Category:Mentalist Psionic Disciplines

Mentalist Psionic Disciplines

As mentalists grow in skill they gain the ability to cast a variety of Psionic disciplines

Absorption
Psionic Energy Cost: 20 Stress Factor: Low

Protects against psionic attacks by absorbing psionic energy. You can form this discipline on yourself or others.

AcidBreath
Psionic Energy Cost: 10 Stress Factor: Low

Creates a cloud of highly corrosive acid around a creature or in a location.

Blast
Psionic Energy Cost: 20 Stress Factor: Low

Creates an explosion that burns flesh, shatters small objects, and destroys non-reinforced walls in an area.

Confusion
Psionic Energy Cost: 25 Stress Factor: Low

Causes a group of hostile creatures to fly into a rage and attack random targets and one another. The number of creatures afflicted depends on the skill level of the psionicist and the experience level of the creatures.

Darkness
Psionic Energy Cost: 10 Stress Factor: Low

Temporarily creates darkness in an area around a creature or location.

Detect
Psionic Energy Cost: 10 Stress Factor: Low

Creates a glowing outline around all secret doors within the character's view. You can form this discipline on yourself or others

Deplete
Psionic Energy Cost: 100 Stress Factor: Medium

This discipline removes the protection spells and energy points from the recipient. The amount of energy points taken from the recipient depends on the skill level of the psionicist who forms the discipline.

Disintegrate
Psionic Energy Cost: 10 Stress Factor: High

Destroys all walls and all items on the ground within the character's view.

Door
Psionic Energy Cost: 10 Stress Factor: Moderate

Creates a door in wood and stone walls and in some types of rock.

EarthCrush
Psionic Energy Cost: 100 Stress Factor: Very High

Causes the earth to crest like a wave and crash down upon all creatures in a small area.

Enchant
Psionic Energy Cost: 30 Stress Factor: Moderate

Psionically removes any flaws from a weapon and increases its combat bonus by one each time the discipline is formed. The discipline can usually only be formed up to three times on a weapon, but highly skilled psionicists may exceed this limit.

EnergySpear
Psionic Energy Cost: 35 Stress Factor: Moderate

Creates a piercing shaft of psionic energy that may stun as well as damage a creature.

EnergyLance
Psionic Energy Cost: 250 Stress Factor: Very High

Creates a piercing shaft of psionic energy.

EnMiss (energy missile)
Psionic Energy Cost: 5 Stress Factor: Low

Electrifies a creature with a powerful jolt of psionic energy.

EnergyShield
Psionic Energy Cost: 20 Stress Factor: Low

Creates a temporary psionic shield around a character that provides protection from psionic attack. You can form this discipline on yourself or others.

FeatherFall
Psionic Energy Cost: 30 Stress Factor: Low

Allows a character to fall a great distance without damage. You can form this discipline on yourself or others.

FindFriendly
Psionic Energy Cost: 30 Stress Factor: Moderate

Teleports the nearest friendly creature to where you are standing. The creature does not obey your every command, but fights alongside you. Highly skilled psionicists can beckon more powerful creatures. The length of time the creature remains to fight also depends on the psionicist's skill level.

FireBall
Psionic Energy Cost: 10 Stress Factor: Low

Creates a ball of fire that causes considerable damage to a targeted area.

FireBreath
Psionic Energy Cost: 50 Stress Factor: Low

Creates a flame that causes significant damage in a large area.

Haste
Psionic Energy Cost: 25 Stress Factor: Very High

Doubles a character's move rate and number of attacks. Some actions, such as resting or trading with shopkeepers, still occur at normal speed. You can form this discipline on yourself or others.

IceBreath
Psionic Energy Cost: 55 Stress Factor: Low

Creates a cloud of icy vapor that causes severe damage to any creature in a large area.

IceStorm
Psionic Energy Cost: 15 Stress Factor: Moderate

Creates a storm of hail and freezing rain that causes significant damage to any creature in an area..

InfraVision (infrared vision)
Psionic Energy Cost: 25 Stress Factor: Low

Allows a character to see in even the darkest conditions by displaying most creatures and terrain in the infrared spectrum. You can form this discipline on yourself or others.

Illusion
Psionic Energy Cost: 25 Stress Factor: Moderate

Creates the illusion that the terrain in a small area has the qualities of water, ice, fire, a wall, a path, a bridge, or emptiness. To form an illusion

Type form illusion and then type the effect you want to create, and the direction from where you are standing that you want it to happen. For example, to create a wall to the north, type form illusion wall n

Imbue
Psionic Energy Cost: 30 Stress Factor: Moderate

Recharges a psionically imbued item with psionic energy proportional to the skill level of the psionicist. The psionic energy cost to imbue an item is the same whether the item is fully charged or mostly depleted of energy. The number of charges that can be imbued into an item depends on the quality of the item and the psionicist's skill level. Only disciplines gained at half of the psionicist's current skill level can be imbued in items.

To recharge an imbued item

Hold the item in your right hand, and then type form imbue

To imbue a twig with a discipline

Mentalists who attain the psionics skill level of Defier of Vision can imbue wooden twigs of exceptional quality with new disciplines. Wooden twigs of this caliber are available from the Healer's Guild in the Healer Trainer's shop in Nork.

Type form imbue and then type the name of the discipline to imbue. For example, to imbue a twig with the Firestorm discipline, type form imbue firestorm

LimInv (limited invisibility)
Psionic Energy Cost: 20 Stress Factor: Low

Makes a character invisible to most creatures, even if the character takes damage. However, the character becomes immediately visible if he or she inflicts damage. You can form this discipline on yourself or others. The duration of this discipline is proportional to the psionicist's skill level if formed on others, and unlimited if formed on yourself.

MassTeleport
Psionic Energy Cost: 250 Stress Factor: High Side Effect: Health Damage

Teleports all Players on castor's hex to a location he or she has memorized using the Memorize command. Teleportation requires a great deal of effort and may take several uninterrupted rounds. The energy cost is charged when the Teleport discipline is formed, not when the location is memorized. Be aware that some teleporting devices and portals may confuse or erase memorized locations. For this reason, most high-level Mentalists use disciplines rather than relying on established portals.

To teleport

After memorizing a location, type form massteleport and then type the location you memorized. For example, to teleport to a location called griffonlair, type form massteleport griffonlair

PassWall
Psionic Energy Cost: 20 Stress Factor: Moderate

Allows a character to pass through walls and some types of rock. The duration of the discipline is proportional to the psionicist's skill level. Be careful that you are not inside something solid when the discipline depletes. You can form this discipline on yourself or others.

ProtFire (protection from fire)
Psionic Energy Cost: 10 Stress Factor: Low

Creates a fire-resistant shield around a character. You can form this discipline on yourself or others.

ProtIce (protection from ice)
Psionic Energy Cost: 25 Stress Factor: Low

Creates an ice-resistant shield around a character. You can form this discipline on yourself or others.

Psimirror
Psionic Energy Cost: 100 Stress Factor: Low

This discipline will reflect back any spell that is cast to the person that originally cast it. The duration of this discipline depends on the skill level of the psionicist who forms the discipline.

Push
Psionic Energy Cost: 20 Stress Factor: Low

Moves a creature a step or two in a random direction. Useful for pushing hostile creatures over cliffs or for pushing stunned allies out of danger.

Respirate
Psionic Energy Cost: 20 Stress Factor: Low

Allows you to walk across water at your normal move rate, rather than one step at a time. You can form this discipline on yourself or others.

Scry
Psionic Energy Cost: 25 Stress Factor: Low

Allows a character to see through the eyes of another player character. The character whose vision is being borrowed does not need to be visible to the character forming the discipline.

Sense
Psionic Energy Cost: 10 Stress Factor: Low

Allows a character to sense the special properties of an item. High-level psionicists are able to tell whether an item has been psionically imbued with the Imbue discipline, as well as which discipline an item is imbued with, how many charges it contains, and even the location a succor twig returns to.

Snockwave
Psionic Energy Cost: 100 Stress Factor: Very High

This discipline covers 20' x 20' area and knocks down walls. The duration of this discipline depends on the skill level of the psionicist who forms the discipline.

Teleport
Psionic Energy Cost: 50 Stress Factor: High

Teleports a character to a location he or she has memorized using the Memorize command. Teleportation requires a great deal of effort and may take several uninterrupted rounds. The energy cost is charged when the Teleport discipline is formed, not when the location is memorized. Be aware that some teleporting devices and portals may confuse or erase memorized locations. For this reason, most high-level Mentalists use disciplines rather than relying on established portals.

To teleport

After memorizing a location, type form teleport and then type the location you memorized. For example, to teleport to a location called griffonlair, type form teleport griffonlair

Transmute
Psionic Energy Cost: 10 Stress Factor: Low

Changes an item on the ground into gold coins. Items held by living characters and creatures are not transmuted. High skill may be required to transmute powerful items.