“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.
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.
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
Level 1: Spear
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
Level 1: Sword
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
Level 1: Staff
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
Level 1: Hand to Hand
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
Level 1: Meditation
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
Level 5: Parry
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
Level 7: Haggle
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
Level 14: Kick
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
Level 15: Trance
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
Level 19: Backlash
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
Level 25: Second Attack
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
Level 25: Mindlink
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
Level 6: Mindshield
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
Level 6: Sense Danger
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
Level 7: Shove
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
Level 8: ESP
Level 9: Accelerated Healing
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
Level 10: Detect Life
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
Level 11: Block Vision
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
Level 11: Leech
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
Level 11: Psionic Blast
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
Level 12: Ignore Pain
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
Level 14: Deflection
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
Level 15: Levitation
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
Level 16: Enhance Pain
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
Level 16: Reduce Pain
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
Level 16: Sensory Vision
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
Level 17: Paranoia
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
Level 18: Mind Thrust
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
Level 18: Foresight
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
Level 19: Read Thoughts
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
Level 21: Vertigo
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
Level 22: Symbiont
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
Level 23: Enhance Reflexes
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
Level 23: Prowess
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
Level 24: Psychic Block
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
Level 26: Confusion
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
Level 27: Adrenaline Rush
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
Level 29: Overwhelm
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
Level 30: Dominance
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
Level 31: Conceal Thoughts
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
Level 32: Slow Reflexes
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
Level 34: Suggestion
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
Level 36: Forget
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
Each character in Avendar has an adventuring class. The class determines the character’s abilities. Guilds are established throughout the land to help train characters in their class’s abilities. Click the class name below to view the details about the class’s abilities. The…