Psychic

The following are spells for Psychic magic.

When selecting spells, you can either make a spell to take or learn a premade spell. Premade spells have unique effects while these designed spells are typically standard attacking-type spells.

Spell Creation

When designing a spell you choose which level the spell will be for, and an Effect, Range, and Spread. Each spell created in this manner is always a standard action to cast, and these spells have a duration of Instantaneous as these spells are always spells which immediately come into effect.

You choose what level you want the spell to be when selecting the Effect of the spell. Range and Spread can modify the spell's level. Modifications to a spell's level cannot bring it below 1, and if the spell would be brought above Level 5 you increase the MP cost by every 2 the spell would go over 5 by.

You cannot create spells which would be of a higher level than you're able to cast.

Effect

When creating a spell, you must first choose an Effect. These are the crux of what the spell does when cast. Two effects can be applied to the same spell, however if this is done you decrease the effectiveness of both spell's Effects by one level. Thus if you wanted to create a Level 2 Spell which dealt fire damage and also inflicted a Status Effect, it would count as Level 1 for the damage, available status effects, and maximum status intensity.

Range

A spell's range determines how far it can go - if it can even go far at all. These serve as modifiers to the spell's overall level.

Range Level Adjustment
Melee -1 Level
Close (6 sq.) +0 Level
Medium (12 sq.) +1 Level
Long (24 sq.) +2 Level
Extreme (48 sq.) +3 Level

Spread

A spell's range determines how much of an area it effects, if it affects an area at all. If Melee is the Range, only Single can be chosen for the Spread.

Spread Type Level Adjustment
Single / Ray +0 Level
Burst +1 Level
Cone +1 Level
Radius +2 Level
Line +2 Level
Spiral +2 Level
Stream +2 Level
  • Ray / Single: This is either a ray or a single target spell. It affects the target it's aimed for, and nobody else.
  • Burst: This spell affects a single target first, then affects other targets adjacent to the original target. The adjacent targets are only deals half damage if damage is chosen. If status effect is chosen, the attack roll is at a -2k0 penalty.
  • Radius: This spell bursts out in a radius from a target square, spreading out from that area. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the radius' spread (for example, a Range of Close uses a Spread of 6 squares), and the Range of the spell is instead multiplied by 5.
  • Line: This spell comes out as a line from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the line's spread which is then multiplied by 5, and the spell's origin square is the caster instead.
  • Cone: This spell comes out as a cone from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the cone's spread, and the spell's origin square is the caster.
  • Spiral: This spell comes out as a spiral from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. This functions as a Line, but after the first 2 squares a new leg is created and turns 90 degrees (left or right, caster's choice), and each round after the first a new leg sprouts and turns 90 degrees. This is done out to the length of the spell if it were a Line, creating the final leg of the spell before dissipating the round thereafter.
  • Stream: This spell comes out as a stream from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. This functions as a Line, but every round for 1d5 rounds, you can move the line as if you had cast it again. Doing this will require a new attack against any enemies caught in the attack after it has been moved.

Special Rules

All Psychic spells have the [Mind-Affecting] tag. If you're immune to Mind-Affecting spells but are able to cast these, you are counted as not being immune to your own spells.

Premade Spell List

Spell Name Spell Level MP Cost Description
Move Object 1 1 Use telekinesis to move an object with your mind.
Psychometry 1 1 Read the brief history bestowed upon an object.
Psychic Senses 1 1 Detect intelligent creatures, ghosts, and other psychics nearby.
Bad Trip 1 1 Affect an ally similar to how a hallucinogen may affect them.
Overload Mind 1 1 Overload a person's brain with psychic energy, hurting their brain in the process.
Telekinetic Spear 1 1 Hurl a spear of telekinetic force out at a foe.
Mirror Mind 1 1 Someone you touch is considered as having the exact same thoughts as you for some time.
Kneel 1 1 Cause someone to fall prone to their knees.
Light Body 1 1 You can prevent yourself from drowning among other hazards.
Mind Grasp 1 1 Using your telekinetic energy you are able to grab things or people and hold them tight.
Synesthesia 1 1 You're able to assist the usage of one of your senses through using another sense entirely.
Leech Knowledge 1 1 Steal knowledge from an unsuspecting schmuck.
Thought Transfer 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Mind Reading 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Protect Sanity 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Mind Over Matter 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Migraine 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Fling 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Repeat Action 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Open the Veil 2 4 Transfer latent thoughts from yourself or an ally to another ally.
False Wounds 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Psychic Power 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Redirect Injury 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Psychic Combustion 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Shared Fear 2 4 Transfer latent thoughts from yourself or an ally to another ally.
Confusion Beam 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Psychic Lightning 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Dreamscape 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Mind Game 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Hold in Place 3 8 Create a beam of multicolored, psychic energy which confuses foes.
False Wall 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Deadly Nightmare 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Telekinetic Target 3 8 Create a beam of multicolored, psychic energy which confuses foes.
Forced Comradery 3 8 Force someone to become your ally for a short time.
Loneliness 3 8 Make an enemy think they're all alone, even though they really aren't.
Destroy Neurons 4 12 Inflict immense pain by destroying neurons within an opponent's brain.
Foresight 4 12 Inflict immense pain by destroying neurons within an opponent's brain.
Lesser Control 4 12 Inflict immense pain by destroying neurons within an opponent's brain.
Distorted Reality 4 12 Inflict immense pain by destroying neurons within an opponent's brain.
Uncontrolled Rage 4 12 Inflict immense pain by destroying neurons within an opponent's brain.
Temporal Pulse 4 12 Stun an opponent with psychic force.
Physical Surge 4 12 Grant yourself a boost of speed through your psychic power.
Psychic Combat 4 12 Float three weapons around yourself, attacking using them with your mind.
Hitchhiker 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Brainstem Sever 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Anathema 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Gravity Vortex 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Psi Aura 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Explode Stem 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Complete Control 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Coma 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
Psychic Feedback 5 16 Force your consciousness to enter another target's mind, becoming a permanent new resident.
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