Mind Blade

You discovered within yourself the ability to solidify your thoughts, to make of them whatever tool you might need. You need only open your hand, and there appears a blade. You concentrate, and shimmering armor covers your body. So prepared, you stand ready for battle, confident in your focus on victory.

Level 7 Mind Blade

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Psychic Trance (Magical): You can use an action to enter a trance. You remain in the trance until you end it or you become unconscious. If you are in the trance and become confused, Intellect impaired, or Will impaired, make a luck roll. On a failure, this effect ends and you lose access to this talent for 1 minute.
While in the trance, you have the Keen Hearing and Keen Vision traits, you impose 1 bane on rolls against your Intellect and Will, and you are immune to being controlled.
Psychic Weapon (Magical): You can use this talent if you are subject to your Psychic Trance talent and you have a hand free. You use an action to form a magical melee or ranged weapon (including ammunition) from solidified thoughts. The weapon remains for as long as you are in your trance.
You can use Intellect or Will in place of the attribute you would normally use to attack with this weapon. Attempts to disarm you or steal this weapon from you fail. If you throw the weapon, it disappears after you resolve the attack and a new one forms in your hand at the end of the round.
At level 8, you roll to attack with this weapon with 1 boon and your attacks deal an extra 2d6 damage.
Once on each of your turns that you are neither confused, controlled, stunned, or unconscious, you can change the weapon’s form into a different one.

Level 8 Mind Blade

Health: +12
Psychic Armor (Magical): You can use this talent if you are subject to your Psychic Trance talent. You use an action to clad yourself in a suit of light armor made from your solidified thoughts. The armor grants you Defense 18 and halves damage you take from cold, fire, and lightning. The armor remains until the trance ends.

Level 10 Mind Blade

Health: +12
Ascendant Mind (Magical): While you are under the effects of your Psychic Trance talent, you float a foot above the ground, which grants you the Strider trait. In addition, whenever you make a Strength roll or an Agility roll, you can use Intellect or Will in place of that attribute, but you lose access to this aspect of the talent (luck ends).
Mind Blade Storm (Magical): You can use this talent if you are subject to your Psychic Trance talent. You use an action to hurl a barrage of psychic blades into a space up to Size 5 within 30 yards. The blades deal 5d6 damage to each creature and object in that space. A creature makes an Agility roll with 1 bane. On a failure, it takes an extra 5d6 damage. Once you use this talent, you lose access to it (luck ends).