Arc: 1
Chapter: 4
Part: 2

 Psynesis: A Survivor’s Guide

"Normally, I would talk about Body's Mind and Mind's Body next, but that one isn't easy to demonstrate in a place like this, so I'll talk about Psynesis Specialties before we finish drinking."

"Psynesis Specialites, huh? It only sounds somewhat familiar."

"That's likely because you called it something slightly different before you lost your memories. Psynesis Specialties is a way to sort types of unique abilities that each Psynesis user possesses."

"Oh, it's just a sorting system? Then is it necessary for me to learn this?"

"Absolutely. Since nearly every person will only be 100% proficient in one type, and will not be able to use three of them at all."

"Is it possible that my ability is in a category that I'm not completely proficient in?"

"It's very unlikely. Unless your ability is a certain combination of proficiency types."

"A combination?"

"Right. Allow me to show you."

Messa starts to draw on a piece of tissue that was nearby, that depicted 4 words each with a different position on the tissue. When read left to right, then top to bottom, it went in this order: Lighter, Evolver, Summoner, Enchanter.

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"Your... erosion ability, does it only affect physical objects?"

Erosion ability? That's right, he doesn't know what Simplification Cream does yet.

"It only affects physical objects, yes."

"Then it would be an Enchanter ability, mainly. Also likely has some Lighter or Summoner components. "

"Could you explain each type now, please?"

"Right, I should've started with that. Lighter abilities use your energy to summon something on the physical plane that doesn't necessarily... take up space. It's difficult to explain, but the reason why it's called "Lighter" is because the easiest Lighter abilities to imagine are ones that create light. Things like lightning, fire, or even light itself. It can also be liquids, but that's usually special liquids that are able to pass through pretty much anything."

"Evolver abilities constantly drain your energy to alter the structure of your own body. Doing things like granting wings, and on the higher levels, even slowing aging! However, since most of someone's direct physical power comes from using the universal uses of Psynesis, transforming yourself into something more powerful simply becomes less and less efficient as you're fighting enemies with more and more Psynesis energy, since you usually reach a certain cap on how strong you can make your muscles, unless you know a lot about biology."

"Summoner abilities conjure a solid substance on the physical realm. This is most commonly used for creating highly complex and personalized weaponry that would be extremely difficult to carry around, or even make in the first place. The most common use of it is to make combinations of things, like a gun and a sword, for instance."

"Enchanters enchant or otherwise alters a previously existing physical entity. Enchantments can be anything from increasing it's density to even adding things conditions that might do something upon hitting an opponent."

"Okay, that's a lot, but that's only four specialties."

"Well, you probably noticed, but all of these types of abilities affect the physical realm in some way, but each of these specialties have a mental counterpart."

"Mistic (spelled with an I because it's like the word 'Mist.' Yeah, I know it's stupid) is the mental equivalent to Lighter. Mistic abilities will attack your mind with complex and symbolic things. Basically, it's the one that allows your basic illusions, but it can also attack you with things like harmful emotions or memories."

"Specralist abilities send part of your own body into a mental attack of sorts. This can allow you to move through walls, or even use it as power for other Psynesis techniques. This can also allow your normally physical body to also exist on the mental realm as well, but one will only exist as a conduit for the other, meaning that it's basically useless to use them to simultaneously attack someone on the physical and mental realm."

"I'm sorry, there's a mental realm?"

"I'll get to that, usually I explain it during the Body's Mind and Mind's Body section, but here we are. By the way, make sure you finish your drink soon, I wanna get to that part, and that'll require heading outside."

"Right, sorry."

"Conjurers are the mental equivalent to Summoners, Conjurer abilities conjure a weapon that exists in the mental realm, rather than the physical one. These weapons can have a set effect on the enemy's mind, but they can also just normally harm your chains, lock, or key, as universal mental attacks do."

"Possessors are the mental equivalent to Enchanters, Possessor abilities transform already existing solids into a mental attack, or gives the physical items mental properties. Similarly to Spectralist abilities, only one "half" of them will be useful as an attack. Furthermore, any attacks that would possess or otherwise hinder the free will of a living creature would be classified as a possessor technique. But an ability that disables an enemy's abilities does not necessarily mean it is a Possessor ability, even if it would technically hinder an opponent's free will to use that ability."

"Ok, so I'm an Enchanter? Because my main ability is an Enchanter ability? How do I determine what types of abilities I can't use?"

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"Well, you are an Enchanter, so you have 100% proficiency in abilities that mainly use that specialty. Specialties that are directly next to your main specialty you will be 70% proficient in. For you, it would be Evolver and Summoner. For the other specialty on the same plane as your main specialty, you will have 35% proficiency in. Which for you, would be Lighter."

"What about the abilities on the mental plane?"

"You will have 80% proficiency in the specialty that is similar to your main specialty in the opposite realm. For you, it would be the Possessor specialty. Any other abilities on the opposite realm as your specialty, you will have 0% proficiency in."

"Ah, okay. So I can't use Mistic, Spectralist, and Conjurer abilities."

"More importantly, your abilities can't have any form of Mistic, Spectralist, and Conjurer parts at all. For instance, even if your ability has Lighter components, it's only a conduit so that your Enchanter ability has a physical form, so you only having a 30% proficiency isn't really a problem."

I take one last gulp from my soda as he finishes the explanation.

"Is that... everything?"

"That's everything you need to know about Psynesis Specialties. Only one 3rd of Psynesis to explain."

Man, this would normally be very complicated, but I remember just about everything from this and the first part. Is it just way easier for me to retain information now that I'm a Psynesis user.

It's still pretty exhausting though.