This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== 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. ===== Talents ===== //**Mental Anguish:**// 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:**// 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:**// 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:**// 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 Spells ===== {{page>weird-wizard:spells:Dancing_Weapon&link&doindent}} {{page>weird-wizard:spells:Levitation&link&doindent}} {{page>weird-wizard:spells:Link_Minds&link&doindent}} {{page>weird-wizard:spells:Mental_Stowaway&link&doindent}} {{page>weird-wizard:spells:Mindwrack&link&doindent}} {{page>weird-wizard:spells:Psychic_Healing&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Expert_Psychomancy_Spells_Crushing_Thoughts&link&doindent}} {{page>weird-wizard:spells:Elude_Perception&link&doindent}} {{page>weird-wizard:spells:Erase_Memories&link&doindent}} {{page>weird-wizard:spells:Kinetic_Strike&link&doindent}} {{page>weird-wizard:spells:Read_Mind&link&doindent}} {{page>weird-wizard:spells:Thought_Cloud&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Kinetic_Outburst&link&doindent}} {{page>weird-wizard:spells:Mind_Blast&link&doindent}} {{page>weird-wizard:spells:Mind_Control&link&doindent}} {{page>weird-wizard:spells:Mind_Over_Body&link&doindent}} {{page>weird-wizard:spells:Open_Mind&link&doindent}} {{page>weird-wizard:spells:Rend_Asunder&link&doindent}}