SORCERIES OF THE MIND ~ PSIONICS
                                                 Special Knowledge Spells

1. Spell of Mental Attack (S-1)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 25%
RESIST: May be resisted.
EFFECTS: The Adept may cast this spell at any character within range who can be seen or whose position has been pinpointed via
Telepathy (S-2). If the target fails to resist a successful spellcast, he falls unconscious. In addition, at Ranks of 15 and above he loses
[D-5] (minimum of 1) from Willpower. This loss from Willpower may be cured via hypnotism (G-5) only (once hypnotized, the subject is
totally cured).

2. Spell of Mental Scanning (S-2)

RANGE: 30 feet + 30 additional per Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS: The spell gives the Adept the ability to completely read the every thought of one entity within Range. The entity is pin-pointed
whenever his thoughts are read.

3. Spell of Telepathy (S-3)
RANGE: 30 feet + 30 additional per Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 10%
RESIST: May be resisted.
EFFECTS: The spell gives the Adept the ability to completely read the every thought of all entities within Range and communicate with
them via telepathy. At rank 10 they may add 1 person per rank to telepathic commnication. The entity is pin-pointed whenever his
thoughts are read.

4. Spell of Molecular Disruption (S-4)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 5%
RESIST: May be passively resisted (then suffers half damage).
EFFECTS: Spell causes cellular damage to any living being or being in corporeal (substantial rather than insubstantial) form, doing [D +
1] + 1 additional point per Rank damage to any single target that fails to resist and half damage (round up) to any target that successfully
resists.

5. Spell of Molecular Rearrangement (S-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 1000
BASE CHANCE: 1%
RESIST: May be resisted.
EFFECTS: The Adept may rearrange the cells of any object that fails to resist, turning it into anything of the same or smaller mass that he
desires.

6. Force Shield Spell (S-6)
RANGE: Self
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Reduces the Base Chance of the Adept being hit by 10% (+ 1% additional per Rank).

7. Spell of Healing (S-7)
RANGE: Adept must touch target.
DURATION: Immediate
EXPERIENCE MULTIPLE: 375
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept may heal the subject of 2 (+ 1 per Rank) Damage Points that have been removed from the subject's Fatigue or
Endurance.

8. Spell of Invisibility (S-8)

RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept may cause the target of this spell to become impossible to sense in any fashion unless the observer's Player rolls
his Perception or less on D100.

9. Spell of Telekinesis (S-9)

RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: Allows the Adept to lift 2 pounds and move it at the rate of one mile an hour. The Adept may move an additional 5 pounds or
move the chosen mass at an additional 2 miles an hour per Rank.

10. Spell of Telekinetic Rage (S-10)

RANGE: 30 feet + 5 additional/Rank
DURATION: Concentration/maximum of 60 seconds + 10 seconds/Rank
EXPERIENCE MULTIPLE: 750
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept creates a storm of force emanating from him which hurls any object or character away from him at bone-breaking
speed out of the range of the spell. Any character who fails to resist suffers [D - 5] + 1 per foot traveled damage.

Special Knowledge Rituals

1. Ritual of Binding Elements (R-1)
The Adept can bind any element (Earth, Air, Fire or Water) as if he were performing the binding ritual for the College dealing with that
element. The ritual is conducted in exactly the same manner as the specific ritual for binding the element the Adept is attempting to bind,
but the Base Chance is only 1%. In addition, the Experience Multiple is 600. In all other ways the binding is executed according to the
rules governing the appropriate ritual of binding from the College concerned with the element being bound.

2. Ritual of Thrall (R-2)
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 permanently. It has a Base Chance of 10 (plus 5 per Rank) and an
Experience Multiple of 750. The Adept may perform no other action while engaged in the performance of this ritual. Once enthralled, the
subject will remain bound. The subject gets a chance to passively resist once during the performance of the ritual and once when it is
ordered to do something life threatening . 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 have more thralls in excess of its WP. If the ritual backfires
the telepath is subject to the effects of mind wipe on itself.

3. Ritual of Enhanced Senses (R-3)
Clairsentients are able to use this ritual to enhance their natural senses to a degree that is not normally or in some cases physically
possible.  The base chance of success is 20% + 3% per rank.  Upon success of the ritual the target is able to see invisible objects
normally without the need to concentrate for Witchsight, The character can see sound.  The character is able to see sound waves as if
they were light. Thus the character could see in the dark or even blindfolded with no penalties.  The character has the hearing and echo-
location ability of a bat.  All rolls to detect ambushes, hidden object or other PC related rolls are made at 2 factors higher.  The duration
of this spell is 12 hours per rank and its experience point multiple is 450.  If a backfire occurs while the ritual is being complete the target
of the ritual suffers from muted senses for the following 6 hours.  They may only see things within 20 feet of them; they can only hear
things within 10 feet of them.

Pleases note that although this ritual occurs in other colleges, the Mentalist must still may the experience point listed above.  They
are general practitioners who dabble in the specialties of the other sorceries of the mind.