Because ignoring components isn't "the core of psychic abilities". It's just spellcasting badly. Spellcasting, but ignoring the rules of spellcasting. Folks have fixated on the idea that what fans and proponents of psychic abilities want is just subtle spellcasting. No. That's still just spellcasting, and it still means classes like the Aberrant Mind have no reason, justification, or purpose for being a "psychic" character instead of yet another boring ho-hum every-village-has-twelve-of-them spellcaster.
Hell, if I were writing a system of psychic abilities for 5e, I'd consider giving psychic abilities Signs rather than "components". The psychic character doesn't need thirty pounds of penguin spleens, they don't need to bellow Magic Words loud enough people can hear them in the Underdark, and they don't need to do the Jazz Hands...but utilizing their power creates supernatural signs. Psychokinetic abilities might induce visible warping and shifting in the air around objects/targets being manipulated. Direct psychic damage and mental attacks might evoke ethereal chimes or ringing, or cause the attacker's veins to bulge or their eyes to shine with otherworldly light. Charm and coercive abilities honestly feel like they would carry a scent to me - something the uninitiated would just think is weird, but which is unmistakable to anyone who knows what to sniff for.
That could be a fun differentiator - rather than needing to produce nonsensical fake law-of-sympathy objects to power their abilities, psychic characters use their abilities and that usage induces supernatural signs in their vicinity. Difference seems largely semantic, but I'd argue not at all - there's a lot of interesting ground you could cover with the idea that psychic abilities cause supernatural signs. Stronger abilities manifest more severe signs, and the most potent psychic powers might start warping reality in more permanent and/or unfortunate ways. A bit like Wild Magic, but without the endless myriad dumb**** things that make Wild Magic utterly awful to deal with as both a player and a DM.
The important matter, however, is that psychic abilities are distinct and different from Magic, in a way that gives them a valid space, reason, and justification to exist. That gives a player a reason to want to play a psychic character, instead of the system and DM both punishing that player for their hubris in wanting to be something other than another boring basic spellcaster.
So now the new goal post is it not only does it have to be Magic because of Beholders, but it also must use spell slots because of spell components. Am I getting this right?
Wait. I am confused. Why can't WotC build on the dice system they created?
Listen, if you want to build something that is separate from spell slots Go for it. I think it would still need to be carefully balanced so that it doesn't wind up either way too strong or way too weak but I am not wholly opposed to the attempt at doing so.
But at the end of the day It needs to have magic as it's underlying principle in order for it to mesh with the extent mechanics of the game due to the tendency to balance encounters more and more at higher levels by making spell resistance (or straight up antimagic) a thing to curb the power of wizards. If say... a psychokinetic can just toss around disintegrates or other abilties that bypass this then it causes more problems in game design. Beyond that, there is no actual counterplay to psionics as a system (for reasons that I shouldn't have to state at this juncture) for either PCs or NPCs.
Realistically, for this to truly work you would need to build the entire game from the ground up with the existence of psionics as a consideration along side Magic , Martial and Skill focused character types which would require an entirely new edition which we aren't getting for at least several more years unless One goes over like Asbestos ski masks.
The important matter, however, is that psychic abilities are distinct and different from Magic, in a way that gives them a valid space, reason, and justification to exist.
The reality is, regardless of mechanics, you can't do this because spellcasters already stomped all over your niche before psychics even existed in the game. Settings that separate magic and psi do it by not letting magic do the things psi is supposed to be good at, and that ship sailed sometime back in the mid-1970s.
The important matter, however, is that psychic abilities are distinct and different from Magic, in a way that gives them a valid space, reason, and justification to exist.
The reality is, regardless of mechanics, you can't do this because spellcasters already stomped all over your niche before psychics even existed in the game.
I mean, this is kind of a crude way of saying it but Pantagruel666 isn't wrong; By the time the first attempts at psionics were made the spell schools were already a thing and several of them (illusion, enchantment and divination) were doing traditional "psychic" things while telekinesis was an upper tier spell leaving kinetics pretty much out in the cold.
It's also why again: The only way to really solve this problem is to have psionics be a part of the game while it is being developed as opposed to years and years later when it's going to fit in like an NFL linebacker at a Loli convention.
Sorcerers, incl. Aberrant Mind Sorcerers can only ignore verbal and somatic components while sorc points hold out. They otherwise cast in the same manner as clerics or artificers... "Hey, look, some of the time they can do some of what you want your class to be able to do. That's good enough, right?" does not go very far.
You know they can get more points right? By trading in spell slots? And therefore the advantage of having completely undetectable and uncounterable magic is offset by the disadvantage of having fewer uses per long rest? That's a thing called "game balance."
You are the one going on about "Unless it is magic and thus counterable with anti-magic' while equating that with a complete lack of counters.
So tell me what counters you had in mind then; I'll wait. I'll even link Vecna the Archlich again. What could he do to interfere/interact with your psion's abilities?
How exactly, do you contain a psionic without causing brain damage?
It's not like that problem doesn't already exist for sorcerers, and other than an antimagic shell, it has the same basic set of solutions: incapacitating effects like feeblemind or flesh to stone or polymorph.
You are the one going on about "Unless it is magic and thus counterable with anti-magic' while equating that with a complete lack of counters.
So tell me what counters you had in mind then; I'll wait. I'll even link Vecna the Archlich again. What could he do to interfere/interact with your psion's abilities?
Double-digit Int and Wis save bonuses, for starters. Also some relevant condition immunities. And five legendary saves.
Also, the fact that he's got significant defenses against spellcasters can mostly be attributed to the fact that high-level casters are unbalanced.
Or maybe just that he's supposed to be one of the greatest wizards of all time, so of course regular mortal casters can't play on his level. I would expect a martial opponent of the challenge level he's supposed to present to give the martials of the party a hard time. If psychic characters were added, an epic-level mind flayer foe would be well-prepared to kick their teeth in.
But he's got no special defense to a paladin with a bag full of smites. Or just a sorcerer who can use subtle spell. Honestly, even with his three counterspells a turn, he's going down fast without minions.
But yes, high-level opponents likely get magic defenses because high-level casters are so powerful. And psychic characters, were they separated from the spell system could just... not be that. Similar power level to martials is an option. So is more powerful, but still not on the level of a full-blown wizard. Very powerful within a narrow domain, less so outside it is tricky enough (mostly because games differ so much) that it's likely not the way to go.
You're really overselling the importance of this. And it can be magic and not be spells, like so many other class powers are, which again renders Vecna's super counterspell useless.
It's not like that problem doesn't already exist for sorcerers, and other than an antimagic shell, it has the same basic set of solutions: incapacitating effects like feeblemind or flesh to stone or polymorph.
So I guess every society without a 11+ level caster in their judicial system gets to kick rocks. Great worldbuilding you have there.
Oh hey, notice how polymorph turns off spellcasting but doesn't say anything about psionics? Or how psionics requires neither hands nor speech? Nice.
Double-digit Int and Wis save bonuses, for starters. Also some relevant condition immunities. And five legendary saves.
Ah, so the psion gets to bypass every other defense the CR 26 enemy has and he has to fall back on his ability scores and legendary saves. Very design, such game, wow.
But he's got no special defense to a paladin with a bag full of smites. Or just a sorcerer who can use subtle spell. Honestly, even with his three counterspells a turn, he's going down fast without minions.
1) The Paladin with their "bag full of smites" still needs to deal with Fell Rebuke, so they're only landing one if he's played smart.
2) Subtle spells can still be Globed or Dispelled. Man, if only the designers gave him those abilities.
How exactly, do you contain a psionic without causing brain damage?
It's not like that problem doesn't already exist for sorcerers, and other than an antimagic shell, it has the same basic set of solutions: incapacitating effects like feeblemind or flesh to stone or polymorph.
D&D characters in general are exceedingly hard to contain, especially if you don't know their capabilities. Just a first-level character who happens to be Eladrin is a huge pain, and that's just the first example that comes to mind.
As I recall, lead is commonly supposed to be a block on psychic powers.
D&D characters in general are exceedingly hard to contain, especially if you don't know their capabilities. Just a first-level character who happens to be Eladrin is a huge pain, and that's just the first example that comes to mind.
As I recall, lead is commonly supposed to be a block on psychic powers.
1) Eladrin are easy to contain, they have to see where they're teleporting to. Blindfold or solid windowless cell, done.
2) Lead never blocked psionics in any edition of D&D. At best, it blocks some divinations, which is the least of the problem.
It's not like that problem doesn't already exist for sorcerers, and other than an antimagic shell, it has the same basic set of solutions: incapacitating effects like feeblemind or flesh to stone or polymorph.
So I guess every society without a 11+ level caster in their judicial system gets to kick rocks. Great worldbuilding you have there.
That's already the case when dealing with sorcerers, among many others. The argument here seems to be that psychic powers have a problem that's already extremely prevalent, so I don't think it's something to get worked up about.
Double-digit Int and Wis save bonuses, for starters. Also some relevant condition immunities. And five legendary saves.
Ah, so the psion gets to bypass every other defense the CR 26 enemy has and he has to fall back on his ability scores and legendary saves. Very design, such game, wow.
Sort of like the fighter, monk, ranger, etc. do. In fact, the martials just have to bypass his armor class, which isn't so hot.
But he's got no special defense to a paladin with a bag full of smites. Or just a sorcerer who can use subtle spell. Honestly, even with his three counterspells a turn, he's going down fast without minions.
1) The Paladin with their "bag full of smites" still needs to deal with Fell Rebuke, so they're only landing one if he's played smart.
2) Subtle spells can still be Globed or Dispelled. Man, if only the designers gave him those abilities.
Fell rebuke uses one of those precious reactions, and lands him in move range. And one smite still hits like a truck. Globe is 5th level and lower, and immobile, which means he has to sit there and take it from the martials. And casting means he can't use his beefier abilities.
Yeah, he's got some defenses, but it's not like he's uniquely vulnerable to the hypothetical psychic. He's just not designed to ruin their day in specific.
It's not like that problem doesn't already exist for sorcerers, and other than an antimagic shell, it has the same basic set of solutions: incapacitating effects like feeblemind or flesh to stone or polymorph.
So I guess every society without a 11+ level caster in their judicial system gets to kick rocks. Great worldbuilding you have there.
Nah, that's only if you care about keeping them alive. Death is also a pretty effective incapacitating effect. In any case, my main point is that this problem already exists so psions don't add a lot new to the problem.
Let’s say a party of six PCs are dungeon crawling. It has already been claimed by the pro-psionics are different crowd that prions can have the ability to polymorph. The pasión is polymorphed into a rodent and tries to pass himself off as the wizard’s familisr. How is the monster supposed to know that he just got ego whipped by the wizard’s familiar?
This assumes:
psychic attacks have no effect, visual or otherwise, that let the target know who attacked them
psi powers don't fall under "The creature is limited in the actions it can perform by the nature of its new form"
psi powers include shapeshifting which, while it probably occurs from time to time in the literature, is in no way something that can be considered a core psychic power
All of these are major assumptions about a system that doesn't exist, and certainly are not givens.
D&D characters in general are exceedingly hard to contain, especially if you don't know their capabilities. Just a first-level character who happens to be Eladrin is a huge pain, and that's just the first example that comes to mind.
As I recall, lead is commonly supposed to be a block on psychic powers.
1) Eladrin are easy to contain, they have to see where they're teleporting to. Blindfold or solid windowless cell, done.
Having an answer for one specific example doesn't disprove the general principle. There are 60+ species, 13 classes, and numerous subclasses. Are all their tricks so easily countered, all at once?
And this assumes that the imprisoners can identify an Eladrin as opposed to some other elf, know that they have that power, know the specific parameters of that power, etc, and can keep the necessary conditions intact. (That windowless cell fails as soon as somebody has to open the door.)
And yes, a well-informed enemy can probably counter all the tricks the party has, though it's going to start to feel railroady at some point. But then, they can do that with psychics as well, unless you specifically define them as having no stoppers.
2) Lead never blocked psionics in any edition of D&D. At best, it blocks some divinations, which is the least of the problem.
Not sure why we must be beholden to the decisions of previous incarnations of psi, especially if unblockability is such an obvious balance problem.
Nah, that's only if you care about keeping them alive. Death is also a pretty effective incapacitating effect.
So Evil societies that apply the death penalty to literally everyone regardless of transgression can deal with psions - fantastic. In actual D&D settings though, most civilized societies use prisons of some kind.
psychic attacks have no effect, visual or otherwise, that let the target know who attacked them
psi powers don't fall under "The creature is limited in the actions it can perform by the nature of its new form"
psi powers include shapeshifting which, while it probably occurs from time to time in the literature, is in no way something that can be considered a core psychic power
All of these are major assumptions about a system that doesn't exist, and certainly are not givens.
So are you saying your proposed psionics system would have these drawbacks? Because this is the closest you've come in the entire thread to offering up anything approaching specifics.
Having an answer for one specific example doesn't disprove the general principle.
It's not one specific example - literally every racial teleport relies on sight. It would be a basic precaution in just about any settlement of sufficient size.
Sensory effects would be a great way to show that Psions are doing things. Glowing eyes, auroras of light, shimmering, and distortion around manipulated objects or creatures are only a few options.
Okay, so Displays. Reinstating those would be better than nothing, sure, and allow manifesting to be noticed in the moment. That doesn't solve any of the other issues with detectability, let alone the other aspects of transparency, but at least you've made the first step.
People want psions to have no limitations basically. No way to anti psion them or protect against them.
Bring that whole idea around again to the Caster, Martial divide. Its bad enough now and some people want it to be even worse.
For this simple reason psionics will never fit into D&D the right way.
As for jailing casters.
Just make up simple anti magic shackles. Those and a Hannibal Lector type of Mask of Silence and most casters are shut down. A full hood or windowless room will stop most teleporting.
Nothing could totally stop all possible ways out, or in.
Any town with enough money to build a real jail will very quickly buy a few magic items to help with holding casters.
A simple cantrip can produce a perfect image of the prisoner.(a normal artist can copy) So if he escapes he will be able to be hunted by standard means and also magical means.
With magical hunting possible it would be standard practice to take and hide a personal item or clothing from each prisoner. Something that could be used to track them if they escape.
Special monsters or animals could be used to watch over or track them also.
Gelatinous cubes in the septic system to stop anything from escaping that way.
Nah, that's only if you care about keeping them alive. Death is also a pretty effective incapacitating effect.
So Evil societies that apply the death penalty to literally everyone regardless of transgression can deal with psions - fantastic. In actual D&D settings though, most civilized societies use prisons of some kind.
Which PCs are expected to escape from in, generally, 1-2 sessions, and villains escape from when plot convenient. Actual lasting imprisonment is generally plot device "the cult of X plans to free him from his eternal prison" and on level of imprisonment.
If by now you mean 4 days ago, then sure. I have been advocation for Sensory effects since I got into this mess of a thread, against my better judgement.
No, try again. Exactly two abilities in that linked post mentioned having a noticeable display of any kind - "Psionic Attack" and "Psionic Burst." None of the others you proposed did. Not only is that not a display system, it's not even suggesting that you think an overarching display system of any kind is necessary.
Maybe you should take breath and come back and have a more civil conversation.
I'm not merely advocating for it being "magic", I'm recommending it be based on the full spellcasting framework (with the main difference being the removal of VSM components and rebalancing their power, ammunition etc around that.)
And I appreciate your input on my 'conversation,' but I have been civil.
Which PCs are expected to escape from in, generally, 1-2 sessions, and villains escape from when plot convenient. Actual lasting imprisonment is generally plot device "the cult of X plans to free him from his eternal prison" and on level of imprisonment.
PCs are not the only characters in a world. For a world to feel believable and lived-in, questions like how does a level 1 Eladrin Enchanter (PC or NPC) not end up running the entire kingdom from the shadows besides DM fiat need to be answered by the world-building. And introducing full-on psionics to those worlds compounds that question considerably, which is why the mechanics need to be considered carefully to avoid injecting ludonarrative dissonance all over the place.
Because ignoring components isn't "the core of psychic abilities". It's just spellcasting badly. Spellcasting, but ignoring the rules of spellcasting. Folks have fixated on the idea that what fans and proponents of psychic abilities want is just subtle spellcasting. No. That's still just spellcasting, and it still means classes like the Aberrant Mind have no reason, justification, or purpose for being a "psychic" character instead of yet another boring ho-hum every-village-has-twelve-of-them spellcaster.
Hell, if I were writing a system of psychic abilities for 5e, I'd consider giving psychic abilities Signs rather than "components". The psychic character doesn't need thirty pounds of penguin spleens, they don't need to bellow Magic Words loud enough people can hear them in the Underdark, and they don't need to do the Jazz Hands...but utilizing their power creates supernatural signs. Psychokinetic abilities might induce visible warping and shifting in the air around objects/targets being manipulated. Direct psychic damage and mental attacks might evoke ethereal chimes or ringing, or cause the attacker's veins to bulge or their eyes to shine with otherworldly light. Charm and coercive abilities honestly feel like they would carry a scent to me - something the uninitiated would just think is weird, but which is unmistakable to anyone who knows what to sniff for.
That could be a fun differentiator - rather than needing to produce nonsensical fake law-of-sympathy objects to power their abilities, psychic characters use their abilities and that usage induces supernatural signs in their vicinity. Difference seems largely semantic, but I'd argue not at all - there's a lot of interesting ground you could cover with the idea that psychic abilities cause supernatural signs. Stronger abilities manifest more severe signs, and the most potent psychic powers might start warping reality in more permanent and/or unfortunate ways. A bit like Wild Magic, but without the endless myriad dumb**** things that make Wild Magic utterly awful to deal with as both a player and a DM.
The important matter, however, is that psychic abilities are distinct and different from Magic, in a way that gives them a valid space, reason, and justification to exist. That gives a player a reason to want to play a psychic character, instead of the system and DM both punishing that player for their hubris in wanting to be something other than another boring basic spellcaster.
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Listen, if you want to build something that is separate from spell slots Go for it. I think it would still need to be carefully balanced so that it doesn't wind up either way too strong or way too weak but I am not wholly opposed to the attempt at doing so.
But at the end of the day It needs to have magic as it's underlying principle in order for it to mesh with the extent mechanics of the game due to the tendency to balance encounters more and more at higher levels by making spell resistance (or straight up antimagic) a thing to curb the power of wizards. If say... a psychokinetic can just toss around disintegrates or other abilties that bypass this then it causes more problems in game design. Beyond that, there is no actual counterplay to psionics as a system (for reasons that I shouldn't have to state at this juncture) for either PCs or NPCs.
Realistically, for this to truly work you would need to build the entire game from the ground up with the existence of psionics as a consideration along side Magic , Martial and Skill focused character types which would require an entirely new edition which we aren't getting for at least several more years unless One goes over like Asbestos ski masks.
The reality is, regardless of mechanics, you can't do this because spellcasters already stomped all over your niche before psychics even existed in the game. Settings that separate magic and psi do it by not letting magic do the things psi is supposed to be good at, and that ship sailed sometime back in the mid-1970s.
I mean, this is kind of a crude way of saying it but Pantagruel666 isn't wrong; By the time the first attempts at psionics were made the spell schools were already a thing and several of them (illusion, enchantment and divination) were doing traditional "psychic" things while telekinesis was an upper tier spell leaving kinetics pretty much out in the cold.
It's also why again: The only way to really solve this problem is to have psionics be a part of the game while it is being developed as opposed to years and years later when it's going to fit in like an NFL linebacker at a Loli convention.
You know they can get more points right? By trading in spell slots? And therefore the advantage of having completely undetectable and uncounterable magic is offset by the disadvantage of having fewer uses per long rest? That's a thing called "game balance."
So tell me what counters you had in mind then; I'll wait. I'll even link Vecna the Archlich again. What could he do to interfere/interact with your psion's abilities?
Yeah I'd be curious how someone goes about capturing and/or containing a psionic.
How exactly, do you contain a psionic without causing brain damage?
It's not like that problem doesn't already exist for sorcerers, and other than an antimagic shell, it has the same basic set of solutions: incapacitating effects like feeblemind or flesh to stone or polymorph.
Double-digit Int and Wis save bonuses, for starters. Also some relevant condition immunities. And five legendary saves.
Also, the fact that he's got significant defenses against spellcasters can mostly be attributed to the fact that high-level casters are unbalanced.
Or maybe just that he's supposed to be one of the greatest wizards of all time, so of course regular mortal casters can't play on his level. I would expect a martial opponent of the challenge level he's supposed to present to give the martials of the party a hard time. If psychic characters were added, an epic-level mind flayer foe would be well-prepared to kick their teeth in.
But he's got no special defense to a paladin with a bag full of smites. Or just a sorcerer who can use subtle spell. Honestly, even with his three counterspells a turn, he's going down fast without minions.
But yes, high-level opponents likely get magic defenses because high-level casters are so powerful. And psychic characters, were they separated from the spell system could just... not be that. Similar power level to martials is an option. So is more powerful, but still not on the level of a full-blown wizard. Very powerful within a narrow domain, less so outside it is tricky enough (mostly because games differ so much) that it's likely not the way to go.
You're really overselling the importance of this. And it can be magic and not be spells, like so many other class powers are, which again renders Vecna's super counterspell useless.
So I guess every society without a 11+ level caster in their judicial system gets to kick rocks. Great worldbuilding you have there.
Oh hey, notice how polymorph turns off spellcasting but doesn't say anything about psionics? Or how psionics requires neither hands nor speech? Nice.
Ah, so the psion gets to bypass every other defense the CR 26 enemy has and he has to fall back on his ability scores and legendary saves. Very design, such game, wow.
edit:
1) The Paladin with their "bag full of smites" still needs to deal with Fell Rebuke, so they're only landing one if he's played smart.
2) Subtle spells can still be Globed or Dispelled. Man, if only the designers gave him those abilities.
D&D characters in general are exceedingly hard to contain, especially if you don't know their capabilities. Just a first-level character who happens to be Eladrin is a huge pain, and that's just the first example that comes to mind.
As I recall, lead is commonly supposed to be a block on psychic powers.
1) Eladrin are easy to contain, they have to see where they're teleporting to. Blindfold or solid windowless cell, done.
2) Lead never blocked psionics in any edition of D&D. At best, it blocks some divinations, which is the least of the problem.
That's already the case when dealing with sorcerers, among many others. The argument here seems to be that psychic powers have a problem that's already extremely prevalent, so I don't think it's something to get worked up about.
Sort of like the fighter, monk, ranger, etc. do. In fact, the martials just have to bypass his armor class, which isn't so hot.
Fell rebuke uses one of those precious reactions, and lands him in move range. And one smite still hits like a truck. Globe is 5th level and lower, and immobile, which means he has to sit there and take it from the martials. And casting means he can't use his beefier abilities.
Yeah, he's got some defenses, but it's not like he's uniquely vulnerable to the hypothetical psychic. He's just not designed to ruin their day in specific.
Nah, that's only if you care about keeping them alive. Death is also a pretty effective incapacitating effect. In any case, my main point is that this problem already exists so psions don't add a lot new to the problem.
This assumes:
All of these are major assumptions about a system that doesn't exist, and certainly are not givens.
Having an answer for one specific example doesn't disprove the general principle. There are 60+ species, 13 classes, and numerous subclasses. Are all their tricks so easily countered, all at once?
And this assumes that the imprisoners can identify an Eladrin as opposed to some other elf, know that they have that power, know the specific parameters of that power, etc, and can keep the necessary conditions intact. (That windowless cell fails as soon as somebody has to open the door.)
And yes, a well-informed enemy can probably counter all the tricks the party has, though it's going to start to feel railroady at some point. But then, they can do that with psychics as well, unless you specifically define them as having no stoppers.
Not sure why we must be beholden to the decisions of previous incarnations of psi, especially if unblockability is such an obvious balance problem.
I do not see why psionics could not have some Somatic, Verbal, Material components or even a focus.
So Evil societies that apply the death penalty to literally everyone regardless of transgression can deal with psions - fantastic. In actual D&D settings though, most civilized societies use prisons of some kind.
So are you saying your proposed psionics system would have these drawbacks? Because this is the closest you've come in the entire thread to offering up anything approaching specifics.
It's not one specific example - literally every racial teleport relies on sight. It would be a basic precaution in just about any settlement of sufficient size.
You were the one who claimed to "remember" a lead weakness, I was just correcting you. It seems you pulled that out of... thin air.
None of you said anything specific until now, that was my point.
Okay, so Displays. Reinstating those would be better than nothing, sure, and allow manifesting to be noticed in the moment. That doesn't solve any of the other issues with detectability, let alone the other aspects of transparency, but at least you've made the first step.
I love this argument line.
People want psions to have no limitations basically. No way to anti psion them or protect against them.
Bring that whole idea around again to the Caster, Martial divide. Its bad enough now and some people want it to be even worse.
For this simple reason psionics will never fit into D&D the right way.
As for jailing casters.
Just make up simple anti magic shackles. Those and a Hannibal Lector type of Mask of Silence and most casters are shut down. A full hood or windowless room will stop most teleporting.
Nothing could totally stop all possible ways out, or in.
Any town with enough money to build a real jail will very quickly buy a few magic items to help with holding casters.
A simple cantrip can produce a perfect image of the prisoner.(a normal artist can copy) So if he escapes he will be able to be hunted by standard means and also magical means.
With magical hunting possible it would be standard practice to take and hide a personal item or clothing from each prisoner. Something that could be used to track them if they escape.
Special monsters or animals could be used to watch over or track them also.
Gelatinous cubes in the septic system to stop anything from escaping that way.
Which PCs are expected to escape from in, generally, 1-2 sessions, and villains escape from when plot convenient. Actual lasting imprisonment is generally plot device "the cult of X plans to free him from his eternal prison" and on level of imprisonment.
No, try again. Exactly two abilities in that linked post mentioned having a noticeable display of any kind - "Psionic Attack" and "Psionic Burst." None of the others you proposed did. Not only is that not a display system, it's not even suggesting that you think an overarching display system of any kind is necessary.
I'm not merely advocating for it being "magic", I'm recommending it be based on the full spellcasting framework (with the main difference being the removal of VSM components and rebalancing their power, ammunition etc around that.)
And I appreciate your input on my 'conversation,' but I have been civil.
PCs are not the only characters in a world. For a world to feel believable and lived-in, questions like how does a level 1 Eladrin Enchanter (PC or NPC) not end up running the entire kingdom from the shadows besides DM fiat need to be answered by the world-building. And introducing full-on psionics to those worlds compounds that question considerably, which is why the mechanics need to be considered carefully to avoid injecting ludonarrative dissonance all over the place.