Psychic Magic

The psychic actually manipulates the runes to his/her will. Psychics take parts of a rune and stretch or shrink it using their will power, thus they are the most personally powerful of the magic-users. Psychics also tend to deal in less physical realms, such as thoughts, emotions, and spirits.

Psychics also display some abnormal behaviors with respect to their skills. Since all that is necessary to activate the runes is force of will, psychics often experience “random” occurrences of their ability. This generally happens when they are exercising their Will subconsciously. For example, a strong esper picks up a cane. The cane belonged to a man who died very violently, so there are still psychic traces of him when he was alive. The psychic’s mind probes the cane without the psychic even being aware of it. Please note, that while this is generally good when you are an esper or a healer, it is probably very bad if you are a pyrokinetic!

Psychics generally do not think of their talents in terms of runes and magic-type words. Accordingly, the psychic learns a “skill”, in which they can control more and more. Like sorcery, there are no penalized concentrations, so a psychic can concentrate freely at each level. Unlike sorcery, psychics do not automatically gain categories or metas. The target number for a psychic spell is always 4.

Magical Aides

Magical aides work by focusing a caster’s concentration on the spell. Aides have no magical properties of their own, but are psychological aides. There are two types of magical aides: Symbolic Links, and Material Links. All must be held (or touched) to work and each add a bonus dice to the skill roll.

A symbolic link is one which represents the object in question or is made up of the same material as the object. Some examples are voodoo dolls, miniatures of the target, pictures, etc. Symbolic links must be made by the magician. The target number for this is equal to 5. Each success adds one bonus die.

Material links are objects that actually came from the object of the spell. These must be in a quantity large enough to be held in the hand and seen by the unaided human eye. Examples of material links are hair, fingernail, blood, etc. from the subject, shaved off metal from the sword of an enemy. In general, material links decompose and after a certain amount of time cease being useful. The closer the link to the victim the better the link and more bonus dice.

  • 3 – From the actual Object (Hair from the victim, Shavings from the victim’s sword)
  • 2 – From a similiar object (Hair from a person of the same race, Shavings from the some sword)
  • 1 – Froma nearly-similiar Object (Hair from any person, Shavings from any metal weapon)

Mental Fatigue

Mental Fatigue is calculated normally by adding the points put into the Area of Effect, the Intensity, and the Range of the spell. The total Mental Fatgue taken is equal to the MF of the spell minus each success rolled.

Spell Power

The power of psychic magic is determined much the same as for sorcerous magic, but a psychic does not have a Magical Theory skill. Instead they multiplying the Intensity of the spell by the caster’s Will. In this way a caster with Will 5 and using 4 Intensity will have a power of 20.

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Psychic Concentrations

Below are listed sample conentrations. Please note that these are examples, and are not meant to be comprehensive. Very often these people have Runic Associations that enable them to display their talents before they are aware of them.

Extra Sensory Perception (ESP)

The esper is adept at picking up psychic traces that are left behind by people, spirits, etc. In game mechanics, then they become adept at the Sense rune. Espers can pick one type of object to sense at each level of skill they have in ESP. Some sample objects are as follows: Emotion, Lies, Danger, Magic, Friends, Enemies, Past events, Present Events, Lost Items, and any others that the character wishes to define.

Kinestetics

The kinestetic moves things with their mind. The thing that is moved must be defined by the psychic. This skill can be take multiple times in different “schools”. At each level, the kinestetic adds one action rune to their repetoire, e.g. Break, Create, Control, Heal, Project, Protect, Sense, Strengthen, Summon, Transform, Weaken, and Ward. Typical “concentrations” are listed below:

  • Pyrokinesis-Heat Rune
  • Cryokinesis-Cold Rune
  • Photokinesis-Light Rune
  • Scotokinesis-Shadow Rune
  • Telekinesis-Object Rune

Telepathy (Empathy)

Telepaths are masters of the Thought rune. As such, in game terms, they work similiar to the kinestetics. They first learn the Thought rune, and at each level add an action rune. Empaths specialize in the emotion rune. In psychic terms, the following mappings are true:

  • Telesend-Project Thought
  • Telereceive-Sense Thought
  • Telecontrol-Control Thought
  • Suggestion-Weaken Thought

Healing

Psychic healers use their own energy to heal someone else. In game terms they specialize in the heal rune. They generally start out with humans and then move on to cats, dogs, horses, etc.