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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