The mind’s potential has no limits. One must merely surmount the barriers of self-restraint, doubt, and fear in order to use one’s own thoughts to affect change in the world.
The Telepathy tradition, like Telekinesis, most often attracts those who have some psychic ability, and the spells of the tradition represent the capabilities one acquires from apprehending the mind’s power.
Telepathy is a psychic tradition. When you discover it, you gain access to the Focus Mind talent.
Focus Mind You can use an action to focus your mind. Make an Intellect or Will challenge roll. On a success, your mind becomes focused for 1 minute, or until you become dazed, stunned, or unconscious. While your mind is focused, you can cast any spell you have learned from a psychic tradition without needing to speak or wield an implement. In addition, when you cast psychic spells while your mind is focused, you can expend a second casting of the spell to cast it using a Triggered action on your turn instead of using an action.
Empty Mind
Duration 1 minute
You clear your mind of thoughts to guard against mental influences. For the duration, the spell grants you 2 boons on Intellect and Will challenge rolls to resist attacks and imposes 2 banes on attack rolls made against your Intellect or Will.
Eyes of my Enemy
Target One creature within medium range
Duration Concentration, up to 1 minute
You cast your mind into the target’s body, which enables you to see and hear from the target’s space for the duration. With regard to your body, you are blinded and deafened. You can end the spell at any time, without using an action to do so.
Sense Thoughts
Area A sphere with a 10-yard radius centered on a point you can reach
Duration 1 minute
You detect the location of each creature that is within the area and has an Intellect score. Detected creatures cannot become hidden from you. The area moves with you to remain centered on a point you can reach.
Share Thoughts
Target One creature that has an Intellect of 5 or higher and is within medium range
Duration 1 minute or until the target moves beyond medium range from you
For the duration, you and the target can communicate without speaking and without having to have a language in common.
Anticipation
Duration 1 minute
You mentally hear the thoughts and emotions of people around you. For the duration, you impose 1 bane on attack rolls made against you by creatures within short range, and you make challenge rolls to resist attacks from such creatures with 1 boon.
In addition, whenever a creature within short range gets a failure on an attack roll against you, or you get a success on a challenge roll to resist an attack from such a creature, you can move a number of yards equal to your Intellect modifier (minimum 1 yard) without triggering free attacks. This spell ends immediately if you become defenseless, immobilized, or slowed.
Gird Mind
Duration 10 minutes
You focus your thoughts to shield your mind. For the duration, you cannot be charmed, dazed, frightened, or stunned.
Sacrifice You can use an action and expend a casting of this spell to cast the mind stab spell
Maddening Screams
Target One creature you can see within short range
You flood the target’s mind with inhuman screams. Make an Intellect attack roll against the target’s Will. On a success, the target gains 1d6 Insanity.
Mental Static
Area A cube, 3 yards on a side, extending from a point within short range
Duration 1 minute or until you become unconscious
Mental static spreads through the area and remains for the duration. Creatures in the area make Intellect, Will, and Perception attack rolls and challenge rolls with 2 banes.
Triggered When a creature makes an attack roll against your Intellect, Will, or Perception, you can use a triggered action to cast this spell. The spell then lasts 1 round.
Message
Target One creature you have seen and that is within 100 miles
You transmit a message directly to the target’s mind. The message can be up to 25 words long or can be an image of a place, object, or creature you can see. The target receives the message and can transmit a similar message back to you. The target understands the message even if it does not share a language with you.
Sacrifice You can expend a casting of this spell to cast the share thoughts spell, even if you have not learned that spell.
Mind Stab
Target One creature that has an Intellect of 5 or higher and that is within medium range
Make an Intellect attack roll against the target’s Intellect. On a success, the target takes 1d6 + 6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Triggered When it’s your turn, you can use a triggered action to cast this spell, but the target takes only half damage if you get a success.
Intellectual Defense
Duration 1 hour
Your mental processes quicken to help you avoid danger. For the duration, whenever a creature that is not hidden from you would make an attack roll against your Defense or one of your attributes, you can force the creature to make the attack roll against your Intellect. In addition, when you would make a challenge roll to resist an attack or a harmful effect, you can substitute Intellect for the attribute you would normally use. Finally, you impose 1 bane on attack rolls made against your Intellect, and you make Intellect challenge rolls to resist attacks with 1 boon.
Read Minds
Duration Concentration, up to 1 minute
You hear the thoughts and feel the emotions of creatures within medium range of you for the duration. While affected by the spell, you make Perception challenge rolls with 1 bane due to this psychic noise. Your awareness penetrates barriers—up to 1 yard of wood, 1 foot of rock, or 1 inch of metal. Creatures whose thoughts you hear cannot become hidden from you.
When you concentrate on the spell, you can reach into the mind of one creature within medium range of you. Make an Intellect attack roll against the target’s Will. On a success, you learn the foremost thing on the creature’s mind, its chief concern, desire, or prevailing emotional state. Each time you get a success on a roll against the same target, you learn additional information you seek, provided that information is in the target’s mind.
Repulsion
Area A sphere with a 2-yard radius originating from a point you can reach
Duration 1 minute or until you become unconscious
Hostile thoughts spread through the area for the duration. Creatures other than you in the area feel a desire to leave it, and they make attack rolls and challenge rolls with 2 banes. The area moves with you remaining centered on a point you can reach.
Emotional Barrage
Target One creature within medium range
Negative emotions assail the target. Make an Intellect attack roll against the target’s Will. On a success, the target becomes dazed for 1 minute. At the end of each round, a target dazed by this effect can make an Intellect challenge roll. A success removes the affliction.
Erase Presence
Target Up to five creatures within medium range
Duration 1 minute
Each target must make an Intellect challenge roll. On a failure, the target considers you to be invisible while you are within medium range of it.
Fugue
Target One creature within medium range
You pummel the target’s mind with feelings of insignificance and failure. Make an Intellect attack roll against the target’s Will. On a success, the target is impaired for 1 hour. When impaired in this way, the target is also slowed and grants 1 boon on attack rolls made against it. In addition, whenever the target gets a failure on an attack roll or a challenge roll, it falls prone.
Whenever the target gets a success on an attack roll or challenge roll, the creature can make a Will challenge roll. Nothing happens on a success or a failure, but after the target’s third success, the target removes the impaired affliction from itself.
Attack Roll 20+ You regain the casting of this spell.
Shielded Minds
Area A 5-yard-radius sphere centered on a point in your space
Duration 10 minutes
You broadcast mental force throughout the area, creating a barrier against attacks that lasts for the duration. The area moves with you, remaining centered on a point in your space. The shield imposes 3 banes on attack rolls made by creatures outside the area against the Intellect or Will of creatures in the area. In addition, creatures in the area make Intellect and Will challenge rolls to resist attacks with 3 boons, and they cannot gain Insanity.
Husk
Target One creature within medium range
Make an Intellect attack roll against the target’s Will. On a success, the target takes 6d6 + 3 damage. If the target becomes incapacitated by the damage, it becomes mindless, losing its Intellect score, all professions, and all languages forever.
Sever The Senses
Target One creature within medium range
You reach into the target’s mind to cut it off from its senses. Make an Intellect attack roll against the target’s Intellect. On a success, the target’s Perception score becomes 0 for 1 minute. While the target’s Perception score is 0, it is blinded and deafened.
Attack Roll 20+ The effect lasts for 1 hour.
Unhinge The Mind
Target One creature within medium range
You flood the target’s mind with negative thoughts. Make an Intellect attack roll against the target’s Intellect. On a success, the target gains Insanity equal to its Will score.
Attack Roll 20+ The target also becomes stunned for 1 round.
Cranial Burst
Target Up to three creatures within medium range
Hostile thoughts invade each target’s mind, causing its brain to overheat. Each target must make a Will challenge roll. A target with a Health score of 20 or lower gets an automatic failure. A target with a Health score of 40 or higher makes the roll with 1 boon. On a failure, the target gains 1d6 Insanity and becomes impaired for 1 minute. At the end of each round the target is impaired, it must get a success on a Will challenge roll with 1 bane or gain 1d6 Insanity. If a target goes mad from gaining Insanity in this way, its head—or a similar appendage—explodes, which kills it instantly.
Dream Walk
Duration 8 hours
You must concentrate for 1 minute while casting this spell. At the end of that time, you fall asleep for the duration.
If you were holding a bit of nail, fl esh, or hair from a creature when you cast the spell, you can enter a dream of that creature regardless of your distance from it. You enter the dream and observe what happens in it, and you cannot be detected for the duration. Until the spell ends, you can visit the dreams of any number of creatures, though it takes 10 minutes to move from one dream to another, and you must have a bit of nail, fl esh, or hair from each creature you visit. While in a creature’s dream, you can incorporate yourself into the dream and communicate with the creature, provided the creature knows at least one language.
When inside a creature’s dream, you can take control of the dream by making an Intellect attack roll against the creature’s Will. On a success, you cause the creature to dream whatever you want it to dream. If you force the creature to experience something it would fi nd disturbing, the creature can make a Will challenge roll. On a success, the creature forces you out of its dream and can wake up if it chooses. On a failure, the creature gains 1 Insanity and derives no benefi t from having rested when it fi nally awakes.
Mind Blast
Area A cone, 8-yards long, originating from a point you can reach
A wave of telepathic disruption spreads through the area. Each creature in the area that has Health 20 or less dies as its head explodes. If an affected creature has Health 21 or higher, it must make a Will challenge roll, with 1 boon if its Health is 40 or more. On a failure, the creature becomes stunned for 1d3 + 1 rounds.
Unassailable Mind
Duration 1 minute
You construct a bulwark around your mind to make it impregnable. For the duration, whenever a creature makes an attack roll against your Intellect or Will, it must roll twice and use the lower result. Also, you cannot gain Insanity, and you are immune to the charmed, compelled, dazed, frightened, and stunned afflictions.