Mentalist
:Mentalist
The mentalist is a true believer in the concept of mind over matter,
that the mind can overcome great obstacles thru willpower and logic.
Examples in the comics are characters like Professor Xavier and Marvel
Girl. Examples in fiction include The Turtle, Dr. Tacheyon, Most of the
powers of the Darkover novels and Mr. Spock.
Prerequisite Skills:
Alertness
Meditation
Suggested Skills:
Computer Operation
Magical History
Mathematics
Psychology
Spell Analysis
Restrictions & Advantages:
Unable to be Token Mages
All spell effects end if the caster becomes unconscious
Cannot follow traditions of Draconian, Enchanter, Gypsy,
Discordian, Darkovian, Shaman (any) or Voodon.
Can only keep one spell active for every 10 MIND
they possess because of concentration involved.
When a mentalist dies they issue forth uncontrollably
a mental death scream. This scream radiates out
30' per point of Magical Capacity they possess
(not energy on hand, capacity!). Beings within
the radius who do not Have Magical Aptitude
get a severe headache for an hour that leaves
them at -10% to perform all actions. Those that
do must make a saving throw against their
Aptitude ONLY, sucess results in a similar
headache. Those that didn't save take damage
based on the dying mentalist :
INT((SPIRIT+Energy Left)/5)
:Affect_Normal_Fires
COST : 5
MODS : D,R
This spell enables the mage to cause non-magical fires--from a torch or
lantern to as large as a 10' radius ---to reduce in size and brightness
to become mere coals or increase in light to become as full daylight and
increase the illumination to double the normal radius. This does not
affect either fuel consumption or damage caused by the fire. The caster
can affect any or all fires in the spell's area. He can alter their
intensities with a gesture as long as the spell is in effect. The spell
lasts until the caster cancels it, all fuel is burned, or the duration
ends. The caster can also extinguish all flames in the area, which
expends the spell immediately. The spell does not affect fire elementals
or similar creatures.
:Aluap's_Curse
COST : 10
MODS : D,R
Cast on a Target being, ALL magic items used by that person will be
unable to function magically for the duration of the spell. The Target
being DOES get a saving throw vs Magic to avoid the effect at its
casting. Even magic swords will not get their pluses etc for the whole
duration.
:Animal_Possession
COST : 10
MODS : D,R
This spell allows a mage to possess the body of any animal intelligence
creature, and control it thusly. The Mages own body slips into a deep
sleep while inhabiting this creature mentally. The Mage controls ALL the
actions of that body and will feel ALL and see and HEAR what the
creature normally would. If the creature is harmed or killed while the
mage so controls it the mage will awake to find their body has suffered
Health damage internally equal to that done to the creature. A mage
whoose body is slain while they are so possessing a creature becomes
trapped mentally within it.
Mages so possessing a creature can cast from the body, using their
stored pool of energy and may even gain energy thru the link in some
circumstances. The mage may severe the Possession at will, snapping back
to their own if it still exists. If a mage is trapped in a body after
the death of his own then the duration of the spell no longer will
apply.
:Apprentice_Link_Ritual
COST : 15
MODS : N
This spell is used to link a spellcaster with an apprentice or trusted
companion or follower over a long period of time. It creates a linking
so that they can speak (as under a Mind_Speech* spell), and so they can
transfer energy at will (The CASTER of the Apprenticeship spell controls
the flow and can take energy from the apprentice at will or bestow such
to them at will) over any distance. The spell effects work THRU a
Pentagram unhindered as well, despite its lack of ranks. The caster can
also cast Spells upon the Apprentice at any time despite the distance as
if they were in TOUCH range.
This spell cannot be cast on an unwilling target.
Unlike a normal Spell, the duration on this one is always exactly one
year and a day and works while the caster is unconscious.
This spell does NOT count against the total of number of active spells
the caster has working at any time, and cannot be dispelled by a normal
dispell magic.
:Awaken
COST : 1
MODS : R,T
This spell will wake a character (or characters) to full alertness
instantaneously. It can be set to trigger on a specific action such as
a word or action. The primary component is a horn (which can be
reused). Each being that may be awakened must be named in the spell
when cast. It does not work against coma victims.
:Ballistic_Attack
COST : 12
MODS : R
This spell allows the caster to duplicate the effect of gunfire on a
target by transferring to a bullet, ball bearing or similar small metal
object the velocity and kinetic energy of a fired bullet. The chance to
hit the target is 100% minus the Defensive value of the target
(Coordination etc). The object being launched must be in the caster's
hand and weigh 1/4 of a pound or less. The object counts as a Ballistic
attack (see Ballistic_Defense* ). It does 2d10 + 1/Rank of the spell.
:Ballistic_Defense
COST : 10
MODS : D,R,T
This spell allows the caster to protect themselves and/or other beings
from gunfire by reducing the velocity of the incoming bullets for the
duration. Range is used when using Targets only.
Ballistic Defense adds +15 absorbtion against incoming gunfire ONLY. (It
fails against other attack forms to assist in anyway).
Additional ranks after the first add +1 to the absorbtion.
:Block_Teleport
COST : 10
MODS : D
This spell prevents anyone from teleporting into or out of the area of
effect while the spell is in effect. It will not effect homing teleport
spells (e. g. word of recall). It will also not effect gates. It covers
an area of 100 Cubic Feet per RANK of the spell.
:Blur
COST : 3
MODS : D,R
This causes the caster's (or target being's) outline to become blurred,
shifting and waivers. This distortion causes all missile and melee
combats to be -20% normal chance to hit as well as for all magic attacks
directed at the target exactly.
:Body_Equilibrium
COST : 5
MODS : D
This allows the caster to adjust the weight of their body to correspond
with the surface they are standing on. Thus they can walk on ice, water,
quicksand or even a cloud.
Because of their lightness the character must be wary of wind gusts
which can easily blow them away.
This will also act as a feather fall effect if they are falling...
:Calm_Animals
COST : 3
MODS : D,R
This causes animals in a radius out to the range of the spell, to be
calmed and placid. This can stop a stampede, prevent an attack or simply
prevent easily startled or 'watch' animals from reacting to the presence
of the caster and/or others in the area for the duration. This area of
calm moves with the caster, and animals outside the area will return to
normal reactions.
Multiple TARGETS are not used as an option on this spell since it is an
area affect.
:Cell_Adjustment
COST : 20
MODS : N
This spell allows the caster to heal another being of damage by touch.
It does NOT cure diseases or regenerate lost body parts. It costs,
beyond the base, 1 point per point of healing to be done. It will NOT
bring the dead back to life, but will work on someone unconscious or
near-death (in negative points but not negative 10 or worse).
It is ONLY usable at TOUCH range, and only 1 target at a time.
:Cell_Disruption
COST : 20
MODS : R
This spell causes the target being's body cells to burst internally from
hypercharged energy, doing damage to them. Beyond the base cost the mage
pays 1 point per point of damage they wish to inflict. Target DOES get a
standard save.
:Change_Self
COST : 3
MODS : D
This spell enables the Mentalist to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Charm_Animal
COST : 10
MODS : D,R
This spell allows the caster to charm a target animal to become a
faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
STay, Attack, Follow, Heel) but does not share a telepathic link or full
understanding of everything the caster may say. Lasts till duration ends
and then will wander away.
:Charm_Person
COST : 20
MODS : D,R
This spell affects any single person it is cast upon. The term person
includes bipedal human, demi human, or humanoid of man-size or smaller,
such as dwarves, elves, gnomes, half-elves, humans, and others.
The spell recipient regards the caster as a trusted friend and ally to
be heeded and protected. The spell does not enable the caster to
control the charmed creature as if it were an automaton, but any word or
action of the caster is viewed in the most favorable way. Thus, person
would not obey a suicide command, but he might believe the caster if
assured that the only chance to save the caster is to hold back an
on-rushing dragon "just for a round or two". Note also that the spell
does not endow the caster with linguistic capabilities beyond those he
normally possesses (i.e., he must speak the victim's language to
communicate ).
They get a save vs Magic when it is initially cast. Additional Ranks
lower their saving throw by 1 Point.
:Combat_Teleport
COST : 15
MODS : D
This spell makes the caster +10% harder to hit via all HTH, Hand weapon,
Missile and gunfire combat attacks as they teleport themselves instantly
a few inches to avoid attacks when they occur. It does NOT work against
energy weapons, spells without physical form or area affect spells and
weapons (like a grenade). While active the caster CANNOT physically be
touched by anyone. Combat Teleport cannot be active at the same time as
Globe of Invulnerability since it is an aura affect.
Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with Coordination modifiers but not with BLUR*.
:Common_Tongue
COST : 20
MODS : D
This spell is an area effect, extending 50' around the caster. ALL
beings within this radius can speak and understand each other even if
they normally cannot as it gives them a common magical language they all
can do so with while in the area of effect.
:Complex_Illusion
COST : 20
MODS : D,R
This spell is the most advanced of the Phantasmal Force style illusions.
This illusion will affect EVERY sense of those experiencing it and will
appear to even inflict damage if it is a damage causing thing that is
being projected - but a being that things its been killed/destroyed will
merely fall unconscious for 1d10 + Rank rounds and then will revive with
no damage from the illusion. A being who has been so knocked out will
NOT be affected by the illusion a second time.
Complex illusions will move as ordered by the caster within range, and
will otherwise stay put unmoving until dispelled or destroyed. Thus an
illusion of a brick wall will last until the duration is ended...
Casters are NOT affected by their own illusion.
:Comprehend_Languages
COST : 10
MODS : D,R,T
When this spell is cast, the Mentalist is able to understand the spoken
words of a creature or read an otherwise incomprehensible written
message (such as writing in another language).
Note that the ability to read does not does not necessarily impart
understanding of the material, nor does the spell enable one to speak or
write an unknown language. Written material can be read at a rate of
one page or equivalent per round. Magical writing cannot be read, other
than to know it is magical, but the spell is often useful when
deciphering treasure maps. This spell can be foiled by certain warding
magics and it does not reveal messages concealed in otherwise normal
text.
The reverse of this spell, confuse languages, cancels a comprehend
languages spell or renders a writing or a creature's speech
incomprehensible, for the same duration.
:Conceal_Thoughts
COST : 5
MODS : D
This is a psychic defense, it prevents Telepathy* from altering ones
memories and thoughts, or accessing them AND will prevent the usage of
effects on the caster because of the opponent has previously gotten a
Know_Mind* spell to work on them. It gives a +10% save to Charm effects
(by a mentalist or other mage tradition) and also to save against
Domination*, Possession*, Quantum_Leap* and the Curse_Of_Senility.
:Corpse_Visage
COST : 5
MODS : D,R
This spell transforms the caster's face or the face of any creature
touched by the caster into the horrifying visage of a rotting corpse.
The effect of this illusion is so startling that when it is viewed by
opponents, the Mentalist's party adds to their surprise roll.
Corpse visage does not distinguish between friend and foe, and all who
view it are subject to its effects. If the spell is cast upon an
unwilling victim, the victim is allowed defenses to avoid the effect.
:Cure_Hangover
COST : 5
MODS : R,T
This spell removes all the symptoms of a hangover in the target beings.
There is no saving throw vs this effect.
:Curse_Of_Senility
COST : 20
MODS : D,R
This spell will ONLY work on a mage. The Target must save vs Magic or
will suffer SENILITY for the duration. While under the effect of this
the Mage must make a saving throw VS Magic every time they wish to cast
a spell - a failed throw means they cannot remember the spell AND must
spend the rest of that round in puzzlement over their memory loss. The
effect does NOT apply to HUNG spells.
:Dancing_Weapon
COST : 10
MODS : D
Cast on any hand-held weapon it will cause it to move about and fight
for the caster/owner within a 50' radius, as if it was wielded by the
owner, allowing them to perform other tasks while it fights. Attacks on
a Dancing weapon are -30% due to size and speed, and if it is hit the
hit will simply end the duration of the spell, not damage the weapon. If
its owner is knocked unconscious/dead the weapon ceases to fight as
well. Additional ranks add 10' to the radius of movement from caster.
:Deadthought
COST : 10
MODS : D,R
This is essentially telepathy with a corpse, as the forensic Mentalist
probes the brain of the deceased for specific data.
Type of Chance of
Information Finding Examples
----------- --------- --------------------
Basic 96% Name and profession
Well Known 70% Relating to current mission
Known 30% Relating to previous missions
Forgotten 2% Overheard once
:Deflect
COST : 3
MODS : D
This spell is cast on a shield, and temporarily increases its bearers
chance to prevent a missile attack from reaching target by 10% per RANK.
:Depression
COST : 10
MODS : D,R
This inflicts upon the victim the knowledge of ill logic, making them
realize that death is inevitable no matter how much they struggle and
that everything they do will not really matter in the long term. This
depression will reduce all their skills by 20% to succeed while active.
TARGETS is not used on this spell.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect of
a charm spell.
:Detect_Illusions
COST : 5
MODS : D
Allows the caster to see thru ALL Illusions encountered while the spell
duration is in effect, wether caused by magical spell or magic abilities
of specific creatures.
:Detect_Life
COST : 1
MODS : R
By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will also
expose Undead for what they are.
:Detect_Lie
COST : 3
MODS : D,T
This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only
falsehoods.
:Detect_Magic
COST : 1
MODS : D,R
This spell causes all magic on the target being/object to be shown in
that it will glow with colors to the caster's eyes. Duration is not
needed to be purchased if it is cast at the suspect target. If Duration
is purchased it will show the caster ALL magical objects or beings they
encounter with sight range of the bought range.
:Detect_Mentalist
COST : 5
MODS : D
This spell will notify the caster when another mentalist has come within
30' radius range/rank of the caster. If the detected being is a
Known_Mind* then they will instantly know that it is them.
This effect does not count against the total number of active spells.
:Detonate
COST : 15
MODS : R
This allows the caster to detonate the latent energy within an inanimate
object or plant (it fails against any magical device, things made of
Lead or Gold, as well as all living creatures). The size of the object
can be a maximum of 1 LB per RANK of the spell, and the object will
explode outward for 5 points plus 1d10 /per rank. IT will affect an area
radius of 5 feet per 10 lbs involved. Beings within the range can save
vs Coordination to take 1/2 damage, and armour DOES apply (the damage
done is NON-MAGICAL and defenses that only work against magical attacks
fail against this spell, while those that prevent mundane damage work
perfectly). The object MUST be solid - it will not detonate a liquid or
a gas. The object involved will be shattered/broken in the process.
:Dispell_Hobgoblin
COST : 1+
MODS : R
This allows the Mentalist to eliminate a Hobgoblin created by a Paradox
effect, IF the person responsible for its creation is present, by
removing it from reality and returning it to their memories from which
it came. The Cost is 1 point plus 1 per STAT point that the Hobgoblin
has and 1 point per special ability their imagination had given it.
:Dispel_Illusion
COST : 3
MODS : R
This will cancel ANY illusionary effect instantly and finally.
:Dispel_Magic
COST : 5
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs Magic against Dispel. Note that the dispell must
be of equal or greater rank then the spell being affected to work.
:Disruption
COST : 20
MODS : R
This is cast ONLY on a single target. The Target must be a mage. If the
Target fails a save vs Magic then they will immediately lose ALL their
HUNG spells and the energy held in them.
:Domination
COST : 25
MODS : N
This is a special effect, not bound by some of the rules of the
Mentalist tradition. Domination allows a mage to make major
modifications to the target's mind, so that the subject will willingly
follow any instructions or wishes spoken by the mage to them and believe
that it is their own free will that is in effect.
A mind to be dominated must first be known to the mage thru the
Know_Mind* spell effect. Second they must overcome the subjects will
thru the casting of the domination spell. The subject gets a save
against the Domination effect at the initial casting. They also will get
a save whenever instructed by the caster to perform an action that would
violate natural disadvantages, inclinations and fears of the subject
(ex: A Code against killing, a fear of heights etc), against their
SPIRIT alone in such violations. Once a subject has saved against
Domination from the caster they can NEVER be dominated by the caster
again.
This special spell does NOT wear off with the unconsciousness of the
caster, and cannot be removed by a Dispell Magic, Detected by a Detect
charm or Detect Magic (It registers as a CURSE for detection and
removal). It lasts until saved against, removed or the death of the
caster.
:Dream_Death
COST : 25
MODS : R
This spell is cast upon someone and becomes active when they enter into
a dream state. It fails to work against someone who is experiencing a
dream-bead recorded dream or who has Dream Manipulation cast upon
themselves. Once the target is asleep they must make a save against
their Magic as they will experience a horrific dream that will cause
them to die within their sleep upon failure to save (someone killed this
way does NOT receive Divine Intervention as their Spirit is trapped upon
the Dream Plane and they become a member of that plane's inhabitants
unless rescued and brought out physically).
:Dream_Sharing
COST : 10
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the mage ALSO
has a blank dream bead they can record the dream of the target being at
the same time. This spell can be cast upon the being as they go to sleep
or before they do so - but the caster will slip into slumber themselves
as soon as the target being goes into the dream state. The duration does
NOT begin until the target becomes asleep.
:Dream_Supression
COST : 5
MODS : D,R
This spell allows the caster or the subject to be free from dreams when
sleeping for the duration of the spell, including all the effects of a
Death_Dream* . The disadvantage is that they cannot gain the benefits of
dreaming also, including things such as the effects of Dream_Teacher*
spells.
:Dream_Teacher
COST : 25
MODS : R
A more advanced version of Dream Sharing or Manipulation, this spell
allows someone to teach the subject while they are asleep in a skill
they are experienced in. The subject STILL pays the experience costs of
the skill or spell, but learns it in the scope of a single dream, thus
speeding the learning process. The caster MUST have the skill to be
taught at least at 5 levels of training, and the caster gains NO
experience by teaching the skill in this way.
Dream Teacher can ALSO be cast upon an existing Dream Bead and allows
that bead to contain the knowledge of a skill or spell to be taught to
whoever uses that bead.
:Dream_Thief
COST : 25
MODS : R
This allows the caster to steal the dreams of a Known Mind (see Spell
KNOW_MIND*) or targeted being within range. Once cast it waits until the
target sleeps (range does not apply after the initial casting). If the
target does not sleep within 24 hours then the spell fails. There is NO
save when the spell is first cast, the save come after going to sleep.
The target gets their save against the spell upon going to sleep. If
they fail their save then they sleep without dreaming, and will be at -1
to their SPIRIT for the next 24 hours because of this. At the same time
the CASTER gets a +1 to their own Magical Aptitude for the same 24
hours. The target must save against the spell EACH time they go to sleep
(but only once in a 24 hour period), and until they save the spell
continues to work without the caster having to invest energy into the
effect (but it DOES count as an active spell for concentration reasons,
but will work even after the caster has become unconscious).
Additional Ranks add a +1 to the effect in drain SPIRIT, but not in
gained MA. If a target is ever drained in the process to 0 SPIRIT then
they will enter into a coma and not wake again while the caster lives,
and the caster will have the Aptitude gain until the death of their
subject (and will no longer have to count the spell against active ones
while the subject is in the coma and alive).
Dispell magic and remove curse will not help, nor will awaken. To remove
the effect you must kill the caster or Cast a Dispell on the caster of a
rank equal to or greater than the Rank of the Dream Thief spell had been
cast within one month, remove curse with one year (after a year there is
no way to save the subject in the coma).
This spell is considered HIGHLY unethical and other mentalists will
usually seek out someone using it as a danger to the Tradition in
general.
:Empathic_Revenge
COST : 25
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only Health damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
:Enhanced_Phantasmal_Force
COST : 10
MODS : D,R
This spell is a Phantasmal force with Sight and Sound and (optionally)
smell, but not substance. The enhanced Phantasmal Force can cover a 10'
x 10' x 10' area at the stated range per RANK and can move anywhere from
that range to the caster as the caster chooses. While working this spell
the caster cannot cast another spell (but may prepare one) or engage in
HTH combat except defensively. If the caster moves the Force will remain
always within range of the caster. Upon casting another spell the Force
will cease to move by the will of the caster, but will simply freeze
frame where it is until the duration ends. It will continue the last
ordered sound and smell output.
:Erase_Signature
COST : 10
MODS : N
Cast on an item, this erases all connection of the item with any persons
or history that could normally be read from it by various divinatory
spells. The caster may handle the item for 1 round per rank afterwards
without placing new impressions/signatures on the item.
At Rank 10 it will also erase signatures on all ACTIVE or PASSIVE spells
on the item so that they cannot be spell traced or otherwise divined
back to the initial caster.
:Exorcise
COST : 20
MODS : R
This is cast on a body possessed by a spellcaster or creature of some
sort. It drives the offending possessor out of the body back to their
own (if possible), though they do get a Magic save to oppose it.
:Evil_Eye_(Curse)
COST : 5
MODS : D
This is a minor curse spell, inflictable only on one Target who MUST be
able to make eye contact with the caster, within the range it is cast
at.
The evil eye affects an individuals luck, that is, it affects their die
rolls. It causes ALL misses in combat and all spell casting failures to
be considered KLUTZes with the detrimental affects of that result. It
cannot be dispelled by a normal dispell magic.
:Extinguish_Fire
COST : 3
MODS : R
This will extinguish any fire within range radius.
:Eyes_Of_Sickness
COST : 20
MODS : D
This spell can ONLY be cast on the caster, and while under its effective
duration the caster's gaze has the ability, when meeting that of another
living being or creature to cause the infliction of instant and painful
sickness effects on the victim. In this case it causes internal pain (as
from severe cramping of the digestive system) and fever to sweep over
their body. Such a target being's skills are ALL reduced to 50% of
normal success, all physical attacks they do will be at 1/2 normal
damage (After totalling scores) and their movement rate is reduced by
half. The victim is so effected while their eyes meet the casters and
lasts for 10 rounds afterward contact is broken. The effect cannot be
negated by a cure disease or healing spell of any kind, or a dispell
magic, but a REMOVE_CURSE* will remove its effects prematurely. The save
against the effect is vs Body instead of MIND/SPIRIT as the body is
fighting off the spell effects, not the mind.
:Fall_Short
COST : 15
MODS : D,T
Target being this is cast on has their range illusionary modified so
that they will appear to drift back and forth to a viewer, causing their
range to distort. Anyone firing a ranged weapon at the target must make
a Spirit ROLL ( alertness cannot be applied as a skill vs this) to
properly perceive the targets range - if they fail they will
automatically miss with their attack. Anyone making a HTH attack vs the
target being is -10% normal chances to hit because of the effect. Anyone
using a ranged spell (non-touch) to hit must also make a perception roll
to properly gauge the range to the caster OR must pay for EXTREME (20
point ballista range) to ensure to hit the target, or they will be
subject to the effect as if a ranged attack with a weapon.
:Fertility
COST : 5
MODS : D,R
This spell will bring a subject being into peak fertility, and will
override all known herbs, magics and medicinal means to block fertility
(but not Barrier-form prophylactics or natural preventions in their
biology) allowing conception to take place if a mating occurs within the
duration of the spell.
:Find_Animals
COST : 3
MODS : N
This spell allows the caster to state a particular kind of animal for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find a Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.
:Flight
COST : 20
MODS : D
Mental flight allows the caster to move thru the air, rising, diving,
descending and maneuvering (as well as optionally hovering) at a speed
of 30'/round maximum per RANK in the spell (2mph per rank in the spell).
A target in flight gains a +10% to Coordination when not in an enclosed
area for purposes of defense calculations only.
A flying mage may carry 1/2 their weight with them without hinderance.
They can carry upto their own weight in flight, BUT reduce their speed
of movement by 1/2.
:Force_Shapechange
COST : 15
MODS : R
With this spell the caster can force any shapechanger (even a
changeling) or polymorphed creature to instantly revert to their true
form (or most commonly used form). If the target is a natural
shapechanger then they DO get a save vs Magic to avoid the effect -
there is no Save vs those who are polymorphed. The target cannot change
form again for 1d10 + 1/Rank Rnds even if they saved against the spell.
:Free_Action
COST : 7
MODS : D,R
This spell enables the target to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.
:Friendly Possession
COST : 15
MODS : D,R
Caster's mind enters the target being's body for the duration, their own
body collapses into a coma. If the caster's own body is destroyed they
permanently become resident in the new body. While in possession the
caster has the new body's stats except for MIND, SPIRIT and Magical
Capacity. The target's mind is NOT rendered unconscious. Both caster
and target are fully functional. They may take actions simultaneously,
within the physical limitations of the body. If they attempt to do
contradictory things, and neither agrees to cancel his action, both must
attempt a MIND roll. If one succeeds and the other fails, the one who
succeeds may take his action. If both succeed, the body attempts both
actions with results determined by the GM. If both fail, the body does
neither action.
The two minds count as separate targets for mental spells. (Spells
which are cast on the mind, such as Sleep or Charm.) If the caster of
such as spell only puts one target on the spell and does not specify
which mind he is casting it on, the target is determined randomly. If
an area effect mental spell occurs, both make separate saving throws to
determine if they are affected. Against physical spells which affect the
body, they get the better save of the two characters. Against an
Exorcism spell, both characters are entitled to a save, and if either
succeeds the Exorcism fails.
:Globe_Of_Invulnerability
COST : 25
MODS : D,T
This creates around the caster a sphere of magical energy which will
prevent spells cast by others from affecting the caster. The globe does
NOT protect against physical attacks, nor does it prevent the caster
from casting magical spells OUT from the shell. It lasts for the
duration and is even immune to Dispell Magic spells. It also does not
stop the caster from casting spells on themself. It does not protect
from magical weapons or devices that have non-ranged affects (such as a
magic sword), and it does not stop touch range spells.
While this spell is active the caster cannot have any other globe, aura
or sphere based spell around them, including Ballistic Defense.
:Groping_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!
:Grounding
COST : 7
MODS : D
This spell helps protector the caster on several levels. First it will
prevent ALL Electrical damage for the duration of the spell; second it
gives the caster a +10% save for saves vs incoming spells and effects
for the duration. Note that long duration groundings are possible but
that grounding does NOT work while a character is unconscious or asleep
in some way as it takes thought to perform.
:Hallucinatory_Forest
COST : 12
MODS : D,R
Cast outdoors, this creates a hallucinatory Forest to appear. Centaurs,
dryads, dragons, nymphs, satyrs, and treants will recognize it as an
illusion but all others will perceive it as real. It will fill an area
from the caster to the maximum range and an equal distance at an angle
specified by the caster (so it may be triangular or even square at
most).
Trees in such a forest will appear to have substance and form and will
not dissipate if touched like a Phantasmal force would. The forest WILL
act as cover for a camouflage spell or for someone dodging archery
attacks. Movement rates will be as if thru a real forest.
:Heightened_Senses
COST : 3
MODS : D
This spell allows the caster to raise their awareness to the universe
temporarily, increasing all chances to notice smells, sounds, sights,
tastes and tactile senses for the duration by +20%.
:History
COST : 3
MODS : N
This spell allows the caster to "tune in" to the psychic impressions
left on an object or small area. The power gives the Mentalist the
ability to divine special purposes, famous owners, and powerful
alignment bends. The spell will not identify a magic item per se, but
would identify the signet ring of a long deceased noble house as such.
Furthermore, history doubles the chance of a rare or unknown items value
being determined. This spell is most commonly used on non-magical
plunder, books, and items sold at auctions. Only a single touch is
needed to make the spell work.
:Hold_Person
COST : 15
MODS : D, R
It is cast on an individual and paralyzes them if they fail an Magic
save where they stand. They stay such for the duration and cannot act,
unless a mage who doesn't require movement to cast.
:Hypnotism
COST : 3
MODS : D,R,T
The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The
caster must give the SAME suggestion to all targets immediately after
the casting of the spell.
:Identify
COST : 10
MODS : T
When an identify spell is cast, magical items subsequently touched by
the Mentalist can be identified. When the spell is cast, each item must
be handled in turn by the Mentalist. Any consequences of this handling
fall fully upon the Mentalist is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal to
50% rolled by the GM. Any roll of 96-00 indicates a false reading
(91-95 indicates nothing). If any attempt at reading fails, the caster
cannot learn any more about that item. Note that some items, such as
special magical tomes, cannot be identified with this spell.
:Illusionary_Script
COST : 7
MODS : N
This spell enables the caster to write instructions or other
information. The Illusionary script appears to be some form of foreign
or magical writing. Only the person(s) who the caster desires to read
the writing will be able to do so, although it can be recognized by
another Orange Mage. Others attempting to read it will become confused
for 1d10 rounds (save vs Magic), unable to act or think straight and
likely to wander aimlessly or simply sit down where they stand. The
script does NOT vanish after being read.
Additional Ranks of the spell increase the confusion by another d10.
:InFertility
COST : 5
MODS : D,R
Causes the subject to become infertile for the duration, useful for
means of preventing contraception. This spell will NOT cancel out a
Fertility* spell! Nor does it cause Impotence - only lack of conception.
:Invincibility
COST : 15
MODS : D
This spell has two major purposes. First it prevents opponents of the
caster to see that he/she is wounded or injured in any real way while
they are conscious and alive. Bullets will appear to bounce off, arrows
will fall to the ground as if they had never penetrated, wounds will
remain unseen and unbleeding, blows with sword or other weapons and hand
attacks will appear to fail to pierce.
In this way an opponent can be convinced they are powerless against the
caster.
Second, it allows the caster to NOT feel pain in any way. Thus they
cannot be knocked unconscious and can continue to be conscious until
reaching -10 Health and absolute death (unless the spell's duration ends
before that). Any spell or attack that would Stun or knock them out
fails, no matter the source.
Opponents with Mind_Guard* up or Tower_Of_Iron_Will* get a save when the
caster is first wounded, and if successful will not be fooled by the
illusionary part of the spell.
:Invisibility
COST : 20
MODS : D,R,T
Caster, subject being or subject object becomes invisible to normal
sight. This adds 50% to their Coordination for defensive and offensive
purposes. This is perfect invisibility, as it is purely a clouding of
the mental images of others of the caster. If an invisible being is
wounded their blood will become visible when it strikes the ground. If
a person their equipment will be included in the effect, BUT if they
fire a missile weapon or throw such it will become visible after leaving
their presence. Caster can turn off the spell at will. An invisible
person under this spell cannot be detected by infravision on the part of
sentients, but animals can detect them thru scent.
A Person with MIND_GUARD* active sees the invisible. Those with
Tower_Of_Iron_Will* on get a save when first encountering the effect.
Once turned off the spell MUST be recast in full.
:IronMind
COST : 3
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long as
the duration of this spell continues. This allows a mage to overcome one
of the normal causes of spell failure.
:Keep_Awake
COST : 5
MODS : D
This spell prevents the caster from falling asleep or unconscious for
the duration, whether due to magical or natural causes. The caster will
not feel tired for the duration, but will feel the full effects of being
up for the entire duration as soon as the spell wears off. The caster
may get physically weary and need rest.
If the caster is reduced to negative Health, he will be in intense pain.
It does not prevent him from bleeding to death. He must make an SPIRIT
roll to avoid canceling the spell. Physical actions range from
difficult to impossible, depending on the action and the type of injury.
The caster may not meditate while under the effect of this spell.
:Know_Mind
COST : 15
MODS : R
This spell allows the caster to establish a mental image of a persons
mind, allowing them to use a variety of options with Telepathy*,
Teleport_Link* and other spells. One mind can be memorized in this way
per MIND point of the character. Mind Shields Block this unless the
target is willing.
:Know_Spellcaster
COST : 10
MODS : N
This spell is cast upon a magical object or ANY ongoing spell effect (It
can ALSO be cast during a REPLAY spell and will count what is being
viewed as an ongoing effect even though it is an image) whereupon it
will notify the caster of the the Name of the original caster.
:Levitation
COST : 10
MODS : D
This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is at a
speed of 5' maximum per round per rank and the caster controls the speed
of ascent/descent entirely.
Levitation is NOT flight.
:Life_Support
COST : 20
MODS : D
This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or water,
dispose of bodily wastes or sleep and dream.
:Linked_Teleport
COST : 25
MODS : N
Allows the caster, who is already in mental contact with a sentient mind
(thru Telepathy*, Mind_Speech*, Apprentice_Link* or similar spell
effect) to teleport to a locale within 5' of that sentient person [There
is NO saving throw]. They can bring additional equipment or persons,
upto 100 lbs per RANK of the spell.
:Living_X
COST : 10
MODS : D,R
A glistening pink crystalline looking energy shaft is shot towards a
living target, who is instantly immobilized in an upright spread eagled
position, until the target can break the spell by making a Body roll on
one of the following rounds or by the expiration of the duration.
:Locate_Object
COST : 5
MODS : D,R
This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires. If the
item is beyond the casting range then they will NOT perceive it at all
except a vague direction and then the spell will expire prematurely. If
the object has been broken, changed or damaged in any way it will not ne
detected at all.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Deryni, Detect Spirit, Nude
Mood, Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.
:Mind_Speech
COST : 1
MODS : D,R,T
Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not have
to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie thru
the link at the others, so honesty is the rule - any attempt to lie
directly will cause the link to severe. Once enacted, Mindspeech is NOT
affected by the distance - RANGE is only used for the initial casting of
the spell, thus the spell can be bought relatively cheaply if all
involved are in touching range at start, only duration and possibly
targets are needed.
:Minor_Involuntary_Actions
COST : 1
MODS : D,R
The spell allows the caster to affect the body controls of a single
sentient being (save vs Magic only against the EXTENDED Version, no save
vs the one round version). Which means it can create simple physical
reactions from the following list:
Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch (Minor
muscle contraction), Wink and Yawn.
If the victim is a mage who is involved in a spell casting they must
make a save to maintain concentration on the spell they are working on
(Iron_Mind* prevents the need for such a save) or they will lose the
effect and have to start again. If the spell is cast on the victim with
duration then it gives them a -10% to cast for the duration of the
spell.
If cast on a non-mage involved in combat, specifically TWITCH, Sneeze
and Blink or Wink will throw off their combat pattern slightly reducing
their next attack (if on that round or the next) by 5%. If cast on a
non-mage with duration it will reduce their effect by 5% for the
duration on all combat skills.
:Minute_Ball_of_Fire
COST : 15
MODS : R
When a Mentalist casts this spell, a flaming bead launches from a
pointed finger, speeds straight out to the stated range and explodes
into a 10-foot diameter sphere of normal fire. Anyone caught within the
spell's effect must take 1d10 points of damage, unless they make a
successful Coordination roll.
Multiple RANKS do not do extra damage with this spell, unlike a
conventional fireball spell, and TARGETS is not a usable option.
Since the fire is non-magical anything that normally protects against
such DO apply.
:Mirror_Image
COST : 10
MODS : D,R,T
When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an image. If they hit an image that image
will disappear and the target takes no damage.... saving roll for the
target/images from such attacks: 4 images present 80% 3 images
present 75% 2 images present 66% 1 image present 50% Once all
images are gone the spell ends, otherwise they last until the duration
ends or the caster commands it to end.
:Morale_Boost
COST : 3
MODS : D,R,T
This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
and will also give them a +5% chance per rank to succeed at all attack
rolls for the duration of the spell.
:Mystic_Shield
COST : 5
MODS : D
When this spell is cast, an invisible barrier comes into being in front
of the Mentalist. This shield totally negates magic missile attacks. It
provides the equivalent protection of +30% against hand-hurled missiles
(axes, darts, spears, against small device-propelled missiles (arrows,
bolts, bullets, manticore spikes, sling stones, etc.). The shield also
adds a +10 Magic bonus against spell attacks that are basically frontal.
Note that these benefits only apply if the attacks originate from in
front of the Mentalist, where the shield can move to interpose itself.
:Nude_Mood
COST : 7
MODS : R,T
Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.
TARGETS is only used if the targets involved are within 10' of each
other.
:Painting
COST : 3
MODS : D,R
By the means of this spell the caster can create an illusion of whatever
s/he wants visually. It is usually easy to recognize what the illusion
is supposed to be of, but any creature that can do so can also recognize
that it is an illusion, as the picture is two dimensional.
:Personal_Healing
COST : 10
MODS : N
This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point of
damage to be healed. No other modifiers are used and it works on
internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent damage.
:Phantasmal_Force
COST : 5
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.
The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail. The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the Mentalist ceases concentration upon
the spell (due to desire, moving, or a successful attack that causes
damage) or due to its duration ending. Creatures that disbelieve the
illusion see it for what it is. Creatures believing the illusion are
subject to its effects.
The illusionary effect can be moved by the caster within the limits of
the area of effect. The GM has to rule on the effectiveness of this
spell.
:Psychic_Crush
COST : 10
MODS : R
This spell is used to cause a massive mental assault upon the neural
system of the target's mind. If the subject is a Known_Mind* then they
save with their SPIRIT only, else they get a standard save.
To the base cost is added 2 points per point of damage that the caster
wishes to inflict (but they cannot inflict more damage than their own
Magical Aptitude). Additionally the target makes a second save
afterwards or becomes unconscious for 1d10 rounds on top of the damage.
Psychic Crush does NOT work on non-corporeal beings.
:Pop
COST : 20
MODS : R
This spell is primarily named for the sound made when it is cast. The
caster is teleported a short distance (based on RANGE) within their Line
of Sight instantly with their equipment (upto 50 lbs). They cannot
appear within a solid object. Each additional RANK adds 50 lbs to the
carriable weight.
:Possession
COST : 20
MODS : D,R
Caster's mind takes over the target beings body for the duration, their
own body collapses into a coma. If the caster's own body is destroyed
they permanently become resident in the new body and the old being fades
away. While in possession the caster has the new body's stats except for
MIND, SPIRIT and Magical Capacity. The caster CANNOT use the skills of
the other being, only the body - they can use their own skills.
:Programmed_Illusion
COST : 25
MODS : D,R
This is a Complex_Illusion* that is pre programmed by the caster for
what movements, sounds and actions it will take, upto a 15 minute
sequence per rank of the Spellcasting can be programmed.
:Puppet
COST : 15
MODS : D,R
This allows the caster to control the body movements of another person
as if they were a puppet, controling all basic motor ability of the
body, except for those of the head. The target DOES get a standard save
against this spell. They cannot access the memories, skills or even any
powers of the body, simply basic movement etc. The subject can make
vocal complaint but is otherwise helpless (unless they can cast spells
without body controls in some way).
:Quantum_Leap
COST : 25
MODS : D,R
This is an unusual form of possession*. It allows the caster to transfer
their mind into the body of a being within the target range (MAGIC Save)
and places their mind into the casters body. They both retain their
MIND, SPIRIT and memories, as well as spell energy and hung spells and
have full control over the new body, and keep ALL their original skills
and NOT those of the new body. In the event one of the bodies is killed
the remaining one will become the property of the current possessor and
the occupant of the other is slain with the death. All active spells
stay on the BODIES not the intellects in the switch. Unsuspecting
victims are stunned for 1d10 rounds after being switched and cannot act.
:Remove_Fear
COST : 3
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Replay
COST : 15
MODS : D
This spell causes past events to be re-enacted in upto a 400 sq foot
area The replay will consist of a three-dimensional, transparent image
superimposed over the area of effect. The Mentalist can freeze the
action, reverse it, scan rapidly for a desired event, or skip to any
time within range of the spell.
The speed of the search is determined by the GM and limited by the
magnitude of the event in question. It would be easy to spot the passage
of an army, for example, but spotting a pick-pocket would require a
real-time search.
:Resist_Paralysis
COST : 3
MODS : D,R,T
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
:Restore_Sanity
COST : 30
MODS : N
This spell removes insanities previously acquired by the target. An
insanity is defined as anything on the the insanity table EXCEPT Phobias
and Sexual Deviations.
:Reveal_Owner
COST : 5
MODS : N
The caster of this spell receives a mental impression of the most recent
owner or owners of the recipient object. An "owner" is defined as an
intelligent entity who was in direct physical contact with the object
one hour, or who had the object upon his person for 24 hours.
The information gained is sufficient that the Mentalist will recognize
the owner on sight, and he can uniquely specify the owner for the
purpose of such spells as legend lore.
:See_Invisible
COST : 5
MODS : D,T
Allows the caster to see any invisible creatures, including persons
under and invisibility spell or camouflaged, and similarly invisible
objects. It will NOT detect Astral or Ethereal Plane travelers. It will
also see thru Phantasmal Force Spells.
RANGE is unnecessary with this spell, as it is set at LOS only.
:Selective_Invisibility
COST : 25
MODS : D,R,T
This is a varient on normal invisibility. It causes the subject to be
invisible to others but NOT to the caster or other subjects affected by
the spell. In other words if multiple targets is used and a group of
people have this cast on them, they will be able to see each other fine
but others will not be able to. The effect is otherwise identical to a
normal invisibility spell, except that Undead and Mind Shielded people
can ALWAYS see the invisble target(s).
:Sleep
COST : 5
MODS : D,R,T
When a Mentalist casts a sleep spell, he causes a comatose slumber to
come upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.
Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round. Magically sleeping opponents
can be attacked with substantial bonuses (Coordination 1)
:Slow_Fall
COST : 1
MODS : D,R
When this spell is cast, the target(s) affected immediately assumes the
mass of a piece of down. Rate of falling is instantly changed to a mere
two feet per second (120 feet per round), and no damage is incurred upon
landing while in effect. When the spell duration ceases, normal rate of
fall occurs. The Slow Fall affects one or more objects or creatures in
a 10-foot cube per rank.
:Speak_With_Animals
COST : 5
MODS : D
Allows the caster or targeted being to speak with creatures of animal
intelligence. This is NOT Charm Animals, it simply allows the asking of
basic information, though while in effect the animals will not attack
the being speaking with them unless attacked.
:Speed
COST : 5
MODS : D,R,T
Allows the caster or subject beings to move consistently at increased
speed. This means they get a +5 to all initiative rolls.
Additional ranks add +1 more to the initiative.
:Spell_Shield
COST : 15
MODS : D,R,T
Places an auras around the caster or a target being that protects
against ALL damage causing spells aimed directly at them (Does not block
non-damaging spells or AREA EFFECTS), reducing their damage to MINIMAL -
so if a damage spell does 1d10 normally, it will only do 1 point of
damage on hitting.
:Spell_Reflection
COST : 15
MODS : D,T
This places an auras around the caster or a target being that protects
from ALL spells cast directly at them that is single targeted by
reflecting the spell back to its source if a Magic saving roll is made
successfully. If the source also has a Spell Reflection up it may also
bounce the same spell back again until one of the two fails its save and
is struck.
:Spell_Trace
COST : 1
MODS : R,T
Cast on an object or on a target of a recently discharged spell, this
will give the mage an image of the caster who originally cast the spell.
:Static_Field
COST : 20
MODS : D
This spell allows a caster to affect spellcasting within a 30' radius of
themselves for each rank of the spell (they can lessen the effect though
if it is so wished). This field reduces the ability of the caster and
others within the field from casting spells by a percentage equal to the
caster's Magical Aptitude. Against OTHER Mentalists this percentage is
even greater, being the Magical Aptitude multiplied by the RANK of the
caster.
Static Fields will affect active spells as well (anyone who has an
active spell they have cast must make a saving throw to keep it from
ending prematurely).
:StealSpell
COST : 15
MODS : R
When cast, it allows the caster to randomly steal one of an opponent
mage's 'HUNG' spells and immediately use it themselves, or add it to
their own 'Hung' collection for later use. If the spell is of a
different tradition of magic then their own they must assign one they
have as the casting factor - a hung spell like this is lost after the
casting and the mage will have no memory of how it actually worked since
it was stolen merchandise.
:Strength
COST : 5
MODS : D
This allows the caster to boost their own Body for all STRENGTH purposes
(combat etc) but not for Health/constitutional saves, by 5 pts plus 1
per RANK.
:Stupefying_Blast
COST : 20
MODS : D,R
A chaotic blast of green and blue energy is sent out at a target being
who gets a saving roll vs Magic. If failed the target becomes struck
Mute and blind for the duration. This would render a mage unable to cast
a spell on anyone except themself (since they cannot target the spell).
It would make physical combat be at Coordination 1 for a base.
:Taunt
COST : 5
MODS : D,R
A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures. His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs. Magic
rush forth in fury to do battle with the spellcaster. All affected
creatures attack the spellcaster in melee if physically capable of doing
so, seeking to use body or hand-held weapons rather than missile weapons
or spells.
Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break. If the caster taunts a mixed group,
he must choose the type of creature to be affected.
If used in conjunction with a ventriloquism spell, the creatures may
attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.
:Telekinesis
COST : 10
MODS : D,R
By means of this spell the caster is able to move objects or beings by
concentrating on moving them mentally. The spell can provide either a
gentle, sustained force or a single, short violent thrust (for attack
purposes).
As a sustained force this enables the caster to move a weight of upto 25
Lbs/RANK of the spell a distance of 30' per round . The weight can be
moved vertically or horizontally or both. Any objects moved beyond the
spell's range falls or stops progressive movement. If the caster ceases
concentration for any reason, the object falls or stops. The object can
also be manipulated mentally as if with one's hands. For example a rope
or lever may be pulled, an object rotated and so on. The caster could
even do such things as untie ropes or other complex actions with
manipulation (though the GM may judge an MIND save is needed for some
more complex actions to achieve them).
Alternatively the spell energy can be used in single round 'attacks',
exerting effect to hurl an object upto 30 feet away from its original
position, within the weight limits as above.
Damaged caused by hurled objects is decided by the GM, but usually you
can assume that HARD objects do 1d10+(1pt/25 lbs weight). If an
Individual is thrown and hits a stationary object then they receive
3d10 damage and must make a STUN save.
:Telepathy
COST : 7
MODS : D,R
This spell has a varying effect based on the RANK it is known at. It
allows the caster to read a target being's mind (Magic save) or to
communicate with them on some level:
RANK 1 - Communicate (as per Mindspeech* only)
2 - Communicate OR read Surface thoughts of target
3 - above and read Memories of target
4 - above and can place suggestions in target mind
5 - above and can use the senses of the target mind
6 - above and can CAST thru the target to the
area near them using the targets range.
7 - above and can place memories in target mind
8 - above and can change memories in target mind
9 - above and can transfer HUNG spells to target mind
10 - above and can use MIND based skills of target
11 - above and can share own memories, MIND skills.
12 - above and can transfer energy to/from target
to/from themselves (Cannot GIVE energy beyond
the Capacity of the Target or receive more than
they can hold).
Unlike Mind Speech, Telepathy can be cast on either a LOS being, paying
for range, or on one who is known to the caster via the Know_Mind*
spell, with no range costs.
:Teleport_Object
COST : 3
MODS : R
Allows the caster to move an object within range to any locale that the
caster chooses that has been visited and memorized by the caster, or
into the possession of the caster immediately. Range is used for the
actual range to the target object. Duration and Targets are unused
options. If the object is a container its contents will move with it.
Additionally there is a cost of 1 spell point per 5 lbs of the objects
weight at rank 1. This is doubled for each rank (Rank 2 for example for
the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
etc).
:Teleport_Self
COST : 25
MODS : N
Moves the caster and upto 100 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster. One
locale can be memorize per point of MIND the caster has.
Additional Ranks add 100 lbs to the capacity of carryable weight.
:Tower_Of_Iron_Will
COST : 15
MODS : D
This is a psychic defense against other mentalists ONLY, which gives the
caster +50% to all chances to save against such effects.
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows mages to transfer energy to each other by choice. Those
involved MUST be willing. The being losing the energy decides how much
they transfer and to who. Energy cannot be transferred to a non-mage
being unless they are magical in nature. Only RAW energy *not HUNG
spells* can be transferred this way.
:Transfer_Wounds
COST : 20
MODS : N
This spell allows the caster to transfer all their current damage to the
next person they come in flesh-to-flesh contact with. If the person
makes a standard save then they are not affected and the spell continues
until the caster successfully transfers the wounds or becomes
unconscious. It does NOT help transfer wounds received AFTER casting the
spell, nor does it work if the caster dies or becomes unconscious (when
it terminates).
:Umbrella_Of_Carnack
COST : 15
MODS : D
This spell creates a magical umbrella that will hang 3' above the head
of the caster at all times. The Umbrella will have no physical form to
touch, but is visible to normal sight. It can pass thru objects easily
and offers no protection from arrows or other thrown missiles. BUT the
umbrella will prevent any RAIN based spell from affecting the caster,
and also any falling object more than 5 lbs in weight will bounce off
it. Thus things like a falling Wall of Ice would fail to harm the
possessor of the Umbrella, or even an opponent jumping from a height
above to attack.
:UnParalyze
COST : 5
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Unseen_Servant
COST : 3
MODS : D
The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend. It
is not strong, but unfailingly obeys the command of the Mentalist. It
can carry out only one activity at a time and can move only light-weight
items--carry a maximum of 20 pounds or push or pull 40 pounds across a
smooth surface. It can open only normal doors, drawers, lids, etc. The
unseen servant cannot fight, nor can it be killed, as it is a force
rather than a creature. It can be magically dispelled, or eliminated
after receiving 6 points of damage from area-effect spells, breath
weapons, or similar attacks. Additional Ranks add 10 lbs to its carrying
ability, and 1 Health to its survival ability.
:Wall_Of_Invisible_Might
COST : 25
MODS : D,R
This spell creates a magical invisible wall of force 10' high and upto
20' wide per rank. The wall will be impenetrable by all missile weapons.
(And gunfire).
No spell may pass thru the wall, but spells may damage it, and it can
take upto 100 points of damage per RANK of the caster before vanishing.
Any being passing thru the wall will encounter NO resistance, but any
Spell energy they possess will be drained away and will add to the walls
strength 1 point per point drained. If a being has an active spell it
will prematurely end its effect. It does not affect hung spells not yet
released or magical devices being carried. A Magic save is made to
prevent the drain of the spell energy and the ending of the active
spells.
:Well_Of_Blackness
COST : 20
MODS : D,R
This spell is a mental illusion upon a target being. IT leaves them
believing they are Blind, Deaf and without any sensation of feeling for
the duration. This means the mage is at a -40 to cast hung spells, and a
-60% to cast otherwise. A tool mage is unable to cast at all under these
circumstances. Target does get an Magic save. It will NOT affect a
non-mage!
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