“Feats of physical prowess, spacial manipulation… these were his tools, to reveal Jalassa and Her philosophies to the human world.” – Kisjam, Master of the Lijenin Order, speaking of Adrajisk, founder of modern psionics
Devotees of the mind, the psionicists are dedicated to tapping their own inherent mental power. Psionicists often choose to wield a staff or spear, using them to great effect in conjunction with their arsenal of mental powers. While a psionicist may be any alignment, he may only be of lawful or neutral ethos.
Introduction
Psychic manifestation, historically, has been exceedingly rare outside the confines of the caladaran race. With their arrival in the Earendam river basin, they shared with local races tales of their ancient deities. In particular, they spoke of Jalassa, the goddess to whom they credited the revelation of their unusual power: psionics. However, with magic waxing strong in the Republic, tales of unknown mental powers were not easily believed.
Adrajisk, a monk of the Jalassan order, became renowned for blending the aelin ak’anginta, the discipline of Dolgrael, and the secretive art of assassinry. In this process, he was introduced to more artistic studies such as topiary and calligraphy, and brought them too into his ideal. The result was a new study he named ginta’cham’akan, “thought creating form”. Its powers became renowned throughout the Republic, and firmly established psionics in the minds of mortals.
Psionicists can control their bodies on an unprecedented level, allowing them to rapidly heal their wounds, gain immense martial power by controlling their production of adrenaline, perform simple telekinesis, and direct their psychic energy as a weapon. Psionicists often choose to wield a staff or spear, using them to great effect in conjunction with their arsenal of mental powers.
While a psionicist may be any alignment, he may only be of lawful or neutral ethos; chaotic individuals lack the discipline required to control their mind and body to the same degree. Races with limited mental capacity may not take up this class. Conversely, the ch’taren, despite their immense intelligence, are too inherently chaotic to study it as well. While psionicists are quite flexible in terms of religion, many gravitate toward Jalassa, from whom the study has sprung.
Class Abilities
Click an ability name to see more details.
Skills
Syntax: Automatic
Small, bladed weapons, daggers are one of the simplest melee weapons, often
favoured by scholars for this reason, most other professions in Avendar also
receiving training in them. Rogues are more intimately trained in their usage,
learning techniques both flashy and subtle. Typically thrusting or slashing
weapons, due to their length, they are poor at warding off blows though it is
likewise difficult to parry against a dagger. Someone wielding a dagger will
have a harder time getting around a shield, a stone phalanx, or a fighter's
fending.
Primary Attribute: dexterity
See also: PARRY
Syntax: Automatic
A long shaft with a sharpened tip, spears are typically piercing weapons.
They can be found both as slender javelins requiring a single hand to use, or
thicker-shafted and needing both hands. One-handed spears are typically the
ideal choice for people trained in the usage of shields, as spears are a
superior weapon in a defensive capacity. Other professions skilled in dual
wielding often favour one-handed spears. Fewer guilds emphasize the usage of
two-handed spears, but they are still a relatively commonly used weapon.
Spears penetrate techniques such as fend and stone phalanx quite easily, but
are little use against watchers' deflection.
Primary Attribute: strength, dexterity
See also: PARRY
Syntax: Automatic One of the most commonly-produced and commonly-trained weapons in Avendar, swords are simple to learn the basics of, but may take decades to master. The only weapon with an entire profession dedicated solely to their usage, in the hands of most others, swords are a particularly average weapon. Typically slashing or piercing, they range from slender rapiers to massive two-handed claymores. Primary Attribute: strength, dexterity See also: PARRY
Syntax: Automatic A staff is a long, slender pole, usually a blunt weapon and always held with two hands. They are unparalleled as a defensive weapon, though it is their resonance with magical energies makes them more of a draw to scholars. Watchers dedicate themselves to mastery of the deeper intricacies of these weapons, and some other guilds teach basic skills with them. Staves being so defensively oriented, they are generally poor at breaking through defenses. When wielded by any spellcaster, staves will enhance their magics, providing a bonus to caster level. Primary Attribute: strength, dexterity See also: PARRY
Syntax: Automatic The art of fisticuffs is taught by several of Avendar's martial guilds. Students will hit harder while unarmed than those who are untrained. If someone who is trained in both fighting unarmed and dual wielding has even a single free hand, he will use that as an off-hand attack. Having claws, both srryn and kankoran will do more damage with this skill than other races. However, this basic training only goes so far, and those who fight without a weapon in hand will find themselves unable to parry. Primary Attribute: strength, dexterity See also: PARRY
Syntax: Automatic A basic technique for focusing one's thoughts, meditation is a skill taught by all guilds that their students may recover mana more quickly. Primary Attribute: intelligence, wisdom See also: TRANCE, mana
Syntax: Automatic One of the few skills taught by almost all guilds of Avendar, parrying is the art of fending off an opponent's blows with one's own weapon. It is easiest to do so with a staff, though polearms and spears are well-suited to it as well. Swords and exotic weapons are neither good nor poor to one attempting to parry, though gladiators will parry better with an exotic and swords parry more effectively when wielded with both hands. Maces, axes, flails, daggers and whips are in turn less and less suited to parrying with. Fighters, by virtue of their training in a variety of techniques, will be more skilled at parrying no matter what the weapon. Wielding a weapon other than a sword or a spear in one's offhand will inhibit parrying with the main hand, though gladiators learn techniques to parry better while offhanding a whip. It is typically easier to parry when skilled with one's own weapon. It is particularly difficult to parry against daggers and whips, and easier to parry polearms. Primary Attribute: dexterity See also: DUAL WIELD, individual weapon helpfiles
Syntax: Automatic
A basic mercantile skill used to get a better price on items from merchants,
haggling is a skill that is widely taught but a talent applied with the most
success by the charismatic.
Primary Attribute: charisma
Dual wielding is the ability to use an additional weapon in the character's offhand. Weapons being dual wielded will suffer a slight penalty in the amount of damage and have a lesser chance of iterative attacks. Weapon weight must be considered with this skill, as only weapons lighter then the one being wielded in the main hand are capable of being dual wielded. Swordmasters are exempt from this restriction, and can dual wield nearly any two swords they can hold. Certain unwieldy combinations of weapons will be more awkward to defend oneself with. Large-sized races, such as the chaja or alatharya, are able to hold certain kinds of two-handed weapons with one hand, and dual wield them. The balance of spears, staves, and polearms are such that this is not possible for these weapons. The ambidextrous trait, available upon creation and given to gladiators and swordmasters automatically, reduces but does not remove the weight restrictions (though swordmasters have none in either case). Primary Attribute: dexterity See also: PARRY, AMBIDEXTROUS
Duration : Instantaneous Cost: 3 mana Range : Current Enemy Syntax: Kick Many guilds teach this basic martial manuver, allowing them to slightly augment their damage in combat. Bandits receive further training in making well-placed kicks. Primary Attribute: strength, dexterity See also: KNEE SHATTER
Syntax: Automatic A further refinement upon the more widely taught basic technique of meditation, trance is taught by the spellworking guilds and those focused on more meditative studies, in order to better recover their mana. Primary Attribute: intelligence, wisdom See also: MEDITATION, mana
Syntax: Automatic A defense against other workers of the mind, backlash may deal damage whenever one psionicist wrests free of another psionicist's abilities. Primary Attribute: wisdom
Syntax: Automatic Characters with proficiency in this skill will attempt a second attack each round with both their main and any offhanded weapons. Mastery of this skill does not guarantee the attack will be attempted every round, but it does make it very likely. Primary Attribute: dexterity, strength See also: DUAL WIELD
Range: Single Other PC Syntax: Mindlink <target> This skill allows a psionicist to attempt to form a mental link to a target. If successful, the psionicist will be able to afflict his foci upon the target even if they are not in the same room. He may use any of his foci that may be targetted on another person, save psionic blast. The psionicist may break this link by specifying 'none' as his target, or the victim may wrest his mind free over time. Placing distance between psionicist and victim will make it easier to break free. A psionicist may have only one mindlink in place at a time. He may input the mindlink command without an argument in order to see who he is holding this link to. Primary Attribute: intelligence, wisdom
Foci
Cost Per Tick: 5 mana
Range : Special Slots: 1
Syntax: Focus 'Mindshield' <target>
With this ability, a psionicist may form a protective shield around his
target's mind, providing a bonus to their ability to resist mental attacks,
magical fear effects, delusions, obfuscation, visions, and allowing them to
forcibly remove cloaks and beguilements. Assassins and watchers may only
shield their own minds.
Primary Attribute: Wisdom
See also: CLOAK
Cost Per Tick: 5 mana Range : User Only Slots: 1 Syntax: Focus 'Sense Danger' A form of mild precognition, this ability heightens the user's awareness, allowing him to perceive if there are any aggressive mobiles near to any room they move into. It also provides a significant defense against many standard tricks employed by rogues to take their victims unaware. Primary Attribute: Wisdom See also: WARINESS
Usage Cost: 10 mana
Range : Single PC or Mob
Syntax: Focus 'Shove' <target>
This ability uses a short, sharp burst of telekinetic force to slam into the
target, attempting to knock them to the ground and lag them.
Primary Attribute: Wisdom, Dexterity
See also: LAG
Cost Per Tick: 10 mana Range : Single PC or Mob Slots: 1 Syntax: Focus 'Accelerated Healing' <target> Using their psychometabolic ability, psionicists can increase the their body's regeneration rate, recovering hit points more quickly. This healing requires more energy than normal, however, and will demand more food, as the body uses this energy to heal itself. This ability can be applied to a single target multiple times concurrently. Primary Attribute: Wisdom, Constitution
Cost Per Tick: 8 mana Range : User Only Slots: 1 Syntax: Focus 'Detect Life' This ability allows psionicists to detect the presence of anyone whom they cannot see who is already in the room, when they walk in. They will also be aware of anyone who attempts to sneak into a room with them. This imparts the ability to detect the hidden and camouflaged, as well as in the dark, though magical invisibility will still elude them. Primary Attribute: Wisdom See also: SNEAK
Cost Per Tick: 10 mana Range : Single PC or Mob Slots: 1 Syntax: Focus 'Block Vision' <target> This ability is used to sever the mental connection between the target's eyes and mind, blinding them. Primary Attribute: Intelligence, Wisdom See also: BLINDNESS
Cost Per Tick: 10 mana Range : Single PC or Mob Slots: 1 Syntax: Focus 'Leech' <target> This ability attempts to set up a conduit between the mind of the psionicist and their target. Through this conduit, they may transfer mana each half hour from the target to themself. Primary Attribute: Intelligence, Wisdom
Duration : Level/20 Hours Usage Cost: 30 mana Range : Single PC or Mob Syntax: Focus 'Psionic Blast' <target> This ability sends out a powerful burst of mental energy, damaging the target and slightly penalizing both their intelligence and wisdom. This ability cannot be used over a mindlink. Primary Attribute: Wisdom
Cost Per Tick: 10 mana Range : User Only Slots: 1 Syntax: Focus 'Ignore Pain' This ability allows a psionicist to ignore physical pains that ail their body, allowing them to take blows that would otherwise be fatal. Their hit points may go into the negative, moreso as they advance in level. Primary Attribute: Wisdom, Constitution See also: ZEAL
Cost Per Tick: 10 mana Range : User Only Slots: 1 Syntax: Focus 'Deflection' A telekinetic ability, a psionicist may use deflection to attempt to push their enemies' blows astray, negating the attacks and pushing off bashes. Each blow evaded in this manner will slightly deplete the user's mana. Primary Attribute: Wisdom
Cost Per Tick: 15 mana Range : User Only Slots: 1 Syntax: Focus 'Levitation' With this ability, the user will hover slightly above the ground. This is as good as flying for all relevant purposes. It also provides an inherent ability to control one's flight. Primary Attribute: Wisdom See also: FLY
Cost Per Tick: 10 mana Range : Single PC Slots: 1 Syntax: Focus 'Enhance Pain' <target> This ability warps the perceptions of the target, making their mind react more strongly to pain than it normally would, making it appear as though they are taking more damage from attacks. The cynical trait protects against this. Primary Attribute: Intelligence, Constution
Cost Per Tick: 10 mana Range : Single PC Slots: 1 Syntax: Focus 'Reduce Pain' <target> This ability warps the perceptions of the target, making their mind react more strongly to pain than it normally would, and making it appear as though they are taking less damage from attacks. The cynical trait protects against this. Primary Attribute: Intelligence, Constitution
Cost Per Tick: 5 mana Range : User Only Slots: 1 Syntax: Focus 'Sensory Vision' Almost certainly devised by the shuddeni in the earliest depths of their history, this ability allows the psionicist to see even if they have been blinded, as well as in the dark. Primary Attribute: Wisdom See also: BLINDNESS
Range: Single PC or Mob Cost Per Tick: 5 mana Slots: 1 Syntax: focus 'paranoia' <target> This ability distorts the perceptions of its victim, inducing a state of hallucinatory paranoia. While afflicted by this, they will be assailed by visions of attacks on his person, of varying sorts. Furthermore, the victim of paranoia will be unable to disbelieve phantasms, and will also be denied a restful night's sleep. Primary Attributes: Intelligence, Wisdom
Duration : Instantaneous Usage Cost: 30 mana Range : Single PC Psionicist Syntax: Focus 'Mind Thrust' <target> A psionicist may use this ability against other mentalists, attempting to dispel each and every focus slot they have occupied. Primary Attribute: Intelligence, Wisdom
Cost Per Tick: 10 mana Range : User Only Slots: 1 Syntax: Focus 'Foresight' Another expression of mild precognition exhibited by psionicists, they may use this ability in combat to see where an enemy's blows are going to fall, allowing them to dodge with fairly good accuracy. Primary Attribute: Intelligence See also: DODGE
Cost Per Tick: 10 mana Range : Self Only Slots: 1 Syntax: Focus 'Read Thoughts' While this focus is active, a psionicist or watcher will read the surface thoughts of anyone in the room with them. They will perceive anything anyone tells, to an individual, group, or druidic circle. They will not overhear incoming messages or communication with the Great Houses. Primary Attribute: Wisdom
Cost Per Tick: 20 mana
Range : Single PC or Mobile Slots: 1
Syntax: Focus 'Vertigo' <target>
This psionic ability alters the target's sense of motion and direction, making
all visible exits jumbled in the victim's mind. While in this dizzying state,
there is also a good chance that the target will be unable to execute commands
that they attempt.
Primary Attribute: Intelligence, Wisdom
Cost Per Tick: 40 mana Range : Single PC Slots: 2 Syntax: Focus 'Symbiont' <target> This ability focuses a symbiotic link between the target and the psionicist. While it is in place, the user will be entirely aware of everything the victim sees or does. The victim will not be aware this link is in place, if it is successfully made. Primary Attribute: Intelligence, Wisdom
Cost Per Tick: 25 mana Range : User Only Slots: 1 Syntax: Focus 'Enhance Reflexes' This ability greatly hastens a psionicist's body, granting a bonus to their dexterity and allowing them to attempt another attack in each round of combat. However, the strain of this enhancement means they will recover from wounds more slowly than they would otherwise. Primary Attribute: Wisdom, Dexterity See also: HASTE
Cost Per Tick: 25 mana
Range : Single PC or Mob Slots: 1
Syntax: Focus 'Prowess' <target>
This psychometabolic ability allows a psionicist to enhance their target's
combat ability, granting a bonus to their hitroll, and increasing the amount
of damage dealt by each successful blow in combat. This ability is less
effective on targets who possess the enhanced damage skill. Assassins may only
use this focus on themselves.
Primary Attribute: Wisdom, Dexterity
See also: ENHANCED DAMAGE
Cost Per Tick: 10 mana Range : Single PC Psionicist Slots: 1 Syntax: Focus 'Psychic Block' <target> This ability places a mental block on the abilities of another mentalist, reducing their available slots by two. If they have anything focused in those slots, they lose their hold upon them. Primary Attribute: Intelligence, Wisdom
Cost Per Tick: 25 mana Range : Single PC or Mob Slots: 1 Syntax: Focus 'Confusion' <target> This ability invades the target's mind, causing them to have a great deal of difficulty distinguishing people from one another. It will hinder their usage of the tell comand, potentially causing them to misdirect their words. It has a similar effect on any command they make which targets another person; that target may be randomly reassigned to other people present in the room. The subject of this ability may also find it difficult to follow other people; they may find themself walking in a completely different direction. Primary Attribute: Intelligence, Wisdom
Cost Per Tick: 80 mana
Range : User Only Slots: 2
Syntax: Focus 'Adrenaline Rush'
The product of intense psychometabolic ability, this psionic power allows the
user to draw on their adrenaline reserves to drastically improve their combat
ability. There is a good chance they will attempt third attacks while
affected, and both their maximum hit points and damroll will see drastic
gains. However, this ability exhausts more than mind; each half-hour that
passes will also incur the loss of fifty movement points.
Primary Attribute: Wisdom, Strength
See also: DAMROLL
Cost Per Tick: 75 mana Range : Single PC or Mob Slots: 4 Syntax: Focus 'Overwhelm' <target> This psionic ability attempts to overwhelm the awareness of the target, rendering them unconscious. Much like other forms of forced sleep, this ability will be prematurely ended if the victim is forced into combat. Primary Attribute: Intelligence, Wisdom
Cost Per Tick: 30 mana Range : Single PC or Mobile Slots: 4 Syntax: Focus 'Dominance' <target> This ability attempts to bend the the victim's will to the user's. There is some strain involved in doing so, however, and a full hour is required to fully dominate the target's will, during which they may break away from the encroaching hold. If successful, the psionicist may force the victim to use commands via the order command, though the victim may resist the order. This cannot be used on mobiles greater than the user's level. Primary Attribute: Wisdom, Charisma
Cost Per Tick: 50 mana Range : Single PC Slots: 2 Syntax: Focus 'Conceal Thoughts' <target> This ability allows a psionicist to hide a person's awareness from general view. The target will not appear on the general where list, though attempts to seek them specifically may be effective. Primary Attribute: Wisdom See also: WHERE
Cost Per Tick: 20 mana Range : Single PC or Mob Slots: 1 Syntax: Focus 'Slow Reflexes' <target> This ability slows down the movements of its target, penalizing their dexterity and reducing the number of attacks they may make in a round, failing when it encounters hastening effects. The strain of this on the target's body means they will recover from wounds more slowly than they would otherwise. Primary Attribute: Intelligence, Wisdom See also: SLOW, EMBRACE OF ISETATON
Duration : Instantaneous/1 Hour Range : Single PC Syntax: Focus 'Suggestion' <target> <command> This ability plants a suggestion deep within the target's mind. One hour after it has been planted, the target will execute the command suggested. Primary Attribute: Wisdom, Charisma
Cost Per Tick: 20 mana Range : Single PC or Mob Slots: 1 Syntax: Focus 'Forget' <target> <skill> Forget induces a temporary amnesia in a victim, rendering them unable to use the skill, spell, form, song, or ability specified. Primary Attribute: Intelligence, Wisdom