Psychic
Description:
Symbol: ESP
Weight/Vulnerability: Light
Mundane
Move L4 Move L3* Fight L4
Esper
Fight L4 Fight L3* Move L3**
Mentalist
Spell (IV)
Magic IV3* Move L4 Fight L3**
Psychic
Two Spells (IV)
Magic IV3* Fight L3* Move L3*
Begins at: Inn
Special Advantages:
1. Psychic Power:
1.1 The Psychic can enchant any of her fight and move chits into any colour of magic. When the colour is fatigued, the chit becomes wounded.
1.2 She may start the game with any of her fight and move chits enchanted to any colour.
1.3 She doesn't actually use magic in the standard way. She draws power from within. She cannot use other sources of colour magic for her "spells", enchant tiles, or learn spells. Her "spells" represent psychic disciplines, and thus she calls them different names:
Blazing Light -> Psychic Aura
Fiery Blast -> Psychic Blast
Elemental Spirit -> Mind Twist
Hurricane Winds -> Levitation
Lightning Bolt -> Mind Bolt
Roof Collapses -> Telekinesis
Violent Storm -> Major Telekinesis
2. Precognition: She counts as if she has a permanent Prophecy spell cast on her. It still must be activated with Purple colour.
Relationships:
Friendly: Scholar
Unfriendly: Crone, Warlock
Designer: John Hickman
Designer's notes:
The Psychic uses a completely different way of using spells that is fully compatible with the existing ones! Type IV seems to fit psionic abilities the best. She needs testing to see if the wounding of her magic chits is too tough. I downgraded her precognition from my original version too, as it was too powerful if she could do it at will.