
ItoSaithWebb |

Psionics For Terrafumus
This is a separate mechanics I am working on for my campaign world of Terrafumus
Movie Scanners
Paul Ruth: “Telepathy is not mind reading. It is the direct linking of two nervous systems separated by space.”
In combination with what Nikola Tesla has taught us that energy can be transmitted through the air really lead me to believe that psychokinesis could be very plausible. Psychokinesis would then be a extraordinary ability instead of supernatural ability. With the notion that psychokinesis is derived from a person’s nervous system this means control of nervous systems and control of energy, and (because our sense are linked to our senses) alter senses.
Control of Nervous Systems: Manipulation of physical abilities, Manipulation of other physical abilities, control of other nervous systems and manipulation of perceptions.
Control of Energy: Manipulation of energy and matter.
Lastly both in the old AD&D days and in popular science fiction psionic ability was a very rare ability and if a individual did possess the ability(s) then it was even rarer that they could use it skillfully unless they trained to use it. In Dark Sun this is how it was and why you had wild talents.
Based on my view that Psionics is based on biology and thus is an extraordinary power instead of a supernatural it keeps Psionics away from being another form a magic which forces you to re-label it as well as keeping true to it’s origins. Down below are my goals for my psionic system in which I am planning on using within my campaign world of Terrafumus.
Psionic System Goals:
1. Psionics are based on biology and thus they are an extraordinary ability.
2. The Psionic System will not be based on the power point system nor will it be based on spell descriptions for it’s powers.
3. The psionic system will be based on chain feats. This will be done so that psionics can be open to everyone instead of just Psions. While everyone can technically have a chance to gain access to psionic powers they will never attain the level of power that the Psion class can achieve. The chain of psionic feats creates a tree of feats which can allow a psionic user to get to one power through at least two different powers.
4. Psionic powers are very limited in selection but they make up for that limitation in the chain feats and in the flexibility of those powers.
5. Psionic power levels are based on the number of psionic feats and the number of Psion character class levels; the latter will probably be down sized for every 2 Psion levels.
Example: Pyro-kinesis: Would allow the caster to create and shape fire. The fire’s total adjacent square area would be equal to one five foot square for each psionic feats known plus one extra per every 2 levels of the Psion class. The damage of the fire would be would be equal to 1d6 points of fire damage per psionic feats known plus one extra 1d6 points of fire damage for every 2 levels of the Psion class, reflex save for half with a DC of 10 + (1 for every 2 feats) + (1 for every 2 Psion class levels)+ ( Int ability bonus).
6. Defense against psionic powers will be through saving throws and increased defenses from psionic feats.
7. Spell resistence, anti-magic and similar protections do not protect against psionic powers. However, some spells can indirectly effect some psionic powers.
Examples: A Psion uses telekinesis to hurl objects at a caster but that caster has protection against normal missiles enchanted upon himself and thus the object bounce harmlessly away. A caster has a spell that resist fire attacks so a pyro-kinetic attack would be resisted.
8. Psionic powers can be maintained as a standard action, if the description of the power allows it, but only one power can be maintain at any time unless through a class ability or additional psionic feat.
9. Psionic powers can be pushed to greater heights through meta-psionic feats at the cost of temporary constitution drain. This ability drain reflects the burden on the health of the individual pushing the psionic power beyond the limits. The ability drain from this action returns at a rate of one point per hour.
This was inspired from the movie Firestarter when her father would get nose bleeds from pushing his power to far.
10. Psionics cannot be gained through training but it can be developed through training, psionics is something that you are born with instead of something gained. Non-Psions have a 10% + (1% per point of Intelligence) chance at character creation to have the Psionic Potential trait. Characters roll for that trait at character creation. Full Psions start automatically with this trait. With some exceptions the trait is the first pre-requisite for most psionic feats and it does not count to the total amount of traits that a person can have.
This is what I have so far and although I like what I have so far I am open to suggestions. One of the things I am deciding is whether or not Psionics should be focused through in Intelligence because of high brain power or through Charisma because of sheer force of personality. I defiantly want Constitution to be a factor since my system is based on biology. I will be writing up some one of the chain feats for an example before I move on to the Psion class and the other chain feats. My biggest goal with this system is to create something that is flexible but at the same time have costs for pushing the flexibility to great heights.
I do want to have some feedback on this and I am very willing to listen to suggestions or concerns.

ItoSaithWebb |

I am still working out in my head exactly what the first of the psionic feats should be but I am thinking that it will probably surround the old legacy of psionic attack and defense modes which will be modified to work with my system. However, until I work that out here is the before mentioned "Trait: Psionic Potential" which is needed for any character
Trait: Psionic PotentialThe character is gifted with the psionic spark. Those with this spark can develop extraordinary powers that fascinate and spur the imagination. This trait is the prerequisite for almost all psionic feats that allow a character to harness powers that can rival magic. This trait does not do anything mechanically in the game except open up the psionic chain feats but such characters with this feat are sensitive to psionic events. Psionic potentials are subject to dreams of the future, past or present. Potentials can also sometimes feel the effects of a strong Psionic event like a powerful being using it’s power or the death of a multitude of other psionic potentials. This sense however reveals only the vagues of information.Characters who start off with the Psion class at character creation receive this feat for free. All other classes other than the Psion class have a 10% + (1% per point of Intelligence) chance to have this trait. Lastly this trait does not take up any other trait slots.
As I have said before I am open to suggestions or concerns that I may not have thought of or just open to any feedback.

![]() |

I like this idea quite a bit fluff-wise, and I like the little crunch that you've provided here. I do have one minor issue, though: Psionics shouldn't be an Extraordinary ability. I really don't see how the ability to telekinetically hurl objects or shoot fire out of your hands isn't at least a Supernatural ability.
EDIT: Saw your question in the first post. I'd say use Charisma but still have the chance of having it governed by Intelligence.

ItoSaithWebb |

I like this idea quite a bit fluff-wise, and I like the little crunch that you've provided here. I do have one minor issue, though: Psionics shouldn't be an Extraordinary ability. I really don't see how the ability to telekinetically hurl objects or shoot fire out of your hands isn't at least a Supernatural ability.
EDIT: Saw your question in the first post. I'd say use Charisma but still have the chance of having it governed by Intelligence.
Well I didn't mean to suggest that you could shoot fire out of your hands like the spell Burning Hands because then it would be to much like the spell and that start the whole confusion again. I envision it happening more like in the movie Fire Starter where the psionicist had to really build up a lot of fire from small fires, get things burning and then manipulate that fire into awesome stuff like fireballs and junk.
Since my version of psionics is based on the nervous system the psionic user is able to arc his or her power to bridge the distance with another nervous system or perhaps with a set of molecules in which he proceeds to manipulate. So a pyro-kinetic individual would need to start off with the telekinesis feat and then take the pyro-kinesis feat. Fluff wise the psionic person that wishes to move things with his mind would arc the power from his nervous system to the molecules around an object and then excite those molecules to give it kinetic motion or if he wants to heat things up he excites the molecules in a give space of air( oxygen for fuel and then perhaps something flammable) which starts catching things on fire and then because he is also a telekinetic he can manipulate the direction of those flames. This is how I always understood it happening in the movie Fire Starter.
There was also an old Outer limits episode where a college professor created a gate device that was implanted in his frontal cortex which allowed him to manipulate or encourage energy and molecules to do his bidding, although his sub-conscious also had fun with the gate. I will have to do some digging around or watch the episode to quote the explanation he gave.
Aside from my rationalization of how it would actually work I don't want it to be supernatural because then that infers that it is magic and the last thing I want this to be is another magic system. If I did lean it toward being another magic system then the point is moot because two magic systems is enough for me.
Edit:
EDIT: Saw your question in the first post. I'd say use Charisma but still have the chance of having it governed by Intelligence.
Perhaps I could make it a choice so one psion would be Int based or another would be Cha based but they can only choose one. Or perhaps both would work in concert with each other and you just use the average of the two bonuses from the two ability scores.

![]() |

I wouldn't use averages of ability modifiers. Too confusing. If you must blend the effects of Intelligence and Charisma, you should make it something like Intelligence determining what kind of powers you can manifest and Charisma determining their save DC.
As for Supernatural versus Extraordinary, you could just make a sort of new ability type, Psionic Supernatural (or Psupernatural), which basically acts as the Psionic equivalent of a Supernatural ability. I just think Extraordinary is a bit of a stretch for Psionics.

ItoSaithWebb |

I wouldn't use averages of ability modifiers. Too confusing. If you must blend the effects of Intelligence and Charisma, you should make it something like Intelligence determining what kind of powers you can manifest and Charisma determining their save DC.
As for Supernatural versus Extraordinary, you could just make a sort of new ability type, Psionic Supernatural (or Psupernatural), which basically acts as the Psionic equivalent of a Supernatural ability. I just think Extraordinary is a bit of a stretch for Psionics.
Well there is an idea. Perhaps Super Extraordinary or maybe just something simple like Psionic ability. Actually that last one is more closer to the origin in of psionics in the history of D&D because that is in fact how it was labeled. Right there I can live with that. I really like that because it takes all confusion out of the picture.
Based on your suggestion about Int vs Cha how about instead of it determining the powers you get directly it determined the powers you get indirectly. For example they could be prerequisites for certain powers. The telepathy chain would be a good example of what I mean. The first feat telepathy would require intelligence but further down the chain you might have a feat that allows you to dominate an intelligent being and that would require a min Charisma. Bio-kinetic powers might require a high Con bonus because it is hard your health to um make a new person out of yourself. So the three main abilities you would want to focus on is Con, Int and Cha which I think is rather unique. Also this means that certain paths of the chain feats mean you can specialize if you wanted to or become a general Psion.

ItoSaithWebb |

OK, I devided to burn the midnight oil and produce the first psionic feat which.
[Psionic] Psionic Maneuvers
Prerequisites: Trait: Psionic Potential
Note: This feat may be taken up to four times and each time a different attack and defense must be taken.
Anyone who has ever been attack by a being with psionic powers know just how powerful and dangerous they can be. Psionic maneuvers are forms of both attack and defense that can be learned or developed by those who have the psionic spark. Each time this feat is taken the character chooses one psionic defense mode and one psionic attack mode. When a psionic attack is made the target must make a Will save Vs the DC of the attack which is the mental attack roll of the attacker and the Will save represents a sentient being’s natural mental defenses; the DC of an attack is 1d20 + the number of psionic feats owned by the attacker. A defender can throw up a psionic defense if he has one which might provide better protection. In psychic combat some psionic attacks are either more effective or less effective against certain defenses. If the Will save is made then the defender only receives half damage from the psionic attack unless they use a psionic defense in which case they suffer no effects from the attack if their defense is succesful. Metaphorically, psychic combat is like a complex game of paper, rock, and scissors.
Psionic Combat is done with psionic combat cards. The attacker announces that he is making a psionic attack and the attacker places his attack card face down and the defender places his defense card face down as well and then both are revealed at the same time. Depending on the cards shown it will modify the psionic attack roll as either as a bonus or a penalty. The attacker then makes his attack roll plus the modifier depending on the defense veruses the defenders Will save roll. The higher roll after modifiers win the combat.
______________Empty____Thought ____Mental____Intellect____Tower of
______________Mind_____Shield______Barrier____Fortress_____Iron Will
Mind Thrust____+5_______-2__________-4________-4__________-5
Ego Whip______+5_______0___________-3________-4__________-3
Id Insinuation___-3________+2_________+4________-1__________-3
Psychic Crush___+1_______-3__________-1_________-3_________-4
Psionic Blast____+2_______+3_________0__________-1_________-2
The good thing about throwing up any psychic defense is that if the Will save against the psionic attack roll is made then no damage is taken at all. The bonuses or penalties only apply if the defender throws up a psionic defense in which case the defender’s normal Will save bonus applies with no modifiers to the attacker’s roll
The following are the different modes of attack. The defenses are above and are merely a defense modifier against psionic attacks. Making a psionic attack is a full round action.
Psionic Blast: The attacker blasts a wave of psionic energy toward the target who believes he just suffered a great amount of physical damage however this damage is all in his mind. This damage is actually a form of non-lethal damage but does not count as actual damage. If a target receives a total amount of non-lethal damage equal to his current hit points then the target will pass out for 6 rounds. After the 6 rounds the non-lethal damage disappear. Psionic Blast deals 1d10 points of damage for every psionic feat owned, Will save for half or Will save plus psionic defense for no damage.
Ego Whip: This psionic attack assaults a target’s ego leaving him with no sense of control or direction in what to do. If the attack is successful the target is dazed for 1d4 rounds plus one more round for every two psionic feats, . While dazed the creature is unable to act normally and can take no actions, but has no penalty to AC; Will save for half duration or Will save plus psionic defense for no duration.
Id Insinuation: If successful this psionic attack places the target’s Ego in a mental prison causing the id to overpower the superego. This causes the target to flying into a rage attacking the nearest target whether that be ally or foe. This rage will last 1d4 rounds plus one more round for every two psionic feats; Will save for half duration or Will save plus psionic defense for no duration.
Mind Thrust: The attacker reaches into the mind of his target and disables a memory. This attack is fast and rather random but allows the attack to disable the target’s ability to use a prepared spell, a psionic power, spell-like power, a supernatural ability, or extraordinary ability. The power or ability that is lost is random but the attacker can choose a general direction of the attack i.e. he can choose the type of power or ability he wants to disable. The power is disabled for 1d4 rounds plus one more round for every two psionic feats; Will save for half duration or Will save plus psionic defense for no duration.
Psychic Crush: This psionic attack throws massive amounts of psionic energy directly against the neurons of the target’s mind. This assault actually causes physical damage and shows the outward signs of blood tinkling out from the nose, eyes, and ears depending on how much damage is done. This attack deals 1d4+1 points of damage to the target however for every two psionic feats the next higher die is used plus one extra point of damage to a max attack of 3d10 +9 points of lethal damage.
Dice Progression:
1d4 /1d6/ 1d8/ 1d10/ 1d12/ 2d8/ 2d10/ 2d12/ 3d10
A Will save for half or Will save plus psionic defense for no damage.

The 8th Dwarf |

Re-quote: from other thread.
I am wondering how difficult it would be to work in mechanics similar to rogue talents, ki points, and rage powers to the mix.....
The Paizo guys want to make Psi like magic....Which kind of kills the its not magic vibe that I liked about it.
I also understand their qualms about introducing a new set of mechanics for people to learn.
That is why I applaud you guys for thinking outside the usual solution, but also using existing mechanics to make it concept that people can pick up easily.

ItoSaithWebb |

Re-quote: from other thread.
I am wondering how difficult it would be to work in mechanics similar to rogue talents, ki points, and rage powers to the mix.....
The Paizo guys want to make Psi like magic....Which kind of kills the its not magic vibe that I liked about it.
I also understand their qualms about introducing a new set of mechanics for people to learn.
That is why I applaud you guys for thinking outside the usual solution, but also using existing mechanics to make it concept that people can pick up easily.
Thanks for the Re-quote and I actually like the idea of this effecting other classes. I could really see some cross class things happening. A telepathic rogue could easily make his enemies think he was not there visually like invisibility in order to get the drop on someone. It would mix well with monk stuff as well. Now with dealing with rage of the barbarian class I see both a problem and an opportunity. ESP used while in a berserk state would cause the powers to be intensified because of the emotional content but because you can't really concentrate while raged it would be wild and unpredictable which might hit foe, friend or empty air all alike.
Now I understand why the paizo guys wanted to treat it like magic because of the very reasons you gave but that was a abhorred to my ears because of my love of classic and very serious science fiction. I share their concerns about mechanics but these days it feels like people don't read anymore so they get mix up about things.
Anyways I am still open to suggestion and concerns about the system I am working on.

Weren Wu Jen |

Greetings!
I wanted to give you some info from The Complete Psionics Handbook (2nd edition AD&D).
Is psionics magical? No. "Magic is the ability to shape, control, harness, and utilize natural forces that infuse the game world and surround the characters." "It is external energy."
"Psionics is the complete opposite of this. The psionicist shapes, controls, harness, and utilizes natural forces that infuse his own being. His effort is focused inward rather than outward. He must be completely in touch with and aware of even the tiniest workings of his body and mind." These are quotes from page 7 of the introduction of the book.
Wisdom is the key to psionics, as Wisdom is the key to understanding one's self. That being said, the rules used numerous abilities (proficiency checks, often with penalties) to control various powers (Sciences are more powerful than Devotions):
Clairsentience: Sciences (6 Wis), Devotions (4 Int, 8 Wis)
Psychokinesis: Sciences (2 Con, 2 Int, 2 Wis--Disintegrate, Telekinesis)
Psychometabolism: Sciences (7 Con), Devotions (1 Dex, 23 Con, 2 Wis)
Psychoportation: Sciences (5 Int--incl. Teleport), Devotions (2 Con--incl. Dimension Door, 4 Int, 1 Wis)
Telepathy: Sciences (2 Con, 2 Int, 7 Wis), Devotions (5 Con, 7 Int, 23 Wis, 1 Cha) Note: All Attack/Defense modes are Telepathic Powers controlled by Wisdom.
Metapsionic: Sciences (1 Int, 6 Wis), Devotions (3 Con, 2 Int, 10 Wis, + 1 that could be Con, Int, or Wis, depending on use).
Also, the definition of Supernatural: of, pertaining to, or being above or beyond what is natural; unexplainable by natural law or phenomena; abnormal.
I think that this defines psionics really accurately! After all, a dragon's breath weapon has more in common with psionics than magic. Just because Supernatural Abilities are suppressed in areas of anti-magic, doesn't mean that they are magic. Just that anti-magic is powerful enough to shut down the effects of anything Beyond Normal.
Now, with all that being said, in 3rd edition they increased the importance of Charisma. While you could leave out Strength and Dexterity, you would be completely justified using Con, Int, Wis, and Cha for your Psionic Feat system.
Con is mostly direct manipulation of your own or another's body. Int is more of the "technical" editing of someone's mind or of accurately manipulating spatial relationships (teleport). Charisma (used for the "Awe" power) is affecting how others see you (as in status or persona). Wisdom is most everything else.
Anyway, I'm not being critical, just giving you some extra information to base your hard work on. Don't be afraid of "Supernatural" as it relates to Pathfinder. Don't be afraid to use Con or Wis for feat prerequisites. Most importantly, keep being creative!

![]() |
Before I get into the basics about how the mechanics of psionics work in my Terrafumus campaign world I want to point out my view of what Psionics should be. I personally don’t know when or why people started thinking that psionics were a form of magic especially since it has it’s roots in science fiction.
Just because it's got chrome and blinkly lights or has a lot of pseudo-scientific terms, Psionics like much of what is currently labeled science fiction (Star Trek and Star Wars I'm looking at YOU!) IS nothing more than magic redressed in modern and futuristic clothing.
Science Fiction without a science basis is fantasy that's just "drawn differently".
And before the Trekkies get thier panties in a bunch, while I do recognise that some of Trek has a basis in science... a lot of it is just spells written in technobabble.

Weren Wu Jen |

Um, oops! I dropped the Psychokinesis Devotions (4 Con, 6 Int, 4 Wis--incl. Levitation.)
Anyway, you get the idea.
The hardest part about using feats, is making sure that they are on par with other feats.
I'll be the first to admit that what I put together over on the Feat based psionics thread would need extensive playtesting to insure it's viability.
Still and all, a system where the mechanical rules were self-contained in the feats is very appealing.

ItoSaithWebb |

ItoSaithWebb wrote:Before I get into the basics about how the mechanics of psionics work in my Terrafumus campaign world I want to point out my view of what Psionics should be. I personally don’t know when or why people started thinking that psionics were a form of magic especially since it has it’s roots in science fiction.Just because it's got chrome and blinkly lights or has a lot of pseudo-scientific terms, Psionics like much of what is currently labeled science fiction (Star Trek and Star Wars I'm looking at YOU!) IS nothing more than magic redressed in modern and futuristic clothing.
Science Fiction without a science basis is fantasy that's just "drawn differently".
And before the Trekkies get thier panties in a bunch, while I do recognise that some of Trek has a basis in science... a lot of it is just spells written in technobabble.
Please do not think I am a Trekky and a Star Wars fan, although I do enjoy them. No I happen to actually read science fiction books that happen to have a lot of basis in science. These very books are written by authors who happens to know a lot about science for example Arthur C Clarke and Issac Asimov.
It is not magic. Also I would like to point out that all that science fiction while still fiction has inspired many scientist and engineer to develop technology or explore ideas they would not have thought of before.
Also please keep in mind that this is for my campaign world and I am more concern about how the system works and not it views.
Edit: Also please note the areas of the old Psionic Power that Weren presented on this thread. Notice that little world after each area of Power? It says they are all a science.
Lastly, to me it is not important if it does or doesn't have an actual basis in science but what is important that it feels like it has a basis in science. That is the flavor of the Psionics I want.

ItoSaithWebb |

Greetings!
I wanted to give you some info from The Complete Psionics Handbook (2nd edition AD&D).
Is psionics magical? No. "Magic is the ability to shape, control, harness, and utilize natural forces that infuse the game world and surround the characters." "It is external energy."
AD&D Psionics:
"Psionics is the complete opposite of this. The psionicist shapes, controls, harness, and utilizes natural forces that infuse his own being. His effort is focused inward rather than outward. He must be completely in touch with and aware of even the tiniest workings of his body and mind." These are quotes from page 7 of the introduction of the book.Wisdom is the key to psionics, as Wisdom is the key to understanding one's self. That being said, the rules used numerous abilities (proficiency checks, often with penalties) to control various powers (Sciences are more powerful than Devotions):
Clairsentience: Sciences (6 Wis), Devotions (4 Int, 8 Wis)
Psychokinesis: Sciences (2 Con, 2 Int, 2 Wis--Disintegrate, Telekinesis)
Psychometabolism: Sciences (7 Con), Devotions (1 Dex, 23 Con, 2 Wis)
Psychoportation: Sciences (5 Int--incl. Teleport), Devotions (2 Con--incl. Dimension Door, 4 Int, 1 Wis)
Telepathy: Sciences (2 Con, 2 Int, 7 Wis), Devotions (5 Con, 7 Int, 23 Wis, 1 Cha) Note: All Attack/Defense modes are Telepathic Powers controlled by Wisdom.
Metapsionic: Sciences (1 Int, 6 Wis), Devotions (3 Con, 2 Int, 10 Wis, + 1 that could be Con, Int, or Wis, depending on use).Also, the definition of Supernatural: of, pertaining to, or being above or beyond what is natural; unexplainable by natural law or phenomena; abnormal.
I think that this defines psionics really accurately! After all, a dragon's breath weapon has more in common with psionics than magic. Just because Supernatural Abilities are suppressed in areas of anti-magic, doesn't mean that they are magic. Just that anti-magic is powerful enough to shut down the effects of anything Beyond Normal.
Now, with all that being said, in 3rd edition they increased...
Thanks for the info Weren, actually I have been going through my old AD&D complete psionic hand book for ideas. I love that book because their text they make an honest attempt in justifying how the powers work instead of just saying magic did it.
I am in total agreement with you about that it should not have nothing to do with Dexterity and Strength but other stats are important. I am thinking that all the other abilities would be prerequisites for certain feats that grant extra powers but I am not going to be arbitrary in what those prerequisites because I want to basis it off the power they are being applied to. However there are two areas of powers I am considering not having and that would be Psychoportive and Metapsionic for two different reasons. Psycoportive, although could possibly be rationalized, to my logic would require to much energy to allow travel but if I do allow it in the system then it would be top tier stuff. Metapsionic from the old AD&D Psionic books was too weird and overly complicated plus it boarded to much on the realms of the metaphysical if you want my honest opinion
Your argument about dragons has some merit but that is all depends on your point of view of what kind of creature a dragon is but as far as I know a Dragon by D&D and Pathfinder are they described as a magical creatures so it's breath weapon is magical. Now if your dragons are more like the movie Reign of Fire then that argument has more merit. In addition, look on page 110 of that same book and you will see that Anti-magic does not have an effect on Psionics so if it is not effected by things like Anti-magic then it is not supernatural. Honestly I don't see labeling them just as Psionic Powers or Psionic Ability as a threat to the system in Pathfinder.
Thanks for the constructive feedback and as I have time to work on this more I would love to see more of it.

Weren Wu Jen |

I'm sorry about the anti-magic confusion (wow, that should be a spell!), when I was referring to anti-magic, I switched back to d20/Pathfinder. The whole "a supernatural ability doesn't provoke attacks of opportunity, but is suppressed in an anti-magic field" thing.
Yes, in 2nd edition, magic and psionics were like oil and water. Unfortunately, that REALLY messes with the game. The concession that it DOES interact with magic (however distasteful the concept), is for play balance (if there truly is such a thing). Anyway, I only brought it up because if you felt like labeling your psionics as supernatural (and thereby allowing it to be suppressed in an anti-magic field in Pathfinder), it would be a game mechanic label and not a concession that somehow, psionics are magic. You could rationalize it as: anti-magic is shutting down a creature's/character's ability to harness natural forces, whether external (magic) or internal (psionics).
Just a thought to help you slip your psionics more neatly into the Pathfinder rules.
Even though I put together something that had rules outside of the feat system, I REALLY like the idea of each feat having it's own self-contained rules. That, more than anything, would make them fit neatly into any d20 game!
I will try to keep an eye on your thread, and help out (hopefully in some constructive manner)!
Also, knowing that you have The Complete Psionics Handbook made my day!

Weren Wu Jen |

I had some thoughts about your psionics concept. As the system is intended primarily for your own homebrew world, it doesn't matter if it balances with Pathfinder in general--only that it balances with your campaign world.
So, my suggestions: The chance of gaining your "Psionic Potential" trait should be based on Con, Int, and Wis (instead of just Int). Play with the numbers to match your intended rarity. I would let the players who are interested "test" for it, and require them to use one of their allowed character traits to gain it. I like the fact that NPCs only get character traits by taking a feat--meaning that psionics will be rare.
Depending upon how rare you want them to be, you might consider making "Psion" a prestige class instead of a core class.
You want psionics to be Extraordinary abilities. Therefore I would suggest:
1) Limit the powers to manipulation, not creation. I like your idea of not using psychoportive powers. Likewise, pyrokinesis should be limited to manipulating existing fires, not creating them.
2) Use nonlethal damage as the "fuel" for the more powerful effects. As you want psionics to be a more natural aspect of your world, having it be taxing on the character is a good way to avoid the "power point" issue. I'm not sure exactly how you'd work it, but possibly "using X power for the first time in a day causes no damage, but after that the character must make a Fort or Will save or take Y nonlethal damage." You could even have extreme uses cause fatigue before you get to ability damage. I would suggest avoiding ability drain, as it requires Restoration to heal--ability damage, however, heals naturally over time.
Of course, ability drain could be used for extreme screw-ups on saves to avoid damage... ("Um, I rolled a natural 1 on my save...")
At any rate, I hope these ideas are helpful!

ItoSaithWebb |

I had some thoughts about your psionics concept. As the system is intended primarily for your own homebrew world, it doesn't matter if it balances with Pathfinder in general--only that it balances with your campaign world.
So, my suggestions: The chance of gaining your "Psionic Potential" trait should be based on Con, Int, and Wis (instead of just Int). Play with the numbers to match your intended rarity. I would let the players who are interested "test" for it, and require them to use one of their allowed character traits to gain it. I like the fact that NPCs only get character traits by taking a feat--meaning that psionics will be rare.
Depending upon how rare you want them to be, you might consider making "Psion" a prestige class instead of a core class.
You want psionics to be Extraordinary abilities. Therefore I would suggest:
1) Limit the powers to manipulation, not creation. I like your idea of not using psychoportive powers. Likewise, pyrokinesis should be limited to manipulating existing fires, not creating them.
2) Use nonlethal damage as the "fuel" for the more powerful effects. As you want psionics to be a more natural aspect of your world, having it be taxing on the character is a good way to avoid the "power point" issue. I'm not sure exactly how you'd work it, but possibly "using X power for the first time in a day causes no damage, but after that the character must make a Fort or Will save or take Y nonlethal damage." You could even have extreme uses cause fatigue before you get to ability damage. I would suggest avoiding ability drain, as it requires Restoration to heal--ability damage, however, heals naturally over time.
Of course, ability drain could be used for extreme screw-ups on saves to avoid damage... ("Um, I rolled a natural 1 on my save...")
At any rate, I hope these ideas are helpful!
They are indeed helpful because it is feedback and helps me confirm some of my own ideas.
1) Well I think there can be some creation when it comes to psychokinesis but it would be on a real small level because it is believable that you can cause friction to happen with molecules. On the other hand such characters could just carry around items that produce fire.
2) I thought about that as well and I am thinking that it will deal with Con damage as well as HP damage all of which come back over time.
If you have any more ideas let me know.