Category:Thief Psionic Disciplines

Thief Psionic Disciplines

As thieves grow in skill they gain the ability to cast a variety of Psionic disciplines. However, Thieves will use HP instead of EP to cast their disciplines, unless they have gained natural Energy points.

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

Door
Psionic Energy Cost: 10 Stress Factor: Moderate

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

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.

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.

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.

Reveal
Psionic Energy Cost: 10 Stress Factor: Low

Allows a character to view items through most types of natural cover, such as forest, water, and ice. You can form this discipline on yourself or others.

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.

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.

TrapSack
Psionic Energy Cost: 50 Stress Factor: Moderate

Envelops a character's sack in a protective energy barrier that prevents thieves from Stealing items and coins. You can form this discipline on yourself or others.