Psychic


The Psychic
Veiled in mystery and deception, the Psychic wields the power of the mind to warp perception and bend reality to their whim. Through their mastery of illusion magic, they craft intricate phantasms and beguiling mirages, weaving a tapestry of deceit that confounds the senses of friend and foe alike. With each flick of their wrist, they conjure illusions so vivid and lifelike that even the most astute minds are ensnared in their enchanting web. In the hands of an Illusionist, truth becomes but a fleeting illusion, and the boundaries between reality and fantasy blur into a mesmerizing dance of shadows and light.
Commencement Package
One Spell from the class spell list.
+5 Willpower, +5 Sense Magic, -3 Lifting, -4 Wrestling
Level 1
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod
+1 Sense Intent
+1 Scroll Writing
+1 Sense Magic
Level 2
1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod
+1 Willpower
+1 Concentration
+1 Seal Tampering
Level 3
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Arcane
+1 Concentration
+1 Sense Intent
Level 4
1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod
+1 Sense Intent
+1 Scroll Writing
+1 Sense Magic
Level 5
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod
+1 Willpower
+1 Concentration
+1 Seal Tampering
Level 6
1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Arcane
+1 Concentration
+1 Sense Intent
Level 7
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod
+1 Sense Intent
+1 Scroll Writing
+1 Sense Magic
Level 8
1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod
+1 Willpower
+1 Concentration
+1 Seal Tampering
Level 9
1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod
+1 Knowledge of Arcane
+1 Concentration
+1 Sense Intent
Spell List
Reverberating Scream
Level 1 Yellow Spell (5)
Element: Sonic
Mechanics: d6 sonic damage potency 14 vs concentration/toughness, level 1 cone
Cost:3mp
Cast time:1AA,1MA
Modality:The caster magically shouts so loudly the vibrations echo through the mind and can eventually drop creatures dead.
Notes: The caster can spend 2BA to add a level 2 cone.
Cosmic Shout
Level 2 Yellow Spell (6)
Element: Sonic
Mechanics: d12 sonic damage, infinite range straight up from the target space. Can only be cast outside of structures.
Cost:6mp
Cast time:1AA,1MA
Modality:The caster rains in a bizarre sound from the cosmos down upon the target.
Notes: The caster can spend 2BA to add a level 2 ring to the effects of this spell.
Yell
Level 6 Yellow Spell (10)
Element: Sonic
Mechanics: d20 sonic damage, level 2 cone, the caster can’t dodge the round this spell is cast.
Cost:18mp
Cast time:1AA,1MA
Modality:The caster magically shouts so loudly the vibrations echo through the mind and can eventually drop creatures dead.
Notes: The caster can spend 2BA to reduce this spells cost by 9mp if
Hyper frequency
Level 6 Yellow Spell (10)
Element: Sonic
Mechanics: d20 sonic damage, 6 space range, beam, the caster can’t dodge the round this spell is cast. This spell only affects beasts.
Cost:9mp
Cast time:1AA,1MA
Modality:The caster makes a super high pitches sound that only
Notes: The caster can spend 2BA to reduce this spells cost by 9mp if
Lesser illusion
Level 3 Yellow Spell (6)
Element: Illusion
Mechanics: 6 space range, 5ft cubed optical, and mobile illusion potency 18 vs natural senses/accuracy.
Cost:9mp
Cast time:1AA
Modality:The caster conjures up an illusion that can look like anything and move about.
Notes: The caster can spend 2BA to give this spell 15 foot cubed optical illusion instead of 5ft.
Soothe
Level 3 Yellow Spell (6)
Element: Illusion
Mechanics: 6 space range, calm (The target can't attack with their attack action.) potency 18 vs concentration/intelligence.
Cost:9mp
Cast time:1AA
Modality:The caster closes their eyes and transfers a serene turquoise looking energy into the target that briefly takes violence out of their minds and hearts.
Notes: The caster can spend 2BA to give this spell’s potency a d12hp heal and deal that many yellow tower counters.
Psychic Hammer
Level 2 Yellow Spell (5)
Element: Psychic
Mechanics: 6 space range, d6 psychic damage, ¼ chance to deal the caster’s intelligence mod as knock back.
Cost:6mp
Cast time:1AA
Modality:The caster psychically attacks the mind of the foe, Which causes the body to physically respond as if it were damaged. Stronger minded caters can even toss their foes about with this spell.
Notes: The caster can spend 2BA,1MA to add two more d4 chances to this spell and give it knock down.
Hissing
Level 4 Yellow Spell (7)
Element: Psychic
Mechanics: 6 space range, d12 yellow tower counters.
Cost:12mp
Cast time:1AA
Modality:The caster fills their mind with psychic energizers that cause them to hear a debilitating ringing sound. This sound at high levels can cause insanity.
Notes: The caster can spend 2BA to remove the cost and cast time of this spell and instantly scramble the mind of a unit subdued by yellow tower counters. This renders the target permanently insane.
Muddle
Level 5 Yellow Spell (7)
Element: Psychic
Mechanics: Caster potency 17 vs concentration/intelligence, level 3 cone, Daze(The target can't act or dodge until another unit engages them) potency 22 vs concentration/intelligence.
Cost:15mp
Cast time:1AA,1MA
Modality:The caster sends a pulse containing a convoluted psychic message that takes the brain a while to process, briefly leaving any targets vulnerable to attacks.
Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if outnumbered.
Lesser Mind Control
Level 3 Yellow Spell (7)
Element: Psychic
Mechanics: caster potency of (12 + the target’s willpower/intelligence) vs the caster’s roll plus their concentration/intelligence. 6 space range, Mind control (The caster controls the target’s move action and attack action. The caster can't make the target hurt themselves. The target will still dodge attacks and harm normally. If the caster intentionally attacks the target the effect is lost.) potency 12 vs willpower/intelligence.
Cost:9mp
Cast time:1AA,1MA
Modality:The caster psychically takes hold of the target's mind and has them do their binding.
Notes: The caster can spend 2BA to reduce the caster potency of this spell by 4.
Mind Control
Level 3 Yellow Spell (7)
Element: Psychic
Mechanics:Caster potency 22 vs concentration/intelligence, 6 space range, Mind control (The caster controls the target’s move action and attack action. The caster can't make the target hurt themselves. The target will still dodge attacks and harm normally. If the caster intentionally attacks the target the effect is lost.) potency 18 vs willpower/intelligence.
Cost:9mp, 8 round cooldown
Cast time:1AA,1MA
Modality:The caster psychically takes hold of the target's mind and has them do their binding.
Notes: The caster can spend 2BA to remove the cooldown from this spell if the target is a humanoid and a lower level then them.
Brainwash
Level 5 Yellow Spell (9)
Element: Psychic
Mechanics:Caster potency 22 vs concentration/intelligence, 6 space range, deals a d2 yellow tower counters and Mind control (The caster controls the target’s move action and attack action. The caster can't make the target hurt themselves. The target will still dodge attacks and harm normally. If the caster intentionally attacks the target the effect is lost.) potency 14 vs willpower/intelligence. The caster can’t dodge the round this spell is cast.
Cost:15mp
Cast time:1AA,1MA
Modality:The caster psychically takes hold of the target's mind and has them do their binding.
Notes: The caster can spend 2BA to remove the cost and cast time of this spell and permanently control a unit subdued to yellow tower counters. This unit however takes EXP like any other NPC.
Push Thought
Level 3 Yellow Spell (7)
Element: Psychic
Mechanics: Special aiming and target stat of intelligence. caster potency of (12 + the target’s willpower/intelligence) vs the caster’s roll plus their concentration/intelligence. 6 space range, The target must perform an action they can reasonably do with one turn. This spell does not resolve until the action is performed or until this spell is sealed tampered off. The action can not include directly hurting oneself or loved ones.
Cost:9mp
Cast time:1AA,1MA
Modality:The caster psychically places a thought in the target’s mind that they feel they must carry out.
Notes: The caster can spend 2BA to reduce the caster potency of this spell by 4.
Command
Level 6 Yellow Spell (10)
Element: Psychic
Mechanics: Special aiming and target stat of intelligence. caster potency of (12 + the target’s willpower/intelligence) vs the caster’s roll plus their concentration/intelligence. 6 space range, The target must perform an action they can reasonably do with one turn. This spell does not resolve until the action is performed or until this spell is sealed tampered off. The action can include directly hurting oneself or loved ones.
Cost:18mp
Cast time:1AA,1MA
Modality:The caster psychically places a thought in the target’s mind that they feel they must carry out no matter the consequences.
Notes: The caster can spend 2BA to reduce this spell’s cost by 9mp if the target is a lower level than the caster.
Detect Minds
Level 3 Yellow, Purple Spell (4)
Element: Psychic, Space
Mechanics: Detect any unit on the battlefield with independent thoughts, through even walls.
Cost:9mp
Cast time:1MA
Modality:The caster can psychically sense those nearby.
Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp outside of mattle.
Psionic Weapon
Level 3 Yellow Spell (6)
Element: Psychic
Mechanics: The caster creates any basic weapon out of partially translucent psionic energy. The weapon remains until the end of the battle and deals Psychic damage instead of its normal damage type.
Cost:9mp
Cast time:1AA
Modality:The caster channels psionic energy into the form of a weapon or shield. This energy is stable for disappears at the end of the conflict.
Notes: The caster may spend 2BA to create any basic object, not just any weapon.
Slumber
Level 6 Yellow Spell (10)
Element:Physic
Mechanics: sleep (wake up after another unit engages you unless it’s non combat like moving or going through their pockets, if they are engaged in this way the target may attempt to clear the check again whenever engaged in this way. When the target wakes up they may use a reaction Bonus action to stand up) potency 22 vs willpower/intelligence.
Cost:18mp
Cast time:1AA,1MA
Modality:The caster touches the target’s head and uses magic to put them to sleep.
Notes:The caster may spend 2BA to reduce this spell’s cost by 12mp if the caster is hidden.
Memory Manipulation
Level 2 Yellow Spell (5)
Element: Psychic
Mechanics: deals a d10 yellow tower counters.
Cost:6mp
Cast time:1AA
Modality:^^^
Notes: The caster can spend 2BA to manipulate the memories of a target creature subbed to yellow tower counters. The caster can implant false memories, alter existing memories, or erase memories altogether, making the target forget important information or even their own identity.
Mirror Images
Level 3 Yellow Spell (6)
Element: Illusion
Mechanics:The caster creates 4 illusionary (optical and mobile) copies of themselves that move and act independently uncontrolled by the caster, making it difficult for enemies to target the real one. The potency to see through the illusions is 16 vs natural senses/accuracy. The spell lasts 3 rounds before the illusions disappear.
Cost:9mp
Cast time:1AA
Modality:The spell creates 4 identical, mirror-image versions of themselves that move and act independently, confusing enemies and forcing them to waste attacks on the illusions.
Notes: The caster can spend 2BA any time this spell is active, to control 1 of the mirror images actions for the round.