Psionics

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Spectre of Shadow

This spell is a part of the Shadow Bracing spell chain and rune stone. This spell causes all of the enemy targets shadows to turn against them. The shadows rise up and attack their owners, dealing 25d12 magic damage.

Level 2 Upgrade: Increase damage by 1d%.
Level 3 Upgrade: Increase damage by 1d%.
Level 4 Upgrade: Increase damage by 1d%.
N/A 60 Soul; +10 per level 6; +1 per level all enemy targets Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Terenatus

This spell is a part of the Psy Dagger spell chain and rune stone. 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 3d%+20 damage. You and your allies are immune.

N/A 60 Soul; +10 per level 7; +1 per level all enemy targets Level 1:  35/65
Level 2:  25/55
Level 3:  15/45
Level 4:  5/35

This is a Tier 6 spell

Level 1: 200/400
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

The Finality of Darkness

This spell is a part of the Blotting spell chain and rune stone. This spell does two things. One, it creates a death countdown. For three rounds, the target's own shadow begins to swallow the target. The first round it swallows the target's legs which only cut its movement in half. The second round it swallows the target's torso which cuts the target's armor protection by 50%. The third round swallows the target whole which kills the target. Two, each round the target receives 20d20 magic damage. The target can only be saved by a spell that dispels magic or by killing the caster.

N/A: Only 1 levels with this spell. N/A 70 Soul 7 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

The Firmament's Pull

This spell is a part of the Shadow Bracing spell chain and rune stone. This spell takes two rounds to pull the target into the Shadow Realm. During those two rounds, the target can do anything it wants but it will receive 20d20 magic damage each round. On the third round the target finds itself in the shadow realm where spectral beasts ravage the target doing 25d20 magic damage. At the end of the third round the target is returned in whatever shape it remains in.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Physical Illusion

This spell is a part of the Influence spell chain and rune stone. 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.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 next to caster Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Dream's Pleasure

This spell is a part of the Influence spell chain and rune stone. When you cast this spell an explosion comes from the target of Dream's Message, creating a pressurized force to come over the battlefield pushing away from the target. Everyone in the area is pushed back 5 spaces from you. Any target that cannot move the four spaces because of a wall or other obstacle is crushed from the magic, receiving 4d% damage. Other targets in the affected area receive 3d% damage. Allies and self are protected.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 a 5x5 space area around the target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Nightmare's Grip

This spell is a part of the Influence spell chain and rune stone. This spell causes the person to have a terrifying new effect on his or her melee attacks. Now every attack has a 50% chance of grabbing hold of the target in an invisible grip that the target cannot resist or evade. Should this happen, when the enhanced moves his or her arm after the attack, the direction of the movement is the direction that the hit target will be thrown. The target will be thrown 1d8 spaces and knocked out for 1 round. Furthermore there is a 10% chance that the grip will grab a hold of the target's soul, ripping it out of the target and thusly killing the target.

N/A: Only 1 levels with this spell. N/A 60 Soul 5 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Blade of Shadow

This spell is a part of the Shadow Bracing spell chain and rune stone. With this spell you are given a half-moon shaped blade made of pure shadow to fling at an enemy target. The blade of shadow will pass through any objects and targets in its way, but will only cut into the intended target. The target will receive 2d% + 5d20 magic damage. You will also roll a 1d6, if 6 is rolled, the target will be instantly killed.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 50 Soul; +10 per level 5; +1 per level 1 target or self Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Dream's Assault

This spell is a part of the Psy Dagger spell chain and rune stone. This spell casts an invisible effect on 1 ally and 1 target. When the ally attacks the target an explosion happens. This explosion does not affect the ally but it does affect the enemy target. It deals 2d%+2d20 to the hit target as well as any target, friend or foe, in the surrounding spaces area except the blessed ally.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 45 Soul; +10 per level 5; +1 per level 1 ally and 1 target Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

Dark Storm

This spell is a part of the Blotting spell chain and rune stone. This spell creates a deadly looking black cloud above the battlefield. From that cloud shoot what could only be described as shadows of lightening, if lightening could have shadows. Every target must make a luck check. If they fail, they take 14d20 magic damage and 4d20 Soul & Endurance damage. If they succeed, they are left unharmed. This also effects yourself and your allies, but you and your allies get a +15 bonus to your luck check. You can spend Soul to increase your and your allies evasion bonus with 2 Soul spent increasing the bonus by 1.

Level 2 Upgrade: Increase Soul and EP Damage by 2d20.
Level 3 Upgrade: Increase damage by 3d20.
N/A 50 Soul; +10 per level 5; +1 per level battlefield Level 1:  40/70
Level 2:  30/60
Level 3:  20/50

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400

Physical Transference

This spell is a part of the Transference spell chain and rune stone. With this spell you are using your memory of places that you have once visited and sending yourself through space energy 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.

N/A: Only 1 levels with this spell. N/A 50 Soul 4 self and anyone connected Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Celestial Strength

This spell is a part of the Influence spell chain and rune stone. 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 the target's Runic Energy plus the caster's Runic Energy, which also increases strength based stats. Once the spell is over the target returns to normal strength.

N/A: Only 1 levels with this spell.

Armor Effect: Celestrial Strength

Increase Strength by 15%.

50 Soul 4 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Transcending Space

This spell is a part of the Transference spell chain and rune stone. 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 1d4 rounds and makes the target unable to use skills and spells for the following round after stun has lifted.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Controlled Illusion

This spell is a part of the Influence spell chain and rune stone. 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.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 next to caster Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Dream's Protection

This spell is a part of the Influence spell chain and rune stone. This spell grants protection to the target. During the duration of the spell the target's magic immunity is increased by 10, Spirit is increased by 1d20 + 5, and Defense is increased by 2d20 + 5.

Level 2 Upgrade: Increase magic immunity by 10.
Level 3 Upgrade: Increase Spirit by 1d20.
Level 4 Upgrade: Increase Defense by 2d20.
N/A 50 Soul; +10 per level 5; +1 per level 1 target or self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Mind Trap

This spell is a part of the Influence spell chain and rune stone. This spell entraps target's mind. The target is unable to do anything but repeat its very last action that it did before being hit with this spell.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Nightmare's Pull

This spell is a part of the Psy Dagger spell chain and rune stone. With this spell, gravity is increased dramatically, slowing every enemy in the radius of the spell around the target, including the target, 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 50% 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.

N/A: Only 1 levels with this spell. N/A 50 Soul 6 a 4x4 space area around and including the target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Nightmare's Power

This spell is a part of the Influence spell chain and rune stone. This spell inflicts the target with berserk like Nightmare's Thirst, however it is a special kind of berserk that does not prevent the target from using spells, skills, or items. This spell also doubles the target's Runic Energy.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Shadow's Grip

This spell is a part of the Shadow Bracing spell chain and rune stone. With this spell you call upon the positive form of shadows, the shadow itself. The shadow affects every enemy target by causing their shadows if they have any to reach up and grab their hands. The targets must make a Strength Check with your runic energy as a penalty. If the target fails, the target will be unable to attack for that round but can still use spells. The target can make a strength check each round during the duration of the spell.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 all enemy targets Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/250

Shadow's Companion

This spell is a part of the Shadow Bracing spell chain and rune stone. With this spell you call upon the positive form of shadow, the shadow itself. The shadow responds by transforming your shadow into a shadow hound. The shadow hound stands on all four and is the size of a dire wolf. The shadow hound will be yours to command during the spell's duration. It can move 8 spaces, can attack for 7d20+ 25 increased by the caster's runic energy worth of damage, and is invincible. Your hound cannot defend you though as all attacks go through it since it is nothing more than a shadow. Your hound can only attack once and move once.

Level 2 Upgrade: Increase shadow hound's attack by 2d20.
Level 3 Upgrade: Increase shadow hound's attack by 2d20.
Level 4 Upgrade: Increase shadow hound's attack by 2d20.
N/A 45 Soul; +10 per level 4; +1 per level next to caster Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Twilight Workings

This spell is a part of the Psy Dagger spell chain and rune stone. 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 12d20 damage.

Level 2 Upgrade: Increase damage by 2d20
Level 3 Upgrade: Increase damage by 2d20
Level 4 Upgrade: Increase damage by 2d20
N/A 40 Soul; +10 per level 4; +1 per level all enemy targets Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Dark Explosion

This spell is a part of the Blotting spell chain and rune stone. This spell creates a point in the battlefield that instantly explodes, except shadow explodes outward instead of fire. Any target, ally or enemy, within the spell's area of effect take  2d% magic damage. Any target at the center of the spell take an additional 3d20 magic damage.

Level 2 Upgrade: Increase center damage by 3d20.
Level 3 Upgrade: Increase overall damage by 3d20.
Level 4 Upgrade: Increase overall damage by 3d20.
N/A 40 Soul; +10 per level 4; +1 per level a 3x3 space area around a spot of your choosing Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Psy Boost

This spell is a part of the Influence spell chain and rune stone. This magic excites the brain of the target so it can combat better. It increases the target’s Melee, Throw, and Bow Power by 3d20.

Level 2 Upgrade: Increase boost by 1d20.
Level 3 Upgrade: Increase boost by 1d20.
Level 4 Upgrade: Increase boost by 1d20.

Armor Effect: Psy Boost

Increases Melee Power, Throw Power, and Bow Power by 15%

40 Soul; +10 per level 2.5; +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Mass Dark Sight

This spell is a part of the Blotting spell chain and rune stone. This grants Dark Sight to all of your allies as well as yourself.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 self and all allies Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Darkness Calling

This spell is a part of the Blotting spell chain and rune stone. This spell calls from the shadows to every enemy target during the spell's duration. Each enemy target must then make a Will check with your Runic Energy as a penalty. If they fail, they are yours to command for the rest of the spell's duration and cannot resist any command during that time.

N/A: Only 1 levels with this spell. N/A 60 Soul 6 all enemy targets Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Mind Spike

This spell is a part of the Influence spell chain and rune stone. 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 30% chance to stun the target for 1d6 rounds. When the spell is cast, a pulse of energy is shot into the head of the target.

N/A: Only 1 levels with this spell.

Weapon Effect: Mind Spike

Critical Hit stuns target for 1 round

40 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Emotional Tearing

This spell is a part of the Influence spell chain and rune stone. 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 30% during the duration of the spell and cannot apply melee, throw, or bow power or use critical hits.

N/A: Only 1 levels with this spell.

Weapon Effect: Emotional Tearing

Critical Hit causes spell effect

40 Soul 4 1 target Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Transportation

This spell is a part of the Transference spell chain and rune stone. 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 Soul before landing, the whole party including yourself fall and die.

N/A: Only 1 levels with this spell. N/A 2 Soul per 10 miles traveled 3 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Barrier

This spell is a part of the Transference spell chain and rune stone. 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 space in length to as large as the spell’s max area.

N/A: Only 1 levels with this spell. N/A 10 Soul per space 3.5 up to 12 spaces Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Awakened Mind

This spell is a part of the Psy Dagger spell chain and rune stone. This spell allows you to treat every target as if they are weak to your element. Furthermore it adds elemental properties to your physical attacks and adds double Runic Energy to all of your attacks, physical and magical.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 1 target or self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Tags: Psionics