I've been working on the rules for my DELVE setting, but I figured this was quick and easy enough to share right now: my rules for Mentalism/Psionics. I'm not using Runes in my setting, but I did want to incorporate psionics because two of my homebrew races are known for using them.
Certain races, as well as some exceptional individuals, have the potential to manifest tremendous mental powers. Through intense training, focus, and force of will, they can perform feats that rival those of any arcane spellcaster. This power is known as Mentalism, or psionics , and its practitioners are known as mentalists or psionicists.
Mentalism is treated as a magic skill like Arcana, Divine, Primal, or Verse, though it is not, strictly speaking, magical. Mentalism is wholly exclusive from the other forms of magic: you cannot learn Mentalism by any means if you already have ranks in another magic skill, whether from your career or race. If you choose a career that grants Mentalism as a career skill, you may not subsequently acquire any other magic skill.
Mentalism (Intellect) allows you to use the following types of spells: Attack, Augment, Barrier, Curse, Heal, and Utility. When using Mentalism, the spellcaster uses their ranks in Discipline, instead of any Knowledge skill, for determining spell effects.
Mentalist Career
These characters have harnessed the power of their minds to perform incredible feats. The Mentalist counts the following skills as career skills: Brawl, Coercion, Discipline, Knowledge (Forbidden), Knowledge (Lore), Mentalism, Perception, and Vigilance.
Edited by Direach