Mentalist: Advanced Class


Description

There are those who adventure in the world, running through jungles and over pits, dodging beasts and quicksand alike. There are those who adventure below the world, in darkest dungeons and caves heavy with moss and secrets. The Mentalist adventures in the world of the mind. There are two paths the Mentalist can take (and come from), those powers of the mind that are purely magical in nature, and those of a more intuitive and perhaps mystical sort. The former can cause changes in behavior, magically control their foes, and fog the minds of their enemies with weakness or confusion. The latter use subtler means; mind reading, turns of phrase, stresses of voice or gaze to move the needle of other’s behavior one way or the other. Some Mentalists even see themselves as healers, delving into the memories and psyche of their patients to relieve them of strain, trauma, or occasionally, the truth.

Requirements

Class Progression Table

Class Level

Cantrips

Spell Known

Spell Preparations

Spell Slots

Class Bonuses

1

+1

+1

+1

0/0/1/0

Forge the Link, Mind Games

2

0

+1

+1

0/0/1/0

A Dark Glimpse, Mental Combat

3

0

+1

+0

0/1/1/0

Mental Fortress

4

+1

+1

+1

0/1/2/0

5

0

+1

+1

0/1/2/0

Mental Utility, No Secrets, Undeniable

Base Incant

“I conjure words of arcane might, from studied tomes in candlelight,

I draw my strength from sky and land. Gather now within my hand.

From planes beyond, my power's Source, By Word and Will I give it force.

My Word as law, my Will supreme, I fuse the strength of truth and dream…”

Sphere

The Mentalist is an Arcane caster and spell slots granted by this class are Arcane Spell Slots.

Mentalist Innate Powers


Forge the Link [Innate]

Requirements: Mentalist Level 1

Incantation: 30 seconds of RP: Drawing memories and mental energy from the target.

Call: "Short Drain to Willing by Mind”, ”Short Obey to Willing by Mind: Speak no lies to me."

Target: Other Individual                                Duration: Short Rest

Delivery: Touch                                        Refresh: Immediate

Accent: Mind                                        Effect: Drain, Obey

The Mentalist can forge a link with another individual, pulling at threads of memory and drawing out psychic strength. Links may not be forged in combat situations, even with allies.  To create the link, the player should role-play drawing mental energy from the other, which can appear any way the portrayers choose. The Mentalist and the target form a strange temporary bond and find themselves unable to lie to one another for a short time. The procedure leaves the target feeling tired and wan, but gives the Mentalist one Link. A Mentalist can draw from Links to perform special feats, but the bond only lasts until the Mentalist takes a Short Rest. Each Link can only be drawn from once and after that, the Mentalist must re-establish the Link to draw from it again.

Until they take a Short Rest, the Mentalist will have this Link and will be unable to speak an untruth to the target of this Power. This Power can only be used on any one individual once between Short Rests (for the Mentalist) and, once the Mentalist has used Forge the Link on the same target five times ever, the Incantation drops to five seconds of RP.

The Mentalist may only have up to their Mentalist class-level in active Links at any one time.

For Example: Mouryn the Mentalist uses Forge the Link on their partner, Tempus, and on their two boon companions Tymeria and Peat. Having forged three Links, Mouryn can now use Powers that require them to draw on a Link (or exhaust a Link) three times before they complete a Short Rest. After the Short Rest, they could forge new links with those three again.

Mind Games [Innate]

Requirements: Mentalist Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Grant Accent

The Mentalist knows that magic begins in the mind, and so is able to simply alter the state of his allies and foes minds to achieve the effect they wish. The Mentalist may add or alter the Accent of any Mage or Mentalist spell they cast to the Mind Accent.

Once the character has at least two Mentalist class-levels, they may instead add or alter the Accent of any Mage or Mentalist spell they cast to the Fear Accent.

Once the character has at least four Mentalist class-levels, they may instead add or alter the Accent of any Mage or Mentalist spell they cast to the Illusion Accent.

A Dark Glimpse [Innate]

Requirements: Mentalist Level 2

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Long Rest

Accent: None                                        Effect: Grant Accent

Beyond the veil of space and time lies terrors that only the mind can perceive. The Mentalist, though steeled against such horrors, knows that their foes are not. By projecting these terrors into the minds of their foes, the mentalist may achieve victory. The Mentalist may Sacrifice a Link to add or alter the Accent of any Power they use to the Madness Accent. They may do this a number of times equal to their Mentalist class-level per Long Rest.

Mental Combat - [Innate]

Requirement: Mentalist Level 2

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

Gain a single Mentalist Martial Power of the Advanced Tier.

Mental Fortress [Innate]

Requirements: Mentalist Level 3

Incantation: None

Call: "Resist"

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Grant Resistance

The Mentalist is a veritable fortress of mental might, and while repeated assault might eventually bring them low, doing so would be a supreme feat. The Mentalist may choose to have resistance to the Mind Accent: for any given Effect with the Mind Accent, the Mentalist may allow it to function or call "Resist" and take 1 point of damage. While unconscious, the character does not have access to this resistance.

No Secrets [Innate]

Requirement: Mentalist Level 5

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: Refresh

When using a Power that allows the Mentalist to use a Discern, they may expend Spell Slots to accomplish the following effects:

Undeniable [Innate]

Requirement: Mentalist Level 5

Incantation: None

Call: None

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Refresh

When using a Mentalist or Mage spell with an effect that is not taken for any reason (such countered, resisted, immune etc) the Mentalist may immediately refresh the slot used to cast it.

Mental Utility [Innate]

Requirement: Mentalist Level 5

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

The Mentalist gains a bonus Utility Power from the Mentalist Utility Powers.

Mentalist Class Skills


Versatile Mentality - 0 CP (5 maximum 1 per Level) [Class]

Requirement: Mentalist Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

Select a tier of Arcane Spell slots you possess, or a Mentalist Cantrip. You lose one spell-slot of this Tier, and a spell known in your spellbook of that Tier or the selected Cantrip, but gain an equivalent Mentalist Martial Power of the chosen Tier or Utility Power if a Cantrip is lost.

Abject Mentalism - 2 CP [Class]

Requirement: Mentalist Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

For the purposes of any power or skill that determines a numeric value based on your Mage class-level, add your Mentalist class-levels to your Mage class-level. This does not allow you to meet power or skill requirements you would otherwise not qualify for.  Additionally, the Mage Archetype power Replicate Enhancement will work on Mentalist spells as well as Mage spells.

Psychic Surgery - 1 CP [Class]

Requirement: Mentalist Level 1

Incantation: RP: Psychic Surgery, Explanation

Call: None

Target: Other Individual                                Duration: Permanent

Delivery: Touch                                        Refresh: Short Rest

Accent: Mind                                        Effect: None

This Power can only be used out of combat, in an area of relative peace and calm. With this Power a Mentalist can perform psychic surgery on others, creating any one of a number of effects. These procedures must be purchased separately as the Mentalist learns the craft. All Psychic Surgery Procedures are only usable Out of Combat unless otherwise noted in the power.

During the roleplay the Mentalist must explain the effects of the given Procedure, including that all effects and alterations are with the Mind Accent when a simple Call does not suffice. If the patient has resistance or immunity to the Mind Accent, the surgery and all additional procedures fail immediately.

Note: Not only must the target of this power be Willing or Helpless, but the portrayer and the Mentalist must negotiate an acceptable outcome per best roleplaying consent practices.

Adjust Emotions - 3 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 1, Psychic Surgery

Incantation: RP: Psychic Surgery, Explanation

Call: None, "Cure Fear by Mind"

Target: Other Individual                                Duration: Permanent

Delivery: Touch                                        Refresh: Long Rest

Accent: Mind                                        Effect: Cure

The Mentalist and the patient work together to find feelings and emotions in the target’s mind. The Mentalist can help adjust these emotions, causing some to swell, and others to fade, or can even help shut down all emotion in the recipient (this will not stop influences such as Fear or Terror Effects from being effective). Generally, the effects of this surgery will last until the patient’s player decides otherwise.

In addition, the Mentalist may seek out and quell strong emotions caused by external forces not native to the patient. The Mentalist may call "Cure Fear by Mind" by Touch a number of times equal to the Mentalist’s class-level per Long Rest.

Memorysculpt - 3 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 1, Psychic Surgery

Incantation: RP: Psychic Surgery, Explanation

Call: None, "Dispel Obey by Mind."

Target: Other Individual                                Duration: Permanent

Delivery: Touch                                        Refresh: Long Rest

Accent: Mind                                        Effect: None

The Mentalist, with help of the target, walks through a moment in the Individual’s life, and makes suggestions to cause minor alterations to the memory of those events. The bond between both the caster and the recipient must stay stable, therefore, any changes made to the Individual’s life must be agreed upon by the recipient. Alternatively, the Mentalist can help restore memories that were altered by previous uses of this Power. The effects of this Power are permanent and cannot be Cured or Dispelled.

In addition, the Mentalist gains the ability to sift the patient’s mind of influences outside their control. After at least sixty seconds of Psychic Surgery roleplay, the Mentalist may call "Dispel Obey by Mind."

For Example: Ishkta the Paladin has just discovered that the Candlemen– the clergy of religious worship that he followed in his youth– was ridden with evil, terrible people, however, his only memory of them from his youth was one of reverence and joy, it was a celebration. He finds Imora, a Mentalist, and has her use Memorysculpt on him.

In the memory he describes the celebration: the Candlemen come to the celebration bearing gifts of mead and gold, but then had to shortly leave before having much interaction with the celebrants. Imora suggests she changes the gifts of mead and gold to pig intestines and mud-pie cakes, while also leaving the memory of herself as a celebrant as an anchor for the change. Ishkta agrees to the changes, and Imora weaves her mental magic to make it so.

Afterwards, Ishkta no longer holds any kindness for the Candlemen - as his last memory of them involved pig intestines and mud cakes at a celebration.

Memorywash - 3 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 1, Psychic Surgery

Incantation: RP, Psychic Surgery

Call: Explanation, "Discern by Mind: Are you under the effects of an Obey?"

Target: Other Individual                                Duration: Permanent

Delivery: Touch                                        Refresh: Long Rest

Accent: Mind                                        Effect: None

The Mentalist and the patient work together to find memories that the patient no longer desires and together they erase that memory.  The patient will not find any holes in their recall, and will naturally gloss over or wave away inconsistencies that might depend on the washed memory.

The particulars are up to the patient’s portrayer, but as a rule, these missing memories will not cause the patient any distress. At the desire of the patient’s portrayer, too much stress on those memories (another person grilling them or insisting that the memory be re-lived) can cause the Memorywash to "break", and the missing memories to come flooding back. The effects of this Power are permanent and cannot be Dispelled.

In addition, the Mentalist is capable of determining if the patient has been affected by mental powers that would alter their behavior. When using this power in this way, the Mentalist may call "Discern by Mind: Are you under the effects of an Obey?" The Mentalist may use this Discern a number of times equal to their Mentalist class-level per Long Rest.

Social Acumen - 1 CP [Class]

Requirement: Mentalist Level 1

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

For the purposes of any power or skill that determines a numeric value based on your Socialite class-level (for example, the Socialite powers Battlefield Commander or Hard to Read), add your Mentalist class-levels to your Socialite class-level. This does not allow you to meet power or skill requirements you would otherwise not qualify for, but does allow you to purchase additional Right Hand powers that you otherwise qualify for.

Calm Fear - 4 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 2, Psychic Surgery

Incantation: RP, Psychic Surgery

Call: None, "Short Grant Resistance to Fear by Mind"

Target: Individual                                Duration: Permanent

Delivery: Touch                                        Refresh: Short Rest, Long Rest

Accent: Mind                                        Effect: None

The Mentalist and the patient work together to find places in the patient’s mind where there is deep or abiding fear. The Mentalist can excise those deep feelings, either fully or partially alleviating the fear. This can have one of three possible results:

Willproof - 3 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 2, Psychic Surgery

Incantation: RP, Psychic Surgery

Call: Explanation, "Grant Protect vs Charm and Dominate", "[Name or Description] Silence"

Target: Other Individual                                Duration: Until Used

Delivery: Touch, Verbal                                Refresh: Long Rest

Accent: Mind                                        Effect: Grant, Silence, Sleep

The Mentalist helps the patient set up blocks in their mind to stop the influence of others. This takes the form of two Grant effects.

Mindsift - 4 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 3, Psychic Surgery, 2 CP of other Psychic Surgery Skills

Incantation: RP, Psychic Surgery

Call: "Subtle Discern by Mind: Yes or No: [Question]"

Target: Other Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Long Rest

Accent: Mind                                        Effect: Discern

The Mentalist may Discern "Yes/No" questions of the target. The structure of these calls is:

"Subtle Discern by Mind: Yes or No: [Question]"

Each time the Mentalist asks a question, they must either Sacrifice one Life Point or Link. The Power ends when the Mentalist is Healed, leaves Touch range, or the Target is no longer Helpless. A "No" answer ends this power unless the Mentalist Sacrifices a Link.

No more questions can be asked with this power than the  class-levels of the Mentalist.

Note: Unlike most Psychic Surgery, Mindsift is not generally consensual. Because it is a Touch Delivered Power, this generally means that the target must be Helpless or Incapacitated.

Add Memory - 3 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 4, Psychic Surgery

Incantation: RP, Psychic Surgery

Call: Explanation

Target: Other Individual                                Duration: Short Rest

Delivery: Touch                                        Refresh: Long Rest

Accent: Mind                                        Effect: Special

The Mentalist describes the memory they wish to implant, including when (generally) it would have occurred. Only one "scene" can be added per use of this Power, but the target will adapt their own memory around the added scene to make it fit and seem believable. This Power can be used quite nefariously, for example: implanting a memory of a commanding officer giving orders, or a memory of a beloved parent’s deathbed final wish might be very compelling.

It will be up to the target how exactly the new memories affect their behavior, but after a Short Rest the target will be able to (at the option of the target’s portrayer) break away from the false memory, seeing it for what it is.

Implanting a memory is hard work, and the Mentalist will take a Drain Effect once the Power is completed.

Memory Delve - 1 CP [Class] [Psychic Surgery Procedure]

Requirement: Mentalist Level 4, Psychic Surgery

Incantation: RP, Psychic Surgery

Call: Explanation

Target: Other Individual                                Duration: Permanent

Delivery: Touch                                        Refresh: Long Rest

Accent: Mind                                        Effect: Special

The Mentalist and the patient work together to find missing memories and restore them. These can be memories removed by Memorywash, or can push harder to remember the "lost hour" just before the last time the character visited the Spirit Well. This latter usage is extremely draining, and will burn out the Mentalist’s ability to use Psychic Surgery or Forge the Link until they have completed two Long Rests. The hour regained also must be from the current Event - anything older than that is simply too dissolute to recall.

Mental Power - 5 CP [Class]

Requirement: Mentalist Level 5

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

The Mentalist gains a Veteran Tier Mentalist power from those available.

Mentalist Cantrips


Incantation: "I conjure words..."

Fortify [Cantrip]

Incantation: "... to fortify."

Call: "Grant Protection vs Mind"

Target: Self, Other Linked Individual                Duration: Until Used

Delivery: Touch                                        Refresh: Immediate

Accent: None                                        Effect: Grant

The Mentalist can grant themselves or a target they are Linked with the ability to stop one incoming mental attack by granting them a single Protect against the Mind Accent.

Link Burn [Cantrip]

Incantation: "... to link burn."

Call: "[Name or Description] X Mind", "[Name or Description] Short Drain by Mind"

Target: Linked Individual                        Duration: Instantaneous

Delivery: Verbal                                        Refresh: Immediate

Accent: Mind                                        Effect: Damage, Drain

This Cantrip can only be used on a character with whom the Mentalist has a current Link as per Forge the Link. It can be used to do any amount of damage up to the Mentalist’s class-level. If the character has four or more Mentalist class-levels, the Cantrip may do "[Name or Description] Short Drain by Mind" instead, however, this usage Sacrifices the Link.

Look Elsewhere [Cantrip]

Incantation: "... to make you look elsewhere."

Call: "Grant Insubstantial", “Dispel Insubstantial”

Target: Self                                        Duration: Short Rest

Delivery: None                                        Refresh: Short Rest

Accent: Illusion                                        Effect: Grant Insubstantial

The Mentalist can only cast this Cantrip if hidden in some way, even if this is a token effort. Standing behind a pillar, covering one’s self with a tablecloth, and crouching in a dark corner all count for the purposes of this Cantrip. Once hidden, the Incantation is spoken and the character becomes Insubstantial until they communicate (in-game) to another, until they leave the hiding spot, or they complete a Short Rest, at which point they must call "Dispel Insubstantial!"

Mindspike [Cantrip]

Incantation: "... to spike your mind."

Call: "1 Mind", "Quick Root by Mind"

Target: Individual                                Duration: Instantaneous

Delivery: Packet (Spell-Packet)                        Refresh: Immediate

Accent: Mind                                        Effect: Damage, Root

The Mentalist can damage the minds of their foes directly, or by expending a Spike at the time of casting, the Mentalist can throw "Quick Root by Mind" instead.

Mentalist Novice Spells

Incantation:

"I conjure words of arcane might, from studied tomes in candlelight…"


Paranoia [Novice]

Incantation: "... to induce paranoia."

Call: "Short [Repel/Root] by [Fear/Illusion/Madness/Mind]"

Target: Individual                                Duration: Instantaneous

Delivery: Spellball                                Refresh: Spell

Accent: Mind, Fear, Madness                        Effect: Repel, Root


A Mentalist has a wide variety of options for debilitating individuals on the battlefield.  
The Mentalist may charge one Spell-Ball per Mentalist level with Repel or Root by the accents of Fear, Illusion, Madness, or Mind. The Mentalist may select different Effects and Accents for each charged Spell-Ball.

Mentalist Adept Spells

Incantation:

"I conjure words of arcane might, from studied tomes in candlelight,

I draw my strength from sky and land. Gather now within my hand…"


Clear the Mind [Adept]

Incantation: "... clear your mind."

Call: "[Name or Description] Cure [Charm/Drain/Dominate/Sleep/Obey] by Mind"

Target: Individual                                Duration: Instantaneous

Delivery: Verbal                                        Refresh: Spell

Accent: Mind                                        Effect: Cure


The Mentalist can flush a number of harmful things from another character’s mind, leaving them clear and ready. The Mentalist may Cure any combination of the listed Effects. In addition, by
expending a Link, the "Subtle" Modifier can be added to this Spell’s Call.


Daysleep [Adept]

Incantation: "... to put you to Daysleep."

Call: "Short Sleep by Mind"

Target: Individual                                Duration: Short Rest

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Mind                                        Effect: Sleep


The Mentalist reaches out and shuts down the mind of another, immediately dropping them into a deep sleep.

Displacement [Adept]

Incantation: "... to displace you."

Call: "Grant 5 Barrier by Illusion" “Grant Protect vs Verbal by Illusion”

Target: Individual                                Duration: Instantaneous

Delivery: Touch                                        Refresh: Spell

Accent: Illusion                                        Effect: Grant Barrier


The Mentalist weaves Illusions of plates of fictitious armor around the target, causing those who would strike them to merely pass through illusory portions of the protected. The Mentalist may "Grant 5
Barrier by Illusion" to a target they touch.  Additionally, if the Mentalist spends a Link they may Grant a Protect vs Verbal.  

Mental Magic [Adept]

Incantation: "... to allow my mind to speak the words."

Call: “Grant Mental Magic”

Target: Self                                        Duration: Short Rest

Delivery: None                                        Refresh: Spell

Accent: Mind                                        Effect: Grant Power


Once this Spell is placed on the Mentalist, they can cast any Basic Arcane or Mentalist Spell without any Incantation by exhausting a Link.

Only spells with a ‘Standard’ Incantation can be cast in this special manner (meaning Spells that require lines of Incantation followed by a spell-specific suffix).

The Accent of all spells cast this way becomes “Mind.” Spells whose Calls or Accents cannot be changed cannot be cast with this Power.

The Mentalist may Sacrifice a Maximum Life Point until their next Long Rest to make the duration of this spell “Long Rest” as they dedicate part of themselves to maintaining the effect.

Note: The Call is still needed, to communicate the spell’s effects to others.The effect of this spell does not change any other requirements of other Spells (i.e. packets must be in hand, the target must be in range, touch-spell targets must be helpless or willing, or expenditure of Spikes or other resources, etc.).

Wonder [Adept]

Incantation: "... to inspire wonder."

Call: "Quick Paralyze by Illusion"

Target: Individual                                Duration: Quick 100

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Illusion                                        Effect: Paralyze


An illusion of the perfect world draws the target to immobility; everything is perfect and it becomes impossible for them to do anything at all, trapped in a dream-world. When casting this spell, the Mentalist charges a spell-ball with "Quick Paralyze by Illusion." The Mentalist may Sacrifice any number of Links when this spell is cast to charge additional spell-balls, one-for-one.

Mentalist Greater Spells

Incantation:

"I conjure words of arcane might, from studied tomes in candlelight,

I draw my strength from sky and land. Gather now within my hand.

From planes beyond, my power's Source, By Word and Will I give it force"


False God [Greater]

Incantation: "... to become your god."

Call: "Subtle Dominate by Illusion"

Target: Individual                                Duration: Long Rest

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Illusion                                        Effect: Dominate

In order to cast this Spell, the Mentalist must exhaust two Links to gain the necessary psychic strength. The Mentalist shatters their target’s perception of them, warping it into some unthinkable, deific being. In doing so, the subject becomes Dominated by the caster.

Forget [Greater]

Incantation: "... to make you forget."

Call: "[Name of Description] Obey by Mind: ‘Forget the last ten minutes’" “Instruction: This Obey may not be Cured, only Dispelled”

Target: Individual                                Duration: Permanent

Delivery: Verbal                                        Refresh: Spell

Accent: Mind                                        Effect: Obey

Tearing the last few moments from another, the Mentalist causes a blank in the target’s mind. Although this Spell has a Verbal Delivery, it can only be cast on a target who is within arm’s reach at the end of the Incantation.

Labyrinth [Greater]

Incantation: "... to send you to the Labyrinth."

Call: "Long Paralysis by Mind"

Target: Individual                                Duration: Long Rest

Delivery: Packet (Spell-Ball)                        Refresh: Spell

Accent: Mind                                        Effect: Imprison

This spell charges a spell-ball with "Long Paralysis by Mind." The target of this spell has their mind ripped away from them, transposing it into an ever-changing and endless maze. There is no escape from the inside of the labyrinth, and without aid, the target will be trapped until the tides change.  The caster may charge an additional Spell-Ball if they spend both a Link and a Spike.

Mindstorm [Greater]

Incantation: "...to form the mindstorm."

Call: "By My Voice [X] Mind"

Target: Individual                                Duration: Instantaneous

Delivery: Voice                                        Refresh: Spell

Accent: Mind                                        Effect: None, just Damage

In an explosion of psychic energy, the Mentalist can do damage to everyone nearby, doing 1 point of damage per Mentalist class-level the character has. The Mentalist can exhaust any number of Links to increase this damage by 2 points per Link exhausted.  This damage may never exceed 10 Mind for any reason.

Mindsteel [Greater]

Incantation: "... to steel your mind against the unfathomable."

Call: "Short Grant Resistance to Illusion and Madness by Mind"

Target: Individual                                  Duration: Short Rest

Delivery: Touch                                 Refresh: Spell

Accent: Mind                                         Effect: Grant Resistance

The Mentalist is able to protect those close to them from the horrors that lurk beyond the realms of reality. In doing so, the recipient gains resistance to Illusion and Madness Accents until they complete a Short Rest.

Psychic Spikes [Greater]

Incantation: "...to call the psychic spikes."

Call: "Quick Root by Mind"

Target: Individual                                Duration: Quick Count 100

Delivery: Packet (any)                                Refresh: Spell

Accent: Mind                                        Effect: Root

This spell charges every Packet held in one hand with the power to Root an Individual. This Spell can charge spell-balls, spell-packets, or any combination of those. If the Mentalist picks up or is handed additional Packets, all the current charges are lost. In addition, the Mentalist may expend a Spike or a Link to change any Packet to "Quick Bind by Mind" instead, before it is Called.

Mentalist Utility Powers


Is This Your Card? [Utility]

Incantation: None

Call: "[Name or Description] Subtle Discern by Mind: [See Below]"

Target: Self                                         Duration: Instantaneous

Delivery: Verbal                                        Refresh: Short Rest

Accent: Mind                                        Effect: Discern

The Mentalist can use their powers not just for the great but also for the small. The Mentalist can use any of the following Discerns, and others too, if approved by Staff. Custom questions should follow the same formula of being for mostly entertainment purposes, and following a pattern of stage-magic effectiveness. Note that while these questions have a stage-magic bent to them, there is no limit as to how they can be used. The Mentalist can exhaust a Link or a Spike to immediately Refresh this Power.

Read [Utility]

Incantation: None

Call: "[Name or Description] Subtle Discern by Mind: [Question]"

Target: Individual                                Duration: Instantaneous        

Delivery: Verbal                                        Refresh: 1 minute of socializing

Accent: None                                        Effect: Discern

The Mentalist can make certain observations about individuals, sifting slightly through their subconscious, to learn things that are hidden. After socializing (or interrogating) with an individual for at least a minute, the Mentalist can take a reading of their mindset. This Power must be used out-of-combat and in normal speaking range. The possible questions are:

Telekinetic Multitasking [Utility]

Incantation: None

Call: None

Target: Self                                        Duration: Special

Delivery: None                                        Refresh: Immediate

Accent: None                                        Effect: None

The Mentalist can work on crafting and can set a slice of their mind to performing some menial task while they concentrate on other things. The Mentalist can, if necessary, use the Power Phrase "It can be seen…" to inform others that telekinetic crafting is occuring. This Power can manifest in one of two ways:

Mentalist Advanced Powers


Hybrid Advancement I [Advanced]

Incantation: None

Call: None

Target: Self                                         Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: None

The Mentalist is often a blend of martial and spell-casting classes. As such, they have both Powers and Spells available. The Mentalist gains one Arcane Adept Spell-Slot.

Phase Out [Advanced]

Incantation: None

Call: "Counter, Phase Out"

Target: Self                                        Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: Counter

The Mentalist may use their Links to protect their minds from magic.  By sacrificing a Link from Forge the Link, this cantrip can be used to Counter any Packet Delivered attack, or any attack or Power with the Mind, Illusion, Fear, or Madness accents.

Psychic Pressure [Advanced]

Incantation: None

Call: None

Target: Self                                         Duration: Instantaneous

Delivery: None                                        Refresh: Short Rest

Accent: None                                        Effect: None

If the Mentalist uses a Discern Effect on another creature, and that Discern is Prevented in any way, or if the Mentalist believes the Discern has been diverted by the Obfuscate Effect, they can try again, pushing harder than before, causing strain to both parties. By Sacrificing three Life Points, the Discern that was Prevented (or believed Obscured) can be tried a second time with the same target and Call, but this time "Final" is added, making it almost irresistible, and any "Subtle" Modifier is removed, as the psychic power makes the answer and Power echo in the minds of those around. If the target gives the same answer, the psychic power feeds back, and the Mentalist Sacrifices 3 more Life Points and takes a Taint Effect.

Stored Reserves [Advanced]

Incantation: None

Call: "[Name or Description] Imbue Touch with Heal 4 to [Mentalist’s Name]"

Target: Other individual                                Duration: Short Rest

Delivery: Verbal                                        Refresh: Short Rest

Accent: None                                        Effect: Imbue, Grant

If the Mentalist can implant in the mind of another the ability to heal the Mentalist themself. This Power can only be used out of combat, but it will give another the power to Heal the Mentalist any time before the target completes a Short Rest. If the target uses this Power on the Mentalist when the Mentalist is at full Life Points, the Mentalist gains 2 Barrier and enough mental power to count as a Link, which can be exhausted normally. This is basically a way to "refund" the Power if it ends up not being used.

Mentalist Veteran Powers


Bodily Sovereignty [Veteran]

Incantation: "Leave me in peace!"

Call: "[Name or Description] Quick Repel by Mind"

Target: Individual                                Duration: Short Rest, Quick 100

Delivery: Verbal                                        Refresh: Long Rest

Accent: Mind                                        Effect: Repel

Infusing their voice with command, and backing it with the strength of their own will, the Mentalist can keep others from doing them harm. This Power, once activated, can be used at-will until the Mentalist moves from that spot, takes an offensive action other than this power, becomes Helpless, or completes a Short Rest.

Hybrid Advancement II [Veteran] (2)

Incantation: None

Call: None

Target: Self                                         Duration: Passive

Delivery: None                                         Refresh: None

Accent: None                                         Effect: None

The Mentalist is often a blend of martial and spell-casting classes. As such, they have both Powers and Spells available. The Mentalist gains one Greater Spell-Slot.

Second Mind [Veteran]

Incantation: None

Call: None

Target: Self                                        Duration: Passive

Delivery: None                                        Refresh: None

Accent: None                                        Effect: Special

The Mentalist splits off a piece of their intellect and sets it aside. This second mind can act even when the primary mind cannot. When the Mentalist is dying, paralyzed, unconscious, slept, drained, or otherwise Helpless, the second mind can still activate magic items and Powers, so long as the activation does not require Incantations or physical movement.

Suggestion [Veteran]

Incantation: None (But See Description)

Call: "[Name or Description] Subtle Short Obey by Mind: [Command]"

Target: Individual                                Duration: Short Rest

Delivery: Verbal                                        Refresh: Short Rest

Accent: Mind                                        Effect: Obey

This Power has different functions in and out of combat..

Out of combat, it requires the Mentalist and the target to be in conversation or other intimate communication for a period of at least a minute. The Mentalist can then use "[Name or Description] Subtle Short Obey by Mind:" followed by a single-clause command. The command has the following limitations: The target cannot be made to feel a particular emotion, obey additional commands, or do anything that would obviously cause them immediate harm. Additionally, no commands requiring physical contact or intimate behavior are possible.

In combat, it requires the Mentalist to have successfully used a Power with the Mind Accent on the target (not Prevented or missed) since the last time they completed a Short Rest. The Mentalist can then use one of the following commands as a Verbal after the Call "[Name or Description] Subtle Short Obey by Mind:"

This power may be refreshed by expending a Link and a Spike in addition to undergoing a Short Rest.