AM
A trigger-effect system for insanity is a possibility.
When the character is confronted with something, or has reason to think something, there is some effect and they think and behave differently than they would otherwise. This is extremely flexible, and allows things like phobias and distorted views of specific things. It does not work well for things like schizophrenia or changes in affect.

Measuring emotions and things like "grasp of reality" with numerical statistics might help, similar to npc attitudes, but less constraining and more suitable for PCs.

When a character is hallucinating, having the DM deliberately mislead the player with false information (doesn't really work in group settings) or explain what their character sees would be very fun, but rarely practical in ongoing cases.

Following on the last point, having the game described through the character's eyes is very optimal for immersive play, rather than "here's what's actually happening, figure out how you see it," which is how I handled dreaming about what you experience recently.

You should find and skim JAGS wonderland maybe. It centers around having a warped and twisted parallel plane next to the material (and a more twisted world beside that, and so on until utter madness). The main difference is that isn't character specific, its a mad location that people can see, so multiple people will have the same "hallucinations." Some interesting aspects it has for keeping things mad: All written communication says exactly what it mean. People's alternate selves on the plane exaggerate the thoughts of the prime self and end up acting crazy. Things that appear different are usually in symbolic ways (their example was a mall being replaced with a church to consumerism).

Xuldarinar
2015-07-29, 12:44 PM
Digging this up with an update.

I have the proper book now, given it just came out. Expect things in the next few days to start popping up here.

If you have any suggestions, any ideas, I more than welcome them.




Edit:

PEACH LIST
Phantom Vindicator (Antipaladin Archetype) (Missing: Rules regarding the nature of the possession.)

Xuldarinar
2015-07-31, 01:36 PM
Hate posting against myself, but theres one key bit of advice I seek. A matter of approach. Yes, there will be miscellaneous content, but my concept was bringing sub-psionics more or less to psychic magic. As such, theres something key to address in both flavor or approach.



Do I address this as sub-psionics, bringing in concepts and terms such as shadow aspect, nigredo (which much to my chagrin, like the term nigromancer, it looks and sounds a bit too close to an offensive term), and the like, in Jungian psychology. In essence addressing this as psychic magic channeled through the dangerous parts of the psyche.


OR

Do I depend upon a more paranormal approach to psychic, stressing the spiritual implications rather than the psychological implications, which is more than a viable option but will hold less similarities to subpsionics and would work with concepts such as.. I don't know.. shadow people?



I could use other pointers, both on content already here and other things to add, but this is a key point for the primary focus of the work. The former invokes madness, in that you are delving into the subconscious mind and as a result your abilities become more volatile. The latter would invoke other things, and would be more in line with the occult, but it would deviate more.

umbrapolaris
2015-08-03, 04:13 AM
Do I address this as sub-psionics, bringing in concepts and terms such as shadow aspect, nigredo (which much to my chagrin, like the term nigromancer, it looks and sounds a bit too close to an offensive term), and the like, in Jungian psychology. In essence addressing this as psychic magic channeled through the dangerous parts of the psyche.

you can but...


Do I depend upon a more paranormal approach to psychic, stressing the spiritual implications rather than the psychological implications, which is more than a viable option but will hold less similarities to subpsionics and would work with concepts such as.. I don't know.. shadow people?

and integrate Far Realms elements and sanity rules, that will fluff your work with darkness/madness orientation. In D&d, shadow stuff is quite neutral... making your stuff darker/evil/nightmarish/horrific will be absolutely enjoying.



I could use other pointers, both on content already here and other things to add, but this is a key point for the primary focus of the work. The former invokes madness, in that you are delving into the subconscious mind and as a result your abilities become more volatile. The latter would invoke other things, and would be more in line with the occult, but it would deviate more.

that is what i mentionned above

Xuldarinar
2015-08-03, 03:37 PM
I've begun work on my feats, Many being conversions of what I did for subpsionics but there will be others in the works. Consider them all a work in progress, and that all feedback is appreciated.

Edit: So.. im pulling in cerebrosis, putting that flavor into the mix. Im not directly referring to the far realm, however.

Edit 2: 12 feats so far.

Xuldarinar
2015-12-14, 05:22 PM
I've dug this up and added the umbrakineticist to this project, and may add other creations I have made appropriate to the overarching themes to this. Any further additions/changes to said archetype will be reflected here, though I may also add them to its own thread as well.

I have also cleaned up a few errors and added additional interactions to better facilitate cerebrants of the kineticist class.



In addition, I am thinking of adding a flavor entry in reference to the kineticist class. Ways to refluff different elements to reflect horrors and the insane rather than traditional elements. For instance, a cerebant hydrokineticist might call a sort of slime/gelatenous material in place of water.