SORCERIES OF THE MIND ~ TELEPATH
         Telepaths specialize in projecting their mind, will and thoughts upon others.  They also use their mind to manipulate and alter the
thoughts of others.
       

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 150.
                                                  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: 50%.
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 Mental Scanning (G-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 Mental Linking (G-3)
RANGE: 30 feet + 30 additional per Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May be resisted.
EFFECTS: This spell allows the telepath to form a mental link with one person for every two ranks.   The telepath may not ask questions,
but may communicate thoughts with the other party members without any visible sign of what is happening.

4. Spell of Missive (G-4)
RANGE: 1 mile + 1 per rank
DURATION: immediate
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 40%
EFFECTS: This spell allows the telepath to send a mental note of not more than 10 words to a known person.

5. Spell Sensory Link (G-5)
RANGE: Sight
DURATION: 2 pulses + 1 per rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 50%
EFFECTS: The telepath is able to pick one sense of the target and see, hear, smell or feel its sensations for the duration of the spell.

6. Spell of Distraction (G-6)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds per rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 40%
RESIST: May be resisted.
EFFECTS: The affected creature is momentarily distracted, and is subject to ambush in a situation where ambush does not normally
exist.  For the duration of the spell the target must also subtract 10 from IV as well make any perception rolls two factors lower. (5 x PC is
now 3 X PC)

7. Spell of Empathic Projection (G-7)
RANGE: 15 feet + 15 additional/Rank
DURATION: immediate
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 50%
RESIST: May be resisted
EFFECTS: The affected creature or person will change its emotional reaction to a target and must reroll on the reaction chart to determine
the new emotional state.  The Telepath may alter that roll by 2% per rank in this spell. Targets that are already attacking cannot be
subjects of this spell.  

8. False Sensory Input Spell (G-8)
RANGE: 150 feet + 20 feet per rank
DURATION: 1 minute + 1 per rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 40%
RESIST: May be resisted
EFFECTS: This ability allows the telepath to send false sensory imagery to the recipient.  The telepath selects one sense to alter and may
change the person perception of what he or she is experiencing.   The size or sense may be increased or decreased by 50%, but only
one sense is affected at a time.  Thus a person appears differently, a smell or sound may be altered, or even a tactile sensation may be
made to feel different as long as it is not taking place in combat.

9. Spell of Controlling Animals (G-9)
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.

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.

2. Ritual of Filial Bond (Q-2)
       The telepath is able to form a deep bond with another person by the use of this ritual.  Both the telepath and the other person must
participate in the ritual.  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 400. The Adept may perform no other action while engaged in the performance of this
ritual. If successful the two characters can communicate as if they shared a mental link with no range other than sight and may also
share resistance rolls for  MR & WP.   If one of them is immune to fear or other mind altering effects they both share the benefit.  If the
ritual backfires both characters must roll under 4 x WP or suffer a possible psychosis or neurotic effect.  The GM will have to develop a
chart of potential mental illnesses.


Special Knowledge