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Mind Spells pdf

MIND SPELLS.

Befriend

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

Spells used to modify the initial reaction of others toward you (alone). It is usually triggered by shaking the hand of the target. Most people of wary of this however (the spell effect is well known) and avoid contact until after initial greetings have been exchanged. Remember this only applies to one person, the one touched.

Material Component:

  1. This spell will remove one point of negative reaction modifier from the target should they have any, otherwise it is ineffective.
  2. This spell will modify the targets reaction to you by +1 at first meeting, or it will allow a reroll of a reaction roll (no mods) made at the beginning of the current encounter, as long as hostilities have not yet begun.
  3. This spell will modify the targets reaction to you by +2 at first meeting, or it will allow a reroll of a reaction roll (+1 mod) made at the beginning of the current encounter, as long as hostilities have not yet begun.
  4. This spell will modify the targets reaction to you by +3 at first meeting, or it will allow a reroll of a reaction roll (+2 mod) made at the beginning of the current encounter, as long as hostilities have not yet begun.
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Command

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

The caster attempts to influence the mind of the target and convince them to perform some task. The task must be rational and appropriate to their current situation or they will be allowed a mind (9) roll to see through the spell. Ordering a trained fighter to lie on the ground is not rational in a melee, unless they feel they are losing. The target is able to modify the exact details of the action to make it seem more reasonable. In the above case they might throw away their weapons and indicate surrender. The caster and target must be able to communicate with each other as the command must be clearly heard and understood. The target must have a mind value of 6 or more. The command is limited to what can be done in a single action.

Material Component:

  1. Suggestion: subtle influence in right direction. eg: hit him? GM may limit the command to 2 words.
  2. Simple task: eg, look out behind you! gm may limit the command to 5 words.
  3. Normal task: eg, "draw your dagger, i dare you to". Gm may limit the command to 10 words.
  4. Normal task: eg, "draw your dagger and strike at that man over there, i dare you to". Gm may limit the command to 15 words.
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Communication

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

This allows exchange of words over a distance, or to understand each other. Spell remains in effect as long as the two involved concentrate and perform no action that requires a resolution roll.

Material Component:

  1. Allows two bound (see BINDING) creatures to hold a normal voice level conversation as long as they can see each other with the naked eye.
  2. As above but communication is via telepathy. they must be able to understand each others base language as the mind works that way.
  3. As above except that language is translated automatically, OR, this spell can also be used by any two creatures (not bound) touching each other to communicate regardless of language.
  4. As in III above except that eye sight range is allowed.
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Confusion

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

The targets mind has great difficulty in making decisions of any kind. Each time the creature must make a conscious decision they must roll first to see if they can. Failure and they do nothing for the rest of thier round. Note that defending your life is an instinctive action, but attacking another is not (unless berserk). This spell is ineffective against creatures with mind values less than 6.

Material Component:

  1. Mind roll (9).
  2. Mind roll (8).
  3. Mind roll (7).
  4. Mind roll (6).
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Fear

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

The target is overcome by an irrational fear of his current situation, causing hesitation and possible flight. A morale test is taken immediately and if failed they will flee away from the current area for the remainder of the spell duration. Even if they pass the morale test they will be unsettled and will have all aggressive resolution rolls modified as appropriate.

Material Component:

  1. Instant morale test at +1 (better).
  2. Instant morale test.
  3. Instant morale test at -1.
  4. Instant morale test at -2. Drop morale level of target by 1 even if passed.
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Feeblemind

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch High

This spell attacks the mind value of the target, temporarily lowering its value. Anyone who's Mind is reduced below 6 will be incapable of rational thought and will act purely by instinct (as if an animal). If reduced to 0 they fall unconscious. Reducing a berserker's Mind value to anything except 0 will have no real effect, they are still berserk.

Material Component:

  1. -1 to mind value.
  2. -2 to mind value.
  3. -6 to mind value.
  4. -10 to mind value.
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Memorise

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

This spell is used to store a single vision (static) into the mind of the caster, allowing them to recall it in exact detail. There is a limit to the number of images that can be stored equal to your MIND value.

Material Component:

  1. Memorise image.
  2. Recall image.
  3. Modify image, allows recall of a memory and then the image can be enlarged or manipulated as if a picture.
  4. Display image, allows a recalled image to be displayed on a flat surface and manipulated as above for others to see.
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Mind Mask

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

This spell protects the mind of the caster from outside examination, either blocking the examination or creating false information to be picked up.

Material Component:

  1. Alarm: warns the caster of any attempt to read their mind in any way.
  2. Mask: any being wishing to read this mind must make a mind (8) roll to succeed. Extra mana can be expended to lower the base value of this roll on a one for one basis. eg; if 7 points were used then the mind roll would be at (5), four points being for the spell. The attacker may then expend mana to cancel the effect. This exchange of mana can continue until one side stops and the roll is made. The caster of this spell is always aware that their mind is being attacked, as will the attacker.
  3. Jumble: anyone reading the casters mind will gain only jumbled pieces of information. To make sense of any information gained they will need to make a Mind (4) roll (once they have read the mind successfully). Mana modifiers as above can also be applied.
  4. False memory: this creates completely false memories in the caster mind. The caster may specify what sort of false memories to try to fool anyone reading them (generalised). To realise the memories are false the reader would need to make a Mind (3) roll. Mana modifiers as above can also be applied.
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Mind Read

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch High

This spell allows the caster to read the minds of those they can contact. They will gain one memory image per round of the spell as long as they maintain contact. The caster must specify what kind of memories they are searching for and the gm will then need to decide success.

Material Component:

  1. Scan; returns recent memories, no more than 1 hour old.
  2. Read; returns memories upto 24 hours old.
  3. Deep; returns memories upto one week old.
  4. Probe; returns memories upto one month old.
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Morale

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch High

This spell will increase the morale level of the target creature at the time the spell is released. Morale levels are explained in Chapter 5 - Flee, Abyssmal (-3), Poor (-2), Shaken (-1), Normal, Good (+1), Great (+2), Excellent (+3).

Material Component:

  1. +1 to next morale test.
  2. +1 morale level.
  3. +2 morale levels.
  4. +3 morale levels.
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Pacify

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

This spell is used to calm targets that are out of control, reducing them down one level of activity. Activity levels are something like; sleep, peaceful, calm, normal, angry, aggressive, hostile, berserk. This can be modified by the gm as they see fit.

Material Component:

  1. This spell will calm one target one level as long as they are not hostile or worse.
  2. This spell will calm one target one level as long as they are not berserk.
  3. This spell will calm a berserker one level, anyone else two levels.
  4. This spell will calm anyone two levels.
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Paralyse

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch High

This spell requires an accurate attack to be made, so your To Hit value is reduced by the level of the spell. The damage modifier of large creatures is also applied as a negative modifier to hit roll. Trying to paralyse a size 100 dinosaur with a level iv spell would be at -9 to hit (-4 for level 4 spell and -5 for size 100 creature).

Material Component:

  1. Twitch or spasm, object held will be dropped, balance roll if leg etc. Caster may specify target portion of body.
  2. Jitters, all resolution rolls using dex as one of the modifying char (even if not used) are modified by -1.
  3. Limb is paralysed and useless.
  4. Body is paralysed, fall prone, helpless.
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Read

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

Allows the caster to read writing they are not normally familiar with unless that writing is designed to avoid undestanding, ie coded or encrypted. The spell merely converts the writing into as literal a translation as possible, in the casters base language. This gives the gm options to twist or hide the truth to some degree if they wish.

Material Component:

  1. Common modern language.
  2. Rare modern language, common forgotten language.
  3. Rare forgotten language.
  4. Archaic or secret language.
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Sense

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch High

One selected body sensory system is attacked to impair or deactivate it for the duration of the spell. With sight this is fairly easy to adjudicate, with others it will be harder. The caster may not attack a sense they do not physically have themselves.

Material Component:

  1. Impaired (-1).
  2. Dysfunctional (-2).
  3. Inactive (-3).
  4. Shutdown (-4).
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Skill

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

This spell enhances an already existing skill.

Material Component:

  1. +4 to skill level.
  2. +8 to skill level.
  3. +12 to skill level.
  4. +16 to skill level, or if no skill is present then it will grant a skill level equivalent to one of the applicable characteristics (instead of defaulting to *(char) ), so would become *(char+char).
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Sleep

Cast Active Duration Target Method Nature
Level Event Event Other BodyTouch High

The victim is sent to sleep with various effectiveness. If currently standing the target will always crumple to the ground without hurting themselves or waking themselves up. Physical contact or loud noises will allow body rolls to awaken. Damage of any kind will automatically awaken the target. Once the spell duration expires the target can roll body (see spell) evey round to try to awaken.

Material Component:

  1. Gentle sleep, body (10) roll to wake.
  2. Normal sleep, body (9) roll to wake.
  3. Sound sleep, body (8) roll to wake.
  4. Heavy sleep, body (7) roll to wake.
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Truce

Cast Active Duration Target Method Nature
Level Event Event Other Touch High

On casting this spell blaring trumpets and horns announce to all intelligent creatures that the casters side of the current situation want to have a truce. Any other side may then respond by accepting or rejecting the call. If they reject it then the spell fails and is forgotten. If they accept it then the spell becomes active and all creatures on both sides will be bound by the terms of the spell. If anyone attacks or casts a spell of any kind by either side, unless agreed to, then the truce is broken and the spell takes effect. All affected by the truce will feel a distinctive tingling feeling to tell them what has happened, at the end of that round the truce begins. The strength of the truce offered is recognised by the trumpet calls that accompany it.

Material Component:

  1. The side that breaks the truce suffers a drop of one morale level for the rest of this engagement.
  2. Drop of one morale level and 4 FAT to all.
  3. Drop of one morale level and 8 FAT to all.
  4. Drop of one morale level and 12 FAT to all.
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Born on: November 1, 1998