| SORCERIES OF THE MIND ~ PSIONICS |
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| 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. |
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