**5e style Class Info**
*The Broadcaster*
Stepping quietly through the doors of a library, the Elan takes a deep breath of happiness as he breaths in the musty smell of hundreds of books, before frowning as he noticed the rules and fees of the library, sending the watching guard to rush to the bathroom overcome with nausea and bowel irritation. They would never know a couple tomes had been… Duplicated.
Flames licked at the walls of the cavern as the Duegar carefully began his climb down the walls outside the secret wizard's repository of Menzoberranzan, books strapped to his side as a floating crystal glowed with an eldritch green-purple light, making it nigh-impossible for anyone to pay attention to the climbing dwarf.
The Gnome stopped twitching, and grinned- she finally had enough power stored up! With a mighty pulse, the ballista bolt, large as she was, lanced out with an ear-bleedingly large CRACK, and embedded itself in the left wing of the dragon that had been menacing her companions, pinning it to the wall of the cave while the great beast screamed in pain.
The Drow frowned, and swept her hand over a piece of paper. The sizzle of paper precluded a map, sketched out in shades of ash, as minds appeared as dark splotches, with a rudimentary range ring centered around her. "We have seven incoming orcs, two shamans. I'm going to see what I can do from here- make sure the doors are barred."
Broadcasters, also called Far-Speakers, are tempered by unimaginable mental forces from their Initiation, and are primarily interested in collecting, and sharing, knowledge. Through their Initiation, they are exposed to an ancient psionic entity called 'The Network', and exposed, briefly, to the sort of power that usually only gods and ascending beings might ever experience. They are turned inside-out, their minds unfurled for their own view, and IF they manage to keep their sanity intact, they will have achieved mastery of the mind that most Psions only dream of. Thus, they know themselves, and are forever looking outward- at the world that now the newly-forged Broadcaster can see with a view that few entities ever have.
Failed Broadcasters have their memories of the Initiation erased, and they have no debt… But few failed Broadcasters ever return to being what they were before in their entirety.
*Leverage and Perspective*
Broadcasters are psionic individuals that have been exposed to the Network through a ritual, and all of their power is their own absolute self-awareness of their own Self. Unlike the Warlock or Cleric, the bond between the Network and the Broadcaster is minimal, having been established once then never touched again. However, a Broadcaster has that psychic imprint fused to his/her mind by the experience, and cannot ever truly forget the feeling of being examined by a being that could see so much more than they could ever understand- and they YEARN to gain the perspective to do so.
They are often disturbed if they cannot feel the Network in some form against their mind, and may take up some vice to reduce the feeling of loss.
Broadcasters, once they have learned how to harness their newfound psionic might, usually recoup the cost of the ritual by working for the Psionic Enclave or Broadcaster group that headhunted them once their apprenticeship was complete. This debt is usually paid off in labor, and on top of the decade it takes to train their initial abilities, the debt will usually be paid off in between 20-30 years, depending on variables and if they decide to spend a little more in the course of their duties.
The abilities that Broadcasters have is functionally focused towards this job, with a great detection range (to detect incoming beings or creatures, evaluate their level of threat, and warn off potential threats), and an equally great strike range (to ward off or confuse enemies before they get close, or, at worst, cripple the enemy in question). They prefer to make their own items and weapons if possible, but are not able to wear medium or heavy armor (take a -1 to their AC with every level of armor they wear beyond Light).
*Communication and Comprehension*
Broadcasters are dedicated to discoveries, and making sure those discoveries are available. To a Broadcaster, no knowledge is bad knowledge, and there is nothing that man (or elf or dwarf or whatever) was not meant to know.
There are no stories of Broadcasters becoming particularly famous, as they really don't care for legends of themselves, but many have had a Broadcaster backing them for promises to expose their library, or open schools, or promises to establish a trade link to their home Enclave. Lucky bar patrons might hear the scream of some thief fall to their death in the city that a Broadcaster was in, not knowing that their strange drinking buddy had caused said slip. Orphans freezing to death might tell stories of the whispers that, if they followed the directions of said whispers, would lead to warm places to sleep or altruistic patrons.
A Broadcaster cannot ever forget the feeling of being exposed and vulnerable to the mind of the Network, and many take trips to try to use their abilities to FORCE a bit more advancement and enlightenment into the world, if necessary.
But, as being a Broadcaster is both a calling, and a job (at least, at first)
Most never leave their enclaves, but those that do will not make easy enemies.
*Creating a Broadcaster*
Curiosity, and the drive to make civilization and life GREATER, with more knowledge and more perspectives drives every Broadcaster that leaves the Enclave- but why specifically? What led you to leave the Enclave? Did a disaster happen that you want to mitigate or undo? Were you exiled because of some major difference in perspectives? Do you miss the Enclave, or do you like the fact that you are surrounded by closed minds?
Work with your DM to determine how big a part that your background and presence of Psionic Enclaves will play in the adventure. You may end up wanting to divert the plot to start up a library, or some other scholastic endeavor… And let the DM know that you *may* end up temporarily derailing the plot for rare knowledge.
To fit with the concept, the INT modifier must be greater than +1 to start this build, and you must be part of a race that lives longer than 300 years.
**Class Features**
As a broadcaster, you gain the following class features:
HIT POINTS
• Initial Hit Dice: 1d6 (minus 1 if rolled greater than 1) per Broadcaster level
• Hit Points at 1st level: 4 + CON modifier (if non-negative)
• Hit points at Higher Levels: 1d4 (minus one if greater than 1)+ non-negative con modifier per broadcaster level after 1st.
PROFICIENCIES
• Amor: None
• Weapons: Simple Weapons, (personally crafted psionic weapons)
• Tools: Communication Crystal, Jewler's tools.
• Saving Throws: Intelligence, Wisdom OR Charisma
Skills: Choose two skills from Insight, Psionics/Arcana, Deception, Investigation, and Persuasion
EQUIPMENT
• You start with the following equipment, in addition to the equipment granted by your background:
• 40 crossbow bolts and a dagger or b) 20 arrows and any 2 simple weapons/ light shields+1
• An ioun stone (Lesser Protection (Roll 1d20 per day, dc 8 to add +1 AC, uncommon), or +1 power points (charge) Lesser Reserve)
• An explorer's pack (depleted)
• A communication crystal (small quartz crystal, value 1 gp, can receive and call any linked Broadcasters, who can link to the crystal with a short {10 minute} ritual)
• One set of basic clothing (value 1 gp)
• Gemcutter/Jewler's tools, 15gp (Due to the fact that the background of any Broadcaster is always that of a Guild Artisan, Gemcutter)
SPELLCASTING
As a Broadcaster, your 'spells' are applications of studying how different events in the world around you can be mimicked. Eventually, the character will (at higher levels) be able to preform more than just the three initial 'cantrip' abilities by compiling a list of other effects they have seen and can mimic (check under LEARNED 'SPELLS' to see the specific requirements before a spell can be mimicked, as well as the casting cost).
To measure the level of power that a Broadcaster can pull on, they have two aspects of their power: a 'generating' power level that refreshes every 6 seconds, and a 'charge' level that can be added too if the Broadcaster isn't using their power for anything else.
*Generation*
• First Level Power Points: 1d4 + INT bonus
• Power Points: (1d2 + INT bonus) per level after first
Refresh rate: every round (~6 seconds)
*Charge*
• First Level Charge: 1d4 + INT bonus + racial Psionic bonus points (if any)
• Levels after First level: (Ld4+L) where L is the level of the character + INT bonus per level (+ first level charge)
Refresh rate: charges are unused power points Generated, with one die of the charge level being able to be chosen to be rerolled every short rest per point of proficiency… With an uninterrupted long rest allowing the reroll of all Ld4 dice (not the other aspect of the equation, just those dice) if the player chooses.
A Broadcaster that is charging can choose to Dodge but cannot attack, use a bonus action, and moves at half-speed.
*Spellcasting Ability*
Intelligence is the primary aspect of your power, but as the Broadcaster gets more powerful, the attack modifier and save DC will increase and add other aspects of your personality, eventually pushing the DC higher than any other class can contest.
More specifically, the attack modifier will increase as your Generator value increases, and the save DC will be dependent on your level.
'Spell' save DC:
• Lvl 1-5 => 8 + proficiency bonus + intelligence modifier+ LVL + (Effect Boost Value- will be described later)
• Lvl 6-10 => 8 + proficiency bonus + intelligence modifier+ LVL + (1/2* charisma modifier (IF POSITIVE)) + (Effect Boost Value- will be described later)
• Lvl 11-15 => 8 + proficiency bonus + intelligence modifier +LVL + charisma modifier (IF POSITIVE) + (1/2*wisdom modifier (IF POSITIVE)) + (Effect Boost Value- will be described later)
• Lvl 16-20 => 8 + proficiency bonus + intelligence modifier +LVL + (charisma modifier IF POSITIVE) + (wisdom modifier IF POSITIVE) + (Effect Boost Value- will be described later)
'Spell' Attack modifier changes as the level of point generation increases, to reflect the greater focus and mental dexterity a Broadcaster develops as they empower themselves. This is shown below:
• Gen. 3-10 => proficiency bonus + intelligence modifier + (Effect Boost Value if applicable- will be described later)
• Gen. 11-20 => proficiency bonus + intelligence modifier + (charisma modifier IF POSITIVE) + (Effect Boost Value if applicable- will be described later)
• Gen. 21+ => proficiency bonus + intelligence modifier + (charisma modifier IF POSITIVE) + (wisdom modifier IF POSITIVE) + (Effect Boost Value if applicable- will be described later)
*Effect Boost Value*
Some 'spells' can be boosted to increase their save DC's. These include all LEARNED 'SPELLS', and every extra PP you spend beyond the initial casting cost increases EITHER the spell save DC, the attack modifier, or the effect of the spell.
Boosting the Effect of a learned spell (any spell not listed as a class feature) doubles the TOTAL cost for either an increase in damage, or an increase in area of effect.
RANGE
The greatest advantage that a Broadcaster has is their massive RANGE. The range that a Broadcaster can manifest ANY 'spell' is anywhere within a radius of 250 feet at level 1. There are exceptions, but Viewing allows the range to increase significantly.
Most damaging abilities require line-of-sight, but as a Migraine can send targets into a coma or worse, an enemy Broadcaster can only be endured unless you can leave their range, or strike back at some point.
The RANGE of a Broadcaster is their default range (250 feet) on any attacks unless otherwise stated or Viewing is in active and exceeding 250ft.
**Class Features Per Level**
Lvl 1 (Prf. Bonus +2)
• *Migraine*: Psionic Manifestation. Cost: varies. Can cause varying effects, at varying costs. The number of concurrent Migraine effects is equal to the proficiency bonus of the Broadcaster, as are the number of targets. All targets must take the same effects (other than damage if decided by the DM) if the migraine is fire as a single action. If Viewing is active, the Migraine does not need an attack roll to hit.
o SubEffect: *Spike*
Cost: 1pp/round/target, does 1d4 Psychic/Ability damage to either the target's INT, WIS, or CHA (chosen by either DM {usually highest stat}, or player {random}). Constructs or entities immune to mind-effecting damage are effected by being damaged equally to all three of those stats, and if the combined value is reduced to zero, the construct or entity freezes, and is unable to preform any actions or move.
Increased damage is at the cost of another 1pp/round/target per increasing damage by 1d4 points.
o SubEffect: Hallucination
Cost: 1pp/round/target. Target has difficulty perceiving the world, and gains disadvantage on all rolls for the duration of the Hallucination + 1 round.
Extra rounds of duration can be added by increasing cost per target, with 1pp extra required per round. Other effects to the extent of the Minor Illusion cantrip (with standard spell save DC to minimize illusion effect).
o SubEffect: Prodrome
Cost: 2pp/round/target. Target either a) has trouble understanding a language (will misinterpret orders from superiors and allies to usually humerous results), b) cannot perceive one side of their body (and subsequently all attacks from that side have advantage, their passive perception for events on that side is now 0 AND characters on that side stealthing are automatically Hidden, as well as whatever weapon or item they have in that hand's side is now useless), or c) they cannot see colors/movement (halving stealth checks and dropping passive perception to at most 5, must make a perception check of 18 to see anything that makes sense).
o SubEffect: Pain
Cost: 1pp/round/target. Target must make a concentration check in order to act while the Pain effect is active. Success (spell save DC) means they can act with disadvantage on all rolls, while Failure (spell save DC) means they cannot attack or move beyond 5 feet/round. Each round the Pain effect is active past round 1, the target must re-attempt the spell save DC with a concentration check.
• *Print*: Allows for an object that a keyed Communication Crystal is placed on to have any diagrams or symbols copied at a rate of one page per 60 seconds. Cost: all power points (PP level is seen as zero, for the duration of copying), as well as paper or equivalent to be used as a recording medium.
o Use: Printing can be used to duplicate documents (assuming the correct paper used, and someone else does the coloring, as the 'Print' ability just scorches the shape onto the paper), as well as copy scrolls (the copied scroll is seen as having no charges, but it does cut the time cost of scribing the scroll to 1 hour per level, and the gold cost is divided by 5) and assist a wizard with adding 'spells' to their spellbook (cuts time cost to 1 hour per spell level and 25 gp per spell level).
Standard Five cantrips known:
• *ThoughtLine*: Broadcaster version is limited to 3*level rather than 1*level, with Thoughtlines run through Communication Stones at touch-range being free.
• *Viewing*: Broadcaster version has a range-cost of 1ppt/round/250 ft radius, and while mental-defense magic or abilities may obscure fine details, it does not prevent the Broadcaster from seeing that there is a mind in that spot.
• *Acceleration*
• *Psionic Hand*
• *Psionic Minor Illusion*
Lvl 2 (Prf. Bonus +2)
• *What?*: Psionic Manifestation. Cost: 3pp/round/targeted creature. Functions as Confusion (
Roll20) with the following adjustments:
o Only effects 1 target, not AOE
o Upon succeeding a WIS saving throw, the cost of maintaining this confusion doubles.
o Can be boosted to up the saving throw DC by 1 pp per point.
• *Effect Mimicry*: The broadcaster can LEARN how to mimic spell effects (given the following constraints and limitations) from any arcane source. The rules of how to LEARN spell effects are in the appendix. (DM digression for whether or not this ability becomes available to the player in any level of capacity.)
• Destructive Reverse-Engineering: Crystal Effects*
Lvl 3 (Prf. Bonus +2)
• *Cloud Presence* is now known at a cost of 1ppt rather than the normal 2ppts/round.
Choose between the three possible paths (more details about the paths need to be worked out):
<DECONSTRUCTOR PATH>
• *Break*: Psionic Manifestation. Cost: Acceleration cost (+ boosts) x2
o Starting at level 3, you gain the ability to apply the Acceleration effect to a target's bones when using the Acceleration effect as an attack. The cost of this manifestation depends on the size of the target (as in the Acceleration description). The following effects take place:
It must succeed on a strength saving throw equal to the spell DC or greater, or be tossed the appropriate number of feet. If successful, the entity is knocked prone, but can make a dexterity check of 15 to stand up instead of taking a move action on the start of it's next turn.
If tossed, the entity takes 1d6 bludgeoning damage for every 10 feet it fell, and lands prone, but can make a dexterity check of 15 to stand up instead of taking a move action on the start of it's next turn.
If not tossed, the entity takes 2d6 bludgeoning damage, and needs to make a constitution save (DC 12) or else a random limb is broken.
• Learn the Earth Spike cantrip.
<ARTILERY PATH>
• *Denial*: Psionic Manifestation. Cost: Acceleration cost x2 +1 for each item removed +(1 per boost per item)
o Starting at level 3, you gain the ability to apply the Acceleration effect to remove a piece of clothing or item from the target from range. The target must make a dexterity/strength save = table DC or take a level of damage and effect based on the type of item that was removed. If failure, the object is tossed 1d4*10 feet away from the target and if anyone wants it they will have to intercept it or retrieve it. Making the save means half damage (if applicable) and they keep the item.
o Boosts just increase the DC of each item by 1 per point per item.
o Target for the point cost is defined by the Acceleration Table. Other details are as follows:
Weapon (held): no damage, DC 8+INT
Weapon (holstered): no damage, DC 12+INT
Shield (held): 1d2 bludgeoning, DC 6+INT
Shield (holstered): no damage, DC 13+INT
Nonweapon Item (must be visible to effect) (holstered): no damage, DC 12+INT
Nonweapon Item (must be visible to effect) (held): no damage, DC 8+INT
Helmet (buckled): 4d4 bludgeoning, DC 6+INT
Helmet (unbuckled): no damage, DC 10+INT
Torso object (shirt, breastplate, etc): 3d4 slashing, DC 5+INT, success means character is spun around, failure character is knocked back 10 feet and is now prone on top of having lost their shirt.
Pants object (pants, armored trousers, dress, etc): 5d4 slashing, DC 10+INT, success means character is spun around, failure means character is now prone and without their pants. May force-activate barbarian rage.
Undergarments (under other clothes): 1d4 slashing, DC 14+INT, causes fear effect, knocks prone if failure. May force-activate barbarian rage if the target is of that class.
Undergarments (while mostly naked, or just wearing a towel): 1d2 slashing, DC 10+INT, failure causes fear effect. May force-activate barbarian rage if target is a barbarian.
Hands (gloves, gauntlets, rings, etc): 1d2 bludgeoning, DC 5+INT, may be able to interrupt spellcasting or attacks if Readied regardless of failure or success on save.
Feet (shoes, boots, sandals, etc): 2d4 bludegoning, DC 8+INT, failure knocks prone, success spins target around.
Head & Neck (hats and nonarmored headware): no damage, DC 12+INT.
Head & Neck (piercings): piercings are ripped out=> 2d4 piercing damage, DC 10+INT. Failure causes bleed damage (1d4 damage per round for the next three rounds).
Head & Neck (necklaces): 2d4 bludegoning, DC 10+INT.
Head & Neck (masks, scarves, and separate hoods): 1d4 bludgeoning, DC 10+INT, blinded by object over eyes unless an action is taken to fix it.
Capes/Shawls/Poncho: 2d4 bludgeoning, DC 11+INT, failure knocks prone, success still looses object and knocks prone. "No Capes!"
• Learn CLAP cantrip.
<DIRECTOR PATH>
• *BEES!!!! Shot*: Psionic Manifestation. Cost: Acceleration cost + 1 (makes the shot carry the following effect) +1pp/round
o All characters linked via ThoughtLine characters can see the target hit by the BEES!!!! shot as if they were lit by Fairie Fire (purple-green nimbus with associated effects) until the target falls unconscious or leaves the range of this effect. In addition, the target begins to suffer hallucinations as if they were surrounded by a swarm of angry bees. This gives the effect of Luck on every person the target attacks, and may inflict one of the following effects (roll 1d4) (doubles cost for each added effect). INT save to stop following effects.
The BEES are also WASPS, and are continuously stinging, DC 10+INT save to not be paralyzed from the pain.
The BEES are beginning to try filling eyes and nose. Target is affected by FEAR and will start dashing in a random direction each round to try to get away. INT save DC10+INT to recognize the swarm isn't real.
The BEES are friendly. The target is covered in warm, fuzzy bodies that just want to hug you and cuddle you all over. DC 10+INT save to not be paralyzed from fear of hurting thousands of new friends. New buzzing friends *may* cause irrational terror.
The BEES are abstract, and blur. DC12+INT save to tell what is real and what is not when the world is blurring and covered in BEES. Target may attack things that do not exist.
• Learn BEE! cantrip.
Lvl 4 (Prf. Bonus +2) (2 ability points increase)
• *Acceleration Gradient*: Cost: Acceleration cost + 1d10 points per shot
o The projectile of Acceleration can be anywhere within the Range, so long as it is not being firmly grasped by any other character or entity. Arrows stuck in a table can't be Accelerated, but Arrows in a quiver can be. This effect stacks with other Acceleration effects. The maximum range of the shot is based on the point of the object being Accelerated.
o Cost can be doubled to use without shooting an arrow.
• *Ioun Orbitals*: At 4th level, you can now have a number of Ioun stones or similar orbiting artifacts around your head that is equal to the sum of your maximum Charge and Generation values. The orbiting effect must be part of the items in question.
• Choose 2 cantrips from the spell list.
Lvl 5 (Prf. Bonus +3)
• Choose 3 cantrips from the spell list.
Lvl 6 (Prf. Bonus +3)
• *StillStrike*: At level 6, Psionic Manifestations can be preformed when prone, restrained, grappled, or otherwise occupied, so long as the Broadcaster can think- although this adds an extra +1pp to the cost of any Psionic Manifestation if so occupied. "A master of the mind need not move to cast."
• Choose 2 cantrips from the spell list.
Lvl 7 (Prf. Bonus +3)
• Choose 2 cantrips from the spell list.
• Choose 1 lvl1 spell from the spell list.
Lvl 8 (Prf. Bonus +3) (2 ability points increase)
• Choose 2 cantrips from the spell list.
• Choose 1 lvl1 spell from the spell list.
Choose one:
<DECONSTRUCTOR PATH>
• *Gemshatter: Psionic Manifestation. Cost: 1pp per 100gp of gemstone. Only a single gem can be targeted at one time.
o Does 1d10 damage (per 100gp of gemstone) to everything within 30 feet, destroys gemstone. Magical gems (enchanted gemstones, gems in magical items) get a saving throw (normal spell DC). Cannot be boosted.
<ARTILLERY PATH>
• *Splitting Mindset*: Allows the Broadcaster to, twice per every short rest, pre-fire a manifestation. It can then be activated as a free action, at the cost of extra 5pp that are debited to the next turn. You cannot fire without those points available.
o The number of pre-firing manifestations increases by one from every level after 8th, and appear as glowing geometric shapes that hover around the user.
o All pre-fired manifestations disappear at the start of a short rest.
<DIRECTOR PATH>
• *Coordination*: Linked characters via ThoughtLine can roll to boost other player's skill checks (roll 1d20, divide by two if the class has that skill available, divide by 4 if not, and add the result to the ally's skill check), and Linked characters gain advantage on defensive rolls if within 50 feet of each other (due to overlapping perception).
o If paired with Viewing, Linked characters gain immunity to sneak attacks and advantage on both offensive and defensive rolls.
Lvl 9 (Prf. Bonus +4)
• Choose 1 cantrip from the spell list.
• Choose 2 lvl1 spell from the spell list.
Lvl 10 (Prf. Bonus +4)
• Choose 2 lvl1 spell from the spell list.
• Choose 1 lvl2 spell from the spell list.
• *Thought Shroud*: Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You gain resistance to psychic damage, ability score damage that effects INT, WIS, CHA, and in the event of a mind-affecting condition (charmed, frightened, stunned, etc.) you will be able to roll to fight off the condition (with advantage if you already have the option to roll to fight off said condition) once every three rounds.
• *Confusion Surge*: Cost: 15pp/target. Range: 500 feet or Viewing range
o Effectively identical to the Confusion spell (
Roll20)
Lvl 11 (Prf. Bonus +4)
• Choose 1 lvl1 spell from the spell list.
• Choose 2 lvl2 spell from the spell list.
Lvl 12 (Prf. Bonus +4) (2 ability points increase)
• Choose 1 lvl1 spell from the spell list.
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.
<DECONSTRUCTOR PATH>
• *Shard Swarm*: Psionic Manifestation. Cost: 10pp/round/lb, at least 1 lb of crystals (gemstones, common crystals, ICE, doesn't matter so long as it is crystaline) Damage: 5d6/round/lb of crystals
o Shards of crystals are propelled into a swirling 20 foot tall cylinder with a 40 foot radus centered on a movable point. The point can be moved up to 20 feet per round, and the density of the swarm can be increased by adding more lbs of crystals, with appropriate cost and scaling damage moving up accordingly.
<ARTILERY PATH>
• *Contagnative Memonics*: For the cost of doubling the PP required to cast a manifestation, the effect can now jump to the next available enemies. The effect spreads to everyone within 30 feet that is not seen by the manifester as an ally.
<DIRECTOR PATH>
• *MOAR BEES*: Psionic Manifestation. Cost: 10pp/round/illusion
o Same effects as Major Illusion of the 6th level, with DC+3 to tell if it's an illusion. Allies linked through ThoughtLink are able to see the illusion, but know it is fake.
Lvl 13 (Prf. Bonus +5)
• Choose 2 lvl2 'spell' from the spell list.
• Choose 1 lvl3 'spell' from the spell list.
Lvl 14 (Prf. Bonus +5)
Can use PSIONIC MIND BLAST from the spell list, at cost as defined on the spell list, if not already known- or another level 1 'spell'.
Lvl 15 (Prf. Bonus +5)
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.
Lvl 16 (Prf. Bonus +5) (2 ability points increase)
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.
Lvl 17 (Prf. Bonus +6)
• Choose 1 lvl3 spell from the spell list.
• Choose 1 lvl4 spell from the spell list.
• *Transposition*: Psionic Manifestation. Cost: 35pp/person/teleport.
o At level 17 you can cast the equivalent of Teleport with no chance of failure. Whatever is within a 10 by 10 by 10 cube or one target creature is exchange with whatever was in the destination cube or whatever was at the destination you were familiar with. Scales.
Lvl 18 (Prf. Bonus +6)
• Choose 1 lvl1 spell from the spell list.
• Choose 1 lvl2 spell from the spell list.
• Choose 1 lvl3 spell from the spell list.
• Choose 1 lvl4 spell from the spell list.
• Choose 1 lvl5 spell from the spell list.
Lvl 19 (Prf. Bonus +6) (2 ability points increase)
• Choose 1 lvl5 spell from the spell list.
• Choose 1 lvl6 spell from the spell list.
• Choose 1 lvl7 spell from the spell list.
• Pop: When reducing the INT, WIS, or CHA of a non-construct to 0, the Broadcaster gains the options to cause the target's head to explode, or just puree the target's brain (usually causing instant death). This does Nd8 untyped damage, where N is the number of INT, WIS, or CHA that was done in the last round, and will do so every round until the INT, WIS, or CHA returns to it's previous level.
o Constructs or magically-maintained entities (undead or similar), can either shatter or go completely inert as the 'spells' (or other power source) that maintain their decision-making cease to function.
Lvl 20 (Prf. Bonus +6)
• Choose 1 lvl5 spell from the spell list.
• Choose 1 lvl8 spell from the spell list.
• Choose 1 lvl9 spell from the spell list.
• Psionic Spark: Psionic Manifestation (benevolent). Range: Touch. Instantaneous. Cost: 80 power points.
o This effect awakens psionic potential in sapient life, and they gain the 'Psionic Potential' trait.
They gain the equivalent of one point of generation per Int bonus if greater than zero, or one point if less than zero, as well as removing their magical abilities and giving them an equivalent ability that is powered by their own internal power generation. Every ability requires sufficient power to have been generated, unused, to use the ability (rather than having a time-dependent cooldown), and they can have the ability ready to use for up to one hour.
• Soul Renovation: Psionic Manifestation (malevolent). Range: Touch. 2 day MINIMUM per constitution point casting.
o Upon reaching the point where *Pop* would come into effect, there becomes another option for any sapient being: Overwriting the mind. The Broadcaster can now copy their mind, and replace it into the target's, destroying the original personality and replacing it with their own (via moving the Broadcaster's INT and WIS scores into the target, CHA as well if higher than the targets'). This takes 2 days per hit die, and the process cannot be disturbed or the new body will immediately die as it's brain turns to soup.
o The new body now functions as a spare, meaning if one dies the other does NOT. The player now controls two bodies simultaneously, each with levels in Broadcaster (20 for one, 1 for the new body, with both bodies sharing abilities, psionic techniques, PSI points).