The Mentalist

Requirements: BMS(13)

Races: Any except Construct

Alignment: Any non-Random

 

Overview

Members of this character class derive power not from a deity or from manipulating external supernatural or physical forces; instead, they harness and direct the forces of their own body and mind. The Mentalists fall into three possible archetypes: Empaths, Telekineticists, and Remote Sensors. It is also possible for a Mentalist to learn a few things from all three disciplines, thus becoming versatile in all three but not particularly powerful in any of the three.
 
Empaths study mental disciplines. They gain the ability to read minds, create illusions in the minds of others, converse telepathically, and repair psychic damage in others.
 
Telekineticists study ways of manipulating physical objects with their minds. They gain the ability move objects, deflect bullets, erect invisible barriers, and heal physical wounds in themselves or others.
 
Remote Sensors study ways of enhancing the five senses. They gain telescopic/microscopic vision, view places they have visited before, listen through walls, and see in other wavelengths.
 
Unlike members of other classes, Mentalists tend to blend in more with society and have a low profile. For instance, an empath would make a great counsellor; a Telekineticist could function well as an engineer (or an assassin); a Remote Sensor could be an efficient spy or a constable.
 
While members of any race can become a Mentalist, Changelings are particularly well-suited to this class as they are born with  empathic powers.
 
 

Class Features

Hit Dice: 1d8
Armour: Light or Medium
Weapons: Any, although they prefer missile
Saves: DM[poor], AE[average], Psn[average], MW[good], SP[average], SC[good], SS[good]
Bonus Proficiency: Mental Defence
Empathy: Base[20%], increases by 1d6% per level
Resist Illusions: Base[10%], increases by 1d4% per level
Noncombat Skill Slots: Two per Level
Weapon Skill Slots: Three per Five Levels
 
 

Powers

Skills that use Empathy are keyed to Charisma. Telekinetic skills are keyed to Constitution. Remote Sensory skills use Intelligence. All three types deplete BMS when used. A Mentalist can choose to use a power at lower than maximum intensity. For example, if a Mentalist has Infravision(3), but only needs to see 60' ahead, she can activate the power at int(1) and thus conserve half a point of BMS. If a Mentalist runs out of BMS, she can still use her empathic rating in its raw form (for reading/manipulating emotions) as well as her empathic resistance. Know, however, that using empathy in its untrained form uses the rating percentile as the check, not the Charisma attribute. Ordinary empathy typically has a range of 6//.
 
When a Mentalist wishes to become more potent, she needs only spend the appropriate noncombat skill slots to either learn a new skill or increase the intensity on an existing skill. As always, it takes two slots to start a new skill, but only one slot to increase the intensity on a known skill.
 
There are five Tiers of Mentalist powers. Members of this class gain Tier access at the same rate as a Shaman.
 
All Mentalist powers that affect other people utilise saving throws. Most empathic powers use the empathic resistance percentile score as the save.  Telekinetic powers use either a save vs. magic weapon or a save vs. area effect, as appropriate. Remote Sensory powers also use empathic resistance of the target as the save.
 
 

First Tier

Sense Life
Type: Empathy
Duration: 1 round per level per intensity
Cost: 0.125 BMS per intensity
Area of Effect: 60' - 480' radius
This power allows the user to sense the presence of life within a specified radius. The power can detect Undead (anti-life), but this check is much more difficult (-8). It can detect creatures of at least 1HD. Smaller creatures, such as insects and microbes, are too insignificant for this power to detect.
Intensity(1): 60' radius.
Intensity(2): 120' radius.
Intensity(3): 240' radius.
Intensity(4): 480' radius.
 
 
 
Sense Emotions
Type: Empathy
Duration: 1 round per level per intensity
Cost: 0.25 BMS per intensity
Area of Effect: 60' - 480' radius
This power allows the user to detect the basic motivations of others. The Mentalist can sense drives such as hunger, thirst, fear, lust, hatred, fatigue, etc. This power is similar to the Changeling's ability to read emotions.
Intensity(1): 60' radius; target one person.
Intensity(2): 120' radius; targets up to four people.
Intensity(3): 240' radius; targets up to sixteen people.
Intensity(4): 480' radius; targets up to thirty-two people.
 
 
Shield Self
Type: Empathy
Duration: 1 round per level per intensity
Cost: 0.5 BMS per intensity
Area of Effect: Self
When facing other Mentalists, Changelings, or Crystallins, it often comes in handy to boost one's own empathic resistance. As the Mentalist's skill level increases, so does her empathic resistance.
Intensity(1): Boosts Empathic Resistance by 10%.
Intensity(2): Boosts Empathic Resistance by 20%.
Intensity(3): Boosts Empathic Resistance by 35%.
Intensity(4): Boosts Empathic Resistance by 50%.
 
 
Move Small Object
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 0.75 BMS per intensity
Area of Effect: One object of up to 10 pounds
The Mentalist can use this power to move small objects. At low intensities, the wielder can make lightweight items slowly float in the air across a room. At higher intensity, the objects can be propelled like missiles and the range of motion is wider. This is  Ranged Touch Attack. o be used as a weapon, the object can only "attack" every other round, as the Mentalist must withdraw the item to a suitable distance and then aim again.
 
Intensity(1): 60' LoS.
Intensity(2): 120' LoS. Item can inflict 1d4 damage.
Intensity(3): 240' LoS. Item can inflict 2d4 damage.
Intensity(4): 480' LoS. Item can inflict 3d4 damage.
 
 
Repair Small Object
Type: Telekinesis
Duration: Instantaneous
Cost: 0.5 BMS per intensity
Area of Effect: One object of up to 10 pounds
This power is great for an engineer Mentalist. The Mentalist can repair an object weighing up to 10 pounds. For items that don't have structural points (such as swords, wagon wheels, and the like), the power instantly repairs the broken item. For object with Structural Points (such as a small Construct), the power can repair Structural Points in accordance with the skill level..
Intensity(1): 60' LoS.
Intensity(2): 120' LoS; repairs 1 StP.
Intensity(3): 240' LoS; repairs 3 StP.
Intensity(4): 480' LoS; repairs 5 StP.
 
 
Heat/Cool Small Object
Type: Telekinesis
Duration: One round per level per intensity
Cost: 0.75 BMS per intensity
Area of Effect: One object of up to 10 pounds
With this power, the Mentalist can cause an object to suddenly increase or decrease temperature. As the practitioner's skill increases, so does her ability to affect the targeted object. This power cannot affect living beings (thus one can't make a target's head freeze solid). The damage rating is for a person who is holding or wearing a heated or chilled object when the power takes effect.
Intensity(1): 60' LoS. 50 temperature differential.
Intensity(2): 120' LoS; 100 temperature differential; 1d4+1 damage.
Intensity(3): 240' LoS; 200 temperature differential; 1d12 damage.
Intensity(4): 480' LoS; 400 temperature differential; 3d12 damage.
 
 
Infravision
Type: Remote Sensory
Duration: One round per level per intensity
Cost: 0.125 per intensity
Area of Effect: 60'-480' radius
This power duplicates the Dwarven ability to see in the infrared range, albeit with wider range. In the event that the Mentalist is a Dwarf, the range increments listed below is additive with the Dwarven racial ability.
Intensity(1): 60' radius.
Intensity(2): 120' radius.
Intensity(3): 240' radius.
Intensity(4): 480' radius.
 
 
Echolocation
Type: Remote Sensory
Duration: One round per level per intensity
Cost: 0.25 per intensity
Area of Effect: 60'-480' radius
This power allows the user to detect the position of objects using a form of sonic energy. This power works identically to the Fey's racial trait Detect Motion Vectors. If the event of a Mentalist Fey, Echolocation is additive to their own racial capability.
Intensity(1): 60' radius.
Intensity(2): 120' radius.
Intensity(3): 240' radius.
Intensity(4): 480' radius.
 
 
Improved Hearing
Type: Remote Sensory
Duration: One round per level per intensity
Cost: 0.125 per intensity
Area of Effect: Self
This power boosts the hearing of the wielder, temporarily increasing her Hear Noise percentile score. In the event that the Mentalist is also a split-class Wishsinger or Thief, the Improved Hearing power is additive to the Hear Noise skill possessed by those classes. Of course, the risk for using this power is that the Mentalist suffers a -1 penalty (per intensity) on saving throws against sonic attacks.
Intensity(1): 15% bonus to Hear Noise
Intensity(2): 30% bonus to Hear Noise
Intensity(3): 50% bonus to Hear Noise
Intensity(4): 75% bonus to Hear Noise
 
 

Second Tier

Telepathic Speech
Type: Empathy
Duration: 1 round per level per intensity
Cost: 0.25 BMS per intensity
Area of Effect: 120' - 960' radius
This power is very similar to a standard two-way conversation, except that neither participants have to physically speak. Telepathic Speech does exactly what the name implies: telepathic, two-way communication. the user cannot read the target's mind, and the target can choose to ignore the communication request entirely. Both parties must have at least one language in common, although only the initiator of the power needs to have an empathic rating. This power could theoretically be used with non-sentient animals, but the animal could not talk back. Still, a Mentalist could summon his horse discretely or command his guard dog to attack by means of a telepathic message.
Intensity(1): 120' radius; target one person.
Intensity(2): 240' radius; targets up to four people.
Intensity(3): 480' radius; targets up to sixteen people.
Intensity(4): 960' radius; targets up to thirty-two people.
 
 
Detect Lie
Type: Empathy
Duration: 1 round per level per intensity
Cost: 0.25 BMS per intensity
Area of Effect: 60' - 480' radius
The Mentalist can attempt to discern whether a target is knowingly giving out false information. This power works whether the target has just spoken a lie, written a lie, or signalled a lie (via sign language). This power does not reveal honest misinformation, however. For instance, if a Curt the Criminal, who is being questioned by authorities names, "Pat the Purse Snatcher" as his accomplice, but the accomplice lied to Curt about his name, Curt will not be revealed as a liar because he does not know his information is incorrect. In other words, Detect Lie reveals the intent to deceive.
Intensity(1): 60' radius.
Intensity(2): 120' radius.
Intensity(3): 240' radius.
Intensity(4): 480' radius.
 
 
Shield, Narrow Radius
Type: Empathy
Duration: 1 round per level per intensity
Cost: 1.0 BMS per intensity
Area of Effect: 10' radius
Like the Shield spell, this power boosts the user's empathic resistance. This more potent version, however, can project an empathic shield in a 10' spherical region. This spell is very handy in  protecting non-empathic allies from other Mentalists, or from the wiles of Changelings and Crystallins. As the Mentalist's skill level increases, so does her empathic resistance.
Intensity(1): Boosts Empathic Resistance by 10%.
Intensity(2): Boosts Empathic Resistance by 20%.
Intensity(3): Boosts Empathic Resistance by 35%.
Intensity(4): Boosts Empathic Resistance by 50%.
 
 
Deflect Small Object
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 1.0 BMS per intensity
Area of Effect: 1// radius around self
This power helps protect the Mentalist from mundane missile attacks, such as from arrows, bullets, spears, and etc. When the missile encounters the Mentalist's shield, it ricochets away at a 90 degree angle. Thus, it's great for the Mentalist, but not always so great for those near her. The shield will deflect a certain number of missile attacks depending on the intensity of the skill. The key to this shield is the speed of the incoming attack. The faster the missile, the greater the deflection. A slow blade could penetrate the shield, however.
Intensity 1: The shield can block two missiles weighing less than one pound each (i.e. shortbow arrow, bullet.)
Intensity 2: The shield can block four missiles weighing less than two pounds each (i.e. crossbow bolt, dagger.)
Intensity 3: The shield can block eight missiles weighing less than four pounds each (i.e. small hatchet).
Intensity 4: The shield can block sixteen missiles weighing less than eight pounds each (i.e. javelin, cannon).
 
 
Join Small Objects
Type: Telekinesis
Duration: Instantaneous
Cost: 0.75 BMS per intensity
Area of Effect: Two to sixteen objects
While not necessarily the most combat-intensive power, Join Small Objects is quite handy for assembling things, such as furniture, housing materials, decking, and anything else that usually requires welding or fasteners. Of course, the power could also be used to sabotage machinery by permanently joining together gears or ball bearings that usually roll against one another. Likewise, a Mentalist could make the joints in a set of plate mail armour seize by "welding" the plates together (requiring a touch attack). The Mentalist must be in physical contact with at least one of the objects being joined together.
 
This process can be reversed. Objects joined by this spell can always be separated through a reapplication of this spell's power. If it is performed by the same Mentalist, no check is required (other than for a power activation.) If a different Mentalist tries to undo a Join, treat the attempt as having the same chances as a Dispel Magic. A Reverse Engineer formula cast by a Mathematician could also undo this spell.
Intensity 1: The Mentalist can join two objects weighing up to one pound each.
Intensity 2: The Mentalist can join four objects weighing up to two pounds each.
Intensity 3: The Mentalist can join eight objects weighing up to four pounds each.
Intensity 4: The Mentalist can join sixteen objects weighing up to eight pounds each.
 
Shatter Small Objects
Type: Telekinesis
Duration: Instantaneous
Cost: 1.0 BMS per intensity
Area of Effect: One object of up to sixteen pounds
This power is good at breaking things, pure and simple. The Shatter spell can smash rocks and lock, doors and oars, mugs, daggers, traps, china, chop sticks, or just about any solid object. The items targeted must save against harmonics or be broken into 2d4 irregular pieces. The save improves by +1 per degree of enchantment of the item. At higher intensities, this power can also affect Constructs.
Intensity 1: 30' LoS; two pound object.
Intensity 2: 60' LoS; four pound object. Inflicts 1 StP damage against Constructs.
Intensity 3: 120' LoS; eight pound object. Inflicts 2 StP damage against Constructs.
Intensity 4: 240' LoS; sixteen pound object. Inflicts 3 StP damage against Constructs.
 
 
Long Range Vision
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.25 BMS per intensity
Area of Effect: Self
This power allows the Remote Sensor to view objects up close from a great distance. Depending on the intensity of the power, it can simulate the effects of theatre glasses, binoculars, or even a telescope. The Mentalist can still see normally during this time; the magnified view appears in the Mentalist's vision like an window image in a Heads-Up Display. While using this power, the Remote Sensor takes a -2 penalty (per intensity) against visual or light-based attacks. Use of the Long Range Vision is handy for overcoming range penalties on missile attacks. If the Mentalist is a Changeling, then this power is cumulative with the Changeling's already formidable long-range sight.
Intensity 1: Like pair of theatre glasses; 5x magnification.
Intensity 2: Like pair of binoculars; 15x magnification.
Intensity 3: Like a sniper rifle; 30x magnification.
Intensity 4: Like a hobby-grade telescope; 100x magnification.
 
 
Long Range Tactile Sense
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.5 BMS per intensity
Area of Effect: Self
This power allows the Mentalist to "touch" an object without having to make physical contact. So long as the Remote Sensor is in range for the spell, and she can see the object in question, she can experience the temperature and texture of any object. If the object has the power to cause harm by touch (i.e. a red hot poker), the Mentalist would experience pain via nerve induction, but would not suffer any real physical damage. By this method, a Remote Sensor can determine if an object is caustic, has contact poison, is sharp or dull, hot or cold, wet or dry, soft or rough. The difference is that the Mentalist cannot come to any harm, nor can she physically affect the object.
Intensity(1): 60' LoS
Intensity(2): 120' LoS.
Intensity(3): 240' LoS.
Intensity(4): 480' LoS
..
 
Sensory Shield
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.75 BMS per intensity
Area of Effect: Self to 60'
This power allows the Mentalist to protect herself or others from being blinded or deafened by spells and other unusual environmental effects. For example, the Sensory Shield would allow the Mentalist to see normally after being hit by Darkness-type spell. Likewise, the Mentalist could not be blinded by a laser. Even the most obnoxious sounds could not hard the Mentalist's ears. Auditory effects that cause damage (like a Wishsinger's Reproach) would not have any effect if the Mentalist has more levels than the caster.
Intensity 1: Self only
Intensity 2: 10' radius.
Intensity 3: 30' radius.
Intensity 4: 60' radius.
 
 

Third Tier

Telepathic Probe
Type: Empathy
Duration: 1 round per level per intensity
Cost: 1.25 BMS per intensity
Area of Effect: 60' - 480' radius
This power allows the empath to read the surface thoughts of other individuals. If cannot read deeply hidden thoughts, only the content of what the target is currently contemplating. If the target is thinking in words, then the empath must know the language of the target. However, if the target is thinking about something visual, numeric, tactile, or emotive, then language is not a barrier. Thus, if the target is thinking, "I need a screwdriver" in Abalesque, then the empath must know Abalesque. If the target is merely thinking about a screwdriver, and has the image of a screwdriver in his mind, then the empath will have that image and the understanding of need. This power will work on animals, although the concepts gleaned depends on the intelligence of the animal. On a critical fumble, the target senses that a scan attempt was made, and from what direction.
Intensity(1): 60' radius, 1 target.
Intensity(2): 120' radius, 2 targets.
Intensity(3): 240' radius, 3 targets.
Intensity(4): 480' radius, 4 targets.
 
 
Calm Insanity
Type: Empathy
Duration: Instantaneous
Cost: 0.5 BMS per intensity
Area of Effect: 30'-120' radius
This power is useful in both civilian life and in battle. This power has two uses: it can interrupt a single episode of insanity in a group of individuals within the are of effect, or it can permanently cure insanity in a single individual. Racial insanity, such as the Changelings' claustrophobia or the Dwarves' bathophobia (fear of deep water) cannot be cured. If used for curing insanity in a single individual, the power can negate an illness of intensity equal to the power's intensity.
Intensity(1): 30' radius, 2 targets.
Intensity(2): 60' radius, 4 targets.
Intensity(3): 120' radius, 8 targets.
Intensity(4): 240' radius, 16 targets.
 
..
Shield, Wide Radius
Type: Empathy
Duration: 1 round per level per intensity
Cost: 1.25 BMS per intensity
Area of Effect: 30' radius
This power is identical to Shield Narrow Radius except that the area of effect is 30' radius  instead of a 10' radius.
Intensity(1): Boosts Empathic Resistance by 10%.
Intensity(2): Boosts Empathic Resistance by 20%.
Intensity(3): Boosts Empathic Resistance by 35%.
Intensity(4): Boosts Empathic Resistance by 50%.
 
 
 
Invisible Barrier
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 1.0 BMS per intensity
Area of Effect: One 10'x10' panel per intensity
This power duplicates the functioning of the Mathematician formula Geometric Shield. By focusing this power, the Mentalist can create a 10'x10' shield that is invisible and has one Structural Point. As the Mentalist gains intensity, this power becomes more versatile.
Intensity(1): Can create one panel within a 30' LoS.
Intensity(2): Can create two panels within a 60' LoS, or can create a 10' radius sphere centred on the Mentalist.
Intensity(3): Can create four panels within a 120' LoS, or can create a 10' sphere within a 30' LoS.
Intensity(4): Can create eight panels within a 240' LoS, or can create a 10' sphere within a 60' LoS.
 
 
Mend Flesh
Type: Telekinesis
Duration: Instantaneous
Cost: 1.0 BMS per intensity
Area of Effect: One person or creature
While not as potent as the divine healing wielded by good-aligned Priests, the medically-minded Mentalist can learn how to mend injured flesh through the careful use of telekinesis. Like most other healing spells, Mend Flesh repairs physical wounds only, not damage incurred by poison, disease, or death magic.
Intensity 1: Touch range; heals 1d4+1 damage.
Intensity 2: 10' RTT; heals 2d4+2 damage.
Intensity 3: 30' RTT; heals 3d4+3 damage.
Intensity 4: 60' RTT; heals 4d4+4 damage.
 
 
Levitation
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 0.75 BMS per intensity
Area of Effect: Self
One of the flashier Mentalist parlour tricks, this power allows the Mentalist to float upwards as if carried aloft by a great swirling wind. That is, in fact, exactly what happens. The power causes the air around the Mentalist to move in an upward direction, carrying the Mentalist along for the ride. As the user gains intensity, she is able to carry heavier burdens aloft with her (including other people.)
Intensity 1: Can carry self + 100 pounds. Upward movement is 6//; lateral movement is 1'.
Intensity 2: Can carry self + 200 pounds. Upward movement is 12//; lateral movement is 2'.
Intensity 3: Can carry self + 400 pounds. Upward movement is 24//; lateral movement is 5'.
Intensity 4: Can carry self + 800 pounds. Upward movement is 48//; lateral movement is 1//.
 
 
Microscopic Vision
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.25 BMS per intensity
Area of Effect: Self
This power allows the user to magnify the image of very small objects, much like a magnifying glass or a microscope. The Mentalist's normal vision is unchanged, but she perceives the magnified as if by a heads-up display. As the user's skill increases, so does the effective magnification. The Mentalist must be within 1// of the object being magnified.
Intensity 1: Like a magnifying glass (5x)
Intensity 2: Like a jeweller's loupe (10x)
Intensity 3: Like a simple microscope (100x)
Intensity 4: Like a lab-quality microscope (500x)
 
 
90 Vision
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.25 BMS per intensity
Area of Effect: Self
Put simply, this power allows the Remote Sensor to see around corners as if she had erected floating mirrors. At the first intensity, she can erect a single mirror within 60' of her current position. As she increases her skill, she gains the ability to create additional mirrors at greater distance. This power is not without its risks, however. She remains vulnerable to gaze or visual attacks (albeit at +2 to her save) while using this power.
Intensity 1: One mirror, 60' range.
Intensity 2: Two mirrors, 120' range.
Intensity 3: Three mirrors, 240' range.
Intensity 4: Four mirrors, 480' range.
 
X-Ray Vision
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.50 BMS per intensity
Area of Effect: 30' to 240' LoS
This power allows the wielder to see in the x-ray spectrum. Not only can the user see through organic, wooden, or polymer objects, she can also detect x-ray emissions from other sources (such as a radioactive item). If used for medical purposes, the user gains a +1 to Advanced Medical per intensity of this skill. This skill is also frequently useful in disarming traps. The user gains a 10% bonus, per intensity, to detecting and disarming traps. Anyone else attempting to detect radiation will note a faint radioactive pulse emanating from the Mentalist's eyes. This level of radiation is similar to that of a dental x-ray and does not constitute a health threat.
Intensity 1: 30' LoS.
Intensity 2: 60' LoS.
Intensity 3: 120' LoS
Intensity 4: 240' LoS.
 

Fourth Tier

Empathic Manipulation
Type: Empathy
Duration: 1 round per level per intensity
Cost: 1.25 BMS per intensity
Area of Effect: 30' - 240' radius
This power allows the empath to change a target's mood or outlook. At the first intensity, the Mentalist can change the target's mood by one "notch". In other words, she can turn minor interest into apathy, or disinterest into irritation. As her skill level increases, she can affect more people in deeper ways.
Intensity 1: 30' radius; 1 target. Possible effects: inspire apathy, hunger, slight interest, irritation, slight good mood, slight depression.
Intensity 2: 60' radius, 2 targets: Possible effects: moderate anger, happiness, lust, sadness, fatigue.
Intensity 3: 120' radius, 4 targets. Possible effects: rage, joy, depression, panic.
Intensity 4: 240' radius, 8 targets. Possible effects: psychotic rage, blinding jealousy, rapturous bliss,  or any other strong emotion or drive.
 
 
Deep Probe
Type: Empathy
Duration: 1 round per level per intensity
Cost: 2.0 BMS per intensity
Area of Effect: 30' - 240' radius
This power operates in a similar fashion to Telepathic Probe, except that the wielder can read more than just surface thoughts. The empath can read any sort of information that the target may know, just as easily as sifting through the pages in an encyclopaedia. This power only reads conscious memory, not memories of the subconscious mind. It doesn't always yield the absolute truth either. Many people live under self-imposed delusions, and the empath has no way of discerning the difference between fact and mere interpretation of perception.
Intensity(1): 30' radius, 1 targets.
Intensity(2): 60' radius, 2 targets.
Intensity(3): 120' radius, 4 targets.
Intensity(4): 240' radius, 8 targets.
 
 
Impose Illusion
Type: Empathy
Duration: 1 round per level per intensity
Cost: 2.0 BMS per intensity
Area of Effect: 60' - 480' radius
Unlike the Crystallins' ability to create illusions, which are effectively holograms, the illusions imposed by this power directly affects the targets' minds and do not generate any real, free-standing visible effects. This difference can be fairly academic for the target who believes he is being strangled by a boa constrictor. The effects of a dangerous illusion seem real, but cannot actually cause real harm. If a person is "killed" by an illusion, he or she remains comatose for one turn per level of the empath, and must make a successful Panic check upon awakening or contract insanity.
Intensity(1): 30' radius, 1 targets.
Intensity(2): 60' radius, 2 targets.
Intensity(3): 120' radius, 4 targets.
Intensity(4): 240' radius, 8 targets.
 
 
Flight
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 1.25 BMS per intensity
Area of Effect: Self
This spell enables the Mentalist to fly with good manoeuvrability (Mc[B]), and to carry a hundred pounds of equipment with her. As the Mentalist's skill increases, so does her speed and carrying capacity. In the event of a Changeling, Fey, or Weredragon character, this power is cumulative with their innate flight capability, although Changelings must accept the lower manoeuvrability rating when combining powers.
Intensity 1: User can fly at 18// and carry 100 pounds.
Intensity 2: User can fly at 24// and carry 200 pounds.
Intensity 3: User can fly at 36// and carry 400 pounds.
Intensity 4: User can fly at 48// and carry 800 pounds.
 
Move Large Object
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 2.5 BMS per intensity
Area of Effect: One object of up to 200 pounds
The Mentalist can use this power to move larger objects. At low intensities, the wielder can make items slowly float in the air across a room. At higher intensity, the objects can be propelled like missiles and the range of motion is wider. This is  Ranged Touch Attack. To be used as a weapon, the object can only "attack" every other round, as the Mentalist must withdraw the item to a suitable distance and then aim again.
Intensity(1): 60' LoS.
Intensity(2): 120' LoS. Item can inflict 1d12 damage.
Intensity(3): 240' LoS. Item can inflict 2d12 damage.
Intensity(4): 480' LoS. Item can inflict 3d12 damage.
 
 
Transpose Motion
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 1.0 BMS per intensity
Area of Effect: 60' to 480' LoS
This power gives the Mentalist to project the effects of a melee attack at missile range. Thus, a Mentalist could swing a club or a staff, and the equivalent damage would hit a target in the 60' to 480' range, depending on the intensity used. When using Transpose Motion, the attack functions as a Ranged Touch Attack, not the standard BAtCh.
Intensity(1): 60' LoS; +1 additional damage.
Intensity(2): 120' LoS; +2 additional damage.
Intensity(3): 240' LoS; +3 additional damage.
Intensity(4): 480' LoS; +4 additional damage.
 
 
 
Remote Viewing
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 1.0 BMS per intensity
Area of Effect: 1-8 miles
This power allows a Remote Sensor to view a place he or she has seen before. The Mentalist cannot interact with the viewed area, but she can see and hear anything that occurs in that environment. As with other remote sensing techniques, the Mentalist remains vulnerable to gaze and visual attacks while using this power. The aperture of sensation is the same as if she were physically present.
Intensity 1: 1 mile range
Intensity 2: 2 mile range.
Intensity 3: 4 mile range.
Intensity 4: 8 mile range.
 
All-Around Vision
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 1.0 BMS per intensity
Area of Effect: Up to four individuals
This power enables the Mentalist to see in a full 360 panorama. While this power is activated, she cannot be surprised, backstabbed, or flanked. She is not susceptible to Coward's Blow. Her vision is not interrupted when she blinks her eyes. She gains a +2 on parry attempts. The down side is that she takes a -4 penalty to gaze or visual attacks. As her skill level increases, she gains the ability to bestow this power on allies as well as just herself.
Intensity 1: Self only
Intensity 2: Self plus one person within 30'.
Intensity 3: Self plus two people within 60'.
Intensity 4: Self plus four people within 120'.
 
Sensory Extension
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 0.5 BMS per intensity
Area of Effect: 60' to 480' range
This power is an upgrade from Tactile Extension. Like the lesser power, the Mentalist can feel something at a distance. However, the Mentalist can use other senses as well. Unlike the Remote Viewing power, the Mentalist does not need to have visited the scanned area before. This power has a shorter range, however. Still, this power is incredibly useful in seeing on the opposite side of doors (oh, look, there's 100 zombies beyond this iron door!) It also makes for a great espionage tool. Like other Remote Sensory powers, the Mentalist is vulnerable to certain visual and aural attacks as if she were physically present.
Intensity 1: 60' range.
Intensity 2: 120' range.
Intensity 3: 240' range.
Intensity 4: 480' range.
 

Fifth Tier

Empathic Domination
Type: Empathy
Duration: 1 round per level per intensity
Cost: 2.0 BMS per intensity
Area of Effect: 60' - 480' radius
This rather grim power allows the Mentalist to completely dominate the mind of another person or creature. She can perform actions through the dominated person as if she was that person. She has access to all of the dominated individual's knowledge -- even the most deeply buried secrets. She can probe the victim's subconscious mind. The victim of this power remains aware, but powerless. The Mentalist, not the victim, is morally accountable for any deeds done while the Domination power is active. Thus, if an evil Mentalist takes over the mind of a Paladin and makes him burn down and orphanage, the Paladin does not lose spellcasting powers or alignment status once the Domination ends.
Intensity 1: 60' range.
Intensity 2: 120' range.
Intensity 3: 240' range.
Intensity 4: 480' range.
 
 
Alter Memory
Type: Empathy
Duration: 1 round per level per intensity
Cost: 1.5 BMS per intensity
Area of Effect: 60' - 480' radius
This power allows the Mentalist to rewrite the memories of others. Alter Memory often has therapeutic uses as well. For instance, a victim of child abuse could be made to forget the memory of the unjust torture and thus be better able to cope with adult life. This power can be used to implant memories as well. For example, a stroke victim who has lost the ability to read as a result of his illness could regain the ability by having the skill "implanted" in his brain (presumably in an undamaged portion of the mind.) Mostly, however, this spell is useful in making people either forget things or remember the wrong things. Once the change is made, it is permanent. During the active period of this spell, the Mentalist can alter one memory per round. This power is also used by the Saint Eldra church for their Personality Reconfiguration procedures, as well as reconstructing the psyche of those rare Undead individuals that can be restored to normal life.
Intensity 1: 60' range; one person. Can alter trivial memories ("Gee, I can't remember if any adventurers passed by recently.")
Intensity 2: 120' range; two people. Can alter minor memories ("Hmm... I think it was an Elf, not a Dwarf who robbed the bank.")
Intensity 3: 240' range; four people. Can alter major memories ("Do I live in Carthag or Touchstone?")
Intensity 4: 480' range.; eight people. Can alter profound memories ("What was my name again?")
 
..
Telepathic Carrier
Type: Empathy
Duration: 1 round per level per intensity
Cost: 1.5 BMS per intensity
Area of Effect: 1-8 miles
This power allows the empath to "piggyback" onto the senses of other people, and thus experience what the targets see, hear, feel, taste, and smell. Like other spells of this sort, the Mentalist is vulnerable to sensory attack just as if she were physically present. This spell does not allow the empath to read the target's mind. It only grants her access to raw sensory information.
Intensity 1: 1 mile range; 1 person.
Intensity 2: 2 mile range.; 2 people.
Intensity 3: 4 mile range.; 4 people.
Intensity 4: 8 mile range.; 8 people.
 
 
Change Density
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 2.0 BMS per intensity
Area of Effect: Up to four people
This power allows the Mentalist to change her density, from rock hard, to normal, to mist-like. The advantage of "rock hard" mode is that the Mentalist takes half damage from impaling weapons, and has a base AC improvement of 4. The downside is that her ground movement is halved. In "mist" mode, she takes no damage at all from impaling weapons and can filter through cracks and crevices. The downside is that she cannot initiate any physical attacks.
Intensity 1: Can affect self only.
Intensity 2: Can affect one additional person within 30'.
Intensity 3: Can affect two additional people within 60'.
Intensity 4: Can affect four additional people within 120'.
 
 
 
Change Environment
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 2.5 BMS per intensity
Area of Effect: 30' to 240' radius
The Change Environment power is useful in refreshing a stale supply of air, neutralising a poisonous cloud, eliminating pesky cigarette odours from a bar, and for stabilising the temperature within the area of effect. The Mentalist can block wind, rain, and other precipitation with this power. External radiation does not cross the protected boundary. The air within this protected area is made clean and safe to breathe. It can even fill an airless void. For the Mentalist in danger of drowning, the power can push water out of the way in order to form a sphere of air. As the Mentalist grows in power, the sphere increases in size.
Intensity 1: 30' radius.
Intensity 2: 60' radius.
Intensity 3: 120' radius.
Intensity 4: 240' radius.
 
 
Pass Barrier
Type: Telekinesis
Duration: 1 round per level per intensity
Cost: 2.5 BMS per intensity
Area of Effect: Up to a 10'x10'x30' region.
This spell is a burglar's dream. Fortunately, most common thieves lack the self-discipline to become Mentalists. Indeed, the person wielding this power would be more of an uncommon thief! The spell changes the density of solid materials, such as stone or wood. This spell does not destroy matter, it just temporarily changes the density of the material so that the Mentalist and her allies can walk through it. God help anyone walking through a modified passage when the power ends! It's not pretty.
Intensity 1: Crevice - 3'x2'x6'
Intensity 2: Crawl Space - 4'x3'x10'
Intensity 3: Passage - 7'x5'x15'
Intensity 4: Virtual Hallway - 10'x10'x20'
 
Project Image
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 2.5 BMS per intensity
Area of Effect: Up to a 16 mile range.
This power allows the Remote Sensor to communicate with a known person at extreme distance. When the power invokes, the Mentalist appears as a 1' high, translucent image near the target person. Both sides can converse normally. While the Mentalist does not have to know where the target is located, the target must be a personally known person, not a stranger. The Mentalist can see and hear through the 1' high representation, but not touch, smell, or taste.
Intensity 1: 2 mile range
Intensity 2: 4 mile range.
Intensity 3: 8 mile range.
Intensity 4: 16 mile range.
 
 
See Full Spectrum
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 2.25 BMS per intensity
Area of Effect: 60' to 480' range.
This power allows the Remote Sensor to see in all wavelengths on the electromagnetic spectrum. Thus, she can see in normal colour, infravision, ultravision, x-ray, and radio. She can "see" radiation. This power is also useful in seeing inivisible creatures as well as out-of-phase or dark matter creatures.
Intensity 1: 60' range.
Intensity 2: 120' range.
Intensity 3: 240' range.
Intensity 4: 480' range.
 
Projected Audience
Type: Remote Sensory
Duration: 1 round per level per intensity
Cost: 2.25 BMS per intensity
Area of Effect: 1-8 mile range.
This power works like Sensory Extension, except that the range is much greater.
Intensity 1: 1 mile range.
Intensity 2: 2 mile range.
Intensity 3: 4 mile range.
Intensity 4: 8 mile range.