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General / Re: Make a Psionic Ability for Infusion
« on: September 14, 2025, 03:57:05 pm »
Ice Floor [MT] - Like your idea for Ice Sentinel but 3 tile radius and simply causes off-balance. No damage, lasts two turns and effects last as long as on ice. Countered by fire MT naturally.
Paralysis [PK] - Wells up electrostatic within a single target and paralyzes them for a round and deals decent electric damage. Might just be a lesser clone of Electrokinetic Imprint but does more damage and you choose your enemy directly. Maybe causes movement debuff that gradually lowers over a few turns.
Lethargy [TM or TC] - Metabolism and immune system are greatly inhibited for 4 turns. Bio damage does 3x damage, all medicine effects are halved and in the case of an effect that can't be halved it's just nulled until the ability expires. Also nulls food effects too.
Already mentioned somewhere but-
Psychokinetic Hand [PK] - Hand that damages or pushes/grabs/grounds enemy, able to ground flying enemies (along with grounding abilities and other incapacitating moves).
Implosion should have a gravitational pull and pulls enemy towards source, or just make a separate black hole ability.
Also mentioned everywhere, a rework on Temporary Rewind to actually rewind yourself in more ways rather than just your health (might have too much potential for bugs and hardlocks).
Paralysis [PK] - Wells up electrostatic within a single target and paralyzes them for a round and deals decent electric damage. Might just be a lesser clone of Electrokinetic Imprint but does more damage and you choose your enemy directly. Maybe causes movement debuff that gradually lowers over a few turns.
Lethargy [TM or TC] - Metabolism and immune system are greatly inhibited for 4 turns. Bio damage does 3x damage, all medicine effects are halved and in the case of an effect that can't be halved it's just nulled until the ability expires. Also nulls food effects too.
Already mentioned somewhere but-
Psychokinetic Hand [PK] - Hand that damages or pushes/grabs/grounds enemy, able to ground flying enemies (along with grounding abilities and other incapacitating moves).
Implosion should have a gravitational pull and pulls enemy towards source, or just make a separate black hole ability.
Also mentioned everywhere, a rework on Temporary Rewind to actually rewind yourself in more ways rather than just your health (might have too much potential for bugs and hardlocks).