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character:orphell:psionics [2022/09/21 15:17] – [Orphell Psionic List] Cindercharacter:orphell:psionics [2022/10/08 13:59] (current) – external edit 127.0.0.1
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 [[character:orphell|{{:wiki:media:back.png?65|}}]] [[character:orphell|{{:wiki:media:back.png?65|}}]]
  
-**Multiclass Spell casting Level** If Applicable \\ +^ Mystic Level ^ Max Talent ^ Max Discipline ^ Psi Points ^  ^ Mystic Level ^ Max Talent ^ Max Discipline ^ Psi Points ^ 
-Class LV + Class LV = Multi-class caster level+| Level 1: | 1  | 1 | 4 |  | Level 11: | 3 | 5 | 64 | 
 +| Level 2: | 1 | 1 | 6 |  | Level 12: | 3 | 6 | 64 | 
 +| Level 3: | 2 | 2 | 14 |  | Level 13: | 3 | 6 | 64 | 
 +| Level 4: | 2 | 2 | 17 |  | Level 14: | 3 | 6 | 64 | 
 +| Level 5: | 2 | 3 | 27 |  | Level 15: | 3 | 7 | 64 | 
 +| Level 6: | 2 | 3 | 32 |  | Level 16: | 3 | 7 | 64 | 
 +| Level 7: | 2 | 4 | 38 |  | Level 17: | 4 | 7 | 71 | 
 +| Level 8: | 2 | 4 | 44 |  | Level 18: | 4 | 8 | 71 | 
 +| Level 9: | 2 | 5 | 57 |  | Level 19: | 4 | 8 | 71 | 
 +| Level 10: | 3 | 5 | 64 |  | Level 20: | 4 | 8 | 71 |
  
-^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^  ^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^ 
-| Level 1: |  |  |  |  | Level 11: |  |  |  | 
-| Level 2: |  |  |  |  | Level 12: |  |  |  | 
-| Level 3: |  |  |  |  | Level 13: |  |  |  | 
-| Level 4: |  |  |  |  | Level 14: |  |  |  | 
-| Level 5: |  |  |  |  | Level 15: |  |  |  | 
-| Level 6: |  |  |  |  | Level 16: |  |  |  | 
-| Level 7: |  |  |  |  | Level 17: |  |  |  | 
-| Level 8: |  |  |  |  | Level 18: |  |  |  | 
-| Level 9: |  |  |  |  | Level 19: |  |  |  | 
-| Level 10: |  |  |  |  | Level 20: |  |  |  | 
-| Cantrips: |  |  |  |  | Bonus: |  |  |  | 
  
-\\+====Psionic Rules & Details==== 
 + 
 +**Psionics** \\ 
 +As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. 
 + 
 +**Psionic Talents** \\ 
 +A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You chose your talents from the Psionic Talents list. 
 + 
 +**Psionic Disciplines** \\ 
 +A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time, and choses them from the Psionic Discipline list. 
 + 
 +At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. 
 + 
 +**Psi Points** \\ 
 +You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. 
 + 
 +The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. 
 + 
 +**Psi Limit** \\ 
 +Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi point son a discipline each time you use it, no matter how many psi points you have. 
 + 
 +**Psychic Focus** \\ 
 +You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. 
 + 
 +**Psionic Ability** \\ 
 +Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. 
 + 
 +Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier 
 + 
 +Discipline attack modifier = your proficiency bonus + your Intelligence modifier 
 + 
 + 
 +====Mystic Talents==== 
 + 
 +**Mystic Talent: Mind Thrust** 
 +As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. \\ 
 +The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). 
 + 
 +**Mystic Talent: Blind Spot** \\ 
 +As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. 
 + 
 +**Mystic Talent: Mystic Hand** \\ 
 +You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. \\ 
 +This talent allows you to open an unlocked door, pour out a beer stein, and so on. \\ 
 +The object falls to the ground at the end of your turn if you leave it suspended in midair. 
 + 
 +**Mystic Talent: Psychic Hammer** \\ 
 +As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. 
 + 
 +The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 
 + 
 +====Awakened Discipline: Aura Sight====
  
-**Awakened Discipline: Aura Sight** \\ 
 You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.
 +
   ***Psychic Focus** While focused on this discipline, you have advantage on Wisdom (Insight) checks.   ***Psychic Focus** While focused on this discipline, you have advantage on Wisdom (Insight) checks.
   ***Assess Foe (2 psi)** As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.   ***Assess Foe (2 psi)** As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.
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   ***Perceive the Unseen (5 psi; conc., 1 min.)** As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.   ***Perceive the Unseen (5 psi; conc., 1 min.)** As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.
  
-**Awakened Discipline: Intellect Fortress** \\ +====Awakened Discipline: Mantel of Awe====
-You forge an indomitable wall of psionic energy around your mind — one that allows you to launch counterattacks against your opponents. +
-  ***Psychic Focus** While focused on this discipline, you gain resistance to psychic damage. +
-  ***Psychic Backlash (2 psi)** As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. +
-  ***Psychic Parry (1–7 psi)** As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. +
-  ***Psychic Redoubt (5 psi; conc., 10 min.)** As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.+
  
-**Awakened Discipline: Mantel of Awe** \\ 
 You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.
  
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   ***Invoke Awe (7 psi; conc., 10 min.)** As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.   ***Invoke Awe (7 psi; conc., 10 min.)** As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
  
-**Awakened Discipline: Precognition** \\+ 
 + 
 + 
 +====Awakened Discipline: Intellect Fortress==== 
 + 
 +You forge an indomitable wall of psionic energy around your mind — one that allows you to launch counterattacks against your opponents. 
 + 
 +  ***Psychic Focus** While focused on this discipline, you gain resistance to psychic damage. 
 +  ***Psychic Backlash (2 psi)** As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. 
 +  ***Psychic Parry (1–7 psi)** As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. 
 +  ***Psychic Redoubt (5 psi; conc., 10 min.)** As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. 
 + 
 +====Awakened Discipline: Precognition==== 
 By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.
 +
   ***Psychic Focus** While focused on this discipline, you have advantage on initiative rolls.   ***Psychic Focus** While focused on this discipline, you have advantage on initiative rolls.
   ***Precognitive Hunch (2 psi; conc., 1 min.)** As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.   ***Precognitive Hunch (2 psi; conc., 1 min.)** As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.
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   ***Victory Before Battle (7 psi)** When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.   ***Victory Before Battle (7 psi)** When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
  
-**Awakened Discipline: Psychic Assault** \\+====Awakened Discipline: Psychic Assault==== 
 You wield your mind like a weapon, unleashing salvos of psionic energy. You wield your mind like a weapon, unleashing salvos of psionic energy.
 +
   ***Psychic Focus** While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.   ***Psychic Focus** While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.
   ***Psionic Blast (1–7 psi)** As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.   ***Psionic Blast (1–7 psi)** As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability.
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   ***Psychic Crush (7 psi)** As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.   ***Psychic Crush (7 psi)** As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
  
-**Awakened Discipline: Psychic Disruption** \\+====Awakened Discipline: Psychic Disruption==== 
 You create psychic static that disrupts other creatures’ ability to think clearly. You create psychic static that disrupts other creatures’ ability to think clearly.
 +
   ***Psychic Focus** While focused on this discipline, you have advantage on Charisma (Deception) checks.   ***Psychic Focus** While focused on this discipline, you have advantage on Charisma (Deception) checks.
   ***Distracting Haze (1–7 psi; conc., 1 min.)** As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.   ***Distracting Haze (1–7 psi; conc., 1 min.)** As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage.
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   ***Mind Storm (5 psi)** As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.   ***Mind Storm (5 psi)** As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability.
  
-**Awakened Discipline: Psychic Inquisition** \\+====Awakened Discipline: Psychic Inquisition==== 
 You reach into a creature’s mind to uncover information or plant ideas within it. You reach into a creature’s mind to uncover information or plant ideas within it.
 +
   ***Psychic Focus** While focused on this discipline, you know when a creature communicating with you via telepathy is lying.   ***Psychic Focus** While focused on this discipline, you know when a creature communicating with you via telepathy is lying.
   ***Hammer of Inquisition (1–7 psi)** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.   ***Hammer of Inquisition (1–7 psi)** As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
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     *With three failed saving throws, it lasts for 48 hours.     *With three failed saving throws, it lasts for 48 hours.
  
-**Awakened Discipline: Telepathic Contact** \\+====Awakened Discipline: Telepathic Contact==== 
 By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.
 +
   ***Psychic Focus** While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.   ***Psychic Focus** While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.
   ***Exacting Query (2 psi)** As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.   ***Exacting Query (2 psi)** As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
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   ***Psychic Grip (6 psi; conc., 1 min.)** As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.   ***Psychic Grip (6 psi; conc., 1 min.)** As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.
   ***Psychic Domination (7 psi; conc., 1 min.)** As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.   ***Psychic Domination (7 psi; conc., 1 min.)** As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
-====Spellcasting Rules & Details==== 
- 
-**Type of Spell List you can access** 
- 
-**Spell Slot Recovery** 
- 
-**Spell Preperation** 
- 
-**Spellcasting Scores, DC, Bonus** 
- 
-**Ritual Casting** \\ 
- 
-**Spellcasting Focus** 
- 
-**Psionics** \\ 
-As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. 
- 
-**Psionic Talents** \\ 
-A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You chose your talents from the Psionic Talents list. 
- 
-**Psionic Disciplines** \\ 
-A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time, and choses them from the Psionic Discipline list. 
- 
-At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. 
- 
-**Psi Points** \\ 
-You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. 
- 
-The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. 
- 
-**Psi Limit** \\ 
-Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi point son a discipline each time you use it, no matter how many psi points you have. 
- 
-**Psychic Focus** \\ 
-You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. 
- 
-**Psionic Ability** \\ 
-Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. 
- 
-Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier 
- 
-Discipline attack modifier = your proficiency bonus + your Intelligence modifier 
- 
-=====Spell List===== 
- 
-<WRAP box> 
-^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
-| Spell | Spell | Spell | Spell | Spell | 
- 
-//Bold = Prepared Spell// 
- 
-</WRAP> 
-====Cantrips==== 
- 
-====Level 1 Spells==== 
- 
-====Level 2 Spells==== 
- 
-====Level 3 Spells==== 
- 
-====Level 4 Spells==== 
- 
-====Level 5 Spells==== 
- 
-====Level 6 Spells==== 
- 
-====Level 7 Spells==== 
- 
-====Level 8 Spells==== 
  
-====Level 9 Spells==== 
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