Psionic

Psionics are gifted psychics who can levitate objects, create illusions, see the future, and even empower others. Their official color is iris purple.

## Tier-0

Psionics can communicate telepathically with others, although it's a one way street of communication, Psionics can convey their thoughts to others but can't hear the answer from anyone just by thinking.

## Tier I

* Psychic Boost - The user can empower their attacks with psychic energy, making them deal x1.2ATK. Costs 3 Stamina per turn.
* Weapon Levitation - The user can levitate their own weapon, pulling it back to them when lost, or even using it to attack without holding the weapon. Costs 2 Stamina per turn.

## Tier II

* Mind Lock - The user chooses a target that they have in their sight, spamming their mind with blurry thoughts that leaves them confused for 3 turns. Costs 5 Stamina per use.
* Object Levitation - The user can levitate any object in their area, utilizing parts of the world as tools for combat, taking advantage of what they find in the wild. Not only levitating, they can move the object around in the air with their mind. Objects thrown to be used as attacks, deal regular damage. Costs 5 Stamina per turn.

## Tier III

* Hive Mind - Telepathy pushed to the limit, the user can communicate their thoughts to others but also hear them back in return, provided they want to communicate. The user can even create a type of mental group chat/call where multiple willing players can communicate with their thoughts, even if the user is not communicating.
* Multiplication - The ability to multiply anything that is currently being levitated with psychic abilities. By producing and controlling multiple of those levitating items, the user can unleash that many more attacks, making it far harder to dodge, and dishing out more damage as well. Damaged increased by 1xATK for every object that hits the target, with each multiplication costing 5 Stamina.
* Clairvoyance - The user can see through every illusion, detect hidden objects/people, see locations outside of their field of view, also cure their own blindness (if afflicted by it), even seeing flawless in the dark or with their eyes closed. They can also see invisible beings. Costs 5 Stamina per turn to use.

## Tier IV

* Psychic Illusions - The user can invade someone's mind and plant illusions in there to fool them. The selected target has to be within eyesight (unless paired with Clairvoyance), and only the selected target sees the illusions. Though the illusions can't actually deal damage to the target, the target experiences pain if hit by the illusions, thus selling the lie of it not being an illusion but rather real. Illusions cannot be destroyed unless they take damage equal to half of the player's total HP, otherwise it lasts 2 turns. Costs 15 Stamina per affected target.
* Body Levitation - The user can levitate living beings this time, including themselves, other players and even enemies, either individually or simultaneously. If used to levitate the user, they will basically be allowed to fly this way, though no higher than a two story building, costing 5 Stamina per turn. If used to levitate a willing player, the same principle applies, with the cost being 5 Stamina per player/turn. If used to levitate an unwilling player, the cost becomes 15 Stamina per player/turn. If used to levitate a monster or Mini-Boss, the cost becomes 10 Stamina per target/turn. If used to levitate a villain, the cost becomes 25 per target/turn. Other Bosses cannot be levitated.

## Tier V

* Future Sight - The user can see into the near future, allowing them to avoid attacks, prevent tragedy, nullify surprise attacks/the element of surprise. With this, they can dodge an attack they otherwise wouldn't be able to, but they can also change circumstances, such as pushing someone else into the path of an attack that hasn't yet come but will, or removing someone from that path instead. RP posts can be ignored/deleted in order to match with this ability, up to one turn backwards, because the user sees one turn into the future. Costs 10 Stamina to do, but happens instinctively on the user's part.
* Mental Enhancement - The user channels part of their psychic powers into the mind of an ally, giving a 25% boost to the targeted ally's ATK and Speed for 3 turns, as well as restoring 5 Stamina for that ally. Costs 7 Stamina per ally, as this can be used to affect multiple allies at once(but only once per turn, cannot be used to boost the same ally multiple times in the same turn). The effect can be stacked. The user cannot use this ability on themselves.