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Psionic Abilities

These are the mysterious mind powers that the uninformed often mistake for magic. Unlike magic which, uses sources from the outside world to create its effects, psionics are powers from within the person that uses them. Psionic abilities require higher amounts of determination and self control to fully master. Psionics are divided into two categories, Devotions and Sciences. Devotions are the basic study of a psionic ability. Sciences are the specialized study of an effect of a psionic ability. Sciences are divided into 3 types, Attack, Defensive and Charismatic (those that affect the way you are viewed by the general populace)
Psionic Devotions


Manifest - This is an ability that pscionists must first learn to shape mental energy into a useable form. They can create sparks as well as minor displays of power uses. None of which can cause any form of damage. Must have 50 determination, 50 intelligence and 50 self control. Takes 3 days to learn.

Contact - This is the ability to mentally touch another beings mind. The psionist using contact can get surface emotions off of any being with less self control than the him/her. Must have 50 determination and 50 self-control. Takes 3 days to learn.

Mass Contact - This is the ability to reach into several minds at once. Must have 1000 self control and 500 determination as well as contact. Takes 4 weeks to learn.

Clairvoyance - This is the ability most often linked to psionic ability. This is the ability to get small amounts of information from a person, place or thing using ESP. For example, reading minor fortunes or getting deja vu. Must have 100 intelligence and 50 determination. Takes 5 days to learn.

Manipulate - This is the usage of psionic powers to create specific and sometimes permanent effects. The psionist learns how to pervert nature and bend its will to his own to create these effects. This devotion only allows them to create minor effects that cannot cause damage, but can allow the psionist character to be creative. This ability also will not mimic any other ability listed. Must 1,000 self control 1,000 intelligence and 1,000 determination as well as Manifest. Takes 5 days to learn.


Psionic Sciences (Defensive)



Telekinesis - The ability to manipulate physical objects using mental energy. User can move any object whose weight is equal to half his intelligence score. Cannot be used to attack. Must have 100 intelligence, 100 self control, and 100 determination as well as Manifest. You can throw an opponents weapon from their hands. It takes the opponent one turn to retrieve their weapon. Takes 2 weeks to learn.

Telepathy - This is the ability to enter a beings mind and communicate. The psionist enters another beings mind and can hear any thoughts that the other being allows to be heard. Must have 50 determination and 50 self control. Must have the contact skill. Takes 1 week to learn.

Mass Telepathy - This is the ability to communicate with several minds at once. This requires great amounts of self control and determination because the amount of knowledge that is pouring into the psionist is enough to make a weak willed person go mad. Must have 1,000 self control, 1,000 determination, contact, mass contact and telepathy. Takes 3 weeks to learn on Mars.

Kinetic Shield - This creates a shield of mental energy to surround the psionist. This shield absorbs any one blow dealt him. Must have 500 self control and Manifest. Takes 2 weeks to learn.

Inertial Barrier - One of the most demanding of the psionic abilities, when invoked it absorbs every physical blow dealt to the psionist for 3 turns. On the end of the third turn, the psionist releases the kinetic energy that is being stored from each blow and unleashes it one target causing massive damage to that being. If the energy is not released it will rip the psionist apart. Must have 1,000 self control, Kinetic Shield and Manifest. Takes 2 weeks to learn.

Iron Tower Defense - This is a psionic defense mode that lasts for 5 turns when it is started. The defense blocks all psionic attacks that are aimed at him/her. Must have 200 self control and Manifest. Takes 1 week to learn in Trabia.

Ghost Step - This is the ability to become mist. The psionist alters his/her body's composition to become like a ghost. This will block any attack aimed at the psionist. A psionist that is ghost stepping can also move thru cracks and keyholes in walls and doors. Must have 200 self-control, 200 intelligence and Manifest. Takes 5 weeks to learn on Mars.

Cards of Fate - When activated the psionist learns what is about to happen in the near future. When used in battle the psionist knows how and where the attack will come and can use the power to dodge the attack if he/she so chooses. This will not allow them to dodge an attack that cannot normally be dodged however, such as limit breaks. Can even dodge when someone has used Tymora's Luck. Must have 800 intelligence and Clairvoyance. Takes 4 weeks to learn.

Levitate - This is the ability to float a few feet off of the ground, it only helps them move up or down not forward or back. A psionist that is levitating can only move forward if he/she has a wall or rope or some other such object to help them glide along. Must have 200 self control and Manifest to learn. Takes 2 weeks to learn. Allows you to dodge one melee weapon attack.

Fly - This is the ability to float, fly or hover. The psionist has perfected the levitate ability to such a degree that he/she can rise higher off the ground and move in any direction. Must have 300 self control, 300 determination, 300 intelligence, Manifest, and Levitate. Takes 4 weeks to learn. Allows you to dodge one physical attack.



Psionic Sciences (Charismatic)



Influence - This is the ability to charm weaker willed beings into believing you over someone else as well as having them generally agree with you on almost anything. This ability will only work if you have 75 more self control than the victim. Beings under thrall will not however do anything they would not normally do. If they wouldn't normally want to commit suicide they cant be forced to for example. Must have 100 self control, 100 intelligence, contact, and telepathy to learn. Takes 5 days to learn.

Dominate - This is the ability to enter another beings mind and take control of them completely forcing them to your bidding. The user must remain in the victims mind to keep them dominated. However they are not in control of their own minds and will do anything the user wishes. This ability only works if you have 200 more self control 200 determination and 300 intelligence than the victim. Must have 1000 self control, 700 determination, telepathy, influence, and contact. Takes 6 weeks to learn.

Wall of Fire- This ability to create a hugh wall of flames that can either be used as a defense which surrounds the user for two rounds and blocks all attacks that can be blocked and melee attack is done while this wall is around, it does 200 damage to the attacker and has a chance of ruining some weapons (ultimate weapons are exempt from this) if used against the wall. There is a 50% chance, which the ref decides. If it is used as an attack, the wall moves toward the target and does 200 + half determination. Must have 1,000 self control, manifest, manipulate, and Kinetic Shield. Takes 2 weeks to learn anywhere.

Phobia - This is where the psionist reaches into his victims mind and convinces them that their worst fear is before them. The victim sees whatever he/she fears most whether it might be a fear of snakes or falling, etc. The victim receives damage and loses a turn in battle to regain his/her senses. Base Damage 20 + 1/2 intelligence. Must have 500 self control, 500 intelligence, 300 self control, contact, and telepathy. Takes 3 weeks to learn.

Ignore - This causes any persons not paying direct attention to the psionist to ignore his presence. This can only be used in combat if the psionist has 200 determination more than his/her opponent. The psionist is ignored until he/she attacks or 3 turns have passed. Must have 400 self-control, 400 determination, contact, and telepathy. Takes two weeks to learn.

Astral Whispers - This is an attack on the mind that is effective against psionists. When used against another psionist it causes the victim to hear the voices of demons that begin to tempt and taunt the victim. This causes the victim to be unable to use or maintain any psionic powers. All abilities that are psionic in nature are negated. Only works if he/she has 500 more self control and 300 more determination than victim. This power though has risks. When used it has a 1 in 10 chance of also affecting the one that used it. The ref will decide if both are affected by this ability. Must have 1,000 self control, 750 determination, manifest, and contact. Takes 4 weeks to learn on Mars.

Waking Nightmare-A psionic power, which unlocks the fear center of the brain and allows it to go out of control, causing damage to the subject both physically and mentally. It causes the opponent to drop to the ground and clench their head stopping all movement for three rounds and doing 200 damage each round. Must know Phobia. Takes 5 weeks to learn.

Intrude - This is the ability to invade a persons mind and scan it for any information the psionist desires. All surface thoughts are heard. If the psionist has twice as much determination than the victim then all thoughts can be read and any memories can be seen. If the psionist has at least 300 more determination only thoughts that the victim isn't guarding are heard. Any less than that and only the active thoughts are heard. Must have 700 self control, 700 determination, contact and telepathy. Takes four weeks to learn.



Psionic Sciences (Attack)



Pyschokinesis - A stronger form of telekinesis. User can move any object whose weight is equal to his intelligence. This higher form of telekinesis can be used to attack a single enemy. Base damage = 10 + 1/4 intelligence. Must have 500 intelligence, 300 self control, 300 determination, Manifest and telekinesis. Takes 3 weeks to learn on Mars.

Molecular Agitation - When invoked this power causes an object to spontaneously combust. Base Damage = 25 + 1/2 determination. Must have 200 determination, 150 intelligence, and 140 self control and Manifest. Takes 3 weeks to learn on Mars.

Mind Lash - This is an attack using mental energy to physically hurt another being. Causes a random amount of psionic energy to pierce a beings mind, basically causing an aneurysm. Base Damage 100 + 1/2 determination. Must have 700 self control, 400 intelligence, contact and manifest. Takes 7 weeks to learn.

Psychic Daggers - When invoked this power creates twin daggers made of mental energy that can be either wielded instead of a weapon or thrown from the psionist's free hand. If wielded, the daggers last 3 turns and have a base damage of 15 + 1/2 power. If thrown they have a base damage of 20 + 1/2 accuracy. This attack can be blocked or dodged. Must have 50 accuracy, and 25 determination and Manifest. Takes 1 week to learn on Blue Heaven.

Imbue - This is the psionic ability to add psionic power to a weapon. Increases weapon base damage by 1/4 determination. Must have 500 self control, 300 determination and Manifest. Takes 3 weeks to learn on Sintopia.

Tymora's Luck - This is the ability to know how your opponent will react to your next attack. When used, the psionist's eyes glow blue and he/she peers into the future for a brief second and learns how you would normally react to an attack. Then the psionist can make a regular attack with that knowledge causing his opponent to be unable to block or normally dodge or use a shielding attack. Must have 800 determination, 1000 self-control, 900 intelligence and Clairvoyance. Takes 2 weeks to learn on Sintopia.

Psionic Flames - This is the ability that a psionist uses to turn his/her body into a weapon. When activated a golden flame surrounds the psionists body. This flame then adds damage along with regular punches and kicks. This effect lasts 5 turns. This adds a base damage of 50 + normal attack damage for hand to hand combat. Has no effect on swords or any weapon other than gloves or the headdress. This effect can be blocked or dodged. Must have 200 self-control, 150 determination, 200 intelligence and Manifest. Takes 2 weeks to learn.

Blade Barrier - One of the more powerful and more gory of the psionic attacks, blade barrier is more often than not lethal to the psionist's enemies. The psionist spends three turns concentrating to charge the power. Once charged, the psionic energy materializes around the psionist appearing as 20 silver blades that begin to spin and turn and move as the psionist directs. The blades then rush forward and slice the psionist's enemy apart. Each blade does 500 damage when they hit for a total of 10,000 damage. If the power is not charged all three turns, 2 blades appear that do 20 pts of damage each. This ability can be dodged or blocked. Must have 1,500 self control and 2,000 determination as well as Manifest and Manipulate. Takes 6 weeks to learn anywhere.

Thunder of the Mind- A powerful sonic effect, which damages people and objects that are caught up in its psychic blast. Causes 1000 damage plus half intelligence need 2,000 intelligence and self control to learn. Takes one month to learn. Must know Manifest.

Psychokinetic Razors- A psionic missile. Summon telekinetic shards from your mind to rend the flesh, clothing and equipment of your enemies. Causes 1,000 damage plus all self control need 2,500 self control to learn. Takes 6 weeks to learn. Must know Psychic Daggers.

Tendrils of Mournful Sorrows- The psionicist summons deadly emotions in the form of stormy tendrils of darkness to attack his foe's psyche. Does 500 damage plus 1/2 intelligence. Takes 4 weeks to learn on Mars in Char.

Weapons of Shadow- Allows the psionicist to turn weapons into shadows that damage the soul of a victim with its penumbral blade. This adds 300 to the base of any weapon the user casts it on. Must know Imbue and have 1,500 determination. Takes 6 weeks to learn.



Psychometabolic Science



Gender Switch- This power is for role play only. Because of the stress of activating it, it cannot be used in combat situations. It allows the psionist to change his/her gender to the opposite sex. The alternate form, once chosen is permenant and cannot be altered except by ways a normal persons features are. Takes 4 weeks to learn, plus the psionist must have experienced some form of extreme traumatic experience. Must know manifest.

Biformity Duplicate- This power gives the psionicist the ability to create an exact duplicate of him or herself to use. However you must know Demon of the Mind to learn. Takes 6 weeks to learn in DYadan.

Subversion of the Body- Few powers of the darkest of mental attacks are feared as much as is the science of Subversion of the Body. This very power has the ability to drain away the stability and bodily health of any creature who is within the area and generously give it to the psionicist in return. This move freezes the opponent in place for two rounds and drains 600 hp each round and gives it to the user. Takes 2 months to learn. Must have 2,000 Intelligence, determination, and self control to learn this.

Cacoon- Cacoon is a defensive science that uses the psionicist's or another creature's own bodily oils and sweat to create a shell of total defensive protection against attackers. The shell last 2 rounds and nothing can effect the user while inside the shell. Need 1,500 all stats to learn. Takes 2 months to learn in DYadan Sakroth.

Molecular Disjoinment- By the use of this science the psionicist allows the very molecules that make up his or her body to slowly separate, not completely for he or she is still very much viewable to others, but to a point that he may break the very barriers of physical obstructions. Causes the user to become extremely flexible and gives the user two extra dodges. Takes 4 weeks to learn. Must have 2,000 all stats to learn. Must know Ghost Step.

Mind Rot- The mind is the very pool of all knowledge that we hold sacred in our day and age and any damage that could ever inspire to it would be a vast loss in the eyes of many a man. Through the powers of Mind Rot the psionicist can cause this pool of vast knowledge to decay and rot away. Causes opponent to lose all knowledge of any magics they know. Need 2,500 intelligence and determination to learn. Takes 6 weeks to learn in Furieux. Must know Intrude

Brain Freeze– Similar to Mind Rot, this psionic causes the opponent’s knowledge to flow away. With this move, the opponent will lose all knowledge of any psionics they know. Needs 2,500 intelligence and determination to learn. Takes 6 weeks to learn in Fabul.

Rigor Mortis- The psionicist causes a chemical change in the victim's body that makes their muscles stiffen and then harden causing movement impossible at best. The opponent cannot move at all for one turn and then cannot normally block there after. Effects of this last five rounds. Takes 2 months to learn. Must have 2,500 determination and Subversion of the Body.



Telepathic Science (Must know Telepath to learn any of these moves)



Aether Sting- The dangerous truth of Aether Sting is that it in fact plays a psionic mind against itself. Every time the defending psionicist uses a psionic power or even maintains an already currently used power Aether Sting causes 800 damage. Lasts for 15 turns. Must know Astral Whispers. It also has a 50% chance of backfiring and effecting on the user. Takes 5 weeks to learn.

Kinetic Stunning- Are your opponents moving too fast for you to strike in melee? Then use the Kinetic Stunning power and slow them down, maybe even freeze them in place. A blast of metal energy. Causes opponent to lose 3 dodges and stuns them for 3 rounds. Can be dodged. Takes 5 weeks to learn. Need 2,500 Intelligence to learn.

Synaptic Explosion- This power allows the psionicist to harness latent electrical energy located within his or her body and use it to strike at opponents. Causes 1,000 damage plus all determination. Needs 2,500 determination to learn. Takes 4 weeks to learn.

Nightmare- Used only by evil psionicist, this devotion allows the psionicist to plague a victim with vivid nightmares as they sleep. So vivid in fact that they can kill the sleeper with the sheer horror of them all. 50% chance of death ref decides. Takes 6 weeks to learn. Must know Phobia and Waking Nightmare. Must be learned in Detester.

Synaptic Error- A power that allows the psionicist to literally stop the functioning of an enemies autonomic functions such as their breathing, heartbeat and involuntary muscle reflexes. Causes 1,000 damage and puts the opponent in shock for 2 rounds. Need to know Synaptic Explosion to learn. Takes 3 weeks to learn in Falls of Dunvegan.

Tower of Spiked Will- Surrounding himself/herself in a unbreakable wall of spiked ego, the psionicist can effectively defend themselves while at the same time striking back at their assailant. Protects against all attacks. Effect last 5 rounds must know Cacoon. Takes 6 weeks to learn.

Pierce Magic Shield- This allows a psionicist to battle a magic more effectively, although extremely tiring it can allow the mind master a way to break through spells such as Energy Shield and Kinetic Shield. When used, any block moves used by the opponent will have no effect in stopping an attack. Takes 300 HP from the user. Takes 2 weeks to learn in Mideel.

The Mind's Net- Allows a Psionicist to freeze multiple targets in place, at the cost of mental strain. Causes user to pass out for 2 rounds but freezes all targets for 5 rounds. Takes 6 weeks to learn on Mars in Char.



Metapsionic Science



Demon of the Mind- With this powerful science the Psionicist can summon his own inner demons to take form and attack his enemies without mercy. Inner demon has all the moves and skills the user does but only half of what the user has in stats. The demon stays until it is killed. Takes 2 months to learn in DYadan on Sakroth. Must have 2,500 all stats to learn.


Melee Attacks | Magics | Psionics | Limits | Summons