Sample file

1 Sample file

2 About Psychism Energetics

Information about using psychism, and how to use it in THE SCHOOL OF POWER, LIGHT, COLD, LIGHTNING your game sessions as a replacement, or in addition to BOLTS AND FIREBALLS your current spell-casting system. The most esoteric of the school, these arts transcend Page 3 time and place. Subject to moderator scenario approval. Page 13

Astralytics Kinesis

THE SCHOOL OF PLANAR TRAVEL, THE SCHOOL OF , TELEKINESIS TIME & REALITY ALTERATION AND DIVINATION AND TELEPORTATION- "MIND OVER MATTER" The most esoteric of the school, these arts transcend The most esoteric of the school, these arts transcend time and place. Subject to moderator scenario approval. time and place. Subject to moderator scenario approval. Page 7 Page 15

Empathics

THE SCHOOL OF PERCEPTION, CLAIRSENSES THE SCHOOL OF HEALING, CONJURING, AND MEDIUM AND SPIRITUALITY Exploring awareness and emotion. , empathy, The most esoteric of the school, these arts transcend ESP, the clairsenses and channeling the dead. time and place. Subject to moderator scenario approval. Page 9 Page 17

Enchantment Transmutation

THE SCHOOL OF ILLUSION, PHANTASMS THE SCHOOL OF INTEGRATION, DISINTEGRATION, SampleAND MENTAL DOMINATION AND POLYMORPHICS file Affecting and dominating the minds of others. Creating The most esoteric of the school, these arts transcend the illusion of phantasms, spectres and spectral terrain time and place. Subject to moderator scenario approval. Page 11 Page 19

3 About Psychism

WHAT IS PSYCHISM? ACQUIRING STARTING PWR Psychism is a form of art invoking that does not require com- Beginning psychists should be gived a small amount of Pwr. ponents, gestures or deity supplication. Psychism works on all This is determined by the game moderator, who can use any game technology levels and all planes of existence. means desired to determine starting Pwr. An example follows. Psychism is divided in seven "schools" each containing arts The starting amount could be determined by the attribute most related to that school. closely associated with the psychist art. Psychism can work alongside the art-invoking of any role-playing For systems using attributes such as 5e game system, or can supplant that system as desired by the The starting amount of Pwr would be equal to the attribute game moderator. number DIVIDED IN HALF (round down). Psychism is an "art and science of the mind". Each "school" of Use Wisdom for Empathics psychism contains many "psychist arts". These arts are learned Use Charisma for Enchantment in prerequisite order (much like courses in college). One must Use Intelligence for all others often learn a prerequisite art before progressing to another. Psychism uses "Pwr" (power points) to invoke each art, and ACQUIRING ADDITIONAL PWR usually a roll check of some kind is needed (such as a Charisma/ One method of awarding additional Pwr for psychist characters Influence check to perform Enchantment). They type of check is to give them 1-3 "award" points of Pwr at the end of every required is listed with each psychist art. game session. This Pwr can be either to "buy" new psychist arts, Each user of psychism is given a certain amount of Pwr to use or be used as fuel to invoke arts that they already have. If used in the invoking of psychist arts. to "buy" arts, the Pwr used is removed permanently. If used to fuel arts already known, the Pwr used in this way returns after ACQUIRING PSYCHISM sleeping (See Using Pwr below.). Game moderators can expose characters to a secret order of some kind (Such as "The Order of The Link") that the character USING PWR can join, perhaps meeting some requirement, test, or initiation Pwr can be used in two ways. It can be used temporarily ceremony, etc. They then become able to store and use Pwr to to invoke psychist arts, and it can be used up permanently "buy" and "fuel" psychist arts. to buy new arts. Pwr used to buy new arts is peramanetly removed form your sheet. Pwr used as fuel to invoke an art To encourage diversity, game moderators can limit characters the character already possesses is temporarily used to fuel to choosing only from one school, or perhaps two schools, etc. arts, but returns during sleep. WHAT IS PWR? Pwr that is temporarily used will return during sleep at a rate determined as follows: Pronounced "power", Pwr is the "fuel" to invoke psychist arts. Consider them a form of usable "chi", "mana", "on", astral es- Permanent Pwr Total Pwr returned per hour of sleep sence" or whatever esoteric concept that your game system 1 – 9 1 can support. 10 – 19 2 20 – 29 3 and so on... EachSample psychist starts with a small base amount of Pwr, and can file grow that amount over time, allowing them to invoke their current A characters Pwr Rate may go down as they spend permanent Pwr. arts more often during a game, or buy new arts. It does not go down if Pwr is used temporarily to fuel psychist arts. The rate will increase as they acquire more Pwr.

4 ABOUT PSYCHISM

ATTRIBUTE/SKILL CHECKS Psychism Arts listing Psychist arts require Pwr to cast, and most arts ALSO require The following describes the categories listed for each psychist an Attribute or Skill to be rolled. If that roll is failed, the art is art (as shown in the example "" listing at bottom left). not invoked, and Pwr is spent anyway. COST The attribute/skill roll needed is listed with the psychist art. For other game systems, the moderator can substitute an The cost (in permanent Pwr) to "buy" the art. Pwr used to buy approprate roll. For 5e, the moderator can use the following: arts is removed from the sheet permanantly. Use "Wisdom Spellcasting Ability" for Empathics (where it says "Perception") PREREQUISITE (PRE) Use "Charisma Spellcasting Ability" for Enchantment To buy some arts, you must already have bought another art (Where it says "Influence") that is it's "prerequisite," (Like taking "Accounting I" before "Accounting II", etc.) Use "Intelligence Spellcasting Ability" for all others (Where it says "Discipline") VICTIM SAVE For other systems, psychism can use three similar skill "check" rolls corresponding to "Perception" (seeing, hearing, Many arts have "none" listed, which means that the victim is wits), "Influence" (charismatic effect influence over others) allowed no save agaist that art. Other arts allow the victim a and "Discipline" (force of mind, strong will) "Save" roll to negate/lessen the effects of a psychist art. The type of save roll required depends on the art. INVOKING A PSYCHIST ART Example: If an art makes a victim flee in terror, then they To invoke an art (call it into action), the psychist first spends might get a Will/Wisdom/Courage roll to "Save" against the Pwr required, then rolls any required Attribute/skill check. fleeing. This usually is done on the psychist's turn in the melee round, For 5e, the moderator can take a victims magical defense but sometimes can be cast "out of turn". An out of turn into account, perhaps putting the psychist at a minus to invocation acts as an interrupt, pre-emting the turn of another. their invocation roll. Other systems could have the victim For example, many Enchantment arts specify that they be cast make a save roll using the following as an example. out of turn when a victim is spotted. The enchanter invokes an illusion of some kind immediately when they see their victim. Save Specified Alternate SAVE Rolls This out of turn casting means that the victim will not see the Strength/Might Strength, Fortitude enchanter before they see the illusion. An out of turn casting Dexterity/Agility Dexterity, acrobatics take place faster than a successful initiative roll. Wits/Perception Wisdom, sight, hearing invocation done out of turn requires the psychist to skip their next normal turn (as they have already taken their available Will/Discipline Intelligence, force of mind action that turn). If the psychist has multiple actions available to them during a turn, they must lose one of those actions. PWR If multiple casters are casting out of turn actions, the first Psychist arts require Pwr to invoke. In most cases, Pwr used caster calling for such an action goes first, then others in in this way is temporarily removed from the character's sheet. order. In rare cases of disagreement, roll a die to determine A very few very powerful arts require that Pwr be peramanetly who goes first, etc. removed in order to use them. "Pwr: 1" 1 Pwr is all that is needed to invoke the art. PSYCHOMETRY Cost: 1 "Pwr: 1 and Perception roll" Pre: None The psychist must spend one Pwr, then make a Perception Victim Save: None roll. If successful, the art is invoked. Pwr: 1 and Perception roll "Pwr: 5, plus one point of permanent Pwr" Range: 12 hexes/60ft AOE: 1 known object or 10 hexes means that 5 Pwr is spent temporarily, and 1 additional point Effect: The Empath senses any residue of Pwr is removed permanently. of recent strong emotion left on an object "Pwr: 5, plus one point of permanent Pwr and a Perception or in an area by a previous occupant. The roll" stronger the emotion was, the stronger the reading the Empath will get. Holding the means that 5 Pwr is spent temporarily, and 1 additional point object (Vibroturgy) gives a +2 bonus to the of Pwr is removed permanently, and a Perception must be Sampleinvoking roll. file successfully rolled. On a Crit roll: The psychist will sense even weak emotions on the object. Pwr is spent even if the psychist fails a required attribute/skill roll.

5 ABOUT PSYCHISM

RANGE Note on Psychist Arts The distance away from the psychist the art can take effect. Most arts take one round to cast. (Some may be cast "out of For hexagons or squares, "1 hex" assumes 5ft x 5ft. turn" as mentioned on the previous page). If the Range is stated as "0" then the range is the same hex Unless the psychist has multiple actions available to them for that the psychist is in. "1 hex" would be up to 1 hex away. "12 some reason, no more than one art may be cast per round hexes/60ft" would be up to 12 hexes/60ft away and so on. unless stated so with the art. All arts require concentration If listed as "Touch," the psychist must touch the subject (the during invoking, and many require the psychist to maintain object must be in a hex adjacent to the psychist). concentration during the entire time the art is active. These If listed as "within sight" the art can affect any or all that the requirements will be listed with the art. psychist can see. "Within earshot" means that the victim is In arts requiring ongoing concentration, the psychist cannot able to hear the psychist. perform any other actions during their turn other than basic movement (not arduous or evasive moment requiring AREA OF EFFECT (AOE) concentration). How much area within which the art is effective. If listed as "Self" the art affects the psychist alone. MAKING "KNOWN" If listed as "1 being" the art affects any one being, which can If an art states that a person, place or thing be known, this also be the caster. means that the psychist has seen or touched the subject If listed as "1 object or being within range" the art affects before or for arts that effect a place - have physically been in 1 specific object or being located anywhere within the range that location before. of the art. Sometimes certain arts must be invoked to make the subject known, as in Transmutation where a Matter Scan is DAMAGE/EFFECTS necessary before it can be invoked. What the psychist can expect to happen after invoking the art, and how long the effects last. Most last only one round, if an PSYCHIST "DUEL" art lasts longer, that information will be provided. If two or more psychists are competing for an effect (such as two kineticists using Telekinesis to move an object in ON A CRIT ROLL different directions) then they are considered to be deuling for the result. Both psychists roll the required invoking If the character rolls their invocation roll very well, (a critical number, If both succeed (or both fail), the duel continues success roll), then additional bonuses result. These results into the next round (provided both psychists have the Pwr to are listed with each art. invoke the art again and are willing to do so). If one succeeds and the other fails, the victor determines the outcome of the duel. If one rolls a crit and the other does not, that can detemine victory as well.

Sample file

6 Astralitics

THE SCHOOL OF PLANAR TRAVEL, TIME & REALITY ALTERATION AND DIVINATION The most esoteric of the school, these arts transcend time and place. Subject to moderator scenario approval. Astralysts are often referred to as Shamen.

ACUITY Asking of an opponent's "weakness" is PYTHAGORUM Cost: 1 perhaps more likely to reveal a debilitating Cost: 3 memory of their childhood than a secret Pre: None Pre: Thought Link entrance into their castle. Interpretation of Pwr: 1 and Perception roll results is usually necessary. Pwr: 1 Pwr from each participant. Victim Save: None Usable once per day. Victim Save: None Range: 12 hexes/60ft may involve a mini AOE: Participants must remain within 10 AOE: 1 object or being within range "adventure" or just a fleeting impression, hexes of each other. Effect: Detects whether an area contains according to the moderators scenario or Effect: Participants iwithin range may or has been the subject of a reality desired level of involvement. The moderator combine their Pwr to use separately or alteration art. that prefers to keep such forms of together. Lasts until voluntarily recalled. It does not detect Enchantment but will divination on the simple side may prefer to detect Astralytics and Transmutation on administer "Mantic Arts" (below) instead of WILLPOWER altered objects/beings. Astral Projection.. Cost: 4 On a Crit roll: It will detect Enchantment On a Crit roll: Subjects may pursue an Pre: Mind Bar arts cast within the AOE (It will not additional question. Pwr: 5 dissolve illusions, however.) Victim Save: None MANTIC ARTS Range: Self Cost: 3 THOUGHT LINK AOE: Self Cost: 2 Pre: Acuity (+ moderator approval) Effect: Can be invoked at any time, does Pre: Acuity Pwr: 1 and Perception roll not take an action to invoke. Willpower gives Pwr: 1 Pwr from each participant. Victim Save: None a +2 to any one requested save roll. Cannot Range: Unlimited Range: Self be stacked. Effect: Known, willing participants that AOE: Self On a Crit roll: Gives a +5. have also invoked Thought Link are able to Effect: The psychist gains a small amount communicate telepathically at any distance. of quick insight. Some types include: REALITY ALTERATION Usable within the Empathic art: Mind Bar. ASTRAGYROMANCY: Using dice Cost: 5 Lasts until Pwr spent to invoke Thought CARTOMANCY: Cards such as the Tarot Pre: Acuity Link is restored (through sleep, etc.). CRYSTALLOMANCY: Crystal ball. Pwr: 5 ASTRAL PROJECTION The moderator will not need to use these Victim Save: None Cost: 3 items themselves to determine insight, Range: Self Pre: Acuity (+ moderator approval) but will rather represent that insight with AOE: Self Pwr: 1 per person and Perception roll a sentence or two of information. This Effect: Does not take an action to invoke. information may be allegorical or vague - Victim Save: None Reality Alteration allows the psychist to open to interpretation. There will ususally reroll one die that they rolled immediately Range: 12 hexes/60ft not be concrete answers. "Shall I enter beforehand. This cannot be used to negate a AOE: 12 hexes/60ft this cave?" will not net a yes or no answer. Critical failure. SampleEffect: Willing participants go into a "There will be danger" might be revealed file On a Crit roll: Negates a critical failure. Can trance and receive one allegorical insight instead, even if that danger is minor. be used to allow another character within 12 or vision for one single question. On a Crit roll: The psychist gains greater hexes/60ft to make a re-roll. Cannot negate insight. an opponents' critical success.

7 PSYCHISM: ASTRALYTICS

TIMETWIST other beings that are also on the Ethereal TIMESPHERE Cost: 5 Plane. Arts, however, can be used on Cost: 10 corporeal as well as non-corporeal beings, Pre: Reality Alteration Pre: Ethereal Travel , Timetwist (and they can use them on you). An Pwr: 5 (and rolls by arts cast) exception: Material beings can damage Pwr: 10 and 1 permanent Pwr and Victim Save: None Ethereal beings with magical or holy Perception roll. The Pwr is spent only if the Range: Self weapons. roll is successful. AOE: Self Those using Ethereal Travel are not invisible, Victim Save: None Effect: Allows the psychist to cast two more they are translucent, and they can be seen Range: Self arts in their same turn besides the Timetwist. and conversed with. AOE: Psychist and hexes surrounding the The psychist cannot move during any turn in Beside what the character is wearing/ psychist (up to nine people) which the Timetwist is cast. carrying when the art was invoked, picking Effect: Creates a multi-planar sphere up material objects, or other material actions lasting as many rounds as the psychist ZALOB ALTERATION is impossible in Ethereal Travel. wishes where no time passes for them in Cost: 6 On a Crit roll: Subjects may appear the outside world, but passes normally within the Timesphere. The AOE of the Pre: Reality Alteration nearly invisible, opponents require a Wits/ Perception to see them. timesphere appears as a frozen tableau (as it Pwr: 5, plus one point of permanent Pwr did when the art was cast). From the inside, Victim Save: None ASTRAL TRAVEL the area outside of the timesphere appears Range: Self motionless (as it did when the art was cast.) Cost: 10 AOE: Self While in the sphere the psychist or party Pre: Astral Projection (+ moderator Effect: Used to adopt the different appearance may not interact with the outside world or approval) and language of a known sentient being type. invoke arts affecting it, and the outside world (One they have both seen and heard before). Pwr: 5 per being, 1Ki and Perception roll cannot interact or invoke ANY arts that affect Psychist will both speak and understand the Victim Save: If unwilling to travel: Will/ the area of the sphere or those inside. Those language as if a native. Discipline inside may communicate, heal, etc. but It cannot mimic specific individuals. Range: 12 hexes/60ft cannot invoke any arts that affect the outside Lasts until temporary Pwr spent to invoke AOE: 12 hexes/60ft world. No Clairsenses or Apportation may Zalob Alteration is restored (by sleep, etc.) Effect: Participants slip into the Astral Plane enter or leave the sphere. and are able to physically travel in the many The psychist does not have to maintain DOUBLETIME levels within the Astral Plane (Elemental concentration to maintain the sphere, only when invoking (one round) and ending (one Cost: 6 planes, planes of hell, etc.) The GM will advise on which one may be accessible round - which can be done at any time at no Pre: Timetwist according to your scenario. additional cost. Pwr: 5 per being (and 1 Pwr) Those on the Astral Place may not interact Anything outside may pass through the Victim Save: None with those on the Material Plane, except by sphere, but they do not enter the sphere. Range: 12 hexes/60ft using Thought Link. Apportation will not work inside of a AOE: 1+ being(s) within range The art lasts until recalled by the psychist, Timesphere. Effect: Gives one additional action and in which case all living participants return to On a Crit roll: The Timesphere may appear movement to subject(s) of the art. The the place where they entered, unless they invisible (with no frozen tableau.) Doubletime does not count as an action for choose to exit the Astral Plane via a portal of the psychist, and unlike Timetwist, they are some kind in another location. TIMESLIP able to move. On a Crit roll: Empaths may communicate Cost: 10 with those on the material plane through the Pre: Timesphere ETHEREAL TRAVEL Empathics Art: Telepathy. Pwr: A Perception and 1 permanent Pwr per Cost: 8 round of time regression desired. The Pwr is Pre: Astral Projection APPORTATION spent only if the roll is successful. Pwr: 3 permanent Pwr per person and Cost: 10 Victim Save: None Perception roll Pre: Ethereal Travel Range: Self Victim Save: If unwilling to travel: Will/ Pwr: 5 per person and Perception roll AOE: One Timesphere Discipline Victim Save: If unwilling to travel: Will/ Effect: Requires that a Timesphere already Range: 12 hexes/60ft Discipline be in effect, cast beforehand. AOE: 12 hexes/60ft Range: 12 hexes/60ft Timeslip reverses time in the current Effect: There exist many levels within the AOE: 12 hexes/60ft Timesphere at one round for each point of Astral Plane. The very first level is called Effect: Travel from the current location to Pwr spent. the Ethereal Plane. It exists alongside the another known location. The known location Everything that occurred in the rounds Material plane. Summoned, non-corporeal cannot have moved. I.e., you cannot Apport affected by the Timeslip are undone. Astral Entities, /spirits, as well as onto the deck of a known ship if the ship If a being died during those rounds, all the other psychists using Ethereal Travel can be has moved. One cannot Apport into enemy found here, and interacted with. wounds they incurred during those rounds are Consecrated Ground (Spiritism). gone, etc. But a Will/Discipline roll will still be Participants using Ethereal Travel slip into If subject is bound: If the subject is held or needed by the one who died to get their spirit the Ethereal Plane and are able to travel manacled to a wall, etc. they will arrive at the back into their body. there Samplefor one hour. destination un-manacled. If the psychist is file Timeslip cannot be used to go forward in time. The subject(s) become(s) non-corporeal and independently tied up, they remain tied. can pass through walls without impediment. On a Crit roll: No Pwr is spent for the first On a Crit roll: Victims get no Save. two rounds of Timeslip. Combat with others can only occur with

8 Empathics

THE SCHOOL OF PERCEPTION, EMPATHY, AND MEDIUM Empaths explore awareness and emotion. telepathy, empathy, ESP, the clairsenses, and the ability to channel the dead as a medium.

PSYCHOMETRY EMPATHIC TRACKING MIND BAR Cost: 1 Cost: 2 Cost: 3 Pre: None Pre: Psychometry Pre: Descry, Empathy Victim Save: None Pwr: 2 and Perception roll Pwr: 2 and Perception roll Pwr: 1 and Perception roll Victim Save: None Victim Save: None Range: 12 hexes/60ft Range: 12 hexes/60ft Range: Self AOE: 1 known object or 10 hexes AOE: 1 being AOE: Self Effect: The Empath senses any residue of Effect: Used to track an emotion Effect: Cast in advance, this is used to recent strong emotion left on an object or in discovered through the use of Psychometry resist Empathics and Enchantment as an area by a previous or current occupant. The stronger the emotion, the easier the long as concentration is maintained. Gives "There is a stong feeling of terror on this tracking. Duration is until psychist fails their gives a +5 to Saves against Empathics and item", "that person is very angry", etc. Perception, checking after the range is Enchantment. The stronger or more recent the emotion exceeded or the trail becomes weak. On a Only the Astralytics Art Thought Link is was, the stronger the reading the Empath successful check, the Range is extended 12 usable in Mind Bar. Invoking any other art, or will get. The moderator may impose minuses more hexes (but no more Pwr needs to be engaging in combat or physically evading an to the invocation roll if an item is very old spent.) opponent negates Mind Bar. (the emotion is wearing off). On a Crit roll: The AOE is extended to 36 On a Crit roll: Subject may cast arts and Vibroturgy: (Holding the object or being) hexes/180ft even if the trail is weak. engage in combat in Mind Bar. gives a +2 bonus to the invoking roll. On a Crit roll: The psychist will sense even LEGEND TELEPATHY weak emotions on the object. Cost: 2 Cost: 3 Pre: Psychometry Pre: Empathy DESCRY Pwr: 3 and Perception roll Pwr: 4 and Perception roll Cost: 2 Victim Save: None Victim Save: Wits/Perception for unwilling Pre: Psychometry Range: 12 hexes/60ft victims Pwr: 3 and Perception roll AOE: 1 object Range: Within sight Victim Save: None Effect: Items often carry their history AOE: 1 being Range: 12 hexes/60ft implanted on them by their makers, and Effect: Understanding and communicating AOE: 1 hex anyone who came in contact with them. This thoughts with a known willing being or Effect: The psychist will sense the art helps the Empath decipher that story. If animal until concentration ceases. Animals presence of psychism or "magic" through the item has no legend, nothing is revealed. will not understand complex concepts. the intentions of the caster. The Descry will Everyday objects generally have no legend. There is no coercion or other influence. only reveal the attempt to disguise, if the Only relics of the past that carry a bit of Guarded thoughts are not revealed. The Energetics art "Disguise Magics" was used. history can be the successful subject of an victim will merely think that they can detect invoked Legend. Note that "magic" (spells, On a Crit roll: The psychist will “see the thoughts of the Empath. Telepathy is not curses, etc.) placed on an item will not be through” the Energetics art "Disguise "startling", the unknowing victim will not be revealed with Legend. SampleMagics" and will reveal "spells/psychism amazed, but filemay consider themselves very invoked recently that are no longer in effect. On a Crit roll: The psychist sees deeper clever. Those that know of Telepathy will A Crit will also dissolve Enchantment arts into even minor stories. recognize it as such. (except for Phantasm) for the psychist only. On a Crit roll: The psychist can contact a known being anywhere.

9 PSYCHISM: EMPATHICS

EMPATHIC ALARM DETECT LIE The psychist may perform a Telepathy art Cost: 4 Cost: 4 while Clairsensing on any round after the first round. Pre: Empathy Pre: ESP This art is ineffective in areas protected by Pwr: 5 (plus 1 Pwr per additional hour) Pwr: 3 and Perception roll the Spiritism art "Consecrated Ground". Victim Save: None Victim Save: None On a Crit roll: Invisible beings and astral Range: Special Range: 1 hex entities present are seen. Psychist can AOE: 12 hexes/60ft AOE: 1 being mentally travel from a known area into an Effect: The art-psychist invokes this art Effect: Allows psychist to detect the unknown area on any round after the first, to set an empathic alarm within a certain heightened emotion surrounding a lie. making the area "known". Walls will not known area such as a hallway or room that Must be cast out of turn when the victim is inhibit movement. they are in. When any other being or etheric talking, etc. (telling a possible lie). Does not entity enters that same area, an emotional require interaction with the victim. lasts only LOCATE alarm goes off in the psychists brain. The one round. Cost: 8 psychist may leave the area (up to one mile On a Crit roll: The Lasts for up to five Pre: Clairsenses away) after invoking the art. Duration is 1 rounds. Pwr: 1 and Perception roll hour per Pwr spent. Victim Save: None On a Crit roll: The psychist will get the QUICKWITS Range: 12 hexes/60ft (plus 1 Pwr per each effect of an Empathy on the being(s) that Cost: 4 additional hex). enter the room, and a previously known Pre: Descry being can be identified. AOE: 12 hexes/60ft (plus 1 Pwr per Pwr: 2 per round and 2 Pwr additional 10 feet) ESP Victim Save: None Effect: This art allows the psychist to Cost: 4 Range: Self identify at a distance whether or an Pre: Empathy AOE: Self empathically known object or being is within Pwr: 4 and Perception roll Effect: Gives a +5 on any roll of Wits or the area of effect. Victim Save: Wits/Perception Wits-based Skills. Also gives a +5 to Crit Powerful magical objects or strong emotions and damage done with Wits-based Martial between you and the object of Locate Range: 12 hexes/60ft Skills. Cannot be stacked. may interfere with this art. This art cannot AOE: 1 being be used in enemy Consecrated Ground Effect: Detecting the immediate surface TRUE SIGHT (Spiritism). thoughts of a person for one round. If the Cost: 4 This art can also be used for dowsing person is thinking about dinner, that is what Pre: Descry (detecting large bodies of water will be revealed. Even a villain needs to eat! Pwr: 6+ Pwr and Perception roll underground). This art does not involve persuasion, only Victim Save: None On a Crit roll: No minuses or reductions perception. It can be used to detect a lie or are imposed, and the art can be cast in Range: Self reveal guilt if the victim is questioned verbally enemy Consecrated Ground. on a particular subject while an ESP is in AOE: Within sight effect. Effect: Enables the psychist to detect FAMILIAR On a Crit roll: The psychist may "probe" invisible or concealed beings present. Cost: 8 (mentally pose a question and receive an It also allows the psychist to detect if an Pre: Clairsenses, ESP, Locate answer.) Astral entity is present. It can "see through” Pwr: 5 and Perception roll the Energetics art “Disguise Magics.” It can MEDIUM detect and/or dissolve illusions created with Victim Save: Will/Discipline for unwilling Cost: 4 Enchantment (for the psychist only). victims (animals get no save). Pre: Empathy On a Crit roll: True Sight can also detect if Range: 100 miles Pwr: 5 and Perception roll an art was invoked recently but is no longer AOE: 100ft cube (20 hexes) Victim Save: None in effect, and identify the effects of that art. Effect: Allows psychist to experience the Range: Self senses of a known animal or being (see through its eyes, etc.) for one hour. AOE: Vicinity of psychist CLAIRSENSES Cost: 6 The familiar may be asked to go to certain Effect: The psychist goes into a trance places, etc. and will believe that they know and allows the spirit of a deceased being Pre: Empathic Tracking what the psychist wants, but is not coerced or present willing astral entity to speak Pwr: 4 (plus 2 per each additional round), in any way. Animals may not be asked to through them if they wish to do so. The and Perception roll do more than that they are capable of, or effect lasts until the spirit or psychist breaks Victim Save: None are willing to do. They may not be asked to off. The spirit is not compelled to speak. It Range: Unlimited attack anything. is voluntary. Occasionally the spirit can hear AOE: Within normal observation by the The psychist can carry on a telepathic the psychist's thoughts or requests, but not psychist in that location. usually. conversation with their subject at their level Effect: Art-psychist gets a vision of sentience. The areas that the known If no willing spirit is present, the Medium will (clairvoyance) of a known area, however subject travels to need not be known. know that upon invoking the art. distant. They also hear any sounds there The psychist cannot invoke arts, etc. through On a Crit roll: The psychist can ask a (clairaudience). The Clairsenses take place the Familiar. question and receive an answer to a in the present and requires concentration. SampleOn a Crit roll: Victimfile gets no Save. question if the spirit is willing to do so. Areas must be known. A room that you have never looked into before, (like a closet you never opened) is considered an unknown area.

10 Enchantment

THE SCHOOL OF ILLUSION AND MENTAL MANIPULATION

Enchanters cast Illusions that appear to victims. Except for Phantasms and Spectral Terrain, Enchantments are invoked out of turn, when the subject is first seen by the Enchanter. Most Enchanment arts require concentration. This means that the illusion will break if the psychist is disturbed by other physical contact or any other action besides movement.

BARD CHARM DISENCHANT Cost: 1 Cost: 2 Cost: 2 Pre: None Pre: Hallucination and Bard Pre: Detect Illusion Pwr: 1 and Influence roll Pwr: 2 per victim per round and Influence Pwr: 5 per subject and Influence roll Victim Save: None roll Victim Save: None Range: All within hearing Victim Save: Wits/Perception (Once) Range: All within sight AOE: All intended audience Range: 1+ beings within sight AOE: 1+ beings within sight Effect: Singing/musicianship/oratory, etc. Only AOE: 1+ beings within sight Effect: Will dissolve/negate an while entertaining, the psychist gives listeners Effect: The psychist is considered a really Enchantment art within sight for each a +1 to all Skill rolls. It also increases their good friend within the area of effect. They subject. Does not dissolve Persistence or Heal Rate +2 for eight hours afterward. Cannot will not kill themselves, but will follow any an Enchantment made permanent by the stack with the Spiritist art "Benediction." order given. "These are not the droids use of Persistence. On a Crit roll: Gives the recipient a +2 to all you're looking for." On a Crit roll: Persistence is dissolved. Skill rolls. The victim may get a bonus to their save Note that Disenchant will need to be roll if the order directly countermands invoked again to Disenchant the illusion DETECT ILLUSION a imperitive on the part of the victim. that was made permanent through Cost: 1 (Example: If the victim beforehand had Persistence. Pre: None been told to "guard this door or die" and the psychist then tells them to leave, they Pwr: 1 and Influence roll MIND BLAST may get a bonus added to their save.) Cost: 2 Victim Save: None On a Crit roll: Victim at –5 to Save. Pre: Hallucination Range: Self Pwr: 1+ per victim and Influence roll AOE: Self CONCEALMENT Victim Save: Wits/Perception Effect: Gives a +5 to Wits/Perception roll to Cost: 2 Range: 1+ beings within sight save vs an Enchantment art cast. Pre: Hallucination AOE: 1+ beings within sight On a Crit roll: Gives a +10 to Wits/Perception Pwr: 3 per person and Influence roll roll to save vs. Enchantment. Effect: “Blasts” one or more victims with Victim Save: Wits/Perception (at a –5) confusion causing minuses to all Skill and HALLUCINATION Range: All within sight Crit rolls and reduce Movement equal to Cost: 1 AOE: 1+ beings within sight the Pwr spent. Ex: 3 Pwr will put 3 people at a –1, or 1 person at a minus 3, etc. Pre: None Effect: Victims cannot hear or see the psychist or their party unless they make If cast again on the following round(s), Pwr: 2 and Influence roll their Save. Victims roll their save (at –5) victim gets no further saves. Victim Save: Wits/Perception when the psychist/party is in view. If they The psychist must maintain concentration. Range: 1+ beings within sight succeed in their save, the Enchanter and On a Crit roll: The victim(s) get no Save AOE: 1+ beings within sight party are not concealed. and the effects are doubled ("–2 per 1 SampleEffect: Induces simple hallucination. Such as The psychist must maintain concentration. Pwr spent, etc.)file a shadow crossing, a flicker of light, etc. This On a Crit roll: Victims are at a –10 to their art does no damage. It can put victim at a –2 to save roll. initiative or to hit for one round. On a Crit roll: Victim gets no Save.

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