Using blades made of psychic power, you tear into a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 2d6 Psychic damage. This attack scores a critical hit on a natural roll of 19 and 20.
You intensify gravity for the duration, making moves involving flying unusable and negating the ability Levitate. Additionally, Flying-type creatures are grounded can take damage from Ground-type moves.
Additionally, all attacks within the radius have advantage.
You focus your willpower on your head, then attack. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 3d6 damage and must succeed on a HP/Constitution saving throw or be stunned.
You eat the dreams of a sleeping creature you can see within range. The target must make a Special Defense/Wisdom saving throw. The target takes 4d6 Psychic damage and isn't woken up on a failed save, or half as much damage and is woken up on a successful one. You regain HP equal to half the damage dealt.
Until the move ends, you can make the attack again on each of your turns as a bonus action.
Using telekinetic power, you teleport up to double your movement speed to an unoccupied space that you can see.
This move sends creatures into a slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this move.
At Higher Levels. When you use this move using a move slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
You emit healing pulses in a 30-foot radius. Until the move ends, the pulses moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
You make a wish to heal your allies. You drop to 1 HP and are unconscious, you distribute your remaining hit dice among your allies to heal them.
You attack a target with psychic power. Choose a target within range to make a Special Defense/Wisdom saving throw. The target takes 3d8 Psychic damage on a failed save, or half as much damage on a successful one.
If Psychic Terrain is active when this move is used, all creatures within range of the Psychic Terrain must also make a Special Defense/Wisdom saving throw. Each creature instead takes 5d8 Psychic damage on a failed save, or half as much damage on a successful one.
A strange psychic force covers the battlefield in a 50-foot square with you at the center. For the duration, creatures on the ground are immune to bonus action moves and Psychic-type attacks use x1.25 the amount of damage dice.
You put up a wondrous wall of light to offer protection from harm. For the duration, you and all allies within range take halved damage from Physical attacks.
You put up a wondrous wall of light to offer protection from harm. For the duration, you and all allies within range take halved damage from Special attacks.
You generate unpleasant sound waves. Choose a point within range. All creatures within a 10-foot radius of the point must make a Special Defense/Wisdom saving throw. A target takes 3d6 Psychic damage, and is unable to heal for the duration on a failed save, or half as much damage and is not prevented from healing on a successful one.
You anticipate an attack for the future. Choose a creature you can see within range. When the move ends, either because your concentration is broken or because you decide to end it, the target must make a Special Defense/Wisdom saving throw. A creature takes Psychic damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 12d8. If at the end of your turn the move has not yet ended, the damage increases by 1d8.
You create a bizarre area that reverses the initiative order for the duration.
You take a moment to still your mind, focusing your senses. You can roll a d6 and add the number rolled to any Special rolls for the duration.
At Higher Levels. If you use this move using a move slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
You hit a creature you can see within range with a strong telekinetic force. The target must make a Special Defense/Wisdom saving throw. The target takes 6d8 Psychic damage and the next attack roll made against it has advantage on a failed save, or half as much damage and suffers no other effects on a successful one.
You have advantage on Sleight of Hand checks for the duration.
You use your psychic powers to swap your abilities with a Pokémon you can see within range. The target must make a Special Defense/Wisdom saving throw. On a failed save, you swap abilities with the target for the duration.
You create a 10-foot-radius circle of magical energy centered on a point on the ground that you can see within range.
Choose up to 3 different egg groups. The circle affects creatures of the chosen groups in the following ways:
- The creature can't willingly enter the circle by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Special Attack/Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you use this move, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified group from leaving the circle and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd.
You materialize an odd psychic wave to attack a creature you can see within range. The creature must make a Defense/Strength saving throw. The target takes 3d6 Psychic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you use this move using a move slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
You attack with stored power. A creature that you can see within range must make a Special Defense/Wisdom saving throw or take 2d4 Psychic damage.
For each Stat bonus you currently have, add 1d4 to the damage dice.
Your memory fumbles and your concerns are lost. For the duration, you have resistance to psychic damage, as well as advantage on Special Attack, and Special Defense saving throws.
You fall asleep for the duration. The move ends on early if you take damage or someone uses an action to shake or slap you awake. If you remain unconscious for the full duration, you gains the benefit of a short rest, and can't be affected by this move again until you finish a long rest.
Until the move ends, your speed is doubled, gain a +2 bonus to AC, has advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action.
When the move ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.
You attack a creature you can see within range with telekinetic force. The target must succeed on a Special Defense/Wisdom saving throw or take 1d6 Psychic-type damage and be stunned.
At Higher Levels. When you use this move using a move slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. If you use a move slot of 2nd level or higher, the range increases to 60 feet. If you use a move slot of 3rd level or higher, the target takes half as much damage on a successful save.