Psion

This article is about a class in Towers and Tarragons and Planets and Pulsars. If you would like to edit this article, please leave a message asking for permission.

Description
Psions are an offensive class that can attack through both physical and magical means, using energy magic to attack from a range and attacking with a glaive in close quarters. They have average stats overall, but their Magic Attack and Magic Defense are both solid.

Skills
Thought Plant: The Psion mentally whispers a thought into the mind of a target; the target begins to think about the thing that was planted in their head, even if for but a brief moment; when the Psion reaches level 6, they can make the target think that they have an itch or a dull stinging pain somewhere on their body. At level 12, they can make the target think they heard someone call their name or say a single word. At level 18, they can make the target experience anxiety, fear, stress, or humor. At level 20, they can make the target suffer a mild headache. Targets with an Intelligence of 11 or higher will notice these sensations quickly and can roll to check if the sensation is legitimate or not; if they fail, the sensation will persist for another turn if in combat or for another minute if outside of combat.

PSI Magnet; The Psion erects a magic barrier of energy that absorbs enemy magic attacks and then heals the Psion for as much damage as the magic would have done.* TP Cost: 40

Magicant: The Psion reaches into a magical dimension and summons a Flying Sentinel. The Flying Sentinel has 100 health, 8 Attack, 4 Defense, and 20 Courage. The Flying Sentinel will depart after their health reaches 0 or at the end of the day.* TP Cost: 50

Hammer Space: The Psion has access to a pocket dimension into which they can place a single item; the item can be no bigger than ten feet in height, width, or length, and can weigh no more than the Psion themselves is able to physically lift. They cannot place organic material into this pocket dimension. It costs no TP to retrieve the item.* TP Cost: 30

To The Moon: The Psion grabs an enemy and then uses their magic powers to hurl the enemy extremely far away, removing them from the battle.* TP Cost: 90

Starstorm: The Psion calls down a storm of energy meteors that damages all enemies on the field; does not work indoors or underground.* TP Cost: 70

Charge Magic: The Psion can choose to charge up their magic for a turn instead of attacking, and will increase their damage output the next time they attack with their magic. Passive, Attack Roll+1 each use

Overview
Psions are great to have in any campaign because of their offensive versatility.

The PSI Magnet Skill will absorb the next enemy magic attack, negating damage to the Psion, and then heal the Psion for the same amount of damage the attack would have dealt.

Magicant will summon a Flying Sentinel to the battlefield, gaining extra support in battle.

The To the Moon Skill will remove a single enemy from combat when used successfully; does not work on bosses.

Starstorm is a powerful offensive Skill that deals damage to all enemies at once.

The Charge Magic Skill will allow the Psion to increase the damage of their next magical attack, raising the damage multiplier by one for each subsequent use of the Skill.

Inventory

 * Glaive on a Chain (AR: 5)


 * Magic Wand (AR: 8)


 * Magic Sandwich (1/100 chance of permanently increasing Magic Attack by 8)


 * Red Cap


 * Well-Done Steak


 * 77 gold

Starting Spells
Thunder: A basic electrical magic attack involving a simple projectile of ball lightning. The target has a chance of dropping one item held in their hands upon being hit. MP: 20

Spark: Allows the user to conjure a flame into their hand or on the tip of their finger; the flame can be extinguished by closing the hand. MP: 0

Muffle: Greatly reduce the noise made by a group of targets; can affect up to five targets at a time. MP: 0

Blank Barrier: Create a magical barrier that physical objects can pass through; if the barrier is hit with a certain kind of energy, whether magical in origin or not, the barrier will absorb the energy and then take on the elements and characteristics of the absorbed energy. MP: 15