CaesriusPolybius
Worldgate Mechanic
- Location
- United States. Ish.
And this has been bugging me, so... Very work in progress Psionic Mage sheet.
Universe of Origin: Original universe, based somewhat heavily on modded Minecraft.
Description: On the taller side, at six and a half feet tall, Jalar has piercing silver eyes and similarly-colored hair. Not that his eyes or hair are often seen, though; clad as he usually is in his airtight, purplish-blue psion's armor, his head is usually hidden behind the darkened psiglass of the helmet.
Gender: Male
Backstory: Tell me about yourself.
Motivation: What drives you? Who are you, fundamentally?
Abilities:
Psi: A highly useful and versatile discipline of magic, Psi grants its users access to a number of effects within 32 meters of the casting point, using a rapidly-recovering inherent energy known as "PSI" from its caster as fuel. Psionic magic is bound by the following caveats:
Psionic Specialty: Fabrication: Whether as buildings that don't seem like they should support their own weight, or as small creations with extremely fine details, Jalar is incredibly talented at making matter combine as he prefers with the Fabrication psionic category.
Swordplay: Though melee combat isn't Jalar's preferred range, he can still easily hold his own against most of the monsters on his own world with a longsword.
Equipment
Casting Assistant Device: A gun-shaped computing device which handles casting spells by channeling its wielder's PSI in patterns specified by spell bullets. Has a number of safeties, designed to keep a caster from killing themselves with their spells; these safeties mostly come into play as complication or power limiters. Has an aethereal matter storage unit capable of storing an indeterminate amount of mass for fabrication purposes. Can keep 10 spell bullets loaded at once.
Types of spell bullets include:
Psiblade: A longsword with an absurdly sharp blade made of psimetal atop a handle that houses three spell bullets. Can link to the wielder's CAD to cast the contents of these spell bullets. The hilt contains a function to dematerialize the blade if needed.
Psion's Armor: An airtight suit of armor made of psimetal and psiglass, this suit of armor has reminded some thaumaturges of attempts at quote-unquote "armored space suits". It has a number of casting aides, sensors, and holster spots for the CAD and psiblade's hilt. Also can house [number] spell bullets, and can link to the wearer's CAD to cast them.
Enchanted Atlas: A magical book which contains a map that automatically updates with the surface view of all land within a 2 kilometer radius.
Other:
Description: On the taller side, at six and a half feet tall, Jalar has piercing silver eyes and similarly-colored hair. Not that his eyes or hair are often seen, though; clad as he usually is in his airtight, purplish-blue psion's armor, his head is usually hidden behind the darkened psiglass of the helmet.
Gender: Male
Backstory: Tell me about yourself.
Motivation: What drives you? Who are you, fundamentally?
Abilities:
Psi: A highly useful and versatile discipline of magic, Psi grants its users access to a number of effects within 32 meters of the casting point, using a rapidly-recovering inherent energy known as "PSI" from its caster as fuel. Psionic magic is bound by the following caveats:
- Inanimate matter and animate matter are interacted with differently. For the purposes of psionics, "animate" matter includes such things as "living organic matter", "living inorganic matter", "reanimated matter", "matter belonging to artificially-animated entities", "magically-potent matter", and a number of other, similar states.
- Psionic magic can manipulate the following states of matter, in order of ease of manipulation: Plasmas, gasses, liquids, and solids.
- Psionic magic is too complex to be cast by a human mind; as such, all psionic spells must be cast through a Casting Assistance Device.
- All locations measured by Psionic magic are vectors relative to local center of gravity, magnetic fields, and planet rotation.
Originally conceptualized for purposes of transmutation, but was repurposed for construction, demolition, and resource gathering when it was found to be incredibly cheap and wide-ranged. With one exception, cannot manipulate materials of greater density than stone, and cannot effect animate matter at all. Contains the following Tricks.
- Fabricate Matter: Following a programmed pattern, uses material from a CAD's matter storage to create a material. Cannot create materials with greater density than stone.
- Deconstruct Matter: Following a programmed pattern, dematerializes matter no denser than stone, and stores it as aetherial matter in a CAD's matter storage.
- Fabricate Psimetal: Following a programmed pattern, uses material from a CAD's matter storage to fabricate a high-grade material known as psimetal. This material is not limited to the standard density restrictions of Fabricate Matter, but can also be deconstructed easily by Deconstruct Matter at any density. This material remembers its structure when materialized, and if backed by a constant current of PSI will maintain its form perfectly even under incredible stress or the Deconstruct Matter Trick. Psimetal is integral to most advanced psitech. Can be fabricated with exceptionally high or low magical, electrical, thermal, etc. conductivity.
- Fabricate Psiglass: A somewhat weaker form of psimetal, this is transparent. Has the same shape memory as psimetal, and can be similarly maintained with a constant PSI current.
The ability to conjure gravity-ignoring fragile materials from nothing, which become nothing again when broken. Can last indefinitely, though time limits can be placed on them in spell creation. Contains the following Tricks:
- Conjure Solid: Following a programmed pattern, conjures a completely transparent solid which can support a surprising amount of weight. Makes for a decent bridge, if you're careful.
- Conjure Light: Following a programmed pattern, conjures an ethereal light which does not release heat.
Surprisingly inexpensive and simple, these tricks allow the caster to alter the location of matter on spatial fabric. Ignorant of the standard rules of animate or inanimate matter, but parts of an entity cannot be translocated separate from the rest of said entity.
- Blink: Translocation of chosen matter a chosen
(short; within 10 meters) distance in a chosen direction. - Mass Blink: Translocation of a list of chosen entities a chosen
(short; within 10 meters) distance in a chosen direction. - Mass Exodus: Translocation of entities and matter within a chosen distance of a chosen point to a chosen location. Does not have the distance limitations of Blink, and is incredibly cheaper per meter, but cannot be easily chosen on the fly and often drains its caster's PSI reserves entirely.
The ability to alter an animate entity's status and position in space relative to their eidos changelog, which is, in essence, a list of their locations and status history relative to the local gravity well. Shifting more than a minute backwards is prohibitively expensive. Does not alter memories, does not alter time.
- Eidos Reversal: Shifts an entity a chosen amount of time backwards on their eidos changelog.
- Eidos Anchor: Anchors an entity at the current point on their eidos changelog, and pulls them back to it after a chosen amount of time.
- Eidos Changelog Check: Checks a chosen entity's location at a chosen point on their eidos changelog.
The ability to manipulate animate entities or matter. Due to the difficulty that Psionic magic has with manipulating animate material, it contains a number of finely-tuned Tricks rather than the multipurpose Tricks of other categories.
- Regenerate Matter: Causes animate matter to regenerate; use in conjunction with Eidos Changelog Checking for most efficient and effective regeneration. Can also be used to grow simple animate matter at an accelerated pace; great for gardening!
- Deteriorate Matter: The inverse of Regenerate Matter, causes animate matter to deteriorate. Insufficiently powerful to kill any animate entity outright, or even be terribly useful in combat, but still has quite a few uses. Also decent for rapid composting.
- Stabilize Matter: Reinforces the structural integrity of animate matter; proper use can make human flesh as tough as iron.
- Destabilize Matter: Decreases structural integrity of animate matter, with surface matter being more easily altered than internal matter; can be used to weaken natural armor, or weaken key internal points.
- Grant Ethereality: Cheaply grants but a moment of ethereality, which then vanishes unless matter has intersected matter currently ethereal. Originally designed for use with Blink or other translocative Tricks.
- Psionic Broadcast: Broadcasts a message telepathically, strong enough that any animate entity can pick it up, in an easily-comprehended format. Has a 5-kilometer maximum range, though this can be limited down or limited to pre-chosen groups of entities.
- Psionic Reception: Amplifies the telepathic receptiveness of a selected entity, allowing even telepathically deaf entities to pick up weak telepathic signals.
The deceptively expensive ability to grant inertia to matter.
- Impart Momentum: Allows for low amounts of momentum to be imparted to chosen matter; not useful for much. Some have managed feather falling spells, and a few spell programmers have even managed dedicated, sustainable flight spells, but doing much with this requires considerable optimization.
- Initialize Concussion: Creates an omnidirectional wave of concussive force starting at a chosen point. The strength of this force can be altered, with cost shifting relative to what state of matter one attempts to begin it in. Beginning in gas, roughly as strong as a frag grenade. Liquid, less so. In physical matter? Not noteworthy. In animate matter? Forget about it. In plasma? Actually surprisingly strong.
The ability to alter the thermal properties of matter. Effects most matter considerably, though can barely effect animate matter.
- Impart Heat: Increases the temperature of matter in a chosen pattern. Even iron can easily be made molten.
- Negate Heat: Decreases the temperature of matter in a chosen pattern. Can easily solidify molten metals in moments.
Swordplay: Though melee combat isn't Jalar's preferred range, he can still easily hold his own against most of the monsters on his own world with a longsword.
Equipment
Casting Assistant Device: A gun-shaped computing device which handles casting spells by channeling its wielder's PSI in patterns specified by spell bullets. Has a number of safeties, designed to keep a caster from killing themselves with their spells; these safeties mostly come into play as complication or power limiters. Has an aethereal matter storage unit capable of storing an indeterminate amount of mass for fabrication purposes. Can keep 10 spell bullets loaded at once.
Types of spell bullets include:
- Standard: It casts the spell once and is done.
- Loopcast: It casts the spell roughly 4 times per second. After the first second or so, the caster's PSI regen begins once again, meaning that some properly designed spells can be effectively held indefinitely - though given that a CAD can only cast one spell at a time...
- Projectile: An orb of light which moves roughly as fast as an arrow, this projectile acts as the casting point for whatever spell is loaded into the bullet when it strikes a surface. As such, this design can be used to bypass a Psionic mage's range limitation.
- Circle: Creates a circle within the caster's range, which then acts itself as the casting point. Casts whatever spell is loaded 20 times over the next 5 seconds, for roughly 10 times what the casting cost would be in a standard spell bullet.
- Mine: Creates a small orb within the caster's range, which then acts as the casting point for a spell. Casts whenever a living entity walks over it. Or an undead entity. Or an artifically-animated enti-you get the point.
- Thousand Yard Stride [LOOPCAST]: A multiple-blink spell that transports its caster 3 meters forward every quarter of a second while being cast, implementing a moment of ethereality while rematerializing to avoid telefragging. Can sustainably transport its caster a kilometer before their PSI reserves will need to recover.
Tricks: Blink, Grant Ethereality
- Fireball [STANDARD]: From the CAD's matter storage, materializes a 1-meter-diameter sphere of extremely hot plasma two meters in front of the caster, then flings it rapidly at a target. When the sphere strikes a solid, it detonates.
Tricks: Fabricate Matter(Plasma), Impart Heat, Impart Momentum, Initialize Concussion
- Excavate [CIRCLE]: Creates a circle at the caster's feet, which then proceeds over the next 5 seconds to create a 2-meter diameter, 32 meter-long tunnel in whatever direction the caster is looking when they cast it if it can do so. Conjures indefinitely-lasting supports around the edge of the tunnel to support it.
Tricks: Deconstruct Matter, Conjure Solid
- Recall [STANDARD]: Yanks the caster 30 seconds backwards along their eidos changelog. Has a moment of ethereality upon completion of eidos recall, just in case.
Tricks: Eidos Recall
- Overgrow [STANDARD]: A carefully designed spell which causes a singular plant to grow at an absurdly accelerated rate without need for other resources.
Tricks: Regenerate Matter, Regenerate Matter, Regenerate Matter, Regenerate Matter (etc. etc in many variations)
- Hop[STANDARD]: Alters the caster's momentum, adding considerable upward momentum. Mainly meant to be used to halt unfortunate falls.
Tricks: Impart Momentum
- Healing [STANDARD]: Grants the CAD's target (caster or otherwise) a considerable healing factor for 5 seconds.
Tricks: Regenerate Matter, Eidos Changelog Check
- Conjure Light [STANDARD]: Conjures a spherical light at the CAD's target.
Tricks: Conjure Light
- Conjure Bridge [STANDARD]: Conjures a two-meter wide, 10 meter long, .1 meter thick plane of transparent material in whatever direction the caster is looking. The bridge lasts for roughly a minute before dissipating, or until shattered.
Tricks: Conjure Solid
- Icy Prison [PROJECTILE]: When the projectile strikes a target, or solid matter, it fabricates a 3-meter-diameter sphere of water, which is then frozen solid.
Tricks: Fabricate Matter(liquid), Negate Heat
Tricks: Blink, Grant Ethereality
- Fireball [STANDARD]: From the CAD's matter storage, materializes a 1-meter-diameter sphere of extremely hot plasma two meters in front of the caster, then flings it rapidly at a target. When the sphere strikes a solid, it detonates.
Tricks: Fabricate Matter(Plasma), Impart Heat, Impart Momentum, Initialize Concussion
- Excavate [CIRCLE]: Creates a circle at the caster's feet, which then proceeds over the next 5 seconds to create a 2-meter diameter, 32 meter-long tunnel in whatever direction the caster is looking when they cast it if it can do so. Conjures indefinitely-lasting supports around the edge of the tunnel to support it.
Tricks: Deconstruct Matter, Conjure Solid
- Recall [STANDARD]: Yanks the caster 30 seconds backwards along their eidos changelog. Has a moment of ethereality upon completion of eidos recall, just in case.
Tricks: Eidos Recall
- Overgrow [STANDARD]: A carefully designed spell which causes a singular plant to grow at an absurdly accelerated rate without need for other resources.
Tricks: Regenerate Matter, Regenerate Matter, Regenerate Matter, Regenerate Matter (etc. etc in many variations)
- Hop[STANDARD]: Alters the caster's momentum, adding considerable upward momentum. Mainly meant to be used to halt unfortunate falls.
Tricks: Impart Momentum
- Healing [STANDARD]: Grants the CAD's target (caster or otherwise) a considerable healing factor for 5 seconds.
Tricks: Regenerate Matter, Eidos Changelog Check
- Conjure Light [STANDARD]: Conjures a spherical light at the CAD's target.
Tricks: Conjure Light
- Conjure Bridge [STANDARD]: Conjures a two-meter wide, 10 meter long, .1 meter thick plane of transparent material in whatever direction the caster is looking. The bridge lasts for roughly a minute before dissipating, or until shattered.
Tricks: Conjure Solid
- Icy Prison [PROJECTILE]: When the projectile strikes a target, or solid matter, it fabricates a 3-meter-diameter sphere of water, which is then frozen solid.
Tricks: Fabricate Matter(liquid), Negate Heat
- Severance: Designed to counter foes with powerful healing factors, this spell blinks the smallest whole entity near its blade 10 meters away from the caster.
Tricks: Blink
- Refabricate Blade: Re-creates the blade entirely from the CAD's matter storage.
Tricks: Fabricate Psimetal
- Weaken Target: When cast while the blade is touching an animate entity, this spell Destabilizes the skin closest to the blade, in an attempt to pierce any natural armor.
Tricks: Destabilize Matter
Tricks: Blink
- Refabricate Blade: Re-creates the blade entirely from the CAD's matter storage.
Tricks: Fabricate Psimetal
- Weaken Target: When cast while the blade is touching an animate entity, this spell Destabilizes the skin closest to the blade, in an attempt to pierce any natural armor.
Tricks: Destabilize Matter
- Psion Communication Protocol V2.01.385: The standardized communication software for the Psionics Guild of k'Tarna, this allows the wearer to broadcast telepathic messages, or receive messages of all sorts (telepathic, radio, manaburst, aetherial mirror, etc) on a standardized telepathic receiver-pattern.
Tricks: Psionic Broadcast, Psionic Reception
- Sanctuary Cage: A nearly-spherical shield of conjured hexagons, 30 1-centimeter thick pieces thick and up to 5 meters in diameter. This barrier reconjures each hexagon 20 times per second, so even with as fragile as they are this can serve as a decent shield. This can be maintained for five minutes before the caster needs to let their PSI recover, and the hexagons disappear after 1.5 seconds if not shattered.
This spell makes use of a number of spell optimizers and PSI capacitors within the Psion's Armor;
Tricks: Conjure Solid
- Eagle V3.891.28: A spell that allows its caster to glide. Lasts half a minute before the caster needs to let their PSI recover.
Tricks: Deconstruct Matter, Fabricate Matter(gas).
- Reformat Spell Bullet: Not a spell per se; rather, this allows Jalar to reprogram spell bullets without the need for a dedicated spell programming terminal.
Tricks: Psionic Broadcast, Psionic Reception
- Sanctuary Cage: A nearly-spherical shield of conjured hexagons, 30 1-centimeter thick pieces thick and up to 5 meters in diameter. This barrier reconjures each hexagon 20 times per second, so even with as fragile as they are this can serve as a decent shield. This can be maintained for five minutes before the caster needs to let their PSI recover, and the hexagons disappear after 1.5 seconds if not shattered.
This spell makes use of a number of spell optimizers and PSI capacitors within the Psion's Armor;
it cannot be cast without this assistance
without instantly killing the caster via PSI overdraw.Tricks: Conjure Solid
- Eagle V3.891.28: A spell that allows its caster to glide. Lasts half a minute before the caster needs to let their PSI recover.
This spell makes use of a number of spell optimizers and PSI capacitors within the Psion's Armor; it cannot be cast without this assistance without instantly killing the caster via PSI overdraw.
Tricks: Impart Momentum, Initialize Concussion
- Air Cycling: Periodically dematerializes small amounts of the air within the suit, replacing it with properly oxygenated air.Tricks: Impart Momentum, Initialize Concussion
Tricks: Deconstruct Matter, Fabricate Matter(gas).
- Reformat Spell Bullet: Not a spell per se; rather, this allows Jalar to reprogram spell bullets without the need for a dedicated spell programming terminal.
Other: