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Correspondence:
Reach
An area is warded against those who are not thinking of a specific password.
Failure to think of the password (which may be an image, emotion, etc)
causes the trespasser intense mental disturbance until they leave the area.
This effect is temporary unless done in an extended ritual.
Spatial Disorientation
The targets mind is linked to a location the mage is scrying, but the visual
aspect of the remote viewing is highly distorted, rapidly moving, swaying and
swirling causing a massive amount of disorientation as the targets vision is
completely disrupted.
The target is effectively blind and may become dizzy.
Mind:
Double Pain
The mage increases the susceptibility to pain of a victim. A small cut will feel
like a deep gash, and a greater wound will paralyze the victim in agony. The
wound penalties are doubled for the victim. A Hurt or Injured will give a -2
penalty, Wounded -4 and Crippled -10.
Successes increase duration only.
Mind Blast
Distraction
Focus (Quick/Extended)
Stimulate
The target of this spells has their nervous system stimulated to heightened
levels, similar to the effects of cocaine. The target becomes twitchy,
recklessly overconfident and their perception of time slows down. The stress
this causes to the brain is similar, but without the addictive effects and a
shorter duration.
Inspiring Aura
(self)
(others)
What Pain?
The mage causes the brain of himself or another individual to disallow pain
communication, removing dice pool penalties for wounds.
Forked Tongue
The mage gently picks up subtle emotion from the target audience and
radiates an aura of trustworthiness to allow him to manipulate and deceive.
He becomes harder to read socially and is able to disguise his true emotions
with precise skill.
Horror
The subjects mind is flashed with feelings of dread and terror. Frightening
hallucinations, both auditory and visual fill their minds causing them to panic
and hesitate. This effect becomes much easier if the target was previous
probed of their worst fears. Repeated use may be mentally damaging to
target as they become insane.
Friend or Foe?
The hallucination causes the individual to visually perceive that everyone has
suddenly shuffled into new places. The more successes, the harder it is to
realize that something is amiss and the longer it lasts.
Heroism
Insanity (Quick/Extended)
The target is sifted of fear and doubt. Fear is replaced with bravery, doubt
with confidence. It is a careful procedure that leaves the subject feeling
noticeably more driven. Depending on the level of successes, some
temporary willpower points may be permanently restored. In the case of
permanent willpower loss, one may be restored at a time up to their previous
level.
or ?
Collective Mind
(Quick/Extended)
A single individual or group of individuals minds form an extremely intimate
union. What one experiences, thinks or knows, they all do. Knowledge,
mental abilities and attributes are shared between the collective and the
highest is used among all of them. Physical stats are unaffected completely.
How is willpower used in a collective? Individuals who run out of willpower
should be disconnected from the collective mind.
Due to its detrimental effects on the unions stability, emotion is completely
disabled while in this collective mind, although it can be voluntarily enabled
if so desired. This emotionless state subjects the collective to penalties to all
social rolls.
This effect is extremely difficult to maintain unless it is with other Mind
Mages or those with a high willpower. Also, if one mind is probed, all are with
great difficulty. Mind attacks on the collective are spread out evenly among
the whole, possibly becoming negated entirely if the collective is large
enough to absorb it.