chapter-4-psychic-abilities

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Chapter 4 - Psychic Abilities (Pg 73) - Psionic abilities list with effects, enhancements, psychic points.

megazear7 By megazear7 schedule Updated 2/24/2026

name: chapter-4-psychic-abilities description: Chapter 4 - Psychic Abilities (Pg 73) - Psionic abilities list with effects, enhancements, psychic points.

{width="8.557638888888889in" height="4.278472222222222in"}Psyionic Abilities

Neural Mirage (major)

You weave a fleeting illusion directly into the mind of your target, conjuring a vivid sensory deception that disorients and distracts. The galaxy bends to your will as you craft a mirage only, they can perceive, leaving them vulnerable to your allies' strikes or your own cunning maneuvers.

Effect: Make an Intelligence vs. Willpower attack against a creature within 6 spaces that you can see. On a hit, the target perceives an illusion of your choice (e.g., a swarm of drones, a collapsing ceiling, or an ally turning traitor) until the end of their next turn. The target has disadvantage on attack rolls and perception checks while the illusion persists, as they react to the false reality. On a miss, the target resists the illusion but is momentarily distracted, granting advantage to the next attack roll made against them before the end of the current round.

Extended Mirage: Increase the duration of the illusion by 1 round per application.

Shared Delusion: Affect one additional creature within 10 feet of the original target per application. Each additional target requires a separate Intelligence vs. Willpower attack.

Crippling Vision: The target takes 1d4 psychic damage per application when the illusion is triggered, as the mental strain overwhelms them.

Anchored Deception: The illusion moves with the target, maintaining its effect even if they leave the initial 36 space range. This enhancement can only be applied once.

Sensory Overload: The target must succeed on a Willpower vs. Intelligence defense roll or be stunned until the end of their next turn due to the intensity of the illusion. This enhancement can only be applied once.

Gravitic Pulse (major)

You reach out with your mind, bending the laws of physics to create a ripple in gravity that sends your foes stumbling.

Effect: Make an Intelligence vs. Strength attack against each enemy within 3 spaces of you. On a hit, the enemy is knocked prone.

Extended Radius: Increase the radius by 1 space per application.

Crushing Force: On a hit, the enemy also takes 1d6 force damage per application as gravity crushes them.

Lingering Distortion: The gravitational anomaly lingers, making the area difficult terrain for enemies until the end of your next turn. This enhancement can only be applied once.

Psychic Resonance (minor)

You unleash a wave of psychic energy that reverberates through the minds of those around you, bolstering allies and unsettling foes.

Effect: You create a 3-space radius aura centered on yourself that lasts until the end of your next turn. While the aura is active each ally within the area has advantage on their attack rolls. Each enemy within the area must make a Willpower vs. Intelligence defense roll when they first enter the area or start their turn there. On a failure, they have disadvantage on their attack rolls until they leave the area or the effect ends. As a minor action on your subsequent turns, you can sustain the aura, extending it until the end of your next turn and centering it on your current position. To sustain the aura, you must be able to take actions and not be incapacitated.

Expanded Resonance: Increase the radius of the aura by 1 space per application.

Defensive Resonance: Allies within the aura gain advantage to their defense rolls. This enhancement can only be applied once.

Dreadful Echo: When an enemy fails their defense roll, they take 1d4 psychic damage per application.

Resilient Resonance: You have advantage on Willpower checks to maintain concentration on this ability when taking damage. This enhancement can only be applied once.

Telekinetic Grasp (major)

You reach out with your mind, seizing your target in an invisible grip that lifts them off the ground, leaving them helpless and exposed.

Effect: Make an Intelligence vs. Strength attack against a creature within 10 spaces that you can see. On a hit, the target is restrained and lifted 1 space off the ground until the end of your next turn. While restrained, the target has disadvantage on attack rolls and cannot move. On a miss, the target resists the grasp but is momentarily off-balance, granting advantage to the next attack roll made against them before the end of the current round.

Extended Grasp: Increase the duration of the restraint by 1 round per application.

Multi-Grasp: Affect one additional creature within 5 spaces of the original target per application. Each additional target requires a separate Intelligence vs. Strength attack.

Crushing Grip: The target takes 1d6 force damage per application at the start of their turn while restrained.

Telekinetic Manipulation: While the target is restrained, you can move them up to 3 spaces in any direction as a minor action on your turn. This enhancement can only be applied once.

Telekinetic Slam: Instead of restraining, you can choose to slam the target into the ground, dealing 2d6 bludgeoning damage and knocking them prone. This ends the effect immediately. This enhancement can only be applied once.

Temporal Distortion (major)

You weave a bubble of altered time, bending the flow of reality to your will. Within this shimmering distortion, enemies falter as time slows, while your allies seize the advantage.

Effect: Make an Intelligence vs. Willpower attack against each enemy within a 3-space radius of a point you can see within 10 spaces. On a hit, the enemy's movement speed is halved, and they have disadvantage on attack rolls until the end of your next turn. On a miss, the enemy resists the distortion but is momentarily disoriented, granting advantage to the next attack roll made against them before the end of the current round.

Extended Distortion: Increase the duration of the effect by 1 round per application.

Expanded Radius: Increase the radius of the effect by 1 space per application.

Temporal Stasis: On a hit, the enemy is also stunned for 1 round. This enhancement can only be applied once.

Allied Acceleration: Allies within the area of effect gain advantage on their next attack roll. This enhancement can only be applied once.

Psychic Nova (major)

You unleash a devastating burst of psychic energy, engulfing your foes in a wave of raw power. The galaxy trembles as your mind erupts, but the cost is steep---your own life force fuels the explosion.

Effect: Make an Intelligence vs. Willpower attack against each enemy within a 3-space radius of a point you can see within 10 spaces. On a hit, each enemy takes 2d6 psychic damage, and you take 1d6 damage per enemy hit. On a miss, you take 1d6 damage but deal no damage to enemies.

Amplified Nova: Increase the damage to enemies by 1d6 per application.

Extended Range: Increase the range of the effect by 10 spaces per application.

Expanded Radius: Increase the radius of the effect by 1 space per application.

Mitigated Backlash: Reduce the damage you take by 1 per enemy hit per application.

Spatial Rift (major)

With a focused thought, you rip open the fabric of space itself, creating two shimmering portals that pulse with unstable energy. These rifts bend distance, allowing instant travel between them---for those brave or foolish enough to step through. Allies can use them to flank enemies or escape danger, while foes might find themselves hurled into peril. But the rifts are volatile, and those who linger too long may be swept away against their will.

Effect: You create two linked spatial rifts within 10 spaces of yourself, each occupying a single space. These rifts remain active until the end of your next turn. Any creature (including you) that enters one rift's space is instantly teleported to the other rift's space, exiting in an unoccupied space adjacent to it. Creatures can choose to enter a rift willingly during their movement, but if a creature starts its turn in adjacent to a rift's space, it must succeed on an Intelligence vs. Willpower opposed roll or be teleported unwillingly.

Expanded Rift: Increase the range of rift placement by 10 spaces per application, allowing you to create rifts farther apart or from yourself.

Unstable Vortex: Creatures teleported unwillingly (via the opposed roll) take 1d8 force damage per application upon exiting the rift, as the unstable energies lash out.

Persistent Rift: Extend the duration of the rifts by 1 round per application, keeping them active longer on the battlefield.

Selective Passage: You can designate up to 2 creatures per application (including yourself) who can use the rifts without triggering the Intelligence vs. Willpower opposed roll, making it safer for allies.

Psychic Aegis (major)

A shimmering dome of psychic energy materializes, pulsing with iridescent light as it envelops your allies. The air hums with power, bending and distorting as it weaves an intricate lattice of thought-made armor. Tendrils of luminescence ripple outward, absorbing the chaos of battle and channeling it into a protective embrace that fortifies those within.

Effect: As a major action, you create a 3 by 3 space area completely within 10 spaces of you that lasts until the end of the round. Allies within the aegis when it is created gain temporary health equal to your Intelligence score.

Amplified Aegis: Increase the temporary health granted by 2 per application.

Expanded Aegis: Increase the size of the aegis by 1 space.

Reactive Shield: Once per round, when an ally within the area is hit by an attack, they can gain advantage on their next defense roll. This enhancement can be used once per round per application of this enhancement.

Psychic Storm (major)

A swirling vortex of psychic energy tears into existence, crackling with jagged arcs of mental lightning. The storm churns with relentless fury, its tendrils of raw thought lashing out at those caught within, while the air trembles with the echoes of fractured minds.

Effect: As a major action, you create a 3 by 3 space area within 10 spaces that lasts until the end of the round. Make an intelligence vs. willpower attack against enemies within the storm that does 1d6 psychic damage.

Amplified Storm: Increase the damage by 1d6 per application.

Expanded Storm: Increase the size of the storm by 1 space per application.

Stunning Surge: Enemies hit by the attack have their movement speed halved until the end of their next turn.

Astral Tether (major)

A luminous cord of psychic energy lashes out from your mind, wrapping around an ally or foe in a shimmering embrace. The tether pulses with an otherworldly glow, subtly bending space and fate to draw the target closer or anchor them in place, their movements dictated by your will.

Effect: As a major action, target a creature within 10 spaces. Make an intelligence vs. strength attack. On a success, you pull the target up to 3 spaces toward you and they cannot move away from you unless they succeed on a strength vs. intelligence roll. This effect lasts until the end of the encounter, or they succeed on a strength check in an attempt to move away from you.

Extended Reach: Increase the range by 10 spaces.

Multi Tether: Target an additional creature per application, making a separate opposed roll for each.

Fated Anchor: On a success, the target also gains disadvantage to their next attack roll or defense roll.

Barbed Tether: Every failed attempt to break the tether results in 1d6 damage that ignores damage reduction.

Dimensional Rift (major)

You tear open a fleeting breach in the fabric of spacetime, stepping through to evade danger. The unstable rift collapses behind you, leaving your destination uncertain.

Effect: You teleport to any unoccupied space within 15 spaces that you can see. Roll 1d6: on a 1, you instead teleport to a random unoccupied space within 15 spaces of your original position (determined by the GM). This movement does not provoke opportunity attacks.

Stable Rift: Remove the chance of the random teleport.

Extended Rift: Increase the teleport range by 10 spaces.

Echoing Rift: When you teleport, leave behind a psychic echo that deals 1d6 psychic damage to each enemy within 1 space of your original position.

Mind Link (minor)

A shimmering thread of psychic energy weaves between you and your allies, pulsing with shared intent. The air hums as thoughts and instincts flow freely, binding your minds in a delicate web of unity. The galaxy fades, replaced by a heightened awareness of each other's presence, a silent promise of protection and power.

Effect: As a minor action, you link minds with an ally within 5 spaces. Until the end of the next round, whenever a linked ally is targeted by an attack, you or any other linked can make the defense roll. If the attack succeeds, your or any linked ally can choose to take the damage instead.

Extended Link: Increase the duration of the link to last until the end of the encounter.

Additional Link: Link one additional ally per application.

Resilient Bond: Reduce the damage allies take when intercepting an attack by 1d4 per application.

Astral Projection (minor)

Your consciousness detaches from your physical form, a shimmering silver thread tethering your astral self as it drifts across the battlefield. The world below takes on an ethereal glow, revealing secrets hidden from mortal eyes.

Effect: As a major action, you project your astral form, leaving your physical body unconscious and stationary until the end of your next turn. While in astral form, you can move up to 6 spaces in any direction, passing through obstacles and enemies, and you are invisible to non-psychic entities. You can observe your surroundings, including hidden or obscured objects and enemies, but you cannot interact physically but can use psychic abilities. If your physical body takes damage while projecting, you immediately return to it.

Astral Sight: While in astral form, you can detect psychic energy, revealing the presence of psychic enemies or abilities within 3 spaces of your astral form, even if they are hidden or cloaked.

Extended Projection: Increase the duration of your astral projection to the end of the encounter or 10 minutes if outside of combat.

Astral Beacon: When you return to your body, you can designate one observed enemy or object within 3 spaces of your astral form's final position. Until the end of your next turn, allies gain advantage on attacks or checks against that target.

Psychic Interference Field (major)

A crackling field of psychic energy erupts around your foes, distorting their senses and sowing chaos in their minds. Screens flicker, targeting systems fail, and thoughts become muddled as the interference takes hold.

Effect: As a major action, you create a 3 by 3 space area within 10 spaces that lasts until the end of the round. Enemies within the field when it is created must make an intelligence vs. willpower opposed roll. On a failure, they have disadvantage on all attack rolls and cannot take reactions (including opportunity attacks) until they leave the area or the effect ends.

Expanded Field: Increase the size of the field by 1 space per application.

Persistent Interference: The field lasts until the end of the encounter.

Cognitive Suppression: Enemies who fail the roll also cannot use heroic actions while affected. This enhancement can only be applied once.

Void Whisper (major)

A chilling murmur rises from your throat, threading through the air like a shadow given voice. The sound burrows into your enemy's mind, unraveling their thoughts into a cascade of dread and silence. Their eyes widen as the whisper consumes them from within.

Effect: As a major action, make an intelligence vs. willpower opposed roll against a target within 10 spaces. On a success, the target takes 1d6 psychic damage and cannot speak or cast abilities requiring speech until your next turn. On a failure, your voice falters, silencing you until your next turn.

Amplified Whisper: Increase the damage by 1d6 per application.

Echoing Void: If successful, the whisper affects an additional target within 5 spaces, requiring a new opposed roll.

Resonant Control: Extend the silence duration by one turn per application.

Vitality Siphon (major)

A shimmering thread of violet energy lashes out, coiling around your target like a living tether. The air grows heavy as the tether pulses, drawing vitality from your foe in shimmering waves. Their strength wanes, flowing into you as a surge of rejuvenating power.

Effect: As a major action, target an enemy within 8 spaces. Make an Intelligence vs. Willpower opposed roll. On a success, the target takes 1d6 psychic damage, and you gain health equal to the damage dealt. On a failure, the target takes no damage, and you gain no health.

Siphoned Vitality: Increase the damage dealt by 1d6 per application, thereby increasing the health you gain.

Extended Reach: Increase the range by 10 spaces.

Chronal Surge (minor)

Your eyes blaze with an otherworldly light as you reach across time, drawing upon the strength of your future self. Temporal energy crackles around you, your form shimmering as the boundaries of past and present blur. The air grows thick with the weight of borrowed time, and for a fleeting moment, you wield the power of what is yet to come.

Effect: As a major action, make an intelligence vs. willpower opposed roll against yourself. On a success, you gain advantage to all rolls until the end of the next round. After the end of the next round, you suffer disadvantage to all rolls for one round as the temporal debt is repaid. On a failure, gain advantage to your next roll.

Extended Surge: Increase the duration of the bonus by one round per application but also extend the penalty duration by one round.

Temporal Echo: Allow one ally within 5 spaces to apply the same effect to themself. They may use your intelligence for the roll.

Phase Slip (major)

Your mind reaches out, grasping the essence of your target. With a surge of will, you twist the fabric of space around them. They flicker, their form dissolving into a blur of light and shadow, only to reappear elsewhere in a burst of displaced air and a faint, echoing hum.

Effect: Choose a creature within 10 spaces. Make an Intelligence vs. Willpower opposed roll. On a success, teleport the target to any unoccupied space within 5 spaces of their current position. The target may choose to willingly allow you to teleport them, bypassing the apposed roll.

Extended Slip: Increase the teleportation range by 2 spaces per application.

Phase Damage: If the apposed roll fails, the target takes 1d6 psychic damage and is not teleported.

Echoes of Intent (minor)

A faint shimmer ripples through the air as the psychic's mind pierces the veil of thought, glimpsing fragmented futures. Tendrils of violet light coil around the target, weaving a subtle cage of foresight that bends their will to the psychic's design---or shatters unpredictably under the strain of resistance.

Effect: As a major action, target an enemy within 10 spaces. Make an intelligence vs. willpower opposed roll. On a success, you predict and dictate the enemy's next action, which they must follow on their turn. The must make an attack against one of their enemies or use an ability that benefits one of their allies.

Shattered Echo: You control the target's mind, dictating their actions, including attacking their own allies and running away from combat. If you fail your attack roll against an enemy, you take 2 damage that ignores damage reduction.

Dual Foresight: Target one additional enemy per application, making a separate opposed roll for each.

Ethereal Conduit (minor)

A radiant lattice of psychic energy unfurls from your core, threading through the air like veins of starlight. It pulses with an unearthly hum, connecting you to a distant point in space. The galaxy warps subtly as the conduit ignites, channeling your essence across the battlefield, allowing your mind to strike or shield from afar while your body remains an anchored beacon.

Effect: As a major action, create a psychic conduit by targeting an unoccupied space within 10 spaces that you can see. Until the end of your next turn, you can treat the conduit's space as your own position for the purpose of using other psychic abilities or making perception checks, though your physical body remains in its original location. When you activate the conduit, make an Intelligence vs. Willpower attack against one enemy within 3 spaces of the conduit's position. On a hit, the enemy takes 1d6 psychic damage as the conduit flares. You can sustain the conduit as a minor action on subsequent turns, extending its duration until the end of your next turn, but each time you do, you take 1 psychic damage from the mental strain.

Distant Reach: Increase the range to place the conduit by 5 spaces per application.

Conduit Surge: Increase the damage dealt by the conduit's flare by 1d6 per application.

Dual Anchor: Create a second conduit within range per application, allowing you to choose which conduit to act from each turn (only one flare attack per turn).

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Equipment

In the boundless reaches of Galactic Adventures, where every star hides a threat and every shadow conceals a foe, your equipment is your lifeline. This chapter unveils the tools of survival---armor, weapons, and consumables---each a masterpiece of futuristic design and a key to conquering the galaxy's perils. Here, gear is more than mere protection or firepower; it's an extension of your character, a mirror of your tactics, and a bridge to the stories woven into the cosmos.

Armor stands as your first bulwark against the chaos. From the agile Patrol Armor, perfect for dodging laser barrages, to the towering Eternium Warframe, a near-invincible fortress, these suits blend resilience with innovation. Some shimmer with cloaking fields, others mend themselves with nanobots, and many can be enhanced with charges---unlocking jet packs, teleportation, or mounted cannons. Your choice of armor shapes your battlefield role: a stealthy operative in Shadowwrap Nexus Armor or a relentless titan in Hyperion Bastion Gear. Each piece carries a tale, like the scarred plating of a mercenary or the synaptic hum of a psychic's NeuroSync Adept Armor.

Weapons, meanwhile, are as varied as the galaxy's countless worlds. Ranged arsenals span the compact Blaster, hurling energy bolts, to the Auto Cannon's armor-shattering shells. Melee devotees wield kinetic swords or plasma-charged laser blades, each strike a dance of precision or power. Special abilities---like the Revolver's close-quarters edge or the Bow's silent piercing shot---let you tailor your approach, whether you're a sniper picking off distant targets or a warrior cleaving through foes. Size, tech, and tactical demands, like cover or firing positions, add layers of strategy to every encounter.

Consumables offer fleeting but decisive advantages. An Adrenaline Shot turns retreat into a blur of speed, while a Kinetic Shield absorbs a hail of bullets. Grenades reshape the battlefield with explosive fury, and serums shield against psychic assaults. These one-use wonders demand timing and foresight---waste a Fusion Rocket on a skirmish, and you might face a titan empty-handed. Mastery lies in balancing their use with the challenges ahead.

Customization ties it all together. Spend gadgets at the armory to infuse your armor with charges, unlocking abilities that match your playstyle. Your gear's stats---toughness, agility, tactics---shift with each choice, influencing combat and exploration alike. A bounty hunter's kinetic revolver or a vanguard's hulking exosuit doesn't just boost your stats; it defines your presence in the galaxy.

This chapter is your guide to thriving among the stars. Equipment here is both shield and sword, a narrative thread linking your character to the universe's vast tapestry. Choose wisely---whether it's the heft of a Machine Gun or the subtlety of a Veilshot Arrow---for in Galactic Adventures, the right gear doesn't just ensure survival; it carves your legend into the void.

Install via CLI
npx skills add https://github.com/megazear7/galactic-adventures-assistant --skill chapter-4-psychic-abilities
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