Difference between revisions of "Mind"
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<noinclude>{{Magic Box}}</noinclude> | <noinclude>{{Magic Box}}</noinclude> | ||
− | The Mind discipline is concerned with the manipulation of your own and others' minds. Mind spells are always resisted with Will saves.<noinclude> | + | The Mind discipline is concerned with the manipulation of your own and others' minds. Mind spells are always resisted with Will or Presage saves.<noinclude> |
== Special Uses == | == Special Uses == |
Latest revision as of 13:36, 26 September 2012
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The Mind discipline is concerned with the manipulation of your own and others' minds. Mind spells are always resisted with Will or Presage saves.
Special Uses
- Mind may be used to create illusions. By tricking the mind, an enemy may be convinced that things exist where nothing really does.
- This discipline can affect the emotions of enemies, and so fear effects are possible through this discipline. One can also affect other states of mind. A character might be made incredibly tired, or distracted, or perhaps insane.
- Mind can be used to tap into a target's mind. In order to do so, the caster must first locate and then infiltrate.
- Locating a specific mind within one's immediate area is a Free Action has no DC, and thus no Capacity cost. Instead, it is opposed by the target's Presage Save. If the save beats the casters check, the caster can't get a firm grip on the mind and the target is subconsciously alerted of the attempt. Once a mind is located, the caster can read all surface thoughts.
- Locating minds en masse requires both a normal casting time (usually 4 AP) and a DC dependent on the area of the search. Characters within that area all roll Presage Saves based on the final casting check.
- A caster may infiltrate a mind that he has located and cause effects in one of two ways, passively or directly. A direct infiltration is opposed by the target's Will Save and immediately alerts the target to the attempt. A passive infiltration is opposed by the target's Presage Save and only alerts the target if the save succeeds. However, passive infiltration will have a DC 15 points higher than a direct infiltration. Even if the caster doesn't meet the DC, the target still gets to roll a Presage Save to determine if the attempt is detected or not.
- Mind may also be used to enhance any of the mental ability scores: Intellect, Willpower, Intuition, or Charisma.
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A very special use of Mind is the granting of mental ability scores to nonaware or nonliving subjects. The DC is generally 35+2 per point of ability score granted, and the score usually lasts for 24 hours.
Use in Mixed Spells
Combined with Light, or Darkness, illusions become more powerful.
Counterspells
A caster with ranks in this Discipline may attempt to counter any spell using the Mind discipline cast at herself without having to make a Knowledge (magic) check. If she has at least 10 ranks, she may attempt to counter any such spell within 60 feet without having to make a Knowledge (magic) check.
May be used to counter Perception spells.
Example Spells
Lapse of Focus; Mind; DC 16, Target creature cannot take actions next round - Will negates.
Masterful; Mind; DC 24, Target gains 1d4 Intellect.
Madness; Mind; DC 28, Target loses 2 Willpower and 2 Intuition - Will negates.
Read Thoughts; Mind; DC 36, Caster hears the surface thoughts of all creatures with an intellect of at least 2 within 60 feet - Presage Save negates. She must know their language to comprehend, but can get basic images, senses, and emotions. Requires Tenacity.
Awake; Mind; DC 43, Target nonliving object gains a score of 2 each in Intellect, Willpower, Intuition, and Charisma. It cannot move but is granted the ability to speak, if the caster so wishes. Either lasts 24 hours or requires Tenacity.