Can I use this without Expansion or Unlock Level Curve?
Yes. You just won't get the 13+ skills.
Patch 7 compatible?
Yes.
Issues multiclassing are a patch 7 bug, not with this mod specifically. People have reported the old 2.01 version working for them if the new file does not.
this is the most hilarious lore breaking mod of all i've seen yet, "MAGIC OF PSIONICS" is the same as "Meat eat vegan" doesn't make sense. Psionics isn't magic, still great mod dude, had fun with it, psions have powers not magic hehe oh and a student of psionics is called "Erudite" or Generalist.
@xarara Which exact part do you not understand? Why people post something they are mistaken about? Because they don't know that they are. Why people try to "teach" others in their posts? It's in their character. Reasons ranging from being too full of themselves to contain oneself without spilling to actually valuing proliferation of knowledge in an ideological way. Why people post something that doesn't help with anything related to using the mod? Because those are just comments, no one says they all have to be mechanically useful, some times people just discuss things related to the mod and that's it.
What do you mean "can hover" in level 14th thought travel? Is it animation change? or some toggleable passive? because I dont see any, just want to make sure I didnt miss anything
Hey can you just add to your description or make a pinned comment that if someone is having issues with this mod and multiclassing/only having this mod appear as a wizard subclass to just use the 2.01 file? Thanks.
This is super cool, would you consider making a sorcerer version??? It could use the same abilities to make it an easier process I just like roleplaying sorcerers way more than Wizards. There is already a psionic sorc mod but the creator is not nearly as skilled at class mods as you (no offense intended to that mod author) and it's also not a rank 20 compatible class like yours.
I probably won't since there's already Aberrant Mind which is very good. I also don't have much time for modding right now and probably won't until after the holidays at the earliest. I'm just trying to get things updated and finish up old projects sitting around, of which I have too many.
If it's no showing for anyone make sure compatibility framework is at the very bottom of your load order, and try putting this mod at the bottom right above it.
I will, I probably won't be able to upload all of my mods since it doesn't support SE (to my knowledge, but I haven't had time to look at it much), so I'll have to adapt some things first. Hopefully the VFX libraries will be added so I don't have to change that, I use them a lot.
Hey i got all the requirment, just update community library but subclasses not show up. not only this also darkness cleric, death cleric, hex wizard, resurrected rogue. Only Blackguard is in the class list. I got the right load order, all update, any idea why? i am a big fun of ur modding and i play all ur class, and today make some change in the team and all disappear :( (i just reroll some classes, not add mods or modify my order)
I didn't have any problems with the update, I don't think anything major was implemented. My guess would be a load order issue. Framework needs to be dead last.
First off, I love all of your mods and I truly appreciate the effort you put into all of them. I do however think that maybe this subclass is a tad underwhelming, so I thought I'd just throw out some balance changes you could consider to make it feel a bit more impactful to choose this subclass over others (apart from the awesome flavor).
Empowered Psionics: A solid feature overall, except for the fact that you get it at level 10. Honestly I feel like it could be apart of Psionic Focus or lowered to a level 6 feature because for the most part your classes primary stat is going to be 18-20 by the time you hit level 4 anyways and considering you'll have access to much higher spell slots by 10, you aren't really going to feel much difference in damage from 5 extra damage on your 5th level phantasmal killer that's doing an average of 27 damage, 32 isn't that good of a damage buff for level 10. Also, I haven't tested this myself but if it doesn't work with cantrips it definitely should. Thought Form: Prefacing this to say, I'm not super confident that this change would be good or not. But, imo it kind of feels like this feature is just here so that you could add a cool transformation for flavor and theme (which I love) and I just think maybe it should do a little bit more. My main reasoning for buffing it is because its supposed to be a limited resource that you have to decide "Is this combat going to be worth using this for?" and well...by 6th level you are getting (at least in my case) 4-5 uses of this per long rest, and lets be honest that's basically infinite, when you're a long rest class like wizard you're going to be long resting after 2-3 fights more often than not and all it does is reduce damage you take (which as a wizard you're already doing your best to avoid getting hit at all). So my idea is to make it more limited and to give it some sort of bonus to your combat capabilities, half your proficiency for uses (or maybe even less depending on how strong the buffs end up) and I was thinking since psychic themed spells are majority saving throw based, why not try to give disadvantage to the targets of your spells or something while in this form? These changes would make the question of "Is this combat going to be worth using this for?" not rhetorical, now instead of answering that question with "Duh, no reason not to I've got enough uses and I'll be long resting soon" you actually have to weigh the benefits with the potential of not having enough uses to deal with a harder fight you may or may not encounter. Thought Travel: Not actually a very balanced change but I think it would be more thematic and just more fun lol. Maybe make it so the damage gets split between you and the creature you stay inside and it pushes both of you away from each other?
That's all I could come up with while writing this, thanks for reading all of it. It might be a bit hectic to read, I was already daydreaming about a cool psychic themed playthrough and came across this mod and my adhd just kicked in and now we are here lmao. Now, I want to make it perfectly clear that I know this is your mod, and you could like it where it's at or even just be too lazy/unmotivated to make these changes and I get it, I'm not expecting you to make them or anything. I just had to splurge my ideas out.
Oh and if you do decide to use any of this, obviously no need to mention me or anything like that.
62 comments
Can I use this without Expansion or Unlock Level Curve?
Patch 7 compatible?
Issues multiclassing are a patch 7 bug, not with this mod specifically. People have reported the old 2.01 version working for them if the new file does not.
So lore breaking that Wizards of the Coast wrote it.
https://forgottenrealms.fandom.com/wiki/Psionics
Read up, and shut up.
@xarara
Which exact part do you not understand?
Why people post something they are mistaken about? Because they don't know that they are.
Why people try to "teach" others in their posts? It's in their character. Reasons ranging from being too full of themselves to contain oneself without spilling to actually valuing proliferation of knowledge in an ideological way.
Why people post something that doesn't help with anything related to using the mod? Because those are just comments, no one says they all have to be mechanically useful, some times people just discuss things related to the mod and that's it.
Attribute(Floating)
I'll be real with you, it's been so long I honestly don't remember what it does.
It seems to have a lot of requirements and dependencies :c
EDIT: I Stripped this down to only this mod and its requirements, it does show up, Ill see if I can track down what mod is interfering.
EDIT2: Further testing shows that it will not show up if I multiclass from another class first. If I respec and do Wizard first, it shows up fine.
Anyway ur the best class modder, ty for ur mods, made my game ultra funny
I do however think that maybe this subclass is a tad underwhelming, so I thought I'd just throw out some balance changes you could consider to make it feel a bit more impactful to choose this subclass over others (apart from the awesome flavor).
Empowered Psionics: A solid feature overall, except for the fact that you get it at level 10. Honestly I feel like it could be apart of Psionic Focus or lowered to a level 6 feature because for the most part your classes primary stat is going to be 18-20 by the time you hit level 4 anyways and considering you'll have access to much higher spell slots by 10, you aren't really going to feel much difference in damage from 5 extra damage on your 5th level phantasmal killer that's doing an average of 27 damage, 32 isn't that good of a damage buff for level 10. Also, I haven't tested this myself but if it doesn't work with cantrips it definitely should.
Thought Form: Prefacing this to say, I'm not super confident that this change would be good or not. But, imo it kind of feels like this feature is just here so that you could add a cool transformation for flavor and theme (which I love) and I just think maybe it should do a little bit more. My main reasoning for buffing it is because its supposed to be a limited resource that you have to decide "Is this combat going to be worth using this for?" and well...by 6th level you are getting (at least in my case) 4-5 uses of this per long rest, and lets be honest that's basically infinite, when you're a long rest class like wizard you're going to be long resting after 2-3 fights more often than not and all it does is reduce damage you take (which as a wizard you're already doing your best to avoid getting hit at all). So my idea is to make it more limited and to give it some sort of bonus to your combat capabilities, half your proficiency for uses (or maybe even less depending on how strong the buffs end up) and I was thinking since psychic themed spells are majority saving throw based, why not try to give disadvantage to the targets of your spells or something while in this form? These changes would make the question of "Is this combat going to be worth using this for?" not rhetorical, now instead of answering that question with "Duh, no reason not to I've got enough uses and I'll be long resting soon" you actually have to weigh the benefits with the potential of not having enough uses to deal with a harder fight you may or may not encounter.
Thought Travel: Not actually a very balanced change but I think it would be more thematic and just more fun lol. Maybe make it so the damage gets split between you and the creature you stay inside and it pushes both of you away from each other?
That's all I could come up with while writing this, thanks for reading all of it. It might be a bit hectic to read, I was already daydreaming about a cool psychic themed playthrough and came across this mod and my adhd just kicked in and now we are here lmao. Now, I want to make it perfectly clear that I know this is your mod, and you could like it where it's at or even just be too lazy/unmotivated to make these changes and I get it, I'm not expecting you to make them or anything. I just had to splurge my ideas out.
Oh and if you do decide to use any of this, obviously no need to mention me or anything like that.