Psionic Psychs


1 Cost Psychs (Basic)

  • Catfall

    • When you would take Damage due to Falling you can use your Reaction and this Psych to reduce that Damage to 0

  • Charm

    • Target a Creature within 4m of you, they must make an Intelligence Save Throw and are Charmed by you for up to 1 minute on a Failure or while you maintain Concentration. The Creature can make this Save again at the end of each of their turns

  • Command

    • Target a Creature within 10m of you, they must make a Wisdom Save or must spend their next turn performing an Action you order. This must be given to them utilizing only 2 words and cannot induce the Creature to harm itself

  • Dampen

    • You spend your Psych gathering mental energy around you, changing your AC to 10 + your Intelligence Modifier for 8 Hours

  • Launch

    • Select an object of 2kg or less you can see within 20m that is not being worn or carried. You launch it at a creature you can see within 30m from it and it must make a Dexterity Save against your Psych Save DC, taking 3d8 Damage on a Failure or half as much on a Success. The object takes an equal amount of Damage

  • Mindfield

    • You focus on yourself and begin to emanate a 40m radius where anything with a mind becomes detectable through any kind of physical object. This lasts for up to 1 Hour

  • Repulse

    • All Creatures of Large Size or smaller are pushed back 4m. If they strike a solid object they take Damage equal to your Intelligence Modifier

  • Stride

    • You gain 4m of Movement Speed and increase your Jump Distances by that amount for 8 Hours (doesn’t require Concentration) 

  • Tendrils

    • Unleash an assortment of visible psionic tendrils in a 6m radius around you. All Creatures in this area must make a Strength Save, taking half Damage on a Success or 1d8 Necrotic, Cold, and Acid Damage and being unable to make Reactions until the end of their next turn on a Failure

  • Whisper

    • Target a Creature within 30m, forcing it to make an Intelligence Save to resist the pain. On a Failed Save it takes 3d6 Psychic Damage and must immediately use its Reaction (if still available) to move its Movement Speed away from you. It shouldn’t try to move over hazardous terrain however, such as a fire or pit. On a Successful Save it takes ½ the Damage and isn’t required to move. You deal an additional 2d6 Damage for each higher level Spell Slot used


2 Cost Psychs (Basic)

  • Break

    • Push out harmful energy in a 6m cone in front of you, forcing all Creatures in Range to make an Intelligence Save. They take 4d4 Psychic Damage and are Stupified 1 on their next turn or just take half damage on a Success

  • Darkvision

    • Grant yourself 40m of Darkvision for 8 Hours, meaning they can see in complete darkness as if it was lit by torches (doesn’t require Concentration) 

  • Detect

    • While this Spell is active you can spend an Action to focus on a Creature within Range that you share a language with. You learn its Surface Thoughts and on subsequent turns you can spend an Action switching targets or diving deeper, forcing the creature to make an Intelligence Save. On a Failure you gain insight to their deeper thoughts and on a Success you both take 1d4 Psychic Damage from the mental feedback

  • Hold

    • Choose a Creature that you can see within 30m. The target must succeed on a Wisdom Save or be Paralyzed for up to 1 Minute, while you Concentrate. At the end of each of its turns, the target can make another Wisdom Save. On a success, the spell ends on the target

  • Locate

    • Choose a creature or object that you’ve seen before and can imagine in your mind, for the duration you can tell where the object is if it’s within 10km of you

  • Mirror

    • Force all Attacks against you to have Disadvantage for 1 minute

  • Obliterate

    • Select a point in 20m, a 4m sphere of violent air erupts within range. All creatures within the area must make a Constitution Save, taking 4d8 Thunder Damage on a Failure and half as much on a Success. Creatures made of inorganic materials have Disadvantage on this Save. Any non-magical objects not being worn in this area automatically fail this saving throw and take Damage

  • Phantom - You craft an illusion that takes root in the mind of a creature you can see within range, which must make a Wisdom Save. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 3m cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. This phantasm includes sound and other stimuli such as temperature (however these are still only perceivable by the target)

    • The target can use its Action to examine the phantasm with an Investigation Check against your Spell Save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends

      • While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off

      • An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion

  • Step (Requires both your Action and Bonus Action)

    • Teleport yourself to a point you can see within 120m

  • Visibility

    • Grant yourself the Invisible Condition for 1 Hour. While you have this Condition via this Psych you also ignore this Condition another Creature possesses. If you cast a Psych you end this Condition immediately regardless of it is instantaneous


3 Cost Psychs (Advanced)

  • Counter

    • When someone that you can see tries to Cast a Spell within 20m you can attempt to destroy the magic. You can spend this Spell Slot on this Spell and if it is a 3rd Level Spell or lower then their Spell is destroyed. However if the Spell Slot utilized is higher then you must make an Ability Check using your Spellcasting Modifier, the DC is 10 + the Spell Slot Level used. Using a higher Level Spell Slot automatically destroys higher level Spells of equal Level.

  • Dispel

    • When you see a Magical effect on a Creature or Object you can attempt to destroy the magic. You can spend this Spell Slot on this Spell and if it is a 3rd Level Spell or lower then their Spell is destroyed. However if the Spell Slot is higher then you must make an Ability Check using your Spellcasting Modifier, the DC is 10 + the Spell Slot Level used. Using a higher Level Spell Slot automatically destroys higher level Spells of equal Level

  • Haste

    • Select a Creature you can see within 10m, you grant them extreme alacrity. For the duration they gain the Hasted condition

  • Image

    • You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 10m cube at a point within 50m of you. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a dead body’s smell). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. 

      • For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. You can spend 6 Mana instead of 3 on this Spell to make it permanent for the duration, you can still change it but it doesn’t require you to concentrate on it

  • Resist

    • You utter a type of Damage (besides Force) and gain Resistance against it until you complete a Long Rest

  • Slow

    • At a point within 30m that you can see a 10m cube of swirling syrupy orange wind, all Creatures being caught in this area must make a Wisdom Save. On a Failure they are Slowed. Any enemy slowed in this way also suffers a -2 penalty to their AC

  • Trade

    • Target a Creature you can see within 30m, you manipulate the folds of the universe to swap that Creature with yourself. You can also choose to instead just target that Creature an additional point within Range, dropping it there and dealing 4d8 Force Damage. If you choose to do this the Creature can make a Wisdom Save to resist the Movement

  • Wall

    • Conjure up a swirling wall of magic at a point you can see within 50m (that type of Wall depends on the present material, wood, dirt, sand, or water). You can make the wall up to 10m long, 4m high, and 4m thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 6m of movement for every 2m it moves there


4 Cost Psychs (Advanced)

  • Confusion - Select a point that you can see within 30m, and create a 4m flash of multi-colored light around that point.

    • All Creatures within Range must make a Wisdom Save or be affected by the Confused Condition. They can repeat this Save at the end of each of their subsequent turns to see if they can act normally on their next turn or after 1 minute this effect ends

  • Despair - Lash out with arcane symbols at a target that you can sense within 20m. It must succeed on an Intelligence Save or suffer the penalties below for up to 1 minute. It can repeat this Save at the end of each of its subsequent turns

    • It has the Frightened Condition while within 20m of you. If they leave this Range you have until the end of your next turn to re-enter it

    • It becomes Vulnerable to Psychic Damage

    • It cannot utilize any Spell Slots of 2nd Level or higher for the duration

  • Door

    • Select a point within 200m, a small doorway opens up both there and in front of you which you step through as part of the Spell’s Effect. As part of this Spell one willing Creature within 4m of you can be brought along with you. If you arrive in a space occupied by an object or creature you are moved to the nearest unoccupied space and take 4d6 Force Damage plus an additional 2d6 Force Damage for every 2m you are forced to move after that

  • Hallucination

    • A 40m cube of illusion appears at a spot you can see within 30m, it must appear like a completely natural terrain of your imagination includes sight, smell, and sounds within the cube. This Spell does not affect man made Creatures or constructed structures and does not replace tactile sensation. If it is discerned by a mage they must succeed on a Perception check of your Spell Save DC, and on a success of doing so the illusion appears as a kind of vague mirage, the general shape being identifiable but it does not stop the seer from understanding the true form

  • Phantasm

    • Select a Creature within 40m you can see, you release the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make an Intelligence Save. On a failed save, the target becomes Frightened for up to 1 minute. At the start of each of the target’s turns before the spell ends, the target must Succeed on another Intelligence Save or take 4d10 psychic damage. On a successful save, the target takes half Damage and the spell ends

  • Sight

    • Summon a blue sphere that looks like an eye at a point within 50m, it sees like you do and also possesses 10m of Darkvision. It can rotate to see in any direction and at any point for the duration you can use your Bonus Action to move it 10m in any direction. While it is active you understand what it sees as though you are seeing it. You can use your Action to focus through the Eye, going blind yourself to have Advantage on Perception checks looking through the Eye

  • Sinkhole

    • A 1nm spot of gravity erupts at a point you can see within 40m, causing all Creatures within 20m to make a Strength Save. On a failed save, the creature takes 5d12 force damage, and is pulled in a straight line toward the point, ending in an unoccupied space as close to the center as possible. On a successful save, the creature takes half as much damage and isn't pulled. A Creature which reaches the central point as a part of the pull effect or at the start of their turn automatically fails their Save

  • Visibility (Greater)

    • Grant yourself the Invisible Condition for 1 Hour, lasting even after Casting or making an Attack. While you have this Condition via this Psych you also ignore this Condition another Creature possesses. If you cast a Psych you end this Condition immediately


5 Cost Psychs (Elite)

  • Domination

    • Target a Creature you can see within 20m, it must make a Wisdom Save. On a Failure it gains the Possessed Condition and you must maintain Concentration while controlling it with your mind. You can spend a Bonus Action on your turn to change the directions you’ve given the Creature. This Creature won’t take any actions that would directly harm it

  • Memory

    • You attempt to reshape another creature’s memories. One creature that you can see must make an Intelligence Save. If you are fighting the creature, it has advantage on the saving throw. On a Failed Save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description

      • If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner

  • Move

    • Your ability to manipulate creatures or objects by thought increases for a brief period. When you cast the spell, and as your Action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

      • Creature - You can try to move a Huge or smaller creature. Make an ability check with your Spellcasting Ability contested by the creature’s Strength. If you win the contest, you move the creature up to 10m in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest

      • Object - You can try to move an object that weighs up to 500kg. If the object isn’t being worn or carried, you automatically move it up to 10m in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 10m in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, storing or retrieving an item from an open container, or pouring the contents from a vial

  • Seeming

    • This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make an Intelligence Save, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem .5m shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspections. 

      • For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. 

      • A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised

  • Spear

    • Target a Creature within 10m that you can see and make a Psych Attack Roll. On a hit you deal 12d6 Psychic Damage. If you utter the target’s name the range on this spell is tripled and you no longer are required to see your target


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The Psionic Class

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Psionic Quicks