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Wiki Classes Psion

Psion

Mental and force abilities, protective barriers and utility powers governed by SP and Lucidity.

Psions use the mind to throw force, interfere with opponents and gather information. Kinetic Barrier reduces physical damage and Mental Fortress the rest; Delay Pain holds a hit back and returns most of it later, and Indurate adds armor. These defenses sit beside attacks such as Force Bolt, Ego Whip and Mind Thrust.

The utility powers cover communication, perception and travel. A psion can learn a stranger's name, leave a thought on a place, link minds or send an image of themselves to an anchored place. Each power has its own targets and costs, listed below.

Psion is a standard class. An Explorer of level 10 or higher types join psion in the small glass chamber on the sixth floor of Aurin's lighthouse, then attune there to enter the guild. No earlier life, remort points or invitation are needed. Guild ranks run Latent, Adept, Telepath, Ascendant and Guildmaster. Powers cost SP and strain the mind, and that strain (Lucidity) changes both how hard they hit and how reliably they work.

Resources#

SP is the main pool, and the top of the kit is expensive: Dominate and Force Dome cost 120 SP, Psychic Crush, Teleport and Mindread 100, Psychic Storm 80. Force Bolt costs 5 SP (nothing with the Kinetic Economy passive), so it fills the gaps between larger powers.

Several powers take a moment of focus before they land, shown in the Cast column below: 3 seconds for attacks such as Mind Thrust and Psychic Burn, 5 for Kinetic Crush, Psychic Storm, Dominate and Psychic Crush, 6 for Telekinesis and 20 for Teleport.

Lucidity is shown as seven ranks: Lucid, Restless, Frayed, Unmoored, Unravelling, Far Gone and Elsewhere. Every power adds strain. Higher strain makes powers hit harder, up to 15% more at Elsewhere, and from Frayed a power may echo and fire twice. It has costs too: Prescience weakens from Unmoored, and powers can strike the wrong target, rebound on you or fail outright. Elsewhere, the break, lasts half a minute and ends in a collapse that leaves you stunned for a moment and back at Unmoored.

Nothing mends until two minutes after your last fight or power. Resting speeds it up, and the guild's Quiet Room more so. A cleric's counsel clears all of it, and discharge spends it on an attack. lucidity shows your current rank.

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

Talent Trees#

You earn a talent point every ten guild levels, ten in all, and a tree holds ten at most. Every point in a tree makes each skill in it 2% better: 2% stronger in its hits and heals and ready again 2% sooner, so ten points give 20% of each. Passives are untouched, and each point in Kinetics also makes your own weapon blows 2% stronger. A thoughtform strikes harder for your points in the tree of the power that made it. talents shows your trees, talents <tree> what one gives and holds, talents spend <tree> puts a point in, and talents reset takes every point back, once a real day and never in a fight, though your first reset ignores the wait.

Telepathy#

Mental attacks, control and communication. Its damage is psionic (Mind Thrust, Psychic Burn, Synaptic Overload, Psychic Crush), its control includes Ego Whip, Mind Lock, Ego Death and Dominate, and its utility runs from learning a stranger's name to linking minds across the world. lucidity, which reports your current rank, sits here, and so do the Mind Harvest and Iron Mind passives.

Kinetics#

Force. Force Bolt is the cheap attack and Kinetic Barrier reduces physical damage. The other powers include Gravity Well, Repulse, Wrench, Kinetic Crush and Telekinesis, a fire made of thought, and a shell of force around the party. Its passives are Kinetic Economy and Unyielding.

Metabolism#

The body. Indurate adds armor, Delay Pain postpones incoming damage, and Adrenal Surge drives the body harder for a few seconds. Iron Will protects against fear and stun, while Mind Blade uses Intelligence for its attacks. Its passives are Lucid, Mind Over Matter and Transcendence.

Clairsentience#

Perception and travel. 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. Its passives are Prescience, Second Sight and Forewarned.

Powers#

Telepathy#

Level Power Type Cost Cooldown Cast Effect
1 Lucidity Utility Free None None See how far gone you are.
2 Sense Minds Utility 5 SP 5s None Detect minds in the room, including hidden and invisible creatures, and examine their disposition.
4 True Name Utility 10 SP 30s None Read a stranger's name. Player targets may receive a notification of the attempt.
5 Ego Whip Control 20 SP 20s None 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 None 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 25 SP 16s 3s A spear of thought driven through the target's mind. Psionic damage, harder against a whipped ego.
10 Scathing Gaze Combat 5 SP 8s None A look that hurts, in the kind of harm you choose.
11 Dreamsend Utility 25 SP 60s None Write a dream for another player. It reaches them when they next rise from rest or log in.
13 Psychic Burn Combat 40 SP 50s 3s Set a thought alight inside the target's skull. Psionic damage every round for six rounds.
15 Veil Utility 30 SP 120s None 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 None 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 Defense 40 SP 30s None Bond with a group member in the room for five minutes and take 30% of every blow that lands on them. The bond breaks if you fall below 30% health, leave the room or die.
26 Hypnosis Utility 40 SP 120s None For some minutes, any player who looks at you falls fast asleep.
28 Psychic Link Utility 30 SP 30s None 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 None Put a thing in the room that is not there. Hands pass through it; eyes do not.
30 Suggestion Utility 20 SP 30s None A quiet push on a peaceful mind: it speaks, or gestures, or follows you a while.
31 Amnesia Utility 40 SP 60s None Take yourself out of a mind. A creature forgets its grudge against you; a player forgets your name.
32 Psychic Scream Combat 35 SP 30s 3s A shriek across every hostile mind in the room. Psionic damage and a stun.
38 Synaptic Overload Combat 45 SP 50s 3s Fill the target's mind past what it can hold. Psionic damage, and a good deal more against a whipped ego.
40 Psychic Surgery Utility 30 SP 30s None Reach into a mind and cut out what does not belong: fear, charm, stun, silence, a hex.
41 Groupmind Defense 40 SP 120s None 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 Defense 50 SP 300s None Sharpen every group mind in the room for five minutes.
45 Mirror Mind Defense 40 SP 90s None 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 80 SP 45s 5s A long gathering, then a storm across every hostile mind in the room.
47 Mindread Utility 100 SP 120s None 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 5s Take a creature's body for twenty seconds and wear it. It remembers, afterward.
53 Beckon Utility 60 SP 120s None Call a group member to your side from anywhere in the world. They must accept the call.
54 Ego Death Control 50 SP 60s 3s Unmake the target's sense of who they are. Their blessings fall away and they are left weak.
56 Thoughtform Combat 80 SP 180s None Give a piece of your mind a shape and let it fight beside you for ten rounds.
58 Thought Theft Control 50 SP 60s 3s 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 None The target has done all this before: their next ability goes by, and the one after it never happens.
60 Psychic Crush Combat 100 SP 420s 5s The capstone. Everything the mind is, brought down on one other mind at once.

Kinetics#

Level Power Type Cost Cooldown Cast Effect
1 Force Bolt Combat 5 SP 4s None 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 Defense 35 SP 60s None A field of force around you for five minutes that turns aside a share of every physical blow, more as you level. Group members with you get their own.
16 Repulse Control 40 SP 90s 3s 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 None Throw all of your strain at one foe as a burst of shock; the more you have, the harder it hits. It leaves you Lucid.
22 Kinetic Crush Combat 45 SP 50s 5s 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 6s Push a loose item from your pack into the hands of another player anywhere in the world. Moving before the push crosses breaks it, and one time in twenty the item is lost on the way.
33 Kindle Utility 30 SP 600s None Make a fire out of thought: violet flames that warm and light like a campfire and let those beside it rest as well as at one.
37 Wrench Control 35 SP 45s None Tear the target's weapon out of their grip and throw it to the floor.
48 Gravity Well Control 35 SP 45s 3s Up to six creatures in the room are thrown into the air for eight rounds, four for a great one. Up there they cannot strike, use abilities or run, and no weapon blow from the ground reaches them; arrows, songs and powers still do. Players are never lifted.
50 Kinetic Shell Defense 10 SP 30s None Sheathe your group in force for four rounds: whatever strikes them takes shock for it.
52 Hovering Weapon Defense 40 SP 180s None A spare weapon from your pack hangs at your shoulder for a minute and now and then strikes back at whoever hits you.
55 Force Dome Defense 120 SP 300s None A dome of force over the whole room for one minute (three at level 100). Every blow on you and your group there, steel or spell, is cut by a sixth, rising to nearly a third.

Metabolism#

Level Power Type Cost Cooldown Cast Effect
14 Mental Fortress Defense 35 SP 60s None A ward in the mind for five minutes that reduces magical, elemental and psionic damage to you. Physical blows need Kinetic Barrier.
24 Delay Pain Defense 40 SP 90s None For 8 seconds (14 at level 100) every hit on you is stored instead of landing. When the window closes, 80% of it (70% at level 100) comes back in five payments four seconds apart, through any protection.
27 Indurate Defense 25 SP 90s None Tell the flesh to be stone for a minute. Flat armor, growing with level.
34 Mind Blade Utility 30 SP 120s None Shape a blade of solid thought. It swings on your intellect, not your arm, and fades when you leave.
36 Adrenal Surge Defense 30 SP 90s None Drive the body past its limits: faster casting and an extra swing for fifteen seconds, then a fatigue.
49 Iron Will Defense 40 SP 120s None Fifteen seconds in which nothing can frighten, charm, stun or fell you, and whatever already has is gone.

Clairsentience#

Level Power Type Cost Cooldown Cast Effect
8 Psychic Impression Utility 15 SP 60s None 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 None Feel which way a mind lies from here, and how far, by its place in the world.
12 Teleport Utility 100 SP 300s 20s Bind places to numbered slots with teleport set <number>, then return to one after twenty seconds of stillness.
17 Psychometry Utility 20 SP 15s None 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 None Leave your sight at the edge of a room: wherever you are, you see who comes into it, and you can fold a whisper into it for them. Five wards when learned, twenty at level 100, each lasting one to two hours.
21 Heightened Senses Utility 15 SP 30s None 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 None 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 None Pass through a closed or locked way as though it were not there.
39 Thought Anchor Utility 20 SP 300s None Leave a piece of your mind in a place so you can always find the way back to it.
42 Premonition Defense 30 SP 120s None For thirty seconds, each damaging special attack a creature lands on you is named to you as it strikes and does 20% less damage. Ordinary swings are unchanged.
44 Far Sight Utility 50 SP 30s None Look through distance at a person or at your anchor.
57 Remote Projection Utility 60 SP 120s None Send an image of yourself to your anchor and speak and watch through it.

Passives#

Eight passives to choose from, one every ten levels, with two equipped at a time. Each grows from the level it is learned 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 Kinetic Barrier turns aside 5% more of each physical blow, 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 returns 20 percentage points less of what it stored, 30 at level 100.
70 Second Sight Hidden and invisible minds show in your room listing, an alert reports an aggressive creature entering an adjacent room, 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 may be used on other players. 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. None of this changes the ordinary rules for fighting other players.

Psychic Impressions are read only by psions, with impress read; nothing in the room shows them to anyone else. A psion may have ten in the world at once and one in any room, the text is filtered like other player text, and every impression is lost at a reboot.

The Guild Hall#

Your guild has its own story chapters, on the same road as the warrior, mage, healer and rogue. Maeven Ioro 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 selects the lighthouse chamber as your destination, and travel follows the route. At the top, attune enters the guild; set the trainer again from inside to find Maeven. One chapter is the guild's own: The Quiet Room, at level 11, teaches you to measure your Lucidity and where to mend it.

Psions reach the hall with a thought, from the small glass chamber at the top of the lighthouse, where a disc of gray stone is worth 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 Lucidity recovers more quickly, 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 a rub does nothing more for half an hour.

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.