Table of Contents

Mind Spells

Interact directly with the minds of others.


Mentat

The caster enters a trance-like state, giving him +d6 bonus (add to roll) to any Knowledge, Reason, or Perception rolls for the next 10 minutes. However, this state temporarily lowers his Charisma and Agility by 2 points (Yes, this also affects combat skills)

Time to Cast 5 seconds
Difficulty 15
MP cost 10
Power
Duration 10 minutes
Range
Other
Prerequisite Detect Truth

Eidetic

The caster is able to commit to memory, every detail of the current scene, including anything currently visible, and anything heard within the last minute.

Time to Cast 5 seconds
Difficulty 10
MP cost 5
Power
Duration
Range
Other
Prerequisite Mentat

Empathize

Allows the caster to know what emotions the target is feeling. The caster suddenly feels the same emotion. He get only the raw emotion, he does not know the root cause of the emotion.

Time to Cast 1 seconds
Difficulty 5
MP cost 5
Power n/a
Duration 10 minutes
Range hearing range
Other player should be unaware of failed cast; character will still get a sense of emotion but it may be incorrect
Prerequisite Detect Truth

Telepathy

Allows you to send or receive a short, simple message between yourself and another person. Requires eye contact first.

Time to Cast 2 seconds
Difficulty 20
MP cost 10
Power n/a
Duration 10 seconds
Range line of sight
Other
Prerequisite Empathize, Translate Speech

Rally

Caster creates an emotional bond with any nearby creature, causing that creature to feel an urge to protect or help the caster. Results may be influenced by the caster's Charisma, and by the target's Perception and Reason, at the GM's discretion.

Time to Cast 10 seconds (3 combat turns)
Difficulty 20
MP cost 10
Power n/a
Duration 10 minutes
Range hearing range
Other
Prerequisite Empathize

Detect Strengths

Allows you to know the targets strengths. For other characters or NPCs, the GM will reveal their 2 highest Attributes. For monsters, the GM reveals the higher of Attack or Defense rating.

Time to Cast 3 seconds (Major Action)
Difficulty 10
MP cost 3
Power n/a
Duration
Range line of sight
Other player should be unaware of failed cast; character will still get a result but it may be incorrect
Prerequisite Empathize

Detect Weakness

Allows you to know the targets weakness. For other characters or NPCs, the GM will reveal their 1 lowest Attributes. For monsters, the GM reveals either:

Time to Cast 3 seconds (Major Action)
Difficulty 10
MP cost 3
Power n/a
Duration
Range line of sight
Other player should be unaware of failed cast; character will still get a result but it may be incorrect
Prerequisite Detect Strengths

Sense Hostility

Can be cast proactively, lasts 2 hours. Caster can sense hidden hostility, in any and all nearby NPCs even if NPC is “acting friendly”. Does NOT indicate motive or intent.

Time to Cast 3 seconds (Major Action)
Difficulty 10
MP cost 3
Power n/a
Duration 2 hours
Range line of sight
Other
Prerequisite Empathize

Detect Motive

Caster can sense hidden motives, intents, fears, ambitions, etc. in an individual NPC or a small group of NPCs.

Time to Cast 30 seconds
Difficulty 20
MP cost 5 per NPC
Power n/a
Duration
Range 10 meters
Other
Prerequisite Sense Hostility

Detect Character

You get a good “sense” of an NPC. “What kind” of person he is. You understand his background, culture, morals, values, etc. The GM reveals the NPC's attributes to you.

Time to Cast 1 minute
Difficulty 20
MP cost 10
Power n/a
Duration
Range 10 meters
Other
Prerequisite Detect Strengths

Detect Passions

Can only be used on an NPC if you have already successfully cast Detect Character on that NPC. Reveals what “really makes him tick” what he loves and hates, what drives him.

Time to Cast 1 minute
Difficulty 20
MP cost 5
Power n/a
Duration
Range 10 meters
Other
Prerequisite Detect Character

Repel

Causes an NPC or monster to really dislike you. However, emotions are somewhat tricky. Roll a d6 to determine reaction according to the table below:

Roll Emotion
4,5,6 fear
3 revulsion
2 disgust
1 hatred
Time to Cast 3 seconds (major action)
Difficulty 10
MP cost 5
Power
Duration 10 minutes
Range 10 meters
Other
Prerequisite Rally, Detect Character

Charm

Causes an NPC to feel a deep love, devotion, and sense of closeness to the caster. They will be very prone to following any suggestions made by the caster. Results may be influenced by the caster's Charisma, and by the target's Perception and Reason, at the GM's discretion.

Time to Cast 30 seconds
Difficulty 20
MP cost 10
Power
Duration 1 hour
Range 10 meters
Other
Prerequisite Detect Passions

Persuade

Causes an NPC to be more likely to listen to the caster. Effectively, this can work as either a bonus to the caster's Charisma, or a decrease in the difficulty level of the NPC's Reason check, whichever gives a greater boost.

Time to Cast 10 seconds
Difficulty 20
MP cost 1 to 10
Power bonus/difficulty effected at 1 point per MP spent
Duration 1 hour
Range 10 meters
Other
Prerequisite Detect Character, Detect Motive

Confuse

Temporarily muddle the thoughts of a target NPC. Short term memory is affected so that target becomes confused about what they are doing and what is going on. Target's Reason, Knowledge, & Perception all function at -5 penalty. (-5 to Attribute, not roll)

Confused characters subtract 2 from all attack rolls.

Time to Cast 5 seconds
Difficulty 15
MP cost 10
Power
Duration 30 minutes
Range 10 meters
Other
Prerequisite Persuade

Distract

A cheaper version of Confuse which affects only Perception. Target's Perception rolls take a -5 penalty (-5 to roll).

Distracted characters subtract 2 from all attack rolls.

Learning Confuse automatically also gives you Distract.

Time to Cast 5 seconds
Difficulty 10
MP cost 5
Power
Duration 10 minutes
Range 10 meters
Other
Prerequisite Persuade

Read Mind

You know the thoughts of the target.

Time to Cast 1 minute
Difficulty 20
MP cost 15
Power
Duration 10 minutes
Range 10 meters
Other
Prerequisite Detect Passions, Detect Motive

Inception

Plant a single thought into a person's mind, in such a way that it becomes an important idea for them. They must be asleep or Charmed.

Time to Cast 10 minutes
Difficulty 30
MP cost 20
Power
Duration permanent
Range 3 meters
Other
Prerequisite Read Mind, Persuade

Blind

Temporarily scrambles the visual cortex of a target NPC, rendering him blind for about a half hour. Also results in a wicked migraine head-ache for the target, once sight returns.

Time to Cast 5 seconds
Difficulty 15
MP cost 10
Power
Duration 1/2 hour
Range 10 meters
Other
Prerequisite Read Mind, Confuse

Paralyze

Temporarily scramble the target's nervous system, resulting in loss of muscle control. Target's Agility takes a -d10 penalty.

Time to Cast 5 seconds
Difficulty 15
MP cost 12
Power
Duration 1/2 hour
Range 10 meters
Other
Prerequisite Blind

Back to More Spells