Guild · The inner schools

Psions

The mind is the only weapon no one can disarm.

Psions treat the mind as a trained instrument rather than a vessel for borrowed power. They do not petition a god or bargain with the arcane; they simply decide, and the world flinches.

Class fantasy

Thought moves first. Everything else is consequence.

Psions turn thought into force. Their power needs no reagent, no prayer and no gesture, which makes it both the hardest discipline to learn and the hardest to prove. They strike at range, shield themselves in kinetic pressure, and win by taking an enemy apart from the inside out.

Psions open with force, wrap themselves in a kinetic barrier, and dismantle a target between the ears while keeping distance honest.

A discipline nobody can see leaves witnesses uncertain what they watched. Credibility comes slowly, and Threat Index arrives the moment someone works out what happened.

Strengths

  • Force and mind damage without a component pouch
  • Barriers that answer instantly
  • Strong single-target pressure

Risks

  • Fragile once a fight closes to arm's length
  • Every discipline costs focus that must be rebuilt

Begin

Make the world remember it.

Your path is shaped by what you do in public, what you get away with, and what survives you.

Every character begins as an Explorer. Warrior, Mage, Rogue and Healer take walk-ins at their guild entrance from level 10; the other base guilds need a guildmaster's admittance. Paladin, Ranger, Bard, Thief, Assassin and Necromancer are earned later, at level 100, on top of a completed class.

Begin your journey