A post-apocalyptic cyber-fantasy noir where magic, cybernetics, and crime rule a shattered NYC.
Played | 40 times |
Cloned | 5 times |
Created | 75 days ago |
Last Updated | 21 days ago |
Visibility | Public |

Reality Fracture - Psionic Kinetics
You create a localized distortion in space and time, warping the area around a point you choose within range. This distortion causes creatures within a 20-foot radius to experience disorientation, affecting their movement and actions for a brief moment.

Psionic Shockwave - Psionic Kinetics
Unleash a powerful burst of psionic energy that sends enemies flying away from you. All creatures in a 30-foot cone must make a Strength saving throw or be pushed 20 feet away and take psychic damage.

Matter Manipulation - Psionic Kinetics
This spell allows the caster to reshape non-living materials such as stone or metal into desired forms. The caster can create structures, weapons, or barriers, altering the material's shape and properties without changing its fundamental nature.

Gravity Crush - Psionic Kinetics
You manipulate the gravitational forces in a designated area, increasing gravity to such an extent that enemies are pinned to the ground. Creatures within the area must struggle against the overwhelming weight, risking injury and immobilization.

Electrokinesis - Psionic Kinetics
You channel a controlled arc of electricity towards a target, dealing damage and potentially stunning them. The arc can leap to nearby enemies if they are within range, creating a chain reaction of electrical energy.

Pyrokinetic Burst - Psionic Kinetics
Unleash a concentrated blast of psychic fire in a small radius, engulfing enemies in a wave of searing energy. The flames are fueled by the caster's mental focus, causing both psychic and fire damage to those caught within the area.

Kinetic Barrier - Psionic Kinetics
This spell conjures a weak energy shield that envelops the caster or a target creature, absorbing minor impacts and reducing damage from physical attacks. The barrier lasts for a short duration, providing a protective buffer against incoming harm.

Psionic Weapon - Psionic Kinetics
You create a melee weapon of pure psychic energy, which you can wield as if it were a physical weapon. The weapon lasts for the duration of the spell and deals psychic damage, bypassing most forms of armor.

Telekinetic Push - Psionic Kinetics
You harness the power of your mind to exert force on an object or creature, pushing it away from you. The target must succeed on a Strength saving throw or be shoved up to 10 feet in a direction of your choice.

Spark - Psionic Kinetics
Ignite a tiny flame or unleash a burst of static electricity, illuminating the area or delivering a minor shock. This spell can be used to light candles, start fires, or create a distraction.

Kinetic Jolt - Psionic Kinetics
Unleash a minor telekinetic force that delivers a sudden push or shock to a target within range. This spell can be used to disrupt an enemy's concentration or to move a small object up to 10 feet away.

Levitate Object - Psionic Kinetics
This spell allows you to manipulate a small object weighing up to 5 pounds, lifting it vertically and moving it within a range of 15 feet. The object can be moved in any direction, but it cannot be used to attack or harm creatures.

Bio Manipulation - Psionic Sensitive
You manipulate the life force of a target, allowing you to inflict pain or pleasure at your will. As long as you maintain concentration, you can cause the target to experience sensations as if they were physically affected by your actions.

Psychic Hallucinations - Psionic Sensitive
You invade the mind of a target, causing them to experience vivid and disorienting hallucinations. The target perceives terrifying or confusing images, sounds, and sensations that can distract or incapacitate them.

Mind Shatter - Psionic Sensitive
You unleash a wave of psychic energy that overloads the target's mind with intense feedback. The target must succeed on a Wisdom saving throw or be stunned for 1 minute, experiencing disorienting visions and mental anguish.

Precognition - Psionic Sensitive
You receive a cryptic vision of a major event about to unfold, allowing you to glimpse potential futures. This foresight grants you insight into upcoming dangers or opportunities, providing a strategic advantage in your next encounter.

True Sight - Psionic Sensitive
This spell grants the caster the ability to see through illusions and perceive hidden entities, revealing their true forms. For the duration of the spell, which lasts 10 minutes per caster level, the caster can see things as they truly are, including invisible creatures and objects, as well as illusions and magical disguises.

Clairvoyant Eye - Psionic Sensitive
You project your vision to a distant location, allowing you to see and hear as if you were there. This spell lasts for up to 2 minutes per level of the caster, enabling you to observe events and gather information from afar without being physically present.

Psychometric Trace - Psionic Sensitive
By touching an object, you gain brief flashes of memories associated with it, revealing glimpses of its past and the experiences of those who have handled it. This spell allows you to uncover secrets, emotions, or events tied to the object, providing insight into its history.

Empathic Surge - Psionic Sensitive
This spell allows the caster to temporarily enhance or suppress the emotions of a target, influencing their mood and behavior. The caster can choose to amplify feelings such as joy, anger, or fear, or dampen them to create a sense of calm or indifference.

Psychic Echo - Psionic Sensitive
This spell allows the caster to detect the strongest emotional imprint left on an object, revealing the feelings and memories associated with it. The caster can sense the emotions of joy, sorrow, anger, or fear that were once felt by individuals who interacted with the object, providing insight into its history.

Read Surface Thoughts - Psionic Sensitive
This spell allows the caster to briefly glimpse the shallowest thoughts of a target within range. The caster can sense the target's immediate thoughts, feelings, and intentions, providing insight into their current mental state.

Sixth Sense - Psionic Sensitive
This spell grants the caster an intuitive awareness of danger and hidden truths within a 30-foot radius. For the duration, the caster can sense the presence of hostile creatures and detect illusions or hidden objects, gaining advantage on Wisdom (Perception) checks related to these threats.

Psionic Resurrection - Psionic Healing
This powerful spell allows the caster to revive a recently deceased individual, drawing upon their own life force to fuel the magic. The process is taxing, leaving the caster weakened and vulnerable after the spell is completed.

Life Mend - Psionic Healing
Life Mend is a powerful healing spell that instantly stabilizes a creature on the brink of death, restoring them to a state of stable health. The spell channels divine energy to mend grievous wounds and revitalize the spirit, allowing the target to regain consciousness and vitality.

Cellular Repair - Psionic Healing
This spell mends internal injuries, restoring damaged organs and healing deep trauma. With a touch, the caster accelerates the natural healing processes of the target, revitalizing their cells and repairing critical bodily functions.

Regeneration Surge - Psionic Healing
A powerful healing spell that rapidly mends deep wounds and fractures, restoring vitality and physical integrity to the target. The surge of regenerative energy accelerates the body's natural healing processes, allowing the recipient to recover from injuries that would normally take days or weeks to heal.

Induce Sleep - Psionic Healing
This spell gently lulls a target into a deep, natural sleep, easing their mind and body. The target experiences a sense of calm and tranquility, making it difficult for them to resist the effects of the spell.

Stable Condition - Psionic Healing
You touch a creature that is dying or bleeding out, stabilizing their condition and slowing any further blood loss. The target regains a small amount of health and is no longer in immediate danger of death, though they will still require further medical attention to fully recover.

Ghost Protocol - Cybernetic Technomancy
This spell temporarily erases the target's cybernetic signature from all scanning devices, rendering them undetectable for a short duration. It is particularly useful for infiltrating secure areas or evading surveillance in technologically advanced settings.

Prime Construct Creation - Construct Technomancy
This spell allows the caster to create a fully autonomous, magically-infused construct imbued with advanced intelligence. The construct can perform tasks, follow commands, and even engage in conversation, acting as a loyal companion or assistant to the caster.

Sentient Protocol - Construct Technomancy
This spell imbues a construct with advanced self-awareness, granting it the ability to think, reason, and make decisions independently. The construct gains autonomy and can act on its own accord, following the caster's general directives while developing its own personality and goals over time.

Arcane Forge - Construct Technomancy
You create a temporary workshop infused with arcane energy, enhancing your ability to modify constructs. While within this workshop, you gain advantage on all checks related to crafting, repairing, or enhancing constructs, and you can spend additional time to increase the effectiveness of your modifications.

Golem Directive - Construct Technomancy
You issue a complex command to a magical construct, allowing it to perform a specific task or series of tasks for up to one hour. The command can include multiple steps and conditions, enabling the golem to act with a degree of autonomy while following your instructions.

Enhanced Servitor - Construct Technomancy
This spell imbues an AI-driven construct with additional processing power, enhancing its capabilities and efficiency. The construct gains improved decision-making skills, faster reaction times, and the ability to perform complex tasks with greater accuracy for the duration of the spell.

Hardened Exoskeleton - Construct Technomancy
This spell envelops a construct in a protective layer, enhancing its durability and combat resilience. The hardened exterior grants the construct increased resistance to damage and improved defensive capabilities during battle.

Create Minor Construct - Construct Technomancy
You conjure a fully autonomous, magically-infused construct. This construct possesses animal-like intelligence and can follow simple commands, acting independently for the duration of the spell.

Emergency Self-Repair - Construct Technomancy
This spell allows a damaged construct to temporarily mend its wounds, restoring a portion of its hit points and enhancing its functionality for a short duration. The construct glows with a faint light as its damaged parts realign and seal, granting it a brief reprieve from destruction.

Rune-Tethered Machine - Construct Technomancy
This spell creates a magical link between a technomancer and a construct, allowing the caster to control the construct remotely. The connection is established through intricate runes that glow with arcane energy, enabling the technomancer to issue commands and receive feedback from the construct as if they were one entity.

Arcane Automaton - Constuct Technomancy
This spell animates a simple object, such as a chair or a broom, granting it temporary life and the ability to follow basic commands. The animated object can move, perform simple tasks, and act as a distraction or helper for the caster for a limited time.

Mechanical Drone Familiar - Construct Technomancy
You summon a mechanical drone familiar that obeys your commands. This drone can scout, deliver messages, or perform simple tasks, providing assistance in various situations.

Minor Repair - Construct Technomancy
This spell allows the caster to mend small mechanical defects in a machine or construct, restoring its functionality. The repair can fix broken gears, loose screws, or minor structural damage, making it ideal for tinkers and artificers.

Servitor Spark - Construct Technomancy
This spell allows the caster to activate or deactivate a simple construct, such as a mechanical servant or animated object, from a distance. The caster can control the construct's actions for a brief period, enabling it to perform tasks or cease operations as needed.

Sovereign Integration - Cybernetic Technomancy
This spell fully merges the caster's magical essence with their cybernetic enhancements, creating a unique fusion of arcane and technological powers. The result is a temporary surge of unpredictable abilities that can alter the course of battle, granting the caster new spells or effects based on their cybernetic modifications.

Magical Firewall - Cybernetic Technomancy
This spell creates an impenetrable barrier that protects against both digital and psionic hacking attempts. The firewall manifests as a shimmering wall of energy that deflects intrusions and shields the caster's mind from psychic attacks.

AI Sentience Surge - Cybernetic Technomancy
This spell temporarily enhances an AI system's cognitive functions, allowing it to solve complex problems and analyze situations with remarkable efficiency. For the duration, the AI can process information and provide solutions that would typically require advanced intelligence or insight.

Cybernetic Regeneration - Cybernetic Technomancy
You channel energy to repair and restore your cybernetic enhancements, mending major damage and restoring functionality. This spell can also be used on allies with cybernetic implants, allowing them to regain lost capabilities and health.

Energy Recalibration - Cybernetic Technomancy
This spell allows the caster to redirect the power output of a cybernetic device, restoring its functionality. The device regains its lost abilities, makes minor repairs, and repairs minor malfunctions for a limited duration.

Data Scramble - Cybernetic Technomancy
This spell creates a brief illusion in digital records, effectively hiding a subject's presence from any digital surveillance or tracking systems. The illusion lasts for a short duration, making it appear as if the subject never existed in the records during that time.

Overclock - Cybernetic Technomancy
This spell temporarily enhances the efficiency of a target's cybernetic limb, allowing for increased speed and strength. For the duration, the limb operates at peak performance, granting the user advantage on strength and dexterity checks involving that limb.

Augmented Reflexes - Cybernetic Technomancy
This spell enhances the caster's cybernetic reflexes, allowing them to react with incredible speed. For the duration of the spell, the caster gains a significant boost to their initiative and dexterity-based checks, making them a blur in combat.

Glitch Disruption - Cybernetic Technomancy
This spell creates a localized field that disrupts minor hacking attempts and electronic interference within a 30-foot radius. Devices within this area are shielded from unauthorized access and malfunction for the duration of the spell.

Neural Sync - Cybernetic Technomancy
This spell temporarily enhances the target's reaction speed, allowing them to perform simple motor functions with increased efficiency. For the duration of the spell, the target gains a significant boost to their dexterity-based actions, making them quicker and more agile in combat or other tasks.

Self-Diagnostic - Cybernetic Technomancy
This spell allows the caster to perform a thorough scan of their own cybernetic implants, detecting any minor malfunctions or irregularities. Upon completion, the caster gains insights into the status of their enhancements, allowing for quick repairs or adjustments if necessary.

Eldritch Arsenal - Imbuement Technomancy
Eldritch Arsenal imbues a weapon or piece of armor with a permanent enchantment, enhancing its capabilities and granting the wielder unique powers. The enchantment can provide bonuses to attack rolls, damage, or even special abilities based on the type of item enchanted. It can only be cast once every 30 days minus one day per level of the caster.

Resonance Core - Imbuement Technomancy
This spell embeds a deep enchantment into a non-magical object, allowing it to resonate with magical energy. The object gains a permanent magical augmentation, enhancing its properties or granting it new abilities based on the caster's intent.

Arcane Ammunition - Imbuement Technomancy
This spell conjures a set of magical projectiles or ammunition that automatically replenish the target weapon. These projectiles can be used with any ranged weapon and deal additional magical damage on impact. The duration is 2 minutes per level of the caster.

Adaptive Ward - Imbuement Technomancy
This spell envelops the target in a shimmering barrier that adapts to incoming energy-based attacks, granting them temporary resistance to one type of energy damage of their choice (fire, cold, lightning, acid, or poison) for the duration of the spell.

Shock Modulation - Imbuement Technomancy
This spell imbues a chosen item with electric energy, allowing it to deliver a shocking jolt to any creature that comes into contact with it, causing it to deal an additional 2d4 (+2 damager per level) of lightning damage. The target must succeed on a saving throw or be stunned for a brief moment.

Flame Imbuement - Imbuement Technomancy
This spell enchants a weapon with fiery energy, causing it to ignite upon striking a target. The weapon deals an additional 2d6 (+2 per level) fire damage with each successful hit, leaving a trail of flames in its wake.

Ley Line Tap - Imbuement Technomancy
You draw ambient magic from a nearby ley line, channeling it into a device or magical item to enhance its performance for a short duration. The target device gains a bonus to its effectiveness, allowing it to function at an elevated level for the duration of the spell.

Runic Reinforcement - Imbuement Technomancy
This spell imbues armor or clothing with magical runes, enhancing its durability and resilience. For the duration of the spell, the target gains increased protection against physical damage, making it harder to penetrate their defenses.

Empowered Strike - Imbuement Technomancy
Empower your weapon with arcane energy, enhancing your strikes with additional force. The weapon deals an extra 1d6 force damage for 1 minute per level of the caster.

Magnetic Pulse - Imbuement Technomancy
You create a weak magnetic field in a 30-foot radius centered on a point you choose within range. This field disrupts small metallic objects, causing them to move erratically, and creates an electromagnetic pulse that temporarily disables simple electronic devices within the area for 1 minute.

Weapon Edge - Imbuement Technomancy
This spell temporarily sharpens a blade or strengthens a melee weapon, enhancing its cutting power and effectiveness in combat. For the duration of 10 minutes per level of the caster, the affected weapon gains a +2 bonus to attack and damage rolls, making it more lethal against foes.

Arcane Spark - Imbuement Technomancy
This spell generates a small, controlled burst of magical energy, sufficient to power a simple electronic device for a short duration. It can be used to illuminate a dark area, activate a gadget, or provide energy to a magical item temporarily.

Animal Communication - Psionic Sensitive
You establish a telepathic link with a creature of your choice that has an animal-like intelligence. For the duration of the spell, you can communicate with the creature, understanding its thoughts and emotions, and it can understand you in return.

Empathy - Psyonic Sensitive
You establish a telepathic link with a target, allowing you to sense their emotions and thoughts. This connection enables you to influence their feelings, granting advantage on Charisma checks against them for the duration.

Accelerate Emotions - Psionic Sensitive
You target a creature and amplify their current emotions, causing them to experience heightened feelings. This can lead to increased aggression, fear, joy, or sadness, influencing their actions and decisions for a short duration.

Suggestion - Psionic Sensitive
You implant a suggestion into the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or be compelled to follow your suggestion to the best of its ability for the duration of the spell.

Calm Emotions - Psionic Sensitive
You attempt to suppress strong emotions in one target, bringing a sense of peace and tranquility. Affected creatures cannot be frightened or charmed, and they may choose to end any ongoing effects of those conditions.

Telepathic Link - Psionic Sensitive
Establish a telepathic connection with a creature you can see within range, allowing for silent communication and the ability to share thoughts and emotions. The link lasts for the duration, enabling you to convey simple ideas and feelings without the need for words.

Mental Fortress - Psionic Sensitive
Erect a protective barrier around your mind, shielding you from charm, fear, and mental intrusion for the duration. While under this effect, you gain advantage on saving throws against being charmed or frightened, and any attempts to read your thoughts or influence your mind automatically fail. Duration is one hour per level of the caster and persists through sleep.

Suppress Fear - Psionic Sensitive
This spell temporarily suppresses the chemical and psychological components of fear in the target, allowing them to think rationally and act calmly in the face of danger. While under the effects of this spell, the target automatically succeeds on any roll to resist fear-based spells and abilities.

Resist Fatigue - Psionic Healing
This spell allows the caster to temporarily suspend the effects of fatigue, enabling them to engage in physical activities without suffering exhaustion. However, once the spell's duration ends, the caster will feel the full effects of fatigue and may collapse if they have overexerted themselves during the spell's effect. Duration is 5 hours per level of the caster

Psychic Purification - Psionic Healing
You touch a willing creature and initiate a trance that lasts for 6D6 minutes. During this time, you slow their metabolism, halting the effects of drugs, poisons, and toxins in their body. By the end of the trance, these impurities are completely destroyed, though any damage sustained prior to the trance remains.

Psychic Diagnosis - Psionic Healing
You touch a creature and gain immediate knowledge of their physical pain, damage, diseases, and any possession affecting them. This insight allows you to suggest treatments or perform psychic surgery with pinpoint accuracy.

Psionic Weapon - Ordo Mentis
This Psi-Sword is a manifestation of psychic power, a blade of pure mental energy that can be summoned and dismissed at will. It can cut through flesh, bone, and some forms of energy, varying in appearance based on the psychic's style and requires intense concentration to maintain its form. This sword created a psychic manifestation of a sword that does 2D8 damage. This type of psi-sword is a hallmark of the Ordo Mentis and as such, can be summoned at will, with unlimited duration as long as the caster is conscious. This sword must always be held in the hand of the caster and cannot be thrown or dropped.

Meditation - Psionic Sensitive
Enter a deep trance state, calming your emotions and focusing on relaxation of mind and body. While in this meditative state, you can reduce the time required for short or long rests by half, achieving peace and harmony between mind, body, and spirit.

Mind’s Whisper - Psionic Sensitive
You send a brief telepathic message to a creature you can see within range. The target can understand the message and respond telepathically if they are willing.

Accelerated Healing - Psionic Healing
This spell enhances the body's natural healing processes, allowing the target to recover from injuries at an accelerated rate. For the duration of the spell, the target regains additional hit points at the start of each of their turns.

Healing Touch - Psionic Healing
With a gentle touch, you can heal the wounds of a living creature, restoring 2d4 hit points and alleviating pain. This spell can mend cuts, burns, and bruises, providing immediate relief and lasting benefits. This ability can only be cast on others and never the caster themselves.

Exorcism - Psionic Sensitive
You perform a Rite of Exorcism to expel a supernatural entity from a living host. The exorcism requires 30 minutes of preparation and can last up to 6D6 minutes, during which you attempt to free the victim from the entity's control. A successful exorcism sends the entity back to its own realm, while a partial success only drives it out, allowing it to roam free. The exorcism weakens the entity, reducing its attacks, but it can still retaliate during the process. The spell can be attempted multiple times on the same individual, but the success rate varies based on the experience level of the caster and the nature of the entity.

Detect Psionics - Psionic Sensitive
You extend your mental senses to detect the presence of psionic energy within a 30-foot radius. This spell reveals whether individuals possess psychic abilities and indicates the strength of their powers as weak, medium, or powerful, but does not specify the type of powers. Additionally, it can identify if a Group Mind Block is in effect or if someone is psionically possessed.

Deaden Pain - Psionic Healing
This spell allows the caster to temporarily negate existing pain in a target, providing relief for up to one hour per level of experience. It can also be used as an anesthetic for surgical procedures, putting the target into a trance-like state for two minutes, during which they feel no pain.

Bio-Regeneration - Psionic Healing
This spell allows the caster to will themselves free of disease or poison and heal physical damage. The process requires one minute of concentration, during which the caster cannot use any other psionic power. Bio-Regeneration restores 2D6 Hit Points per round and leaves no scarring on healed wounds. However, it cannot restore missing limbs and can be used once every two minutes. Recovering more than half of one's Hit Points in less than an hour causes temporary weakness, reducing physical attributes by 30% for 1D4+2 hours.