Sigil

Bleak Forest

Sigil

Paths Arcane

Created by Johnathan L Bingham

Necromancer

Paths Arcane Index

The Arcane Paths form a unified Arcane Framework. Every arcane working uses one casting roll: d20 + Spiritus modifier + the rank of its core skill (Conjuration, Mysticism or Occultism) against the BAM! of the working. Focus ranks never add to the roll; a Focus grants Advantage as its entry states (Competent: Moderate, Accomplished: Major, Adept: Extreme). On a success, pay the cost and apply the effect. On a failure, pay the cost as the table below says and roll on the Magical Misfire table; a failed Healing check rolls only on a natural 1. A natural 1 adds 1 Mishap die to the Misfire roll; a natural 20 follows the Might rules. The three core skills can be loosely defined as the Word (Conjuration: True Names), the Writ (Occultism: Spells, Formulae and Sigils), and the Way (Mysticism: Powers and Mendings).

Sigil

Psionics

Sigil

Psionics is the art of channelling raw mental and spiritual force without external components. Unlike Arcana, psionic powers require no grimoire, no spell components, and no preparation. Psionics are the pure expressions of inner will acting directly upon the world. This freedom comes at a significant cost: psionic powers are far more draining than equivalent spells.

Casting a psionic power works like casting a spell: roll d20 + Spiritus modifier + Mysticism skill rank vs. the power’s BAM!. On a failure, no Vitality is spent, but roll on the Magical Misfire table. On a success, the power takes effect and you pay the Vitality cost. Powers that allow a target to resist use an Anima save (for mental effects) or a Corpus save (for physical effects) at the BAM! listed in the power’s entry.

Psionic powers are divided into three Orders matching the structure of Arcana:

  • 1st Order — Average (13): Minor sensory and kinetic effects. Range: Near to Far.
  • 2nd Order — Difficult (16): Significant mental, physical, and pyrokinetic effects. Range: Near to Far.
  • 3rd Order — Challenging (19): Transformative or devastating effects. Range: Near to Span.

Vitality Cost and the Psionic Toll

Because psionic powers require no components and no preparation, they are available at any moment — but the body pays directly. Base Vitality costs are higher than equivalent Arcana spells:

  • 1st Order: 4 Vitality
  • 2nd Order: 8 Vitality
  • 3rd Order: 12 Vitality

On a failed casting check, no Vitality is paid but the Magical Misfire table is consulted as normal. If the caster is reduced to 0 Vitality mid-casting (from paying the cost), the power still resolves but a Critical Damage Check is required immediately after.

Psionics Focus

The Psionics Focus (available through the Mysticism skill) represents disciplined mental training and focused will. Each focus rank reduces the Vitality cost of psionic powers. Additionally, Adept practitioners may use a Psionic Focus Object instead of paying Vitality.

  • Competent: 1st Order 4 Vitality, 2nd Order 7 Vitality, 3rd Order 10 Vitality
  • Accomplished: 1st Order 3 Vitality, 2nd Order 6 Vitality, 3rd Order 9 Vitality
  • Adept: costs as Accomplished, or substitute a Psionic Focus Object for the Vitality cost (see below)

Even at Accomplished, a psionic power costs more Vitality than the same Order of spell paid with components. The trade-off is freedom: psionics needs no components, grimoire or preparation.

Psionic Focus Object

A Psionic Focus Object is made as described under Focus Object Creation. At Adept, it can replace the Vitality cost of one power of each Order per Watch.

1st Order

Die Roll d20 Power Name BAM!
1–2 Ember Will Average (13)
3–4 Flame Spark Average (13)
5–6 Mental Fog Average (13)
7–8 Mind Blast Average (13)
9–10 Mind Touch Average (13)
11–12 Pain Touch Average (13)
13–14 Psychic Shield Average (13)
15–16 Sense Presence Average (13)
17–18 Telekinetic Push Average (13)
19–20 Thought Brand Average (13)

Table 32

2nd Order

Die Roll d20 Power Name BAM!
1–2 Body Surge Difficult (16)
3–4 Compel Difficult (16)
5–6 ESP Difficult (16)
7–8 Mind Crush Difficult (16)
9–10 Psionic Ward Difficult (16)
11–12 Pyrokinesis Difficult (16)
13–14 Sear Difficult (16)
15–16 Telekinesis Difficult (16)
17–18 Thought Veil Difficult (16)
19–20 Waking Dream Difficult (16)

Table 33

3rd Order

Die Roll d20 Power Name BAM!
1–2 Astral Projection Challenging (19)
3–4 Domination Challenging (19)
5–6 Ego Death Challenging (19)
7–8 Inferno Will Challenging (19)
9–10 Mass Mind Challenging (19)
11–12 Memory Rend Challenging (19)
13–14 Psychic Fortress Challenging (19)
15–16 Telekinetic Maelstrom Challenging (19)
17–18 True Sight Challenging (19)
19–20 Veil of Minds Challenging (19)

Table 34

Psionic Powers

1st Order Powers

Ember Will

  • BAM!: Average (13)
  • Duration: 1d6 rounds (concentration); 1 additional Vitality per extra round sustained
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You ignite a flammable object within range without contact, or channel a focused surge of heat to deal 1d3 fire damage to one creature within Near range. The flame, once started, burns naturally without your continued attention. You may sustain the channelled heat as a concentration effect, spending 1 Vitality per additional round to deal 1d3 damage again.

Flame Spark

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You create a sudden burst of psionic heat at a single point. Deal 1d6 fire damage to one target within Near range (25 m) for half). May ignite flammable materials, light torches, or start fires without a tinderbox. On a critical success (natural 20), the target catches fire: 1d3 fire damage per round until extinguished (action required).

Mental Fog

  • BAM!: Average (13)
  • Duration: 1d3 rounds
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You cloud one creature’s thoughts with psychic static. The target makes an Anima save (Average 13); on a failure, they suffer Moderate Disadvantage on all Anima checks and saves for the duration. On a success, the target is unaffected but aware something tried to enter their mind. Creatures with Might 5+ are immune to this power.

Mind Blast

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: A focused pulse of psychic force strikes one creature’s mind for 1d6 Vitality damage (Anima save, Average 13, for half). On a failed save, the target is also Dizzied for 1 round. On a natural 20 on your casting roll, the target is Dizzied whatever its save.

Mind Touch

  • BAM!: Average (13)
  • Duration: 1 round
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You brush the surface thoughts of one creature that is willing, unresisting, or unaware of you. You perceive their most immediate thoughts and emotional state — what occupies the very surface of their mind at this instant. You do not access memories, plans, or deeper feelings unless those are the active surface thought. A creature aware of your intrusion may make an Anima save (Average 13) to end the effect immediately.

Pain Touch

  • BAM!: Average (13)
  • Duration: 1d3 rounds
  • Range: Close (3 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You project concentrated pain into one creature’s nervous system. The target makes a Corpus save (Average 13) or suffers Moderate Disadvantage on all checks and saves for the duration. This inflicts no Vitality damage. Creatures without a nervous system (undead, constructs) are immune. Soul Bound animal companions are immune.

Psychic Shield

  • BAM!: Average (13)
  • Duration: 1 watch (4 hours)
  • Range: Self
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You erect a mental barrier against intrusion. You gain Moderate Advantage on Anima saves against psionic powers, charm effects, fear effects, and magical mental compulsions for the duration. Your surface thoughts are masked from Mind Touch and ESP. The shield is detectable to other psionicists as a faint aura of resistance.

Sense Presence

  • BAM!: Average (13)
  • Duration: Concentration, up to 1 watch (4 hours)
  • Range: Far (100 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You extend your awareness outward, sensing the presence of living and undead creatures within range. You perceive rough direction and approximate number (1, a few, many), but not identity, type, or intent. Physical barriers do not block this sense. You cannot move faster than a walk while concentrating. Creatures under Thought Veil or Psychic Fortress are not detected.

Telekinetic Push

  • BAM!: Average (13)
  • Duration: Instantaneous
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You hurl an object or creature with mental force. Move an object up to 10 kg up to Near range, or push a creature up to 2.5 metres (Corpus save Average 13 to resist; failure = knocked prone). Can be used to disarm (contested Corpus check) or slam an object into a creature (1d3 bludgeoning damage). Cannot move objects that are bolted down, gripped firmly by a creature of Corpus 13+, or larger than a person.

Thought Brand

  • BAM!: Average (13)
  • Duration: 1 watch (4 hours)
  • Range: Near (25 m)
  • Cost: 4 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You imprint a short phrase or emotional impression (no more than one sentence of meaning) on a creature’s mind. They experience this as a sudden intrusive thought in their own inner voice. Mundane creatures act on this if it does not directly endanger them; they may resist (Anima save Average 13) and they know it was implanted if they succeed. Creatures of Anima 13+ always receive the save.

2nd Order Powers

Body Surge

  • BAM!: Difficult (16)
  • Duration: 1 watch (4 hours)
  • Range: Self
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You flood your body with psionic energy, temporarily elevating one attribute. Choose Corpus or Anima: raise it by 1d3 points for the duration (maximum 18 regardless of result). When the surge ends, you immediately gain one Fatigue marker. Cannot be used more than once per Full Rest period; a second use while already surging requires a Spiritus save (Average 13) or gain an additional Fatigue marker.

Compel

  • BAM!: Difficult (16)
  • Duration: 1d6 rounds
  • Range: Near (25 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You plant a single, simple command in a creature’s mind. The target makes an Anima save (Difficult 16); on a failure, they must attempt to carry out the command to the best of their ability for the duration. Commands cannot be suicidal, require immediate self-harm, or violate a core Vow or deeply held belief. On a success, the target is Wary of you and knows something tried to manipulate them. Sentient creatures with Anima 14+ add their Anima modifier to their resistance roll.

ESP

  • BAM!: Difficult (16)
  • Duration: 1 watch (4 hours), concentration
  • Range: Far (100 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You open a broad channel of mental perception. You can read the surface and near-surface thoughts of any creature within range you concentrate on (switching targets costs one action). You passively detect strong emotions (fear, rage, grief) within range without effort, and can detect deliberate deception in conversation while the power is active. A target may make an Anima save (Difficult 16) to sense your intrusion; on a success, they feel observed and the link to them is severed for that watch.

Mind Crush

  • BAM!: Difficult (16)
  • Duration: Instantaneous; Dizzied effect lasts 1d3 rounds
  • Range: Far (100 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You slam a creature’s mind with devastating psionic force for 2d6 Vitality damage (Anima save, Difficult 16, for half). On a failed save, the target is also Stunned for 1 round and Dizzied for 1d3 rounds after. On a natural 1 on the save, it falls unconscious for 1d6 rounds instead. Creatures of Might 5+ are only Dizzied, not Stunned.

Psionic Ward

  • BAM!: Difficult (16)
  • Duration: 2 watches (8 hours)
  • Range: Self
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You build a sustained mental fortress that deflects psionic and magical intrusion. You gain Extreme Advantage on Anima saves against psionic powers, charm, fear, and mental compulsion. You gain Moderate Advantage on Anima saves against all other magical effects. Additionally, your surface thoughts and psionic aura are completely masked — you cannot be sensed by Sense Presence, Mind Touch, or ESP for the duration.

Pyrokinesis

  • BAM!: Difficult (16)
  • Duration: 1d6 rounds; 2 Vitality per additional round sustained
  • Range: Far (100 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You seize control of existing fire, or generate a focused fire effect from raw psionic heat. Deal 2d6 fire damage to one target or a 3-metre radius area (Corpus save Difficult 16 for half). Alternatively, shape and redirect any existing fire source within Far range — bending its spread, smothering it, or hurling a gout of it at a target. Rain or heavy wind imposes Major Disadvantage on this power.

Sear

  • BAM!: Difficult (16)
  • Duration: 1d6 rounds
  • Range: Near (25 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You superheat metal or dense material in contact with a creature. A target wearing metal armour makes a Corpus save (Difficult 16) each round or takes 1d3 fire damage and suffers Major Disadvantage on all checks while the effect continues. Leather and cloth armour are unaffected. An unarmoured target feels radiant heat but takes the 1d3 damage without the check penalty. Removing armour (an action) ends the effect for that target.

Telekinesis

  • BAM!: Difficult (16)
  • Duration: 1 watch (4 hours), concentration
  • Range: Far (100 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You lift, move, and manipulate objects up to 50 kg with your mind. Objects can be hurled as weapons (2d6 bludgeoning; Corpus save Difficult 16 or knocked prone). Fine manipulation is possible — picking locks, tying knots, opening latches, operating mechanisms. Sustained use requires concentration; you may not move faster than a walk. Gripping a creature in a telekinetic hold is an opposed Corpus check each round to maintain.

Thought Veil

  • BAM!: Difficult (16)
  • Duration: 2 watches (8 hours)
  • Range: Self plus Near range per focus rank above Competent
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You mask your mental signature entirely. While active, you cannot be detected by Sense Presence, Mind Touch, ESP, or magical detection of thoughts or emotions. You project a false surface reading of your choice (neutral calm is the default). At Accomplished focus, you may extend this veil to one additional willing creature within Near range. At Adept, up to two additional creatures within Near range.

Waking Dream

  • BAM!: Difficult (16)
  • Duration: 1d6 rounds; Anima save Difficult 16 each round to disbelieve
  • Range: Near (25 m)
  • Cost: 8 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You construct a vivid, believable hallucination in a target’s mind. The target experiences this as entirely real for the duration. The hallucination can trigger emotional responses — causing flight, hesitation, or interaction with something that is not there. Physical contact with the hallucinated object by another creature (or passing through it) dispels the effect for that creature. The hallucination cannot inflict Vitality or attribute damage directly.

3rd Order Powers

Astral Projection

  • BAM!: Challenging (19)
  • Duration: Up to 1 watch (4 hours); immediate recall if body takes damage
  • Range: Span (500 m)
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You separate your consciousness from your body. Your astral form can pass through physical barriers, perceive in all directions simultaneously, and travel up to Span distance from your body. You cannot physically interact with the world, but may use any 1st or 2nd Order psionic power with a mental target (not Telekinesis, Pyrokinesis, or Flame Spark). Your body lies helpless during projection — if it takes damage, you are immediately recalled and must make a Spiritus save (Challenging 19) or gain a Minor Spiritus condition. Cannot project into areas warded by Psychic Fortress.

Domination

  • BAM!: Challenging (19)
  • Duration: 1 watch (4 hours); Anima save each time an unnatural command is given
  • Range: Near (25 m)
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You seize full mental control of one creature (Anima save Challenging 19 to resist). While dominated, the creature carries out your verbal commands, including attacking former allies. It cannot be compelled to suicide or immediate lethal self-harm, but can be directed into dangerous situations. The dominated creature makes a new Anima save (Challenging 19) each time it is commanded to act against a core belief, Vow, or to harm an ally. On any successful resistance roll the effect ends and the creature is immediately Hostile and fully aware of the violation.

Ego Death

  • BAM!: Challenging (19)
  • Duration: 1 watch (4 hours); Spiritus save Average (13) per round to recover purposeful action
  • Range: Near (25 m)
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You fracture a creature’s sense of self. The target makes an Anima save (Challenging 19); on a failure it is Bewildered for 1 Watch (it cannot tell friend from foe and moves at random) and gains the Dizzied condition. On a natural 1 on the save, it is Concussed instead, and it can take no purposeful action until it succeeds on a Spiritus save (Average 13) at the start of one of its rounds. This power cannot be used against a creature protected by Psionic Ward or Psychic Fortress.

Inferno Will

  • BAM!: Challenging (19)
  • Duration: Instantaneous; area burns 1d3 rounds for 1d6 fire damage/round (Corpus save Difficult 16 each round)
  • Range: Far (100 m)
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You unleash a storm of psionic fire. All creatures within a 5-metre radius of a chosen point take 3d6 fire damage (Corpus save Challenging 19 for half). The area continues to burn for 1d3 rounds, dealing 1d6 fire damage per round to any creature that remains within it (Corpus save Difficult 16 each round for half). Rain or heavy wind imposes Major Disadvantage on the casting check and reduces the ongoing duration to 1 round.

Mass Mind

  • BAM!: Challenging (19)
  • Duration: As the extended power
  • Range: Near (25 m)
  • Cost: 12 Vitality (replaces the extended power’s cost; do not pay both)
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You extend any single 1st or 2nd Order psionic power with a mental target (Anima or Spiritus resistance) to affect multiple creatures simultaneously. Roll the power’s BAM! once; each target within Near range resists separately. You may affect up to your Spiritus modifier in creatures (minimum 2). Physical-effect powers (Telekinesis, Pyrokinesis, Flame Spark, Telekinetic Push, Sear) cannot be extended this way. The Vitality cost for Mass Mind replaces the base power’s cost entirely.

Memory Rend

  • BAM!: Challenging (19)
  • Duration: Permanent unless magically or psionically reversed; requires 1 round of concentration
  • Range: Close (3 m); target must be unable to meaningfully resist (restrained, unconscious, or consenting)
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You reach into a creature’s mind and excise, alter, or implant memories. The target makes an Anima save (Challenging 19). On a failure, choose one: erase up to one watch of memories entirely; alter factual details of an event you witnessed or that the target witnessed while you were using ESP; or implant a false memory with the vividness and emotional weight of a real one. The target has no awareness of the alteration unless they succeed on a later Spiritus save (Formidable 22). Cannot be used in active combat.

Psychic Fortress

  • BAM!: Challenging (19)
  • Duration: 6 watches (24 hours)
  • Range: Self
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You construct a total mental sanctuary. For the duration, you are immune to all psionic effects, charm, fear, compulsion, and all forms of mind-reading. You gain Moderate Advantage on Spiritus saves against all magical effects. Astral forms cannot enter your mental space. This power is detectable by other psionicists and by ESP as a powerful emanation of warded consciousness — it does not conceal the fact that you are shielded, only what is behind the shield.

Telekinetic Maelstrom

  • BAM!: Challenging (19)
  • Duration: 1d3 rounds; 3 Vitality per additional round sustained
  • Range: Far (100 m); 10-metre radius area of effect
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You unleash a churning storm of psionic force in a 10-metre radius. All creatures in the area are hurled 1d6 metres in a random direction (Corpus save Challenging 19 to resist movement; failure = 3d6 bludgeoning damage and knocked prone). Loose objects become flying debris, dealing 1d6 bludgeoning damage per round to any creature in the area. Creatures that succeed their save are not moved but still take 1d6 debris damage if they remain in the area.

True Sight

  • BAM!: Challenging (19)
  • Duration: 1 watch (4 hours)
  • Range: Self (perception extends to Far range, 50 metres)
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You pierce all mundane and magical concealment. For the duration, you see through illusions, magical darkness, and mundane disguises. You perceive the true form of shapeshifters and creatures under polymorph effects. You see magical auras and active spell effects on creatures and objects at a glance. Concealed or secret doors and compartments within Near range are passively apparent. You sense psionic emanations and can identify which powers are active on a creature within sight.

Veil of Minds

  • BAM!: Challenging (19)
  • Duration: 1 watch (4 hours)
  • Range: Near (25 m); up to Spiritus modifier in designated creatures
  • Cost: 12 Vitality
  • At Adept rank, a Psionic Focus Object may substitute for the Vitality cost of this power once per watch. See the Psionic Focus Object rules in the Psionics section above.
  • Damage/Effect: You extend a dome of psionic silence outward from yourself. All creatures you designate within Close range (3 m) are undetectable by psionic senses, magical scrying, detection spells, tracking by scent, and mundane observation — provided they do not act overtly. Any designated creature that attacks, uses a psionic or magical power, or takes an action that would normally attract attention causes the veil to collapse for that creature only. The veil does not render creatures invisible; it simply causes other minds to slide over them without registering.