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Wiki Classes Psion

Psion

A self-powered caster that trades a mage's damage for standing mitigation and the deepest utility tail in the game: minds read and written, force held as a stance, the body driven like a machine.

The Psion's power comes from nowhere but the self. No spirit answers, no pact binds, no spellbook is carried; what the class has is a mind turned on the world outside it. Play it as a caster that is noticeably harder to kill than a mage and noticeably slower to kill things: the two standing stances, Kinetic Barrier against steel and Mental Fortress against everything else, are percentage reducers that never run out, so what you mitigate in the first round you still mitigate in the fortieth. Around them sit a spike-smoother (Delay Pain) and a flat armour lift (Indurate). Damage is a short rotation of Force Bolt, Ego Whip, Mind Thrust, Kinetic Crush and Psychic Burn, with Synaptic Overload as the payoff when the target's armour is cracked and its ego whipped.

What makes the class unlike anything else is the utility. A psion can learn a stranger's name from their head, make a creature forget a grudge, leave a thought on a room for another mind to find days later, point at a friend across the world and say which way they lie, talk to them down a thread nobody else can hear, walk out of its own body, project an image of itself to a marked place, and, at the top of the art, take a creature's body and wear it for a while. Every one of those powers is built on a system the game already has, which is why they work everywhere rather than only in a few scripted places.

Psion is a starting class. Guild ranks run Latent, Adept, Telepath, Ascendant and Guildmaster. It learns exactly one power per level from 1 to 60 and nothing after; the eight passives sit on top of that ladder, with two more always on.

Resources#

SP is the main pool and the costs are steep at the top of the kit: the capstone Psychic Crush costs 150 SP, Teleport and Mindread 100, Synaptic Overload 50. Force Bolt is cheap (5 SP, free with the Kinetic Economy passive), which is what makes it the filler.

The class resource is Lucidity, shown as a rank and never a number: Lucid, Restless, Frayed, Unmoored, Unravelling, Far Gone and Elsewhere. Every power wears on your mind, and hunting without a real rest takes you to the bottom in an hour or two. The further you go the harder your powers strike, up to a fifth more damage in all, and from Frayed a power may strike twice. It costs you too: your Prescience fades from Unmoored, and a power may find the wrong foe, turn back on you, or simply not come. At the very bottom you go Elsewhere for half a minute, far stronger and out of your own hands, and then you fall. Nothing mends until two minutes after your last fight or power. Then it fades slowly on your feet and faster at rest, the guild's Quiet Room is quicker still, a cleric's Counsel clears it at once, and Discharge turns all of it into one blow. Type lucidity to see where you stand.

Psions wear leather armour and may use daggers and staves, or the Mind Blade the class conjures for itself.

Talent Trees#

Telepathy#

The largest tree and the class's voice: reading and writing other minds. Its damage is psionic (Mind Thrust, Psychic Burn, Synaptic Overload, Psychic Crush), its control is the will itself (Ego Whip, Mind Lock, Ego Death, Dominate), and its utility runs from learning a stranger's name to linking two minds across the world.

Kinetics#

Force as a stance. Force Bolt is the filler that cracks armour, Kinetic Barrier is the always-up physical reducer, and the rest is pushing the world about: Gravity Well, Repulse, Wrench, Kinetic Crush, Telekinesis, a fire made of thought, a shell of force around the party.

Metabolism#

The body as a machine the mind drives. Indurate keeps you standing, Delay Pain refuses a hit until later, Adrenal Surge spends the body faster, Iron Will refuses fear and stun, and Mind Blade gives a caster a weapon that swings on intellect.

Clairsentience#

Space and time as perception. Psychic Compass finds a mind by where it lies in the world, Psychic Impression and Psychometry read what was left on places and things, and the top of the tree walks out of the body, anchors, teleports and projects.

Powers#

Telepathy#

Level Power Type Cost Cooldown Effect
2 Sense Minds Utility 5 SP 5s Reach out and feel every mind in the room, hidden or veiled or not, and read its mood and its bent.
4 True Name Utility 10 SP 30s Lift a stranger's name straight from their mind. Players may feel the touch.
5 Ego Whip Control 20 SP 20s A lash across the target's sense of self. Doubt makes them hit softer, miss far more and lose much of their charisma while it stings; longer if their armor is cracked.
6 Invisible Audience Control 15 SP 45s Seat a crowd in a mind. A foe is jeered for every miss and shaken by it; an ally is cheered for every hit and lifted.
7 Mind Thrust Combat 30 SP 14s A spear of thought driven through the target's mind. Psionic damage, harder against a whipped ego.
10 Scathing Gaze Combat 5 SP 10s A look that hurts, in the kind of harm you choose.
11 Dreamsend Utility 25 SP 60s Write a dream for another player. It reaches them when they next rise from rest or log in.
13 Psychic Burn Combat 40 SP 40s Set a thought alight inside the target's skull. Psionic damage every round for six rounds.
15 Veil Utility 30 SP 120s Fold yourself out of lesser minds' notice. Weaker creatures do not see you to attack; any hostile act tears it.
20 Mind Lock Control 40 SP 60s Seize the target's will. For three seconds, or eight to sixteen on a player, they can use no ability at all, and a cast in progress is broken, its cooldown doubled.
23 Pain Share Defence 40 SP 30s Bond with a group member and take a share of what hurts them onto yourself. Severs if you fall too low.
26 Hypnosis Utility 40 SP 120s For some minutes, any player who looks at you falls fast asleep.
28 Psychic Link Utility 30 SP 30s Open a private channel of minds and add people to it from anywhere. Everyone in it talks with link, free, like any channel.
30 Illusion Utility 20 SP 30s Put a thing in the room that is not there. Hands pass through it; eyes do not.
30 Suggestion Utility 20 SP 30s A quiet push on a peaceful mind: it speaks, or gestures, or follows you a while.
31 Amnesia Utility 40 SP 60s Take yourself out of a mind. A creature forgets its grudge against you; a player forgets your name.
32 Psychic Scream Combat 20 SP 30s A shriek across every hostile mind in the room. Psionic damage and a stun.
38 Synaptic Overload Combat 50 SP 40s Fill the target's mind past what it can hold. Psionic damage; devastating through three cracks and a whipped ego.
40 Psychic Surgery Utility 30 SP 30s Reach into a mind and cut out what does not belong: fear, charm, stun, silence, a hex.
41 Groupmind Defence 40 SP 120s Bind up to five psions into one mind: all their SP in one pool, and their powers hit harder, 10% at three minds and 15% at five.
43 Aura of Intellect Defence 50 SP 300s Sharpen every group mind in the room for five minutes.
45 Mirror Mind Defence 40 SP 90s Polish the mind to a mirror. Half of what magic and thought do to you is thrown back at the one who sent it.
46 Psychic Storm Combat 100 SP 45s Three rounds of gathering, then a storm across every hostile mind in the room.
47 Mindread Utility 100 SP 120s Work slowly down into a mind, layer by layer, from who they seem to be to what they would die to hide.
51 Dominate Control 120 SP 600s Take a creature's body for twenty seconds and wear it. It remembers, afterward.
53 Beckon Utility 60 SP 120s Call a group member to your side from anywhere in the world. They must accept the call.
54 Ego Death Control 50 SP 60s Unmake the target's sense of who they are. Their blessings fall away and they are left weak.
56 Thoughtform Combat 80 SP 300s Give a piece of your mind a shape and let it fight beside you for ten rounds.
58 Thought Theft Control 50 SP 60s Pull a blessing off the target's mind and wear it yourself for what is left of it.
59 Deja Vu Control 40 SP 60s The target has done all this before: their next ability goes by, and the one after it never happens.
60 Psychic Crush Combat 150 SP 900s The capstone. Everything the mind is, brought down on one other mind at once.

Kinetics#

Level Power Type Cost Cooldown Effect
1 Lucidity Utility Free None See how far gone you are. It shares level 1 with Force Bolt.
1 Force Bolt Combat 5 SP 8s A fist of pure force, thrown from the mind. It strikes after your normal attacks that round, and starts the fight if you were not in one.
3 Kinetic Barrier Defence 35 SP 60s A standing field of force around you and your group that turns aside part of every physical blow. Maintain it always.
12 Gravity Well Control 35 SP 45s A moment of gathering, then every creature in the room is thrown up into the air: it cannot strike or use abilities, and no blade can reach it.
16 Repulse Control 40 SP 90s Fling every hostile in the room out through the nearest exits. Those too heavy to move are knocked flat instead.
18 Discharge Combat 10 SP 10s Let all of your madness go at once as a burst of shock. Leaves you clear-headed.
22 Kinetic Crush Combat 35 SP 40s Close a fist of force around the target. Heavy blunt damage, far worse through cracked armor, and it may stun.
25 Telekinesis Utility 40 SP 60s Send an object through the world into the hands of a distant mind. Rarely it breaks.
33 Kindle Utility 30 SP 600s Make a fire out of thought: violet flames that warm, light, and double a camp's rest.
37 Wrench Control 35 SP 45s Tear the target's weapon out of their grip and throw it to the floor.
50 Kinetic Shell Defence 10 SP 30s Sheathe your group in force for four rounds: whatever strikes them takes shock for it.
52 Hovering Weapon Defence 40 SP 180s A spare weapon rises to your shoulder and answers those who strike you.
55 Force Dome Defence 120 SP 300s Raise a dome of force over the whole room. Everything that strikes you and your group here is blunted until it fades.

Metabolism#

Level Power Type Cost Cooldown Effect
14 Mental Fortress Defence 35 SP 60s A standing wall in the mind that blunts everything that is not steel: magic, fire, frost, venom, the void. Maintain it always.
24 Delay Pain Defence 40 SP 90s Refuse to feel it. For a few seconds nothing you take lands; when the window closes most of it comes back slowly, and some never does.
27 Indurate Defence 25 SP 90s Tell the flesh to be stone for a minute. Flat armor, growing with level.
34 Mind Blade Utility 30 SP 120s Shape a blade of solid thought. It swings on your intellect, not your arm, and fades when you leave.
36 Adrenal Surge Defence 30 SP 90s Drive the body past its limits: faster casting and an extra swing for fifteen seconds, then a fatigue.
49 Iron Will Defence 40 SP 120s Fifteen seconds in which nothing can frighten, charm, stun or fell you, and whatever already has is gone.

Clairsentience#

Level Power Type Cost Cooldown Effect
8 Psychic Impression Utility 15 SP 60s Leave a thought on a place for other minds to find, or read what other minds have left here.
9 Psychic Compass Utility 5 SP 4s Feel which way a mind lies from here, and how far, by its place in the world.
17 Psychometry Utility 20 SP 15s Read the memory an object or a place holds: who carried it, what died here, who passed through.
19 Psychic Ward Utility 25 SP None Leave your sight at the edge of a room. Wherever you are, you see who comes into it, and it may whisper to them.
21 Heightened Senses Utility 15 SP 30s One sweep of the room with every sense the mind has: the hidden, the invisible, traps, secret ways, and sight in the dark for a minute.
29 Astral Walk Utility 60 SP 300s Step out of your body as a flickering image and walk for a minute, through any door. The body stays behind, defenseless, and you see nothing of what happens to it.
35 Phase Utility 25 SP None Pass through a closed or locked way as though it were not there.
39 Thought Anchor Utility 20 SP 300s Leave a piece of your mind in a place so you can always find the way back to it.
42 Premonition Defence 30 SP 120s See what every creature in the room will do a round before it does it, and be braced for it.
44 Far Sight Utility 50 SP 30s Look through distance at a person or at your anchor.
48 Teleport Utility 100 SP 300s Remember places well enough to simply be there. Twenty seconds of stillness and then you are.
57 Remote Projection Utility 60 SP 120s Send an image of yourself to your anchor and speak and watch through it.

Passives#

Eight passives to choose from, one every ten levels, two equipped at a time like every other class. Each of them grows from the level it is learnt to level 100.

Level Passive Effect
10 Iron Mind Psionic and magical damage against you falls by 10%, 20% at level 100.
20 Kinetic Economy Force Bolt is free, and your other powers of force cost 15% less, 30% at level 100.
30 Lucid Rest restores 50% more, 100% at level 100, and at rest lucidity returns twice as fast.
40 Unyielding The Kinetic Barrier turns aside 5 points more, 8 at level 100.
50 Mind Over Matter Below 30% health every psion power costs 25% less, 50% at level 100.
60 Transcendence Delay Pain gives back 20 points less of what it banked, 30 at level 100.
70 Second Sight Hidden and invisible minds show in your room listing, you feel an aggressive creature come into a room next to yours, and you notice a scrying eye one time in four, one in two at level 100.
80 Forewarned One swing in twelve finds you gone and its striker reaching, one in eight at level 100.

Two more are always with every psion and take no slot. Prescience avoids one physical blow in ten at level 1, one in four at level 100. Mind Harvest gives back spell points whenever a mind dies in the room with you: one percent of your pool for every five intelligence, ten percent at most.

Notes#

Mind powers used on other players are allowed. True Name, Mindread, Amnesia and Thought Theft work on people as well as creatures; Dreamsend reaches players only. True Name, Mindread, Amnesia and Dreamsend each roll a detection against a player target's wisdom, so a touched player may be told that something brushed their mind. Thought Theft needs no such roll: the target is always told what was taken, the room sees it, and it starts a fight. Ordinary player-versus-player rules are unchanged by any of this.

Psychic Impressions left on rooms are visible to anyone who looks ("a faint psychic impression lingers here") but only a psion can read them. They last three days, a psion may hold ten at once and one per room, and they are filtered like any other player text.

The Guild Hall#

Your guild has its own story chapters, on the same road as the warrior, mage, healer and rogue. Maeven hands you the next one when you stand in front of her, and takes it back when it is done; Tessaly in the Quiet Room can do both. compass set trainer takes you to the chamber at the top of the lighthouse from anywhere, attune steps inside, and the same command then finds her. One chapter is the guild's own: The Quiet Room, at level 11, teaches you to measure your Lucidity and where to mend it.

The Psion's Guild is not on any map. Psions reach it with a thought, from the small glass chamber at the top of the lighthouse, where the disc of gray stone rewards a closer look. Inside are two trainers, a shared armory of thirty places and a guild board, along with rooms no other guild has: a Quiet Room where madness runs out faster than in any rest, a Hall of Echoes that repeats the realm's recent news, a Memory Vault for words you do not want to lose, a Loom of Minds that shows which psions are abroad, and the Long Fall, the fastest way down the tower.

Your Stillstone#

Every psion is given a Stillstone on joining, a chip of that same gray disc. It stays with you for as long as you are a psion: it cannot be dropped, sold or stolen, and it stays with you through death. look stone tells you how your mind stands, in its own words and never a number. rub stone takes a little of the strain off you, about as much as a minute or two of sitting down. It works straight after a fight, when nothing else has begun to mend, but not during one, and it takes half an hour to fill again.

A psion does not have to climb the tower to get started. The creatures of the Explorer's Training Grounds stop paying experience and loot to other guilds at level 5, but they go on paying a psion until level 20, and Master Toren in the Main Hall will advance a psion that far. From level 20 the guild's own trainers take over.