- 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 very 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.
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, runes, crystals, a seeing ball, or whatever suits their particular character.
Spell Orbs: Although the ‘spells’ of the Mental Element are not strictly magic, for game purposes they still need to be represented in some way. All Mental element spells use a yellow spell orb for the purpose of performing Self, Touch, Ranged and Area-type abilities, which also distinguishes them form the other magical elements.
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 spell- it stands different and apart.
*By choosing to develop Mental element powers, a character is forever cut off from the world of magic and CANNOT choose Natural or Spiritual element specialisations or spells in the future.
There are two paths of Mental element powers, each of which acts as its own magical element specialisation. These are the BODY path & MIND path. When a character chooses to start on the path of Mental power, they will pick either of these two paths to begin with. If they then choose to take the second Mental path, then they must wait until the level at which their class permits them to take their second magic element specialisation. Regardless of the initial Mental path chosen, all psychic characters receive the following Cantrip ability for free:
Foresight (Lvl 0 Spell)
Alter & Cantrip effect. 1 mana. Self. Mental Focus. 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) & target Fatigued for 10 minutes (cannot move, fight or act at all) afterwards due to the mental strain.
The BODY path comprises of the following abilities:
Grasp (Lvl 1 Spell)
Alter Effect. 1 mana. Range 10m. Mental Focus. Call: (Lvl 1 Spell Scrip).
The target has the air robbed from their very lungs as their throat is magically closed by the caster. They can only stagger about gasping for breath, their hands clawing and the invisible choke hold. Lasts until the caster is Engaged or the caster/target is killed. Caster must have line of sight to target in range.
Push (Lvl 2 Spell)
Alter Effect. 2 mana. Range 10m. Mental Focus. Call: (Lvl 2 Spell Scrip).
A sudden blast of invisible force erupts from the caster, propelling the target backwards violently. Target is Knocked Back and Knocked Prone.
Spontaneous Combustion (Lvl 3 Spell)
Alter & Dazed effect. 3 mana. Area. Mental Focus. Call: (Lvl 3 Spell Scrip).
The caster rapidly agitates the molecules of everything close to them. The air becomes stuffy and hot and metal suddenly heats up to unbearable proportions. All opponents within 10m of the caster must drop all weapons as they become unbearably hot to the touch or burst into flames. Metal armour and burning clothing causes agony to its wearer and they become Dazed for 10 seconds as they succumb to the flames.
Crush (Lvl 4 Spell)
Unblockable & Surge (X) effect. 4 (+X) mana. Range 10m. Mental Focus. Call: (Lvl 4 Spell Scrip).
Caster cripples the target with an oppressive telekinetic force. Target is Knocked Down and takes 2 Unblockable damage. Surge: The caster may spend X additional mana during casting to add a further +X Unblockable damage to the target, representing the increased weight pressing down agonisingly.
The MIND path comprises of the following abilities:
Implant Thought (Lvl 1 Spell)
Alter Effect. 1 mana. Touch. Mental Focus. Call: (Lvl 1 Spell Scrip) + One word command.
The target of this spell must immediately follow the command given during casting. Only physical actions are allowed- stand, sit, dance, laugh, cry, sneeze, etc… Target cannot have their current natural state changed- you cannot say sleep, paralyse or Die! Effect lasts for a maximum of 10 seconds, if a prolonged action (laugh, cry, dance…) chosen.
Confusion (Lvl 2 Spell)
Alter Effect. 2 mana. Touch. Mental Focus. Call: (Lvl 2 Spell Scrip).
The target of this spell is put into a trance-like state and begins to wander aimlessly for 10 minutes. The target becomes confused and does not remember who they are or what they were doing. They cannot fight in combat or defend themselves.
Hallucinate (Lvl 3 Spell)
Alter effect. 3 mana. Area. Mental Focus. Call: (Lvl 3 Spell Scrip).
All opponents within a 5m radius of the caster suffer terrible hallucinations and immediately stop what they are doing in confusion. All targets must act out being confused for 20 seconds. They cannot attack or defend during this time.
Mind Control (Lvl 4 Spell)
Control & Surge (X) effect. 4 (+X) mana. Range 10m. Mental Focus. Call: (Lvl 4 Spell Scrip).
Target comes under the complete control of the player for 10 minutes. The target retains all skills and abilities and will follow the commands of the caster until target is killed or spell loses its hold. 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.