Psion
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Psionics are not magic: no counterspell, no anti-magic field, no tactical-phase declaration. You know all eight disciplines on day one and grow into their tiers.
Core Fantasy: You've touched something beyond mortal ken: the spaces between thoughts, the architecture of consciousness itself. Where wizards study books and prophets pray to gods, you look inward and find terrible, beautiful power waiting. Your mind is a blade, a shield, a key to doors that should remain locked.
What Makes a Psion:
- Psionics are NOT magic. Unaffected by anti-magic fields, can't be counterspelled
- You don't cast. You manifest, pulling power from your consciousness
- Your talents make you dangerous in combat, not just a ranged blaster
- Each discipline is vast. GM determines specifics based on your intent
SPONTANEOUS MANIFESTATION (Psion Unique Ability): Unlike spellcasters who must declare their spells in the tactical phase, psions do not declare. On your turn, you simply manifest whatever power you choose. This represents the instantaneous, reactive nature of mental power. It comes from within, requiring no preparation or focusing ritual.
- No tactical phase declaration required
- Choose your discipline and tier when you act
- Can react to battlefield conditions as they unfold
- Cannot be predicted by enemies
This makes psions uniquely flexible but also means they cannot benefit from coordinated planning the way declared spells can.
Psionic Disciplines: You know ALL 8 disciplines from the start. Each is a broad tool, not a specific effect.
Manifestation: Make an Ability Test (d20 + Cunning die + Tier) vs DC 10 + (Discipline Tier × 2). Success: Power works, no cost. Failure: Power works, but costs stamina equal to discipline tier.
MENTAL ECHO (Failed Manifestation): When you fail an Ability Test and must spend stamina, the psionic energy still releases, just not as intended. Choose one creature within 30 feet (ally or enemy). They experience a flash of your surface thoughts and emotions (disturbing but harmless), and you learn one surface thought from them in return.
Sustain: Effects lasting "while you focus" require an Ability Test each round (or when damaged) to maintain.
Tier Access: Tier 1-2 always. Tier 3 at psion level 5. Tier 4 at level 7. Tier 5 at level 9.
Psion Level: Number of Psion abilities purchased (1-12)
Psionic Focus (Psion Deeds)
Psionic Focus is how you shape your manifestations. Where disciplines define WHAT you do, Focus defines HOW you do it. Apply one Focus when manifesting to modify the effect.
Starting Focus: CONCENTRATE, SCATTER (gained with Psionic Awakening)
| Focus | Effect |
|---|---|
| CONCENTRATE | Single target only, but effect is enhanced (extra die of damage/healing, longer duration, harder save DC). |
| SCATTER | Affect up to Tier additional targets, but effect is diluted (one fewer die, shorter duration, easier saves). |
| SUSTAIN | Duration doubles, but intensity halves. What would be instant becomes 1 round; 1 round becomes 1 minute. |
| QUICKEN | Manifest as reaction instead of action. Ability Test at disadvantage. |
| SUBTLE | No visible manifestation. Observers don't know you did anything. Cannot be used with damaging effects. |
| LINK | Chain effect through mental connections. If target fails save, one creature they're thinking about is also affected. |
| IMPRINT | Leave lasting mental residue. Effect fades normally, but echoes return at random for 1d6 days (GM decides when). |
| INVERT | Reverse the discipline's nature. Damage becomes healing. Reading becomes sending. Enhancement becomes suppression. |
The 8 Disciplines
Each discipline is a broad psychic capability that scales with your power. You know all eight from the moment you awaken. The question is not which powers you have, but how deeply you've learned to use them.
Outside combat, these disciplines transform you from adventurer to something else entirely. A telepath can negotiate without speaking, verify truth without magic, coordinate armies without messengers. A clairsentient can investigate crimes by reading objects, scout locations from miles away, or glimpse futures before they arrive. The disciplines are tools, and tools work whether or not swords are drawn.
Telepathy (Mind-to-Mind)
Discipline, Tiers 1-5You reach across the space between skulls. Thoughts are just patterns (electromagnetic, chemical), and you've learned to read them, write them, overwrite them. The mind is no longer private when you're involved.
- T1
Surface Reading
You press your awareness against another mind like a palm against glass. Their surface thoughts flow into you: the stream of consciousness, the words they're about to speak, the fears they're trying to hide. You don't see memories, only the now: what they're thinking, feeling, planning in this moment. If they succeed on a Mind save, they sense the intrusion. A pressure behind the eyes, a feeling of being watched from inside. Your eyes lose focus while reading, staring at nothing physical. You catch fragments of emotion whether you want to or not: their anxiety becomes yours for a heartbeat, their anger makes your jaw clench. When you stop, you feel slightly hollow, as if part of you is still reaching.
- T2
Mind Speech
You shape a thought and send it, not words alone but images, emotions, memories if you choose. The message arrives complete: a sentence spoken in your mental voice, a face recalled perfectly, a feeling of urgency or calm that the recipient experiences as their own until they recognize its source. They know it's you; your mental voice is as distinctive as your physical one. You can send to any creature you've met, regardless of language. The sending leaves a residue, your thoughts echo in their mind for minutes after, fragments of your intentions surfacing when they try to think. You feel briefly exhausted afterward, as if you've spoken for an hour. Multiple sendings in quick succession give you a splitting headache.
- T3
Mental Command
You speak directly to the animal part of their brain, the part that obeys before it thinks. One word, undeniable: Sleep. Flee. Stop. Drop. Kneel. Speak. Creatures of your Tier or less simply obey; their body moves before their mind can object, and they watch themselves act with horror or confusion. Higher Tier targets may make a Mind save; on failure they obey, on success they feel the command like a hook in their will and know exactly what you tried to make them do. Commands against fundamental nature (breathe water, kill yourself, attack a loved one) fail and cause psychic backlash. You lose 2 Vitality as the rejected command rebounds. The command echoes in their skull afterward; they'll dream about your voice.
- T4
Phantasmagoria
You paint reality directly into one target's perceptions (all senses, perfect detail). They see what you imagine, hear what you compose, feel what you describe. You can create scenes of terrible beauty or beauty so terrible it breaks, like loved ones speaking, places long destroyed, futures that will never come. The illusion is perfect to them alone; others see them reacting to nothing, speaking to empty air, flinching from invisible threats. Physical interaction shatters it; if they touch something that should be there and isn't, the illusion cracks and falls. While you focus, you see both realities: theirs and the truth. When it ends, they know they were deceived, and they know you did it. Some victims never fully trust their senses again.
- T5
Domination
You reach into their skull and take the wheel. Mind save; on failure, you slip into the driver's seat and they become passenger in their own body. You see through their eyes, move their limbs, speak with their voice. You can access their surface memories and skills but not their deep mind. They are aware of everything. watching from behind their own eyes as their hands do things they didn't choose. For your level in minutes, they are yours. When it ends, they remember everything: every word you spoke, every action you forced, the feeling of their own body as a prison. They will hate you forever. Some victims are never psychologically whole again. Others dedicate their lives to finding you. Domination is violation; use it knowing what you become.
Telekinesis (Mind Over Matter)
Discipline, Tiers 1-5Force is just an idea. Matter moves because something tells it to: gravity, momentum, impact. You've learned to tell it yourself, and matter listens.
- T1
Gentle Hand
You reach out with invisible fingers and the world responds. Objects up to 10 pounds float where you direct. drifting, spinning, moving with dreamlike grace. You can manipulate them with surprising precision: turn keys, flip pages, pour wine, button shirts. Delicate work (picking locks, threading needles, writing legibly) requires a Cunning check. The objects trail faint distortions in the air, heat-shimmer traceries that fade after a heartbeat. You feel the weight of what you hold as phantom pressure behind your eyes. Heavy objects (near the limit) give you a dull headache. You cannot lift yourself. You cannot catch yourself if you fall. The mind, it seems, cannot lie to itself about gravity.
- T2
Violent Hand
You seize something and throw it with your mind: books, chairs, bodies. The object hurtles through the air and strikes with crushing force: 1 Vitality on impact, target pushed 5 feet backward. Alternatively, you can wrap invisible force around one creature and simply... hold. They freeze mid-motion, suspended in a cocoon of pressure. Body save to resist; on failure, they cannot move while you focus. They can still speak, still breathe (barely), still glare at you with helpless fury. You feel the struggle as resistance against your thoughts. The air around held creatures shimmers. When you release them, they stagger as if dropped.
- T3
Shield of Will
You shape pure will into a wall (invisible, immovable, absolutely present). The barrier blocks physical attacks from one direction: arrows shatter, swords ring against nothing, bodies bounce back from empty air. It has AC 15 and Vitality equal to your Tier; when broken, it shatters with a sound like cracking ice. While the shield holds, you feel impacts as dull pressure against your skull. The barrier shimmers faintly in bright light and hums at frequencies just below hearing. You can see through it perfectly; enemies cannot. In dust or smoke, its outline becomes visible. A rectangular absence where particles cannot go.
- T4
Mass Levitation
You lift up to your level in targets and hold them in the air; allies float gracefully, enemies dangle helplessly. Hostile targets may make a Body save; success means they merely wobble, failure means they rise whether they wish to or not. Levitated creatures can still act but cannot move under their own power; they drift where you direct at half speed. If you stop focusing while they're airborne, they fall immediately and take normal falling damage. The sensation is disorienting. even willing targets feel vertigo, and hostile ones often panic. You feel their combined weight as building pressure behind your eyes. Too many targets, too long held, and your nose begins to bleed.
- T5
Crushing Grip
You close your hand and something breaks. One creature, seized by pure force and compressed from all directions at once: Body save; 2 Vitality (force) on a failure, 1 Vitality on a success.
Psychoportation (Mind-Space Travel)
Discipline, Tiers 1-5Space is a suggestion. You've learned to disagree with it, to be here, then there, without crossing the distance between. The journey happens in your mind, and your body follows.
- T1
Blink Step
You are here. Then you are there. The distance between simply... doesn't happen. You vanish from one point and appear at another within 5 feet, leaving a faint afterimage that fades over one round, a ghostly impression of where you were, confusing to those who saw you disappear. The sensation is disorienting: a moment of absolute darkness, absolute silence, then light and sound rushing back. You can use this as a reaction to avoid attacks (spend 2 stamina), blinking away from the sword mid-swing. Observers describe it differently: some see you blur, some see you flicker, some insist you were in both places at once for a heartbeat. The truth is simpler and stranger: you were nowhere at all.
- T2
Phase Walk
You step sideways into the space between spaces. For one round, you become incorporeal, a ghost of yourself, translucent and untouchable. You can pass through walls, doors, bars, anything solid and non-living. The experience is deeply unsettling: you feel hollow, weightless, cold from the inside. Colors drain to gray. Sounds become distant echoes. You cannot affect the physical world while phased, and the physical world cannot affect you. Living matter blocks you utterly. You cannot phase through creatures. Magic blocks you too; enchanted walls are as solid as if you were flesh. When you emerge, you gasp as weight and warmth and color flood back. Some psions become addicted to the peace of incorporeality. They phase more and more often, spending longer in the between. Eventually they don't come back.
- T3
Astral Projection
Your body slumps as your mind steps free. You become invisible awareness, a point of perception that can travel up to 60 feet from your physical form. You can see and hear but cannot touch, speak, or affect anything. You pass through walls as easily as air. The experience is liberating and terrifying: you see the world without a body to ground you, floating through spaces you could never reach. If your body is harmed while you're projecting, you snap back instantly, losing 2 Vitality from the violent reunion. Your body breathes shallowly while you're gone, and your eyes are open but empty. To observers, you look dead, or possessed by something that left.
- T4
Combat Flicker
You've learned to teleport without thinking, to make distance a choice rather than an obstacle. You can teleport up to 30 feet without using your action, usable your level times per combat. You flicker across the battlefield. here, there, behind them, above them, gone before they can react. Each teleport disorients you briefly; you have disadvantage on your next attack after each jump as reality settles. Observers lose track of you; you seem to be everywhere and nowhere. In sustained combat, the flickering becomes constant, and enemies stop trying to predict where you'll be. You become fear given form: the enemy who could be anywhere, who cannot be cornered, who cannot be caught.
- T5
Plane Shift
You tear a hole in reality and step through. Transport yourself and up to your level in willing creatures to another plane of existence. The hells, the heavens, the elemental chaos, the far realms, wherever you have the knowledge or the madness to reach. The portal is visible for one heartbeat: a wound in the air, showing glimpses of somewhere else. Then it closes, and you are gone. Returning requires another manifestation. Planar travel is not safe: the GM determines what waits on the other side, and some planes change you just by being there. Creatures that watch between worlds notice when someone tears the fabric. Some of them remember your face. Some of them start watching for your return.
Psychometabolism (Mind-Body Control)
Discipline, Tiers 1-5Your body is a machine. Your mind is the operator. You've learned to override the defaults to push flesh beyond limits, rebuild what breaks, and transform what evolution shaped.
- T1
Enhanced Physique
You reach into your own biology and push. Muscles swell with sudden strength, tendons tighten, bones feel dense and unbreakable. For the duration, you have advantage on Body checks and can lift twice your normal capacity. doors that wouldn't budge now fly open, weights that should crush you sit comfortable in your grip. Veins stand out on your arms and temples. Your skin flushes with increased blood flow. You feel invincible, unstoppable, more alive than you've ever been. When it fades, you feel the absence like a loss. Your muscles ache with phantom memory of strength they no longer possess. You're ravenously hungry, your body spent reserves it now demands replenished.
- T2
Metabolic Surge
You flood your system with everything it has, adrenaline, endorphins, stored energy, reserves meant for emergencies. Gain vigor equal to 3d6 + your Cunning die. For 10 minutes, you feel no pain, no exhaustion, no limits. Wounds that should stop you barely register. Your eyes dilate. Your heart races. You can push through anything. Then it ends. The crash is brutal: all the pain you didn't feel arrives at once, all the exhaustion lands on your shoulders like a physical weight. You must eat immediately. A full meal, not a snack, or suffer disadvantage on all checks until you do. Your body took an advance on resources it now desperately needs.
- T3
Forced Regeneration
Your flesh remembers what it was and fights to return. For the duration, you restore 1 Vigor at the start of each of your turns. Wounds close visibly. skin crawls together, blood retreats back into veins, bone grinds into alignment. The process is disturbing to watch: flesh rippling, healing in fast-forward, the wet sounds of tissue knitting. It itches terribly, deep beneath the skin where you cannot scratch. After regeneration ends, you're overwhelmed by hunger and thirst, your body consumed its reserves to rebuild itself and demands immediate replacement. You'll eat anything. You'll drink anything. The need is biological, undeniable, almost animal.
- T4
Hostile Adaptation
You rewrite your biology for survival. Choose one environmental hazard: fire, cold, poison gas, drowning, vacuum, pressure, radiation. For one hour, you are immune to it. Your body changes visibly to accommodate: scales for heat, blubber for cold, gills for water, sealed skin for vacuum. The transformation takes one round and is unsettling to witness. flesh reshaping, features distorting, your body becoming something not quite human. Others react with fear or disgust; social interactions during adaptation suffer. When it ends, your body returns to normal, but traces remain: skin slightly tougher, temperature regulation slightly off, a lingering sense that your form is more suggestion than fact.
- T5
Perfect Form
For one minute, you become what evolution intended. What humanity could have been if every gene expressed perfectly, every cell optimized, every system running at theoretical maximum. +4 Body. +4 Cunning. Advantage on all saves. You regain 1 Vigor each round without rolling. You are faster, stronger, smarter, more aware than any mortal has a right to be. Your senses sharpen to predator acuity. Your reflexes become supernatural. Your mind processes information like a machine. You feel like a god wearing human skin. Then it ends. Perfect form is addictive. The most dangerous drug in existence, because you produce it yourself. Some psions chase that feeling forever, burning out their bodies trying to recapture that single minute of transcendence. Most fail. Some succeed. They're not human anymore.
Clairsentience (Mind-Sight)
Discipline, Tiers 1-5You've learned to see without eyes, hear without ears, know without being told. Your mind reaches out and touches the world directly, perceiving what your body never could.
- T1
True Sight
Your perception sharpens beyond mortal limits. For the duration, you see invisible creatures outlined in silver light, see through illusions as if they were smoke, detect disguised creatures by the wrongness of their form. Truth becomes obvious: lies shimmer, deceptions waver, hidden things glow with quiet insistence. Your eyes turn silver-white, pupilless and unsettling. Others find your gaze uncomfortable. They feel seen, exposed, their secrets vulnerable. You see too much: the fear behind bravado, the grief behind smiles, the lies behind declarations of love. This is not comfortable knowledge. Some truths are hidden for reasons.
- T2
Danger Sense
Your awareness expands to encompass threat itself. For the duration, you cannot be surprised. danger announces itself as wrongness in your gut, a prickling at the back of your neck, a sudden certainty that something is wrong. Hidden traps glow with warning, visible only to you. Ambushes feel like pressure before they spring. Poison in your cup tastes wrong before it touches your lips. The cost is paranoia: you're jumpy, flinching at shadows, reading threat into innocent movements. You have disadvantage on social checks while the sense is active. You cannot relax. You cannot trust. Your body is in constant low-level fight-or-flight, and it shows.
- T3
Object Reading
You hold an object and its history flows into you. Who owned it. What they felt while holding it. Significant moments: the murder weapon remembers the killing, the wedding ring remembers the vows, the child's toy remembers the abandonment. You experience fragments. flashes of emotion, glimpses of faces, echoes of words spoken while this object was present. Traumatic objects are dangerous: murder weapons, torture implements, objects present at deaths. These force a Mind save; on failure, you relive the trauma fully. You feel the victim's pain, see through their dying eyes, experience their final moments. 2 Vitality, and you cannot act for one round as the horror overwhelms you. Some objects are so saturated with suffering that reading them can break a mind permanently.
- T4
Remote Viewing
You project your senses across distance, seeing and hearing a location you've visited before as if you stood there. The range is effectively unlimited. anywhere on the same plane that you can clearly remember. Your body sits blank-faced and unresponsive while you view; you are vulnerable. At the target location, you're invisible and intangible. pure perception without presence. But sensitive creatures feel your attention: a prickling awareness of being watched. They may make a Mind save to pinpoint your viewing location, turning to stare at exactly where your perception hovers. Remote viewing feels intrusive because it is. You're watching without permission. Some things you see, you cannot unsee.
- T5
Precognition
You look forward along the threads of probability and ask one question about the future. The GM answers truthfully regarding the most likely outcome, not what will happen, but what would happen if events proceed unchanged. The future is not fixed; your knowledge may change it. That's the point. But the future resists being known. After the vision: terrible migraine for one hour, disadvantage on all checks. You've seen possibilities. deaths that might happen, disasters that could unfold, betrayals waiting to bloom. Some visions haunt you for days. Some psions stop asking questions because they've seen too many terrible futures. The future is vast and mostly dark, and looking too closely changes you.
Pyrokinesis (Mind-Fire)
Discipline, Tiers 1-5Fire is just excited molecules. Excitement is an emotion. You've learned to share your emotions with matter, and matter burns when you're angry enough.
- T1
Ignite
You look at something flammable and it catches fire. Paper, cloth, oil, dry wood. anything that could burn, does. The flame spreads normally from there; you start it, you don't control it. The fire is real and behaves like real fire: consumes fuel, releases smoke, spreads if given the chance. But observers notice something wrong at the edges. The flame burns slightly too cold at its periphery, the color slightly off, as if the fire remembers it came from a mind rather than friction. You smell of smoke for hours afterward. The fire is your child, and it knows where it came from.
- T2
Fire Bolt
You hurl a bolt of psychic flame. pure heat shaped by will, condensed rage given form. It strikes for 1 Vitality, and flammable targets ignite, losing 1 Vitality at the start of each turn until they spend an action to extinguish themselves. The bolt leaves a trail of heat-shimmer in the air, a line of distortion pointing back to your outstretched hand. The air crackles as it passes. The sound is wrong, not quite the roar of natural flame, but something sharper, more intentional. Observers see exactly what you did: pointed, and fire happened. Some find this more frightening than any spell.
- T3
Flame Cloak
Fire wraps around you like a living thing. psychic flame that knows your shape and loves it. For the duration, you're wreathed in fire that doesn't burn you but burns everything else. Melee attackers lose 1 Vitality when they strike you; the flames lash out hungrily at anyone who comes close. You're immune to damage while the cloak persists. You shed bright light in a 30-foot radius and significant heat. snow melts at your feet, water steams, the air shimmers. Animals flee in terror. The fire has opinions: it strains toward enemies, calms around allies, and sometimes flickers in patterns that almost look like faces. When it ends, you feel cold for hours. The fire was keeping you warm in ways you didn't realize.
- T4
Flame Mastery
Existing fire becomes your puppet. You can redirect flames, intensify them to blast furnace heat, extinguish them with a thought, or shape them into walls, bridges, rough forms that move at your command. The fire obeys reluctantly. It wants to burn freely, and controlling it requires constant concentration. Fire shaped into barriers blocks movement and deals 2 Vitality to anything passing through. Fire shaped into forms can intimidate, but cannot truly attack. they're fire given shape, not fire given purpose. If your concentration breaks, the fire does what fire does: spreads, consumes, destroys. You are not immune to fire you're controlling. You're just its master, and masters can be overthrown.
- T5
Immolation
You reach into someone and set them on fire from the inside. Sense save; on failure, they erupt in psychic flame, burning from within. 2 Vitality immediately as their body becomes fuel. The fire continues: 2 Vitality at the start of each of their turns until they or an ally spends a full round extinguishing them completely. Water slows it but doesn't stop it; this is not natural fire. All witnesses must make a Mind save or be frightened of you for one minute. they've seen you look at someone and watched them burn. The victim screams in a particular way. Others remember that sound. They remember your face, calm and focused while someone died by your will alone. Immolation is not subtle. Immolation is a statement.
Cryokinesis (Mind-Ice)
Discipline, Tiers 1-5Heat is motion. Still the motion and you still the heat. You've learned to quiet molecules until they stop entirely, and the world freezes at your command.
- T1
Freeze
You reach out and still the motion in moisture. Water becomes ice, instantly and completely. A 15-foot area of liquid freezes solid. puddles become slick surfaces, locks freeze shut, rivers develop patches solid enough to walk on. The ice lasts until melted normally, but psychic ice is colder than natural ice; it takes longer to thaw and contact causes frostbite. You can create slippery floors, ice walls in doorways, frozen bridges across gaps. The cold radiates outward from the frozen area; breath mists nearby, metal surfaces collect frost. You feel the cold too. A chill that settles in your bones and takes hours to fade. Using cryokinesis in summer feels like betraying the season.
- T2
Ice Blade
You hurl a javelin of psychic ice. crystalline, razor-sharp, cold enough to burn. It forms in your hand and launches in one motion, trailing mist and frost. 1 Vitality on impact, and the cold spreads through the target's body. They must save or be slowed until the end of their next turn: muscles sluggish, movements heavy, joints stiff with creeping frost. The blade shatters on impact, spraying crystalline fragments that melt into nothing. The wound it leaves burns with cold; frostbite around the edges, slow to heal. Some victims feel echoes of that cold for days afterward. phantom shivers, sensitivity to drafts, dreams of ice.
- T3
Flash Freeze
You drain heat from an area in one terrible moment. All liquids in a 15-foot area freeze instantly. water, blood, the moisture in the air. Creatures partially immersed in water lose 2 Vitality as ice locks around them. They're frozen in place, trapped in ice up to their waist or chest (Body DC 15 to break free). They can still attack but cannot move, cannot retreat, cannot escape. The sound is memorable: a sharp crack, then crystalline ringing, then silence. Flash freezing someone is torture. The cold bites deep, the struggle only hurts more, and every moment the ice seems to tighten. Some creatures would rather die than experience it twice.
- T4
Glacial Armor
Psychic ice forms over your skin. plates of crystalline cold, beautiful and deadly. For the duration: +4 AC, resistance to damage (the flames hiss and die against your frozen shell), and immunity to damage from the cold or ice magic. Your touch freezes moisture; footprints of frost mark your passage. Your breath clouds constantly. Metal objects frost in your grip. The armor is beautiful. faceted like crystal, refracting light into rainbows, coldly perfect. When it finally melts, you're left shivering for hours, craving warmth you can't quite find. Your body remembers the cold. It dreams of ice.
- T5
Blizzard
You become the eye of a storm. Winter erupts around you: driving snow, howling wind, temperature plunging toward fatal. The blizzard fills a 60-foot radius centered on you and moves with you. All creatures except you suffer: half movement as they fight through drifts, disadvantage on attacks as wind and snow blind them, 1 Vitality per round as heat bleeds from their bodies. Visibility drops to 5 feet; beyond that, nothing but white. The sound is deafening. wind screaming, ice rattling, the world ending in frozen chaos. You stand in the calm center, untouched, watching. When the blizzard ends, the terrain is changed: drifts, frozen surfaces, frost-killed plants. Winter doesn't disappear. It merely stops growing.
Electrokinesis (Mind-Lightning)
Discipline, Tiers 1-5Electricity is just electrons moving. Motion is intention. You've learned to intend very hard, and electrons leap to obey.
- T1
Shock Touch
You reach out and your hand becomes a weapon. Contact delivers an electric shock. 1 Vitality as current tears through their nervous system. They must save (Body DC 12) or convulse as muscles seize beyond their control. They cannot take actions until the end of their next turn; they stand there, twitching, unable to make their body respond. The shock leaves burns where you touched, branching patterns like frozen lightning. Your own hand tingles for minutes afterward, fingers twitching involuntarily. The smell of ozone clings to your skin. Some targets develop lasting nerve damage: phantom pains, muscle spasms, a flinch whenever they see you raise your hand.
- T2
Lightning Arc
You point and lightning leaps from your fingertips. A bolt of raw electrical force that bridges the gap between you and your target in an instant. 1 Vitality, and the lightning can arc to a second target within 5 feet of the first (1 fewer wound (minimum 0)). Thunder cracks at the moment of impact, audible for miles. The flash blinds momentarily; the thunder leaves ears ringing. Everyone in the area knows what just happened. There is nothing subtle about lightning. it's violence made visible, destruction too fast to dodge. The bolt leaves scorch marks where it passes and ozone-smell that lingers for hours. Witnesses remember the brightness, the sound, the way you stood there with sparks still dancing at your fingertips.
- T3
Lightning Reflexes
You accelerate your nervous system beyond human limits. electrical impulses firing faster, reactions becoming superhuman. For the duration: double movement speed, advantage on Cunning saves, +2 AC as you dodge attacks before attackers know they're making them. You perceive the world in slow motion; everyone else moves through honey while you dance. Your eyes flicker with tiny electrical discharges. Your hair stands on end. Your movements become almost too fast to track. Then it ends. The crash is brutal: disadvantage on all physical checks for 10 minutes as your system struggles to return to baseline. You're twitchy for hours. jumping at sounds, reaching for things before you consciously decide to reach. Your nervous system remembers what it could be.
- T4
Overload
You reach out and push electricity through something that contains it: a device, a machine, a construct, anything with electrical or magical components. The power surges beyond tolerance. It explodes. 1 Vitality to all within 5 feet as machinery detonates, magical constructs burst apart in showers of sparks, and devices become shrapnel. Constructs lose 1 additional Vitality: their animating force tears itself apart. Locks pop open as mechanisms fuse. Doors blast off hinges as their enchantments fail catastrophically. The effect is dramatic and destructive: lightning coursing visibly through the target for one eternal moment before the violent end. Complex magical items may survive but cease functioning. Simple items rarely survive at all.
- T5
Lightning Storm
You become a living storm. For the duration, lightning answers your call. bolts descending from clouds that weren't there a moment ago. Each round, you can call strikes on up to 3 targets within range: 1 Vitality each (Cunning save for 1 fewer wound (minimum 0)). The storm is real: wind rises, thunder rolls continuously, the smell of ozone becomes overwhelming. Rain may begin. The sky darkens. You stand at the center of a localized apocalypse, lightning arcing down where you point, thunder answering your commands. When it ends, you're electrically charged. metal objects shock you for 1 Vitality for the next hour. Your hair refuses to settle. Static clings to everything you touch. The storm drew attention from miles away, and everyone who saw it knows: someone commanded the lightning. Someone out there has power over the sky itself.
Psion Abilities (12 Total)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your psion level = number of Psion abilities purchased (1-12)
Tier Access:
- Levels 1-4: Tier 1-2 disciplines
- Levels 5-7: Tier 1-3 disciplines
- Level 8-11: Tier 1-4 disciplines
- Level 12: Tier 1-5 disciplines
Psionic Awakening
Required: Must be your first Psion ability.
The third eye opens. The world becomes a hall of mirrors, each mind a door you could push through.
Gain: All 8 disciplines (always available). Manifestation mechanics (see above).
Passive: Detect thinking creatures within 30 feet (presence and direction, not precision).
Starting Focus: You know CONCENTRATE and SCATTER.
Mind Over Matter
Your thoughts have weight. Your will has force.
Passive: Once per round, a discipline that costs Vitality also strips 1 Vigor from its target.
Maneuver: Mental Push (1 Stamina) - Force one creature within 30 feet to move 10 feet in any direction (Body save negates).
Learn: Choose 1 Psionic Focus from the list.
Psionic Blade
You think of a weapon and your hand holds one: crystallized intention, given edge.
Passive: Manifest a weapon of pure psychic force (free action). Deals 2 Vitality, 5 feet reach, counts as magical. Sheds dim blue light. Lasts until dismissed or unconscious.
Psionic Assassin
Requires: Psionic Blade.
You strike where thought meets nerve.
Passive: When you hit a creature unaware of you with Psionic Blade, your crit range improves by 2 and the hit ignores Vigor.
Learn: Choose 1 Psionic Focus from the list.
Psionic Warrior
Requires: Psionic Blade.
Your body becomes an extension of your will.
Passive: Attack twice per turn with Psionic Blade. While it is manifested, opportunity attacks against you have disadvantage.
Mental Fortress
Your mind is a citadel. Others may knock at the gates, but you choose whether to answer.
Passive: Advantage on saves vs mental effects (charm, fear, domination, possession); allies within 5 feet share it. Know when targeted by mental intrusion.
Learn: Choose 1 Psionic Focus from the list.
Psychic Resilience
Even death gives you a moment to think.
Passive: Once per combat when your Vigor drops to 0, immediately regain 1 Vigor.
Triggered: Last Thought (3 Stamina) - When a wound drops you, manifest one Tier 1-2 discipline as free action (auto-succeed) before falling unconscious.
Mind-Body Unity
The distinction between thought and action dissolves.
Passive: Your missed Psionic Blade and discipline attacks bank your Cunning die on the target (as the Body rule), at 5 or 30 feet.
Learn: Choose 1 Psionic Focus from the list.
Arcane Echo
Your mental discipline has touched the patterns that underlie all magic.
Passive: Use scrolls as wizard. Ability Test vs DC 10 + (tier × 2). Failure: spell works but take damage = tier.
Learn: 3 wizard spells (Tier 3 or lower). Cast using psion manifestation rules.
Enhanced Focus
Your concentration becomes absolute. Where others waver, you hold.
Passive: When you apply a Psionic Focus, the drawback is halved. Once per combat, apply one with no drawback at all.
Learn: Choose 1 Psionic Focus from the list.
Transcendent Mind
Your thoughts move outside time's river.
Passive: Immune to surprise. Always act in the first round. Your disciplines' crit range improves by 1.
Psionic Master
Requires: 12 psion abilities (this must be your final ability).
You have become what others merely imagine.
Passive: Choose one discipline: auto-succeed all Ability Tests for it.
Triggered: Transcendent Manifestation (5 Stamina) - Manifest any discipline as Tier 5 (auto-succeed).
Triggered: Perfect Focus (2 Stamina) - Auto-succeed any single Ability Test.
Learn: Choose 1 Psionic Focus from the list.
Psion Ultimates
Choose one ultimate at 4, 8, and 12 abilities purchased.
1st Ultimate (Free at 4 abilities)
A. Combat Teleporter
- Your Psychoportation Tier 1 (Blink Step) costs only 1 stamina as reaction (instead of 2)
- You can use it your Tier times per combat
- No afterimage, instant repositioning
B. Psionic Warrior Stance
- Passive: While wielding Psionic Blade, gain +2 AC
- You can manifest disciplines while holding your blade
- Your blade can be thrown (30 feet, returns to hand next round)
C. Mental Domination
Free Action (4 Stamina) - Manifest Telepathy Tier 3 (Mental Command) against creature you can see. No check required, automatic success.
2nd Ultimate (Free at 8 abilities)
A. Perfect Adaptation
Maneuver (5 Stamina) - Manifest Psychometabolism Tier 4 (Adaptation) without check. You can adapt to TWO environmental hazards simultaneously. Duration extends to 8 hours, no visible transformation.
B. Psychic Assassin Master
- Your Psionic Assassin damage increases: extra weapon die + full psion level in dice
- After striking from ambush, immediately teleport 5 feet as free action (no stamina cost)
- Striking from stealth does not break invisibility/stealth
C. Force Barrier Mastery
- Manifest Telekinesis Tier 3 (Force Barrier) as reaction (spend 1 stamina)
- Barrier can surround you completely (sphere, not wall)
- Barrier wounds double (8 Vitality)
- While inside barrier, you can manifest through it without penalty
3rd Ultimate (Free at 12 abilities)
A. Psychic Storm
Maneuver (6 Stamina) - For 1 minute, all discipline manifestations require no check (auto-succeed). You can manifest twice per turn. You regain 1 Vigor each round without rolling. After: Exhausted (disadvantage on all rolls) until rest.
B. Mind Killer
Free Action (6 Stamina) - Declare when manifesting any damaging discipline. If the manifestation drops the target, they die instantly (no death timer). Works even on creatures normally immune to instant death. Leaves no physical mark; they simply... stop.
C. Psionic Transcendence
- Passive: All disciplines you manifest count as one tier higher (Tier 1 becomes Tier 2, etc.)
- Maximum tier remains 5
Total at 12 abilities: 8 broad disciplines (all available, scale with level), combat-capable with Psionic Blade, 3 Ultimates
Power Fantasy: Mind warrior who manifests thought into reality, deadly in combat, versatile in problem-solving, master of consciousness itself