Psionic Magicana
Those who practice psi magic shape, control, harness
and utilize natural forces that infuse the character's own being. His effort is
focused inward rather than outward and is completely in touch with and aware of
even the tiniest workings of his body and mind. The mind and body are only parts
of a much greater unity. The body produces energy and vitality, the mind gives
it shape and reality. This sphere of magic involves looking inward to the
essence of the character's own being and gaining control of his subconscious.
Through extraordinary discipline, contemplation,
and self-awareness he unlocks the full potential of his mind.
| Acquire Skill | Range: Touch Duration: 1 hour per WIS +1 hour per level Save: None Mana: 10 This allows the caster to gain the skill knowledge needed to use any non electrical or mechanical object by touching it, and absorbing the necessary skill/s from the previous owner or user. The skill level will be equal to that of the previous person's. |
| Alzheimer's | Range: Touch Duration: 1 hour per WIS Save: Standard Mana: 50 This spell causes the victim's mind to slowly decay and rot away. The victim loses 1 WIS and INT per hour until he is a vegetable. This can be foiled by the use of a cure disease spell. Lost points of intelligence and wisdom can be regained only by the use of rejuvenation or such powers of a higher degree. |
| Astral Projection | Range: Self or touch Duration: 1 round per WIS Save: None Mana: 15 The caster's or another' s spirit leaves the body and can travel instantly anywhere in the world. The spirit can find anyone it knows well and can visit any place it has visited before. He cannot communicate or otherwise physically interact with the physical world but can use magick on it. |
| Backlash | Range: Touch Duration: 1 day per WIS Save: Standard Mana: 30 This spell only works on someone who is or uses psionics. If the spell succeeds every time the victim attempts to use a psionic power or cast a psionic spell he suffers a nosebleed and is forced to the ground by a blinding headache. |
| Charm |
Range: Line of sight This spell makes the victim regard the caster as his best friend and trusted ally. This doesnt work if the victim is currently being threatened or attacked by the caster or his allies. This does not enable the caster to control the charmed person as if he were an automaton, but he perceives the caster’s words and actions in the most favourable way. A charmed person never obeys suicidal or obviously harmful orders. Any act by the caster or apparent allies that threatens the charmed person breaks the spell. |
| Clairaudience | Range: Self Duration: 1 round per WIS Save: None Mana: 5 This allows the caster to hear sounds from a distant area. He picks a location he knows then listens to everything he would be able to hear normally if he were standing in that spot. |
| Clairvoyance |
Range: Self This allows the caster to see images from a distant location. The user picks a spot he knows then looks at everything he would be able to see if he were standing in that spot. The user’s field of vision is the same as normal and turning his head allows him to scan the area. Clairvoyance doesn’t replace normal vision. The user still sees what’s around his physical location with the distant scene superimposed. Closing one’s eyes blocks the double vision and leaves only the distant scene. |
| Combat Aid | Range: Self Duration: 1 round per WIS Save: None Mana: 10 This spell allows the caster to anticipate what his opponent. As a result he gains a +1 bonus on all rolls while fighting him. |
| Commune | Range: Self Duration: 1 round per WIS Save: None Mana: 5 This powers allows a character to talk to the dead. How they react and how honest they are is left up to the GM. |
| Emotion Manipulation |
Range: Line of sight The hero can transmit either his own emotional state to another or manipulate their emotions to what he desires. They must be within his line of sight or 20 metre radius (+5 metres per level). The power functions for as long as the hero concentrates on using it. |
| Empath |
Range: Line of sight Duration: 1 round per WIS Save: None Mana: 5 The caster can detect the surface emotions of any creature he or she can see that is in range. The character can sense basic needs, drives, and emotions. |
| Exorcism |
Range: Touch Duration: Instant Save: Standard Mana: 25 The caster can force out anyone/thing possessing a victim unless save. Even if fail the victim gains a new attempt at resisting the possession at +1 per exorcism attempt. |
| Hide Aura | Range: Self of line of
sight Duration: 1 minute per WIS Save: Standard Mana: 15 This is used to disguise one's true aura concealing experience, health, powers, magic, etc. Can also alter the auras of other living organisms within his line of sight, 1 per level. This transference can lead to innocent beings being considered powerful beings or practitioners of magic. |
| Holistic | Range: Touch Duration: Instant Save: None Mana: 5 By carefully laying on hands, the caster can sense the subtle currents of living energy within an organism. He can detect any flaws within this energy flow and diagnose ailments and injuries. |
| Hypnotise | Range: Line of sight Duration: See below Save: Standard Mana: 35 This allows the caster to implant an idea into a victim’s head (eg, I’m your friend, you’re sleepy, etc) but only outside of combat, cause a victim to involuntarily speak what he is actually thinking, block a specific memory in another for 1 week per WIS, can save at start and once per week. Or implant a post-hypnotic suggestion which the victim may save against once per command. If the command is something abhorrent to victim then gain +2 to save. |
| Ignore Pain | Range: Self Duration: 1 round per WIS Save: None Mana: 5 This allows the caster to completely ignore pain. The debilitating effects of shock, toxins and poisons (among other things) are halved. Lastly, the character remains fully conscious up to their HPs dropping below zero. |
| Insight |
Range: Line of sight This spell allows the caster to suddenly realize or work something out. The GM should tell you something that you've missed figuring out, such as which option to investigate. |
| Levitate |
Range: Self |
| Logic Bomb | Range: Touch Duration: 1 day per WIS +1 day per mana Save: Standard Mana: 50 This is an extremely dangerous spell. The caster implants the psionic bomb in the victim's mind. It will remain in there until removed, the duration expires or the victim encounters the trigger. The trigger is whatever the caster decides; for instance the first person he sees in a suit or when he meets a specific person. In the later case a photo must be shown to him so he knows who the trigger will be. Once the trigger is met the logic bomb will detonate and strike everyone within a 1 metre radius of the victim per WIS of caster. Those who fail to save suffer a haemorrhage and may die, those who do save are knocked unconscious. |
| Mental Dagger | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 20 This allows the caster to telepathically stab the mind of one foe per 5 WIS +1 per level, causing horrible agony. The victim is completely unable to do anything while wrenched by this pain. This is reduced though if the victim has an incredibly high pain tolerance. |
| Mental Interference | Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 15 This radiates a field of psionic static within a WIS x2 metre radius, +2 metres per level around him. This doesn't prevent the use of powers but can dampen out psionic abilities. An example would be causing interference in telepathic communications making transmissions to sound like they are full of static and barely audible (like a badly tuned in radio). |
| Mind Shield | Range: Self or Line of
sight Duration: 1 round per WIS Save: None Mana: 50 This completely blocks any attempts by another to mentally control, dominate or possess the caster or whoever he casts it on (1 person per 2 WIS, +1 per level against any). |
| Nightmares | Range: Touch Duration: 4 rounds per 5 WIS Save: Standard Mana: 30 This spell allows the caster to transmit images into the
mind of a sleeping victim which then become horrid nightmares and the deepest fears imaginable. The affect
produces a severe mental and physical response from the victim. Their heart rate
increases, breathing becomes erratic, and muscle spasms can occur. The actual
images last for only a few seconds but are
enough to create a drastic change in the victim. Nightmare can be used for two
reasons. The first is to unhinge the character's confidence or mental
capabilities. After a night instilled with a horrific dream the next day the
character is a -1 to all actions whether physical, or mental, no saving throw
from these affects. Furthermore the caster can also produce images of events
that the victim is likely to take part in and cause these events to take a
disastrous turn. |
| Perfect Recall | Range: Self Duration: 1 round per WIS Save: None Mana: 5 This grants the character an almost perfect memory allowing him to recall anything with total accuracy. The character will also be able to recognize faces, costumes, and cars that they have only seen once or twice before. Memories are permanent and can be recalled with crystal clarity at any time. |
| Psi Weapon | Range: Self Duration: 1 round per WIS Save: None Mana: 35 The caster can mentally will into existence a weapon of psychic energy which upon contact with a victim either paralyses them for 1 melee per WIS, or induces shock/coma unless psi save. Once per day per 5 WIS (+1 per level) can will it to do 1 damage per WIS, + half your WIS per level. All weapons are +1 to thaco per 2 WIS but use up 1 attack per melee while in use. Types include; Hand Held Weapons - Swords, axes, machetes, staves, maces, and all manner of melee weapons. Thrown Weapons - Short bows, shuriken, throwing axes, and throwing knives. The weapon has 20% more range than a normal weapon of its type. Use limited only by number of melee attacks of character. Whips Can fire a psirope WIS x1 metre +1 metre per level. Can mentally control the end of it making it sticky, allowing people to swing on it, climb up it or entangle with STR equal to WIS. |
| Psychometry |
Range: Touch This spell allows the caster to detect impressions left on an object by a previous owner. These impressions include the owner’s race, sex, age, and alignment. It can also reveal how the owner came to possess the item and how he lost it. An object can be read successfully only once per experience level. Additional readings at the same level reveal no new information. |
| Psychometry II |
Range: Touch This spell allows the caster to determine the exact cause of death of a corpse. He can also see whatever the recipient corpse saw at the very instant of death with the intent of learning the identity of the murderer, or at least the location of death. |
| Puppet |
Range: Line of sight The caster can attempt to take control of a nearby living creature, forcing his mind into the victim’s body. The caster may move his or her mind back into his or her own body whenever he desires. The caster can call on rudimentary or instinctive knowledge of the victim but not upon its real or acquired knowledge. The caster retains his own alignment, Intelligence, Wisdom, and Charisma scores, class, level, skills, and thaco (but if the victim is unfit penalties will apply). If the victim's body is slain the caster returns to his own body, but will be stunned for D6 rounds. |
| Relive Pain |
Range: Line of sight This spell makes people re-experience any injury from their memory. The victim immediately suffers the full effects of that injury. This includes cuts, broken limbs, ruptured organs, etc. However he can only relive previous injuries and not suffer new ones. |
| Sense Danger |
Range: Self Duration: 1 round per WIS Save: None Mana: 25 The caster is able to sense imminent danger with a warning time of 1 minute per 5 WIS, +1 minute per level. Will know direction and threat level. |
| Skim | Range: Self Duration: 1 round per WIS Save: None Mana: 5 This spell gives the ability to read and comprehend written text extremely quickly. The person can read up to 1 page per WIS per turn. The caster will retain the information as he would normally. |
| Sleep |
Range: Line of sight The victim of this spell will fall into a deep sleep upon failing the save throw. The only way to rouse the victim is to attack him, pinch him (enough to leave a small bruise), or give him some sort of stimulant like methamphetamine or adrenaline. |
| Stutter | Range: Touch Duration: 4 rounds per 5 WIS Save: Standard Mana: 5 This spells sends a mental suggestion into the mind of its victim causing them to stutter when they attempt to speak. The stuttering is intense that it completely negates any spell requiring a verbal component. The effects also prohibit the victim from communicating in any coherent manner. |
| Sympathetic |
Range: Line of sight Not what you think. This creates a psionic connection between the caster and the victim so that some of the caster's wounds are transferred to the victim. The caster takes only half damage from all wounds and attacks. The victim takes the rest of the damage. |
| Synaptic Misfire | Range: Line of sight Duration: 4 rounds per 5 WIS Save: Standard Mana: 40 The caster sends a telepathic bolt into the victim causing a synaptic error in the victim's autonomic processes. This causes the target's brain not to register heart beats, breathing or other involuntary processes and thus the victim will began to suffer from oxygen and blood deprivation. If not stopped this will soon kill the victim. |
| Telekinesis |
Range: Line of sight |
| Telekinetic Punch |
Range: Line of sight The caster swings a punch in the air and it hits any one victim within line of sight. Damage is one point per 2 mana sunk in. Thus if you wanted to do 10 damage the cost would be 5 to cast + 20 mana for a total of 25. |
| Telepathic Link |
Range: Line of sight The caster forges a telepathic bond with other creatures, which must have Intelligence scores of 6 or higher. The bond can be established only with willing allies, who therefore receive no saving throw. The caster can communicate telepathically through the bond even if he or she does not share a common language. Once the bond is formed it works over any distance (although not between dimensions). |
| Telepathic Probe |
Range: Line of sight Any victim within line of sight of the caster can have his memories and knowledge accessed. The caster can learn the answer to one question per round, to the best of the subject’s knowledge. The caster and the victim do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to the questions. |
| Tongues |
Range: Self or Line of sight The caster or anyone he casts this on can understand, speak and read any language he hears or looks at. Magic writing and cipher codes cannot be read however. |
| True Sight |
Range: Line of sight This character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, but not the exact nature of the magic aside from whether it is harmful or helpful. |