Arcane Mentalism
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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.