Alaric Zevran Veyron’s Psychic Ability Compendium

> Compiled in secret. Read carefully. Do not let the Royal Academy find this.

Yes, I'm talking to you, Professor Gaelin.

—A.V.V.

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SECTION I – Telekinetic Techniques

1. Vector Grip

Basic telekinetic hold.

Allows Alaric to grab, lift, throw, or hold objects and enemies in place with invisible force. Functions like an extra limb that never misses.

2. Vector Crush

Area compression technique.

Compresses a targeted zone with pressure—flattening enemies, collapsing structures, or pinning threats against walls.

3. Vector Burst

High-speed directional launch.

Alaric can launch himself or an object with sudden force. Often used for dodging, misdirection, or humiliating mages who rely on flashy movement.

4. Shatter Pulse

Telekinetic bullet.

A sharp, concentrated point of force aimed to disrupt magic circles, crack armor, or knock weapons from enemy hands.

5. Perception Crush

Disables an enemy's sensory input by collapsing all incoming data.

Used to blind, disorient, or force an enemy into full mental shutdown. Effective against spellcasters mid-cast.

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SECTION II – Mental Manipulation

6. Neural Lock

Temporarily disables voluntary muscle control.

Usually applied just long enough to make someone trip, miss a punch, or fall dramatically for comedic timing.

7. Impulse Echo

Reflects a target's strongest emotional state back at them.

Can amplify fear, confusion, or arrogance until the enemy disables themselves.

8. Suggestion Thread

A subtle nudge. Not full mind control.

Inserts a quiet thought into someone's head. Best used for misleading questions or unearned confidence.

9. Mental Rewind

Replays the last 10–30 seconds of a person's conscious memory.

Used for investigation, interrogation, or reliving the exact moment someone regretted challenging Alaric.

10. Thought Loop

Forces the target's mind to repeat a single sentence or image.

Excellent for confusion. Dangerous if used mid-spell.

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SECTION III – Perception & Awareness

11. Cognition Split

Divides Alaric's thinking into two (or more) parallel layers.

One layer handles real-time movement. The other predicts possible futures and enemy actions. Side effect: headaches.

12. Precog Flash

Short burst of future-sight (1–2 seconds).

Instinctual dodge or prediction. Usually looks like Alaric moved "by luck" when he actually saw the future.

13. Mind Trace

Tracks residual psychic footprints.

Used to follow thoughts, detect fear, or find lost people in dungeons. Yes, it works on cats.

14. Veil Pierce

Reveals illusions, cloaks, or hidden mental barriers.

Especially useful when mages try to get sneaky.

15. Echo Sensory

Reads emotional residue embedded in an area.

A dungeon-walking detective tool. Can detect fear, pain, or trauma "echoes" left in the walls.

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SECTION IV – Field Control & Defense

16. Dominion Field

Creates a psychic suppression zone. Multi-tiered.

Lv.1: Slows thoughts and movement.

Lv.2: Blocks simple casting.

Lv.3: Freezes weaker minds entirely.

Used when Alaric's feeling generous and doesn't want to break anything.

17. Anchor Field

Stabilizes friendly minds inside a psychic bubble.

Used to protect allies from mental interference, illusion magic, or panic spells.

18. Compression Field

Defensive barrier made of dense psychic force.

Blocks low-tier spells and redirects arrows. Invisible and extremely satisfying when opponents run into it.

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SECTION V – Experimental / Forbidden

19. Perception Lock

Freezes a target's sense of time.

The target perceives Alaric as moving instantly—or not at all. Often mistaken for teleportation.

20. Crown Protocol (LOCKED)

Unknown ability tied to Alaric's origin and past life.

Rumored to be a world-altering technique. Not even Alaric fully understands it yet. Appears only under extreme duress or narrative drama.

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BONUS ENTRY: "Trip"

Unofficial psychic technique.

Just gently yanks someone's ankle. Works on nobles, monsters, and people who take themselves too seriously.