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[Mind Over Matter] Combination Psychic Powers #73597

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@MNG-cataclysm MNG-cataclysm commented May 9, 2024

Summary

Mods "[Mind Over Matter] Add class-intermixing powers."

Purpose of change

Add some combination powers to Mind Over Matter, requiring attunement to two or more psychic classes to learn and use. Outlined in #71278.

Describe the solution

Add some combination powers for players to learn/use:
Pyrokinesis:

  • [Ψ]Sunspot: Pyrokinesis/Photokinesis, using the powers of controlling fire and light, the psion can create a big, bright flash which can induce blindness, along with creating a fireball to sear enemies. Like a big version of Brilliant Flash/Fountain of Flames.
  • [Ψ]Dragon's Spittle: Pyrokinesis/Biokinesis, allows the caster to spew a bunch of flammable webs from their mouth, setting them on fire in so doing. This works somewhat like Napalm, allowing the flames to stick around, even on non-flammable tiles. Requires a web-spinning mutation to learn and use.

Describe alternatives you've considered

Not doing this.

Testing

TBD

Additional context

I plan to add a lot more of these later, but I'm a bit tied up with some other projects.

I also don't know where to have the player get these right now, since these aren't meant to be learned by natural inquisition. Maybe by doing a deep search in nether-attuned places, getting these out of books in psychic labs, or maybe studying the brains of dead/feral psions? Perhaps NPCs could also teach these?

@Nebnis
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Nebnis commented May 9, 2024

Having a reason to visit deep nether places sound fun, like crafting/meditating there or killing and studying ferals
Perhaps could be learned as accident from super high nether attunement?
I'm a bit icky about psychic labs though because they don't seem to have any breadcrumb direction right now and finding them is super hard

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Perhaps could be learned as accident from super high nether attunement?

I think we could probably tie in high nether attunement levels with the studying recipe, where deep connections to the nether allow you to potentially make progress towards randomly unlock a new super spell. I even considered adding a power that would purposefully trigger nether attunement within a psion, at the cost of some focus, pain, or other such thing.

I'm a bit icky about psychic labs though because they don't seem to have any breadcrumb direction right now and finding them is super hard

It just occurred to me, what if a psion who is strong enough could feel some sort of vague "pull" or draw to psychically-resonant areas, like psychic labs, when in a particular range of them? Maybe we could add a psychic tool/spell of sorts that works like a dowsing rod, allowing the psion to home in on potentially interesting targets.

@Nebnis
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Nebnis commented May 9, 2024

I really liked your last idea, it is very themed lol. It could be a clairvoyant spell at very least. It could even have some unforeseen consequences like triggering a psion to randomly look for you when you cast it.

@github-actions github-actions bot added Mods Issues related to mods or modding [JSON] Changes (can be) made in JSON Mods: Mind Over Matter labels May 9, 2024
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they don't seem to have any breadcrumb direction right now and finding them is super hard

You can use visitors' passes from MoM scientists to find them

@github-actions github-actions bot added astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels May 9, 2024
"type": "SPELL",
"//": "Requires Pyrokinesis and Biokinesis to learn.",
"name": "[Ψ]Dragon's Spittle",
"description": "Your body synthesizes a flammable, sticky goop, which is expelled from one of your orificies and ignited. Causes a raging inferno which sticks around, slowing down enemies caught in the blast..",
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This is definitely much too much like magic for a psionic power. The power limitations guide says that biokinesis cannot be used to allow the body to do anything completely outside its normal capabilities, which organic napalm definitely fits under.

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Come to think of it, would it be possible to gate the acquisition/use of this power behind mutations that allow the player to produce webs or other flammable substances, like some of the spider lines? I.e you can't learn it unless you have the web-spinner mutation.
Can psionic powers even interact with mutations in this way, or does that also break lore constraints?

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That would be a good solution, since there are already psionic animals in the mod. If you can already produce webs, then that's within your normal capabilities and it fits the design docs.

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Consider it done, then. I'll rig this into any learning EOCs I might make with it.

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Also, this finally gave me an idea for a psionic spider to make, so thank you!

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Oh, you're quite welcome!

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