Mentalist Abilities
Mentalists study the mind, thought, and even the brain itself in order to better understand how the spirit and body are bridged. Early study reveals how best to impose hallucinations on another, or how to scramble someone's thoughts so thoroughly they fall unconscious. True expertise can teach how to link a set of minds together so that they become aware of all things within perception, or how to wipe a mind clean of a particular bit of information. A dangerous lot in general, a free and wondering Mentalist can set a city on edge, while a truly malicious one causes panic.
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Spell - Elemental
Deal 6 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.
![]() Boost: 3 Energy: Cause Tier 1 + TT/3 Wounded to their head.
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Spell - Transference
Target Mindless creature in 3 + TT range follows your commands as if Bonded to you.
![]() ![]() Boost: The creature uses your Wit Skill Tiers for defense in place of its own.
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Aspect
Gain +1 + TT/2 on rolls to resist Emotional. You may Manifest spells that have Despair, Mind or Leader Affinity without using a Free Limb while Focal Locked on yourself. After succeeding a spell like this, you may use Demoralize or Soothe targeting an affected creature as a minor action.
Boost: Reduce the Skill Tier requirement of abilities that have Despair, Mind or Leader Affinity by 1.
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Stance
After causing Injury with a Spell, the target has a 1 + TT/6 penalty on attack rolls against you for 1 round.
Boost: After a creature attacks you and fails, deal 1 + TT/2 Unaware damage to them.
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Spell - Illusion
When target creature in 3 + TT range speaks, their words are always jumbled and incomprehensible.
![]() ![]() Boost: They suffer a 1 + TT/3 penalty on Communication rolls.
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Spell - Illusion
Deal 3 + TT Unaware damage to target creature in 3 + TT range.
![]() Boost: 4 Energy: If the creature then has Tier 12 or more Unaware, they become Unconscious.
Advanced Abilities
Those that practice and excel in the Mentalist style gain access to these more unique abilities.
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Spell - Illusion
Requirements: 7 Combined Tiers of Guile and Magic
Create a sound up to 5 seconds long up to Magnitude 1 + TT/2 that emanates from target space in 6 + TT x 2 range repeatedly.
![]() Boost: Only up to 1 + TT target creatures can hear it.
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Spell - Illusion
Requirements: 11 Combined Tiers of Guile and Magic
Remove all instances of a specified creature or object in the memories of target creature in Reach. After each Recovery, attack Poise again with 1 + TT/2 d12. On failure, this effect ends.
![]() Boost: 6 Energy: Do not attack again for 1 + TT days.
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Spell - Suppression
Requirements: 9 Combined Tiers of Guile and Magic
Cause target creature in Reach to forget all events of the last 1 + TT rounds.
![]() Boost: 6 Energy: The creature forgets all events of the last 1 + TT minutes.
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Spell - Mutation
Requirements: 7 Combined Tiers of Guile and Magic
Remove Mindless from target creature in Reach.
![]() ![]() Boost: They regain their memories from the last body they were in.
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Spell - Infusion
Requirements: 9 Combined Tiers of Guile and Magic
Creatures in an Aura 3 + TT become Aware of everything that each other is Aware of and gain +1 on Awareness rolls against any subject that an affected creature is Focused on.
![]() Boost: Each creatures gains each Enhanced Senses that any affected creature has.
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Spell - Illusion
Requirements: 7 Combined Tiers of Guile and Magic
Dominate target creature in 3 + TT range. As they are offered a bribe from you, they accept.
![]() ![]() Boost: You can specify 1 + TT other creatures mentally while Manifesting this that can also trigger this.
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