SORCERIES OF THE MIND ~ PSIONICS
     The College of Sorceries of the Mind (also known as Psionics) is concerned with the manipulation of the mental powers of sentient
beings. Adepts of the College of Sorceries of the Mind may practice their arts without restriction.  The following numbers are added to the
Base Chance of performing any talent, spell, or ritual of the College of Sorceries of the Mind.

Each point Adept's Willpower is greater than target's Willpower.        1
Each point Adept's Willpower is less than target's Willpower.        - 2
All modifiers are cumulative.

Psion

Psions are the general practitioners of the Sorceries of the Mind and possess a dabbling of elements found in the more specialized
schools of psionics.

Talents

1. Resist Temperature (T-1)
Adepts of this College suffer 1 (+ 1 for each 5 or fraction of 5 Ranks) less Damage Points from either heat or cold (or fire or ice) used as
weapons. They are immune to extremes of temperature. The Experience Multiple for the Talent is 250.

2. Resist Pain (T-2)
Adepts of this College are more or less immune to pain. They cannot be tortured or stunned. In addition, if there is a chance that their
concentration may have been broken, 5 (+ 1 per Rank) is always added to the Base Chance of their maintaining the concentration
despite intrusions. Their concentration is never automatically broken (i.e., is never broken without a check to see if they maintain
concentration). The Experience Multiple for this Talent is 300.

3. Sensitivity to Danger (T-3)
Adepts of this College always add 5 (+ 1 per Rank) to their chances of detecting an ambush. The Experience Multiple for this Talent is
300.

4. Maintain dominance (T-4)
This talent is essential to the proper use of spells that maintain control of persons, animals or objects after concentration has been
released by the mage. Any thing formerly controlled  by the mage that is within sight will still respond to commands if the mage rolls
under 2 X WP +4% per rank. If the mage fails the roll the link is lost.  Concentration is assumed broken if the mage cast a control spell
on other targets. The Experience Multiple for this Talent is 200.
                                                 General Knowledge Spell

1. Spell of Extrasensory Perception (G-1)
RANGE: 30 feet + 15 additional/Rank
DURATION: 30 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%.
EFFECTS: The Adept can sense the presence and general mood (but not the exact nature) of any entity within range of the spell.

2. Spell of Limited Precognition (G-2)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 20%
EFFECTS: The Adept may see (unclearly) into the future a number of hours equal to 1 (+ 1 per Rank) and may ascertain events that may
or may not be important to him.

3. Mind Cloak Spell (G-3)
RANGE: May only be cast over self.
DURATION: 1 hour + 2 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept cloaks his own mind so that his thoughts cannot be detected or "read." The Adept's Resistance versus Mental
Attack (S-1) is increased by 10 + 2 additional per Rank while the spell is in effect.

4. Spell of Empathy {G-4)
RANGE: Adept must touch subject until Rank 10.
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell allows the Adept to feel the emotions and physical sensations the target of the spell is currently experiencing. It also
allows the Adept to absorb wounds from Endurance and Fatigue at a rate of 2 points cured for every 1 which the Adept agrees to subtract
from his own Fatigue (never Endurance). Thus, an Adept could remove 6 Damage Points from a character by inflicting 3 of the 6 on
himself (the other 3 being eliminated). At Rank 10 or higher, the Adept can cast this spell on characters who are 15 feet (+ 15 additional
feet per Rank) or less from him.

5. Spell of Hypnotism (G-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: 30 minutes + 30 per rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May be resisted.
EFFECTS: The Adept may lull an entity of his choice that is within range into a trance-like state in which he will be subject to suggestion.
The spell may only be cast over a target with whom the caster is normally able to communicate verbally. It can never be cast over a totally
hostile character. Once the subject has been hypnotized, the Adept can make suggestions which the subject will readily accept unless
they conflict directly with his best interests. The subject will remain suggestible so long as concentration is maintained and will continue
to implement suggestions for 3 (+ 3 additional per Rank) hours after the suggestion has been made, even when no longer hypnotized.
The subject will never have any idea where the suggestions it is implementing came from.

6. Spell of Controlling Animals (G-6)
RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/no maximum   10 minutes + 10 per rank after concentration is broken.
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May be resisted.
EFFECTS: The Adept gains control over the every action of one animal within range. If he releases the animal or his concentration is
broken it may attack him.

7. Spell of Controlling Person (G-7)
RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/no maximum   10 minutes + 10 per rank after concentration is broken
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS: The Adept gains control of the every action of one person within range. He may control the physical activities of that person (but
may not cause him to cast spells). The subject always acts as if he was also affected by a Spell of Slowness (Ensorcelments and
Enchantments, S-1). The spell continues in effect until the Adept's concentration is broken or he releases the victim.

General Knowledge Rituals

1. Ritual of Binding Will (Q-1)
The Adept may employ this ritual in order to bind the will of 1 entity that is physically present and either unconscious or otherwise
restrained. The ritual takes 1 hour to perform and lasts for 1 day + 1 additional day per Rank. It has a Base Chance of 10 (plus 5 per
Rank) and an Experience Multiple of 500. The Adept may perform no other action while engaged in the performance of this ritual. Once
bound, the subject will remain bound until the effects of the ritual wear off or he breaks the psychic bounds restraining him. The subject
gets a chance to passively resist once during the performance of the ritual and once at the end of each day. If he successfully resists, the
bonds are broken and he is free. Until that time, he will be the loyal retainer of the Adept and serve him in all things. The Adept may never
release the subject from servitude voluntarily, and the magic continues to work even after the Adept is dead (the subject will dispose of
the body and take the deceased's personal effects to his widow/widower). If the ritual backfires, the Adept loses D10 from his willpower;
hypnotism (G-5) may cure this loss.


Special Knowledge