Psionics

 
 

Psionics is magic that involves the manipulation of the space element. Those born under the runic element of space would use psionics as magic. Psionics is most known for their effect and illusion spells, however psionics also offers destructive spells as well. Minor elemental manipulation usually involves affecting the space around you and reality.

1. Some Possible Minor Elemental Manipulations

Please note that this is no-where near a complete list of all the things that are possible with minor elemental manipulations of the space element. This is just a short list to aid you by giving you examples on how minor elemental manipulations work so that you can come up with your own ideas.

Manipulation Effect Range & Area Restrictions
Inward Pull With this manipulation you are attempting to use your control over the space around you to pull small and light objects closer to you with your mind. For every hex or 3 feet you wish to pull something to you it cost 5 SA. 10 hex battlefield; 5 block area map, affecting 1 target You cannot pull to you anything weighing over 1/10th of your weight limit or anything larger than 1/4th your size.
Repulsion With this manipulation you are attempting to use your control over the space around you to repulse away from you other objects or creatures. The costs of doing so varies by weight. For every 50 pounds the person or object you wish to repulse you need to spend 5 SA per foot you wish to move the target back by, or 15 SA per hex or 3 feet. 10 hex battlefield; 5 block area map, affecting 1 target You cannot repeal anything weighing more than 1.5 x your weight.
Deflection With this manipulation you are attempting to deflect small projectiles, such as arrows, bolts, bullets, small rocks no larger than a golf ball; that are headed in your direction away from you. You need to spend 2 SA per every 6 inches you wish to deflect the item away from you by so you would need to spend 4 SA per foot or 12 SA per hex. self A speed check may be needed for bullets. You cannot deflect by more than 1 hex.
Mental Propulsion With this manipulation you are attempting to use your mind to make a thrown object or shot projectile go further than normal. For ever 2 SA you spend you increase the range of the weapon by 1 hex. self The maximum added range is 5 hex.
Quicker Rest With this manipulation you are attempting to use your control over your mind and body to decrease the amount of time you must sleep without accruing the endurance penalty. For every 2 SA points you can decrease the time you must sleep by 1 hour. self N/A
Levitating Decent With this manipulation you are attempting to use your control over the space around you to slow down your fall should you fall. By doing this you can cut the damage you would take from a fall by half. It takes 5 SA to use this manipulation. self N/A
Influence Empowerment With this manipulation you are attempting to use your control over the mind to increase your influence. Whenever dealing with other people, you can increase your Influence % for that instance. Spending 2 SA increases your Influence by 1. self The maximum you can increase your Influence is 25 points.
Memory Casting With this manipulation you are attempting to use your control over the mind to enable you to cast your psionics spells faster, as if casting them off of memory. By spending 15 SA points you can decrease one of your magic action costs for that spell by 1 temporarily. self The most you can decrease your spell's magic action cost is by 1. You cannot decrease a spell's magic action cost any lower than 1.
Mental Guard With this manipulation you are attempting to negate the use of illusions and mind effecting magic against you. For every 2 SA point you spend, you can increase your Will by 1 when defending against this type of magic. self You can only increase Will by up to 20 extra points. You can exceed 95, but cannot exceed 100. Stats related to Will are not affected by this increase.
Empty Casting With this manipulation you are attempting to cast a magic spell when you do not have enough SA. With this manipulation you can use either HP or EP to satisfy the needed SA cost. self N/A

 

2. The Two Iconic Symbols of Psionics

In the elemental magic of Psionics, there are two iconic symbols. They are the Super Nova and the Black Hole. These symbols are said to be the very source of space magic, even though like all elemental magic in Nor'Ova, psionics is conducted not by incantations or potions, but by manipulating the element of space to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of Psionics, the Super Nova symbolizes the light aspect while the Black Hole represents the dark aspect.

 

3. Psionics Magic Progression Tree

 

Psionics Magic Spells Progression Tree V6a

4. Psionics Magic Spells

4.1. Tier 1

Psionics Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Influence This mind spell sends a discreet message to the mind of the target that gives it the urge to agree with something or to do something. It decreases the target's Will Power by 10 and gives the user a 20 point bonus to Influence when attempting to influence the target. 10 SA;
1 magic
self and 1 target instant 1 skill point = 2 skill mastery % N/A
Levitate With the creation of this spell the target is levitated and held in the air with space magic. The target cannot move around the battlefield while the spell is active, but the target can attack anything in range. All activities are normal except movement. You can end this spell before its duration is complete if desired.  10 SA;
1 magic
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Psy Boost This magic excites the brain of the target so it can combat better. It increases the target’s Melee, Throw, and Bow Power by 10. 10 SA;
1 magic 
1 target 1d6 rounds 1 skill point = 2 skill mastery % N/A
Psy Dagger This spell creates a small projectile of space energy that flies to its target. The magic embeds itself in the target before fading away, doing 2d10 damage. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % N/A
Transference This spell is made to send long distance messages through the mind. You cast the spell, and think the message you want to send and let the magic go. The magic sends the words across space and puts them into the mind of the target in a matter of seconds, no matter how far away the target is. 10 SA;
Free Action
1 target instant 1 skill point = 2 skill mastery % N/A

4.2. Tier 2

Psionics Effect Cost Range &
Area
Duration Skill Points toSkill Mastery Prerequisites
Defy Gravity This unique spell disables the effect of gravity on an area, causing everything to be weightless and begin to float. Combat can continue. You can cast spells and projectile weapons still work like normal. All melee actions must be done in movement. If a person moves into the field of anti-gravity, they begin to float. If someone leaves the field, they fall in whatever state they were floating in. 20 SA;
1 magic
a 4x4 hex area around the caster 1d8 rounds 1 skill point = 1 skill mastery % Levitate mastered
Emotional Tearing By creating this spell you recreate emotions and send them to the target. These emotions go against what the target originally feels and the target starts to lose conviction and passion for combat. The target will still fight, but the target’s damage power will be decreased by 25% during the duration of the spell.  20 SA;
1 magic 
1 target 1d6 rounds 1 skill point = 1 skill mastery % Influence mastered
Mind Comprehension This spell alters your brain into being able to translate the words of other languages without actually learning the language. While you cannot speak the language you can understand other languages as if they were spoken in your language. 20 SA;
Free Action
self instant 1 skill point = 1 skill mastery % Psy Boost mastered
Mind Spike Mind Spike creates a sudden increase in the target’s brain activity, slowing the target down by half it's movement rate and having a 25% chance to stun the target for one round. When the spell is cast, a pulse of energy is shot into the head of the target. 20 SA;
1 magic
1 target 1d8 rounds 1 skill point = 1 skill mastery % Influence mastered
Power Attack This common attack spell uses the power of space to hit the target with moving magic. The magic is invisible to the eye, but feels much like something was thrown at the target at high speeds. The target is bashed with this invisible spell, doing 4d10 damage. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % Psy Boost mastered
Psy Swipe With this spell you create a ring of psionic energy at your feet. The ring then grows and spreads. Any target in the range of the spell must make a speed check to see if they are knocked down, which causes the target to receive 2d20 damage. 20 SA;
2 magic
a 3x3 hex area around the caster instant 1 skill point = 1 skill mastery % Psy Dagger mastered
Telepathy With this spell you are able to send out thoughts through space to any target in sight, and can read their minds as well. Therefore with this spell you could effectively communicate telepathically, by sending that target your thoughts and reading their mental response. 20 SA;
Free Action
self and 1 target instant 1 skill point = 1 skill mastery % Transference mastered
Teleportation With the creation of this spell you find yourself in a different spot on the battlefield. The spell uses space magic to transport you from one point on the battlefield to another chosen by you. You cannot use this spell on any other target and it cannot be used outside of the battlefield. 20 SA;
1 magic 
self instant 1 skill point = 1 skill mastery % Either Levitate or Transference mastered
Weak Illusion This spell creates an illusion based on a picture from your mind. The illusion cannot move. Also if anyone walks up close (6 feet / 2 hex or closer) the illusion starts to waver and can be seen through. This effectively makes it identifies as an illusion. The illusion has no physical form. When you end the spell, the illusion will waver and fade away. You can create any image as long as it is no bigger than 6 feet in any direction. You can also cast spells, attack, move, and do other things while the illusion is up. 20 SA;
2 magic
anywhere you can see until ended 1 skill point = 1 skill mastery % Influence mastered

4.3. Tier 3

Psionics Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Angry Lashings This spell uses the power of space magic to invisibly attack a target. The spell feels like large objects are being thrown at the target from different directions doing 3d20 damage. In reality there are no objects, only invisible space magic pummeling the target, but the damage is real. 30 SA;
2 magic
1 target instant 2 skill points = 1 skill mastery % Psy Swipe mastered
Black Hole's Thirst When this spell is cast the mind of the target chosen has a sudden urge to destroy. The target just has to kill. The target receives the berserk affect which increases the target’s melee power by x 2 but makes the target not able to use spells, potions, or defend. At the end of the spell the target returns to normal.  30 SA;
2 magic
1 target 2d4 rounds 2 skill points = 1 skill mastery % Power Attack mastered
Celestial Strength With this spell you grant the target the illusion of god-like strength. While this is merely an illusion it works because the target believes it works. Therefore the target’s strength is increased by 30 which increases all strength based stats. Once the spell is over the target returns to normal strength. 30 SA;
3 magic
1 target 2d6 rounds 2 skill points = 1 skill mastery % Mind Comprehension mastered
Illusions of Fear This spell creates the appearance of a horrible creature that comes from the fears of the target’s mind. The target is afraid of this illusion and will get no closer than 4 hex or 12 feet distance from the user, nor will the target attack the user. 30 SA;
2 magic
1 target 1d8 rounds 2 skill points = 1 skill mastery % Emotional Tearing mastered
Silence of Space The magic makes every target unable to speak. The spell also creates an area wide effect of silence, meaning that no movement will create sound. No sound will be made in the area of the spell, allowing everyone in the radius to move and attack unnoticed by sound, though still able to be seen if looked at. On the negative side any sound from outside the area of effect cannot be heard inside. Spells can still be used. 30 SA;
3 magic
a 4x4 hex area around the caster 2d6 rounds 2 skill points = 1 skill mastery % Telepathy mastered
Strong Illusion This spell creates a fine tuned illusion of your choosing that cannot move. The illusion appears quite real even to those up close. The magic is identifiable by the lack of physicality. The image can be whatever you wish as long as it is no larger than 6 feet in any direction. You can still act, cast spells and move while the illusion is up. 30 SA;
3 magic
anywhere you can see until ended 2 skill points = 1 skill mastery % Weak Illusion mastered
Super Nova's Purpose When this spell is cast an explosion comes from you in a dome like fashion. When the dome hits a target as the spell spreads, 6d10 damage is dealt. Any allies are immune to this spell. 30 SA;
3 magic
all enemy targets instant 2 skill points = 1 skill mastery % Power Attack mastered
Transcending Space This spell forces you to use your magic to extend beyond your dimension. With the creation of this spell the target is sent beyond the very fabric of space. The experience for the target is indescribable. The target is left in whatever shape they were in. If you cast the spell at another target while a target is still trapped, the original target is released. The target is released back where it was originally at once the spell's duration is over. This spell stuns the target for 1 round and makes the target unable to use skills and spells for the following round. 30 SA;
2 magic
1 target 2 rounds 2 skill points = 1 skill mastery % Defy Gravity mastered
Transportation This spell creates a globe of see through energy. With this spell you can transport yourself and the rest of the party as far as your magic can carry you. To cast the spell everyone that is riding most hold hands, with you as part of the circle. You cast the spell and the globe surrounds you and your party, carrying you off high into the sky. If a person lets go with both hands, that person immediately drops to their doom. The spell goes at 50 miles an hour. If you run out of SA before landing, the whole party including yourself fall and die. 2 SA per person per hour SA;
Free Action
self and connected targets until destination is reached 2 skill points = 1 skill mastery % Either Defy Gravity or Teleportation mastered
Torrent of Thought This spell summons a massive amount of thoughts and images that are inserted into the mind of a single target. The target is swarmed with thoughts and images to the point where they cannot even see. The vision of the target is swarming with hallucinations sourced from thoughts and finally the sight of the target shuts down, causing blindness.  30 SA;
2 magic
1 target instant; until cured 2 skill points = 1 skill mastery % Either Telepathy or Mind Spike mastered

4.4. Tier 4

Psionics Effect Cost Range & Area Duration Skill Points to Skill Mastery Prerequisites
Ancient Space This spell features a complete combat environment change. Any objects that once stood in any hexes other than combatants disappear and the combat plane becomes endless in all directions with no structures of any kind on the battlefield. The area appears to be the middle of space with no visible floor and no visible ceiling. The blackness of the area is endless but everyone can see just fine. The field weakens the enemy’s PR and MR by 25% and increases you and your allies melee, throw, and bow power by +20. All corpses, items, and the like are left in the combat area never to return. 40 SA;
4 magic
battlefield 2d6 rounds 3 skill points = 1 skill mastery % Either Transcending Space or Transportation mastered
Black Hole's Crushing Power When this spell is cast a ring of magic is created on the floor underneath the target. Suddenly magical forces begin to crush the target from all sides, doing 8d10 damage.  40 SA;
3 magic
1 target instant 3 skill points = 1 skill mastery % Either Celestial Strength or Black Hole's Thirst mastered
Black Hole's Pull With this spell, gravity is increased dramatically, slowing every enemy in the radius of the spell by halving all of their battle movement rate while in the radius of the spell. The magic also weakens their melee, bow, and throw power by 30% and shortens projectile weapon ranges of enemy targets by half. If a projectile is shot from outside the radius that enters the radius of the spell, the rest of its range is shortened by half. This does not affect yourself or your allies.  40 SA; 3 magic a 3x3 hex area around a selected spot 2d6 rounds 3 skill points = 1 skill mastery % Either Transportation or Silence of Space mastered
Controlled Illusion This spell creates an illusion that you can control for as long as you wish. The illusion itself can be detected if someone studies it for a round or so. The illusion will move and act exactly how you explain it will. Meanwhile you can be some distance away and transfer your thoughts to the illusion as orders. You cannot move or do anything else besides control the illusion and speak with those around you. The illusion is not physical and cannot complete actions such as moving other things.  40 SA; 3 magic anywhere you can see until ended 3 skill points = 1 skill mastery % Either Strong Illusion or Celestial Strength mastered
Create Space Elemental With this spell you can create one space elemental. The space elemental will obey you until you run out of SA. You may destroy the elemental to end the spell by commanding it’s own suicide, or you may release the elemental into the wild giving it free will. You may use other spells and attacks while you have the space elemental. For information on the space elemental please refer to the Bestiary section. 10 SA to cast, 2 SA per round; 3 magic next to caster until set free or destroyed 3 skill points = 1 skill mastery % Either Illusions of Fear or Strong Illusion mastered
Mental Encumbrance This spell places a lot of strain on the target’s mind. This strain makes it difficult for the target to think, concentrate, and use spells. The target’s SA is cut in half, the target’s spell and skill costs are doubled, and their action costs are doubled. 40 SA; 4 magic  1 target 1d8 rounds 3 skill points = 1 skill mastery % Torrent of Thought mastered
Mind Trap With this spell you leave your body and enters the body of the target you choose. You can then control the target’s actions, though killing the target would also kill you. Your body appears lifeless. You must return to your own body to end the spell. While in the target’s body you can only access the target’s skills and stats. 40 SA; 4 magic 1 target until ended 3 skill points = 1 skill mastery % Either Torrent of Thought or Illusions of Fear mastered
Super Nova's Assault This spell unleashes the power of the Super Nova in a concentrated form and on a single target. This spell ripples with space magic as the beam of exploding magic moves from the caster to the target. The magic crashes into the target, doing 7d12 damage. 40 SA; 3 magic 1 target instant 3 skill points = 1 skill mastery % Either Super Nova's Purpose or Angry Lashings mastered
Super Nova's Force Casting this spell places a beneficial boon on the target of your choice. The target receives a boost in their melee, throw, and bow power of 50 as well as the ability to knock down whomever the target attacks. The spell appears to be a white glow over the body of the target. 40 SA; 4 magic 1 target 2d6 rounds 3 skill points = 1 skill mastery % Either Black Hole's Thirst or Super Nova's Purpose mastered
Super Nova's Pleasure When you cast this spell an explosion comes from you, creating a pressurized force to come over the battlefield pushing away from you. Everyone in the area is pushed back 5 hexes from you. Any target that cannot move the four hexes because of a wall or other obstacle is crushed from the magic, receiving 10d8 damage. Allies are not affected. 40 SA; 3 magic  battlefield instant 3 skill points = 1 skill mastery %  Silence of Space mastered
Twilight Workings This spell creates tiny points of light all around you. When the spell is completed, the points streak off towards the enemies. The magic crashes into each one and explodes, doing 8d10+10 damage. 40 SA; 4 magic 1 target instant 3 skill points = 1 skill mastery % Angry Lashings mastered

4.5. Tier 5

Psionics Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Barrier This spell creates an invisible wall that, if touched, pushes back with the same amount of force as whatever comes into contact with it. This makes it feel exactly like a wall in all senses. The barrier is smooth and cannot be climbed over and reaches a height of 10 feet. The barrier can be as small as 1 hex in length to as large as the spell’s max area. 10 SA per hex; 3 magic up to 10 hex 2d6 rounds 4 skill points = 1 skill mastery % Super Nova's Force mastered
Black Hole's Core This spell recreates what you think is the core of the Black Hole. The area turns pitch-black. Suddenly, all the enemy targets begin to be crushed and the pressure of the core does 10d12 damage. The space magic slowly puts more and more pressure on the targets until they can bear no more. Then the spell dissipates and the area turns back to normal. 50 SA; 5 magic all enemy targets instant 4 skill points = 1 skill mastery % Black Hole's Crushing Power mastered
Mindlessness When Mindlessness is used on a target, it does two things. First it completely submits the mind of the target to your will. Secondly it creates a connection between your mind and the target’s mind. Each round you will control the target, choosing all of the target’s actions while the spell lasts. The original player will have no control over the target during the duration of the spell, though can attempt to make a Will Power check with a 10 point penalty to prevent from being attacked by this spell. 50 SA; 4 magic 1 target in sight 2d6 rounds 4 skill points = 1 skill mastery % Either Mental Encumbrance or Mind Trap mastered
Physical Illusion This spell is a combination of all other illusions. With this spell, the illusion is physical, unidentifiable by the conventional eye, and controllable. You can create any illusion you want as long as it is not larger than 7 feet in any direction. The illusion can do anything you want and has a copy of your stats and spells. Meanwhile, you are sitting in a circle of magic that sends your signals to the illusion. The illusion cannot fight, but can do most physical actions and spells can be cast from it without it appearing strange. You cannot act while you have the illusion up. 50 SA; 5 magic anywhere you can see until ended 4 skill points = 1 skill mastery % Controlled Illusion mastered
Physical Transference With this spell you are using your memory of places that you have once visited and sending yourself through space to return to that place. You can only teleport to places that you have visited before in the past during game-play. The magic teleports you and anything that is connected to you, so anyone that is holding on to you will also be teleported with you. 50 SA; Free Action self and anyone connected instant 4 skill points = 1 skill mastery % Ancient Space mastered
Star Strike This powerful spell sends a single point of light streaking towards the target. This spell hits the target and explodes in a violent but contained power, doing 10d10+15 damage. 50 SA; 4 magic 1 target instant 4 skill points = 1 skill mastery % Either Super Nova's Assault or Twilight Workings mastered

4.6. Tier 6

Psionics Effect Cost Range &
Area
Duration Skill Points to Skill Mastery Prerequisites
Terenatus This powerful spell seems to rip apart the very fabric of space. The world seems to bend and the very fabric of the combatants feels to be stretching and twisting. The pain and destruction that this causes to the target is evident as the spell continues. Each round the targets receive 15d12+10 damage. You and your allies are immune. 60 SA; 5 magic all enemy targets instant 5 skill points = 1 skill mastery % Either Black Hole's Core or Star Strike mastered

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  • mythus
    mythus  3 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  3 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  3 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  3 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  3 weeks ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  4 weeks ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  4 weeks ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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