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# Psionic Spells #### Mindfray *Psionic cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You unleash a hail of telepathic sparks at a creature you can see within range. If the target has an Intelligence of 3 or lower, or doesn’t speak any language, the target is unaffected. Otherwise, the target must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Inspire *1st-level psionic* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ Choose a willing humanoid you can see within range. You grant them one additional action on top of their regular action, and their possible bonus action, on their next turn. That action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action. They cannot benefit from this effect more than once per round. #### Soulfire *1st-level psionic* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You mentally lash out at a creature you can see with range. The creature takes 4d4 psychic damage. When you cast this spell using a spell slot of 2nd level or higher, the spell does 1d4 of additional damage for each slot level above 1st. **Soul Steal (Monster Ability):** Soulfire heals the caster for half the damage dealt. **Mindfire (Monster Ability):** Soulfire causes the Insanity spell effect on target creature for one turn, if the target fails an Intelligence saving throw against the effect. \columnbreak #### Insanity *2nd-level psionic* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A wave of psionic energy assaults and twists the targets’ minds. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affect by it. An affected target must roll 1d4 at the start of each of its turns to determine its behavior for that turn.
| d4 | - Behavior | |:---:|:-----------| | 1 | The creature uses its action to take the dodge action. | | 2 | The creature uses its action to make a melee attack against a randomly chosen creature within its reach. If there is no creature within its reach, the creature spends its action this turn doing nothing. | | 3 | The creature uses its action to take the hide action. | | 4 | The creature can act and move normally. | At the end of each of its turns, an effected target can make an Intelligence saving throw. If it succeeds, this effect ends for that target. **Schism (Monster Ability):** Insanity does 2d4 psychic damage to everyone in the sphere, no matter if they succeeded their save or not.
#### Sustain *2nd-level psionic* ___ - **Casting Time:** 1 reaction, which you take when damage would reduce you to 0 hit points but does not kill you outright. - **Range:** Self - **Components:** V, S - **Duration:** 1 round ___ As a last ditch effort to survive, your mind fires out a spherical barrier of energy around you. Until the start of your next turn, you are immune to all damage and immune to all conditions, expect the ones caused by this spell. The barrier prevents any matter from passing through it and blocks any spells cast into it. The barrier extends into the Ethereal Plane, blocking ethereal travel as well. For the spell’s duration, you are incapacitated, can’t move or speak, and are unaware of your surroundings. When the spell ends, you are no longer incapacitated, awaken with 1 hit point, and gain a point of exhaustion. \pagebreak #### Mind Merge *3rd-level psionic* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Choose a willing creature you can see within range and extend your mind to theirs. You can speak telepathically with the creature, and it gains a bonus to attack and damage rolls equal to your Intelligence modifier. If you become unconscious or die while this merge is in effect, the target creature must make an Intelligence saving throw. On a failure they take 10d10 psychic damage, half as much on a success. This effect ends early with no detriment if you and the target creature are on different planes of existence. #### Null Lance *3rd-level psionic* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot-line) - **Components:** V, S - **Duration:** Instantaneous ___ A flare of psychic energy forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make an Intelligence save. The spell deals 8d6 psychic damage on a failed save, or half as much on a successful one. This flare ignores cover. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by ld8 for each slot level above 3rd. #### Psionic Drain *3rdlevel psionic* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ Choose a willing creature with range to consume life force from. Creatures charmed by you count as willing creatures for the effects of this spell. Deal 4d6 psychic damage to the target and regain hit points equal to the amount of psychic damage dealt. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage, and therefore hit points regained, increases by 1d6 for each slot level above 3rd. \columnbreak #### Unstable Rift *3rd-level psionic* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a point of unstable energy within range that you can see. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw as sphere of black fog with purple energy streaking throw it expands from the point. A target takes 5d6 psychic damage on a failed save, or half on a success. The burst emanating from this point ignores cover. At the start of your next turn, the sphere collapses inward to the point you created and explodes. Each creature in a 20-foot-radius sphere of the point must make a Dexterity saving throw as a wave of force ripples through the air. A target takes 5d6 force damage on a failed save, or half on a success. #### Delayed Rift *4th-level psionic* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round ___ You create a 20-foot-radius sphere of psychic energy within range. Any creature that enters the sphere or starts its turn in the sphere is racked with strong murmurs. Until the start of its next turn, the creature can take either an action or bonus action, not both, and cannot take reactions. At the end of the spell’s duration, which is the start of your next turn, the sphere collapses, and then explodes from its center. Each creature in a 20-foot-radius sphere must make an Intelligence saving throw. A target takes 8d6 psychic damage on a failed save, or half on a success. The collapse of this sphere ignores cover. #### Void Rift *4th-level psionic* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 Instantaneous ___ You create a burst of psychic energy emanating from a point within range that you can see. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A target takes 8d6 psychic damage on a failed save, or half on a success. The burst emanating from this point ignores cover. A creature that failed the saving throw by 5 or more is under the effect of the Insanity spell for one turn. An affected target must roll 1d4 at the start of its turn to determine its behavior for that turn. \pagebreak #### Sustained Rift *5th-level psionic* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ For the duration, a deep black void crackling with energy fills a 20-foot-radius sphere on the ground you can see within range. It lasts for the duration. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make an Intelligence saving throw. The creature takes 5d8 psychic damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by ld8 for each slot level above 5th.
**Art Credit**
In game screen shot, XCOM 2
Guibuni
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\pagebreak ### Inspiration Spells were inspired by the abilities of enemy psionics in XCOM 2. ### Homebrew -> Spells I worked from Mindfray -> Vicious Mockery
Inspire -> Haste
Soulfire -> Magic Missile
Insanity -> Confusion
Sustain -> Shield and Globe of Invulnerability
Mind Merge -> Haste
Null Lance -> Lightning Bolt
Psionic Drain -> Vampiric Touch
Unstable Rift -> Fireball
Delayed Rift -> Fireball and Slow
Void Rift -> Fireball and Confusion
Sustained Rift -> Cloudkill