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Psychic.

All Psychics have the ability to speak with spirits. Psychic Magic, unlike the other magic schools, uses Mind rather than Soul. 

Telepathy – Mental communication between individuals or groups.

Beginner: May only use two way communication with one individual at a time.

Moderate: May use telepathy with up to three individuals at a time. All individuals in the conversation may ‘speak’.

Advanced: May use Telepathy with up to four individuals at a time. They may also roll against another telepath, if spying,  to see if they can ‘listen’ in on another conversation. They cannot, however, communicate in that conversation in any way. (They MUST have some way of being able to KNOW there is a telepathic communication occurring to spy. Be prepared to prove this and be adults about being spied on. Abuse will result in Storyteller intervention)

 

Telekinesis  - moving objects with the mind. Finer manipulations of objects– picking locks, manipulating tools, using weapons– requires more focus. Telekinetics engaged in this sort of activity  are always at a negative for being aware of what is occurring around them. You may NOT make another action while using telekinesis. Taking damage negates the use of telekinesis. The Telekinetic MUST have the skill if they are attempting to do finer manipulations (Melee, Lock Picking, ect). Items MUST be in line of sight to be manipulated.

 

Beginner: Can move objects that could be easily carried by one person, without touching them. Can “throw” these objects with their mind, at the general speed of throwing a spear. Only one object may be weaponized a turn. Three everyday objects can be moved at a time. The combined weight of items moved must be 50lbs or lighter. 

Moderate: Can move objects up to 175 lbs without touching them. This includes a person, which doesn’t require a roll if they are willing or unconscious, but does if they would otherwise resist. They can “throw” these objects with their mind, at the general speed of a loosened arrow.  Only two objects may be weaponized a turn (which includes trying to move an unwilling person), and may not leave line of sight. 5 everyday objects can be moved at a time. The combined weight of items moved must be 175lbs or lighter. 

Advanced: Can move objects up to 600 lbs without touching them. This includes multiple people, which doesn’t require a roll if they are willing or unconscious, but does if they would otherwise resist. They can “throw” these objects with their mind, at the general speed of a loosened arrow. Only two objects may be weaponized a turn (which includes trying to move an unwilling person), and may not leave line of sight. 10 everyday objects can be moved at a time. The combined weight of items moved must be 600lbs or lighter. 

Mind Reading – Detect surface thoughts (later: deeper memories/emotions). Must be in line of sight of the subject being mind read. Mind Reading does not allow for two way communication, or the passing of messages from the mind reader. 

Note: The target of mind reading may resist by rolling 1d10+Mind(+Psychic) if they have the magic) if their roll is higher than the Psychic trying to read their mind they have blocked the attempt.

Beginner: Detect the surface thoughts of a single person within line of sight for one turn. Gauge the mood of a room in an instant. 

Moderate: Focus on an individual you are currently in conversation to probe their private thoughts or feelings on a certain topic. The topic must be vocalized. One expenditure of mana will last for three turns, provided the target does not change or leave. Detect the surface thoughts or feelings of up to five people within line of sight.  Digging in a target's mind for hidden or protected thoughts requires a roll and a double expenditure of mana. If the roll fails, the target knows someone was in their head and the general area of the individual. 

Advanced: As long as they are present and your sole focus, probe the mind of an individual against their will, tearing through their thoughts and memories. Conversation with them makes things easier, but is not strictly necessary. Detect the surface thoughts of feelings of everyone in line of sight (pending rolls) for one turn.  Once per scene, reroll a failed mind reading attempt on an individual target that is lower level than your character.

Psychic Push – The Psychic is able to influence the minds of both friend and foe (Although using this on one’s friends may result in the loss of the aforementioned friends) alike. Through force of will, the psychic reaches out and grips the mind of their target forcing them to act in ways that they might otherwise not. This magic is also capable of removing and replacing memories. Note: In the case of removing and replacing memories, the Psychic must give a detailed description of what is being removed and what it is being replaced with. It is a delicate maneuver that requires a considerable depth of precision to ensure that the memories make sense and there is no loss of time. The Psychic must give a notecard with the details to the target and one to the storytellers via the ticket system.  

Note: Targets of Psychic Domination have a chance to attempt to resist the influence of the target. Roll 1d10 + Mind (+Psychic Magic if applicable) if you roll higher than the psychic you are aware of the attempt at mind control and may choose to ‘play along’ or react otherwise.

 Beginner:  Only works against those of equal or lower level.

  • The beginning level Psychic is able to give one simple command to a target (Stop! Drop your weapon! Turn around! Run away!) that can be easily followed on the target’s next turn.For the duration of that turn, the target will obey that command to the best of their ability if they fail their resistance roll. They cannot be commanded to harm themselves (Die, kill yourself), but they can be commanded to attack one of their own allies..

  • The Beginner Psychic can remove and replace up to 5 minutes in the Target’s memory. 

Note: Targets cannot be commanded to act against their True Love.

Moderate:   Only works against those of equal or lower level.

  • The moderate level Psychic is able to give simple commands to their target that will remain in effect for a number of turns equal to their mind score. The target will be able to roll each round to resist the command. If they succeed, however, they MUST act accordingly. They cannot be commanded to harm themselves (Die, Kill yourself), but they can be commanded to attack thier allies.

  • The Beginner Psychic can remove and replace up to 10 minutes in the Target’s memory.

Note: Targets cannot be commanded to act against their True Love.

Advanced:  Only works against those of equal or lower level.

  • The advanced level psychic is able to give a command to their target that will remain until the commands have been met, or a number of days equal to the Psychic's Mental Score have passed. The command must be something that the target can achieve with moderate difficulty. The Target is required to act within a fashion that is aligned with the command and may not disclose the command to others. The attempt to achieve their goal must be made with a reasonable degree of success. (If, for instance, one were commanded to strangle the Evil Queen, they could attempt to do so with sewing thread or spaghetti, it must be attempted with a realistic item and utilizing the skills they possess) However, if the Target failed their initial resistance roll, they may roll once each day to attempt to shake the command off. This roll must be made at the same time every day and as close to the time that the command is given as is reasonably possible. (Staying off line, or out of RP is not a viable method of avoiding this command. Days spent off line, or out of RP will not count toward the total) If they succeed, they are still under the Psychic’s command, but have a number of minutes equal to their mind score to act under their own power. Once that time has passed, they are again under the effects of the spell. The spell fades when the task is complete, or the number of days have passed.

  • The Advanced Psychic can remove and replace up to 30 minutes in the target’s memory.

Note: While the Target CAN be commanded to act against their true love, their initial resistance opportunity gains a +2 as do their attempts to shake off the command once per day..

IMPORTANT NOTE:  The Advanced Psychic MUST spend the Mana Points each day, for every day that their target is controlled. Failure to do so results in the command being broken.

Psychic Barrier – Protects against mental intrusion, illusions, or fear. These shields must be put up BEFORE the abilities are used against you, rather than as a reaction.  Barriers may be created in one scene, then activated in another, provided that scene is within 48 hours, or its use is agreed upon ahead of time. All Psychic Barriers last one scene. Keep records of their creation. The mana used for Psychic Barriers will not begin to regenerate until after the scene it was created for has occurred, the time limit has passed, or the barrier is canceled by the caster. 

Beginner: Create and maintain a barrier around your own mind that lets you know if anyone attempts to read your mind, lasts for a scene. Protect yourself from experiencing one type of emotion for one scene.

Moderate: Create and maintain a barrier around your own mind that alerts you to attempts to read your mind, and from what direction the attempt (successful or not) came from. Place a spell on yourself or another person that makes the defects in illusions more obvious to them.  Protect one of your senses, or the senses of another, for the length of a scene. (for instance, if you protect your sight, you can’t be blinded. Scent, bad smells don’t affect you.)  Protect yourself or another from Psychic Push/Pull or Emotion Shaping for the length of one scene. Place a spell on yourself or another person that causes lies to sound differently than truths for the length of one scene.

Advanced: Protect your mind and up to two others from mental intrusion for the length of a scene.  Place a spell on yourself or another person that highlights what is illusion and what is reality for the length of a scene. Protect two of your senses,and the senses of two others, for the length of a scene

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