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Mentalist Abilities
Mentalists study the mind, thought, and even the brain itself in order to better understand how the spirit and body are bridged. A dangerous lot in general, a free and wondering Mentalist can set a city on edge, while a truly malicious one causes panic. Spell - Elemental
Deal 4 + TT/2 Mystical Mind damage to Grit of target creature in 6 + TT x 2 range.
Boost: If you cause 4 or more Injury, cause Tier 1 Wounded Tier to their head.
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.
Aspect
Gain +1 + TT/2 on rolls to resist Emotional. You may Manifest spells that have Despair, Mind or Leader Affinity without using a 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.
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.
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.
Spell - Illusion
Deal 3 + TT Unaware damage to target creature in 3 + TT range.
Boost: Then attack Nature with a number of d12 equal to 1/6 of their Unaware Tier to cause Unconscious.
Advanced Abilities
Those that practice and excel in the Mentalist style gain access to these more unique abilities.
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.
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: Do not attack again for 1 day.
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: Deal 1 + TT Dazzled and Unaware damage.
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.
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.
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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