The Psychic draws their power from an innate link to the Arcane Realm. Odd even for those who practice wizardry, Psychics specialize in every magic dealing with the mind. They are able to communicate telepathically, create illusions, move objects with their mind, and more. When they pile their efforts into Arcana, Insight, and Persuasion, there is little else they need.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | A2 | Gift Of Gab | 3 act | 3 actions. You erase the memory of all targets in the vicinity. They forget the last 10 seconds (or 3 rounds of battle). Arcana vs Will. Upgrades:
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| 2 | B2 | Illusion | 6 act | 6 actions. You conjure an audial OR visual illusion to deceive enemies. An audial illusion can only be as loud as a yell, a visual illusion can only be up to Medium size, and it lasts for as long as you keep casting. Arcana vs Detection. Upgrades:
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| 2 | C2 | Mirage | 6 act | 6 actions. Enchants a target within 10 spaces to see and hear only what you want them to. Lasts for as long as you concentrate, not speaking or making any other attacks during this time. Insight vs Will. |
| 2 | E2 | Sudden Awakening | 5 act | 5 actions. You awaken all targets within 10 spaces. They wake up if they were asleep, stand up if they were prone, and gain +5 Temp HP. Remove all mind-altering affects from them, including Charms, Taunts, Confusions, Haunts, etc. Must roll +12 Insight. |
| 3 | A3 | Friends | 6 act | 6 Actions. Cast on a target within 5 spaces. Everyone who makes Charisma rolls against that target may take the higher of 2d20 rolls. Lasts 5 turns. When the spell ends, the target will be aware that this was cast on them. Upgrades:
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| 3 | B3 | Blinding Light | 2 act | 2 actions. You blind everyone in a 1x5 area cone. Lasts 1 turn. Everyone outside this cone merely sees a flash of colors emanating from your hand. Arcana vs Will. |
| 3 | C3 | Id Insinuation | 4 act | 4 actions. You flood a target with indecision. Their Move actions cost +1 action, casting spells costs +3 actions, and all other attacks cost +2 actions. Lasts 3 turns. Insight vs. Will. |
| 3 | E3 | Time Warp | 1 act | 1 action. You slow time around you slightly. The one who takes their turn before you this round goes after you next round. You may keep 'cutting in line' until the end of battle. Must roll 15+ Arcana. |
| 4 | A4 | Therapeutic Touch | 5 act | 5 actions. You provides therapy to a target next to you. Each turn, that target rolls 1d6. On a 6, all of their diseases, poisons, and psychic afflictions are cured. Lasts 10 turns or until cured. Insight vs Will. Upgrades:
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| 4 | B4 | Discourage | 6 act | 6 actions. You send crippling doubt to a target within 5 spaces. That target must take the lower of 2d20 rolls for all skills, and cannot achieve a critical success. Lasts for as long as you concentrate, not making any actions. Insight vs Will. |
| 4 | C4 | Haunt | โ | 6 turns. Add half your Arcana to your Intimidate to send a target within 7 spaces running in fear. They will not run into danger, but will otherwise run in a random direction away from yourself. Lasts 5 turns. Intimidate vs Will. |
| 4 | E4 | Synchronicity | 12 act | 12 actions. You synchronize a target next to you with the world around them. They gain +10 Acrobatics when avoiding obstacles, they treat all cover as +1 size larger, and can take the higher of 2d20 Driving/Piloting rolls. Lasts 1 hour. |
| 5 | A5 | Catnap | 6 act | 6 actions. You put a target to sleep. After 1 minute (or 5 turns) of sleeping, the target will wake, healing 1d4 HP and with all their abilities refreshed. If the target takes 6 damage while asleep, they will wake instantly without the benefit. Arcana vs Will. |
| 5 | B5 | Psychosis | 6 act | 6 actions. You convince a target that they are deathly sick. Each turn, they are limited to 1 Move action and will only make attempts to heal themselves. Lasts 5 turns or until dismissed. Insight vs Will. |
| 5 | C5 | Charm | 6 act | 6 actions. Charms a target within 5 spaces into doing your bidding for 3 turns. The target cannot be commanded to harm itself. Insight vs Will. Upgrades:
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| 5 | E5 | Telekinetic Slow | 5 act | 5 actions. You concentrate, slowing down all targets within 5 spaces to 1 Move action. Lasts for as long as you concentrate, not speaking or attacking. Arcana vs Will. |
| 6 | A6 | Motivation | 3 act | 3 actions. You enchant a target you can touch, replacing their base Persuasion score with your base Arcana score. Lasts 5 turns or 1 minute. Insight vs Will. |
| 6 | B6 | Phantasm | Passive | Requires Haunt.
Passive. Anyone under the effect of your Haunt takes 2d6 psychic damage every turn. Requires: Haunt |
| 6 | C6 | Mirror Image | 4 act | 4 actions. 3 duplicates of yourself emerge from your space. They make any sounds you can, and you may control their movements independently of your own, though they cannot physically touch anything. Any object that passes through the images will cause them to disappear. If they are next to you, they have a chance to intercept attacks meant for you.
- 1 adjacent image: 5+ on d6 roll
- 2 adjacent images: 3+ on d6 roll
-3 adjacent images: guaranteed intercept
Lasts 10 turns or until all images disappear. Arcana vs Insight. Upgrades:
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| 6 | E6 | Zero Gravity | 4 act | 4 actions. You eliminate gravity everywhere within 8 spaces. Anyone who makes a Move action will also start levitating at a speed relative to their movement (jumping will levitate one faster than running). Anyone who leaves the area will instantly fall to the ground, taking appropriate impact damage. Lasts for as long as your concentrate, spending 4 actions each turn. Arcana vs Will. |
| 7 | A7 | Dream | 60 act | Requires sleeping target, or knowledge of the sleeping target's vicinity. 60 actions. You or a willing ally enter a trance. Their consciousness enters your target's dream, where they can converse and even shape the dream's environment. Significant changes may end the dream prematurely. Your target will remember any messages delivered through this dream. Lasts until called off or the target wakes. Must roll 25+ Insight. |
| 7 | B7 | Mindwipe | 18 act | 18 actions. You lock a target's long-term memories away within their mind, inaccessible to them. This also reduces all their Intelligence skills to -6 (any skills at or lower than -6 are unaffected). You may cast this again to reverse it. Lasts until reversed or the target receives significant exposure to memory triggers. Arcana and Insight rolls must each surpass target's Will. |
| 7 | C7 | Mirage Arcane | 60 act | Requires Illusion.
60 actions. You morph your entire area's landscape, up to 100x100 spaces, into an environment of your choice. You can change the appearance of structures and add your own, but cannot remove them from the vicinity. You may change the appearance of all beings in the vicinity, but cannot control them - uncharacteristic behavior may break your illusion. Altered appearances affect all 5 senses, but cannot cause any more damage than the originals. Any illusion taken outside the vicinity will immediately disappear. Anyone in the vicinity may automatically roll Insight to discern the illusion upon initial casting, but anyone who enters afterward must consciously roll for it. Lasts 10 days or until dismissed. Arcana vs Insight. Requires: Illusion |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | F1 | Telekinetic Throw | 5 act | 5 actions. You throw an object you can see at a target you can see. The damage done depends on the object thrown. You can throw up to a Medium sized object. Arcana vs Reflex. Upgrades:
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| 2 | F2 | Hold Person | 6 act | 6 actions. You hold a target within 10 spaces still with your mind, reducing their Reflex to 0 and preventing them from making all actions except speaking. While concentrating on your target, you suffer the same penalties as them. Lasts for as long as you concentrate. Insight vs Will. |
| 2 | G2 | Retaliate | Reactive | Reaction. If you are successfully attacked by someone next to you, you may instantly strike them back for half damage. This will cost X actions on your next turn. You may use this ability as often as you like, until you run out of available actions for your next turn. Finesse Attack vs Fortitude. |
| 3 | F3 | Puppet | 3 act | Requires Hold Person.
3 actions. You take control of a target within 5 spaces. Whatever actions you perform, your target will perform as well. Each turn, they may roll for Will against your initial Insight roll, which diminishes by -1 each turn, to break free. Lasts for as long as you concentrate, not making any other attacks, or until dismissed or broken. Insight vs Will. Requires: Hold Person |
| 3 | G3 | Substance | Passive | Requires Illusion.
Passive. If your Illusion is of plant or nonliving material, you may give it all of its physical properties too. Requires: Illusion |
| 3 | I3 | Illusory Script | 1 act | 1 action. Your writing can only be read by those who you designate. To all others, it appears illegible, archaic, or even simply another language (as long as it's a language you know). Lasts for 10 minutes. Arcana vs Enchantments. |
| 4 | F4 | Telekinetic Bomb | 5 act | 5 actions. You unleash psychic energy from yourself, dealing 2d4 psychic damage to all targets within 3 spaces and throwing them up to 8 spaces further away from you. If you are not at full HP, this attack is unavoidable. Arcana vs Will. |
| 4 | G4 | Shadow Weapon | 12 act | Requires Substance.
12 actions. You summon a physical manifestation of any weapon you have seen before. Wielding the weapon has the same requirements as the original, though it deals 1 less die of damage. (If the original dealt 1d damage, your weapon deals -3 damage.) Lasts 1 hour or until disarmed, thrown, or dismissed. Must roll 16+ Arcana. Requires: Substance |
| 4 | I4 | Magic Mouth | 6 act | 6 actions. You grant an inanimate object within 2 spaces the ability to speak your language. The object can only talk about what it has experienced. Lasts 5 turns. Must roll 16+ Arcana. |
| 5 | F5 | Psychic Wound/Mend | 6 act | 6 actions. You concentrate on a target to either telekinetically tear them apart or heal them, dealing 2d6 damage (bypassing armor) or healing 2d6 HP each turn. This can be used on objects as well. Lasts for as long as you concentrate, not making any other actions. Arcana vs Will. |
| 5 | G5 | Phantom Steed | 18 act | Requires Substance.
18 actions. You summon your choice of illusory horse or car. Riding this Steed will require a Driving/Piloting or Animal Handling roll. Lasts 1 hour. You cannot casts any more spells until a long rest. Must roll 20+ Arcana. Requires: Substance |
| 5 | I5 | Distort Value | 5 act | 5 actions. You make an object appear either twice as valuable or half as valuable. Lasts 8 hours. Enchantments vs Detection. |
| 6 | G6 | Psychic Deflection | 1 act | 1 action. You conjure a psychokinetic barrier around yourself, gaining +10 Reflex against Ranged attacks. This can be used as a Reaction to a Ranged attack, costing 1 action on your next turn. Lasts 10 turns or until dismissed. Must roll 18+ Arcana. |
| 6 | I6 | Disguise Self | 12 act | 12 actions. You create an illusion about yourself, changing your appearance within certain limits:
- You can shrink/grow, but not enough to change your size type.
- You can modify your voice, but cannot use languages/codes you don't already know.
- You can create illusory objects on your person, though they are immaterial and will pass through other objects.
- You can look like any person you've seen before, but do not gain their differing abilities.
Lasts 1 hour. Arcana vs Insight. Upgrades:
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| 7 | I7 | Mask | 12 act | 12 actions. You enchant a person or object next to you. If anyone uses Insight on your target, it will provide false information to your liking. You may use this as a Reaction, but doing so will stun you for 2 turns. Lasts until dismissed. Must roll 25+ Arcana. (Touch a person or object. Until dispelled, they give false information whenever Insight is used on them.) |
| 8 | I8 | Invisibility | 4 act | 4 actions. You enchant a target next to you, turning them invisible. They gain +10 Stealth and cannot be seen by regular means. Lasts 1 hour or until dismissed. Must roll 27+ Arcana. Upgrades:
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| 10 | F10 | Omniscience | Passive | Passive. You gain +3 Insight, Culture, and Detection, and have a critical success on a roll of 19-20. Upgrades:
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| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | J2 | Mind Sliver | 3 act | 3 Actions. You send screaming thoughts to a target within 10 spaces, dealing 1d4 psychic damage and reducing their Will by 1d4. Lasts 1 turn. Psychic damage bypasses armor. Arcana vs Will. Upgrades:
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| 3 | J3 | Synapse Static | 4 act | 4 actions. Everyone in a 2x2 area is hit with static. They suffer a 1d6 penalty to all d20 rolls and cannot achieve a critical success. Lasts 3 turns. Arcana vs Will. Upgrades:
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| 3 | K3 | Encode Thoughts | 12 act | 12 actions. You pull a memory out of your head, or the head of a willing target next to you. It takes the form of a weightless ribbon and can be viewed by whomever you wish. It must be kept within a tiny closed container, or it will dissipate in minutes. Upgrades:
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| 4 | J4 | Migraine | 6 act | 6 actions. You give a migraine to a target within 10 spaces, dealing 1d4 psychic damage to them each turn. Lasts 1 day or until dismissed. Arcana vs Will. |
| 4 | K4 | Past Sight | 18 act | 18 actions. You can visualize all events that happened in your vicinity for the past 24 hours. Must roll 18+ Insight. Upgrades:
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| 5 | J5 | Silence | 6 act | 6 actions. You cast a metaphysical dome on a 4x4 area, which becomes silent. No sounds can happen within this zone, preventing spellcasting and sonic effects. Must roll 20+ Arcana. |
| 5 | K5 | Mindspy | 4 act | 4 actions. You look into the mind of a target within 5 spaces to see what they are planning for their next move. This plan can be subject to change depending on what happens between your turn and theirs. Insight vs Will. Upgrades:
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| 6 | J6 | Psychic Crush | 6 act | 6 actions. Stun a target within 5 spaces and deal 3d6 psychic damage to them. If this fails, they only take half damage and are not stunned. Arcana vs Will. |
| 6 | K6 | Telepathy | 4 act | 4 actions. You make a mental link between yourself and up to 8 others you can see. You can send clear thoughts through this link, no matter which languages you speak or how far apart you are. Lasts 1 hour. Arcana vs Will. |
| 7 | J7 | Tamper | 9 act | 9 actions. You add Arcana to your Software skill to enchant any number of electronic devices in your vicinity. Depending on the devices, you can: - Stop/start recording - Open/jam communications - (Dis)connect signals - Open/close/transfer files You may choose to erase any evidence of your tampering. Lasts 10 turns. Must roll 25+ Software. |
| 7 | K7 | Psychic Location | 18 act | 18 actions. You sense the location of a missing/hidden target, no matter how far. You must already know the name or nature of your target. This can also be used to detect traps and see past illusions and lies. Lasts 5 turns or until dismissed. Must roll 25+ Arcana. |
| 8 | J8 | Psychic Scream | 6 act | Requires Psychic Crush.
6 actions. You unleash a Psychic Scream, stunning everyone within 6 spaces and dealing 3d6 psychic damage to them each turn. Anyone who resists takes half damage and is not stunned. You must concentrate while casting this, not making any other actions. Lasts until called off. Arcana vs Will. Requires: Psychic Crush |
| 8 | K8 | Clairvoyance | 18 act | 18 actions. You create an invisible floating orb in any location that you have been to before. You may choose to hear or see the orb's surroundings. It takes 1 action to switch between seeing and hearing. Though you can move the orb 1 space per 2 actions, it is tangible and cannot go through walls. It has 1 HP and 0 defenses. Lasts 1 hour, or until dismissed or destroyed. Must roll 27+ Arcana. |