College of Mentalism

DOMINATE SENSES
By taking over the neural switching pathways of the Thalamus, the
Mentalist can direct full illusionary sensations into the mind of
the target. The nature of the sensations is fully determined by the
caster, but requires complete concentration by him to effect.
Failing his Magic Skill roll will temporarily scramble the
Mentalist’s normal senses.
Power: 16d6 Mental Illusions (8d6 without Crystal)
Modifiers: 0 DCV Concentrate Throughout (-1), Requires Magic Skill
Roll which must be EGO-based (-1/2), Half power without OAF (fragile)
crystal (-1/2), Side Effects (2d6 Flash, No Range, Sight/Sound/Smell/
Taste groups) (-1), Character must have at least 20 points in spells
from College of Mentalism (-1/2), Must meditate for a full hour each
day (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 80 points.
END Cost: (8); Magic Roll: -8; Casting Time: 1 phase.
Real Cost: 15.

ESP
This spell allows the caster to read the surface thoughts of
anybody in the immediate vicinity. The rush of thoughts from
multiple minds comes at him indiscriminately, and he must
concentrate to pick out the thoughts of a particular individual from
among a group. Deeper probing requires more powerful Telepathic
ability than this spell allows.
If the Mentalist fails his Skill Roll, he verbalizes his surface
thoughts.
Power: 4d6 Telepathy (2d6 without Crystal)
Modifiers: Explosion (1d6 per 4") (+1+1/4); No Range (-1/2), Only to
read surface thoughts (-3/4), 1/2 DCV Concentrate to pick out
thoughts of individual from a group (-1/4), Requires Magic Skill
Roll which must be EGO-based (-1/2), Half power without OAF (fragile)
crystal (-1/2), Side Effects (9d6 Mind Control, Verbalize Surface
Thoughts) (-1/2), Character must have at least 20 points in spells
from College of Mentalism (-1/2), Must meditate for one full hour
each day (-1/4), Extra Time: Phase (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 9.

FORGET
The victim of this spell has his memory of recent events wiped
completely from his mind, as if he had sleep walked through the
experience. He may wonder about what happened, but will have no
means to recall the memory short of psychic surgery.
The amount of time lost will depend on the success of the
Transformation roll. If successful at 5-9 points, the victim will
forget the events of the previous Turn. For each additional 5 points
a step is taken down the time chart, so that at 35-36 points the
victim has completely forgotten the past seven days.
If the Mentalist fails his Magic Skill roll, he loses his short
term memory instead.
Power: 6d6 Cosmetic Transformation – Erase short term memory (3d6
without Crystal)
Modifiers: Invisible Power Effects (All Senses) (+1); Not invisible
to Mental Powers (-1/4), Requires Magic Skill Roll which must be
EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2),
Side Effects (Mentalist loses short term memory) (-1), Character
must have at least 20 points in spells from College of Mentalism
(-1/2), Must meditate for one full hour each day (-1/4), Extra Time:
Phase (-1/2). Active Cost = 60 points.
END Cost: (6); Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 13.

HYPNOSIS
This power is not so much a spell as an unusual skill. The
Hypnotist gradually places the subject in a state of hypnotic sleep
by rhythmically moving a device and speaking a steady stream of
monotonic instructions. Once in this state, the subject is highly
susceptible to suggestions from the Hypnotist. Since the subject
must concentrate on the Hypnotist for the full minute required to
enter the state, it is difficult to hypnotize unwilling subjects
with this skill, especially the strong willed.
An 11- activation roll is required to achieve the successful
hypnotic trance. Once hypnotized, the subject can be given a post-
hypnotic suggestion that will return him to a hypnotic state upon
seeing or hearing a specific trigger in the future.
Power: 2d6 EGO Suppress, Maximum 16
Modifiers: Attack Versus Limited Defense (Mental Powers) (+1+1/2);
Gestures (-1/4), Incantation (-1/4), 1/2 DCV Concentrate while
Hypnotizing Subject (-1/4), OAF Hypnotizing Device (-1), 11-
Activation Roll Required (-1), Subject must concentrate (1/2 DCV)
on Hypnotist throughout (-1-1/2). Active Cost = 55 points.
Power: 3d6 Mind Control
Modifiers: Only when EGO is at zero (-1), Linked to Suppress (-1/2).
Active Cost = 30 points.
Combined: Extra Time: 1 Minute (-1-1/2), Single Continuing Charge
lasting 5 hours (Cancelled when instructed by Hypnotist) (-1/4).
END Cost: 0; Casting Time: 1 Minute.
Real Cost: 15.

MEMORY SURGERY
Upon completing this spell, the Mentalist touches the head of the
subject, and he is able to probe deeply into his memories. He can
add, delete, and alter selected memories, as they are discerned
through the Telepathic probe. If the target is able to mount any
mental defenses, however, he can employ them against both the
Telepathy and the memory Transformation.
If the Magic Skill roll fails, the Mentalist suffers from Partial
Amnesia. He can recall specific information only on an 8-. The
Amnesia can be repaired through successful Memory Surgery to erase
the scars left by the original spell failure.
Power: 10d6 Telepathy (5d6 without Crystal)
Modifiers: Only to read target’s memory (-3/4). Active Cost = 50 points.
Power: 2d6 Minor Transformation: Modify Memories (1d6 without Crystal)
Modifiers: Cummulative (+1/2); Linked to Telepathy (-1/2), Stopped
by Mental Defense(s) (-1/2). Active Cost = 30 points.
Combined: No Range (-1/2), Requires Magic Skill Roll which must be
EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2),
Side Effects (7d6 Minor Transformation: Partial Amnesia 8-) (-1),
Character must have at least 20 points in spells from College of
Mentalism (-1/2), Must meditate for one full hour each day (-1/4),
Extra Time: Turn (-1), Must touch head (-1/4).
END Cost: 8; Magic Roll: -8; Casting Time: 1 turn.
Real Cost: 13.

PARALYSIS
The Mentalist blocks all command impulses passing through the
target’s motor nervous system, physically paralyzing him. The
paralysis can only be resisted by Mental Defense, and is transparent
to all attacks. Damage causing 3 or more points of BODY inflict
sufficient pain to allow the victim to throw off the mental bonds.
If the Mentalist fails his Magic Skill roll, he suffers from
Paralysis.
Power: 2d6 Entangle (Neural Paralysis)
Modifiers: Attack versus Limited Defense (Mental Defense) (+1+1/2),
Entangle takes no damage from attack (1/2), Invisible Power Effects
(
1); Entangle is Brittle (1 BODY) (-1/2), Requires Magic Skill Roll
which must be EGO-based (-1/2), Half power without OAF (fragile)
crystal (-1/2), Side Effects (Same entangle on caster) (-1), Character
must have at least 20 points in spells from College of Mentalism (-1/2),
Must meditate for one full hour each day (-1/4), Extra Time: 1 Phase
(-1/2). Active Cost = 80 points.
END Cost: (8); Magic Roll: -8; Casting Time: 1 phase.
Real Cost: 17.

PSYCHIC BLAST
Wave after wave of intense mental energy radiate from the target
hex, blasting any thinking beings in the immediate vicinity. This
spell is especially fatiguing to the caster, and requires
concentration to maintain.
If he fails his Magic Skill roll, he suffers from temporary
disorientation.
Power: 4d6 EGO Attack (2d6 without Crystal)
Modifiers: Explosion (1/2), Personal Immunity (1/4); 1/2 DCV
Concentrate Throughout (-1/2), x2 END (-1/2), Requires Magic Skill
Roll which must be EGO-based (-1/2), Half power without OAF (fragile)
crystal (-1/2), Side Effects (3d6 character points of DEX Drain)
(-1/2), Character must have at least 20 points in spells from College
of Mentalism (-1/2), Must meditate for one full hour each day (-1/4),
Extra Time: Phase (-1/2). Active Cost = 52 points.
END Cost: 10; Magic Roll: -5; Casting Time: 1 phase.
Real Cost: 11.

PSIONIC NEXUS
This spell allows the Mentalist to create a mental network between
up to eight cooperative individuals, with the caster serving as the
message relay. The Mentalist must have the cooperation of all the
targets before using this spell. The nexus can be maintained at any
distance or dimension from the caster, but it costs a steady four
points of END to maintain. If he is missing his Crystal, he can only
maintain a limited nexus with two other individuals.
If the Magic Skill roll is failed, the Mentalist suffers a severe
headache.
Power: Mind Link, Any Sixteen Targets, Any Distance, Any Dimension
(Only two people on same planet without Crystal)
Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll which
must be EGO-based (-1/2), Half power without OAF (fragile) crystal
(-1/2), Side Effects (3d6 EGO attack) (-1/2), Character must have
at least 20 points in spells from College of Mentalism (-1/2), Must
meditate for one full hour each day (-1/4), Extra Time: Phase (-1/2).
Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 9.

SLEEP
The caster concentrates and reaches out with his mind to activate
the sleep centers of any creatures in the vicinity of the target
hex. Those affected fall into a deep slumber, and can only be
awakened by their subconscious; a disturbance from a loud noise or
attack; or when rudely shaken awake by their comrades. The sleep
spell is less effective against creatures that are light sleepers or
have no need to sleep.
If the Magic Skill roll is failed, the Mentalist falls into a deep
slumber.
Power: 12d6 Mind Control (6d6 without Crystal)
Modifiers: Explosion (1/2), Telepathic Contact (1/4); Only to cause
sleep (-1/2), Mental Powers based on CON (-1/2), 1/2 DCV while
casting (-1/4), Requires Magic Skill Roll which must be EGO-based
(-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (10d6 Mind Control: Caster falls asleep) (-1/2), Character
must have at least 20 points in spells from College of Mentalism
(-1/2), Must meditate for one full hour each day (-1/4), Extra Time:
Full Phase (-1/2), Limitation: +20 Mental defense for beings with No
Need to Sleep (-1/4), Limitation: +10 Mental defense for beings with
Light Sleep (-1/4). Active Cost = 105 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 phase.
Real Cost: 19.

SUGGESTION
Upon casting this spell, the Mentalist can suggest a course of
action to the subject, who will come to view the idea as his own and
carry it out. Any attempt to break free from the suggestion receives
the usual +20 modifier.
If the Magic Skill roll is failed, the Mentalist will suffer from
sudden disorientation.
Power: 12d6 Mind Control (6d6 without Crystal)
Modifiers: Single Charge (-2), Costs END to cast (-1/4), Target will
remember actions and think they were natural (-3/4), Single Command
(Suggestion) (-1/2), Requires Magic Skill Roll which must be EGO-
based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (3d6 STUN Drain) (-1/2), Character must have at least 20
points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: 1 Phase (-1/2).
Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 8.

TAP SKILL
Occasionally the Mentalist will need to use a skill which he does
not possess, and others are unwilling to volunteer. This spell
allows the caster to reach out and tap this knowledge base,
disconnecting the portion of the target’s brain with the skill, and
using it for his own purposes. The transfer can be resisted by the
owner using his Mental Defense(s), and the skill will gradually be
restored after the Mentalist ceases to pay the x2 END cost.
If the Mentalist fails his Magic Skill roll, he suffers a mental
backlash.
Power: 1d6 Transfer Skill to Skill, Maximum 10 points
Modifiers: Attack versus Limited Defense (Mental Defense) (+1+1/2),
Invisible Power Effects (All Senses except Mental) (+1); Only to
transfer the same skill (-1/2), x2 END (-1/2), Skill level can not
exceed target’s (-1/4), Requires Magic Skill Roll which must be EGO-
based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (3d6 Ego Attack) (-1/2), Character must have at least 20
points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: 1 Phase (-1/2).
Active Cost = 59 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 12.

TARSHIAN MIND TRANSFERANCE
This little known but powerful psi spell allows the Mentalist to
exchange bodies with another host. The spirit of the new host is
transfered into the body of the caster, requiring EGO Drain to the
negative EGO value to complete. The Mentalist then repeats the
process on himself, draining his EGO to the negative EGO value in
order to enter the new host. The Mentalist will often employ a
trusted assistant when using this spell in order to restrain the
victim during and after the transfer.
Total concentration is required and the Mentalist must maintain
physical contact with the target for the full period the spell
requires to complete. Once the spell has finished, the transfer will
be permanent and each host will possess the physical abilities of
the other.
If the Magic Skill roll is failed, the mind of the Mentalist is
scrambled and he will require several days to recover his wits.
Power: 2d6 Shift Spirit (1d6 without Crystal)
Modifiers: Continuous (1), Return 1 per minute (1/2); 0 DCV Concentrate
while Casting (-1/2), Requires Magic Skill Roll which must be EGO-based
(-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects
(2d6 INT Drain, recover 5 per day) (-1/2), Character must have at least
20 points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: 1 Minute (-1-1/2).
Active Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 Minute.
Real Cost: 19.

THRESHOLD
The caster uses his iron discipline to increase his pain
threshold, making him more difficult to stun. The increased pain
threshold will remain in effect for several minutes after the
Mentalist ceases to maintain the spell. Each time the caster makes a
stun check, the CON Aid is added to the total.
If the Magic Skill roll is failed, the caster becomes especially
vulnerable to stun, due to his low pain threshold.
Power: 2d6 character points of Aid to CON, Maximum 20
Modifiers: Lose 5 points per Minute (
1/2); Only for Stun checks (-1),
1/2 DCV Concentrate while casting (-1/4), Requires Magic Skill Roll
which must be EGO-based (-1/2), Half power without OAF (fragile)
crystal (-1/2), Side Effects (3d6 CON Drain, lose 5 points per
Minute; Only for Stun checks) (-1/2), Character must have at least 20
points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: 1 Phase (-1/2).
Active Cost = 21 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase.
Real Cost: 4.

College of Mentalism

Lands of Tamriel, an Epic Fantasy Moritz Moritz