| Mindshield | Mp Cost: 6 (10) |
| Difficulty: 11 (12) | |
| Requirements: Mind Arcana (Novice) | |
| Spell Type: Enhancement | Cast: 10 minutes |
| Test: None | |
| You create fake memories and thoughts that you can use to hide the real ones. You get an amount of fake memories equal to your Willpower, and you can spend each one to get a +2 in any roll to resist mind-affecting spells that target you. (You may spend more than one memory on a single roll to get a bigger bonus). Those protections last until you fall asleep. | |
Category: Mind Arcana
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Fighter’s Block
| Fighter's Block | Mp Cost: 3 (5) |
| Difficulty: 9 (11) | |
| Requirements: Mind Arcana (Novice) | |
| Spell Type: Utility | Cast: 1 minute |
| Test: None | |
| You manipulate the minds of your enemies to confuse and distract them. For the remainder of the encounter, you may force enemies within 12 yards of you to re-roll successful ability tests and take the worse result. You can attempt this a total number of times equal to the Stunt Die result of your casting roll. Enemies can resist Fighter's Block with successful Willpower (Self-Discipline) vs. Spellpower tests (test for each attempt). You can only have one fighter's block spell active at one time. | |
Stray Thoughts
| Stray Thoughts | Mp Cost: 2 (3) |
| Difficulty: 9 (11) | |
| Requirements: Mind Arcana (Novice) | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You can detect the use of Mind Arcana spells within 10 yards around you for 10 minutes. If you succeed in a Perception(Empathy) vs Spellpower of the spell you detected, you can discern information about the spell, and in exceptional cases, about the caster. | |
Inspiration
| Inspiration | Mp Cost: 3 (4) |
| Difficulty: 10 (12) | |
| Requirements: Mind Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| Your arcane power gives confidence to a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Those with Inspiration gain a +2 bonus on the next ability test they take (whatever it is). If they have not used this bonus by the end of the encounter, the benefit is lost. You can designate yourself as one of the targets. |
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Insight
| Insight | Mp Cost: 4 (6) |
| Difficulty: 12 (14) | |
| Requirements: Mind Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| You can manipulate the perception and attention of your allies to help them. When you cast this spell, you get a total bonus equal to your Stunt Die +1. For the remainder of the encounter, you can give part or all of this bonus to an ally within 20 yards of you if it would make one of their failed ability tests into a success. If an ally failed a test by 2, for example, you could give them 2 of your total bonus to make that into a success. The GM must tell you the cost and you can then decide if you want to apply any of your bonus to the test. Insight lasts until you’ve spent your total bonus, or the encounter ends. If your total bonus from casting the spell was 5, for example, you might give 3 of it to one ally and later give 2 to another. You can only have one insight spell active at one time | |
Blend
| Blend | Mp Cost: 4 (7) |
| Difficulty: 11 (14) | |
| Requirements: Mind Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| You divert people's attention from you, hiding yourself and a number of creatures up to your Willpower within 6 yards of you. For the duration of the encounter, a successful Perception (Seeing) test vs. your Spellpower is required to spot anyone concealed by this spell. Touching someone, attacking someone, or doing something that visibly and clearly impacts the enviroment around you gives away your position, negating the spell’s benefits. | |
Ill Omens
| Ill Omens | Mp Cost: 8 (11) |
| Difficulty: 14 (17) | |
| Requirements: Mind Arcana (Journeyman) | |
| Spell Type: Attack | Cast: 1 minute |
| Test: Willpower (Faith) vs. Spellpower | |
| You inundate a target's mind with visions showing the failure of their actions. When you meet the target in any type of encounter during the following 24 hours, you can choose to use ill omens as a free action. For the remainder of the encounter, the target suffers a –2 penalty on ability tests based on one ability of your choice (Communication, Dexterity, etc.). Stunts based on that ability also generate –2 stunt points. If the target makes a successful Willpower (Faith) test vs. your Spellpower, the ability test and stunt point penalties are only –1. Ill omens is only effective for a single encounter and it cannot be cast again on the same target until the full 24 hours have passed. | |
Precognition
| Precognition | Mp Cost: 10 (13) |
| Difficulty: 15 (19) | |
| Requirements: Mind Arcana (Master) | |
| Spell Type: Defense | Cast: 1 minute |
| Test: None | |
| You enhace the awareness of your party to their absolute limits, increasint their reflexes and perception. You and your allies get +2 to their perception tests for 10 minutes. Also, in the next combat encounter, you and your allies gain two benefits. First, each of you can re-roll your Initiative tests and take the better result. Second, you and your allies gain a +1 to your Defense for the whole encounter. | |
Brainfreeze
| Brainfreeze | Mp Cost: 5 (7) |
| Difficulty: 15 (19) | |
| Requirements: Water Arcana (Master), Mind Arcana (Master) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Willpower (Self-discipline) vs Spellpower | |
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You freeze the target mind an body for an instant, keeping them completely still for a second. Whatever standard action the target was undertaking instantly fails. This spell can be cast out of order, in response to an enemy action, but doing so forfeits your turn for that round. |
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Seize Control
| Seize Control | Mp Cost: 12 (15) |
| Difficulty: 16 (20) | |
| Requirements: Water Arcana (Master), Mind Arcana (Master) | |
| Spell Type: Attack | Cast: Major action |
| Test: Constitution (Stamina) vs Spellpower | |
| You seize control of the target's water in their blood, and muscles, halting its flow and paralyzing its movements. The target takes 2d6+willpower damage as you burst their tissues, If they fail their opposed test the target cannot take any action on their next turn. You may spend 3MP (5mp if improvised) for each round after the first one that you wish the effect to continue, but the target gets a new save to escape your grasp each round. | |