The Mystic (Old School Essentials)
The Mystic (Old School Essentials)
By A. S.
This is a psychic class for old school essentials primarily based off Kibblestasty’s psion
for 5th edition. Other sources of inspiration include PX1: Basic Psionics Handbook, Planar
Compass Issue 1, Mind Games for Dungeon Crawl Classics, and Occult Adventures for
Pathfinder.
Requirements: None
Prime Requisite: CON and WIS
Hit Dice: 1d6
Maximum Level: 14
Armour: Leather and shields
Weapons: Any
Languages: Alignment, Common
Mystics are adventurers who wield psychic abilities, requiring no swords, tools, tomes, or God.
Prime Requisites: A mystic with at least 13 in one prime requisite gains a 5% bonus to
experience. If both CON and WIS are 13 or higher, the mystic gets a +10% bonus.
Combat
Mystics may use any type of weapon or carry a shield, but may only wear leather armor. Normal
helmets block the use of psychic disciplines, but certain magical ones may not.
Mental Resilience
Mystics gain a +2 bonus to saving throws against mind-affecting or mind-reading magic (e.g.
charm, hold, sleep).
Mental Powers
See Rules of Mental Powers for full details on mental powers.
Psychic Disciplines: Mystics have the abilities and mental power list of a single discipline of
the player’s choice, such as Telepathic or Metabolic. They gain a second discipline at 3rd level,
and a third discipline at 11th level.
Psi Points: The number of psi points available to use mental powers is listed in the mystic level
progression table.
Psi Limit: The Psi Limit is the highest level of mental power the mystic can use. A mystic is able
to use the abilities of their chosen discipline, but may not use mental powers until they reach
2nd level.
The fighters are completely devoted to the mystic, never checking morale.
1 0 1d6 19 [0] 13 15 10 16 15 1 0 0
Powers
Some characters have the ability to wield mental powers. A power is a specific way that the
psychic is able to supernaturally exert their will over the world around them.
Restoring Psi Points: A psychic restores all psi points after an uninterrupted night’s sleep.
Power List: The character’s known disciplines determine which mental powers they can use.
Powers in Memory: When a mental power is used, it is not forgotten. Instead, Psi Points are
deducted from the character’s total pool equal to the level of the mental power used.
Psychic Disciplines: A psychic discipline grants one or more abilities that are always available
(No point cost), such as body weaponry or telepathy, and access to a list of mental powers. The
list and abilities of multiple psychic disciplines are cumulative.
Combat Sequence: Mental powers take effect at the beginning of the combat sequence, before
movement.
One power per round: A psychic cannot activate more than one power in a single round.
Spend Psi Points: When a mental power is used, the level of the power is deducted from the
character’s current psi point total. A mental power cannot be used if its level exceeds the
character’s remaining psi points.
Peace of Mind. A mental power cannot be used if the character is under any sort of
emotion-altering effect (e.g. charm, confusion, fear, etc.).
Line of sight: Unless noted in a power’s description, the intended target (a specific monster,
character, object, or area of effect) must be visible to the psychic.
Psychic Disciplines
Metabolic Discipline
Metabolic mystic’s have power over their own bodies, and the bodies of others, able to perform
miraculous physical feats through their own will.
Body Weaponry
A Metabolic Mystic’s natural AC and ability to inflict damage with an unarmed strike improves
with their level (See table below).
Level AC Damage
1 7 [12] 1d4
2 7 [12] 1d6
3 7 [12] 1d6
4 6 [13] 1d8
5 6 [13] 1d8
6 6 [13] 1d8+1*
7 5 [14] 1d8+1*
8 5 [14] 1d8+2*
9 5 [14] 1d8+2*
Remote Hand
By concentrating, the psychokinetic mystic is able to move an object or creature weighing 10
pounds or less.
▶ Movement: The target may be moved up to 60’ per round, in whatever direction the mystic
wishes (including vertically).
▶ Weapon: The target may be used as a weapon using the mystic’s THAC0.
Telepathic Discipline
The discipline of telepathy allows the mystic mind-to-mind communication and control over the
actions and emotions of others.
▶ Mindless creatures: Are immune to all telepathic mental powers.
Telepathy
Telepathic mystics may communicate non-verbally with any sentient being within 120’.
Prescient Discipline
Prescient mystics are able to perceive and seek knowledge beyond the range of their senses.
Awareness
Prescient mystics are only surprised on a roll of 1. This may mean that the mystic is able to act
in the surprise round while their companions are surprised.
Detect Secret Doors
Prescient mystics have keenly expanded senses that allow them, when actively searching, to
detect hidden and secret doors with a 2-in-6 chance (see Dungeon Adventuring).
Sliding Discipline
Sliding mystics use their minds to cast themselves across space and time.
Blink
Sliding mystics can replace their movement with a 30’ teleport.
▶ Risk: If the mystic attempts to teleport into a solid object, they must save vs. spells or be killed
instantly. On a success, they instead teleport into the closest open space.
Control Density
Duration: 1 turn
Range: The psychic
The psychic alters the effective density of their own body, becoming lighter or heavier.
▶ Lighter: The psychic becomes so light that they barely touch the ground. They leave no
tracks in soft surfaces, can walk across the surface of water, and fall slow enough to escape
damage.
▶ Heavier: The psychic is rooted to the spot, immune to attacks or effects that would cause
them to fall or be pushed.
Dimensional Swap
Duration: Instant
Range: 90’
The psychic instantly swaps positions between their current position and that of an ally within
range, or swaps the positions of 2 allies within range.
Restrictions: This power does not affect unwilling creatures.
Hypnotism
Hypnotism Duration: 1 round +1 per level
Range: 30’
The psychic’s gestures and droning syllables open the minds of one or more subjects within
range to a hypnotic suggestion that is uttered as part of the power use.
▶ Number of targets: Up to 1d6 creatures are affected. The number of creatures affected is
determined after the suggestion is made.
▶ Wording: The suggestion must take the form of a short phrase (at most one or two
sentences) suggesting a course of action to the subjects.
▶ Comprehension: A language that is understood by the subjects must be used.
▶ Harmful suggestions: A suggested course of action that is obviously harmful to a subject
causes the power to automatically fail for that subject.
▶ Saving throw: Each subject may save versus powers to resist the hypnotic suggestion. If the
save fails, the subject will follow the psychic’s suggestion for up to the duration of the power.
▶ Reasonable suggestions: A suggestion that is worded in such a way to make it sound very
reasonable incurs a –2 penalty to the saving throw. Restrictions: Undead are not affected by
hypnotism.
Mind Thrust
Duration: 1d6 days
Range: 60’
The psychic mentally shorts the synapses of a single creature, dealing 1d6 damage if a save vs.
spells is failed and causing the target to forget a random ability of the psychic’s choice, such as
use of a specific power, weapon, or ability (e.g., turning the undead, hide in shadows, etc.)
▶ Higher level psychics: Deal an extra 1d6 damage per 3 experience levels gained (i.e. 2d6 at
4th-6th level, 3d6 at 7th-9th level, etc.).
Nerve Strike
Duration: 1d6 rounds or 1d6 turns
Range: Touch
Target must make a saving throw versus paralyzation or be paralyzed for 1d6 rounds. If this first
save is failed, the target must make a second saving throw versus paralyzation at +4 or fall
unconscious for 1d6 turns.
Restrictions: Undead are not affected.
Project Force
Duration: Instant
Range: 360’
The psychic telekinetically “punches” a distant target or object, dealing 1d6 + the target’s
descending AC (a negative descending AC reduces the damage). If a save vs. paralysis is
failed, the target is thrown away 10’.
▶ Objects: The punch can be used to attempt to open unstuck doors, throw levers, trigger traps,
etc.
Safe Path
Duration: 1 turn
Range: The psychic
The psychic enhances their inherent prescient awareness to avoid danger.
▶ Armor Class: The psychic gains a +2 bonus to AC, knowing better when exactly to duck,
dodge, or move.
▶ Saving Throws: The psychic gains a +4 bonus to Saving Throws.
▶ Dexterity Checks: If the referee calls for a dexterity check to avoid danger, the psychic treats
their dexterity as 4 points higher.
Slipstream
Duration: 1 day
Range: 30’
The psychic almost imperceptibly increases the flow of time around themselves.
Minute-to-minute this has little effect, but over the course of a day can remarkably increase
distance covered.
▶ Overland Travel Miles Per Day: Divide the base movement of all within range by 4, instead
of 5, to determine how many miles are covered in a day. For example, a character whose base
movement rate is 120’ could travel up to 30 miles in a day.
Shield
Duration: 2 turns
Range: The psychic
Shield creates an invisible field of force that protects the psychic:
▶ Against missile attacks: The psychic’s AC is 2 [17].
▶ Against other attacks: The psychic’s AC is 4 [15]
Synesthete
Duration: 1 round per level
Range: The psychic
The psychic is able to perceive with one sense when another would be stimulated. When this
power is used, the psychic chooses one of these effects:
1. See sound: The psychic can see normally in darkness (but can be “blinded” by silence).
2. Feel light: The psychic feels what they would normally see, getting a +4 bonus to saving
throws against gaze attacks and the ability to see in all directions.
3. Feel sound: The psychic can “hear” through their skin, ignoring penalties for deafness and
gaining a +2 bonus to saving throws against sound-based effects.
4. Hear light: Any light touching the psychic is converted into sound, and the psychic “hears”
the image. The psychic suffers no penalties for otherwise impaired eyes or vision.
2nd Level Powers
ESP
Duration: 12 turns
Range: 60’
This power grants the psychic the ability to perceive and understand the thoughts of other living
creatures.
▶ Focus for 1 turn: To pick up thoughts, the psychic must focus their concentration in one
direction for one turn.
▶ After this turn: The thoughts of all creatures within range in that direction can be perceived.
▶ Multiple creatures: If multiple creatures are within the range in the direction being focused
on, their thoughts mingle into a confusing jumble. The psychic must spend an additional turn to
sort out one creature’s thoughts.
▶ Meaning: The psychic understands the meaning of all thoughts even if they do not share the
creature’s language.
▶ Obstructions: The ability to perceive thoughts is obstructed by a thin layer of lead or by rock
of 2’ thick or greater.
Heat
Duration: 1 round per level
Range: 120’
A creature or object is subjected to a scorching heat. Paper or cloth ignite, liquids boil, and
metals glow. Applied to flesh or to metal in contact with a creature (e.g. armour), the heat inflicts
1d4 damage per round.
Invisibility
Duration: 1 turn
Range: 240’
The psychic becomes invisible to 1 HD of creature per level of the psychic. In combat, affected
creatures may attack the psychic with a -4 penalty after the first round.
Levitate
Duration: 6 turns +1 per level
Range: The psychic
This enchantment allows the psychic to move up and down through the air:
▶ Vertical: The psychic mentally directs vertical movement at up to 20’ per round.
▶ Horizontal: The psychic can push against solid objects to move laterally.
▶ Weight: A normal amount of weight can be carried while levitating
Object Reading
Duration: Concentration (up to 6 turns)
Range: Touch
The psychic concentrates on a single object, learning more about it as time passes (See Object
Reading Information Gained table below):
Read Aura
Duration: 1 round per level
Range: 60’
The psychic may ask one question per round about a creature within range. The questions may
be:
▶ What is the creature’s alignment? Answer will be lawful, neutral, chaotic, good, evil, etc.
▶ How powerful is it? Answer given in hit dice.
▶ How healthy is it? Answers may be healthy, sick, poisoned, cursed, etc.
Resist Fire & Cold
Duration: 6 turns
Range: The psychic
The psychic is protected from fire and cold, as follows:
▶ Normal fire & cold: Unharmed by non-magical freezing temperatures, heat, or fire.
▶ Save bonus: Gain a +2 bonus to all saving throws versus cold or fire-based magical or breath
attacks.
▶ Cold & Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a
minimum of 1 hit point damage.
Slow
Duration: 1 round per level
Range: 240’
All creatures in a 60’ diameter area within range that fail a save vs. paralyzation have the flow of
time slowed around them:
▶ Movement: Affected targets maximum movement rates are halved
▶ Slow: Affected targets act last in the round, as if they lost initiative.
▶ Armor Class: Affected targets are easier to hit, having a -2 penalty to AC.
Time Leap
Duration: Up to 1 round per level
Range: The psychic
The psychic leaps forward in time up to the duration. The psychic will arrive in the same place
as when they left, as if no time had passed at all. If that space is now occupied, the psychic
returns in the nearest unoccupied space.
3rd Level Powers
Detonate
Duration: Instant
Range: 180’
A target plant, inanimate object, or animated undead creature explodes in a 10’ radius.
▶ Damage: Creatures caught in the area of the explosion suffer 1d10 damage per three levels
of the psychic, with a successful save versus spells indicating half damage.
▶ Magical objects: Have a 10% chance of being unaffected per magical “plus”. (e.g. a magical
suit of +3 chainmail has a 30% chance of being unaffected by detonate).
▶ Wielding: If the magical object is carried or worn by a creature, the creature may also save
versus spells to prevent the object being detonated.
Restrictions: Non-corporeal undead (e.g. ghosts), corporeal undead with free will (e.g., wights),
and animals (including humans, humanoids, and monsters) cannot be detonated.
Detox System
Duration: Instant
Range: The psychic
This power has three uses:
1. Cures the psychic of any disease: Including those of magical origin.
2. Kill green slime touching the psychic: This monster is killed instantly.
3. Neutralize the effects of poison on the psychic: If the psychic has won initiative, they may
use this power reflexively when they would be poisoned.
Fly
Duration: 1 turn per level
Range: The psychic
The psychic gains the ability to fly through the air.
▶ Movement rate: Up to 360’ (120’).
▶ Free movement: Is possible in any direction, including the ability to levitate and to hover in
mid-air
Haste
Duration: 3 turns
Range: The psychic
The flow of time around the psychic is increased, allowing them to be able to move and act
twice as quickly as normal:
▶ Movement: The psychic’s maximum movement rates are doubled.
▶ Attacks: The psychic may make double the normal number of attacks per round.
▶ Spells & Powers: The number of spells or powers the psychic may cast or use per round is
not doubled.
▶ Magical devices: The use of devices such as wands is also not doubled.
Locate Object
Duration: 6 turns
Range: 120’
The psychic can sense the direction (but not distance) of an object. One of two types of objects
may be located:
1. General class: An object of a general class (e.g. a stairway, an altar, etc.). In this case, the
nearest object of that type is located.
2. Specific object: A specific object which the psychic can clearly visualize in all aspects.
Restrictions: This power cannot be used to locate creatures.
Mind Blank
Duration: 6 turns
Range: The psychic
The psychic is immune to ESP, magical charms, quests and geas spells. Against all telepathic
mental powers, the psychic saves with a +4 bonus.
Mind Blast
Duration: 1 turn
Range: 60’ cone, 20’ wide at the end
Creatures’ minds in the cone are overwhelmed, paralyzing them for 1 turn if a save versus
paralysis is failed.
Remote Viewing
Duration: 12 turns
Range: 1 mile per psychic level
The psychic gains the ability to perceive events from a distant reference point.
▶ Focus for 1 turn: To establish a connection with a reference point, the psychic must focus on
a noteworthy person, notable object, landmark, or a familiar place to use as a reference point.
▶ After this turn: The psychic can see and hear as if they were at that reference point.
▶ Moving: Once a reference point is established, the psychic can move that point 5’ per round.
▶ Obstructions: Once the reference point is established, it cannot be moved through solid
objects.
Water Breathing
Duration: 1 day
Range: Touch
The subject can breathe water freely by means of this power.
▶ Breathing air: The power does not affect the subject’s ability to breathe air.
▶ Swimming: No additional proficiency at swimming is granted.
Wraithform
Duration: 1 turn
Range: The psychic
The psychic’s person—along with everything worn or carried—becomes shadowy and
semi-ethereal.
▶ Movement: The psychic is able to pass through small holes and cracks.
▶ Actions: The psychic may used powers but may only attack incorporeal creatures.
▶ Invulnerability: Only ethereal creatures or magic may harm the psychic.
▶ Pass undead: Undead will ignore the psychic, believing them to be a phantom of some kind.
Undead of 10 or more HD may save versus powers (at a –4 penalty) to notice the illusion.
▶ Canceling: The psychic may end the power at will, returning to normal
4th Level Powers
Animate Object
Duration: 1 turn
Range: 150’
The psychic imbues lifelike movement into an inanimate object.
▶ Weight: An object up to 200 coins of weight per level of the psychic may be animated.
▶ Statistics: The object uses the THAC0 of the psychic, but the object’s Hit Dice, Armour Class,
and Damage depend on its weight.
▶ Movement: The object has a movement of 60’ (20’)
Detect Lie
Duration: 1 round per level
Range: The psychic
The psychic is immediately able to determine if an intentional lie is being spoken.
Dimensional Blade
Duration: 1 turn
Range: The psychic
A non-blunt melee weapon held is made two-dimensional and infinitely sharp.
▶ Damage: It deals an additional 1d4 total damage
▶ Disarmed: If the psychic is disarmed this power immediately ends.
▶ Ignore Armor: Attacks ignore the armor of their target. Only Armor Class from magic and
dexterity applies (Monsters that rely only on their hide are treated as 9 [10]).
▶ Sever Objects: Inanimate objects struck are cut in half.
Dimension Door
Duration: 1 round
Range: Touch
The caster or a single creature is instantly transferred to another location up to 360’ distant. The
destination may be selected in two ways:
1. Known location: A location, within 360’, known to the caster.
2. An unknown location: Specified by a series of offsets (e.g. 120’ north, 160’ east, 80’ up)
totalling not more than 360’.
Stipulations: The following apply:
▶ If the destination is occupied: By a solid body, the spell fails.
▶ If the target is unwilling: It may save versus spells to resist the teleportation.
Emotion
Duration: Concentration
Range: 10’ per level
All creatures in a 40’ square area within range must save versus powers or be afflicted by an
emotion of the psychic’s choosing:
▶ Fear: Subjects are struck with terror and will flee from the psychic at maximum speed.
Affected creatures have a 60% chance of immediately dropping anything in their hands. The
chance is decreased by 5% for each level or Hit Die above 1. Fear counters ongoing rage
effects.
▶ Hate: Subjects gain a +2 bonus to attacks, damage, saving throws, and morale. Hate counters
ongoing hopelessness effects.
▶ Hopelessness: Subjects are utterly demoralised and will dejectedly follow enemies’ orders
(e.g. to surrender or leave). In combat, there is a 1-in-4 chance of a subject doing nothing each
round, and a 1-in-4 chance of them retreating. Hopelessness counters ongoing hate effects.
▶ Rage: Subjects go berserk, gaining a +1 bonus to hit and +3 to damage. Subjects fight without
thought for their own lives and will not use shields. Subjects also gain 5 temporary hit points.
These may take a subject above its normal maximum, but disappear when the power ceases.
Rage counters ongoing fear effects. Concentration: Is required to maintain the projected
emotion. If the psychic moves or loses concentration, the power ends
Energy Containment
Duration: 1 round per level
Range: The psychic
The psychic is granted immunity to a certain amount of energy damage (e.g. fire, cold, lightning,
etc.).
▶ Damage negation: The psychic gains protection against 6 hit points of energy damage per
level.
▶ Ending: When all of the hit points of protection are used up, the power ends.
Free Action
Duration: 1 turn
Range: Touch
The target is able to move and attack normally and cannot be impeded:
▶ Movement: Cannot be reduced, such as from a Slow or Web spell.
▶ Immunity: The target is immune to hold and paralysis effects.
▶ Swimming: Movement rate is not halved while swimming or in other hampering terrain.
Mind Control
Duration: 1 round per psychic level
Range: 30’
The target must save versus paralysis or come under the psychic’s mental control. Forced acts
that are self-destructive or against the victim’s alignment allow another save to break the mind
control.
Precognition
Duration: Instant
Range: The psychic
The psychic looks into the future in order to determine the most likely result of a plan or
decision.
▶ Chance of Error: There is a 25% that the vision is unhelpful, inaccurate, or outright harmful.
▶ Maintain Validity: Until the vision has come to pass, or this power is used again, the psychic
may re-roll up to 2 die rolls to maintain the vision’s validity.
Suspension
Duration: 1 week per level
Range: The psychic or a creature touched
After 1 turn of concentration, the subject is placed into a stasis, bringing life functions to a halt or
preserving a corpse:
▶ Preserve a Corpse: The corpse is preserved from natural decay. Time spent in suspension
does not count against the time limit for the spell Raise Dead.
▶ Suspend Animation: The psychic declares in advance how long the suspension will last.
While suspended, the subject needs no air or nourishment, and is unharmed by very hot or cold
temperatures.
5th Level Powers
Mind Fortress
Duration: 6 turns
Range: 10’ radius
The psychic, and all allies within range, are immune to ESP, magical charms, quests and geas
spells. Against all telepathic mental powers, the psychic saves with a +4 bonus.
Polymorph Self
Duration: 6 turns +1 per level
Range: The psychic
The psychic transforms themselves into another being:
▶ HD: The new form may not have higher Hit Dice than the psychic’s level.
▶ Stats: The psychic retains their own intelligence, hit points, saving throws, and attack
probabilities.
▶ Physical capabilities: Of the new form (e.g. strength, physical attack forms, modes of
movement) are acquired.
▶ Non-physical special abilities: (e.g. immunities, breath weapons, mentals powers) are not
acquired.
▶ Using powers: While polymorphed, the psychic is still able to use mental powers.
▶ Specific individuals: The power cannot be used to duplicate a specific individual.
▶ Reversion: If the psychic dies while polymorphed, they return to their original form.
Psychic Surgery
Duration: Concentration
Range: Touch
The psychic repairs psychic damage to the target after 1 turn of concentration. Psychic surgery
can have the following effects:
▶ Remove personality and mind-altering effects: All forms of insanity, confusion, feeblemind,
etc., as well as any other effects which have altered the target’s personality (e.g., change
alignment
▶ Restore lost levels: Restore any experience points, hit dice, and levels lost by the target to
energy drain or a similar effect.
▶ Restore Memories and Mental Abilities: Restore memories and mental abilities lost due to
magic and other effects.
▶ Make a telepathic affliction permanent: Applicable powers include hypnotism, invisibility,
mind control, and mind thrust.
Quivering Palm
Duration: Up to 24 hours
Range: Touch
The psychic sets up disharmonic vibrations in the target. The quivering palm can have one of
the following effects:
▶ Charm: As the magic-user spell charm person, but only lasting 24 hours.
▶ Cure: Heals 2d6+2 hit points of damage to one living subject. This cannot grant more hit
points than the subject’s normal maximum.
▶ Quest: As the cleric spell, but only lasting 24 hours.
▶ Death: May be instantaneous, or occur up to 24 hours later.
▶ Paralysis: Lasting 24 hours.
Restrictions: There is no saving throw, but targets with more hit dice or levels than the psychic
are unaffected.
Subjective Reality
Duration: 1 round per psychic level
Range: The psychic
The psychic ignores the reality of an object or category of objects (living creatures are
impossible to ignore). Possible uses of this power include:
▶ Disbelieving a type of weapon: Such as hand-held weapons, bows and crossbows, or
hurled weapons. No weapon of that type can harm the psychic.
▶ Disbelieving an entire type of magic:, such as arcane or divine magic.
▶ Disbelieving a manifestation of an element: Such as a bonfire or a rockslide.
▶ Disbelieving any one object: Regardless of size (large or small), such as a boulder, an
enemy’s armour, or a magical item in an enemy’s possession.
Summon Object
Duration: Instant
Range: 1 object, anywhere
The psychic summons an object weighing 100 lbs or less into hand or on the ground beside
them.
Restriction: The psychic must be able to see the object or know exactly where it is. For
example, a sword left on the mantle over the fireplace could be summoned, but if it has since
been moved anywhere else, this power will fail.
Teleport
Duration: Instant
Range: Touch
The psychic or a chosen creature vanishes and reappears at a location of the psychic’s
choosing.
▶ Gear: The subject is teleported with all its gear, up to its maximum load.
▶ Unwilling subjects: May save versus spells to prevent the teleportation.
▶ Destination: May be at any distance, but must be known to the caster. The destination must
be an open space at ground level. (It is not possible to intentionally teleport the subject into
mid-air or into solid matter.)
▶ Risk: There is a risk, when teleporting, of accidentally arriving above or below ground level.
The chance of a successful teleportation depends on the caster’s knowledge of the destination
(see right). Roll d% and consult the table below.
Teleport Result
True Seeing
Duration: 1 round per level
Range: The psychic
The psychic sees all things within 60’ as they truly are.
▶ Secret doors: Are revealed.
▶ Invisibility: Invisible objects and creatures are perceived.
▶ Illusions: Are seen through.
▶ Enchantments: Enchanted objects and creatures are made apparent.
Telekinesis
Duration: Concentration (up to 6 rounds)
Range: 120’
By concentrating, the psychic is able to move objects or creatures by the power of thought.
● Weight: Up to 200 coins of weight per level of the psychic may be targeted.
● Movement: The target may be moved up to 20’ per round, in whatever direction the
psychic wishes (including vertically).
● Save: If a creature is targeted, it may save versus spells to resist the power.
● Concentration: If the psychic’s concentration is broken, the target will fall.
Wall of Force
Duration: 1 turn + 1 round per level
Range: 60’
A translucent wall of telekinetic force appears.
● Size: The wall may be of whatever shape the caster desires and is of 1,000 cubic feet in
volume. (For example, a 2’ thick wall, 50’ long and 10’ high.)
● Location: The wall must rest upon a solid surface and may not be evoked so that it
appears where objects are.
● Vulnerability: Nothing can pass through the wall. However, a Disintegrate spell
immediately destroys the wall.
● Restrictions: The wall immediately vanishes if the psychic is more than 60’ from the
wall.