Psionic Powers
Note: Requires the Psionic adaptation to train these feats
Psionic Corruption
Unlike other magic systems, psionics draw from the user's own mental energy. Overuse can cause temporary Wisdom damage, psychic feedback, mental exhaustion, psionic static, and in extreme cases, permanent madness or catatonia.
Mind Shield
Protect yourself and others from mental intrusion and psychic attacks.
- I: +2 to saves against charm, fear, and mind-reading effects
- II: Once per long rest, grant an ally within 30 ft the same protection for 1 hour
- III: Immunity to being surprised by creatures you can see, +1 to Psionics checks
- IV: Reflect a failed mental attack back at the attacker (1/day)
- V: Create a 10 ft radius zone of mental protection for 10 minutes (1/day)
Telepathic Link
Establish mental connections with willing creatures.
- I: Communicate telepathically with a willing creature within 60 ft for 10 minutes (1/day)
- II: Range increases to 1 mile, duration to 1 hour
- III: Can maintain links with up to 3 creatures simultaneously
- IV: Share surface thoughts and emotions through the link
- V: Network effect - linked creatures can communicate with each other
Psychic Blade
Channel mental energy into devastating attacks.
- I: Once per combat, add 1d6 psychic damage to a weapon attack
- II: Psychic damage increases to 1d8, can be used twice per combat
- III: On a critical hit, target must make Wisdom save (DC 8 + Wis mod + level) or be stunned until end of their next turn
- IV: Psychic damage becomes 1d10, usable 3 times per combat
- V: Psychic attacks bypass physical armor (ignore AC from armor, keep Dex and natural armor)
Precognition
Glimpse possible futures to avoid danger and seize opportunities.
- I: Once per day, reroll a failed save or attack roll
- II: Gain +1 AC against the first attack each round (you see it coming)
- III: Once per combat, take an extra action on your turn (you act on instinct)
- IV: Warning sense - cannot be surprised and always act first in initiative
- V: Danger sense extends to allies within 30 ft (they gain +2 AC against first attack each round)
Telekinesis
Move objects with the power of your mind.
- I: Move small objects (up to 5 lbs) within 30 ft as an action
- II: Weight limit increases to 25 lbs, can manipulate multiple small objects
- III: Can use telekinesis in combat - disarm enemies, trigger traps, etc.
- IV: Weight limit increases to 100 lbs, can lift and move creatures
- V: Create a telekinetic storm - move multiple objects simultaneously in a 20 ft radius
Psychometry
Read the psychic impressions left on objects and places.
- I: Touch an object to learn its basic history and last owner (10 minutes of concentration)
- II: Can read emotional impressions from locations (fear, joy, violence, etc.)
- III: See brief visions of significant events that occurred near an object or location
- IV: Track creatures by reading the psychic trail they leave behind
- V: Commune with the spirits of the dead who had strong connections to an object or place
Training Requirements
- Ranks I-II: Self-taught through meditation and practice
- Ranks III-IV: Requires a psionic trainer (rare in The Skeld)
- Rank V: Must find a master psionicist or ancient psionic artifact
Notable Psionic Locations
- The Crystal Caves: Natural psionic amplifiers in the Deep Shadow
- The Meditation Stones: Ancient circle that enhances mental training
- The Whispering Wastes: Area where the veil between minds is thin
- The Memory Hall: Durak Memorystone's archive resonates with psychic energy
Psionic Characters in Play
Psionic abilities are subtle and often undetectable, making them valuable for espionage and investigation. However, overuse risks mental corruption, and finding advanced trainers requires significant adventure investment.