Psion

PrimaryPower HP12

Magic of the mind.

Core Feats

Psionics

You shape magic with the raw force of your mind, casting spells through thought where others need word and gesture. Your spellcasting ability is +POWER. You cast your psionic spells without verbal or material components.

Choose a discipline:

Telepathy
You always know the glimpse cantrip and the commune charm.
Telekinesis
You always know the mind spike cantrip and the mage hand charm. When you cast mage hand, you can make the spectral hand invisible; while it is invisible, you cannot upcast it to attack.

The cantrip and charm your discipline grants are always known and always prepared, without counting against the cantrips you know or the charms you prepare, and the granted charm’s fatigue cost is reduced by 1, to a minimum of 0.

When you gain this feat, choose 3 cantrips from the psionic spell list. You know these cantrips and can cast any of them; you do not prepare cantrips.

As part of your daily preparations, prepare a number of charms equal to twice your Prowess from the non-rare charms that can be used with the cantrips you know. If you learn a rare charm as a level-up option, you can include it among the charms you prepare.

Untethered Mind

You can loose your mind from the body that anchors it. The flesh falls still while your thoughts rise free, working your magic unhindered by a body’s pace.

You can untether your mind a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. To do so, spend 1 AP: your body drops unconscious and your mind rises to hover just above it. While untethered you are invigorated, and the unconscious condition can only be cleared by ending this stance. You can end it at the start of your turn: doing so removes invigorated, and your AP for that turn is reduced by 1.

While untethered:

  • Your spells still originate from your body — it murmurs their verbal components and twitches through their somatic ones. You must have your focus, and you cannot cast a spell whose material component has a listed cost.
  • Instead of spending AP to cast a spell, you pay its AP cost in fatigue, 1 fatigue per 2 AP (rounding up). You can’t spend more fatigue on casting in a round than your AP total (rounding up).
  • Add your +SPELL to the damage rolls of your spells.
  • The only techniques available to you are Strike (to loose an uncharmed cantrip), Cast a Spell, and Regroup, which costs its usual 3 AP and requires no fatigue.
  • You have truesight out to 30 feet.

Gain a talent with expertise related to meditation or mental discipline.