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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are recent additions to the knowledge of the Mentalists. Some
of these abilities are novel or known only by a few masters. Spells that do
not require END to maintain have their endurance cost in parentheses.
Absent-Minded
The victim of this spell has his memory of recent events wiped completely
from his mind, as if he had sleep walked through the experience. He may wonder
about what happened, but will have no means to recall the memory short of
psychic surgery.
The amount of time lost will depend on the success of the Transformation
roll. If successful at 5-9 points, the victim will forget the events of the
previous Turn. For each additional 5 points a step is taken down the time
chart, so that at 35-36 points the victim has completely forgotten the past
seven days. If the Mentalist fails his Magic Skill roll, he loses his short
term memory instead.
Power: 6d6 Cosmetic Transformation - Erase short term memory (3d6
without Crystal)
Modifiers: Invisible Power Effects (All Senses) (+1); Not invisible to
Mental Powers (-1/4), Requires Magic Skill Roll which must be EGO-based
(-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects
(Mentalist loses short term memory) (-1), Character must have at least 20
points in spells from College of Mentalism (-1/2), Must meditate for one full
hour each day (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 60
points.
END Cost: (6); Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 13.
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Borret's Mass Shield
On occasion, the Mentalist has the need to operate with groups of mundane
beings that have no defenses against mental powers. This spell will allow the
adept to create a strong shield in the mind of each target that will block out
most mental attacks. However, the Mentalist will leave a back door in each
shield that will allow him to manipulate the target without interference. If
the Magic Skill roll is failed, the Mentalist received a powerful psionic
backlash.
Power: +20 Mental Defense (+10 without Crystal)
Modifiers: Useable by 32 Others (including caster) at Range (+2+1/4);
Not versus caster (+0), Costs END to cast (-1/4), Requires Magic Skill Roll
which must be EGO-based (-1/2), Half power without OAF (fragile) crystal
(-1/2), Side Effects (6d6 Ego Attack) (-1), Character must have at least 20
points in spells from College of Mentalism (-1/2), Must meditate for one full
hour each day (-1/4), Extra Time: Full Turn (-1). Active Cost = 65
points.
END Cost: (6); Magic Roll: -6; Casting Time: 1 Turn.
Real Cost: 13.
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Disrupt Nerves
By targeting the subconscious nervous system of the target, the Mentalist
can disrupt his coordination and reflexes. The dexterity of the victim will be
reduced and his knees may buckle, causing him to fall. If the Mentalist fails
his magic skill roll, his reflexes are disrupted and he becomes especially
clumsy for a short period.
Power: 3d6 Suppress DEX (1d6+1 without Crystal)
Modifiers: Invisible Power Effects (All Senses) (+1), Continuous (+1),
Does Knockback (+1/4); Not invisible to Mental Powers (-1/4), Requires Magic
Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile)
crystal (-1/2), Side Effects (4d6 DEX Drain) (-1), Character must have at
least 20 points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: Full Phase (-1/2). Active
Cost = 49 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1 phase.
Real Cost: 11.
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Dominate Senses
By taking over the neural switching pathways of the Thalamus, the Mentalist
can direct full illusionary sensations into the mind of the target. The nature
of the sensations is fully determined by the caster, but requires complete
concentration by him to effect. Failing his Magic Skill roll will temporarily
scramble the Mentalist's normal senses.
Power: 16d6 Mental Illusions (8d6 without Crystal)
Modifiers: 0 DCV Concentrate Throughout (-1), Requires Magic Skill Roll
which must be EGO-based (-1/2), Half power without OAF (fragile) crystal
(-1/2), Side Effects (2d6 Flash, No Range, Sight/Sound/Smell/Taste groups)
(-1), Character must have at least 20 points in spells from College of
Mentalism (-1/2), Must meditate for a full hour each day (-1/4), Extra Time:
Full Phase (-1/2). Active Cost = 80 points.
END Cost: (8); Magic Roll: -8; Casting Time: 1 phase.
Real Cost: 15.
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Extra-Sensory Perception
This spell allows the caster to read the surface thoughts of anybody in the
immediate vicinity. The rush of thoughts from multiple minds comes at him
indiscriminately, and he must concentrate to pick out the thoughts of a
particular individual from among a group. Deeper probing requires more
powerful Telepathic ability than this spell allows. If the Mentalist fails his
Skill Roll, he verbalizes his surface thoughts.
Power: 4d6 Telepathy (2d6 without Crystal)
Modifiers: Explosion (1d6 per 4") (+1+1/4); No Range (-1/2), Only to
read surface thoughts (-3/4), 1/2 DCV Concentrate to pick out thoughts of
individual from a group (-1/4), Requires Magic Skill Roll which must be
EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (9d6 Mind Control, Verbalize Surface Thoughts) (-1/2), Character must
have at least 20 points in spells from College of Mentalism (-1/2), Must
meditate for one full hour each day (-1/4), Extra Time: Full Phase (-1/2).
Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 9.
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False Thoughts
The Mentalist can project false thoughts that can be picked up by a mind
reader, while screening his actual thoughts behind a mental shield. If the
skill roll is failed, the willpower of the Mentalist is sapped.
Power: Images versus Mental Group
Modifiers: Invisible Power Effects (All) (+3/4), 0 END (+1/2); No Range
(-1/2). Active Cost = 45 points.
Power: +20 Mental Defense (+10 without Crystal)
Modifiers: Only versus Telepathy (-1), Linked to Images (-1/2), Half
power without OAF (fragile) crystal (-1/2). Active Cost = 20
points.
Combined: Costs END to cast (-1/4), Requires Magic Skill Roll which
must be EGO-based (-1/2), Side Effects (2d6 Ego Drain) (-1/2), Character must
have at least 20 points in spells from College of Mentalism (-1/2), Must
meditate for one full hour each day (-1/4), Extra Time: Full Phase (-1/2).
END Cost: (6); Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 15.
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Hypnosis
This power is not so much a spell as an unusual skill. The Hypnotist
gradually places the subject in a state of hypnotic sleep by rhythmically
moving a device and speaking a steady stream of monotonic instructions. Once
in this state, the subject is highly susceptible to suggestions from the
Hypnotist. Since the subject must concentrate on the Hypnotist for the full
minute required to enter the state, it is difficult to hypnotize unwilling
subjects with this skill, especially the strong willed.
An 11- activation roll is required to achieve the successful hypnotic
trance. Once hypnotized, the subject can be given a post-hypnotic suggestion
that will return him to a hypnotic state upon seeing or hearing a specific
trigger in the future.
Power: 2d6 EGO Suppress, Maximum 16 (1d6, Maximum 8 without
Crystal)
Modifiers: Attack Versus Limited Defense (Mental Powers) (+1+1/2);
Gestures (-1/4), Incantation (-1/4), 1/2 DCV Concentrate while Hypnotizing
Subject (-1/4), OAF Hypnotizing Device (-1), 11- Activation Roll Required
(-1), Subject must concentrate (1/2 DCV) on Hypnotist throughout (-1-1/2).
Active Cost = 55 points.
Power: 3d6 Mind Control
Modifiers: Only when EGO is at zero (-1), Linked to Suppress (-1/2).
Active Cost = 30 points.
Combined: Extra Time: 1 Minute (-1-1/2), Single Continuing Charge
lasting 5 hours (Cancelled by Hypnotist instruction) (-1/4).
END Cost: 0; Magic Roll: -1; Casting Time: 1 Minute.
Real Cost: 15.
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Memory Surgery
Upon completing this spell, the Mentalist touches the head of the subject,
and he is able to probe deeply into his memories. He can add, delete, and
alter selected memories, as they are discerned through the Telepathic probe.
If the target is able to mount any mental defenses, however, he can employ
them against both the Telepathy and the memory Transformation.
If the Magic Skill roll fails, the Mentalist suffers from Partial Amnesia.
He can recall specific information only on an 8-. The Amnesia can be repaired
through successful Memory Surgery to erase the scars left by the original
spell failure.
Power: 10d6 Telepathy (5d6 without Crystal)
Modifiers: Only to read target's memory (-3/4). Active Cost = 50
points.
Power: 2d6 Minor Transformation: Modify Memories (1d6 without
Crystal)
Modifiers: Cumulative (+1/2); Linked to Telepathy (-1/2), Stopped by
Mental Defense(s) (-1/2). Active Cost = 30 points.
Combined: No Range (-1/2), Requires Magic Skill Roll which must be
EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (7d6 Minor Transformation: Partial Amnesia 8-) (-1), Character must
have at least 20 points in spells from College of Mentalism (-1/2), Must
meditate for one full hour each day (-1/4), Extra Time: 1 Turn (-1), Must
touch head (-1/4).
END Cost: 8; Magic Roll: -8; Casting Time: 1 turn.
Real Cost: 13.
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Paralysis
The Mentalist blocks all command impulses passing through the target's
motor nervous system, physically paralyzing him. The paralysis can only be
resisted by Mental Defense, and is transparent to all attacks. Damage causing
3 or more points of BODY inflict sufficient pain to allow the victim to throw
off the mental bonds. If the Mentalist fails his Magic Skill roll, he suffers
from Paralysis.
Power: 2d6 Entangle - Neural Paralysis (1d6 without Crystal)
Modifiers: Attack versus Limited Defense (Mental Defense) (+1+1/2),
Entangle takes no damage from attack (+1/2), Invisible Power Effects (+1);
Entangle is Brittle (1 BODY) (-1/2), Requires Magic Skill Roll which must be
EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (Same entangle on caster) (-1), Character must have at least 20 points
in spells from College of Mentalism (-1/2), Must meditate for one full hour
each day (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 80
points.
END Cost: (8); Magic Roll: -8; Casting Time: 1 phase.
Real Cost: 17.
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Plant Suggestion
Upon casting this spell, the Mentalist can suggest a course of action to
the subject, who will come to view the idea as his own and carry it out. Any
attempt to break free from the suggestion receives the usual +20 modifier. If
the Magic Skill roll is failed, the Mentalist will suffer from sudden
disorientation.
Power: 12d6 Mind Control (6d6 without Crystal)
Modifiers: Single Charge (-2), Costs END to cast (-1/4), Target will
remember actions and think they were natural (-3/4), Single Command
(Suggestion) (-1/2), Requires Magic Skill Roll which must be EGO-based (-1/2),
Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 STUN Drain)
(-1/2), Character must have at least 20 points in spells from College of
Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time:
Full Phase (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 8.
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Premonitions
The Mentalist becomes attuned to his inner psychic abilities and is able to
sense when danger lurks nearby. This sixth sense will remain active as long as
this spell is maintained. If the skill roll is unsuccessful, the Mentalist
becomes very confused and is unable to think coherently for a time.
Power: Danger Sense, Out of Combat, Immediate Vicinity, 13-
Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll which
must be EGO-based (-1/2), OAF (fragile) crystal (-1-1/4), Side Effects (2d6
INT Drain, Recover 1/hour) (-1), Character must have at least 20 points in
spells from College of Mentalism (-1/2), Must meditate for one full hour each
day (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 phase.
Real Cost: 4.
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Psionic Backlash
A Mentalist can choose to activate this power as a protection against a
surprise psionic attack. When the power is triggered by another mentalist, a
blast of mental energy is unleashed in retaliation. If the skill roll is
failed, however, the Mentalist suffers a severe headache.
Power: 2d6 Ego Attack (1d6 without Crystal)
Modifiers: Trigger (Use Mental Power upon Mentalist) (+1/2). Active
Cost = 30 points.
Power: +3 PER Mental Awareness, 12- (9- without Crystal)
Modifiers: Only for use by trigger (-1), Linked to Ego Attack (-1/2).
Active Cost = 9 points.
Combined: Requires Magic Skill Roll which must be EGO-based (-1/2),
Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 EGO attack)
(-1/2), Character must have at least 20 points in spells from College of
Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time:
Full Turn (-1).
END Cost: 3; Magic Roll: -3; Casting Time: 1 Turn.
Real Cost: 8.
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Psionic Nexus
This spell allows the Mentalist to create a mental network between up to
eight cooperative individuals, with the caster serving as the message relay.
The Mentalist must have the cooperation of all the targets before using this
spell. The nexus can be maintained at any distance or dimension from the
caster, but it costs a steady four points of END to maintain. If he is missing
his Crystal, he can only maintain a limited nexus with two other individuals.
If the Magic Skill roll is failed, the Mentalist suffers a severe
headache.
Power: Mind Link, Any Sixteen Targets, Any Distance, Any Dimension
(Only two people on same planet without Crystal)
Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll which
must be EGO-based (-1/2), x3 END without OAF (fragile) crystal (-1/2), Side
Effects (3d6 EGO attack) (-1/2), Character must have at least 20 points in
spells from College of Mentalism (-1/2), Must meditate for one full hour each
day (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 phase.
Real Cost: 9.
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Psychic Blast
Wave after wave of intense mental energy radiate from the target hex,
blasting any thinking beings in the immediate vicinity. This spell is
especially fatiguing to the caster, and requires concentration to maintain. If
he fails his Magic Skill roll, the Mentalist suffers from temporary
disorientation.
Power: 4d6 EGO Attack (2d6 without Crystal)
Modifiers: Explosion (+1/2), Personal Immunity (+1/4); 1/2 DCV
Concentrate Throughout (-1/2), x2 END (-1/2), Requires Magic Skill Roll which
must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2),
Side Effects (3d6 character points of DEX Drain) (-1/2), Character must have
at least 20 points in spells from College of Mentalism (-1/2), Must meditate
for one full hour each day (-1/4), Extra Time: Full Phase (-1/2). Active
Cost = 52 points.
END Cost: 10; Magic Roll: -5; Casting Time: 1 phase.
Real Cost: 11.
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Sleep
The caster concentrates and reaches out with his mind to activate the sleep
centers of any creatures in the vicinity of the target hex. Those affected
fall into a deep slumber, and can only be awakened by their subconscious; a
disturbance from a loud noise or attack; or when rudely shaken awake by their
comrades. The sleep spell is less effective against creatures that are light
sleepers or have no need to sleep. If the Magic Skill roll is failed, the
Mentalist falls into a deep slumber.
Power: 12d6 Mind Control (6d6 without Crystal)
Modifiers: Explosion (+1/2), Telepathic Contact (+1/4); Only to cause
sleep (-1/2), Mental Powers based on CON (-1/2), 1/2 DCV while casting (-1/4),
Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without
OAF (fragile) crystal (-1/2), Side Effects (10d6 Mind Control: Caster falls
asleep) (-1/2), Character must have at least 20 points in spells from College
of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra
Time: Full Phase (-1/2), Limitation: +20 Mental defense for beings with No
Need to Sleep (-1/4), Limitation: +10 Mental defense for beings with Light
Sleep (-1/4). Active Cost = 105 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 phase.
Real Cost: 19.
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Tap Skill
Occasionally the Mentalist will need to use a skill which he does not
possess, and others are unwilling to volunteer. This spell allows the caster
to reach out and tap this knowledge base, disconnecting the portion of the
target's brain with the skill, and using it for his own purposes. The transfer
can be resisted by the owner using his Mental Defense(s), and the skill will
gradually be restored after the Mentalist ceases to pay the x2 END cost. If
the Mentalist fails his Magic Skill roll, he suffers a mental backlash.
Power: 1d6 Transfer Skill to Skill, Maximum 10 points
Modifiers: Attack versus Limited Defense (Mental Defense) (+1+1/2),
Invisible Power Effects (All Senses except Mental) (+1); Only to transfer the
same skill (-1/2), Skill level can not exceed target's (-1/4), Requires Magic
Skill Roll which must be EGO-based (-1/2), x3 END without OAF (fragile)
crystal (-1/2), Side Effects (3d6 Ego Attack) (-1/2), Character must have at
least 20 points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: Full Phase (-1/2). Active
Cost = 59 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase.
Real Cost: 13.
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Tarshian Mind Transference
This little known but powerful psi spell allows the Mentalist to exchange
bodies with another host. The spirit of the new host is transferred into the
body of the caster, requiring EGO Drain to the negative EGO value to complete.
The Mentalist then repeats the process on himself, draining his EGO to the
negative EGO value in order to enter the new host. The Mentalist will often
employ a trusted assistant when using this spell in order to restrain the
victim during and after the transfer. Total concentration is required and the
Mentalist must maintain physical contact with the target for the full period
the spell requires to complete. Once the spell has finished, the transfer will
be permanent and each host will possess the physical abilities of the other.
If the Magic Skill roll is failed, the mind of the Mentalist is scrambled and
he will require several days to recover his wits.
Power: 2d6 Shift Spirit (1d6 without Crystal)
Modifiers: Continuous (+1), Return 1 per minute (+1/2); 0 DCV
Concentrate while Casting (-1/2), Requires Magic Skill Roll which must be
EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (2d6 INT Drain, recover 5 per day) (-1/2), Character must have at
least 20 points in spells from College of Mentalism (-1/2), Must meditate for
one full hour each day (-1/4), Extra Time: 1 Minute (-1-1/2). Active
Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1
Minute.
Real Cost: 19.
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Threshold
The caster uses his iron discipline to increase his pain threshold, making
him more difficult to stun. The increased pain threshold will remain in effect
for several minutes after the Mentalist ceases to maintain the spell. Each
time the caster makes a stun check, the CON Aid is added to the total. If the
Magic Skill roll is failed, the caster becomes especially vulnerable to stun,
due to his low pain threshold.
Power: 2d6 character points of Aid to CON, Maximum +20 (1d6, Max +10
without Crystal)
Modifiers: Lose 5 points per Minute (+1/2); Only for Stun checks (-1),
1/2 DCV Concentrate while casting (-1/4), Requires Magic Skill Roll which must
be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side
Effects (3d6 CON Drain, lose 5 points per Minute; Only for Stun checks) (-
1/2), Character must have at least 20 points in spells from College of
Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time:
Full Phase (-1/2). Active Cost = 21 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase.
Real Cost: 4.
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Twitch
This simple spell will cause the target to perform a simple, involuntary
motion, such as a shudder, muscle jerk, blink, and so on. Because the action
is subconscious, it only requires that the power exceed the EGO of the target
to successfully complete this spell. If the magic skill roll is failed, the
Mentalist will make an involuntary noise, such as a hiccup.
Power: 3d6 Mind Control (1d6+1 without Crystal)
Modifiers: Telepathic Contact (+1/4); Only to perform involuntary
action (-1/4), Contact is broken after action (-1/2), Gestures (Point at
target) (-1/4), Requires Magic Skill Roll which must be EGO-based (-1/2), Half
power without OAF (fragile) crystal (-1/2), Side Effects (Images to Sound, -7
PER) (-1/2), Character must have at least 20 points in spells from College of
Mentalism (-1/2), Must meditate for one full hour each day (-1/4). Active
Cost = 18 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
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Spell Determination
To randomly determine the spells known to a typical Mentalist, use the
tables of scholarly disciplines below. An experienced Mentalist will commonly
have several spells from a single primary discipline, plus a spell each from
the other disciplines.
| 2d6 | School of Senses |
|
| 2-3 | Dominate Senses |
| 4-5 | Extra-Sensory Perception |
| 6-7 | Heightened Awareness |
| 8 | Premonitions |
| 9-10 | Confound Vision |
| 11-12 | Mental Locate |
|
| 2d6 | School of Reflexes |
|
| 2-5 | Disrupt Nerves |
| 6-7 | Twitch |
| 8-9 | Paralysis |
| 10-12 | Sleep |
|
| 2d6 | School of Mind Control |
|
| 2-3 | Hypnosis |
| 4 | Absent-Minded |
| 5-6 | Dominate |
| 7-8 | Weaken Will |
| 9 | Plant Suggestion |
| 10-11 | Memory Surgery |
| 12 | Questing Spell of Skalizar,
The |
|
| 2d6 | School of Discipline |
|
| 2-3 | False Thoughts |
| 4 | Psionic Backlash |
| 5 | Iron Will |
| 6-7 | Mental Healing |
| 8 | Threshold |
| 9-10 | Strengthening of Will |
| 11 | Mental Cloak |
| 12 | Borret's Mass Shield |
|
| 2d6 | School of Kinesis |
|
| 2-4 | Mental Gate |
| 5-6 | Mental Fist |
| 7-8 | Telekinetic Shield |
| 9-11 | Psychokinesis |
| 12 | Tarshian Mind Transference |
|
| 2d6 | School of Telepathy |
|
| 2-4 | Psychic Blast |
| 5-6 | Mind Blast |
| 7 | Psionic Nexus |
| 8-9 | Telepathic Contact |
| 10-11 | Mind Speak |
| 12 | Tap Skill |
|
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