Heres a system I made up yesterday to use the normal game and spells to SIMULATE (rp-wise) a character that is psionic. I'm sure many will argue a lot with my placement of various spells.
Basically I'm using "sorceror" or "bard" as the psionic class, the spells of those classes refer directly to psionic abilities, and although you'll still be a "bard" or "sorceror" you can use in-game reasons to explain your abilities in a psionic way.
Anyway hope it helps for anyone wishing to make a psuedo-psionicist.
Here are some minor substitutional rules for making a psionic using character in nwn1, it's approximated by using a sorceror or bard. For some it will just be another way to PLAY a sorceror. (Bards are the psychometabolists that can heal themselves and others, singing can be seen as a telepathic morale boost)
Most are PURE sorceror or bard but some will be multiclass Sorceror/X ,Bard/X... and still others Bard/sorceror (usually psychometabolists)
Generally ALL psionic characters should have STILL SPELL as a feat. Allthough CHARISMA will be your main stat, you should still have 12 min in wisdom.
If you're a specialist in a field, you should also get SPELL FOCUS :X and GREATER SPELL FOCUS: X And you should try and keep within the spell list as a guide, picking TWO disciplines (or spell lists) is probably the best way to go.
Note: it's also possible to put the summon 1-9 spells in the PSYCHOKINETIC list if it summons animated books, tables,chests etc instead.
Here is a conversion table for Arcane spells level 1-6 (note: most bard spells are included below in the normal arcane list.) (* healing is considered (psychometabolism). ) (* sound burst, dirge are types of psionic blast (telepathy) ) (* wounding whispers is a (psychokinetic) defence field. )
Clairsentience (looking into the subtler nature of things) (generally all divinations, some abjurations, some illusions) True Strike, Identify See Invisibility, Ultravision Clair Audience/ClairVoyance, Find Traps Shadow Conj, Lesser spell Breach Greater Shadow Conj True Seeing, Shades, Greater Spell Breach Prismatic Spray (see's into the weave , breaking strands and exposing the weave directly to your plane for a moment) Premonition Power Word Kill (see's into many creatures bodies, finds weakness and exploits them terminally) (shadow conjuration etc is achieved through 'seeing' into the weave and manipulating it psionically for the desired end) (Spell breaching is SEEING the way to unlock, bypass protection spells on a target by influencing how it's connected to the target)
Metacreativity (forming astral ectoplasm into real objects, substances) (Generally all conjurations, some evocations, some Transmute) Ice Dagger, Persistant Blade, Grease, Summon I Stone Bones, Summon II , Web, Acid Arrow Acid Breath, Flame arrow, Stinking Cloud, Summon III, Keen Edge (creates a monofiliment edge on the weapon) Evards Tentacles, Summon IV Cloudkill, Acid Sheath, Summon V Acid Fog, Summon VI Mordenkainen's Sword, Summon VII Summon VIII Summon IX, Black Blade (metacreative summons are ectoplasmic constructs from the astral plane)
Psychokinesis (control of matter and conversion of energies) (generally evocations, some necromancy, some transmutations, some abjura) Shield, Mage Armor, Horizkaul's Boom, Burning Hands, Magic missile Iron Horn (Telekinetic wave) , Flame Weapon, Combust, Knock, Electric Loop Lightning Bolt, Scintilating Sphere, Fireball, Gust of Wind (telekinetic push) Ice Storm, Missile storm, Wall of Fire, Minor Globe, Elemental Shield Ball Lightning, Interposing Hand, Cone of Cold, FireBrand, Animate Dead* (telekinetic control of bones) Globe of Invulnerability, Chain Lightning, Forceful Hand Grasping Hand, Del. Blast Fireball, Great Thunderclap, Control Undead* (telekinetic) Clenched Fist, Incendiary Cloud Crushing Hand, Meteor Swarm (Flame effects are called Pyrokinesis, Cold is Cryokinesis, Lightning is Electrokinesis, Others are Telekinesis)
Telepathy (control of minds) (generally all enchantment spells, large amount of illusions, some abjura) Charm person, Sleep, Scare, Protection From Evil, Color Spray Blindness/Deafness, Invisibility, Tasha's Laughter, Cloud of Bewilderment Clarity, Invisibility Sphere, Magic Circle Against Align Charm Monster, Confusion, Fear, Improved Invisibility, Phantasmal Killer Dominate Person, Feeblemind, Hold Monster, Lesser Mind Blank, Mind Fog LegendLore (a wide range E.s.p to gain information on the items) Power Word Stun (Psionic blast) Mass Blindness/Deafness, Mass Charm, Mind Blank Weird, Dominate Monster
Psychometabolist (changing the nature of self and others) (Mostly transmutations, some illusions, some abjura, some necromancy, some conj) Ray of Enfeeblement, Iron Guts, Expedious Retreat, Endure Elements Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom, Fox's Cunning, Ghoul touch, Resist elements, Ghostly Visage Haste, Slow, Prot From elements, Displacement Contagion , Remove Blindness Deafness, Stoneskin, Polymorph Self Energy Buffer, Lesser Spell Mantle (changes the metabolists body to absorb spells) Tenser's Transformation, Mass Haste, Greater Stoneskin, Stone to Flesh, Flesh to Stone, Ethereal Visage Spell Mantle, Shadow Shield Greater Sanctuary Shapechange, Greater Spell Mantle (Visage spells, Greater Sanc and displacement are all forms of etherealness) (ghoul touch, contagion are seen as being able to create TOXINs in another's blood stream on touch)
Psychoportation (transfer of matter and energy from one place to another) (Mostly Necromancy , Large amount of Abjurations, Some evocation) Negative energy ray, Magic Weapon (tranports energy to a weapon empowering it) Lesser Dispel, Death Armor, (Darkness, Continual Light): (transports light to or from a location) Dispel Magic, Negative energy Burst, Vampiric Touch Bestow Curse, Remove Curse, Enervation, Greater Magic Weapon Dismissal, Lesser Planar Binding Undeath to Death*, Planar Binding, Greater Dispelling, Circle Of Death Banishment, Protection from Spells (active magic teleportation field around various people) Blackstaff, Greater Planar Binding, Sunburst, Horrid Wilting, Create Undead* (teleports undead from another plane) Gate, Disjunction, Energy Drain, Time Stop (dispelling is achieved through shifting the magic itself to another plane) (Necromantic energy effects are in effect moving negative energy to and from a place) (bestow curse/remove curse is porting minute fragments of a targets brain away and back again) (Blackstaff, Magic weapon, Greater magic weapon are planar transportation of energy into items empowering them) *: These spells are pretty much wizard themed/specialists spells only and should not be generally used by a psionic character
(v1.1 moved timestop from psychometabolist to psychoport where it belongs :) )