Arcane Mentalism



These arcane magics may have in the distant past comprised part of a lost branch of the College of the Sorceries of the Mind.

Force of Will (SK Talent-1)
Experience Multiple: 250
Effects: The Adept may cast spells of the Mind College while remaining silent and making little or no gestures.  This may be used to cast while the Adept’s hands are not free or are tied, and/or while the Adept is mute. (These are exceptions to the standard confinement restrictions on Magic). The effective rank of a spell cast in this manner will be the lower of the spell’s rank or this talent’s rank and the BC will be further reduced by [20 (-1/Rank with this Talent)].
 
Celerity (SK Talent-2)
Experience Multiple: 250
Effects: The Adept may use this talent to temporarily boost their reflexes and increase their reaction speed. The talent may be used up to [1 + (1/10 full Ranks)] times in a 24 hour period, and will speed the Adept for up to [20 seconds + (10/Rank)]; the Adept may end this effect at any time.  While under the effects of the talent the Adept’s Initiative Value is increased by 10 and they may perform Actions twice as often. Once the talent ends (either voluntarily or by the maximum duration being met) the Adept must rest for an equal period. While resting any Actions that are not pass actions are only performed half as often. (E.g. after using the talent for 30 seconds the Adept must spend the next 30 seconds resting. During this rest period a Melee Attack action could only be performed every second pulse, but Pass actions can be used normally). This talent will not combine with the Spell of Quickness of the E&E College.

Mass Confusion (SK Spell-1)
Range: 15 feet + 15/Rank
Duration: Immediate
Experience Multiple: 300
Base Chance: 20%
Resist: Yes
Storage: Investment
Target: Entities
Effects: The Adept makes a form of lesser mental attack against 1 + (1 per 3 or fraction Ranks) entities. Each entity who fails to resist is immediately Stunned and may recover normally.  For the purposes of base chance modifiers use the highest WP amongst the targets for comparison with the Adept’s.
 
Teletranjection (SK Spell-2)
Range: Self
Duration: 0 seconds (+5 / 2 Ranks)
Experience Multiple: 400
Base Chance: 30%
Resist: No
Storage: Potion
Target: Self
Effects: Upon successfully casting the spell the Adept may immediately  lift a small physical object within 20 feet by telekinetic power and fire it as a missile weapon up to 50 feet (+20/Rank).  The Strike Chance of the weapon is [50% (+ 3/Rank) + WP], modified by range (and any other ranged combat modifiers) as if it were a heavy crossbow. The object will usually strike as a “C” class weapon (although based on the exact object being thrown the GM may choose “A” class, or in rare cases “B” class damage) and will inflict D+2 (+1/2 Ranks) damage. This damage is fully physical (armour protects, it can stun and inflict specific grievous injuries, etc). While the spell remains in effect the Adept may use any Fire actions to lift and project additional objects. These do not need to be sent at the same target although line of sight is required.  The objects thrown using this spell can vary in size from sling bullets to a double fist, and in weight from 1 ounce to 1 pound.  Smaller objects fly faster than larger and the resulting damage is equal.
 
Compelling Belief (SK Spell-3)
Range: Self
Duration: 30 seconds (+10/Rank)
Experience Multiple: 300
Base Chance: 25%
Resist: No
Storage: Potion
Target: Self
Effects: While under the effects of this spell the Adept may choose to make statements that will be accepted as compelling truth by those at whom the statement is directed. There is no magic resistance applicable but the listener may make a WP roll in order to ignore the statement.  The difficulty of the WP roll is based on the rank of this spell and the reasonableness of the statement.  A statement such as “my papers are in order” when presenting false papers to a guard would be reasonable since the guard probably sees many people whose papers are in order (providing this is done before the guard has scrutinized the false papers and formed a contrary opinion); a statement to a chamberlain that “I have an appointment with the Duke” will generally be unreasonable since it goes against what the chamberlain already believes the schedule to be; a statement to the elven border guards that “we are all elves” when the party consists of varied races is absurd as it contradicts the evidence of the guard’s own eyes.  Reasonable statements use the WP multipliers below. Unreasonable statements increase the multiplier by 1, absurd statements by 2 or even more.

Rank
WP Multiplier
0-4
2.5
5-9 2.0
10-13 1.5
14-16 1.0
17-19 0.5
20 0.25

A statement whose “truth” is ignored (based on the WP roll) will result in an appropriate response.  E.g. “my papers are in order” might be met with “I’ll decide that!” or similar.  For the purposes of deciding what other actions can be combined with Compelling Belief, making statements in this fashion may be considered a magical Pass action.



Copyright 2005, Martin Dickson.