Psychic Mutations

Psychic mutations grow an innate channel to the Winds into the body itself -- no codex, no patron, no taught discipline. The organism simply reaches the miasma the way a different organism reaches for a claw. Because they tap the Winds, these mutations follow the same rules as any Protocol: the local color levels gate them, and they fall silent in a miasma-dead zone (see The Winds of Change). Unlike learned channeling, though, the capability is part of you -- it cannot be unlearned, only suppressed by killing the Wind around you.

Several entries grant a Trick or a Protocol "once per long rest without a Wind slot." That means you can run it for free that often, drawing on the ambient Wind alone; beyond that, you run it by spending Wind slots as normal, if you have them. The color requirement still applies every time.

Innate channel

MutationEffectNotes
Wind PowerChoose a color. You learn two Tricks and one Tier 1 Protocol of that color. You can run the Protocol once per long rest without spending a Wind slot; otherwise you run it with Wind slots if you have them.Repeatable (different color each time)
Slow ChannelYou can run certain Protocols slowly -- taking several minutes instead of an action -- without spending a Wind slot, drawing on the ambient Wind alone.--

Combat channeling

MutationEffectNotes
Far ChannelYour damaging Protocols double their range and ignore cover. You also learn one attack Trick of a color you can channel.--
Steady ChannelYou have advantage on checks to keep a Protocol running when you take damage. You can run a Protocol as an opportunity reaction in place of a strike, and occupied limbs never stop you from channeling.--
Spectrum AffinityChoose a color. Your Protocols of that color ignore resistance, and you treat any 1 rolled on their damage dice as a 2.Repeatable (different color each time)

Touched lineages

MutationEffectNotes
Veil-TouchedIncrease INT, WIS, or CHA by 1. You learn a short-range displacement Trick and one Tier 1 Protocol of misdirection. You can run each once per long rest without a Wind slot.--
Umbra-TouchedIncrease INT, WIS, or CHA by 1. You learn a concealment Trick and one Tier 1 affliction Protocol. You can run each once per long rest without a Wind slot.--

Mind and force

MutationEffectNotes
Kinetic MindYou learn a telekinetic shove Trick. You can lift and move small unattended objects at a distance with thought alone.--
MindlinkYou can speak mind to mind with any creature you can see within 60 ft, regardless of shared language. Once per long rest you can sense the surface thoughts of creatures near you for a short time.--