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Psychic

Psychic

Stress, pain, extensive training, or some other effort shattered whatever contained the magic of your mind. By breaking this barrier, you can draw energy from your thoughts and use it to produce magical effects and cast spells. Even at the start of developing your psychic abilities, you enjoy greater versatility than you ever imagined possible. The trauma unlocked a wellspring of magic within you. You can now cast spells and manipulate the world with your thoughts.

As you experiment, you discover a vast repertoire of abilities at your fingertips. Telekinesis? Child's play. Conjuring illusions? A mere whisper away. The potential for further development seems limitless. But be warned. This newfound power is a double-edged sword. The same stress or pain that shattered your limitations can also shatter your control. You must learn to wield your emotions along with your thoughts, lest they consume you and bend your magic to their will. The path of a psychic is one of constant practice and discipline, for true mastery lies not just in wielding power, but in wielding yourself.

Level 3 Psychic

Attributes: Increase two attributes by 1 each.

Health: +4

Traditions: One

Spells: Two expert

Hostile Thoughts (Magical): You can use an action to produce either of the following effects:

  • Telekinetic Slam: Target one creature or object within 10 yards. Make an Intellect or Will roll against the target’s Strength. On a success, the target rises into the air and then slams to the ground. The target takes 4d6 damage and falls prone. The damage increases to 6d6 at level 6 and to 9d6 at level 9.
  • Thought Rend: Target one creature within 10 yards. Make an Intellect or Will roll against the target’s Will. On a success, the target takes 3d6 damage, and becomes Intellect impaired and Will impaired (luck ends both). The damage increases to 5d6 at level 6 and to 8d6 at level 9.

Level 4 Psychic

Health: +4

Spells: One expert

Mental Fortress (Magical): You impose 1 bane on rolls against your Intellect and Will. In addition, whenever you become confused, controlled, frightened, Intellect impaired, Will impaired, or stunned, you can make a luck roll. On a success, you end the affliction.

Level 6 Psychic

Health: +4

Spells: One expert

Speed of Thought (Magical): When you take the initiative, increase your Speed by 5 until the end of your turn. Then, until the end of your next turn, you impose 1 bane on rolls made against you.

Level 9 Psychic

Health: +4

Spells: One master

Psychic Effort (Magical): You can make an Intellect roll or Will roll in place of any Strength or Agility roll you make. In addition, when you get a result for an Intellect or Will roll, you can use this talent to add 10 to the result, but then lose access to this talent for 1 minute.