Psion
A self-powered caster that trades a mage's damage for standing mitigation and the deepest utility tail in the game: minds read and written, force held as a stance, the body driven like a machine.
The Psion's power comes from nowhere but the self. No spirit answers, no pact binds, no spellbook is carried; what the class has is a mind turned on the world outside it. Play it as a caster that is noticeably harder to kill than a mage and noticeably slower to kill things: the two standing stances, Kinetic Barrier against steel and Mental Fortress against everything else, are percentage reducers that never run out, so what you mitigate in the first round you still mitigate in the fortieth. Around them sit a spike-smoother (Delay Pain), a guaranteed avoid (Foresight), a flat armour lift (Indurate) and a heal over time (Regenerate). Damage is a short rotation of Force Bolt, Ego Whip, Mind Thrust, Kinetic Crush and Psychic Burn, with Synaptic Overload as the payoff when the target's armour is cracked and its ego whipped.
What makes the class unlike anything else is the utility. A psion can learn a stranger's name from their head, make a creature forget a grudge, leave a thought on a room for another mind to find days later, point at a friend across the world and say which way they lie, talk to them down a thread nobody else can hear, walk out of its own body, project an image of itself to a marked place, and, at the top of the art, take a creature's body and wear it for a while. Every one of those powers is built on a system the game already has, which is why they work everywhere rather than only in a few scripted places.
Psion is a starting class. Guild ranks run Latent, Adept, Telepath, Ascendant and Guildmaster. It learns exactly one power per level from 1 to 60 and nothing after; the ten passives sit on top of that ladder.
Resources#
SP is the main pool and the costs are steep at the top of the kit: the capstone Psychic Crush costs 150 SP, Teleport and Mindread 100, Synaptic Overload 50. Force Bolt is cheap (5 SP, free with the Kinetic Economy passive), which is what makes it the filler, and Transfuse lets a psion in trouble buy health with spirit or spirit with health at a fixed rate.
The class resource is Feedback, a meter from 0 to 100 that is the mind's recoil. It builds by 8 for every damaging power that lands, by 4 for any other power used in a fight, and by 2 each time the Kinetic Barrier softens a hit; out of combat it fades a point every five seconds after half a minute idle. Four powers spend it: Foresight (20), Psychic Scream (40), Kinetic Shell (40) and Discharge, which empties the meter into a single burst of shock whose size scales with how much was stored. The Echoes passive makes it build faster and fade slower.
Psions wear leather armour and may use daggers, staves and maces, or the Mind Blade the class conjures for itself.
Talent Trees#
Telepathy#
The largest tree and the class's voice: reading and writing other minds. Its damage is psionic (Mind Thrust, Psychic Burn, Synaptic Overload, Psychic Crush), its control is the will itself (Ego Whip, Mind Lock, Ego Death, Dominate), and its utility runs from learning a stranger's name to linking two minds across the world.
Kinetics#
Force as a stance. Force Bolt is the filler that cracks armour, Kinetic Barrier is the always-up physical reducer, and the rest is pushing the world about: Gravity Well, Repulse, Wrench, Kinetic Crush, Telekinesis, a fire made of thought, a shell of force around the party.
Metabolism#
The body as a machine the mind drives. Transfuse turns spirit into flesh and back, Regenerate and Indurate keep you standing, Delay Pain refuses a hit until later, Adrenal Surge spends the body faster, Death Trance stops the heart, Iron Will refuses fear and stun, and Mind Blade gives a caster a weapon that swings on intellect.
Clairsentience#
Space and time as perception. Foresight sees the next blow, Psychic Compass finds a mind by where it lies in the world, Psychic Impression and Psychometry read what was left on places and things, and the top of the tree walks out of the body, anchors, teleports and projects.
Powers#
Telepathy#
| Level | Power | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 2 | Sense Minds | Utility | 5 SP | 5s | Reach out and feel every mind in the room, hidden or veiled or not, and read its mood and its bent. |
| 4 | True Name | Utility | 10 SP | 30s | Lift a stranger's name straight from their mind. Players may feel the touch. |
| 5 | Ego Whip | Control | 20 SP | 20s | A lash across the target's sense of self. They hit softer and miss more while it stings; longer if their armour is cracked. |
| 7 | Mind Thrust | Combat | 30 SP | 12s | A spear of thought driven through the target's mind. Psionic damage, harder against a whipped ego. |
| 12 | Dreamsend | Utility | 25 SP | 60s | Plant a message in a sleeper's dreams. It reaches them when they next wake, rise, or return. |
| 15 | Psychic Burn | Combat | 40 SP | 30s | Set a thought alight inside the target's skull. Psionic damage every round for six rounds. |
| 16 | Veil | Utility | 30 SP | 120s | Fold yourself out of lesser minds' notice. Weaker creatures do not see you to attack; any hostile act tears it. |
| 21 | Mind Lock | Control | 40 SP | 60s | Seize the target's will. For three seconds they can use no ability at all. |
| 23 | Pain Share | Defence | 40 SP | 30s | Bond with a group member and take a share of what hurts them onto yourself. Severs if you fall too low. |
| 26 | Empathy | Utility | 15 SP | 10s | Feel what the target feels: how hurt, what afflicts them, whom they mean to strike, whether they mean to run. |
| 28 | Psychic Link | Utility | 30 SP | 30s | Open a two-way channel between your mind and one other. Either of you may speak down it from anywhere. |
| 31 | Amnesia | Utility | 40 SP | 60s | Take yourself out of a mind. A creature forgets its grudge against you; a player forgets your name. |
| 32 | Suggestion | Utility | 20 SP | 30s | A quiet push on a peaceful mind: it speaks, or gestures, or follows you a while. |
| 34 | Psychic Scream | Combat | 20 SP and 40 Feedback | 30s | A shriek across every hostile mind in the room. Psionic damage and a stun. Costs Feedback. |
| 38 | Illusion | Utility | 20 SP | 30s | Put a thing in the room that is not there. Hands pass through it; eyes do not. |
| 41 | Psychic Surgery | Utility | 30 SP | 30s | Reach into a mind and cut out what does not belong: fear, charm, stun, silence, a hex. |
| 42 | Groupmind | Defence | 40 SP | 120s | Bind your group's minds together. Each linked mind sharpens every aim, and a thought reaches all of them at once. |
| 46 | Mirror Mind | Defence | 40 SP | 90s | Polish the mind to a mirror. Half of what magic and thought do to you is thrown back at the one who sent it. |
| 47 | Mindread | Utility | 100 SP | 120s | Open a mind and read it: race, class, level, faith, coin, the last thing they killed. |
| 51 | Dominate | Control | 120 SP | 600s | Take a creature's body for twenty seconds and wear it. It remembers, afterward. |
| 52 | Synaptic Overload | Combat | 50 SP | 30s | Fill the target's mind past what it can hold. Psionic damage; devastating through three cracks and a whipped ego. |
| 53 | Beckon | Utility | 60 SP | 120s | Call a group member to your side from anywhere in the world. They must accept the call. |
| 54 | Ego Death | Control | 50 SP | 60s | Unmake the target's sense of who they are. Their blessings fall away and they are left weak. |
| 55 | Thoughtform | Combat | 80 SP | 300s | Give a piece of your mind a shape and let it fight beside you for ten rounds. |
| 56 | Psychic Storm | Combat | 100 SP | 60s | Three rounds of gathering, then a storm across every hostile mind in the room. |
| 58 | Thought Theft | Control | 50 SP | 60s | Pull a blessing off the target's mind and wear it yourself for what is left of it. |
| 59 | Hive Mind | Defence | 60 SP | 180s | Lend your stance to the group: every member in the room holds your Kinetic Barrier for twenty seconds. |
| 60 | Psychic Crush | Combat | 150 SP | 900s | The capstone. Everything the mind is, brought down on one other mind at once. |
Kinetics#
| Level | Power | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 1 | Force Bolt | Combat | 5 SP | 2s | A fist of pure force, thrown from the mind. Blunt damage, and each bolt that lands has a growing chance to crack the target's armour. Builds Feedback. |
| 3 | Kinetic Barrier | Defence | 35 SP | 60s | A standing field of force around you that turns aside part of every physical blow. Each blow it softens feeds your Feedback. Maintain it always. |
| 13 | Gravity Well | Control | 35 SP | 45s | A moment of gathering, then every hostile in the room is dragged heavy and slow. |
| 17 | Repulse | Control | 40 SP | 90s | Fling every hostile in the room out through the nearest exits. Those too heavy to move are knocked flat instead. |
| 19 | Discharge | Combat | 10 SP and all Feedback | 10s | Let every point of Feedback go at once as a burst of shock. Empties the meter. |
| 25 | Telekinesis | Utility | 40 SP | 60s | Send an object through the world to a distant mind. It may stray, and rarely it breaks. |
| 29 | Kinetic Crush | Combat | 35 SP | 20s | Close a fist of force around the target. Heavy blunt damage, far worse through cracked armour, and it may stun. |
| 33 | Kindle | Utility | 30 SP | 600s | Make a fire out of thought: violet flames that warm, light, and double a camp's rest. |
| 39 | Wrench | Control | 35 SP | 45s | Tear the target's weapon out of their grip and throw it to the floor. |
| 50 | Kinetic Shell | Defence | 10 SP and 40 Feedback | 30s | Sheathe your group in force for four rounds: whatever strikes them takes shock for it. Costs Feedback. |
Metabolism#
| Level | Power | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 6 | Transfuse | Utility | HP or SP | 30s | The body is a machine the mind drives. Turn spirit into flesh or flesh into spirit at a cost, never below a fifth of the paying pool. |
| 10 | Regenerate | Defence | 30 SP | 60s | Tell the body to knit. A heal over time that grows with your level. |
| 14 | Mental Fortress | Defence | 35 SP | 60s | A standing wall in the mind that blunts everything that is not steel: magic, fire, frost, venom, the void. Maintain it always. |
| 24 | Delay Pain | Defence | 40 SP | 90s | Refuse to feel it. For ten seconds nothing you take lands; when the window closes most of it comes back slowly, and some never does. |
| 27 | Indurate | Defence | 25 SP | 90s | Tell the flesh to be stone for a minute. Flat armour, growing with level. |
| 35 | Mind Blade | Utility | 30 SP | 120s | Shape a blade of solid thought. It swings on your intellect, not your arm, and fades when you leave. |
| 37 | Adrenal Surge | Defence | 30 SP | 90s | Drive the body past its limits: faster casting and an extra swing for fifteen seconds, then a fatigue. |
| 45 | Death Trance | Utility | 30 SP | 300s | Stop the heart for a few breaths. Everything in the room believes you dead and loses interest; then you wake. |
| 49 | Iron Will | Defence | 40 SP | 120s | Fifteen seconds in which nothing can frighten, charm, stun or fell you, and whatever already has is gone. |
Clairsentience#
| Level | Power | Type | Cost | Cooldown | Effect |
|---|---|---|---|---|---|
| 8 | Psychic Impression | Utility | 15 SP | 60s | Leave a thought on a place for other minds to find, or read what other minds have left here. |
| 9 | Foresight | Defence | 10 SP and 20 Feedback | 10s | See the next blow before it lands and simply not be there. Costs Feedback. One hit, fully avoided. |
| 11 | Psychic Compass | Utility | 15 SP | 20s | Feel which way a mind lies from here, and how far, by its place in the world. |
| 18 | Psychometry | Utility | 20 SP | 15s | Read the memory an object or a place holds: who carried it, what died here, who passed through. |
| 20 | Psychic Ward | Utility | 25 SP | 10s | Leave a watching thought on this room. You are told who comes and goes; it may whisper to them from nowhere. |
| 22 | Heightened Senses | Utility | 15 SP | 30s | One sweep of the room with every sense the mind has: the hidden, the invisible, traps, secret ways, and sight in the dark for a minute. |
| 30 | Astral Walk | Utility | 60 SP | 300s | Step out of your body and walk unseen for a minute. The body stays behind, defenceless; any blow to it snaps you back. |
| 36 | Phase | Utility | 25 SP | 30s | Pass through a closed or locked way as though it were not there. |
| 40 | Thought Anchor | Utility | 20 SP to set, 80 SP to return | 300s | Leave a piece of your mind in a place so you can always find the way back to it. |
| 43 | Premonition | Defence | 30 SP | 120s | See what every creature in the room will do a round before it does it, and be braced for it. |
| 44 | Far Sight | Utility | 50 SP | 30s | Look through distance at a person or at your anchor. |
| 48 | Teleport | Utility | 100 SP | 300s | Remember places well enough to simply be there. Twenty seconds of stillness and then you are. |
| 57 | Remote Projection | Utility | 60 SP | 120s | Send an image of yourself to your anchor and speak and watch through it. |
Passives#
Ten passives, two equipped at a time like every other class.
| Level | Passive | Effect |
|---|---|---|
| 10 | Iron Mind | +10 resistance to PSIONIC and MAGIC damage. |
| 15 | Echoes | Feedback gains are a quarter larger and it fades half as fast. |
| 20 | Kinetic Economy | Force Bolt costs nothing at all. |
| 25 | Danger Sense | you are warned when an aggressive creature enters a room next to yours. |
| 30 | Lucid | resting restores half again as much. |
| 40 | Unyielding | the Kinetic Barrier turns aside 5 points more. |
| 45 | Residue | your kills leave a readable impression and Psychometry reads trails twice as old. |
| 50 | Mind Over Matter | below 30% health every psion power costs a quarter less. |
| 55 | Second Sight | hidden and invisible minds are tagged in your room listing and you may notice being scried. |
| 60 | Transcendence | Transfuse trades one for one and Delay Pain lets 40% dissipate. |
Notes#
Mind powers used on other players are allowed. True Name, Mindread, Amnesia and Thought Theft work on people as well as creatures; Dreamsend reaches players only. True Name, Mindread, Amnesia and Dreamsend each roll a detection against a player target's wisdom, so a touched player may be told that something brushed their mind. Thought Theft needs no such roll: the target is always told what was taken, the room sees it, and it starts a fight. Ordinary player-versus-player rules are unchanged by any of this.
Psychic Impressions left on rooms are visible to anyone who looks ("a faint psychic impression lingers here") but only a psion can read them. They last three days, a psion may hold ten at once and one per room, and they are filtered like any other player text.