Mentalist - Spiritual Powers - Tier 1
While a Priest or Shaman calls upon the Divine, and a Mathematician or Necromancer relies on memorized procedures, the Mentalist relies solely upon mental discipline. Most of the Mentalist's power pertains to manipulating minds, shielding thoughts, telekinesis, pyrokinesis, and the alteration of physical objects. While Changelings make ideal Mentalists (given that they are a naturally empathic race), most other races can harness their mind when given proper training.
Granted Powers
Mentalists have telepathic power that no other character class possesses. Moreover, the telepathic bonds between the Mentalist and a willing participant are limited only by the rules on quantum entanglement. Thus, the power only fails when the receiver travels outside the Mentalist's cosmological frame of reference.
Table: Shaman Granted Powers | |||
Level | Psychic Links | Resist Sleep/Charm | Resist Illusions* |
1 | 3 | 4% | 3% |
2 | 3 | 8% | 6% |
3 | 3 | 12% | 9% |
4 | 3 | 16% | 12% |
5 | 6 | 20% | 15% |
6 | 6 | 24% | 18% |
7 | 6 | 28% | 21% |
8 | 6 | 32% | 24% |
9 | 6 | 36% | 27% |
10 | 9 | 40% | 30% |
11 | 9 | 44% | 33% |
12 | 9 | 48% | 36% |
13 | 9 | 52% | 39% |
14 | 9 | 56% | 42% |
15 | 12 | 60% | 45% |
16 | 12 | 64% | 48% |
17 | 12 | 68% | 51% |
18 | 12 | 72% | 54% |
19 | 12 | 76% | 57% |
20 | 15 | 80% | 60% |
* Add Perception Psychic Links: A Mentalist can create quasi-permanent mental connections with willing allies. To forge the link, the Mentalist and recipient must be in physical contact and both pay 1 BMS. Henceforth, the linked individuals can communicate telepathically across vast distances -- limited only by the Mentalist's cosmological frame of reference. This is a limited form of telepathy. The linked individuals cannot read each other's thoughts and it only conveys the mental equivalent of spoken language. For a network of linked individuals, a linked non-Mentalist can initiate communication with other people in the psionic network by paying 1/4 point of BMS. It is always free for the Mentalist to initiate communication. Examples of events that will cause members to be decoupled from the Mentalist's frame of reference: falling into a black hole, travelling beyond the light horizon of this universe, travelling to other dimensions (including Stillpoints), and death. Once decoupled, the Mentalist and the recipient would have to forge a new link by paying a point of BMS when next in physical contact. |
Class Features
Like the Necromancer and Mathematician, the Mentalist is considered a "scholarly" character class. Mentalists are typically well-educated and are schooled in arts associated with mental prowess such as philosophy, mysticism, logic, and debate. While not quite as quick with the tongue as a Wishsinger, a Mentalist thinks on his/her feet and is good at improvising. A Mentalist can also formulate long-term strategy due to their logical mindset.
SP/HP/Skills
A Mentalist gets the same combat/non-combat skill progression as a Mathematician. A Mentalist has a 1d6 hit die for accumulating hit points. Mentalists operate on BMS and not spiritual points for casting spells. A Mentalist is a bit more worldly than a Mathematician and therefore has a BAtCh progression like an Investigator.
A Mentalist accumulates SP in the following way:
- Faith 1 to 4: 1 SP/level
- Faith 5-9: 2 SP/level
- Faith 10-14: 3 SP/Level
- Faith 15-19: 4 SP/Level
- Faith 20-24: 5 SP/level
- Faith 25+: 6 SP/Level
Races allowed: All
Armor Restrictions: Any non-metal.
Weapon Restrictions: None (although Mentalists prefer ranged weapons)
Restrictions: The Game Master may rule that sentient Constructs may only link with other Constructs and certain mind-altering spells will only work with other Constructs. This restriction may be abated (either partially or fully) if the Construct is a Living Construct.
In the case of an Undead Mentalist, the Game Master may rule that certain mind-affecting spells may cost more to cast or have penalties to effectiveness when dealing with living targets.
Bonus Skills: Read/Write, Logic, Haggling, Debate, Orate, Philosophy, Occult Knowledge
Power Activation Check: Willpower
Saving Throws
The Mentalist has saving throws that favor intangible threats more than physical threats.
Table: Mathematician Saving Throws | |||||||
Character Level | Death Magic | Magic Weapon | Area Effect | Poison | System Shock | Spiritual Power | Sleep/Charm |
Rating | Poor | Good | Poor | Average | Poor | Good | Good |
1 to 3 | 18 | 14 | 18 | 16 | 18 | 14 | 14 |
4 to 6 | 16 | 12 | 16 | 14 | 16 | 12 | 12 |
7 to 9 | 14 | 10 | 14 | 12 | 14 | 10 | 10 |
10 - 15 | 12 | 8 | 12 | 10 | 12 | 8 | 8 |
16 - 20 | 10 | 6 | 10 | 8 | 10 | 6 | 6 |
21+ | 8 | 4 | 8 | 6 | 8 | 4 | 4 |
Mentalist - Affect Undead
A Mentalist cannot repel Undead the way that clergy can. However, he/she can create a perceptual fog in the minds of Undead that cause them to not notice the Mentalist and any allies within 10'.
Mentalist Character Level | Hit Dice of Opposing Undead Creature | |||||||||||||||||||
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
1 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 | 50 | 53 | 56 | 59 | 62 | 65 | 68 | 71 |
2 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 | 63 | 66 | 69 |
3 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | 52 | 55 | 58 | 61 | 64 | 67 |
4 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 | 50 | 53 | 56 | 59 | 62 | 65 |
5 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 | 63 |
6 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | 52 | 55 | 58 | 61 |
7 | 2 | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 | 50 | 53 | 56 | 59 |
8 | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 |
9 | -2 | 1 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 | 52 | 55 |
10 | -4 | -1 | 2 | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 | 50 | 53 |
11 | -6 | -3 | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 |
12 | -8 | -5 | -2 | 1 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 | 46 | 49 |
13 | -10 | -7 | -4 | -1 | 2 | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 |
14 | -12 | -9 | -6 | -3 | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 |
15 | -14 | -11 | -8 | -5 | -2 | 1 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 | 40 | 43 |
16 | -16 | -13 | -10 | -7 | -4 | -1 | 2 | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 |
17 | -18 | -15 | -12 | -9 | -6 | -3 | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 | 36 | 39 |
18 | -20 | -17 | -14 | -11 | -8 | -5 | -2 | 1 | 4 | 7 | 10 | 13 | 16 | 19 | 22 | 25 | 28 | 31 | 34 | 37 |
19 | -22 | -19 | -16 | -13 | -10 | -7 | -4 | -1 | 2 | 5 | 8 | 11 | 14 | 17 | 20 | 23 | 26 | 29 | 32 | 35 |
20 | -24 | -21 | -18 | -15 | -12 | -9 | -6 | -3 | 0 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 | 33 |
Turning Attempts: 1 per 2 levels
Creatures Affected: 1 per level
Duration of Masking Effect: 1 round per level
Combined Faith Bonus: +1
This spell works normally for Undead Mentalists. However, they usually won't need to use this power as random, feral Undead will rarely act in a hostile manner towards other Undead individuals.
Table: Mentalist Tier Access | ||||
Tier | Level for Access | |||
Wisdom Score | 16 or less | 17-18 | 19-20 | 21+ |
First | Level 1 | Level 1 | Level 1 | Level 1 |
Second | Level 3 | Level 3 | Level 3 | Level 3 |
Third | Level 6 | Level 5 | Level 5 | Level 5 |
Fourth | Level 11 | Level 10 | Level 8 | Level 7 |
Fifth | Level 16 | Level 15 | Level 11 | Level 9 |
A Mentalist's powers are often invisible and silent. A Mentalist does not need to chant, draw sigils, burn incense, or wave around holy symbols. Instead, a Mentalist draws upon the deep wisdom of years of training and self-discipline when focusing his/her mind.
Break Small Objects
Tier: 1
Concentration: 1 segment
BMS Cost: 1.0 points
Range: Ranged Touch Attack (5// line-of-sight)
Duration: Instantaneous
Area of Effect: 10 pounds or 2'x2'x2' (whichever makes more sense)
Classification: Utility
Given that Mentalists often take roles in covert operations, diplomacy, and espionage, it makes sense that a Mentalist would develop ways to destroy objects with her mind. For instance, a Mentalist may have to shred secret documents in a hurry and without the accompanying buzz of a mechanical shredder. A Mentalist may have to break through a window in order to escape if her cover is blown. Likewise, blowing the lock off a dungeon cell instead of waiting to be ransomed is generally preferred.
If the Mentalist has skills that relate to the targeted item (such as engineering for cracking a lock, or masonry for blowing a hole in a brick wall) the Mentalist gets a +1 bonus on the activation roll. It should be known that magically-enhanced items are much more difficult to break than ordinary items. To determine if the Mentalist can affect a magical item, she must match her Level+Willpower against the Level+Willpower of the item's creator (the GM will usually have to roll this number on the fly). If the Mentalist succeeds, then the item still gets an item save versus harmonics. If the Mentalist makes her resistance roll and the item fails its saving throw, only then is the item damaged.
If this sequence seems difficult, it is worth remembering that magical items in Gaianar are relatively rare and they are difficult to create. The exception to this rule is attacking Constructs (which are usually classified as enemy combatants and not objects). When attacking Constructs, the Mentalist need only make a successful power activation roll and a Ranged Touch Attack.
The level of damage to the item depends on how well the Mentalist rolled when the spell is cast. The Game Master may determine that precisely-machined items (such as clocks and firearms) may become non-functional with even trivial damage, while bulk items such as hammers and clubs may remain perfectly functional with a moderate amount of damage. Examples of effects are shown below:
- Met requirements: Cosmetic damage to metal; cosmetic damage to stone; scratches on wood; small fissures in glass; plastic is discolored and warped; paper is torn into several pieces.
- Exceeded requirements by 1-4: Dents in metal; fissures appear in stone; fractures in wood; large cracks in glass; plastic is significantly deformed; paper is torn into confetti.
- Exceeded requirements by 5-9: Metal is punctured; stone is broken all the way through the material; wood is snapped into several smaller pieces; glass is shattered into numerous shards; plastic is crumbled into a useless wad; paper is reduced to pieces the size of hole puncher punch-outs. This is the minimum success level to damage a Construct (1 StP)
- Exceeded by 10 or more: Metal is reduced to jagged little pieces; stone is turned to gravel; wood becomes sawdust; plastic is reduced to tiny pellets; glass is pulverized; paper is reduced to wood pulp. Constructs take 2 StP damage.
The Mentalist's ability to damage heavier objects increases as he/she ascends in level.
- Levels 1 to 4: Objects of up to 10 pounds or 2'x2'x2' (whichever makes more sense) can be damaged.
- Levels 5 to 9: Objects of up to 20 pounds or 3'x3'x3' (whichever makes more sense) can be damaged.
- Levels 10 to 14: Objects of up to 30 pounds or 4'x4'x4' (whichever makes more sense) can be damaged.
- Levels 15 to 19: Objects of up to 40 pounds or 5'x5'x5' (whichever makes more sense) can be damaged.
- Levels 20 and higher: Objects of up to 50 pounds or 6'x6'x6' (whichever makes more sense) can be damaged.
Echolocation
Tier: 1
Concentration: 1 segment
BMS Cost: 0.25 points
Range: Internal to the Mentalist (initially)
Duration: 1 hour per level
Area of Effect: 60// pseudo-visibility
Classification: Utility
One of the perils of traveling through some of the older ruins of Gaianar are pockets of darkness. Due to intense concentrations of negative energy in some places, visible light gets dissipated and even magical light may have difficulty penetrating the gloom. Fortunately, the Mentalist may get around this problem by way of echolocation.
Certain natural animals -- such as dolphins and bats -- can use sound to augment their sight. This concept is called echolocation. The Mentalist can cause her body to emanate pulses of ultrasonic sound (which is above the range of human hearing but may distress dogs). When this sound wave encounters a physical object, some part of that energy rebounds back to the Mentalist. In this way, the Mentalist can discern the shape, distance, and motion of physical objects within the Echolocation frame of reference. A sound wave is much larger than a light wave, and therefore the "view" offered by Echolocation has lower resolution when compared to normal vision. Additionally, echolocation cannot detect color, shade, or hue. It is, however, quite useful in situations where there is no light at all (such as inside a cavern or a sinkhole of evil) or in situations where there is far too much light (such as a spell effect designed to cause short-term blindness by way of a light flare).
One side effect of Echolocation is that it reveals invisible objects that are hidden by spells or by technological artifice (unless the cloaking spell also blocks sound as well).
It is worth noting that this spell augments the innate version of Echolocation for Fey Mentalists.
At base level, this spell affects only the Mentalist and confers a 60// pseudo-visual range. At higher levels, the Mentalist can confer echolocation upon her companions and the pseudo-visual range is also extended.
- Levels 1 to 4: The spell only affects the mentalist and confers a 60// echolocation range.
- Levels 5 to 9: The spell affects the mentalist and one companion. The spell confers a 120// echolocation range.
- Levels 10 to 14: The spell affects the mentalist and two companions. The spell confers a 180// echolocation range.
- Levels 15 to 19: The spell affects the mentalist and three companions. The spell confers a 240// echolocation range.
- Levels 20 and higher: The spell affects the mentalist and four companions. The spell confers a 300// Echolocation range.
Enhance/Attenuate Hearing
Tier: 1
Concentration: 1 segment
BMS Cost: 0.25 points
Range: Internal to the Mentalist (initially)
Duration: 1 hour per level
Area of Effect: One person (initially)
Classification: Utility
Mentalists often fare well as diplomats, spies, and covert operatives. While they lack the raw firepower of Necromancers and Mathematicians, they have sensory augmentation that puts them on par with many Constructs. This spell can function in two ways: enhancement and attenuation. The former improves the Mentalist's hearing (great for espionage) while the latter reduces the Mentalist's hearing (very suitable for noisy environments in which prolonged exposure could cause permanent hearing loss).
In the first case, the Mentalist can enhance her hearing (and thus receive bonuses to Hear Noise or any roll that pertains to sound-based checks. For instance, a Mentalist may have a better chance of evesdropping through a wall. Or a Mentalist may be able to pick out one voice in a crowded room. Perhaps the Mentalist may be called upon to identify background sounds in an audio recording. At base level, the Mentalist gains a +15% to Hear Noise and a +1 bonus to any sound-based ability check.
In the second instance (attenuate hearing), the Mentalist can reduce her hearing so as to protect herself from being injured by noise. Possible uses include protecting her hearing in noisy factories or loud concerts, shielding herself from sound-based attacks (this is a Wishsinger specialty), or tuning out the background noise at a loud party so that the Mentalist can focus on a one-on-one conversation. If used in this way, the Mentalist incurs a -15% penalty to Hear Noise but also received a +1 bonus to any saving throw that involved sound-based attacks (which is nearly the entirety of the Wishsinger repertoire).
In the case of the dual-class Mentalist/Wishsinger, the spell is cancelled if the Mentalist successfully casts a Wishsinger spell while Enhance/Attenuate Hearing is in effect.
At base level, this spell affects only the Mentalist. However, the Mentalist can also confer protection to her companions at higher level.
- Levels 1 to 4: The spell only affects the mentalist and confers +15% Hear Noise and +1 to sound-based ability checks (Enhance) or -15% Hear Noise, +1 save versus sound-based attacks (Attenuate).
- Levels 5 to 9: The spell affects the mentalist and one ally. It confers +25% Hear Noise and +2 to sound-based ability checks (Enhance) or -25% Hear Noise, +2 save versus sound-based attacks (Attenuate).
- Levels 10 to 14: The spell affects the mentalist and two allies. It confers +35% Hear Noise and +3 to sound-based ability checks (Enhance) or -35% Hear Noise, +3 save versus sound-based attacks (Attenuate).
- Levels 15 to 19: The spell affects the mentalist and three allies. It confers +45% Hear Noise and +4 to sound-based ability checks (Enhance) or -45% Hear Noise, +4 save versus sound-based attacks (Attenuate).
- Levels 20 and higher: The spell affects the mentalist and four allies. It confers +55% Hear Noise and +5 to sound-based ability checks (Enhance) or -55% Hear Noise, +5 save versus sound-based attacks (Attenuate).
Heat/Cool (Small Objects)
Tier: 1
Concentration: 1 segment
BMS Cost: 0.75 points
Range: 10// line-of-site (initially)
Duration: 1 round per level (weaponized) or one hour per level (tool)
Area of Effect: 10-pound object
Classification: Utility, Combat, Elemental
The World of Gaianar is a dangerous place for adventurers. It is also a world where it is very possible to be robbed of one's tools. To that end, a Mentalist may rely on mental prowess for tasks such as burning through a rope, reheating food, keeping critical medicines chilled, or freezing perishable rations.
Depending on what the Mentalist intends, she may use this spell for combat or as a tool. In weaponized form, the power lasts one round per level. In this use, the Mentalist can cause an enemy's weapon (or other small object) to either get too hot or too cold to handle. The damage inflicted is 1d6 per round of contact. It can also target Constructs (or appendages of Constructs, since most weigh more than ten pounds). It does not directly affect living flesh or Undead tissues. Another "combat" use is burning through restraints. The Mentalist may burn through a rope in only a single round. Burning through handcuffs may take several rounds (at the GM's discretion, and based on the metals used). Of course, black basalt is an anti-magical and thus cannot be affected.
As a tool, the power lasts for one hour per level. In this instance, the Mentalist can complete useful tasks such as reheating food, chilling beverages, and keep perishable items from spoiling. For instance, a Mentalist could cause a ten-pound pane of glass to emanate heat on a winter's night and therefore keep her companions from being injured from exposure. At base level, the Mentalist can cause a 50-degree temperature differential in the object in question.
It is also possible to significantly damage an inanimate object if two Mentalists coordinate their efforts to target the same object with opposite intents (i.e. one heating and one cooling the same object). Likewise, two or more Mentalists can stack the spell on the same target with the same intention (i.e., two 20th level Mentalists can heat an object by 1,600 degrees). This feature could come in handy if the Mentalist is also a blacksmith or an engineer. There is a lower limit for reducing temperature. A group of Mentalists cannot cool any object to less than one degree above absolute zero. Supercooled items may exhibit exotic properties such as superconductivity and/or excessive fragility.
Activation checks for "tool" uses are favored by +1 if the Mentalist has any of the following non-combat skills: physics, metal craft, blacksmith, or engineering.
The maximum weight, damage inflicted, and TK range all increase as the Mentalist ascends in level.
- Levels 1 to 4: The object can weigh up to ten pounds. The weaponized effect is 1d6 damage and the tool effect is a 50-degree temperature differential.
- Levels 5 to 9: The object can weigh up to fifteen pounds. The weaponized effect is 2d6 damage and the tool effect is a 100-degree temperature differential.
- Levels 10 to 14: The object can weigh up to twenty pounds. The weaponized effect is 3d6 damage and the tool effect is a 200-degree temperature differential.
- Levels 15 to 19: The object can weigh up to twenty-five pounds. The weaponized effect is 4d6 damage and the tool effect is a 400-degree temperature differential.
- Levels 20 and higher: The object can weigh up to thirty pounds. The weaponized effect is 5d6 damage and the tool effect is a 800-degree temperature differential.
Infravision
Tier: 1
Concentration: 1 segment
BMS Cost: 0.25 points
Range: Internal to the Mentalist (initially)
Duration: 1 hour per level
Area of Effect: 60// visibility
Classification: Utility
Unlike the prior age in which the highways were lit at night and the cities were shining beacons, the roads are pitch black at night and many areas inhabited villages have only scant illumination after the local businesses have closed.
Fortunately, the Mentalist can use the power of her mind to alter her senses. By way of this spell, the Mentalist can see into the infrared spectrum (just like a Dwarf can). This change comes at the expense of sensation at the violet end of the visible light spectrum (just like how it is for Dwarves). If the Mentalist is also a Dwarf, this spell enhances the character's innate infravision.
At base level, this spell affects only the Mentalist and confers a 60// infrared visible range. At higher levels, the Mentalist can confer infrared sight to her companions and the range is extended.
- Levels 1 to 4: The spell only affects the mentalist and confers a 60// infrared range.
- Levels 5 to 9: The spell affects the mentalist and one companion. The spell confers a 120// infrared range.
- Levels 10 to 14: The spell affects the mentalist and two companions. The spell confers a 180// infrared range.
- Levels 15 to 19: The spell affects the mentalist and three companions. The spell confers a 240// infrared range.
- Levels 20 and higher: The spell affects the mentalist and four companions. The spell confers a 300// infrared range.
Repair Small Objects
Tier: 1
Concentration: 1 segment
BMS Cost: 1.0 points
Range: Touch
Duration: Permanent
Area of Effect: 10 pounds or 2'x2'x2' (whichever makes more sense)
Classification: Utility
Adventurers on the road or high seas often break things -- either accidentally or in combat. A broken sword, a damaged handgun, or a shattered compass can make the difference between life and death. Fortunately, a Mentalist can save the day by being able to work quick-and-dirty repairs to common objects such as weapons and tools. If the pieces of the broken item can be recovered, the Mentalist can simply join the pieces together and make the object whole. Of course, it is quite obvious that a repair has been conducted. For example, a repaired sword may have a ridge in the metal where the two pieces were joined. A repaired window will show fissures but will also keep out wind and water just fine.
If the Mentalist has skills that relate to the repair operation (such as blacksmithing for a sword, engineering for a handgun, or glass blowing for a window), the Mentalist gets a +1 bonus on the activation roll. If the Mentalist also has Artistic Ability, she may also repair the object in such a way that it appears to have never been broken.
The Mentalist's ability to repair heavier objects increases as he/she ascends in level.
- Levels 1 to 4: Objects of up to 10 pounds or 2'x2'x2' (whichever makes more sense) can be repaired. This spell can also heal a Construct for 1 Structural Point (regardless of physical size).
- Levels 5 to 9: Objects of up to 20 pounds or 3'x3'x3' (whichever makes more sense) can be repaired. This spell can also heal a Construct for 1 Structural Point (regardless of physical size).
- Levels 10 to 14: Objects of up to 30 pounds or 4'x4'x4' (whichever makes more sense) can be repaired. This spell can also heal a Construct for 2 Structural Points (regardless of physical size).
- Levels 15 to 19: Objects of up to 40 pounds or 5'x5'x5' (whichever makes more sense) can be repaired. This spell can also heal a Construct for 2 Structural Points (regardless of physical size).
- Levels 20 and higher: Objects of up to 50 pounds or 6'x6'x6' (whichever makes more sense) can be repaired. This spell can also heal a Construct for 3 Structural Points (regardless of physical size).
Sense Emotions
Tier: 1
Concentration: 1 segment
BMS Cost: 0.25 points
Range: Internal to the Mentalist
Duration: 1 turn per level
Area of Effect: 12// radius (initially)
Classification: Mind and Utility
This spell is one of the most commonly used Mentalist powers. It allows a Mentalist to read the surface emotions of others. Examples of surface emotions might include angry, happy, sad, depressed, rage, suicidal depression, hunger, thirst, amorous, horny, calm, sleepy, focused, and detached. Of course, the spell can reveal combinations of emotions, such as "sad and hungry" or "excited and horny".
If the Mentalist spends 0.75 points of BMS, she can attempt to read the emotional state of Undead creatures. Of course, some Undead may have emotional states that are difficult for the living to interpret. In the event that the Mentalist is Undead, the higher cost applies to reading living beings.
If the Mentalist spends 1.25 points of BMS, she can attempt to read the emotional state of Constructs. Of course, most Constructs are emotionless, but some sentient machines may possess some emotional capabilities. Machines often have attenuated emotions if they possess them at all. Mentalists who are Constructs obviously don't pay this penalty. Instead, they pay 1.25 points to read the emotional state of biological sentient beings.
Generally speaking, a target of such a scan is entitled to an Empathic Resistance roll to avoid the psychic intrusion. Most untrained espers have a resistance in the 10% t 20% range. Mentalists have been known to use this power to cheat at poker, as "bluffs" can be read with this spell.
If the Mentalist is Undead, then the casting cost against living and Undead targets are switched.
At higher levels of power, the Mentalist can read more individuals at once and at a greater distance.
- Levels 1 to 4: Sense emotions has a 12// area of effect and can reveal the emotional state of three people at once.
- Levels 5 to 9: Sense emotions has a 24// area of effect and can reveal the emotional state of six people at once.
- Levels 10 to 14: Sense emotions has a 36// area of effect and can reveal the emotional state of nine people at once.
- Levels 15 to 19: Sense emotions has a 48// area of effect and can reveal the emotional state of twelve people at once.
- Levels 20 and higher: Sense emotions has a 60// area of effect and can reveal the emotional state of three people at once.
Sense Life
Tier: 1
Concentration: 1 segment
BMS Cost: 1/8 point
Range: Internal to the Mentalist
Duration: 1 turn per level
Area of Effect: 12// radius (initially)
Classification: Mind and Utility
A strong mind can sometimes detect another strong mind. It is in-keeping with another saying in ceremonial magic: “power calls to power”. When the Mentalist employs this discipline, she is able to detect the presence of sentient life forms within 12// of her location. This spell does not identify the entities, but it will give quantity and direction. For example, a Mentalist might know that there are three people at the end of a pitch-black corridor. She would not know if they were assassins, security guards, or hapless travelers who got lost.
This spell specifically detects life forms, not Undead, spirits, or ghosts. It will, however, allow the Mentalist to detect the presence of individuals who are invisible or out-of-phase (at least in a general sense). This spell is not good enough to replace eyesight when targeting, but it will reduce low-light, blinded, or invisible-target penalties by one point.
If the Mentalist spends 0.5 points of BMS, she can attempt to detect Undead creatures as well (unless the Mentalist is also Undead, then the casting cost is normal and costs 0.5 more for detecting living beings). The impression of power from these entities are as follows:
- More powerful: Creature is +2 HD or more than the Mentalist has levels.
- Equal power: Creature has +1 HD, equal HD, or -1 HD compared to the Mentalist’s level.
- Less powerful: Creature is -2HD or less than the Mentalist has levels.
At higher levels of power, the Mentalist can detect simpler life forms (if desired). The Mentalist can, at higher level, choose to scan only for a particular intellect category (like “moderately intelligent animals”). The power also has a wider area of effect as the Mentalist ascends in level.
- Levels 1 to 4: Sense Life has a 12// area of effect. This spell detects sentient beings (such as humans or equivalent)
- Levels 5 to 9: Sense Life has a 24// area of effect. The Mentalist can also detect reasonably intelligent animals with intellect similar to a primate or dolphin.
- Levels 10 to 14: Sense Life has a 36// area of effect. The Mentalist can also detect reasonably intelligent animals (ex. dolphin) as well as moderately intelligent animals (like horses or dogs).
- Levels 15 to 19: Sense Life has a 48// area of effect. The Mentalist can also detect reasonably intelligent animals (ex. dolphin), moderately intelligent animals (like horses or dogs), and low-intelligence animals (such as rats or pigeons).
- Levels 20 and higher: Sense Life has a 48// area of effect. The Mentalist can also detect reasonably intelligent animals (ex. dolphin), moderately intelligent animals (like horses or dogs), low-intelligence animals (such as rats or pigeons), and nominal-intelligence animals (such as insects and crustaceans).
Shield Self
Tier: 1
Concentration: 1 segment
BMS Cost: 1 point
Range: Internal to the Mentalist
Duration: 1 hour per level
Area of Effect: The Mentalist
Classification: Mind and Protection
In a world where one of the major sentient races (the Changelings) are mid-level espers and where incorporeal spirits are relatively common, it comes in handy to have the power to shield one's mind from intrusion.
At base level, this spell grants the Mentalist an additional 10% of empathic resistance and a +1 save to any spell that has a direct effect on cognition (such as fear, illusions, sleep, and direct empathic manipulation). The downside is that the shield is detectable by those attempting to complete such actions. It most certainly is visible by way of any "magical sight" type of spells.
Of course, the power of this spell increases as the Mentalist ascends in level.
- Levels 1 to 4: The yield is 10% bonus to empathic resistance and +1 against mind-affecting spells.
- Levels 5 to 9: The yield is 20% bonus to empathic resistance and +2 against mind-affecting spells.
- Levels 10 to 14: The yield is 30% bonus to empathic resistance and +3 against mind-affecting spells. The Mentalist can re-roll one failed save one time during the spell's duration.
- Levels 15 to 19: The yield is 40% bonus to empathic resistance and +4 against mind-affecting spells. The Mentalist can re-roll one failed save one time during the spell's duration. The Mentalist can re-roll percentiles once during the spell's duration.
- Levels 20 and higher: The yield is 40% bonus to empathic resistance and +4 against mind-affecting spells. The Mentalist can re-roll one failed save one time during the spell's duration. The Mentalist can re-roll percentiles once during the spell's duration. The Mentalist can project false telemetry to the intruding esper once during the spell's duration.
Telekinesis (Small Objects)
Tier: 1
Concentration: 1 segment
BMS Cost: 0.5 points
Range: 10// line-of-site (initially)
Duration: 1 round per level (weaponized) or one hour per level (tool)
Area of Effect: 1-pound object, 10// range
Classification: Utility, Combat
There are times when it comes in handy to manipulate objects from afar. After all, the World of Gaianar is a place with ancient battlefields that may still have unexploded munitions and ancient traps. Likewise, the world has plenty of highwaymen and thus willing a utility knife for the purpose of cutting one's bindings may definitely come in handy.
Generally speaking, the "tool" function of this spell allows the Mentalist to slowly move any lightweight object with the same degree of skill as if the Mentalist was holding the tool. For instance, the Mentalist could operate a wire cutter on an electric fence without having to worry about being electrocuted. A Mentalist who is also trained in medicine could use a scalpel and other surgical tools on a patient housed in a Class 100 Clean Room so as to minimize post-surgical infections. To be sure, if the Mentalist levitates a handgun in "tool" mode and then pulls the trigger, the spell immediately reverts to "weapon" mode. The "tool" function lasts for one hour per level of the Mentalist.
As a weapon, the power can allow the Mentalist to propel small objects at such great velocity that the impact will cause damage to their targets. The Mentalist uses his/her Missile BAtCh for such attacks. The base damage of the spell is additive to any damage the object ordinarily causes. For example, using TK on a dagger would yield 2d4 damage (1d4 for the dagger, 1d4 for the spell effect). The "weapon" function lasts for one round per level of the Mentalist.
The maximum weight, damage inflicted, and TK range all increase as the Mentalist ascends in level.
- Levels 1 to 4: The object can weigh up to one pound and can be directed at up to a 10// distance. The damage in weapon mode is 1d4.
- Levels 5 to 9: The object can weigh up to two pounds and can be directed at up to a 15// distance. The damage in weapon mode is 2d4.
- Levels 10 to 14: The object can weigh up to three pounds and can be directed at up to a 20// distance. The damage in weapon mode is 3d4. The Mentalist gets a +1 bonus to Missile BAtCh.
- Levels 15 to 19: The object can weigh up to four pounds and can be directed at up to a 25// distance. The damage in weapon mode is 4d4. The Mentalist gets a +1 bonus to Missile BAtCh.
- Levels 20 and higher: The object can weigh up to five pounds and can be directed at up to a 30// distance. The damage in weapon mode is 5d4. The Mentalist gets a +2 bonus to Missile BAtCh.
Things to Consider
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