Psionics are advanced scholars in the science of the mind and its use over the material world. Unlike other mages, they are able to control ethereal energy around them merely by willing it, and therefore do not require the use of spellbooks or magical reagents. Their focus on mental control makes sanity their paramount concern, for in casting a spell a Psionic must be able to withstand the rigors of manipulating reality with the mind.
Psionics have a unique selection of spells to choose from, as the magic of the mind is different from the magic of other mages. However, their spells achieve some of the same effects, such as enhancing the abilities of the caster or lashing out at enemies. Psionics also have many unique powers, and can assume the appearance of a common object, view the world through the eyes of another, or even cause others to forget they were ever there. While they can usually protect themselves with magic, Psionics can also do battle with whips, or with simple weapons like maces or daggers.
Cloistered away in a monastary-like training environment for ten years, Psionics have a mental discipline that is almost incomprehensible to most people. After completing their education, they often seek adventure and excitement, and look for any opportunity to use their enhanced brain power. Many young Psionics journey to Sigil, because it is located on the continent of Auryn. The city is imbued with strong magical energy by the moons, and provides an excellent environment for occult studies.
A Psionic's primary attribute is Sanity.
|Telekinetic Punch||35 - 52||1%|
|Classes of Alyria|
|Fighter: Barbarian • Cavalier • Paladin • Valkyrie||Mage: Monk • Psionic • Ranger • Wizard|
|Thief: Bard • Rogue||Cleric: Druid • Priest • Shaman • Witch|