Psychics belong to a rare class of individuals born with the ability to harness the power of the mind. This ability allows psychics to use magic without the props and mystic phrases required by other magicians. All a psychic needs to do is focus the mind, exerting will and imagination. Although psychics are uncommon, members of any ancestry might become one.
Most psychics are magicians. The training of that path helps discipline the mind and reveal the magic that burgeons inside it. Upon becoming a psychic, most trained magicians, having discovered the power that lay within, abandon magical institutions and formal practices.
Aside from magicians, many psychics begin their careers as rogues. Some, especially those that dabble in magic or rely on subterfuge or threat, are ideally suited to the psychic path, having the wit and will to master its powers.
Level 3 Psychic
Attributes. Increase two by 1
Characteristics. Health +2, Power +1
Magic You discover a tradition or learn one spell.
Psychic Power You have a reservoir of psychic energy that is measured in a number of points equal to 2 + your Power. Spend these points to use talents you gain from this path. You regain all expended psychic energy points when you complete a rest.
Psychic Defense When a creature makes an attack roll against your Intellect, Will, or Perception, you can spend 1 point of psychic energy to impose 2 banes on the roll. When you make an Intellect, Will, or Perception challenge roll to resist an attack, you can spend 1 point of psychic energy to make the roll with 1 boon.
Psychic Spell You can make any other tradition you have discovered a psychic tradition (see chapter 4). Whenever you cast a spell from a psychic tradition, you can spend points of psychic energy equal to the spell’s rank (minimum 1) to cast the spell without needing to expend a casting.
Level 6 Psychic
Characteristics. Health +2
Magic You discover a tradition or learn one spell.
Psychic Scream When you take damage or gain Insanity, you can use a triggered action to spend any number of points of psychic energy to cause a wave of mental disruption to spread out in a sphere centered on a point you can reach. The sphere has a radius in yards equal to the number of points you spent. Each creature in the area other than you must get a success on a Will challenge roll or take 1d6 damage and become dazed for 1 round.
Level 9 Master Psychic
Characteristics. Health +2, Power +1
Magic You discover a tradition or learn one spell.
Divided Mind You can use an action or a triggered action on your turn to spend any number of points of psychic energy. Your mind becomes divided for a number of rounds equal to the number of points you spent. Until the effect ends, you cannot be dazed or slowed, and you can take a fast turn and a slow turn each round.