Psionic Powers

 

Lore


The Psionic Faith Path represents faith in the power of the mind or psyche, rather than a deity or god-like being. While the mind is a truly powerful thing, those who practice Psionic faith go beyond academics or sagely wisdom, using their minds to tap into the Soul of Creation, which exists in all of the mortal races of the Third Creation. While some Psionics go so far as to venerate the Soul itself, or revere an enlightened individual as an embody of their beliefs, followers of the Psionic path tend to view their beliefs as a personal or collective philosophy rather than a religious system.

Regardless of their approach, wielders of Psionic powers train and strengthen their mind beyond the limits of an ordinary person, allowing them to use powers such as telepathy, telekinesis, and psicognition. They can also read and project omens on the battlefield, and can even channel the mysterious powers of the Soul to heal or aid their allies.

Psionic faith is firmly rooted in the humanity of the Third Creation, and while Psionics seek to shed the more primal tendencies of their humanity it is a constant struggle and their greatest weakness. However, in its uniqueness, the Soul is arguably the most powerful of all the parts of Creation, meaning that a well trained Psionic can in some ways transcend even the power of the Divine, or at least render it to no effect.

Demons are perhaps even more aware of this than Psionics themselves, for they recognized the power of the Soul long ago, and have waged an eternal war to possess it. As a result, Psionic activity has a tendency to draw the attention of the Realm of Abomination, where Demons seek to trap the Souls of mortals for all eternity. While the Psionic faith path has no basis in demonic power, it can still carry that stigma. Those who foolishly pursue Psionic powers without proper training often find themselves running amok with darker forces. As such the wisest Psionics work tirelessly to prevent demon influence from invading their beliefs.

Psionic Faith Passives


Those choosing to EXCLUSIVELY follow the Psionic Faith path have the following passive skills:

  • Holy Counter: All offensive Psionic powers receive +5% critical hit chance against beings of the First Creation (i.e. Angels) or those wielding Holy powers or otherwise benefiting from them (including Craftings and Enchants)
  • Transcendence: Any Psionic power successfully cast on a target has a passive 5% per tier chance to dispel, or otherwise remove one persistent Holy based effect (NOT including Craftings and Enchants)

Psionic Faith Disciplines


To Specialize in a particular Holy Faith Discipline requires the use of Secondary Skills, see Specialist Secondary Skills.

Mantras

Mantras are Tier 0 powers that all Psionic Faith classes have access to by default. They do not require Difficulty rolls and cannot critically cast or fail. The Mantra Discipline cannot be selected as a specialization.

Telekinesis

Telekinesis is discipline that allow the caster to influence or interact the physical substance of creation, using psionic power. Typically causes physical damage and uses AC instead of Psionic resistance (unless otherwise specified) but uses the casters Psionic modifiers to hit, crit, and damage.
Critical Cast: causes double damage (incl. Collision Damage & Fall Damage); for non-damage powers see individual descriptions
Critical Failure: power fails, turn immediately ends, caster is Vulnerable until start of next turn

Telepathy

Telepathy allows the caster to transmit information from one person to another or effect their mind without using any of our known sensory channels or physical interaction. Any damage caused is Psionic in nature, therefore use casters Psionic modifiers for hit, crit, and damage, and use the targets Psionic resistance. No LOS is required unless specified. Telepathy has no effect on targets with no natural intelligence (i.e. Golems, mindless undead, constructs)
Critical Cast: causes double damage; for non-damage powers see individual descriptions
Critical Failure: power fails, turn immediately ends, caster is Vulnerable until start of next turn

Omens

Powers which allow the caster to read Omens and speak them into existence. Uses Psionic modifiers (hit, crit, damage) and Resistances (Intellect + Wisdom). Omens do not required LOS however the caster must be aware of the targets presence. Only one Omen can be on a target at any given time. Omens persist for 2 +1/5 levels rounds and may be dispelled in the second and subsequent rounds in effect (treat similar to a dispelling Curses).
Critical Cast: Omen has twice as much resistance to being dispelled
Critical Failure: Omen fails, turn immediately ends, caster is Vulnerable until start of next turn

Psicognition

Powers which allow the caster to alter reality and reverse effects or events. Uses Psionic modifiers (hit, crit, damage) and Resistances (Intellect + Wisdom) where applicable. Psicognition powers are typically self cast however the caster may increase the difficulty of the power by +4 to use them on friendly targets within 10″.
Critical Cast: power has twice as much resistance to being dispelled
Critical Failure: power fails, turn immediately ends, caster is Vulnerable until start of next turn

Psimaturgy

Powers which allow the caster to heal wounds, defend allies or otherwise benefit targets without the use of physical means or interaction. Uses Psionic modifiers (hit, crit, damage) and Resistances (Intellect + Wisdom) where applicable.
Critical Cast:causes double the healing; Expel Disease cuts resistance in half; all other powers have 2x the resistance to being dispelled
Critical Failure: power fails, turn immediately ends, caster is Vulnerable until start of next turn

Psionic Faith Powers