Post by PyrasTerran on Jan 21, 2012 0:20:46 GMT -5
In the character sheet you find an area where you can list the most commonly used spells or powers your character performs. However, if you have no knowledge of typical RPGs like D&D you may come at a loss for what kind of spells or powers you may put. Listed here are various spells and powers that could fit for your character; you can use these, or, use the ideas to come up with some of your own.
Honestly the possibilities are endless and this is only a TINY list of what kind of powers or spells can be used.
NOTE: if the magic spells list seems miniscule compared to the Natural and Psychic lists, bear in mind: The Natural list also has powers for martial characters who don't utilize chi, and most of the powers in the Psychics list can easily be made into magical counterparts (or have magical counterparts listed here, already). The major difference between magic and psionics is a couple of unique abilities on each side, as well as aesthetics of the character.
Arcana
Offensive Arcane Spells
Magic Missile: A series of bolts of pure magical energy that home in on their targets, but don't deal lethal damage. These bolts can be cast quickly in a tactical manner.
Scorching Rays: Searing hot burning rays that can set objects aflame.
Shout: A magical scream that deafens those nearby, shatters nearby glass objects, and deals sonic damage.
Mystic Hand: A translucent, massive hand of magical energy can be used for defense, offense, and grasping/grappling targets.
Ray of Strength-Draining: This ray of magic saps the target of strength, and can leave them collapsed on the ground over several hits.
Elemental Spells
Fireball: A small beam of red light fires off and bursts into a brilliant ball of flame upon contact.
Lightning Bolt: A bolt of magic lightning springs forth from the caster's palm.
Cone of Cold: A spray of blizzard chill has little range, but can freeze on contact.
Earthen Grasp: Limbs rise out of the ground to attack and grapple enemies.
Water Wall: Control the flow of water to create barriers.
Wind Wall: Control the flow of wind to create barriers.
Cyclone: Created a mini-tornado to toss everything in its path.
Control Plants: Control plants and fungi to move and grow at your command.
Defensive/Tactical Spells
Prestidigitation: Simple magic tricks that all spellcasters learn early on. Prestidigitation can be used to spice food, add color to objects, levitate small objects, and other minor tricks
Teleport: Disappear and reappear in a place you can see or recognize.
Flight: You have mastered the ability to fly.
Invisible Mastery: Cast things invisible, or see invisible targets yourself.
Antimagic: Dispell magical effects and create antimagic fields, but these spells can backfire against you if you're not careful.
Summoning: Summon a creature to your aid of natural or magical origin.
Animate Earth: Bring earth or stone to life into warriors to fight for you, or focus all your energy into animating a large golem.
Divination: Perform an extensive ritual to divine answers from the cosmos.
Precognition: See glimpses of the immediate future to boost either your attack, defense or reflex score.
Manifest Object: Create small mundane objects of simple cloth, wood or metal.
Fabricate: Convert raw goods into an object. You need a sufficient amount of ingredients for the proper object desired.
Shapeshift: Take on the illusionary form of another being, matching voice and height.
Mirror Image: Deploy several illusionary clones of yourself as a defensive maneuver.
Message: Send a whispering message through the air to a target of your choice.
Spirit
Offensive Spells
Searing Light: A blast of daylight hot enough to burn, and ravage the undead.
Smite: A spiritually-charged strike from your weapon does extra damage to evil beings and lethal damage to the undead.
Spirit Weapon: A mystic weapon appears to fight for you.
Bestow Curse: Cripple an opponent's abilities with a spiritual curse.
Divine Power: Your strength dramatically increases, as well as your ability to take damage.
Holy Word: can be used to paralyze, kill or blind evil beings.
Undeath to Death: Destruction of the undead around you in a dark wave.
Unholy Blight: A swarm of dark flies damages good beings.
Harm: Wish harm upon your enemy, as spirits or divine beings attack your target from within.
Defensive/Support Spells
Heal: Cure the wounds of your allies or yourself. The longer you perform the spell, the more you can heal.
Barrier: Create a barrier that prevents your allies from passing. The more time you take, the larger a barrier you can create.
Purify: Purify food and liquid of toxins and harmful substances.
Bless Water: With a prayer and request from beyond, you can make water sacred (holy), which has multiple uses, not the least of which being damaging to the undead.
Spirit Summoning: Summon a spirit, divine being, or undead to do your bidding.
Guidance: Request help from your spirits or divine in a pinch, granting you a boost to a single skill roll.
Resistance: Endow your allies with divine power that gives bonuses to their Fortitude, Reflexes and Willpower scores.
Empower Weapon: Endow your allies' weapons with divine power to increase their Attack and damage scores.
Instill Ability: Increase one ability score of you or your allies by 4.
Speak with the Dead: A fresh corpse can answer a few questions before its spirit is taken by Death.
Command Undead: You can control the undead around you, or have them rise from the ground to do your bidding.
Natural
Untrained
Power Attack: Putting all your power into one reckless attack, you can deal double damage by cutting your attack score in half when performing this single attack.
Sniper Shot: Throwing yourself into the moment of your next ranged attack, using intense focus, you can deal double damage, at the expense of your defense score in half for the next attack you face during the sniper shot.
Blind Fight: Using sheer intuition, you swing instinctively when blinded, allowing you to reroll any missed hit while blinded, once.
Improved Disarming: You are a master at disarming your opponent, gaining a bonus whenever attempting this feat.
Improved Feinting: You are a master at catching your opponent offguard, getting a bigger damage bonus when you successfully feint an opponent.
Improved Tripping: You are a master at bringing your foe to the ground, gaining a bonus whenever attempting this feat.
Improved Unarmed Combat: You can deal lethal damage with your fists, and grapple at no penalty.
Deflection: You are skilled at deflecting enemy projectiles, such as arrows, bolts and shuriken, and gain a bonus when defending against them.
Weapon Finesse: The strength of your blade comes in the skill of your wrist; you can choose to use your Dexterity modifier instead of your Strength modifier when handling a light weapon.
Shield Masterty: Like your sword, the shield is an extension of your body. You can use your shield as an offensive weapon, that has a chance of stunning your foes.
Arterial Strike: You aim for a blood vessel to cripple your foe. At a reduced attack score, succeeding with this strike causes lasting damage to an opponent throughout the round.
Critical Assault: At the critical moment in battle, your attack strikes true & definitively. When rolling a 20 during attacks, you gain a +4 to confirm the critical hit.
Wrestler: When grappling opponents, you can quickly bring the fight to a close with a submission move, choke hold, etc.
Chi
Kiai Shout: A furious, thundering battlecry that knocks opponents back and can possibly cause them to fear you.
Candleblower: Project your chi outwards from a punch or kick in an invisible wave like a gust of wind, strong enough to blow out candles and close doors. This technique deals no lethal damage and is not strong enough to knock down enemies, but can prove useful under the right utilitarian mind.
Chi Flurry: You focus a powerful stance to deliver a rapid series of blows in mere moments. If you spend your turn standing in one spot, you can hit 6 times against any foes next to you.
Karmic Strike: You let your opponent give a hit so that you can deliver a true strike up close, reflecting his chi back upon him. Allow an enemy to attack you without defending earns you a free auto-hit attack at the same time.
Nerve Strike: You strike at the nerves of an opponent with cunning grace. This technique allows you to deal hits that weaken your opponent.
Whirlwind Kick: A spinning attack that collects wind with chi, allowing you to hit multiple opponents around you and even deflect some projectiles while remaining in one spot.
Chi Blast: you have learned how to channel all your chi into one devastating wave that fires out in front of you. This attack leaves you weak and powerless for two turns.
Weapon-Based
Chi Instill: Energize your weapon with chi, dealing more damage temporarily.
Chi Magnet: With the bond between you and your weapon, you can attract the trace amounts of your chi in the weapon, to fling the weapon forth in your direction from afar.
Chi Slash: Standing in place, you can release a nearly invisible wave of chi from a swing of your weapon. The more turns you take charging your chi, the more powerful the attack.
Chi Frenzy: Similar to a Barbarian's rage, you let visceral chi flow through your body and battle off pure instinct and passion, at a cost to your defense score and intellectual properties. For every turn you remain in Chi Frenzy, the number of hits you can do in a round increases by one. If you spend 3 turns in Chi Frenzy, when you return to normal you are exhausted and require immediate rest. If you spend 4 turns or more in Chi Frenzy, you will pass out when you return to normal, and may require medical stabilizing.
Geshou Influence
Moralization: This boosts one stat among all your allies while performing.
Demoralization: You stunt one stat among all your enemies while performing.
Pointing Fingers: You can hypnotically convince your enemies to attack a particular ally of your choosing while performing.
Too Beautiful, or Horrific: Blind or deafen nearby enemies while performing.
Invigorate: You can command the chi flows of your allies to begin recovering damage overtime while performing.
Illusion: Hypnotically trick a target into seeing something that isn't there while performing.
Remove Fear: Hypnotically erase all fear from a group of subjects while performing.
Performance of Discord: This display causes discord in the area, forcing all nearby to begin finding any reason to fight one another, while performing.
Dancing Blades: These floating sword illusions dance and swerve through the air.. and are as sharp as any real sword. This is a long range attack, as the performance needed to summon the swords takes a moment to start up. Once a sword attacks, it dissipates, but you can keep summoning more swords so long as you keep performing.
Ghostly Warrior: An ethereal ghostly being rises from nothing and attacks for you. It stays as long as you keep performing, uninterrupted.
Fascinate: Enthrall a target with your performance to the point that they follow your every word with a hypnotized gaze and submissive grin.
Psychic
NOTE: PSYCHICS CAN ONLY CHOOSE FROM ONE OF THE FOLLOWING BRANCHES TO CREATE POWERS FROM:
Clairvoyance
Kinetics
Telepathy
Psychoportation
Metacreation
Psychometabolism (NOTE: Psychic Warriors take from this branch.)
Clairvoyance
Sight Beyond Sight: You can see behind yourself, in the dark, through walls and around corners.
Telemetry: By holding an object in your hand, you can learn about its history, including its owner and where it has been.
Precognition: See glimpses of the immediate future to boost either your attack, defense or reflex score.
Psychic Impressions: Placing yourself in a helpless, meditative state for several minutes, you can turn back time in the area around you(within your mind) to glimpse significant moments of the past in that area.
Remote Viewing: Placing yourself in a helpless, meditative state for several minutes, you can home in on a person you have enough knowledge of, provided they are not being actively cloaked from your senses. You can know where they are(or in which direction they are) and what they are doing.
Escape Detection: Shield your aura from the presence of others, including those who sense magic, chi, and psionics. You must be actively keeping this power on, & not be in combat or any strenuous activity.
Second Chance: Able to see all the directions that fate has laid out for you, you can choose to re-roll any action twice per day.
Remote Broadcasting: You can show others what you see and hear, even if they are not near you.
Destiny Dissonance: A successful touch allows you to show your target a vision of various ways he may die in the future. This disorientation adds penalties to their rolls.
Fate Link: If successful, this psychic attack can bond the fates of two targets, so if one dies, so does the other. This psychic bond can wear away overtime, or from successful Willpower saves.
Hypercognition: Extremely perceptive, you can deduce almost anything thanks to your incredibly meticulous mind. Before performing a skill check, making a successful Intelligence roll gives you a significant bonus to your next check.
Kinetics
Telekinesis: You can lift and move objects or disabled enemies with your mind, and hit enemies with psychic force. You can also generate force fields to protect yourself and your allies, much like magical Barriers.
Pyrokinesis: You can manifest flames from thin air, and control flames around you to better effect than telekinesis can, to create fireballs and walls of fire, etc.
Hydrokinesis: You can manifest water from thin air, and control water around you to better effect than telekinesis can, to create hydro blasts and walls of water, etc.
Terrakinesis: You can control earth around you to better effect than telekinesis can, to create quakes and rock cyclones, etc.
Cryokinesis: You can manifest ice cold chill from thin air, and control the cold around you to create blizzard blasts and walls of ice, etc.
Electrokinesis: You can manifest electricity from thin air, and control bolts around you to better effect than telekinesis can, to create lightning bolts and electric fields, etc.
Gyrokinesis: You can control the wind around you to better effect than telekinesis can, to create wind walls and cyclones, etc.
Telepathy
Charm: Use your psionics to alter your target's view of you, to give you a temporary bonus to your Charisma and Charisma-based skills.
Telepathic Communication: Speak with another telepathically.
Mind Link: Form a limited mental bond with a target, allowing you to speak to each other telepathically, feel each other's emotions, etc.
Read Thoughts: Read the surface thoughts of a target.
Psychic Suggestion: Give a target a set of directives they might be compelled to follow.
Illusion: Give the target false sensory input, having them sense things that are not there.
Domination: Control a target completely, at a significant penalty to your Defense Score while assuming control.
Modify Memory: If successful, you can change up to 5 minutes of a subject's memory.
Mind Probe: Search a target's deepest secrets.
Psychoportation
Teleport: Disappear and reappear in a place you can see or recognize nearby.
Burst: Temporarily gain a significant burst of speed.
Detect Teleport: Immediately notice when some kind of teleportation, be it magical or psychic, has occurred within the area.
Dimensional Anchor: Prevent yourself or a target from being moved from their position, for as long as you hold the concentration.
Psychic Flight: You can perform flight with better skill than a telekinetic.
Baleful Thrust: Force a target into a destructive teleport that attacks them on the molecular level, dealing damage.
Banish: If successful, this psychic command teleports a target 100 feet away from your location in a random direction.
Astral Projection: While in a helpless, meditative state, leave your body to navigate the world as an ethereal wisp.
Metacreation
Manifest Object: Create small mundane objects of simple cloth, wood or metal.
Reparation: Repair objects and constructs. The longer you focus, the more you repair.
Ectoplasmic Cocoon: Trap your target in a small, life-sustaining cocoon.
Fabricate: Convert raw goods into an object. You need a sufficient amount of ingredients for the proper object desired.
Spirit Seed: Plant the seed of your rebirth in the Spirit World.
Crystallize: Create and control crystals. The more crystals grown in the area, the more powerful these abilities become.
Doppleganger: Create a lifeless clone of a target, or take more time to create one that can follow simple commands.
Psychometabolism
Thicken Skin: Increase the toughness of your physical frame, gaining a temporary bonus in your Defense Score.
Psychic Affinity: Enhance one of your physical qualities with psychic energy. You can temporarily boost one of your Ability Scores by 4, which in turn enhances all other capabilities attached to that score.
Empathic Transfer: Transfer damage between yourself and a target you touch.
Restore Extremity: Regenerate a lost limb, digit, or other appendage.
Fission: Briefly duplicate yourself into several clones. The more clones, the more damage you are exponentially susceptible to and the greater rest you need after performing this.
Metamorphosis: Slightly alter your physical appearance (face shape, skin tone, hair color, etc.)
Body Adjustment: Heal damage done to you. The longer you focus this, the more damage you can heal.
Psychic Vampire: Drain mental energy from foes you touch.
Lion's Charge: In a straight line, you can perform an onslaught of blows in a charge, powered by a sudden psychic injection of adrenaline.
Honestly the possibilities are endless and this is only a TINY list of what kind of powers or spells can be used.
NOTE: if the magic spells list seems miniscule compared to the Natural and Psychic lists, bear in mind: The Natural list also has powers for martial characters who don't utilize chi, and most of the powers in the Psychics list can easily be made into magical counterparts (or have magical counterparts listed here, already). The major difference between magic and psionics is a couple of unique abilities on each side, as well as aesthetics of the character.
Arcana
Offensive Arcane Spells
Magic Missile: A series of bolts of pure magical energy that home in on their targets, but don't deal lethal damage. These bolts can be cast quickly in a tactical manner.
Scorching Rays: Searing hot burning rays that can set objects aflame.
Shout: A magical scream that deafens those nearby, shatters nearby glass objects, and deals sonic damage.
Mystic Hand: A translucent, massive hand of magical energy can be used for defense, offense, and grasping/grappling targets.
Ray of Strength-Draining: This ray of magic saps the target of strength, and can leave them collapsed on the ground over several hits.
Elemental Spells
Fireball: A small beam of red light fires off and bursts into a brilliant ball of flame upon contact.
Lightning Bolt: A bolt of magic lightning springs forth from the caster's palm.
Cone of Cold: A spray of blizzard chill has little range, but can freeze on contact.
Earthen Grasp: Limbs rise out of the ground to attack and grapple enemies.
Water Wall: Control the flow of water to create barriers.
Wind Wall: Control the flow of wind to create barriers.
Cyclone: Created a mini-tornado to toss everything in its path.
Control Plants: Control plants and fungi to move and grow at your command.
Defensive/Tactical Spells
Prestidigitation: Simple magic tricks that all spellcasters learn early on. Prestidigitation can be used to spice food, add color to objects, levitate small objects, and other minor tricks
Teleport: Disappear and reappear in a place you can see or recognize.
Flight: You have mastered the ability to fly.
Invisible Mastery: Cast things invisible, or see invisible targets yourself.
Antimagic: Dispell magical effects and create antimagic fields, but these spells can backfire against you if you're not careful.
Summoning: Summon a creature to your aid of natural or magical origin.
Animate Earth: Bring earth or stone to life into warriors to fight for you, or focus all your energy into animating a large golem.
Divination: Perform an extensive ritual to divine answers from the cosmos.
Precognition: See glimpses of the immediate future to boost either your attack, defense or reflex score.
Manifest Object: Create small mundane objects of simple cloth, wood or metal.
Fabricate: Convert raw goods into an object. You need a sufficient amount of ingredients for the proper object desired.
Shapeshift: Take on the illusionary form of another being, matching voice and height.
Mirror Image: Deploy several illusionary clones of yourself as a defensive maneuver.
Message: Send a whispering message through the air to a target of your choice.
Spirit
Offensive Spells
Searing Light: A blast of daylight hot enough to burn, and ravage the undead.
Smite: A spiritually-charged strike from your weapon does extra damage to evil beings and lethal damage to the undead.
Spirit Weapon: A mystic weapon appears to fight for you.
Bestow Curse: Cripple an opponent's abilities with a spiritual curse.
Divine Power: Your strength dramatically increases, as well as your ability to take damage.
Holy Word: can be used to paralyze, kill or blind evil beings.
Undeath to Death: Destruction of the undead around you in a dark wave.
Unholy Blight: A swarm of dark flies damages good beings.
Harm: Wish harm upon your enemy, as spirits or divine beings attack your target from within.
Defensive/Support Spells
Heal: Cure the wounds of your allies or yourself. The longer you perform the spell, the more you can heal.
Barrier: Create a barrier that prevents your allies from passing. The more time you take, the larger a barrier you can create.
Purify: Purify food and liquid of toxins and harmful substances.
Bless Water: With a prayer and request from beyond, you can make water sacred (holy), which has multiple uses, not the least of which being damaging to the undead.
Spirit Summoning: Summon a spirit, divine being, or undead to do your bidding.
Guidance: Request help from your spirits or divine in a pinch, granting you a boost to a single skill roll.
Resistance: Endow your allies with divine power that gives bonuses to their Fortitude, Reflexes and Willpower scores.
Empower Weapon: Endow your allies' weapons with divine power to increase their Attack and damage scores.
Instill Ability: Increase one ability score of you or your allies by 4.
Speak with the Dead: A fresh corpse can answer a few questions before its spirit is taken by Death.
Command Undead: You can control the undead around you, or have them rise from the ground to do your bidding.
Natural
Untrained
Power Attack: Putting all your power into one reckless attack, you can deal double damage by cutting your attack score in half when performing this single attack.
Sniper Shot: Throwing yourself into the moment of your next ranged attack, using intense focus, you can deal double damage, at the expense of your defense score in half for the next attack you face during the sniper shot.
Blind Fight: Using sheer intuition, you swing instinctively when blinded, allowing you to reroll any missed hit while blinded, once.
Improved Disarming: You are a master at disarming your opponent, gaining a bonus whenever attempting this feat.
Improved Feinting: You are a master at catching your opponent offguard, getting a bigger damage bonus when you successfully feint an opponent.
Improved Tripping: You are a master at bringing your foe to the ground, gaining a bonus whenever attempting this feat.
Improved Unarmed Combat: You can deal lethal damage with your fists, and grapple at no penalty.
Deflection: You are skilled at deflecting enemy projectiles, such as arrows, bolts and shuriken, and gain a bonus when defending against them.
Weapon Finesse: The strength of your blade comes in the skill of your wrist; you can choose to use your Dexterity modifier instead of your Strength modifier when handling a light weapon.
Shield Masterty: Like your sword, the shield is an extension of your body. You can use your shield as an offensive weapon, that has a chance of stunning your foes.
Arterial Strike: You aim for a blood vessel to cripple your foe. At a reduced attack score, succeeding with this strike causes lasting damage to an opponent throughout the round.
Critical Assault: At the critical moment in battle, your attack strikes true & definitively. When rolling a 20 during attacks, you gain a +4 to confirm the critical hit.
Wrestler: When grappling opponents, you can quickly bring the fight to a close with a submission move, choke hold, etc.
Chi
Kiai Shout: A furious, thundering battlecry that knocks opponents back and can possibly cause them to fear you.
Candleblower: Project your chi outwards from a punch or kick in an invisible wave like a gust of wind, strong enough to blow out candles and close doors. This technique deals no lethal damage and is not strong enough to knock down enemies, but can prove useful under the right utilitarian mind.
Chi Flurry: You focus a powerful stance to deliver a rapid series of blows in mere moments. If you spend your turn standing in one spot, you can hit 6 times against any foes next to you.
Karmic Strike: You let your opponent give a hit so that you can deliver a true strike up close, reflecting his chi back upon him. Allow an enemy to attack you without defending earns you a free auto-hit attack at the same time.
Nerve Strike: You strike at the nerves of an opponent with cunning grace. This technique allows you to deal hits that weaken your opponent.
Whirlwind Kick: A spinning attack that collects wind with chi, allowing you to hit multiple opponents around you and even deflect some projectiles while remaining in one spot.
Chi Blast: you have learned how to channel all your chi into one devastating wave that fires out in front of you. This attack leaves you weak and powerless for two turns.
Weapon-Based
Chi Instill: Energize your weapon with chi, dealing more damage temporarily.
Chi Magnet: With the bond between you and your weapon, you can attract the trace amounts of your chi in the weapon, to fling the weapon forth in your direction from afar.
Chi Slash: Standing in place, you can release a nearly invisible wave of chi from a swing of your weapon. The more turns you take charging your chi, the more powerful the attack.
Chi Frenzy: Similar to a Barbarian's rage, you let visceral chi flow through your body and battle off pure instinct and passion, at a cost to your defense score and intellectual properties. For every turn you remain in Chi Frenzy, the number of hits you can do in a round increases by one. If you spend 3 turns in Chi Frenzy, when you return to normal you are exhausted and require immediate rest. If you spend 4 turns or more in Chi Frenzy, you will pass out when you return to normal, and may require medical stabilizing.
Geshou Influence
Moralization: This boosts one stat among all your allies while performing.
Demoralization: You stunt one stat among all your enemies while performing.
Pointing Fingers: You can hypnotically convince your enemies to attack a particular ally of your choosing while performing.
Too Beautiful, or Horrific: Blind or deafen nearby enemies while performing.
Invigorate: You can command the chi flows of your allies to begin recovering damage overtime while performing.
Illusion: Hypnotically trick a target into seeing something that isn't there while performing.
Remove Fear: Hypnotically erase all fear from a group of subjects while performing.
Performance of Discord: This display causes discord in the area, forcing all nearby to begin finding any reason to fight one another, while performing.
Dancing Blades: These floating sword illusions dance and swerve through the air.. and are as sharp as any real sword. This is a long range attack, as the performance needed to summon the swords takes a moment to start up. Once a sword attacks, it dissipates, but you can keep summoning more swords so long as you keep performing.
Ghostly Warrior: An ethereal ghostly being rises from nothing and attacks for you. It stays as long as you keep performing, uninterrupted.
Fascinate: Enthrall a target with your performance to the point that they follow your every word with a hypnotized gaze and submissive grin.
Psychic
NOTE: PSYCHICS CAN ONLY CHOOSE FROM ONE OF THE FOLLOWING BRANCHES TO CREATE POWERS FROM:
Clairvoyance
Kinetics
Telepathy
Psychoportation
Metacreation
Psychometabolism (NOTE: Psychic Warriors take from this branch.)
Clairvoyance
Sight Beyond Sight: You can see behind yourself, in the dark, through walls and around corners.
Telemetry: By holding an object in your hand, you can learn about its history, including its owner and where it has been.
Precognition: See glimpses of the immediate future to boost either your attack, defense or reflex score.
Psychic Impressions: Placing yourself in a helpless, meditative state for several minutes, you can turn back time in the area around you(within your mind) to glimpse significant moments of the past in that area.
Remote Viewing: Placing yourself in a helpless, meditative state for several minutes, you can home in on a person you have enough knowledge of, provided they are not being actively cloaked from your senses. You can know where they are(or in which direction they are) and what they are doing.
Escape Detection: Shield your aura from the presence of others, including those who sense magic, chi, and psionics. You must be actively keeping this power on, & not be in combat or any strenuous activity.
Second Chance: Able to see all the directions that fate has laid out for you, you can choose to re-roll any action twice per day.
Remote Broadcasting: You can show others what you see and hear, even if they are not near you.
Destiny Dissonance: A successful touch allows you to show your target a vision of various ways he may die in the future. This disorientation adds penalties to their rolls.
Fate Link: If successful, this psychic attack can bond the fates of two targets, so if one dies, so does the other. This psychic bond can wear away overtime, or from successful Willpower saves.
Hypercognition: Extremely perceptive, you can deduce almost anything thanks to your incredibly meticulous mind. Before performing a skill check, making a successful Intelligence roll gives you a significant bonus to your next check.
Kinetics
Telekinesis: You can lift and move objects or disabled enemies with your mind, and hit enemies with psychic force. You can also generate force fields to protect yourself and your allies, much like magical Barriers.
Pyrokinesis: You can manifest flames from thin air, and control flames around you to better effect than telekinesis can, to create fireballs and walls of fire, etc.
Hydrokinesis: You can manifest water from thin air, and control water around you to better effect than telekinesis can, to create hydro blasts and walls of water, etc.
Terrakinesis: You can control earth around you to better effect than telekinesis can, to create quakes and rock cyclones, etc.
Cryokinesis: You can manifest ice cold chill from thin air, and control the cold around you to create blizzard blasts and walls of ice, etc.
Electrokinesis: You can manifest electricity from thin air, and control bolts around you to better effect than telekinesis can, to create lightning bolts and electric fields, etc.
Gyrokinesis: You can control the wind around you to better effect than telekinesis can, to create wind walls and cyclones, etc.
Telepathy
Charm: Use your psionics to alter your target's view of you, to give you a temporary bonus to your Charisma and Charisma-based skills.
Telepathic Communication: Speak with another telepathically.
Mind Link: Form a limited mental bond with a target, allowing you to speak to each other telepathically, feel each other's emotions, etc.
Read Thoughts: Read the surface thoughts of a target.
Psychic Suggestion: Give a target a set of directives they might be compelled to follow.
Illusion: Give the target false sensory input, having them sense things that are not there.
Domination: Control a target completely, at a significant penalty to your Defense Score while assuming control.
Modify Memory: If successful, you can change up to 5 minutes of a subject's memory.
Mind Probe: Search a target's deepest secrets.
Psychoportation
Teleport: Disappear and reappear in a place you can see or recognize nearby.
Burst: Temporarily gain a significant burst of speed.
Detect Teleport: Immediately notice when some kind of teleportation, be it magical or psychic, has occurred within the area.
Dimensional Anchor: Prevent yourself or a target from being moved from their position, for as long as you hold the concentration.
Psychic Flight: You can perform flight with better skill than a telekinetic.
Baleful Thrust: Force a target into a destructive teleport that attacks them on the molecular level, dealing damage.
Banish: If successful, this psychic command teleports a target 100 feet away from your location in a random direction.
Astral Projection: While in a helpless, meditative state, leave your body to navigate the world as an ethereal wisp.
Metacreation
Manifest Object: Create small mundane objects of simple cloth, wood or metal.
Reparation: Repair objects and constructs. The longer you focus, the more you repair.
Ectoplasmic Cocoon: Trap your target in a small, life-sustaining cocoon.
Fabricate: Convert raw goods into an object. You need a sufficient amount of ingredients for the proper object desired.
Spirit Seed: Plant the seed of your rebirth in the Spirit World.
Crystallize: Create and control crystals. The more crystals grown in the area, the more powerful these abilities become.
Doppleganger: Create a lifeless clone of a target, or take more time to create one that can follow simple commands.
Psychometabolism
Thicken Skin: Increase the toughness of your physical frame, gaining a temporary bonus in your Defense Score.
Psychic Affinity: Enhance one of your physical qualities with psychic energy. You can temporarily boost one of your Ability Scores by 4, which in turn enhances all other capabilities attached to that score.
Empathic Transfer: Transfer damage between yourself and a target you touch.
Restore Extremity: Regenerate a lost limb, digit, or other appendage.
Fission: Briefly duplicate yourself into several clones. The more clones, the more damage you are exponentially susceptible to and the greater rest you need after performing this.
Metamorphosis: Slightly alter your physical appearance (face shape, skin tone, hair color, etc.)
Body Adjustment: Heal damage done to you. The longer you focus this, the more damage you can heal.
Psychic Vampire: Drain mental energy from foes you touch.
Lion's Charge: In a straight line, you can perform an onslaught of blows in a charge, powered by a sudden psychic injection of adrenaline.