Kane Advanced Turn Card (Spellbook-Driven, Level 11 Psychic)

Build source used: 02_Characters/Kane/kane.json (spells/feats/features). Style: practical turn execution, spoiler-safe.


0) Kane Kit Snapshot (what this card assumes)

  • Conscious Mind / tools in play: Infinite Eye package (Guidance Amp, Foresee the Path, Omnidirectional Scan, etc.).
  • Core class features in rotation: Unleash Psyche, Psi Cantrips + Amps, Signature Spells.
  • High-impact class feats/features: Violent Unleash, Sixth Sense, Thoughtsense, Warp Space.
  • Emergency non-spell line: Battle Medicine.

Known spell list (combat-relevant)

  • Cantrips: Telekinetic Projectile, Warp Step, Void Warp, Detect Magic, Telekinetic Hand
  • Rank 1: Sure Strike, Gravitational Pull, Mindlink
  • Rank 2: Invisibility, Blood Vendetta, Augury
  • Rank 3: Agonizing Despair, Paralyze, Organsight
  • Rank 4: Vision of Death, Fly, Clairvoyance
  • Rank 5: Synesthesia, Mind Probe, Scouting Eye
  • Rank 6: Phantasmal Calamity, Truesight

1) 12-Second Turn Gate

  1. What wins this round? (deny enemy actions, not just damage)
  2. Which defense is weakest? (AC/Fort/Ref/Will)
  3. Spend tier: cantrip / mid slot / top slot
  4. Fallback ready? (position + defensive line)

If uncertain: choose the line with value on non-crit outcomes and better team setup.


2) Situation → Spell/Ability Calls

A) Boss/Elite controlling tempo

Primary line

  • Synesthesia (rank 5) first when one enemy is the fight.
  • Follow with team focus fire + safe positioning.

Alternate line

  • Vision of Death (rank 4) for pressure + control flavor when Synesthesia not ideal.

If enemy senses/illusion defenses suspected

  • Truesight before premium disables.

B) 2+ meaningful enemies clumped

Primary line

  • Phantasmal Calamity (rank 6) when it hits multiple high-value targets.

Alternate line

  • Mid-rank control (Agonizing Despair / Vision of Death) + reposition if top slot not required.

C) Fast mover / skirmisher problem

  • Use Gravitational Pull or positioning denial to tax movement.
  • Add Warp Step for your own lane correction and safety.
  • If they overcommit, punish with control on next cycle.

D) Concealment / invisibility / weird perception fight

  • Truesight first if this is blocking target reliability.
  • Avoid dumping top slots blind.

E) You’re being focused

  • Reposition with Warp Step / terrain.
  • Use lower-risk control line over greed.
  • Battle Medicine when it prevents immediate collapse.

3) Unleash Psyche Timing

Use Unleash when at least one is true:

  • You can convert it into immediate tempo swing this round.
  • Team burst window is opening right now.
  • Encounter is likely to end before downside matters.

Hold Unleash when:

  • Board state is unclear and round 2 read is pending.
  • You need conservative play and defensive flexibility.

4) Amp / Psi Cantrip Priority (low-cost value)

  • Guidance (Amped): pre-burst ally setup and clutch check support.
  • Glimpse Weakness: use when party can capitalize immediately.
  • Foresee the Path / Omnidirectional Scan: when info meaningfully changes this round’s choices.
  • Telekinetic Projectile / Void Warp: filler when conserving slots but still contributing tempo/damage.

Rule: if the amp creates ally conversion this turn, it’s usually worth it.


5) Turn Templates (action-by-action)

Template 1 — Elite Lock (default hard fight)

  • Action 1: Threat confirm + weak defense read
  • Action 2–3: Synesthesia (or Vision of Death)
  • Next round: maintain safe spacing, convert with party focus

Template 2 — Multi-Target Swing

  • Action 1: Position for max target value
  • Action 2–3: Phantasmal Calamity
  • Next round: clean-up control, deny recoveries

Template 3 — Probe then Commit (unknown encounter)

  • Action 1: Info/position adjustment
  • Action 2: Mid-cost control test (Agonizing Despair / utility)
  • Action 3: Defensive setup
  • Round 2: top-slot commit based on observed defenses

Template 4 — Under Pressure Stabilize

  • Action 1: Warp Step / reposition out of kill lane
  • Action 2: reliable control/debuff
  • Action 3: Battle Medicine or setup

6) Slot Spend Rules (Kane-specific)

  • Rank 6: spend to flip encounter tempo (multi-target Calamity or clarity-critical Truesight).
  • Rank 5: Synesthesia is premium single-target tempo tech.
  • Rank 4/3: efficient control pressure layer.
  • Cantrip/amp turns: use when ahead or when fishing for defense read.

Never spend top slots just to “finish” a fight already won.


7) Team Sequencing Callouts (say these out loud)

  • “I’m debuffing boss now — burst after me.”
  • “Holding top slot one round; need defense read first.”
  • “I can reveal/solve concealment this turn.”
  • “I’m playing safe this round; need peel/space.”

8) Anti-Punt Fallback (when overloaded)

  1. Take safe position.
  2. Cast reliable control (not greedy damage).
  3. Last action on survival/setup.

Medium-value certainty > high-variance whiff.


9) Post-Fight 45s Review

  • Which spell created the biggest action swing?
  • Which slot felt wasted?
  • Did Unleash timing help or overcommit?
  • One adjustment for next fight.