SORCERIES OF THE MIND ~ TELEPATH
                                             Special Knowledge Spells

1. Spell of Psychic Messenger (S-1)
RANGE: 1 mile + 1 per rank
DURATION: immediate
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 40%
EFFECTS: This ability allows the telepath to send an image of him or herself to another location to deliver a message. The image will
appear ghost like as it delivers its message.   The Messenger may not interact with anyone, but everyone who is capable of seeing and
hearing the messenger will receive it.

2. Spell of Telepathy (S-2)
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. The entity is pin-pointed
whenever his thoughts are read.

3. Spell of Mind twisting (S-3)

RANGE: 30 feet + 30 additional per Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 15%
RESIST: May be resisted.
EFFECTS: This ability allows the telepath to warp the mind of his victim.  The results of the mind twist vary, but the victim suffers a
temporary break-down and is not able to function in a normal or rational fashion.  This ability may only be used against any creature with
a mind or will of its own:  01-30:   Victim develops extreme phobia of the first thing he sees. 31-60:   Victim develops paranoia and will
attack the person closest to him. 61-90:   Victim develops megalomania and starts issuing orders to those around him, if currently
fighting this character will withdraw to issue orders to his expendables.  After the fight he will demand the death of the traitors who failed
to listen to him.91-100:  Victim falls into a screaming session and collapses in current location unable to do anything.   Victim must roll
under 3 X EN or will suffer a mild  heart attack that causes -2 PS  -2MD -3 AG for  D5  number of days.

4. Spell of Ego Barrier (S-4)
RANGE: May only be cast over self  until rank 10.
DURATION: 1 hour + 2 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept cloaks his own mind so that his thoughts cannot be detected and protects the telepath from being charmed,
hypnotized or controlled for the duration of the spell. The Telepath is immune to  Mental Attacks & Psionic Blast.

5. Psionic Blast Spell (S-5)

RANGE: 10 feet + 5 per rank
DURATION:  immediate, until recovered
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
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 spell cast, he is stunned. In addition, the victim of this spell acts if under the
influence of slowness for the next 6 pulses if he manages to recover from being stunned.

6. Spell of Mind Wipe (S-6)

RANGE: 20 feet + 20 per rank
DURATION: D + 2 days
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 10%
RESIST: May be resisted.
EFFECTS: This ability give the telepath the power to seal off a portion of a persons memories for an extended period of time.   If the
telepath knows the ability of an opponent he may attempt  to temporarily removed that memory.  Otherwise it will randomly wipe out a
memory.   100-80:   One Weapon or spell. 79-60: One Skill is lost  59-40: Primary weapon or spell  39-20:  Primary skill is lost. 19-10: All
weapons or spells are lost    09-01: All skills are lost.  

7. Spell of Domination (S-7)
RANGE: 25 feet + 5 per rank
DURATION: Concentration/no maximum   10 minutes + 10 per rank after concentration is broken
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS: This ability allows the telepath the power to control and dominate the will of an opponent.  His opponent has no control of his
actions or abilities; the telepath is able to control the decisions of his opponent.   The opponent knows what is going on, but cannot stop
his actions.

8. Apopsi Spell (S-8)
RANGE: 20 feet + 10 per rank
DURATION: permanents
EXPERIENCE MULTIPLE: 800
BASE CHANCE: 5%
RESIST: May be resisted.
EFFECTS: This fearsome ability allows the telepath to erase the use of a power or skill until it is restored by psi-surgery, a wish or a
healer of rank 8 ability or higher.

9. Ultrablast Spell (S-9)

RANGE: 10 feet + 5 per rank
DURATION: 1 hour + 2 additional/Rank
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS: The telepath may cast this spell at one creature per rank within range who can be seen or whose position has been
pinpointed via Telepathy (S-2). If the targets fail to resist a successful spell cast, they are stunned. In addition, the victims of this spell
acts if under the influence of slowness for the duration of the spell if they manages to recover from being stunned.

10. Tailored Memory Spell (S-10)
RANGE: 50 feet + 20 per rank
DURATION: 1 day +1 per rank.
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS:  The telepath is able to give the target of this spell a specific memory.  The memory must be tailored as such that it does not
seem to be out of sync with the actual experiences that occur to it on a regular basis or a specific memory that occurred within the last
week.  If the memory is not in sync with actually experience the victim may roll under 4 x WP to recognize the memory as false.

11. Spell of Puppeteering (S-11)
RANGE: 100 feet + 5 per rank
DURATION: 5 pulses + 1 per rank
EXPERIENCE MULTIPLE: 600
BASE CHANCE: 05%
RESIST: May be resisted.
EFFECTS:  The telepath is able to control the limbs of an opponent even when the opponent is otherwise immune to the effects of
control or domination.  While under the effect of the spell the Seer may choose to control the TMR movement, attempt to use an item or
weapon in the character’s hand(s).  The victim of this spell may attempt to defy the puppeteer if he or she rolls under 3 X WP (each
pulse)  in which case nothing happens that pulse since all energy is spent trying to control ones movement.  If the puppet is made to
attack it does so at -30% to hit and ½ damage.  

Special Knowledge Rituals

1. Ritual of Thrall (R-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 permanently. 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 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.

2. Ritual of Psychic Twin (R-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 800. 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 unlimited range and may also share
resistance rolls for  MR & WP.  They may also share FT if they are within sight of each other.  If separated they will know the general
location and direction of the missing twin.  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.

3. Ritual of Psi-surgery  (R-2)
       The telepath is able to use his or her mind to heal the effects of a mental attacks or mental illnesses.  The ritual takes 11 hours to
perform, -1 hour for every two ranks.  During the ritual the telepath and patient most both remain still and undisturbed.  The base chance
for success is 30% +3% per rank.  If successful the patient is healed.  If the telepath backfires he or she will enter a psi-coma for D days
and must be guarded and cared for during this period.  The experience point multiple is 400.