Mind

Apprentice
Sense Thoughts and Emotions - The mage can sense the thought around them. They can not yet read them, but can get general impressions about the mind of those around them. If the mage obtains any success, they may read the target's aura to determine their emotional state. The mage may also be able to sense psychic impressions left on objects. By obtaining any level of success on an effect, they may sense 'good' or 'bad' vibes about an object or area. This includes the resonance of objects, like Tass or a Node.

Empower Self - The apprentice of Mind has a high degree of control over their own mind. Eidetic memory, lightning-fast computation, mind-over-body control of biological processes, everything of that sort is available to the apprentice of Mind. They may change their emotional state of mind, trains of thought, speed up or slow down their rate of thought, edit their own memories, control biological processes, etc.
The mage may also use this class of effect to form a mental barrier to prevent mental intrusion. The success of the mental barrier subtracts it's rating from any attempt to read the mage's thoughts or aura. This also affects non-magical aura perceptions, allowing the mage to add twice the effect rating of the magical effect to their mental trait total while the barrier is active.
This power can also be used to defend against non-magical mind effects, ie, Dominate, Presence, Obfuscate, etc. The mage must be at an equivalent power level and familiar with the power to even attempt it. This allows the mage to do is re-test a non-magical mind control power that succeeded against them, assuming the mage is of a suitable level of mastery, and has been under the influence of one of these powers before. The re-test is considered a magical effect, and so the positive and negative influences on a magical effect may be utilized, and the mage uses four times their Arete total instead of their mental traits for the purposes of the re-test.

Initiate
Subliminal Impulse - The mage may transmit a simple command to their target, which affects them in a very insidious manner. If the mage attains an success higher than their target's willpower, the mage may issue a subliminal impulse to them which they must obey. The need to go to the bathroom, the opinion of someone, a sudden idea, etc. The command cannot be obviously suicidal or go against the nature of the target.

Read Surface Thoughts - The mage can now read the surface thoughts of minds, as well as sense memories attached to objects (basic psychometry). By getting a success higher than the target's willpower, the mage may read whatever is on the surface of the target's mind. Note that the mage cannot form a mental link with this level of power - each reading requires a separate magical effect.

Window Dressing - With a successful magical effect, the mage may erect fake mental structures, such as changing their surface thoughts, or auras. Every success allows the mage to modify one aspect of their surface thoughts or color of aura to fool or confuse those attempting to read them.

Disciple
Mental Link - The mage may communicate freely with someone by establishing a mental link with them. Once the mental link is established, it can only be terminated by the casting mage, by the effect duration running, or by beath. out. If the subject is willing, no test is required. If the subject is not willing, their willpower rating must be overcome with an success. Once the connection is established, the two parties may communicate freely to one another, using either words or mental imagery. The casting mage may try to read the mind of the target, and can do so by beating them in a mental challenge. The casting mage may also project perceptual illusions into the mind of the other party and, if they beat them in a mental challenge, the target believes that illusion to be true. Illusions may be of any perception that is deemed necessary.

Walk Among Dreams - The mage may also make journeys into the dreams of others. By getting a higher success than the target has willpower, the mage may enter the dream of their target and run amok. This may be dangerous, however, as the dreamer can affect the mage as well while in their dream, and nasty beasties sometimes live in the dreams of sleepers, and do like to be disturbed.

Adept
Control Conscious Mind - At this level, the mage can now control the thoughts of another. Once a mental link is established, the mage gains control of the target. They may send complex commands to the target which must be obeyed, even suicidal actions or actions that would violate the target's nature. The mage can also change the memory of target, or may implant mental barriers or blocks, cure or create mental imbalances, or alter the target's aura to display color and textures of the mage's choosing. Each change in the mind of the target is a separate magical effect. If the effect wears off from the duration expiring, the target mind re-asserts itself. The thoughts and memories remain intact, but their Demeanor will remain in the state the mage left it in.

Astral Projection - The mage may make short excursions into the penumbra by leaving their dream. Every success allows the mage to leave their body for 10 minutes. They may return to their body at any time.

Master
Control Subconscious - At this level of mastery, the mage may completely re-write an individual's personality, not only modifying their thoughts and memories, but re-writing their subconscious personality as well. A mental link must still be established, and each modification is still a magical effect, but any aspect of the target's mind may be modified at this level.

Untether - This level allows the mage to detach their mind from their body and leave it an empty shell while they transcend to higher levels of intellectual existence. Read the description in the book for a description of what happens to the untethered mind (or the Book of Madness for a discussion on the High Umbra). Untethering your mind requires a magical success of at least three. Re-attaching yourself to an empty shell is the same. Invading another's mind and splicing the two cords together is a magical effect in which the rating of the effect must be higher than the targets willpower.

Forge Psyche - The mage may now create another conscious, rational mind from nothing, and implant it into another object. The mind will be whatever the mage wishes it to be. It has a number of mental and social traits equal to the success of the effect, to a normal human maximum. The mage themselves may add extra mental traits to themselves via the same process as the Life Effect Alter Self.


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