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 School of Mind

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SgtSarros
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Posts : 167
Join date : 2017-09-20

PostSubject: School of Mind   Fri Nov 17, 2017 8:56 pm

GuildMaster: Mohisha





Mind magic is the most difficult of all magics to learn. While some powerful mages eventually gain some minor ability within this school, unless you are of a race that naturally has mental abilities, were born with the potential for such, or were genetically / scientifically altered, it is extremely unlikely that you will even be able to learn the first circle of abilities.

In addition, a botched roll ( 5 or less ) on any mind magic roll can be extremely dangerous to the mentalist.

All mind magic spells can only be countered by another mentalist, unless otherwise stated.

NOTE: Mind Magic, because of how limited it is and how few can learn it, does not have the same penalties for learning other magic schools.





Circle 1

Basic Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.


Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.


Telekinesis ( Basic )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 10 pounds. Maximum movement speed is Typical air speed.




Circle 2

Illusionary Attack
Cost: Varies
Uses: Psyche to contest, normal attack for weapon type
Description: The caster creates an illusionary weapon. Sword, shurikens, handgun, and so forth. Defender rolls normal combat defense. On a successful hit can roll psyche based on the rules below.
Special Conditions:
1. Those who have at least remarkable psyche can roll to disbelieve once per round. Those who have at least Typical psyche can roll to disbelieve once per battle. If you reach 0HP you can roll again to disbelieve or lose consciousness due to the 'shock' of your injuries to your system.
2. This is non-lethal damage. You cannot die from these attacks.
3. The caster can create how much damage the attack does on creation, with the following limits:
- Circle 2: 2MP per hit, Typical damage
- Circle 3: 5MP per hit, Good damage
- Circle 4: 5MP per hit, Excellent damage
- Circle 5: 10MP per hit, Remarkable damage
- Circle 6: 20MP per hit, Amazing damage


Telekinesis ( Novice )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 50 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Minor ) in an attack. Attack roll is Psyche, defense is agility. Deals Good physical damage for purposes of damage absorption.


Telepathy ( Basic )
Cost: N/A
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind. The target has to be within visible range with no obstructions between the two. Do note that even if you just read their mind there is a chance a non-mentalist can sense someone in their mind ( roll psyche and get a yellow or highr ) though they will not know who did it. Once the mentalist reaches circle 4, it is impossible for a non-mentalist to know if someone is in their mind unless they speak or reveal themselves.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill beyond second ( at third circle they'll be able to make two links, at fourth circle three, etc ). A roll must be made to establish it. A green roll is required for willing targets and yellow for unwilling.. Maximum range is 2 miles times the maximum circle known. At circle 2 this would be anywhere within the city of Oceandia itself.




Circle 3

Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be ninja leaping down from buildings, or a pack of wolves charging at someone. Can not be anything larger then a large humanoid ( up to ten feet tall ), and can make no more then six at a time. Can include sight, sound, and touch. Opponents roll psyche, any yellow roll that beats the casters disbelieves.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.


Telekinesis ( Gifted )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift objects or people into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item or person is 200 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Novice ) in an attack. Attack roll is Psyche, defense is agility. Deals Excellent physical damage for purposes of damage absorption.


Telekinetic Shield
Cost: 10MP + 5MP / round
Uses: Psyche
Description: Forms a near impervious barrier around the mentalist. They can cover one additional person with this barrier as well as themselves as long as they are five feet or less from the mentalist. Those inside will be immune to all physical, magical, and mental damage where the attack is less then the mentalist's roll.
Special Considerations:
1. This ability takes immense concentration, to the point the mentalist is unable to move from that position. As such, all attacks against them automatically hit the barrier. They cannot even move to use any potions. Anyone inside the barrier with them cannot attack outside of the barrier either, though they can assist the mentalist in any way they deem is fitting.
2. This ability is exhausting, and it takes time to recover from such a feat. Should they bring the barrier down on their own, or they run out of MP. they will be at -2CS to all rolls for the next round, and then -1CS for the next 1d3 rounds after. Even if they did not run out of MP, they will not be able to use any mental abilities until the effects wear off.
3. Should the attack exceed the roll of the mentalist, regardless of who the person was targeting, the mentalist takes full damage. The force of their mind's barrier getting shattered is extremely traumatic, and the mentalist will be helpless for 1d2 rounds ( if they roll a 1 it ends when their turn comes, if not then the next time it comes around ) They will also be at -2CS to all rolls for 1d3 rounds after that, and unable to use any mental abilities while their mind recovers from the shock.


Telepathy ( Advanced )
Cost: Special ( See Below )
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind, by creating a mental link between the two. When the link is being established, The target has to be within physical contact with the mentalist. The mental lnk costs 10MP to create and requires a yellow psyche roll to succeed. If the target wishes to resist they can roll psyche, though if they have no mental abilities they roll at -2CS.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill. A roll must be made to esptablish it. A green roll is required for willing targets and yellow for unwilling.
2. Through this link the mentalist can speak to or hear the thoughts of the target whenever they wish, provided they are within range. At circle 4: That is within a 10 mile range ( approximately anywhere on Fantasy Island. At circle 5 it expands to anywhere on the same continent ( on larger worlds ), or approximately 100 miles. At circle 6, it is anywhere on the same world. Some truly powerful mentalists may even be able to extend beyond this, but this will require GM approval.
3. In addition to the telepathic link, there is also a emphatic link between the two. If one of the two in the link suddenly undergoes a sudden shift of emotions or experiences great pain, the other will be able to feel it. However, only the mentalist will be able to use it to find the person, the other will need to find them on their own or hope the mentalist can direct them to where they are suffering.




Circle 4

Empathy ( Advanced )
Cost: N/A
Uses: Psyche
Description: The mentalist is able to scan the top layers of someone's mind to determine if someone is attempting to lie to them, or is feigning hostility, or attempt to detect what their general emotional and mental state is.


Telekinesis ( Exceptional )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 500 pounds. Maximum movement speed is Typical air speed. Can also throw an object up to the limits of Telekinesis ( Gifted ) in an attack. Attack roll is Psyche, defense is agility. Deals up to Remarkable physical damage for purposes of damage absorption, depending on the size of the object. Can throw two objects of Minor size or less at the same person or one at each of two different people.


Telekinetic Flight
Cost: Varies, see below
Uses: Psyche ( Only if another person with mental abilities tries to target them to block this )
Description: Allows the user to float or fly through the air. Any attack that does more then 25% of their hp she must roll a yellow psyche to maintain concentration or they will fall to the ground. Cost is 1MP/minute at typical speeds, 2MP/minute at good speed, 4MP/minute at excellent speed.




Circle 5

Illusionary Mastery
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a car crashing into a building, or Godzilla attacking the town. There is no limit to size, and can create as many items as you like. Can include sight, sound, touch, and smell. Opponents roll psyche, any yellow roll that beats the casters disbelieves.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.


Mirror Image
Cost: 5MP per image
Uses: Psyche
Description: Creates a series of body doubles to confuse your enemies. On a white roll you can create up to 2 doubles, 4 on a green, 6 on a yellow. Once the doubles are created, roll 1dX ( where X is the number of doubles there are +1 ). That number rolled is you. On a successful attack, enemy rolls 1dX. If they roll the right number, you take damage and the duplicates vanish. If they do not, no damage this taken.


Telekinesis ( Superior )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object or person into the air and move them where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the items or people is 2000 pounds. Can also throw an object up to the limits of Telekinesis ( Exceptional ) in an attack. Attack roll is Psyche, defense is agility. Deals up to Remarkable physical damage for purposes of damage absorption, depending on the size of the object. Can throw one object at Exceptional size, or two objects at Gifted size, or three objects at Novice or lower, at the same person or a combination at multiple people.



Circle 6

Telekinetic Dome
Cost: 30MP + 10MP / round
Uses: Psyche
Description: Forms a near impervious dome around the mentalist, spreading out to a maximum of twenty feet away. They can cover up to ten additional people with this dome as well as themselves as long as they are within the radius of the dome. Those inside will be immune to all physical, magical, and mental damage where the attack is less then the mentalist's roll.
Special Considerations:
1. This ability takes immense concentration, to the point the mentalist is unable to move from that position. As such, all attacks against them automatically hit the barrier. They cannot even move to use any potions. Anyone inside the dome with them cannot attack outside of the dome either, though they can assist or combat each other in any way they deem is fitting.
2. This ability is exhausting, and it takes time to recover from such a feat. Should they bring the dome down on their own, or they run out of MP. they will be at -2CS to all rolls for the next round, and then -1CS for the next 1d3 rounds after. Even if they did not run out of MP, they will not be able to use any mental abilities until the effects wear off.
3. Should the attack exceed the roll of the mentalist, regardless of who the person was targeting, the mentalist takes full damage. The force of their mind's dome getting shattered is extremely traumatic, and the mentalist will be helpless for 1d2 rounds ( if they roll a 1 it ends when their turn comes, if not then the next time it comes around ) They will also be at -2CS to all rolls for 1d3 rounds after that, and unable to use any mental abilities while their mind recovers from the shock.
4. Should someone within the dome decide to attack the mentalist, The mentalist must pass a yellow psyche roll ( red if the attack does more then 25% of their hp or is a critical hit ) or the dome collapses, and they will suffer the same effects as if the dome had been broken from outside.

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