Spherus: Psi-Xaquel

The use of psi-xaquel harnesses a warrior's inner energy into combat techniques. All warriors have a specific Flame Color for their psychic attacks. The flame color is supposedly a reflection of a warrior's soul. Note that with a To Hit roll with psi-xaquel, you can ignore the target's armor (not armor class from agi, etc..) With psi-xaquel, you get a +1 to hit (but not damage) for every 10 intelligence.

Undefendable: Some moves are undefendable (defense). The Defense skill cannot be used to block such moves.


The following techniques can be used once the warrior reaches the listed amount of Psi-Xaquel skill. No more than 100 points can be put into this skill.

Technique To-Hit Damage Speed Bonus Cost Check
5: Flame Fist --- --- --- +1 dam for 5 skill, max +10 2 psi ---
10: Psi-Globe 20 2d4 3 +1/+1 for 10 skill 5 psi ---
20: Psi-Bolt 15 2d4 1 +1/+1 for 10 skill 10 psi ---
25: Psi-Fire 15
(defense)
4d4 4 +1/+1 for 10 skill 20 psi ---
35: Psi-Spear 25 8d4 6 +1/+1 for 10 skill 15 psi x1 Will + 60.
45: Energy Blade 20 7d6+10 2 +1/+1 for 10 skill 25 psi x1 Will + 50.
60: Psi-Wave 30 12d6+20 5 +2/+2 for 10 skill 50 psi x1 Will + 10
x1 Hlth + 10.
70: Psi-Storm 10
(defense)
6d6+5 8 +1 hit for 10 skill, +1 dam for 10 Will, +1 dam for 10 Hth 70 psi x1 Will + 10
x1 Hlth + 10.
80: Psi-Beam 10 13d6+25 3 +1/+1 for 10 skill 60 psi x1 Will + 10
x1 Hlth + 10.
100: Universal Globe 20 20d10+40 10 +3/+3 for 10 skill, +1 dam for 10 Will, +1 dam for 10 Hth 200 psi x1 Will
x1 Hlth
50: Moon Attack 15 10d6+10 5 +1/+1 for 10 skill, +1 dam for 10 Will, +1 dam for 10 Hlth 45 psi Consumate only.
90: Tsunami 5 15d6 10 +1/+1 for 10 skill, +1 dam for 10 Will, +1 dam for 10 Hlth 150 psi x1 Int, Tortalian only.
60: Static Blast 15 8d6+5 2 +2/+2 for 10 skill
10% chance of knockout
50 psi x2 Will and x2 Hlth, Electran only.
70: Globe of Fire 15 4d6+10/round 6 +1/+1 for 10 skill, +1 dam for 10 Will 60 psi x1 Will and x2 Hlth, Fenixan only.
60: Dreadgrip 40 --- 6 +1 to-hit for 10 skill 70 psi Terrorian only.
50: Icewind 15 8d8 6 +1/+1 for 10 skill
Foe loses 6d4+(user's Will/10) Agi
30 psi x2 Hlth, Loric/Lorac only.
50: Aura of Dagos 20 6d6 4 +1/+1 for 10 skill, +1 dam for 10 Will
Caster heals inflicted damage
30 psi x1 Hlth, Doom Priest only.
40: Psychic Lash 20 6d6+5 psi
3d6 dam
3 +1/+1 for 10 skill, +1 dam for 10 Int 20 psi x2 Will, Spheran only.
60: Scythe Blade 20 10d10+10 5 +1/+1 for 10 skill
Foe x2 Agi - dam or be prone
45 psi Warchon only.
90: Star Attack 10 12d8+40 6 +2/+2 for 10 skill, +1 dam for 10 Will 90 psi x1 Will and x1 Hlth, Armorian only.
65: Dori Noro 20 12d6+25 2 +2/+2 for 10 skill 65 psi x2 Will and x2 Hlth, Zelzakian only.


Detailed Descriptions

5: Flame Fist: The warrior's fist is sheathed in psi-flame, increasing damage for all punching attacks that do not already make use of psi-points. Can only be used on one attack per round. Takes 2 psi points (+1 to dam for every 5 skill up to a maxmimum of +10).

10: Psi-Globe: The warrior forms a small globe of energy in the palm of his hand and hurls it at his target. To hit: 20, dam 2d4, speed: 3, takes 5 psi (+1 to hit and dam for every 10 skill).

20: Psi-Bolt: The warrior simply shoots a bolt of energy from his hand that streaks toward his target. To hit: 15, dam 2d4, speed: 1, takes 10 psi (+1 to hit and dam for every 10 skill).

25: Psi-Fire: The warrior moves his hand in front of his body, forming a sheet of psi-fire and searing up to three people within 5 feet. Undefendable. To hit: 15, dam 4d4, speed: 4, takes 20 psi (+1 to hit and dam for every 10 skill).

35: Psi-Spear: The warrior puts his hands together, then draws them apart, creating a spear of psychic energy which he then hurls at his opponent. To hit: 25, dam 8d4, speed: 6, takes 15 psi (+1 to hit and dam for every 10 skill). Need x1 (will + 60) check, or else failure.

45: Energy Blade: The warrior whips his hand through the air, creating a glowing blade of energy that sails toward his opponent. To hit: 20, dam 7d6+10, speed: 2, takes 25 psi (+1 to hit and dam for every 10 skill). Need x1 (will + 50) check, or else failure.

60: Psi-Wave: This powerful move is quite taxing, but very devastating. Concentrating with all his might, the warrior gathers his strength and releases it in a rough sphere of energy about 2 feet across. To hit: 30, dam 12d6+20, speed: 5, takes 50 psi (+2 to hit and dam for every 10 skill). Need x1 (Health+10) and x1 (Will + 10) checks, or else failure.

70: Psi-Storm: This taxing move causes a rain of psychic bolts to fall in a 10x10x10 cube. Undefendable. To hit: 10, dam 6d6+5, speed: 8, takes 70 psi (+1 to hit for every 10 skill, +1 dam for every 10 Will, +1 dam for every 10 Health). Need x1 (Will + 10) check and x1 (Hlth + 10) check, or else failure.

80: Psi-Beam: The warrior points his palm at his opponent and a powerful beam of concentrated light appears. Its power is close to the psi-wave's, but is easier to wield. To hit: 10, dam 13d6+25, speed: 3, takes 60 psi (+1 to hit and dam for every 10 skill). Need x1 (Will + 10) check and x1 (Hlth + 10) check, or else failure.

100: Universal Globe: This is the ultimate Psi-Xaquel attack. The warrior combines every aspect of his mind and body to create a massive globe of energy that forms over his head and is then hurled at his opponent. To hit: 20, dam 20d10+40, speed: 10, takes 200 psi (+3 to hit and dam for every 10 skill, +1 dam for every 10 Will, +1 dam for every 10 Hlth). Need x1 Will check and x1 Hlth check, or else failure.


Ultimate Racial Moves

Each race has their own special art attack.

50: Moon Attack: (Consumate race.) The Moon Attack is a miniature version of the Universal Globe. To hit: 15, dam 10d6+10, speed: 5, takes 45 psi (+1 To-Hit and dam for every 10 skill, +1 dam for every 10 Hlth, +1 dam for every 10 Will).

90: Tsunami: (Tortalian race.) This power creates a massive wave of psychic energy that rolls forth from a warrior's hands, with a front of 20 metres and a range of 100 metres. Undefendable. To hit: 5, dam 15d6, speed: 10, takes 150 psi points (+1 to hit and dam for every 10 skill, +1 dam for every 10 Hlth, +1 dam for every Will). Need x1 Int check, or else failure.

60: Static Blast: (Electran race.) This move blasts the enemy with a sudden electric jolt, possibly over-riding their cerebral nerves. Has a 10% chance of knocking a warrior unconscious. To hit: 15, dam 8d6+5, speed: 2, takes 50 psi points (+2 to hit and dam for every 10 skill). Need x2 Will check and x2 Hlth check, or else failure.

70: Globe of Fire: (Fenixan race.) A globe of fire encases a warrior's opponent, burning them until they can escape. Trapped warrior need x1/2 will, made as a free action at the start of their action, to break free. They can take no other actions while trapped by the globe. To hit: 15, dam 4d6+10 per round, speed: 6, takes 60 psi points (+1 to hit and dam for every 10 skill, +1 to dam for every 10 Will). Need x1 Will check and x2 Hth check, or else failure.

60: Dreadgrip: (Terrorian race.) This terrifying power completely destroys a warrior's psyche and confidence, sapping an enemy's strength and dulling their mind. Fortunately, few are those who can use this destructive power. Undefendable. Cuts target's ability scores in half for 1d12+(1/10 skill) rounds. This power is never ‘cumulative’ (ie if a target is already Dreadgripped, further uses of this move have no effect.) To hit: 40 (No defense except target's Will/5), speed: 6, takes 70 psi points (+1 to hit for every 10 skill).

50: Icewind: (Loracian/Lorician race.) A freezing wind blasts forth, numbing a warrior and maybe even freezing them in place. Also drains target's agility. Drains 6d4 (+1 for user's every 10 will) agility. If target's agility goes to zero, they are frozen in place for however many minutes as points they have in the negative. Agility returns at a rate of 1/round. To hit: 15, dam 8d8, speed: 6, takes 30 psi points (+1 to hit and dam for every 10 skill). Need x2 Hlth check, or else failure.

50: Aura of Dagos: (Doom Priests.) The dark coils of energy released by this power drain a warrior's life force, giving it to the evil user of this psychic attack. Heals caster by the amount of damage inflicted. To hit: 20, dam 6d6, speed: 4, takes 30 psi (+1 to hit and dam for every 10 skill, +1 to dam for every 10 Will). Need x1 Hlth check, or else failure.

40: Psychic Lash: (Spheran race.) A gathering of energy lashes out at a warrior's psyche, draining them of their inner strength. This move is undefendable. To hit: 20, dam 6d6+5 psi and 3d6 hitpoints, speed: 3, takes 20 psi points (+1 to hit and dam for every 10 skill, +1 to dam for every 10 Int). Need x2 will check, or else failure.

60: Scythe Blade: (Warchon race.) A swirling dark blade that severs the life force of its target. To hit: 20, dam 10d10+10, speed: 5, takes 45 psi points (+1 to hit and dam for every 10 skill).

90: Star Attack: (Armorian race.) This move creates a glimmering ball of energy above a warrior's head, which then streaks toward its target like a shining comet. To hit: 10, dam 12d8+40, speed: 6, takes 90 psi points (+2 to hit and dam for every 10 skill, +1 dam for every 10 Will). Need x1 Will check and x1 Hlth check, or else failure.

65: Dori Noro: (Zelzakian race.) The Dori Noro is an improved version of the Energy Blade, sharpened to the extreme with a warrior's will. To hit: 20, dam: 12d6+25, speed: 2, takes 65 psi points (+2 to hit and dam for every 10 skill). Need x2 Will check and x2 Hlth check, or else failure.


Psi-Xaquel Special Powers

15: Psychic Sense: This power allows a warrior to sense psychic activity (ie the use of Psi-Xaquel) This power must actively be used to be effective, though extremely strong psychic activity will create a tugging at the edge of the warrior's mind. The range of the power is about 5 km, depending on terrain. At skill level 15, only the use of psychic power is sensed. At level 25, direction can be roughly ascertained, and at level 30, distance as well. At level 40, the warrior can sense the approximate power of the activity in use (ie, the level needed to use the psychic power: a psi-globe is power 10, a psi-wave is power 60) Note that psychic activity very close together is difficult to tell apart (ie, two warriors fire psi-bolts at each other, a third party using this power would sense a psychic activity level of 40) At level 60, a warrior with this power can sense the actual color of the flame(s) in use. This power takes no psi points to use, and by itself does not constitute psychic activity.

30: Flight: Flight is one of the most useful psychic powers. This power allows the warrior complete control of their body and can fly, hover and easily move around through the air without any contact with the ground. The warrior can achieve speeds of up to their skill x10 in kmph. The first 10 minutes of flight require no effort. After that, a will check is needed for the next 10 minutes. Another check is needed every 10 minutes, with a cumulative -1 penalty. Once a check is failed, the warrior has about 1 minute to land, and cannot fly again for a period of time equal to that spent flying. Note that flying in outer space is effortless and requires no will-check. A warrior can fly 10 times faster in space as well (ie skill x100) Of course, breathing is another matter. This power requires an amount of psi points based on the speed of flight. In a situation with a hexagonal spatial subdivision, it is assumed that moving one extra hex requires 3 psi points, while moving two requires 7 psi points.

40: Telekinesis: Telekinesis is the power of moving physical objects with your mind. A warrior can only use this power on an object they can directly see. This power costs 10 psi points per round if the object being lifted is within the character's weight allowance (treat will as strength). If the weight is between allowance and max press, this power costs 25 psi points per round. This power can also be used on living targets. If such a target is unwilling, success is not always sure. First, compare the willpowers of the two psychic combattants. If that of the user is higher, the target must make a x2 willpower check to avoid the effects. If that of the target is equal or higher, the target must simply make a x1 willpower check. Note, however, that this power cannot be used against an unwilling target who also possesses the power of telekinesis. The speed at which all objects are moved is about 1 metre/second.

45: Weapon Bond: This power bonds a warrior's psyche to any hand-held, inanimate object (usually a weapon). This allows the warrior to use an improved form of telekinesis on that object only. In this way, with a mere thought, and the cost of 2 psi points, the warrior summons the object to his hand, which fires through the air at a rate of 20 metres/second. This power can only be used if a warrior can directly see the object in question. If he cannot, then he will always have a general idea in which direction the object lies.

75: Teleportation: Psi-Xaquel allows for a very limited form of teleportation. This power allows the warrior to teleport to any place that he can directly see. He cannot, for instance, teleport to a place he is seeing through binoculars, or a video screen. This transportation is instantaneous, in both preparation and effect. In combat, it does not count as an action and can be used to avoid attacks. Its use must be declared after the attacker declares his attack and makes any checks required, but before the attack roll is made. If the teleport is successful, the teleporting character completely avoids the attack. The attacker still loses any psi-points spent. To be successful, this move requires a x1 health and a x1 will check. It costs 100 psi points. Other defensive maneuvers cannot be used in conjunction with a failed teleport.


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