The mental element draws its power from a completely different source to the Natural and Spiritual elements of magic. Rather than springing from the natural energies of the world, or from the diametrically opposed concepts of light and darkness, the mental element spawns from the collective consciousness of every sentient creature within existence. This ‘mind’ reality can be tapped into by those that can sense its vibrations and use that knowledge to create certain effects that an arcane practitioner would label ‘spells’.
These effects are remarkably similar to magical spells in all respects but come from something altogether different. In this way, the mental element stands apart from the other six; it cannot interact with the other elements, and they, cannot affect in turn. For game purposes, however, we will use the terms ‘caster’ and ‘spell’ throughout the following descriptions for consistency.
Fore Sight: When a character begins their path upon the powers of the mind. Their potential first announces itself as strange glimpses of the future. Often this is as far as some people will go, finding work as carnival mystics and fortune tellers. Others, however, develop this further and mould it into a power over the MIND and BODY.
Lvl 0: Foresight, (cantrip)
Alter effect, 1 mana, Touch. Use on Self or 1 other, Call: ‘Foresight’ and perform a 2 minute ritual.
Through murky premonitions and waking dreams, this allows the player to discuss plot information with the Elders to impart to the wider group in cryptic messages. Caster is Fatigued for 1 minute (cannot move, fight or act at all). If it is being used to read someone else’s future then target Fatigued for 10 minutes also (cannot move, fight or act at all) afterwards due to the mental strain.
What is does: The caster will try and foresee upcoming plot twists, history or information pertinent to the game. Some stories are rumours, some are true, and each session is different. It is advised the caster meets with event Elders and get plot information before they use this ability. That is, of course, unless the caster wants to start rumours and speculation without truth. Casters can then give out the information but must do so in a vague and riddle-like manner. This ability can be used only once a day.
Mental Focus: All practitioners of the mental element- mystics, psychics, clairvoyants and seers- must all have a Mental Focus, a physical prop which they use to channel their mental energies when ‘casting’. This can be cards, crystals, a seeing ball, or whatever suits the particular character.
Mana Bands: Although the Mental element uses mana bands to cast spells, this is merely to represent in-game economy. Beyond that, the mental element has no relation to the Spiritual or Natural elements. This means:
* The Mental element does not oppose any other element- so it cannot be used to counter another element’s spells.
* Conversely, no other element can counter a mental element effect- it stands different and apart.
*By choosing to develop mental powers you are cut off from the world of magic and CAN NOT choose Magic spheres later in the game.
There are two spheres of mental powers. Like with magic you can only chose spells from one specialization until second element specialization opens up to your character.
These are:
BODY powers effect the physical world about them through telekinetic force.
Lvl 1: Grasp,
Alter effect, 1 mana. Touch. Call: Mental focus
What it does: The target has the air robbed from their very lungs as their throat magically grasped by the caster. They can only stagger about gasping for breath their hands clawing and the invisible choke hold. Lasts until target is engaged, caster is dead.
Lvl 2: Push,
Knockback and Knockdown effect, 2 mana, Ranged. Call: Mental Focus,
What it does: A sudden blast of invisible force erupts from the caster and Knocks back the target 5 paces AND Prone (Knock Down).
Lvl 3: Spontaneous Combustion,
Alter and Dazed effect, 3 mana, Area 30 ft, Call: Mental Focus,
What it does: The caster rapidly agitates the molecules of everything close to them. The very air becomes stuffy and hot and metal heats up to unbearable proportions. All within 10 meters (paces) of the caster must drop metal weapons as they become unbearable to hold. Wooden shafted weapons – clubs, staff, spears and pole arms carried by a wooden shaft burst into flames. Metal armour and burning clothing causes agony to its wearer and they become dazed for 20 seconds as they fight the heat against their body.
Lvl 4: Crush,
Damage, Knockdown and Surge (X) effect. 4 mana, Ranged, Call: Mental Focus
What it does: Caster cripples the target with a crushing telekinetic force. Target is knocked PRONE and takes 2 damage from the oppressive force weighing down on them and cannot move for a minute. They take (+X) further damage, depending upon any further mana spent by the player when they cast this spell, to represent the increase in weight steadily growing.
MIND powers allow the caster to take control of their opponent’s thoughts and body.
Lvl 1: Implant Thought,
Control effect, 1 mana, Ranged 5 paces. Call: Mental Focus.
What it does: Caster must make eye-contact with a target within 5 paces and speak a one word command. The target must follow this command immediately. Only physical actions allowed here- stand, sit, dance, laugh, cry, sneeze, etc. Target cannot have their natural state altered- you cannot say sleep, coma or Die! Lasts for 5 seconds, if prolonged action.
Lvl 2: Confusion,
Alter and dazed effect, 2 mana, Ranged 10 paces, Call: Mental Focus.
What it does: Target is put into a trance state and begins to wander aimlessly. The target will be very confused and not remember who they are, where they are or what they were doing. They will be too confused to remain in combat or fend off attacks. The effects will taper off after 10 minutes and memories will begin to return.
Lvl 3: Hallucinate,
Alter Effect, 3 mana, Area 15 ft, Call: Mental Focus.
What it does: When spell is cast, anyone within a 5 pace radius (about 5m) of caster will have terrible hallucinations. Target(s) must roleplay fending off their perceived threats ...etc. for a duration of about 20 seconds. They cannot attack or defend during this time.
Lvl 4: Domination,
Control and Surge (X) effect, 4 mana, Touch, Call: Mental Focus
What it does: When hit by this spell, the target is under complete control of the caster. The target retains all skills and abilities they have and will follow the commands of the caster until target player is killed or spell loses its hold (about 10 minutes.) Target will not remember being controlled or any deed done in the spell’s duration. Surge: The caster may spend X additional mana during casting to add a further +5 minutes to the duration of this spell per mana spent.
These effects are remarkably similar to magical spells in all respects but come from something altogether different. In this way, the mental element stands apart from the other six; it cannot interact with the other elements, and they, cannot affect in turn. For game purposes, however, we will use the terms ‘caster’ and ‘spell’ throughout the following descriptions for consistency.
Fore Sight: When a character begins their path upon the powers of the mind. Their potential first announces itself as strange glimpses of the future. Often this is as far as some people will go, finding work as carnival mystics and fortune tellers. Others, however, develop this further and mould it into a power over the MIND and BODY.
Lvl 0: Foresight, (cantrip)
Alter effect, 1 mana, Touch. Use on Self or 1 other, Call: ‘Foresight’ and perform a 2 minute ritual.
Through murky premonitions and waking dreams, this allows the player to discuss plot information with the Elders to impart to the wider group in cryptic messages. Caster is Fatigued for 1 minute (cannot move, fight or act at all). If it is being used to read someone else’s future then target Fatigued for 10 minutes also (cannot move, fight or act at all) afterwards due to the mental strain.
What is does: The caster will try and foresee upcoming plot twists, history or information pertinent to the game. Some stories are rumours, some are true, and each session is different. It is advised the caster meets with event Elders and get plot information before they use this ability. That is, of course, unless the caster wants to start rumours and speculation without truth. Casters can then give out the information but must do so in a vague and riddle-like manner. This ability can be used only once a day.
Mental Focus: All practitioners of the mental element- mystics, psychics, clairvoyants and seers- must all have a Mental Focus, a physical prop which they use to channel their mental energies when ‘casting’. This can be cards, crystals, a seeing ball, or whatever suits the particular character.
Mana Bands: Although the Mental element uses mana bands to cast spells, this is merely to represent in-game economy. Beyond that, the mental element has no relation to the Spiritual or Natural elements. This means:
* The Mental element does not oppose any other element- so it cannot be used to counter another element’s spells.
* Conversely, no other element can counter a mental element effect- it stands different and apart.
*By choosing to develop mental powers you are cut off from the world of magic and CAN NOT choose Magic spheres later in the game.
There are two spheres of mental powers. Like with magic you can only chose spells from one specialization until second element specialization opens up to your character.
These are:
BODY powers effect the physical world about them through telekinetic force.
Lvl 1: Grasp,
Alter effect, 1 mana. Touch. Call: Mental focus
What it does: The target has the air robbed from their very lungs as their throat magically grasped by the caster. They can only stagger about gasping for breath their hands clawing and the invisible choke hold. Lasts until target is engaged, caster is dead.
Lvl 2: Push,
Knockback and Knockdown effect, 2 mana, Ranged. Call: Mental Focus,
What it does: A sudden blast of invisible force erupts from the caster and Knocks back the target 5 paces AND Prone (Knock Down).
Lvl 3: Spontaneous Combustion,
Alter and Dazed effect, 3 mana, Area 30 ft, Call: Mental Focus,
What it does: The caster rapidly agitates the molecules of everything close to them. The very air becomes stuffy and hot and metal heats up to unbearable proportions. All within 10 meters (paces) of the caster must drop metal weapons as they become unbearable to hold. Wooden shafted weapons – clubs, staff, spears and pole arms carried by a wooden shaft burst into flames. Metal armour and burning clothing causes agony to its wearer and they become dazed for 20 seconds as they fight the heat against their body.
Lvl 4: Crush,
Damage, Knockdown and Surge (X) effect. 4 mana, Ranged, Call: Mental Focus
What it does: Caster cripples the target with a crushing telekinetic force. Target is knocked PRONE and takes 2 damage from the oppressive force weighing down on them and cannot move for a minute. They take (+X) further damage, depending upon any further mana spent by the player when they cast this spell, to represent the increase in weight steadily growing.
MIND powers allow the caster to take control of their opponent’s thoughts and body.
Lvl 1: Implant Thought,
Control effect, 1 mana, Ranged 5 paces. Call: Mental Focus.
What it does: Caster must make eye-contact with a target within 5 paces and speak a one word command. The target must follow this command immediately. Only physical actions allowed here- stand, sit, dance, laugh, cry, sneeze, etc. Target cannot have their natural state altered- you cannot say sleep, coma or Die! Lasts for 5 seconds, if prolonged action.
Lvl 2: Confusion,
Alter and dazed effect, 2 mana, Ranged 10 paces, Call: Mental Focus.
What it does: Target is put into a trance state and begins to wander aimlessly. The target will be very confused and not remember who they are, where they are or what they were doing. They will be too confused to remain in combat or fend off attacks. The effects will taper off after 10 minutes and memories will begin to return.
Lvl 3: Hallucinate,
Alter Effect, 3 mana, Area 15 ft, Call: Mental Focus.
What it does: When spell is cast, anyone within a 5 pace radius (about 5m) of caster will have terrible hallucinations. Target(s) must roleplay fending off their perceived threats ...etc. for a duration of about 20 seconds. They cannot attack or defend during this time.
Lvl 4: Domination,
Control and Surge (X) effect, 4 mana, Touch, Call: Mental Focus
What it does: When hit by this spell, the target is under complete control of the caster. The target retains all skills and abilities they have and will follow the commands of the caster until target player is killed or spell loses its hold (about 10 minutes.) Target will not remember being controlled or any deed done in the spell’s duration. Surge: The caster may spend X additional mana during casting to add a further +5 minutes to the duration of this spell per mana spent.