Disciplines and powers
The four psychic disciplines in Messalith, how powers change form from Glimmer to Zenith, the branch choices, and every form's Will, cooldown and reach.
A crown wakes one of four disciplines. Shapers move stone by force. Menders close wounds and pull the downed back up. Seers see through rock and help the squad shoot straight. Voices get into the enemy's mind. An exile who wears no crown is Uncrowned, and carries the squad's salvage.
Powers that change in kind
A psychic's powers don't just get bigger as they rank up. They change form: a single target becomes an area, a heal at touch becomes a heal at range, a whisper becomes a command. At one rank per power the player chooses a branch, and that choice sets the power's form for every rank above it. The branches do different jobs, so the choice is about what the squad needs.
- The rank that counts is the exile's working rank in that discipline: the lowest of their potential, their training and their crown's cap. See experience and ranks.
- Until a branch is chosen, the power stays at its form from the rank below the branch point. An owed choice never stops anyone deploying.
- The first choice is free. Changing it later costs a week of retraining and a missed mission.
Paying for powers
Every power costs Will, paid on the cast. Prices come in whole steps of 10. Cheap forms stay castable under the Brine Choir's Dirge, whose floor is 10. The bigger ones have to be budgeted, and the Dirge silences them. A cooldown is the number of turns before the power can be used again. A power either costs 1 AP or ends the turn. See Will.
Every form
| Form | Discipline | Rank | Branch | Will | Cooldown | AP | Reach |
|---|---|---|---|---|---|---|---|
| Hurl | Shaper | Spark | - | 20 | 2 | ends the turn | range 7 |
| Scree Burst | Shaper | Flare | Scatter | 20 | 2 | ends the turn | range 7 |
| Driven Stone | Shaper | Flare | Pierce | 20 | 2 | ends the turn | range 9 |
| Rockfall | Shaper | Beacon | Scatter | 30 | 3 | ends the turn | range 7 |
| Wrench | Shaper | Beacon | Pierce | 20 | 3 | 1 AP | range 6 |
| Landslide | Shaper | Zenith | Scatter | 40 | 4 | ends the turn | range 8 |
| Aloft | Shaper | Zenith | Pierce | 40 | 4 | 1 AP | range 7 |
| Raise Stone | Shaper | Flare | - | 20 | 3 | 1 AP | range 5 |
| Rampart | Shaper | Beacon | Wall | 30 | 3 | 1 AP | range 5 |
| Upheaval | Shaper | Beacon | Upheaval | 20 | 3 | 1 AP | range 5 |
| Standing Ring | Shaper | Zenith | Wall | 40 | 4 | 1 AP | range 5 |
| Fault Line | Shaper | Zenith | Upheaval | 30 | 4 | ends the turn | range 7 |
| Mend | Mender | Glimmer | - | 10 | - | 1 AP | touch |
| Steadying Mend | Mender | Spark | - | 10 | - | 1 AP | touch |
| Far Mend | Mender | Flare | Reach | 10 | - | 1 AP | reach 4 |
| Rime Ward | Mender | Flare | Ward | 10 | - | 1 AP | touch |
| Wellspring | Mender | Beacon | Reach | 30 | 2 | 1 AP | touch |
| Hold Fast | Mender | Beacon | Ward | 20 | 3 | 1 AP | touch |
| Second Life | Mender | Zenith | Reach | 40 | 5 | 1 AP | reach 3 |
| Take the Wound | Mender | Zenith | Ward | 30 | 3 | 1 AP | touch |
| Unveil | Seer | Spark | - | 20 | 4 | 1 AP | radius 16 |
| Sightline | Seer | Flare | Far | 20 | 3 | 1 AP | range 24 |
| Vigil | Seer | Flare | Watch | 20 | 4 | 1 AP | radius 10 |
| Marked Quarry | Seer | Beacon | Far | 20 | 3 | 1 AP | range 20 |
| Shared Sight | Seer | Beacon | Watch | 20 | 3 | 1 AP | radius 4 |
| Guided Shot | Seer | Zenith | Far | 30 | 3 | ends the turn | weapon range |
| Long Watch | Seer | Zenith | Watch | 30 | 4 | ends the turn | radius 6 |
| Murmur | Voice | Glimmer | - | 10 | 1 | 1 AP | range 8 |
| Dread | Voice | Spark | - | 20 | 3 | 1 AP | range 8 |
| Phantom | Voice | Flare | Phantom | 20 | 3 | 1 AP | range 8 |
| Echo | Voice | Flare | Sound | 20 | 3 | 1 AP | range 12 |
| Halt | Voice | Flare | Command | 20 | 3 | 1 AP | range 10 |
| Veil | Voice | Beacon | Phantom | 20 | 3 | 1 AP | reach 6 |
| Faltering | Voice | Beacon | Sound | 30 | 3 | 1 AP | range 8 |
| Compel | Voice | Beacon | Command | 30 | 4 | 1 AP | range 10 |
| Phantom Host | Voice | Zenith | Phantom | 40 | 4 | 1 AP | range 8 |
| Countersong | Voice | Zenith | Sound | 30 | 4 | 1 AP | radius 6 |
| Dominate | Voice | Zenith | Command | 40 | 5 | 1 AP | range 10 |
In this section
- ShaperForce and terrain. The Shaper throws stone, drags and lifts foes, and raises walls out of the ground. Every form, rank by rank.
- MenderHealer and medic. The Mender knits wounds, clears panic and the Dirge, and brings the downed back to their feet. Every form, rank by rank.
- SeerScout and sharpshooter. The Seer sees through rock and shadow and makes the whole squad's shots count. Every form, rank by rank.
- VoiceMind and deception. The Voice plants doubt, fear and phantoms in enemy minds, and at the top can turn a foe for a turn. Every form, rank by rank.
- UncrownedUncrowned exiles in Messalith: no psychic powers, but they carry the rifle, patch up the wounded with Field Dressing and keep the squad steady.
