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. 50º temperature differential.
Intensity(2): 120' LoS; 100º temperature differential; 1d4+1 damage.
Intensity(3): 240' LoS; 200º temperature differential; 1d12 damage.
Intensity(4): 480' LoS; 400º 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)
90º 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 360º 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.