Psychomancy

Psychomancy, sometimes called psionics or psychic powers, encompasses all the spells that draw power from the caster’s mind and focuses that power into useful effects. Many people in the world have the talent for this tradition, evidenced by frequent déjà vu, the ability to sense what others might be thinking or feeling, or the strange occurrence of ordinary objects suddenly being at hand. Training builds on these natural gifts and enables a caster to unlock the full potential of their mind.

SILENT SPELLS: Unlike other spells, you can cast Psychomancy spells without having to speak.

Psychomancy Talents

MENTAL ANGUISH (Magical): You can use an action to invade and harm the mind of another creature. Target one creature within 10 yards. Make an Intellect or Will roll against the target’s Will. On a success, the target takes 1d6 damage and becomes Intellect or Will impaired until the end of your next turn. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage instead. On a critical success, the target also becomes both Intellect impaired and Will impaired until the end of your next turn.
SHIELDED MIND (Magical): If you are not injured and you lack the confused, controlled, stunned, and unconscious affliction, you impose 1 bane on rolls against your Intellect and your Will.
TELEKINESIS (Magical): If you are not injured and you lack the confused, controlled, stunned, and unconscious affliction, you can use your mind as an additional, prehensile limb. Your ability has a range of 5 yards and enables you to pick up, move, open, close, carry, and to do what one can normally do with one or two hands. You can even wield weapons and perform unarmed strikes and unarmed attacks. However, whenever you make an attribute roll as a result of using this extra limb, you use Will in place of the attribute you would normally use.
TELEPATHY (Magical): You can mentally communicate with other creatures. Whenever you would speak, you can choose to communicate mind-to-mind so that allies can “hear you” depending on the mental volume you use, just as if you were whispering, speaking, or shouting. In other words, your allies mentally hear you say something, but no one else can hear you. The communication is two-way; your allies can think their responses to what you say provided they do so at a volume you can hear with your mind.

Novice Psychomancy Spells


Dancing Weapon

Castings: 3
Target: One weapon within 5 yards that is neither worn nor carried by a creature other than you
Duration: 1 minute
The target weapon leaps into the air and hovers there. When you cast the spell and at the start of each of your turns if you lack the confused, controlled, stunned, and unconscious afflictions, you can move the target weapon up to 10 yards. If you move the target more than 10 yards away from you, the spell ends early and the weapon falls to the ground.
You can attack with the target weapon as if you were holding it, but you use Will in place of the attribute you normally use and the attack deals an extra 2d6 damage. Finally, until the spell ends, the target counts as an off-hand weapon for the purpose of attacking with two weapons.

Levitation

Castings: 1
Target: Up to three creatures or objects inside one Size 5 space within 15 yards
Duration: 1 minute
Each target rises 2 yards into the air and hangs in place. An unwilling target makes a Strength roll. On a success, the target ignores the effect.
An affected target is Strength impaired, Agility impaired, and vulnera- ble until the spell ends. The target can move only by crawling and then only if it can reach a surface. On each of your turns, you can use an action to raise or lower the target by up to 2 yards.

Link Minds

Castings: 1
Target: Any number of allies inside a Size 10 space centered on you
Duration: 1 hour
You hear the targets’ mental chatter as you link your mind to theirs. The spell ends early if you become confused, controlled, stunned, or unconscious. Each target can communicate telepathically with each other target provided they know at least one language, but need not have any languages in common, regardless of the distance between them.
In addition, any target that casts a spell can produce the spell’s effect from the space occupied by any other target.
Targets within 5 yards of each other are immune to the blinded, deaf- ened, and confused afflictions unless everyone has the same affliction.
Finally, you can use a reaction to end the spell early when a target becomes stunned. The target ends the affliction on itself.

Mental Stowaway

Castings: 1
Target: One creature within 10 yards
Duration: Instant
Your consciousness beats at the door of the target’s mind. If the target has an Intellect score, you attempt to invade its mind. Make an Intellect roll against the target’s Will. On a success, you know the target’s exact location for the next 24 hours.
You can also use an action to perceive from the target’s body instead of your own until you use an action to switch perspectives. While you perceive from the target’s body, you see, hear, and otherwise perceive as if you were in the target’s space and perceive nothing from your own. In addition, the target grants you 1 boon on rolls you make against it.
If you failed your Intellect roll, you regain the expended casting of this spell after 1 minute.

Mindwrack

Castings: 3
Target: One creature within 15 yards
Duration: Instant
You send your solidified thoughts crashing into the target. The target takes 1d6 damage and you make a Will roll against the target’s Strength. On a success, the target also falls prone. On a critical success, the target takes an extra 3d6 damage.

Psychic Healing

Castings: 3
Target: You
Duration: Instant
You demonstrated the triumph of intellect over body by either healing 3d6 damage or regaining 1d6 Health.

Expert Psychomancy Spells


Crushing Thoughts

Castings: 1
Target: One creature within 15 yards
Duration: 1 minute
Visions of death crowd your mind as you wrap the creature in bands of psychic force to crush the life from it. The target becomes held and Strength impaired for 1 minute but can end the afflictions early by overcoming them with a successful Strength roll. At the end of the round, if the target still has these afflictions, it takes 4d6 damage. In addition, while the target is within 15 yards and has these afflictions, you can use an action to deal 4d6 damage to it.

Elude Perception

Castings: 1
Target: Up to three creatures within 15 yards
Duration: Instant
You erase yourself from the targets’ minds. Each becomes confused (luck ends). While a target is confused in this way, you are invisible and silent to it. The target can still detect you using other senses and observing the effects of your presence on your surroundings, such as a shadow you cast, an amount of water you displace, or the visible results of your actions.

Erase Memories

Castings: 1
Target: One creature within 5 yards
Duration: Instant
You reach into the creature’s mind to strip away its memories. Make an Intellect roll against the target’s Will. On a success, the target becomes confused (luck ends). You erase the most recent of the target’s memories so that it knows that time has passed but cannot ever recall what happened during that interval. You can erase up to 1 hour of memories. On a critical success, you can erase up to 24 hours.
If you fail the roll, the target becomes confused until the end of your next turn.

Kinetic Strike

Castings: 1
Target: One creature or object within 10 yards
Duration: Instant
You concentrate your thoughts into an invisible force that smashes into the target. A target object takes 12d6 damage. A target creature takes 4d6 damage and you make a Will roll against its Strength. On a success, the target takes an extra 6d6 damage, is pushed 1d6 yards away from you, and becomes vulnerable until the end of your next turn. On a critical success, the target takes an extra 2d6 damage.

Read Mind

Castings: 3
Target: One creature within 5 yards
Duration: Instant
If the creature has an Intellect score, you reach into its mind and sort through its thoughts. Make an Intellect roll with 1 boon against the target’s Will. On a success, the target becomes Intellect impaired for 1 minute. On a critical success, the target also becomes Will impaired for 1 minute. When you cast the spell, and again on each of your turns while the target is Intellect impaired, you can ask a question and the Sage answers based on what the target knows or thinks it knows. Alternatively, you can just search for any information, in which case the Sage reveals one thing in the target’s thoughts per round until the spell ends.

Thought Cloud

Castings: 1
Target: One Size 5 space centered on you
Duration: 1 minute
Your mind scrapes from the ground debris and dust and lifts them up to form a cloud of light obscurement in the target space. You can see normally in the target space. The cloud moves with you, remaining centered on you. When you cast this spell and when you use an action to do so, you can sweep the cloud at one creature or object within the area. A creature takes 3d6 damage, while an object takes 6d6 damage. Against a creature, make a Will roll against its Strength. On a success, the creature takes an extra 3d6 damage. On a critical success, the creature also becomes blinded until the end of your next turn.

Master Psychomancy Spells


Kinetic Outburst

Castings: 3
Target: One Size 10 space centered on you
Duration: Instant
You open your mind and release an expanding wall of telekinetic force around you to bash anything in its way. Each object in the target space takes 13d6 damage and an unsecured object is pushed to an empty space nearest to the outer edge of the target space. Each creature in the target space takes 6d6 damage and makes a Strength roll. On a failure, the creature takes an extra 7d6 damage and is pushed to the empty space nearest to the outer edges of the target space.

Mind Blast

Castings: 3
Target: One Size 5 space within 15 yards
Duration: Instant
You flood the space with hostile psychic energy that has variable effects on creatures based on their Health scores. Roll 10d6 and note the sum. Compare the sum to the Health score of each creature in the space. If the sum plus its damage total equals or exceeds its Health score, the creature suffers a cranial explosion and dies. If the sum equals or exceeds half its Health score, the creature takes 5d6 damage and becomes stunned (luck ends). All other creatures take 5d6 damage and become confused (luck ends).

Mind Control

Castings: 1
Target: One creature within 10 yards
Duration: Instant
You reach into the creature’s mind to take control of its body. Roll 15d6 and compare the sum to the target’s Health score. If the sum plus the target’s damage total equals or exceeds the target’s Health score, the target becomes controlled by you for 1 hour. If the sum equals or exceeds half the target’s Health score, it becomes controlled (luck ends). Otherwise, the target becomes vulnerable (luck ends).

Mind Over Body

Castings: 3
Target: You
Duration: Instant
You reorder your body through the power of thought alone. You heal 6d6 damage and gain one of the following benefits: regain 2d6 Health, cure one infection affecting you, or end one of your afflictions.

Open Mind

Castings: 1
Target: You
Duration: 24 hours
You impose 2 banes on rolls to attack you. You become immune to the blinded and deafened afflictions as long as there is at least one creature within 10 yards of you. You can benefit from all sensory traits possessed by any creature within 10 yards of you. Finally, when you cast a spell or produce a magical effect, you can do so from any space occupied by a creature within 10 yards of you. This spell ends early if you become unconscious.

Rend Asunder

Castings: 1
Target: One Creature within 10 yards
Duration: Instant
With your mind, you lift the creature 6 feet into the air and pin it in place (luck ends). While pinned, the target is held and takes 8d6 damage at the end of each round. If the target is incapacitated by this damage, it dies; you tear it to pieces and the chunks of it fall to the ground in a wet heap.