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Appendix IV - Psychic Power Listing

  PSYCHIC/PSIONIC POWERS LIST

  Lists chain with description, then the first through fourth power evolution, from weakest to most powerful, of each ability.

  Mind Assault -This category focuses on direct mental attacks, breaking down a target’s psyche with increasing intensity, causing damage and debilitating effects.

  Panic: Induces a sudden, overwhelming fear in the target, causing them to hesitate or flee.

  Mind Fray: Scrambles the target’s thoughts, dealing minor mental damage and causing disorientation.

  Mind Flay: Deals significant mental damage while dazing and confusing the target, impairing their ability to act coherently.

  Mind Shatter: Completely shatters the target’s mind, dealing massive mental damage and potentially rendering them unconscious or insane.

  Mind Influence -This category involves connecting with and controlling others’ minds, progressing from subtle communication to total domination.

  Voices: Allows the user to project faint, telepathic whispers into a target’s mind, often unsettling them.

  Mind Merge: Establishes a deeper telepathic link, allowing the user to share thoughts or emotions with the target.

  Mind Control: Overrides the target’s will, forcing them to obey simple commands.

  Dominate: Fully enslaves the target’s mind, making them a puppet under the user’s complete control.

  Telekinetic Force -This category harnesses the mind to manipulate physical objects, escalating from basic movement to explosive force.

  Move: Gently shifts small objects with the mind, such as sliding a slate across a table.

  Push: Applies a stronger force to shove objects or people away, potentially knocking them back.

  Throw: Hurls objects or enemies with power, dealing damage on impact. With experience and practice comes precision.

  Blast: Unleashes a wide telekinetic blast, damaging and scattering everything in an area.

  Telekinetic Restraint -This category uses telekinesis to control and immobilize, focusing on restraint and destruction through pressure.

  Halt: Stops a moving object or person in their tracks, briefly freezing their momentum.

  Pin: Locks a target in place, preventing movement by holding them to a spot.

  Lift: Raises a target into the air, suspending them helplessly.

  Crush: Applies overwhelming telekinetic pressure, possibly crushing the target and dealing severe damage.

  Mental Breakdown -This category inflicts escalating psychological torment, driving targets into madness and beyond.

  Paranoia: Plants seeds of doubt and fear, making the target overly suspicious and jumpy.

  Crazed: Amplifies the target’s mental instability, causing erratic and irrational behavior.

  Insanity: Pushes the target into a state of full-blown madness, where they can no longer distinguish reality.

  Mind Collapse: Shatters the target’s psyche entirely, leaving them catatonic or trapped in a permanent hallucination.

  Vitality Drain -This category saps the target’s life force, weakening them physically and mentally until they succumb.

  Drain: Siphons a small amount of vitality, making the target feel slightly fatigued.

  Lethargy: Drains more vitality, slowing the target’s movements and reactions significantly.

  Sleep: Forces the target into a deep slumber, rendering them unconscious.

  Extinguish: Completely drains the target’s life force, causing death through psychic exhaustion.

  Telepathic Insight -This category involves perceiving and manipulating thoughts, from surface detection to rewriting minds.

  Feel Thoughts: Senses the presence of thoughts or emotions, detecting mental activity nearby.

  Catch Thoughts: Picks up specific surface thoughts, hearing fragments of what the target is thinking.

  Read Thoughts: Fully understands the target’s current thoughts and intentions, like an open book.

  Sow Thoughts: Inserts ideas or commands into the target’s mind, making them believe the thoughts are their own.

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  Clairvoyant Perception -This category enhances perception beyond physical limits, allowing the user to see across vast distances and through barriers.

  Sense: Detects presences or energies beyond normal sight, such as lifeforms through walls.

  See: Enables remote viewing of a specific location or object in a limited area.

  Scan: Provides a detailed perception of an area, revealing hidden objects or beings.

  Omnisight: Grants total awareness of everything within a decent range, seeing through all obstacles.

  Precognitive Sight (very rare power) - This category allows the user to glimpse the future with increasing clarity.

  Glimpse: Offers brief, vague flashes of possible future events, like a gut feeling of danger.

  Vision: Provides a clearer, more specific foresight of a single event, such as an impending attack.

  Foresight: Reveals a detailed sequence of events, allowing the user to plan strategically.

  Prophecy: Enables mastery of seeing future events, foreseeing multiple paths and their probabilities to shape destiny.

  Emotional Manipulation -This category controls and amplifies emotions, bending the target’s feelings to the user’s will.

  Stir: Awakens a mild emotion in the target, such as unease or hope.

  Sway: Shifts or intensifies emotions, turning fear into panic or anger into rage.

  Overwhelm: Floods the target with a single overpowering emotion, dominating their state of mind.

  Puppet: Controls the target’s actions through emotional domination, forcing loyalty or despair-driven compliance.

  Gravitational Control - This category manipulates gravity through telekinesis.

  Tug: Slightly alters an object’s trajectory or weight, nudging it off course.

  Pull: Yanks objects or people toward yourself, potentially dragging them into danger.

  Distort: Bends gravity to redirect attacks.

  Attraction: Forms a pocket of enhanced gravity that pulls objects and people within a small radius to it, holding them while the pocket lasts.

  Tech Disruption -This category interferes with technology.

  Flicker: Temporarily disrupts a device or power source, causing it to malfunction briefly.

  Jam: Shuts down technology in a small area, like disabling a weapon or armor for a short time

  Surge: Overloads systems, causing malfunctions or explosions in tech.

  Blackout: Wipes out all technology in a decent sized radius. Advanced systems are disabled for a time and must reboot.

  Astral Projection (very rare power) - This category allows the user to separate their consciousness from their body, exploring and observing remotely.

  Drift: Sends the user’s consciousness a short distance from their body, observing nearby.

  Project: Fully detaches the mind, allowing exploration over greater distances.

  Inhabit: Can travel farther, and can temporarily inhabit another's body at an even greater distance, observing through them. The more powerful can possess and assert control of those they inhabit.

  Ascend: Transforms into pure psychic energy, unbound by a physical form, incapable of influencing the material world, but safe from it.

  Projection Field (Gray and Reptiloid Exclusive Power) - This category projects psychic energy into a protective field.

  Ward: The user conjures a faint psychic barrier around themselves, deflecting minor physical or energy attacks. Reduces damage taken slightly.

  Shield: The user extends a stronger psychic barrier, covering themselves and nearby allies. Blocks moderate attacks and mitigates some area effects.

  Bulwark: The user projects a robust psychic wall or dome, anchoring it to withstand heavy attacks. Can briefly hold back environmental threats like corrosive storms or rockslides.

  Fortress: The user summons a massive, radiant force-field dome, enclosing a wide area to shield allies, vehicles, or small structures from major attacks.

  Mind Link (Gray and Pleiadean Exclusive Power) - This category channels psychic energy to link minds, harmonize, and enhance.

  One: The user links with the mind of one other, allowing telepathic communication, granting minor resistance to fear or psychic attacks, and slightly sharpens clarity, enhancing accuracy and reflexes.

  Three: The user links with the mind of three others, allowing telepathic communication, granting minor resistance to fear or psychic attacks, and slightly sharpens clarity, enhancing accuracy and reflexes.

  Thirty: The user links with the mind of thirty others, allowing telepathic communication, granting minor resistance to fear or psychic attacks, and slightly sharpens clarity, enhancing accuracy and reflexes.

  Hundred: The user links with the mind of a hundred others, allowing telepathic communication, granting minor resistance to fear or psychic attacks, and slightly sharpens clarity, enhancing accuracy and reflexes.

  Electrosynapticism (Gray Exclusive Power) - This category channels psychic energy into electrical-like discharges.

  Spark: Emits a faint crackle of psychic energy from their fingertips, delivering a sharp, disorienting jolt to a single target’s nervous system. Causes minor pain and brief muscle spasms, impairing focus.

  Arc: Projects a sustained stream of psychic electricity, striking one or two targets within a short range. Deals moderate damage, stuns briefly, and may disrupt nearby tech.

  Chain: Unleashes a branching surge of psychic lightning, leaping between multiple targets in a wider area. Deals significant damage, dazes enemies, and can overload tech or ignite flammable materials.

  Flow: A cataclysmic psychic lightning storm, streams of blazing energy streaking from one or both hands to ravage a large area. Deals massive damage, staggers survivors, and wrecks tech and can damage structures. Can burn too.

  Biopsychic Manipulation (Gray Exclusive Power) - This category alters biological processes, enhancing or debilitating physical forms.

  Tweak: Grants a minor buff to agility, speed, and strength

  Surge: Grants a slightly bigger buff to agility, speed, and strength

  Rewire: Grants a significant buff to agility, speed, and strength

  Mutate: Grants a major buff to agility, speed, and strength

  Psychic Veil (Gray Exclusive Power) - This category conceals objects or beings from minds, creating psychic illusions.

  One-One: Hides one object or being from one mind, rendering it invisible to that target. Can be used as stealth.

  One-Three: Hides one objects or beings from three minds, rendering them invisible to those targets.

  Two-Thirty: Hides two objects or beings from thirty minds, rendering them invisible to those targets.

  Four-Hundred: Hides four objects or beings from a hundred minds, rendering them invisible to those targets.

  Pyrokineticism (Gray Exclusive Power) - This category ignites and manipulates fire through psychic energy.

  Ember: Ignites a small psychic flame, burning a single target or object. Deals minor damage and may startle.

  Flare: Projects a burst of psychic fire, engulfing a small area. Deals moderate damage and may ignite flammables.

  Inferno: Unleashes a wide psychic blaze, scorching multiple targets. Deals significant damage and may melt weak structures.

  Conflagration: Summons a massive psychic firestorm, devastating a large area. Deals major damage and may alter terrain.

  Cryokineticism (Gray Exclusive Power) - This category freezes and manipulates cold through psychic energy.

  Chill: Creates a small psychic frost, chilling a single target or object. Deals minor damage and may slow reactions.

  Frost: Projects a wave of psychic cold, freezing a small area. Deals moderate damage and may hinder movement.

  Freeze: Unleashes a wide psychic ice surge, encasing multiple targets. Deals significant damage and may immobilize briefly.

  Blizzard: Summons a massive psychic ice storm, encrusting a large area. Deals major damage and may create barriers.

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