Difference between revisions of "Mind"

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== Special Uses ==
 
== 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.
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*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 effect 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.
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*This discipline can effect 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.
  
At high DCs, this discipline can read thoughts, steal memories, or destroy a person's mind. This can be used in some very creative ways: for example, by reading an enemy's thoughts, you might be able to see how he plans to attack you, and thus gain a bonus to AC.
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*Mind can be used to tap into a target's mind. In order to do so, the caster must first ''locate'' and then ''infiltrate.''
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**Locating a mind within one's immediate area 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.
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**A caster may infiltrate a mind in one of two ways, passively or directly. The level to which the caster infiltrates is determined by the DC of the spell. 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 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.
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**Once a caster has infiltrated the mind, they can read all surface thoughts. Any further actions will require more Mind spells.
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*At high DCs, this discipline can read thoughts, steal memories, or destroy a person's mind. This can be used in some very creative ways: for example, by reading an enemy's thoughts, you might be able to see how he plans to attack you, and thus gain a bonus to AC.
  
 
Mind may also be used to enhance any of the mental ability scores: Intellect, Willpower, Intuition, or Charisma.
 
Mind may also be used to enhance any of the mental ability scores: Intellect, Willpower, Intuition, or Charisma.

Revision as of 11:45, 14 May 2011

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

The Mind discipline is concerned with the manipulation of your own and others' minds. Mind spells are always resisted with Will 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 effect 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 mind within one's immediate area 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.
    • A caster may infiltrate a mind in one of two ways, passively or directly. The level to which the caster infiltrates is determined by the DC of the spell. 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 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.
    • Once a caster has infiltrated the mind, they can read all surface thoughts. Any further actions will require more Mind spells.
  • At high DCs, this discipline can read thoughts, steal memories, or destroy a person's mind. This can be used in some very creative ways: for example, by reading an enemy's thoughts, you might be able to see how he plans to attack you, and thus gain a bonus to AC.

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 - Will 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.