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
- What wins this round? (deny enemy actions, not just damage)
- Which defense is weakest? (AC/Fort/Ref/Will)
- Spend tier: cantrip / mid slot / top slot
- 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)
- Take safe position.
- Cast reliable control (not greedy damage).
- 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.