The Hawke's Book on Psychomancy

*Written by Vesryn Hawke*

## **Psychomancers...**

come in many different types. Their backgrounds, jobs they take as well as their interests and goals. With this art you can do many things, ones that benefit you, your friends or the nation you serve. For bad or for good, safety or personal gain.

I am not here to tell you what you should or shouldn’t do with the art, though I will tell you how to use it and what to expect if one wishes to attune.

A common misconception is that a Psychomancer’s illusions are those physically present in the world, You don’t form a real chair in the world, or turn yourself physically invisible. ***It’s all in someone’s head.***

Though it’s not just illusions, i’ll explain and tell you about my own spells as well explaining the broadness of the art itself,

## **Casting...**

illusions is always done by conjuring your vitor, and casting into the minds of your victims, You do not add a ghost in the real world, you make the /mind/ perceive that there is a ghost there. Though it’s not as simple as just adding a ghost, as a Psychomancer you focus on each and every aspect of the ***Illusion,***

***Sight,*** one of the first aspects one should be able to perfectly do. A disguised face, invisibility, they must be perfect as one can easily tell the real from fake. Manipulating one’s sight can do many things such as forged documents, theft by making it appear your arm hasn't moved at all, a dopple in combat. In the higher levels one can turn oneself fully invisible, null another's sense of sight entirely and many more.

***Hearing,*** the one I learned first and the one I believe to be the most useful one to know early on. After sight, sound is the one that people will take note of the most. You must take into account many things, the environment you’re in (Are you indoors or in a forest?) the material your illusion is made out of, the material things are made out of that impact the illusion and more. *I find hearing a good and useful illusion early on because one can cast a simple clap above one's head to see how your target reacts.* Will they look up to where you sounded a clap to see if your illusion worked? Or will they have a frustrated look because their mind has been tampered with?

***Touch,*** the sense of touch is for illusions close to your target, this can be coins or dopples. Will their hand be stopped as they ‘grab’ your illusioned object? Will they tap the shoulders of a dopple? What about the texture of a material? These must be near perfect if you want a convincing close-up illusion. *This is why I suggest practicing with hearing until you become an **expert** at it*

***Warmth and Cold,*** a more advanced version of touch which has to do whenever you must cast illusions about say an ice cube, the heat of a candle. Don’t know why you would make an illusion of one but if you do, you must make sure that they feel the warmth against their skin or the stinging cold of ice. *You could even convince someone you’re a different mancer at higher levels.*

*Know that not every Illusion should negatively affect the target, you could grant them a sort of see-through vision. You can see something your friend can't, so you give them the illusion of an outline of the object through a wall.*

These are just a few of the things one must be aware of when it comes to Illusions, as you grow in your art you will learn what to focus on more and more. The tiniest of details with the smallest bits of information you have at hand. Though this is not what i personally focused on,

## **The T’s...**

**There are several T’s one can cast with. Those being;**

**Telekinesis,** the art of letting out kinetic energy through the mind on objects such as knives, crates, people and eventually yourself. One of the first things I worked on myself to give me the ultimate defense I have now is my ‘Sense’ spell, using Telekinesis to ‘grip’ and ‘feel’ your surroundings, (Practice with a blindfold!) This way you can even see behind you, or around corners. Though not through glass or objects such as bags, this spell would only be done by Experts of psychomancy. If one deems themself a Master however one is capable of making himself or another fly with decent agility, though not as much as say an Aeromancer.

Offensively this may also be used to grip throats, tear fingers, blast people off cliffs and so on. There is an upgraded form of this, perhaps due to my focus on this specific aspect of the mancy, I have dubbed it Intennomancy. Force Fields, Weapons, cuffs and projectiles. However this is too difficult to explain through a book, perhaps one day i shall write extensively about it.

**Telepathy,** you can hold full conversations without speaking, even at lower levels. There’s not much to talk about here since I rarely use it myself, but as a Master I could even grant one my knowledge of a certain person’s appearance and the general information about them.

**Teleportation,** certainly one of the more powerful T’s, right below Telekinesis or for some, above it. One may teleport or ‘blink’ themselves through the world. At lower levels a couple of feet (although one could chain-blink at the cost of more vitor). However at the level I am at, one could teleport themselves up to 60 feet in a single blink.

Those are the main things one could do, but there’s useful bits and traits that one gains once they achieve the higher levels;

### **The rest**

***Faster Learning***, a psychomancer naturally learns faster by processing the information with the help of psychomancy, it’s pretty self explanatory.

***Faster Teaching***, Same as before, self explanatory. Used this myself once by teaching a group of people a language in a couple of days or weeks.

***Soothing and Anguish***, not only can one cast an illusion or use the T’s in combat. They can also manipulate a target’s emotions to lead them to a goal you desire, filling them with rage or anger so they fight their brethren, or soothing them to calm them down. (Useful against hostile psychomancers). Though those are just two emotions, one could focus on any and when played well could give them what they were aiming for with ease.

***Pets, Get. A. Bird.*** I can’t stress enough on how useful these pets are, my recommendation are Hawks as their sight is great. One could order a bird (once trained) to act as scouts by granting you their vision, gathering things for you. Hunt other scout pets or track targets from great distances. One could even cast on someone by looking at them through a pet, you’re only focusing on the mind after all, no wall will stop you once you know exactly where they are.

This is all I have to say in this book, know that this is not the limit of this art. One could one day create even portals or something more malicious. That is of no concern to me.