Anticipations |
I: |
Anticipate Missile * |
100' |
-- |
1 missile |
U |
Caster can attempt to avoid one missile shot fired at him. The missile
must be in his field of vision when the spell is cast. The caster gets a
bonus of +50 to his DB against this attack.
|
II: |
Anticipate Blow * |
10' |
-- |
1 attack |
U |
As Anticipate Missile, except applies to one melee attack that the
caster is aware of.
|
III: Guess
IV: Anticipate Spell
V: Intuitions I
VI: Anticipate Hostility
VII: none
VIII: Dream I
IX: Room Feel I
X: Anticipations
|
|
Attack Avoidance |
I: |
Turn Missile * |
self |
-- |
1 missile |
U |
Caster adds +20 to his DB versus one missile fired at the caster. THe
caster must be able to see the attack.
|
II: |
Turn Blade * |
self |
-- |
1 attack |
U |
As Turn Missile, except applies to a melee attack.
|
III: |
Shield * |
self |
1 min/lvl |
caster/front |
U |
Creates an invisible force shield in front of the caster; it subtracts 25
from melee and missile attacks and functions as a normal shield.
|
|
Brilliance |
I: |
Projected Light |
self |
10 min/lvl |
50' beam |
E |
Beam of light (like a flashlight) springs from the caster's palm. This
beam has a 50' effective range. When hand is made into a fist, the light
will "shut off" until the fist is opened again.
|
II: |
Glow |
self |
1 min/lvl |
caster |
E |
Causes a small, 1" diameter point of light that will glow softly. This
spell provides enough light for Nightvision to work properly; but
not enough light to allow much mobility in the dark.
|
III: Light I
|
|
Cloaking |
I: |
Blur * |
self |
1 min/lvl |
caster |
U |
Causes caster to appear blurred to attackers, subtracting 10 from all attacks.
|
II: Shadow
III: Unseen
IV: Cloaking I
V: Facades I
VI: Cloaking III
VII: Cloaking Sphere I
VIII: Cloaking V
IX: Cloaking Sphere II
X: Shadow Mentalist I
|
|
Mind Attack |
I: |
Jolts I |
100' |
1 rnd/10 fail |
1 target |
Fm |
Target is stunned.
|
II: |
Hesitation |
100' |
1 rnd/10 fail |
1 target |
Fm |
Target hesitates in any nondefensive action. He suffers a -20 to
initiative rolls and he must parry with at least half of his OB.
|
III: |
Minor Pain |
100' |
-- |
1 target |
Fm |
Target takes 25% of his remaining concussion hits (i.e., those not already
taken).
|
IV: |
Shock A |
100' |
-- |
1 target |
Fm |
Target takes an 'A' Electricity critical strike.
|
V: |
Jolts III |
100' |
3 rnd/10 fail |
1 target |
Fm |
As Jolts I, except for duration.
|
VI: none
VII: Paralyze I
VIII: Shock B
IX: Major Pain
X: Mind Shout I
|
|
Mind Control |
I: |
Question |
10' |
-- |
1 target |
Fm |
Target must answer a single-concept question truthfully (though he must be
able to understand the question).
|
II: |
Sleep |
50' |
-- |
1 target |
Fm |
Target falls into a natural sleep. The first round is a magical sleep (the
target cannot be awakened through normal means).
|
III: |
Charm Kind |
50' |
10 min/lvl |
1 target |
Fm |
Humanoid target believes caster is a good friend.
|
IV: |
Calm |
100' |
1 min/lvl |
1 target |
Fm |
Target will take no offensive action, will fight only in self-defense.
|
V: |
Confusion |
100' |
1 rnd/5 fail |
1 target |
Fm |
Target is incapable of making decision or initiating action; may continue
to fight current foes or in self-defense.
|
VI: Fear
VII: Suggestion
VIII: Hold Kind
IX: Emotions
X: Master of Kind
|
|
Mind Mastery |
I: |
Storing |
self |
varies |
1 spell |
U |
Caster may cast this spell with any spell he wants to store. The spell to
be stored must be cast within one minute after the Spell Store is
cast. The stored spell may be cast later as an instantaneous spell. The
Storing spell casts the same number of PPs as the spell stored. No
other spell may be cast while a spell is stored.
|
II: |
Presence * ¤ |
self |
C |
20' R |
Fm |
Caster is aware of the presence of all sentient/thinking beings within 20'.
|
|
Mind Merge |
I: |
Empathy |
10' |
1 rnd/lvl(C) |
1 target/rnd |
Pm |
Caster learns target's basic feelings. The caster can concentrate on a new
target each round.
|
II: |
Read Emotions |
50' |
1 rnd/lvl(C) |
1 target/rnd |
Pm |
Caster learns target's emotions in detail. The caster can concentrate on a
new target each round.
|
III: |
Merge with Mentalist |
touch |
C |
caster + 1 target |
U |
Allows two Mentalism spell users to communicate mentally and exchange power
points.
|
IV: Focus Merge
VI: Thoughts
VI: Mind Merge I
|
|
Mind Speech |
I: |
Mentalist Tongue |
100' |
C |
caster + 1 target |
Fm |
Caster may mentally speak with another spell caster of the Mentalism realm.
|
II: |
Prepare Mind I |
self |
C |
caster |
U |
The caster enters a trance-like state to prepare his mind to be the
recipient for a Mind Tongue spell. While he is under the effects of
the spell, any "incoming" Mind Tongue spell has its range increased
by 10 times.
|
III: |
Mind Tongue I |
100' |
C |
caster + 1 target |
Fm |
Caster may mentally speak with any one thinking being. They must be able
to see each other or the caster must know the exact location of the
target or the caster must use Focus Mind to locate the target
(in all cases, the target must be within range).
|
IV: Focus Mind
V: Prepare Mind II
VI: Mind Tongue II
|
|
Movement |
I: |
Leaping * |
self |
1 rnd |
caster |
U |
Allows caster to leap 50' laterally or 20' vertically.
|
II: |
Landing * |
self |
varies |
caster |
U |
Allows caster to land safely in a fall up to 20' per level, and to take
that distance off any longer fall.
|
III: |
Levitation I |
self |
1 min/lvl |
caster |
U |
Allows caster to move up and down vertically 10' per round. the spell does
not provide a means for horizontal movement.
|
IV: Wind Drift
V: Underwater Movement
VI: Fly I
VII: Levitation V
VIII: Long Dive
IX: none
X: Merging
XI: Fly II (75'/rnd)
|
|
Presence |
I: |
Presence ¤ * |
self |
C |
10' R/lvl |
U |
Caster is aware of the presence of all sentient/thinking beings within his
range.
|
II: |
Feel I * |
10'/lvl |
-- |
1 target |
Pm |
Caster gets general idea of the race and level of one being. The target
must first be located by Presence or Presence True.
|
III: |
Mind Store * |
10'/lvl |
-- |
1 target |
Pm |
As Feel I, except caster stores mental pattern of target. This can
be used with other spells (both on this list and others). The caster can
only have as many patterns stored as the sum of his Memory and Presence
temporary stats (not the bonuses). the caster can choose to release a
stored pattern at any given time (the GM should require that a character
keep track of all the patterns he has stored).
|
IV: Transfer Mind Store
V: Feel III*
VI: Mind Typing *
VII: Finding I
VIII: Direction I
|
|
Self Healing |
I: |
nothing |
II: |
Clot I * |
self |
varies |
caster |
Us |
Clots wound to reduce bleeding (i.e., hits per round damage) by one as long
as caster concentrates or is immobile. This effect is permanent
after an hour. If caster is unconscious, the spell will concentrate
without the caster's concentration.
|
III: |
nothing |
IV: |
Clot III * |
self |
varies |
caster |
Us |
As Clot I, except bleeding is reduced by up to 3 hits per round.
|
V: |
Pain Relief I * |
self |
C |
caster |
Us |
Heals 1 hit per minute for as long as the caster concentrates. If caster
is unconscious, this spell will operate without concentration.
|
VI. Fracture Repair
VII. Cut Repair I *
VIII. Muscle/Tendon Repair *
IX. none
X. Minor Nerve Repair
|
|
Sense Control |
I: Distraction
II: Numbing
III: Blur Vision
IV: Minor Sense Control
V: Audio Attack
VI: Audio Control
VII: Fumble
VIII: Vision Control
IX: Vision Attack
X: Nerve Stun
|
|
Sense Mastery |
I: |
Sly Ears |
self |
10 min/lvl |
caster |
U |
Caster gains double normal hearing. This spell confers a +50 to Perception
involving only hearing, +25 to Perception involving hearing and other senses.
|
II: |
Nightvision |
self |
10 min/lvl |
caster |
U |
Caster can see 100' on a clear night as if it were day. At least some
small amount of residual light is required for this spell to work.
|
III: Sidevision
IV: Detect Illusion
V: Watervision
VI: Scent
VII: Fogvision
VIII: Touch
IX: Darkvision
X: Mentalist Ear
|