|
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.
|