I stuck as close as I felt was reasonable to the original mystic class.
Still had light armor, simple weapons, point based powers, and subclasses associated with types of Psionics. However I split up the Psionics into different categories, like schools of magic. Instead of just grouping them by the subclass. I still have 1 sub class per psionic category.
[ +- ] psionic paths
The Paths are classifications of psionic powers. Each Path contains a variety of powers and some powers are accessible by more than one Path. The eight known Paths are:
Emotion {E} : Empath : Sense and manipulate emotions and primal drives
Thought {T} : Telepath : Detect, read, transmit, and even override the thoughts of others
Warp {W} : Psychoportation : Manipulate dimensional and planar relations allowing teleportation
Life {L} : Psychometabolism : Control over living things, evolution, adaptation, growth, and decay
Power {P} : Telekinesis/Ergokinesis : Manipulating energy and forces
Substance {S} : Psychomanipulation : Controlling the form and composition of any substance
Awareness {A} : Clairsentient/Psychometry : Sensory expansion, manipulation, and projection
Dream {D} : Oneiropathy : Dream into reality, all reality is a dream. Illusion, summoning, etc
Focus is now a subclass ability and limited to your Psionic path. So this makes having a general or universal character harder.
I simplified psionic to use 1 psi per level, with 1 psi ~ 2 spell points. So 1 psi ~ 1st level spell, 2 psi ~ 2nd-3rd. 3 psi ~ 4th. 4 psi ~ 6th. The limit for standard psi is 4th. Mastery is still a high level daily ability that allows 5 points ~ 7th-8th . This keeps Psionics close to but distinct from spells.
I reduced the psi points but added the ability to recover some after a short rest. Thus in a single fight their output will be lower but for a day it should be better than the original mystic
Working draft of the
Mystic class and
Psionic Powers