Magic: Sphere of Mind
Magic: Sphere of Mind
This magic grants influence over others' minds. Mind mages are often
retained by kings and gain political power, but they are seen as tricky
and manipulative, feared by ordinary people.
This Sphere has a number of recognized sub-Sphere specializations. A
specialist in one of these sub-Spheres is restricted to only using
spells classified in that sub-Sphere. However, the specialist is more
powerful when using those particular spells than a more generalized
Mind Mage of comparable power level.
Recognized specializations include:
Animism: An "Animist" Mage is wholly dedicated toward
interacting with the minds of non-sapient creatures -- animals, and, to
a lesser extent, plants. Animists at times seem far removed from
other Mind Mages, often being mistaken for Nature (Earth) Mages, for their
tendency to withdraw from society and stay in "the wild". They also
tend to develop a special affinity with a particular type of creature.
Influence: An Influence Mage or "Hypnotist" focuses wholly on
causing effects in other minds, and is unable to read them. (It is argued that
this exclusion greatly reduces the true potential of influencing minds,
though, so this sub-Sphere is rarely utilized.)
Reading: A Mind-Reader Mage specializes wholly in utilizing
the "sixth sense" to receive impressions that are not available to others,
at the expense of any ability to exert influence on other minds.
Telekinesis: A Telekineticist specializes wholly in the
phenomenon of "mind over matter", to the exclusion of such things as
reading or swaying minds.
Specialists can only use spells that are listed as falling under their
particular field. (I = Influence, R = Reading, T = Telekinesis.) Please
note that there is no special listing for Animists. Animists have the
spells of Influence and Reading, but they will only work on animals
and (to a very limited extent) plants.
It should be noted that spells of "Influence" generally only work
well on "weak-willed" persons -- minor NPCs, or PCs who have taken the
"Weak-Willed" disadvantage, or who have been subjected to circumstances
where they're not quite up to their full willpower (i.e., sick, delirious,
under the influence of chemicals). Also, there is the chance for a
recipient/victim to resist any mental spells, either due to force of
willpower, or Magical/Mental Resistance.
Mind-reading is never perfect. Someone who is aware that his mind is
being read might trip up. ("Don't think pink." "Pink! AAAUGH!")
But well-trained individuals can learn -- from trial and error, if nothing
else -- how to shield their thoughts. Furthermore, some people are under
mistaken assumptions, or may be quite skilled at deluding themselves. Just
because you read something as being "true" from someone's mind does not
mean that it is the truth.
Cantrips
Catchy (I)
Get some catchy little ditty to get caught annoyingly in someone's mind,
or some particular phrase. The person has to hear this phrase or
ditty at the time of casting. This is easily resisted if the subject
is unwilling, unless the subject is Weak-Willed.
Creeps (I)
This gives the subject, if Weak-Willed, the sensation of being watched,
or that his grave was just stepped on, etc. This effect can be reversed
to have a mild calming effect, but only if the subject is more or less
cooperative.
Empathy (R)
The caster is able to sense strong emotions -- but not thoughts -- in
the subject. This can aid in dealing with an unfamiliar species, when
one cannot read body language, or possibly give a clue when someone is
"putting on a good face" but secretly hiding boiling anger. It does not
indicate anything along the lines of what the emotion in question is
focused on or against.
Lie Detector (R)
This spell is notoriously easy to fool by people who know what they're
doing. Nonetheless, it can sometimes tell when someone is knowingly
telling a lie or telling the truth, but only in a "yes/no", all-or-nothing
capacity, and it can be tripped up by partial truths and omissions. To
use this spell properly, typically the cantrip will have to be cast
multiple times, and the question asked in multiple ways.
Spoon-Bending (T)
This "parlor trick" allows for very simple telekinesis on inanimate
objects. However, it won't work on just anything. There are
certain materials (such as thistlebark, or Abaddonian iron) that don't
"conduct" magic all that well, and enchantments will interfere. Furthermore,
if it is an item in the possession of someone else, that person's will
(or Magic/Mental Resistance) can crush this cantrip pretty easily, if not
a willing participant. Generally, to make things work, objects meant to
be affected by these little tricks must be specially prepared magically
ahead of time.
Suggestion (I)
This only works on Weak-Willed individuals. It plants a suggestion
in the mind of the target, which may influence the individual toward a
particular course of action. It should be noted that the suggestion can
be ignored, especially if it's obviously not in the best interests of the
individual in question. It's more effective as a "gentle push", if the
recipient is already inclined in that direction. The idea must be simple,
and something the target is capable of grasping without explanation.
Minor Spells
Confusion (I)
This spell inspires confusion and forgetfulness in the mind of the
subject. It is not particularly effective if the target is currently
in the grip of strong emotions and/or convictions. It works best on someone
who is off guard, or at least not terribly worked up, and especially if the
target is Weak-Willed. If the subject is successfully confused, he or she
may be susceptible to verbal suggestions from the caster. "You don't
need to see my identification. Move along."
Mental Probe (R)
This multi-purpose spell is used to expand the mental awareness of the
caster, allowing one of a number of sixth-sense feats:
Read "surface" thoughts of a single target.
Sense general emotions of individuals within a group in the local
area.
"Listen in" on telepathic communication taking place nearby, or its
magical equivalent in the various Spheres.
Receive a mental message from someone who is specifically trying to
project a "message" to the caster, whether the "sender" is a mage or not.
Get a vague sense for the gist of something someone is trying to say
to the caster, even if an unfamiliar language is being used.
Search for the presence of a familiar mind in the vicinity. The more
familiar, and the closer the subject, the better the chance of success.
Put up a "mental shield", blocking out other mental attempts to probe
into the caster's mind or assault it psychically.
'Detect Lie', as per the cantrip, only with a longer duration.
Clairvoyant sight, highly subject to random factors (i.e., GM control),
and the familiarity of the location or subject being spied upon, and its
current proximity to the caster.
Telekinesis (T)
This provides a weak ability to levitate small objects, equivalent to
what a normal person could lift with one finger. These objects can then
be moved around, but it requires dedicated concentration from the mage, and
any distractions will cause the control to be immediately lost, and the
object dropped.
Telekineticists are considerably more impressive in the
use of this spell, able to lift objects comparable to what a normal
person could lift with one hand, and even throw them with comparable
force. This still requires considerable concentration from the
Telekineticist, however, during which time he is nearly oblivious to
his surroundings, and easily surprised.
Rituals
Levitate (T)
By means of this spell, the caster can levitate heavier objects
by means of "mind over matter", up to a few pounds. Telekineticists
can go a step further, able to do something as wild as levitating themselves
or a subject, or levitating several smaller objects. With proper
concentration, especially heavy objects (such as boulders) could be
lifted, but only very slowly and carefully.
Memory Recovery (R)
This ritual allows recovery of buried memories, with the cooperation of
the recipient. It can also allow for limited reading of minds, provided
that the subject is, again, cooperative. However, it offers no guarantee
of authenticity -- A person cannot, if doubted, simply submit to such a spell
in order to establish credibility. The subject, after all, can still
interfere with the process, and thus color what is recovered.
Mental Shield (I R)
The caster is able to project an invisible "shield" against mental
effects, protecting himself and several subjects within the vicinity,
provided they are willing. This gives the caster and the subjects the
equivalent of one rank of Mental/Magical Resistance, for a duration of
up to an hour. The caster can sustain the effect longer by concentrating
and continuous chanting.
Program Mind (I)
This generally requires the subject to be held still for the duration of
the ritual, and often would have mental barriers weakened by various means
(sleep deprivation, intoxication, etc.) if the subject is not willing. This
ritual can take several hours, but allows the caster to "program" a mind
to a limited extent. For instance, it could inspire a desire toward
something, a fear of something, or perhaps help the subject to overcome
a fear, or to block out a memory. With extensive work and the assistance
of others (such as Illusionists and/or Dream Mages), it could be used to
plant a memory. Repeated sessions may be needed to renew and strengthen the
"conviction" inspired by this ritual. It can basically be used as magical
brainwashing, but it can also be used as a means to overcome phobias or
to combat compulsive behavior.
Record Sensations (R)
With this spell, the caster creates a "record" of his or her experiences
for the duration of the spell, and an impression of any memories fresh at the
time of casting. Alternatively, this ritual can be modified to record
the sensations of others nearby, provided that they have been
ritually prepared.
As a note, it was this spell that was used by the Mind Mage Isstan to make
"recordings" of the experiences of various "adventures", which were then
implanted in the mind of Lord Titus haut Mikide by means of the Program
Mind ritual, as if he had experienced these grand adventures himself.
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