Ionic Technique

**Ionic Technique** is one of the four fundamental advanced psionic disciplines. It is associated with electromagnetism and control over electrical currents.

Electrical energy exists in constant motion, arcing between points of positive and negative charge to a wide range of possibilities. Ionic psions insert their minds into this motion, flexibly channeling it into bolts of lightning, electrified weapons, and the thunder of air displaced by energy, drawing power from the motion in their environment as much as they send it out.

Like all practitioners of the advanced psionic disciplines, practitioners of ionic technique train for years first to develop their core psionic abilities. Then they must train for years more to develop their affinity for electromagnetism and connect with their art. At first, an ionic psion's connection with the electromagnetic force is weak to nonexistent, and it must be nurtured, strengthened, and maintained through a lifetime of commitment and practice, often with the help of a creed, structured communal experiences, rituals, and religious beliefs.

## Proficiency

Ionic Technique is a psionic proficiency with a base dice of 8. It requires 5/5 Psionic Training as a prerequisite.

## Template

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## Abilities List

### Ionic Technique

#### Crackling Aura

 You give off a psionic aura which crackles with latent power, especially during moments of intense emotion, stress, and pain. Crackling Aura may be activated or deactivated at any time without using an action. Activating Crackling Aura sets your energy to 0 and deactivating it does not return you to your previous energy state. While Crackling Aura is active, every time an enemy makes an attack against you or anyone immediately adjacent to you, you gain 1 Energy, up to your cap. Energy recovery abilities such as Recuperate do not work with Crackling Aura.

#### Controlled Discharge

 You aim down your arm at a target with two fingers extended. Power surges through you. The air cracks. A bolt of lightning crashes into your target. Make a physical ranged attack against a target at short or medium range with 10 dice. This attack gains advantage when you are standing still.

#### Lightning Strike

 You spend a turn infusing your weapon with crackling energy. On the following turn, take one of the following actions:
* Make your first melee attack on your next turn with +3. If the attack lands, it also cleaves through to an adjacent target. Make a normal attack against that second target.
* Strike the ground, sending bolts of lighting arching in every direction. Make a normal melee attack against all creatures around you, friend and foe.

#### Storm Bolt

 You spend a turn infusing your weapon with crackling energy. On the following turn, hurl your weapon at an enemy to strike them with +3. If the attack lands, on top of any injury you might inflict, the target and all creatures immediately adjacent to them are staggered for one turn. Your weapon returns to you at the beginning of your next turn. If you are interrupted during the turn where the weapon is flying through the air, you lose control of the weapon and it clatters in whatever direction it was flying before you were interrupted. You can recover it later by using telekinesis.

#### Thunder Clap

 All creatures in melee or reach range with you need to make an **Athletics** save (CL 5). If they fail, they are staggered for one turn. May not be used while grappled.

#### Redirect Lightning

 If you are targeted by an electrokinetic discharge or are immediately adjacent to someone who is and have a movement and an action free, you may step in the path of your enemy's psicast and roll your  Ionic Technique proficiency. The opposing psicaster must also roll their proficiency with disadvantage. If you succeed, you may absorb the discharge's energy into yourself and redirect the ability at another target of your choosing. You may also add it to your energy reserve and store it for later. If assimilating the energy would cause you to exceed your cap, you gain a number of minor injuries equal to the amount it exceeds your cap by, but keep the rest of the energy.

#### Chain Lightning

 Make a ranged attack against a target at short or medium range with 12 dice. If you manage to hit and damage the target, the bolt jumps to another target of your choice. You roll an attack against that target with -2 dice relative to previously. If you manage to hit and damage that target, the bolt may jump to another target 2 fewer dice. It bounces until a creature successfully resists it.

#### Total Discharge

 Requires Crackling Aura. Discharges all your stockpiled energy in a ranged attack at short or medium range. The dice you roll with are 9 plus 1 for every point of energy you have stockpiled. If you manage to hit and damage the target, the bolt jumps to another target of your choice. You roll an attack against that target with -2 dice relative to previously. If you manage to hit and damage that target, the bolt may jump to another target 2 fewer dice. It bounces until a creature successfully resists it.