Forcecontroller
Spellpoint Limit: 120
Life: 32
Armor: 0
Channeling: 10
Trained in the Mind school of Magic. Non-Mind Creature spells cost triple during spellbook construction.
Mind Reading: During the Deployment Phase, you may remove 2 Willpower Tokens from Forcecontroller to peek at 1 planned spell controlled by your opponent.
Will vs Will: You start the game with 1 Willpower Token. Once per round, during your Upkeep Phase, you gain a Willpower Token. You may spend mana equal to the Level +1 of a target non-Mage Creature within 2 Zones as a Quick Psychic spell to place 1 Willpower Token on that creature. That creature is Stunned, and it gains Melee +1. Creatures cannot gain more than Melee +2 from this effect. During each Upkeep Phase, each enemy non-Mage Creature with a Willpower Token on it must roll d12 against your roll of d12 (once each per creature). You gain a +2 bonus for each Willpower Token the creature has beyond the first on your d12 roll. If you roll higher, you gain control of that creature for that turn. Each Willpower Token on a non-Mage creature has Upkeep 1.
Force Push ;; Cost: 1 ;; Quick ;; 0-1 ;; Once per round, you may cast this quick Force spell. Target creature is Pushed 1 zone AWAY from you. Will not Push a creature through a wall with the Passage Attacks trait.
Psionic Mind Blast ;; Psychic ;; Ranged ;; 0-0 ;; Quick ;; 1 Dice ;; 1d12 9+ Daze, Ethereal, Critical Damage, Unavoidable
To explain my thoughts behind Will vs Will, as I'm sure I'll get the most questions about that, the idea is you're infusing your superior willpower into the creature, thus making it more determined to fight. BUT, since it is your will, you can also exert that will to fight the creature's will and gain control of it temporarily. Unlike Mind Control, the stun is only once, right when you blast it with your will (unless you blast it again of course). The more you strain your own will and focus, the more you can stretch your influence. Just don't overdo it, or you may run out of mana to spare for more!
Equipment!
Psionic Amplifier ;; Cost: 9 ;; Equipment ;; Weapon or Shield ;; Subtype: Psychic ;; Mind 4 ;; Quick ;; 0-2 ;; Target: Mage
Forcecontroller only
Psionic Bombardment ;; Psychic ;; Ranged ;; 0-0 ;; Full ;; 2 Dice ;; d12 +8 Daze, Ethereal, Critical Damage, Unavoidable
Each Upkeep Phase, you may pay 1 less upkeep for up to 2 different Mind spells you control. You may equip a second Psionic Amplifier in your other appropriate Slot (if this is a Weapon, you can equip the other in your Shield slot). If you have two Psionic Amplifiers equipped, Psionic Bombardment gains Sweeping OR Doublestrike and a +3 bonus on effect rolls, and the Range becomes 0-1.
---
Psychic Ring ;; Cost: 3 ;; Equipment ;; Ring ;; Subtype: Mana, Psychic ;; Mind 1 ;; Quick ;; 0-2 ;; Target: Mage
Forcecontroller only
Once per round, this Mage may pay 1 less mana when he casts or reveals a psychic spell. Enchantments only receive this discount when they are revealed.
Enchantments
Psychic Stealth ;; Cost: 2/10 ;; Enchantment ;; Subtype: Psychic ;; Mind 3 ;; Quick ;; 0-2 ;; Target: Mind Creature
Forcecontroller only
Upkeep 2
Creatures in the same zone as you or within 1 zone of you cannot target you.
Attacks!
Mind Bullet ;; Cost: 10 ;; Attack ;; Subtype: Psychic ;; Mind 2 ;; Ranged ;; Full ;; 0-2 ;; Target: Creature or Conjuration
Mind Bullet ;; Ranged ;; Psychic ;; 2 Dice ;; d12 5-7 Daze, 8-9 Slam, 10+ Stun, Ethereal, Unavoidable, Critical Damage
Forcecontroller only
Cantrip
---
Rupture ;; Cost: 8 ;; Attack ;; Subtype: Force ;; Mind 2 ;; Ranged ;; Full ;; 0-3 ;; Target: Creature
Rupture ;; Ranged ;; 4 Dice ;; d12 6-7 Daze, 8+ Daze + Bleed
If this Attack targets an enemy in the same Zone, it gains Critical Damage. If the enemy is 2 or more Zones away, this Attack cannot inflict Bleed.
Incantations!
Memory Wipe ;; Cost: 12 ;; Mind 4 ;; Incantation ;; Subtype: Psychic ;; Full ;; 0-0 ;; Target: Enemy Mage
Mind Mage Only
Magecast
Declare 1 Card Type (Attack, Conjuration, Creature, Enchantment, Equipment, or Incantation) and 1 Level. Your enemy must choose 1 card with both that Type and Level and discard it. If they cannot, nothing happens.
Conjurations!
Id Barrier ;; Cost: 2X ;; Mind 1 ;; Conjuration - Wall ;; Subtype: Psychic ;; Quick ;; 0-1 ;; Blocks Vision ;; Passage Attacks ;; Target: Zone Border
Forcecontroller only
Extendable
Fear Barrier ;; X dice ;; Melee ;; 0-0 ;; d12 10-14 Fear, +15 Fear 2
You may spend Willpower Tokens when you cast this Spell as 2 mana each. The attack gains a +X bonus on effect rolls.
((Fear: This is a Psychic condition. You gain Elusive, cannot attack, and must spend your actions Moving until have a minimum of 1 zone per Fear condition between you and any enemy creatures, or until you have no LoS to an enemy. Remove 1 Fear condition after Acting. Cost to remove is 4. If you are beyond the minimum required range for Fear (or have no LoS to an enemy), it has no effect.))