Either we should weaken Psychomancy or make it MUCH more taxing on the blood in its current 'nothing resists this shit' incarnation. The biggest issue is the fact that the power-to-cost ratio is severely fucked. As for tweaks, simple suggestions include:
Range: Line of sight isn't good enough, 'range: if I can see them.' Is still silly since nothing else works in that manner. Make minimum range something like ten feet, and for everything beyond ten feet there gets to be a 'delay' in the spell. Each extra five to ten feet after the first add a second between casting the spell, and the spell actually happening.
Delay: Delay is just a good concept in general that removes the 'instant ranged effect' issue. Perhaps certain spells already come with a delay?
Focus: Perhaps Psychomancy spells require sustained focus for a time to take effect? Anything more advanced than telepathic messaging should have a casting time.
Wards are a pain in the ass to deal with. I don't like it mechanically, or in flavor. It's saying that the only defense against magic is magic, which is blatantly untrue. Wards should be altered to extra defense on top of active resistance (Get out of my head!) and sheer willpower. Instead, the defense of these two natural things should be changed to improve the delay between a psychomantic attack being cast and happening, rather than just allowing a no-sell like wards currently do. Wards should now boost delay more, to potentially make the effort of breaking down the defense not being worth it, instead of the standard 'fuck you, you lose'. This
These Make Psychomancy in line with everything else, whilst also letting them keep their handy utility benefits and and just make everything more consistent than the all-or-nothing approach to defense we have now.
But it should be noted that Psychomancy should not be better at fighting than Pyromancy or Electromancy... It should be worse, actually. Why? Because those are combat bloods, and unlike them Psychomancy comes with a fucking BOUNTY of utility effects like telepathic conversation, invisibility and the like. The thought that a Psychomancer should be more effective than them in combat and one hundred times more effective out of it is silly. Besides, their role should be emphasized not towards combat but manipulating things outside of it.
Range: Line of sight isn't good enough, 'range: if I can see them.' Is still silly since nothing else works in that manner. Make minimum range something like ten feet, and for everything beyond ten feet there gets to be a 'delay' in the spell. Each extra five to ten feet after the first add a second between casting the spell, and the spell actually happening.
Delay: Delay is just a good concept in general that removes the 'instant ranged effect' issue. Perhaps certain spells already come with a delay?
Focus: Perhaps Psychomancy spells require sustained focus for a time to take effect? Anything more advanced than telepathic messaging should have a casting time.
Wards are a pain in the ass to deal with. I don't like it mechanically, or in flavor. It's saying that the only defense against magic is magic, which is blatantly untrue. Wards should be altered to extra defense on top of active resistance (Get out of my head!) and sheer willpower. Instead, the defense of these two natural things should be changed to improve the delay between a psychomantic attack being cast and happening, rather than just allowing a no-sell like wards currently do. Wards should now boost delay more, to potentially make the effort of breaking down the defense not being worth it, instead of the standard 'fuck you, you lose'. This
These Make Psychomancy in line with everything else, whilst also letting them keep their handy utility benefits and and just make everything more consistent than the all-or-nothing approach to defense we have now.
But it should be noted that Psychomancy should not be better at fighting than Pyromancy or Electromancy... It should be worse, actually. Why? Because those are combat bloods, and unlike them Psychomancy comes with a fucking BOUNTY of utility effects like telepathic conversation, invisibility and the like. The thought that a Psychomancer should be more effective than them in combat and one hundred times more effective out of it is silly. Besides, their role should be emphasized not towards combat but manipulating things outside of it.