Psycasts

Psycasts are psychic powers available to pawns with psylink levels, added by the Royalty DLC.
== Lore ==
An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.
== Acquisition ==
To use psycasts, a pawn must first have a Psylink level equal to or greater than the level of the chosen psycast. A pawn may have up to 6 levels of psylink, and these levels can be gained through several different methods:
# Acquire a Psylink neuroformer through questing.
# Gain Royalty Titles by accepting Honor as a quest reward.
# Pawns can meditate at an Anima tree to grow anima grass. Once 20 grass has grown, a ritual can be performed, consuming the grass and granting one Psylink level to a pawn with the Natural Meditation focus type.
# Pawns who get blinded through a Satisfying or Spectacular Blinding Ceremony have a chance to get a psylink level, even if the pawns in question have a different Ideoligion without the Blindsight meme. The ceremony can be performed again if the pawns regain their sight through any means including a bionic eye, healer or resurrector mech serum, or biosculpter pod. Note that pawns with pro-Blindness ideoligions at the time of their biosculpting will not have their eyes repaired.
A random psycast of the new level will be learned when gaining a new level of Psylink - i.e. a random level 1 psycast is gained when a pawn gains their first level, a level 2 psycast is learned when gaining their second, etc. 
Further psycasts can be gained by using a Psytrainer which grants the specific psycast mentioned in their name. Additional psycasts are available for purchase from traders, with Empire bases and traders having the most, and tribals having the least. A psycaster can learn any number of psycasts through psytrainers, up to and including every psycast in the game, and limited only by the availability of psytrainers themselves.
Note: If using a psytrainer for a level higher than the current psylink level of the user, the learned psycast will replaced the one usually gained for that level when that level is achieved. Given using the psytrainer after gaining that level either grants an additional power or does not work and thus does not consume the psytrainer, it is always best to only use psytrainers after the required psylink level has been achieved.
Also note, if a Psylink neuroformer or Anima ritual has been used to gain a psylink level above what is given for the current title, additional titles will not grant psylinks beyond what they normally do for that title. So if a neuroformer has been used to gain psylink level 1, and then the title of Yeoman is gained and bestowed, the pawn will still only have psylink level 1. This means using neuroformers or rituals on pawns that will gain titles is ultimately a waste, or vice versa.
== Mechanics ==
A psycaster's effectiveness is controlled by three primary factors: their Neural Heat Limit, their available Psyfocus and the Psychic Sensitivity of their target.
== Neural Heat ==
 
==== Neural Heat Limit ====
A psycaster's neural heat limit is the primary limitation to how many psycasts they can perform in a given period of time. Each psycast gives the caster a certain amount of neural heat. As long as a pawn stays within their neural heat limit, they'll suffer no ill effects. By default, a pawn will not use a psycast if the neural heat gain would cause them to exceed their limit. This will be represented by the psycast's icon being greyed out on the UI. A pawn can be instructed to ignore their normal heat limit by clicking on the "Neural Heat Limiter", but exceeding the limit can cause psychic breakdown. 
The neural heat limit is affected by both the psycaster's psychic sensitivity and psylink level. A pawn with a level 1 Psylink and 100% psychic sensitivity will have a neural heat limit of 30.
The equation for a pawn's neural heat limit is:
Neural Heat Limit = 30 * Psychic Sensitivity * (0.66... + (0.33... * Psylink level))
or simpler:
Neural Heat Limit = (2 + Psylink level) * 10 * Psychic Sensitivity
Assuming 100% psychic sensitivity, this in the following: 
Psylink Level	Limit
1 	
2 	
3 	
4 	
5 	
6 	
The in-game meter for neural heat is rounded to the nearest integer, but in-game behavior suggests that the actual decimal value of heat is tracked by the game, as psycasts may sometimes say they have insufficient heat limit to cast even when the spare heat displayed on the pawn's neural heat meter exactly equals the casting cost.
==== Neural Heat Recovery Rate ====
Heat naturally decreases over time, with faster rates provided by additional levels of psylink. Unlike the neural heat limit, it is not affected by the pawn's psychic sensitivity. The default rate of reduction for a pawn without a psylink or with a level 1 psylink is 0.54/s. Every additional psylink level increases the rate by 12.5%. In addition, the pain currently felt by the psycasting pawn adds an additional increase in rate proportional to the primary rate multiplied by three times the pain percentage e.g. at 100% pain, the psycaster will recover neural heat at 400% of their normal rate.
Note: Offsets to this value, such as from eltex items, occur to the base recovery rate and are thus subject to the multiplier from the psylink level and pain level - i.e. a normal quality eltex skullcap will improve a Psylink Level 1 Psycaster's recovery rate by 0.091/s but increase the rate of a Psylink Level 6 Psycaster's by 0.148/s.
The resulting value follows the equation, assuming at least 1 level of psylink.
Neural Heat Recovery Rate = ((0.54+Gear Offsets)*(0.875 + 0.125*Psylink level)) * (1+3*Pain percentage)
Psylink Level	Multiplier	Base rate
1 	1.000x 	00/s
2 	1.125x 	/s
3 	1.250x 	0/s
4 	1.375x 	/s
5 	1.500x 	00/s
6 	1.625x 	/s
==== Psychic breakdown ====
A pawn can be instructed to exceed their neural heat limit clicking the icon next to the neural heat gauge to disable the limit. Exceeding the pawn's neural heat limit can cause an effect called Psychic Breakdown. The severity of the Psychic breakdown has elements of randomness to it, but will generally be more severe the farther past the neural heat limit a pawn goes, and the longer they are past their heat limit. 
Heat level 	Heat Range 	Breakdown gain
Safe 	0% - 99% 	-
Overloaded 	100% - 132%	+2 Breakdown severity, MTB 2 hours
Very overloaded	133% - 165%	+4 Breakdown severity, MTB 2 hours
Extreme 	166% - 199%	+6 Breakdown severity, MTB 2 hours
Overwhelming 	200%+ 	+8 Breakdown severity, MTB 2 hours. Psychic shock (10% max Consciousness for )
For example, this means that if a pawn is consistently kept at 170% of the neural heat limit, they will, on average, increase the severity of their psychic breakdown by +6 every 2 hours. Note that this is only an average value over time.
In addition, if a pawn reaches twice their normal neural heat limit, they'll immediately be incapacitated by psychic shock for 3 in-game hours, in addition to the effects of any psychic breakdown that may develop.
Psychic breakdowns come in 3 levels of severity:
Name 	Severity Range	Consciousness 	Mood	Mental breaks
Minor	0 - 4 	-25% 	-6 	Minor mental break, MTB 5 days
Major	5 - 10 	-50% 	-12 	Minor or Major mental break, MTB 5 days
Total	10 - 15 	10% max (Unconciousness)	-18 	-
Psychic breakdowns last a variable number of days, depending on the severity. Severity decreases at a rate of 1 per day. Thus, minor breakdowns last from 1-5 days, major breakdowns last from 6-10 days, and total breakdowns last from 11-15 days. 
Because the severity and duration of the psychic breakdown, as well as the chances of it in the first place, depend on how long and by how much your pawn has exceeded their heat limit using equipment that improves psychic sensitivity or neural heat loss can help minimize or even avoid psychic breakdowns even if you have to turn off the neural heat limit during combat.
== Psyfocus ==
In addition to the neural heat increase, each psycast consumes a certain percent of psyfocus. Unlike neural heat, psyfocus costs are the same for every caster, and there is no way to exceed or bypass a psyfocus cost. If the psycaster has insufficient psyfocus for the psycast, it cannot be cast at all. Level 3+ psycasts also require the user to have a minimum level of psyfocus stored in order to be useable:
*Level 3-4: 25% psyfocus minimum
*Level 5-6: 50% psyfocus minimum
Even without psycasting, psyfocus will naturally degrade by a small amount per day, relative to the amount of psyfocus the psycaster currently has. Below 25% psyfocus, the psyfocus falls at 3.5% per day, between 25 and 50%, psyfocus falls 5.5% per day, and above 50% it falls at 7.5% per day.
===Meditation===
In order to replenish psyfocus, a pawn can spend time meditating. Each pawn will gain a base of 50% psyfocus per day, or 2.08% psyfocus an hour. Meditation foci further improve these rates by adding their listed strength. For example, a meditation foci of +44% would have mediation give 94% psyfocus per day.
There are 6 different types of objects that a pawn can meditate to:
*Natural: Available to most, but not all, Tribal backstories. Natural meditation objects are most effective when no artifical buildings are nearby. Uniquely, a pawn with natural meditation can grow anima grass and perform the anima tree linking ritual, allowing pawns to gain psylink levels independent from psylink neuroformers.
*Minimal: Available to Ascetic pawns only. Allows meditation at any wall.
*Artistic: The default meditation type, available to any non-tribal that is not Ascetic. Meditate at sculptures - the higher the quality, the better.
*Morbid: Available to pawns with certain traits, like Psychopath or Jealous. Meditate at graves and sarcophagi - deceased family members or loved ones give a bonus.
*Dignified: Available to anyone holding a royal title. Meditation thrones are improved by having a throne room befitting of the pawn's title.
*Flame: Available to Pyromaniacs. Meditate at lit campfires and other burning light sources.
The rate of psyfocus gain from meditation can further be increased in the following ways:
* Using Wake-up increases the psyfocus gain from meditation by per day for the duration of its high.
* The Psy-meditative persona trait grants an additional psyfocus gain per day of meditation, while the weapon is held in hand.
* Each psychofluid pump increases psyfocus per day of meditation from a completed deathrest, up to a maximum of from 4 pumps. This bonus lasts until the next deathrest.
* Psy-sensitive and Super psy-sensitive genes increase psyfocus gain per meditation day by and respectively. Note that these genes are mutually exclusive.
Meditation Focus 	Focus Type	Base Strength	Psyfocus/Hour@ Base	Max Strength	Psyfocus/Hour@ Max
None 	All 	- 	% 	- 	%
Anima tree 	Natural 	+28% 	% 	+36% 	%
Animus stone 	Natural 	+34% 	% 	+42% 	%
Small nature shrine 	Natural 	+22% 	% 	+30% 	%
Large nature shrine 	Natural 	+30% 	% 	+38% 	%
Grave 	Morbid 	+6% 	% 	+34% 	%
Sarcophagus 	Morbid 	+10% 	% 	+38% 	%
Small sculpture 	Artistic 	+12 - 28% 	- % 	+44% 	%
Large sculpture 	Artistic 	+12 - 28% 	- % 	+44% 	%
Grand sculpture 	Artistic 	+12 - 28% 	- % 	+44% 	%
Terror sculpture 	Artistic 	+12 - 28% 	- % 	+44% 	%
Large stele 	Artistic 	+15% 	% 	+15% 	%
Grand stele 	Artistic 	+18% 	% 	+18% 	%
Walls 	Minimal 	+22% 	% 	+22% 	%
Brazier 	Flame 	+15% 	% 	+31% 	%
Darklight brazier 	Flame 	+15% 	% 	+31% 	%
Campfire 	Flame 	+12% 	% 	+28% 	%
Torch lamp 	Flame 	+10% 	% 	+18% 	%
Darktorch 	Flame 	+10% 	% 	+18% 	%
Fungus darktorch 	Flame 	+10% 	% 	+18% 	%
Meditation throne 	Dignified 	+15% 	% 	+33% 	%
Grand meditation throne	Dignified 	+15% 	% 	+33% 	%
 
Many meditation foci can be improved by having other buildings in its radius. For example, a sculpture can be improved by having other, high quality sculptures in its radius. Conversely, most natural foci are weakened by nearby artificial structures. 
In any case, foci will never truly "add up". Each nearby sculpture past the first only increases psyfocus by +1-2%, rather than its full psyfocus value. Having multiple unrelated foci together will not have an extra effect. For example, a pawn cannot use a meditation throne and brazier at the same time, even if they have access to both the Dignified and the Flame meditation types. The better of the two foci will be used in any scenario.
===Alternative psyfocus===
Other than meditation, the following methods will increase a pawn's psyfocus:
* Using Go-juice instantly refills a psycaster's psyfocus by .
* Ideoligion rituals can select the fully refilling the psyfocus of all participants as a reward for sufficiently high quality outcomes. .
* The kill-focused persona trait grant an instant psyfocus on killing an enemy. Note that psyfocus is gained for directly killing a pawn. This includes killing wild animals, downed hostiles, friendly NPCs, colonists, and even slaughtering colony animals will grant psyfocus as long as the weapon is held in hand whilst doing so. Age and body size do not affect this rate. Excess colony animals, especially from rapidly-breeding animals such as chickens, can thus be turned into into massive psyfocus gain, allowing continuous use of utility psycasts such as Word of inspiration or Word of trust or high cost combat options such as Berserk pulse.
== Psychic Sensitivity ==
A user's psychic sensitivity increases the neural heat they can use. The user's sensitivity does not directly increase the duration, impact, or range of any psycast, unless they are also the target.
In addition, the target's psychic sensitivity can determine how long a psycast lasts. For many psycasts, psychic sensitivity is a multiplier to duration. For example, a psychically hypersensitive (Sensitivity of 1.8) pawn will be affected by the Berserk psycast for 54 seconds instead of the normal 30, while a psychically dull (Sensitivity of 0.5) pawn would only be affected for 15 seconds. A psychically deaf (Sensitivity of 0) pawn would be immune to these psycasts.
Out of all the psycasts, only Blinding Pulse has its impact increased by the target's sensitivity. Increased sensitivity results in higher blinding.
=== Psycasting stat modifiers ===
Psychic equipment can improve a psycaster's abilities by providing additional psychic sensitivity and/or by directly increasing the Heat recovery rate. 
The following modifiers exist:
Thus the maximum psychic sensitivity possible would be a psychically hypersensitive pawn, genetically modified with the deathrest gene, super psy-sensitivity, having deathrested with four psychofluid pumps, is psychically bonded to a pawn on the same map, blinded and with the Blind psysense precept, with a legendary Eltex staff, vest, shirt, robe and skullcap and an implanted psychic sensitizer for a total value of psychic sensitivity and a neural heat limit, assuming psylink level 6, of . With Anomaly DLC, the multiplicative bioferrite make them much better than eltex gears, a pawn with bioferrite mask, plate armor, slave collar and weapon, under voidsight, void touched and psychophage can get to 2131%. Note that blindness is not compatible with void touched.
== Psycasts == 
A psycast is the ability performed by the psycaster. A Psycaster can only perform psycasts of a level equal to or below their psylink level. For example, to manifest Beckon, the psycaster would require psylink level 3. 
=== Regular psycasts ===
Name 	Level	Description 	Effects 	Heat Gain	Casting Time	Duration 	Range 	Area of Effect	Psyfocus Cost
Burden 	1 	Slow the target for a short time by suppressing motor activity in the brain 	Psychically-induced difficulty in locomotion.
* Moving capped at 40%
* Faction Relations when used on allies 	8 	0.25s 	20s 	30 tiles	Target 	1%
Painblock 	1 	Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them. 	Psychically-induced pain insensitivity. 
* Target Pain Factor x10% 
* Duration scales with target's Psychic Sensitivity 	8 	0.25s 	120s 	25 tiles	Target 	2%
Stun 	1 	Momentarily disrupt motor function in the target's brain, preventing any movement. 	
* Stuns the target
* Duration scales with target's Psychic Sensitivity
* Faction Relations when used on allies 	12 	0.25s 	3s 	20 tiles	Target 	1%
*
Chunk skip 	1 	Skip the closest 5 chunks of rock or slag to scatter them near the target point. This is useful for producing cover during offensive operations. 	Skips the closest 5 chunks to scatter them near the target point. This is useful for producing cover during offensive operations.	14 	1s 	Instantaneous 	25 tiles	Target 	4%
Solar pinhole 	1 	Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants.	
* Lights up a tile area around it.
* Creates heat at a rate of 10 heat per second (compared to the 21 heat per second of a heater or campfire), but only when the temperature is below 20°C.	0 	0.25s 	5000s (5 days) 	25 tiles	15 tiles 	8%
*
Blinding pulse 	2 	Induce noise in the visual centers of the brain, obscuring vision of everyone near the target point. 	Psychically-induced partial blindness. 
* Sight * 0.5
* Effect scales with target's Psychic Sensitivity
* Faction Relations when used on allies	20 	1s 	30s 	25 tiles	7 tiles 	1%
Waterskip 	2 	Douse a target in water, extinguishing fires. The water is archotechnologically skipped from distant bodies of water or underground aquifers 	
* Creates a 3 tile diameter water dump at the targeted location leaving water puddles behind. 	25 	1s 	Instantaneous 	25 tiles	3x3 tiles 	1.5%
Neural heat dump	2 	Instantly dump all your neural heat into someone else. As a side effect, the target will fall into a debilitating but non-damaging coma for about a day. The target must actively accept the psychic invasion, so only conscious allies can be targeted. 	Psychically induced neural heat cleansing. 
* Caster reduces their neural heat to 0 
* Selected allied target within line-of-sight and 25 tiles falls into psychic coma. Target does not require psylink to receive neural heat.
* Faction Relations when used on allies	0 	1s 	1000s (1 day) 	25 tiles	Target 	0%
Beckon 	3 	Psychically command the target to approach the caster. 	
* Target is unable to make ranged attacks and is forced to follow the caster. Lasts full duration or until struck. 
* Duration scales with target's Psychic Sensitivity	20 	0.25s 	8s 	20 tiles	Target 	1%
Chaos skip 	3 	Teleport the target to a random position near where it started. Objects above a certain size cannot be teleported. 	
* Target, pawn or item, is teleported to a random tile between 7 and 25 tiles away from its starting location
** Maximum target body size: 3.5
** Line of sight to target is necessary, but unlike with "Skip", the destination of the teleport can be through walls, with luck.
** Cannot target an Apocriton
* Stun for between and after teleporting
* Faction Relations when used on allies	18 	0.25s 	Instantaneous 	25 tiles	Target 	2%
Vertigo pulse 	3 	Interfere with the spatial orientation sense of everyone near the target point, causing intermittent loss of balance. Flesh creatures will become extremely nauseous as well. 	Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit. 
* Targets within the radius become dizzy and wander in a 3 tile radius from their initial position
* Living targets have a chance to vomit.
* Duration scales with target's Psychic Sensitivity
* Faction Relations when used on allies	30 	1s 	20s 	25 tiles	7 tiles 	2%
Smokepop 	4 	Skip dust particles up from under the ground surface to form a thick cloud. This reduces the accuracy of any shot fired through it, and prevents turrets from locking on entirely. 	
* Creates a 7 tile diameter smoke cloud at the targeted location. 	30 	1s 	Instantaneous, Smoke dissipates in ~30 seconds	25 tiles	Tile 	2%
Skip 	4 	Teleport the target to a desired position not too far from his starting point. Objects which are too large cannot be teleported. 	
* Target, pawn or item, is teleported to a selected tile visible to the target.
** Maximum target body size: 3.5
** Cannot target an Apocriton
* Goodwill impact	25 	0.25s 	Instantaneous 	28 tiles	Target/Tile 	2%
Focus 	4 	Psychically focus the target's mind, boosting their sight, hearing and moving capacities. 	Psychically-induced mental focus, increasing sight, hearing and movement capacities.
* Sight: 
* Hearing: 
* Moving: 
* Duration scales with target's Psychic Sensitivity	15 	0.25s 	60s 	28 tiles	Target 	3%
Wallraise 	4 	Form a temporary wall by skipping rubble and soil up from deep under the ground. 	A fragile wall made of rubble. It will collapse in time.' 
* Creates a cross-shaped set of wall 3 blocks across and 3 blocks wide at the target location. Wall has 100 HP and lasts for 4 hours or .
** Walls cannot intersect other walls, but will shunt items out of the way.	35 	1s 	Instantaneous, Wall disappears after 4 hours. 	25 tiles	Tile 	2%
Berserk 	5 	Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. 	
* Target goes berserk, attacking the nearest creature regardless of previous affiliation.
** Cannot target any of the mechanoid bosses, nor can it target a Dreadmeld
* Faction Relations when used on allies.
* Duration scales with target's Psychic Sensitivity	40 	0.25s 	15s 	20 tiles	Target 	4%
Flashstorm 	5 	Use differential-pressure skipgates in the atmosphere to generate a localized flashstorm. The storm will strike the area with lightning for some time before dissipating. 	
* Creates a flashstorm at target location. 
* Goodwill impact. 	65 	1s 	164s 	20 tiles	14 tiles 	4%
Invisibility 	5 	Psychically manipulate the visual centers of everyone nearby, rendering them unable to perceive a particular individual for a short time. 	Psychically-induced invisibility. This actually affects others nearby, making their brains unable to perceive the sight of this individual, even if the eyes are unaffected. 
* Targeted creature cannot be attacked or targeted by any non-AoE psychic powers. This includes psycasts on self.	45 	1s 	15s 	20 tiles	Target 	3%
Berserk pulse 	6 	Generate an overwhelming rush of undirected rage in everyone near the target point. 	
All creatures within the radius go berserk, attacking the nearest creature regardless of previous affiliation.
* Mechanoid bosses and the Dreadmeld are immune.
* Faction Relations when used on allies.
* Duration scales with target's Psychic Sensitivity.	65 	1s 	10s 	15 tiles	5x5 tiles 	6%
Mass chaos skip 	6 	Skip everyone in an area to random positions nearby. Objects which are too large cannot be teleported. 	
* Targets within radius is teleported to a random tile between 7 and 25 tiles away from its starting location
** Maximum target body size: 3.5
** Has no effect on the Apocriton
* Goodwill impact.	40 	1s 	Instantaneous 	25 tiles	17 tiles 	3%
Skipshield 	6 	Generate a spherical skipgate that sends all incoming and outgoing ground-level projectiles to some distant place. People and items are not affected. 	
* Makes a 4.9-tile radius circle that cannot be shot through, into, or out of. Does not . 	65 	1s 	15s 	25 tiles	9 tiles 	4%
Manhunter pulse 	6 	Drive nearby animals into a manhunting rage using a psychic pulse 	
All animals within the radius go Manhunter, attacking the nearest human regardless of previous affiliation. 
* Duration scales with target's Psychic Sensitivity.
* Makes faction hostile when used on animals of allied caravans.	50 	1s 	60s 	35 tiles	57 tiles 	4%
=== Special psycasts ===
Officially added in 1.2, these psycasts cost a great amount of psyfocus in return for some useful utility, often outside combat.
Name 	Level	Description 	Effects 	Heat Gain	Casting Time	Duration 	Range 	Area of Effect	Psyfocus Cost
Word of trust 	1 	Speak to the prisoner while using psychic suggestion to reduce his resistance to recruitment. This psycast can only reduce a prisoner's resistance, but cannot recruit him. 	
* Reduces Resistance of target prisoner by , scaled by target's Psychic Sensitivity. 	0 	2s 	Instantaneous 	30 tiles	Target 	60%
Word of joy 	2 	Speak happy, calming words to someone while using psychic suggestion to implant a joyfuzz loop in his mind. The joyfuzz will suppress uncomfortable thoughts and sensations in the target to improve mood. This has the side-effect of dulling sensation and decision-making, which reduces consciousness. 	The affected pawn gains the Joybuzz status, providing 30 joy at the cost of -20% consciousness for 7 days.
* Duration scales with target's Psychic Sensitivity.
* -25 Faction Relations when used on allies. 	0 	2s 	5000s (5 days) 	1 tile 	Target 	40%
Word of love 	3 	Speak about someone's romantic virtues while using psychic suggestion to implant romantic desire in the listener. For days afterward, the listener will feel psychically-induced romantic attraction towards the other person. This great increases opinion and makes them much more likely to attempt romantic advances and marriage proposals if they get the chance. This psycast can be used to connect two other people, induce love for the caster, or force oneself to love another.	Psychically-induced romantic desire. This increases an individual's opinion of someone else, and increases the likelihood of romantic advances and marriage proposals, while reducing the chance of a breakup. 
* Greatly increases relations between target(s), nearly guaranteeing a relationship forms if recursively cast on two pawns.	0 	2s 	8000s (8 days) 	1 tile 	Target 	50%
Word of serenity 	4 	Use calming words and psychic suggestion to end a mental break on a person or animal. The target will fall into a short psychic sleep. The psyfocus cost depends on the intensity of the target's mental break. 	Instantly ends any mental break by forcing the target into a 6 hour psychic coma.
* The psyfocus cost depends on the level of the mental break; social fights and minor breaks cost 30% psyfocus, major breaks cost 50%, and extreme breaks cost 70%.
* Coma duration scales with target's Psychic Sensitivity	0 	2s 	250s (6 hours) 	1 tile 	Target 	30-70%
Word of inspiration	5 	Speak words encouraging creativity while psychically hypercharging the target's mind with new ideas. The target will experience a random inspiration appropriate to them. 	Targeted pawn will receive a random inspiration based upon their passions and skills. 	0 	2s 	InstantaneousInspiration lasts its normal duration	1 tile 	Target 	80%
Farskip 	5 	Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map. 	Stuns for between 3 and 10 seconds; teleports allies within 5 tiles to distant colonist on map; also teleports tamed animals within 5 tiles if not cast on a colony map; if used while in caravan, whole caravan will be teleported (unusable if overburdened).	0 	5s 	Instantaneous 	User 	5 tile radius 	70%
Neuroquake 	6 	Find a discontinuity in the psychic field and unfold it, releasing a massive amount of psychic energy. Every creature in range but outside of the safe, inner, circle will be driven violently insane. Casting this takes 12 seconds of meditation, and afterwards, the caster will go into a five-day psychic coma. The disturbing neuroquake echoes will inflict pain on everyone for many kilometers around, causing diplomatic consequences with all factions. 	Causes berserk mental state in a 60-tile radius, except for a 5-tile safe radius around the caster.
* Mechanoid bosses and the Dreadmeld are immune.
* mood for all pawns present.
* Faction Relations for all factions, no matter the distance you are from their bases.
* Faction Relations if berserk affects allies.
* Caster put in psychic coma for 5 days.	0 	12s 	Instantaneous5 day coma 	User 	60 tile radius	50%
== Version history ==
* Royalty DLC Release - Added.
* 1.1.2571 - Entropy link duration 60 to 120.
* 1.1.2647 - Overhaul to some mechanics. Empire no longer gets angry at psycast use, removed psychic hangover, added meditation mechanics. Entropy link removed and replaced with Neural heat dump. Waterskip, flashstorm, Bullet shield added.
* 1.1.2654 - Desired psyfocus level now configurable and pawns will meditate enough to maintain it without needing scheduling. Reduce psyfocus decay rates 0.5% at each level. Wall, Grave, Sarcophagus, Animus stone, Sculptures and Nature Shrine psyfocus gain increased. 
* 1.2.2719 - Solar pinhole, Chunk skip, Farskip, Neuroquake, Word of trust, Word of joy, word of inspiration, Word of love, Word of serenity added. Meditation focus objects now enhanced by objects placed nearby. Fix: Colonists can lose their psylink entirely when being resurrected. Fix: Psylink counts as an artificial part for a transhumanist.
* 1.2.2753 - Neural heat overload no longer causes psylink degradation or any other permanent damage.
* 1.4.3555 - Fix: Tribal children who grow up in a colony don't get the 'natural' meditation focus type.
* Between 1.2.3005 and 1.4.3641 - Psylink description changed from "An organic connection to a larger psychic field. This allows a person to use specific psychic powers that they have learned to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with psychically-connected lifeforms. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism." -> "An organic connection to a larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use psylink neuroformer devices can create a psylink. Tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism."
Category: Royalty
Category: Abilities