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In the sixth era, magic has not only regain its stability, but has also become empowered. New energies long dormant have awakened within the runic elements, blessing their users with greater magical power. This is true for all magics, including Psionics.

Psionics has always been a magic of space and illusion, with its magical power balanced between the opposing energies of the super nova and the black hole. In the sixth era, a third power has awakened, the power of the shadow. This awakens within the psionics mage the abilities to deal with the mind, space, and the void.

Below you will find a complete progression tree showing the spells of old with the spells new to this era. Only the spells new to the sixth era will be found here however, for the rest you need to look at the Psionics page.

Psionics Sixth Era Progression Tree

Psionics Sixth Era Magic Spells Progression Tree v8

New Psionics Spells

TierPsionicsEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
1 Shadow Searching With this spell you feel with the shadows to search for something that you know about. The shadows can search an area of 200 x 200 area blocks (1200 x 1200 square feet), including above and below you. Once the object is found, you will know where it is at and the most direct path to get to it, but nothing more. 10 SA;
Free Action
a 200 x 200 area blocks area instant 60 N/A 50
2 Dark Fire With this spell you create a thick shadow that seems to flicker and behave as if it is fire. Any target in its area of effect will receive 5d10 magic damage per round that they are in the spell's area. Any target that is at the center of the spell will receive an additional 1d10 magic damage. This spell affects allies, enemies, and yourself.  20 SA; 2 magic a 3x3 hex area around a spot of your choosing 2d4 rounds 55 Psy Dagger mastered 100
2 Dark Sight With this spell you grant yourself the ability of dark sight. Your eyes, including the whites, become solid black with a thin purple ring tracing the outside of the pupil. With darksight, everything becomes pitch black for you. All obstacles get outlined in white, all living creatures appear as white blotches glowing in the color of their element (or white if runeless). All spells, even invisible spells, can be seen as colored blots with the color being of that of their element, giving you a +10 to your magic evasion. All illusions are invisible. All traps glow red. And you can see through walls since they are simply outlined. The obstacles are still there, you cannot walk through them. You can simply see through them. 20 SA;
Free Action
self or 1 ally 1d10 hours 55 Levitate mastered 100
2 Shadow Bracing With this spell you use the shadow that all physical creatures have to brace them in place. You can choose either yourself or any 1 target. The shadow of the target grabs the target and holds the target in place. The target will be immune to knock down and knock back effects, cannot be tripped, picked up, moved, teleported, or have anything done to the target that changes the target's place. However the target also cannot move from that spot. 20 SA;
2 magic
self or 1 target 1d6 rounds 55 Psy Boost mastered 100
2 Shadow Thief This spell can be used in one of two ways. While adventuring, you can use this spell to grab through the shadows anything that you can see and lift and bring it to you without you physically going to get it. In battle you can use this spell to grab a target's weapon or shield in the same way, but the target can make a Strength Check to try and keep the weapon or shield. 20 SA;
Free Action (adventuring);
2 magic (battle)
line of sight instant 55 Shadow Searching mastered 100
3 Dark Explosion 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 7d10 magic damage. Any target at the center of the spell take an additional 2d8 magic damage.  30 SA;
3 magic
a 4x4 hex area around a spot of your choosing instant 50 Dark Fire mastered 150
3 Nyctophobia With this spell you create within a target an unnatural fear of darkness. You then make the target believe that he or she is surrounded by darkness. The target will make a will check with a 15 point penalty each round during the spell's duration. If the target fails, the target will scream in terror, be unable to attack anyone else or move, and will attack him or herself. 30 SA;
3 magic
1 target 1d6 rounds 50 Telepathy mastered 150
3 Shade's Armor With this spell you call upon the negative form of shadow, the terrible shade. You direct this spell upon yourself or an ally of your choosing. The shade then becomes one with the target's armor. During the duration of the spell, all enemy targets must make a Perception Check to see the protected target. If the protected target gets attacked, 20% of that damage is changed to SA which is given to the protected target. The protected target also has all magic damages done against it decreased by 25%. However the protected target looses 2d20 EP per round. 30 SA;
3 magic
self or 1 ally 2d4 rounds 50 Shadow Bracing mastered 150
3 Shadow Melding With this spell you become one with the shadow. You no longer need to move on the battlefield to attack. You simply attack through the shadow and the attack will affect whichever target you desire, no matter the distance. 30 SA;
3 magic
self 2d4 rounds 50 Dark Sight mastered 150
3 Shadow's Companion 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 hexes, can attack for 3d20+ 10 increased by your magic power 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. 30 SA;
3 magic
next to self 1d6 rounds 50 Shadow Thief mastered 150
4 Dark Storm 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 magic evasion. If they fail, they take 7d10 magic damage and 2d20 SA & EP damage. If they succeed, they are left unharmed. This also effects yourself and your allies, but you and your allies get a +10 bonus to your evasion check. You can spend SA to increase your and your allies evasion bonus with 2 SA spent increasing the bonus by 1.  40 SA;
4 magic
battlefield instant 45 Dark Explosion mastered 200
4 Spectre of Shadow This spell causes all of the enemy targets shadows to turn against them. The shadows rise up and attack their owners, dealing 8d10 magic damage. 40 SA;
4 magic
1 target instant 45 Shadow's Companion mastered 200
5 Darkness Calling This spell calls from the shadows to every enemy target. Each enemy target must then make a self control check with a 10 point penalty. If they fail, they are yours to command for 2d6 rounds and cannot resist any command during that time. 50 SA; 5 magic all enemy targets instant 40 Either Twilight Workings, Dark Storm, or Spectre of Shadow mastered 250
5 The Firmament's Pull 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 4d20 magic damage each round. On the third round the target finds itself in the shadow realm where spectral beasts ravage the target doing 10d10 magic damage. At the end of the third round the target is returned in whatever shape it remains in. 50 SA;
5 magic
1 target 3 rounds 40 Black Hole's Pull mastered 250
6 The Finality of Darkness 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 10d10 magic damage. The target can only be saved by a spell that dispels magic, by escaping the shadow with a Speed Check with a 10 point penalty that increases by 10 each round, or by killing the caster. 60 SA;
6 magic
1 target 3 round death countdownn 35 Darkness Calling mastered 300