Newsgroups: rec.games.frp.misc From: [i--bl--e] at [eskimo.com] (Dark Matter) Subject: HERO: College of Mentalism (Long) Date: Sun, 10 Jul 1994 16:54:06 GMT Part 16 in a series - COLLEGE OF MENTALISM ------------------------------------------------------------------ Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ------------------------------------------------------------------ This series of spells can be used to supplement those available in the Fantasy HERO Campaign book, and the Fantasy HERO Companion books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. These spells are a mix of adaptations from other game systems and original designs. The archive site is: ftp.cs.pdx.edu:/pub/frp/hero/fantasy-hero/magic. ------------------------------------------------------------------ DOMINATE SENSES By taking over the neural switching pathways of the Thalamus, the Mentalist can direct full illusionary sensations into the mind of the target. The nature of the sensations is fully determined by the caster, but requires complete concentration by him to effect. Failing his Magic Skill roll will temporarily scramble the Mentalist's normal senses. Power: 16d6 Mental Illusions (8d6 without Crystal) Modifiers: 0 DCV Concentrate Throughout (-1), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (2d6 Flash, No Range, Sight/Sound/Smell/ Taste groups) (-1), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for a full hour each day (-1/4), Extra Time: Full Phase (-1/2). Active Cost = 80 points. END Cost: (8); Magic Roll: -8; Casting Time: 1 phase. Real Cost: 15. ESP This spell allows the caster to read the surface thoughts of anybody in the immediate vicinity. The rush of thoughts from multiple minds comes at him indiscriminately, and he must concentrate to pick out the thoughts of a particular individual from among a group. Deeper probing requires more powerful Telepathic ability than this spell allows. If the Mentalist fails his Skill Roll, he verbalizes his surface thoughts. Power: 4d6 Telepathy (2d6 without Crystal) Modifiers: Explosion (1d6 per 4") (+1+1/4); No Range (-1/2), Only to read surface thoughts (-3/4), 1/2 DCV Concentrate to pick out thoughts of individual from a group (-1/4), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (9d6 Mind Control, Verbalize Surface Thoughts) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: Phase (-1/2). Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 phase. Real Cost: 9. FORGET The victim of this spell has his memory of recent events wiped completely from his mind, as if he had sleep walked through the experience. He may wonder about what happened, but will have no means to recall the memory short of psychic surgery. The amount of time lost will depend on the success of the Transformation roll. If successful at 5-9 points, the victim will forget the events of the previous Turn. For each additional 5 points a step is taken down the time chart, so that at 35-36 points the victim has completely forgotten the past seven days. If the Mentalist fails his Magic Skill roll, he loses his short term memory instead. Power: 6d6 Cosmetic Transformation - Erase short term memory (3d6 without Crystal) Modifiers: Invisible Power Effects (All Senses) (+1); Not invisible to Mental Powers (-1/4), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (Mentalist loses short term memory) (-1), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: Phase (-1/2). Active Cost = 60 points. END Cost: (6); Magic Roll: -6; Casting Time: 1 phase. Real Cost: 13. HYPNOSIS This power is not so much a spell as an unusual skill. The Hypnotist gradually places the subject in a state of hypnotic sleep by rhythmically moving a device and speaking a steady stream of monotonic instructions. Once in this state, the subject is highly susceptible to suggestions from the Hypnotist. Since the subject must concentrate on the Hypnotist for the full minute required to enter the state, it is difficult to hypnotize unwilling subjects with this skill, especially the strong willed. An 11- activation roll is required to achieve the successful hypnotic trance. Once hypnotized, the subject can be given a post- hypnotic suggestion that will return him to a hypnotic state upon seeing or hearing a specific trigger in the future. Power: 2d6 EGO Suppress, Maximum 16 Modifiers: Attack Versus Limited Defense (Mental Powers) (+1+1/2); Gestures (-1/4), Incantation (-1/4), 1/2 DCV Concentrate while Hypnotizing Subject (-1/4), OAF Hypnotizing Device (-1), 11- Activation Roll Required (-1), Subject must concentrate (1/2 DCV) on Hypnotist throughout (-1-1/2). Active Cost = 55 points. Power: 3d6 Mind Control Modifiers: Only when EGO is at zero (-1), Linked to Suppress (-1/2). Active Cost = 30 points. Combined: Extra Time: 1 Minute (-1-1/2), Single Continuing Charge lasting 5 hours (Cancelled when instructed by Hypnotist) (-1/4). END Cost: 0; Casting Time: 1 Minute. Real Cost: 15. MEMORY SURGERY Upon completing this spell, the Mentalist touches the head of the subject, and he is able to probe deeply into his memories. He can add, delete, and alter selected memories, as they are discerned through the Telepathic probe. If the target is able to mount any mental defenses, however, he can employ them against both the Telepathy and the memory Transformation. If the Magic Skill roll fails, the Mentalist suffers from Partial Amnesia. He can recall specific information only on an 8-. The Amnesia can be repaired through successful Memory Surgery to erase the scars left by the original spell failure. Power: 10d6 Telepathy (5d6 without Crystal) Modifiers: Only to read target's memory (-3/4). Active Cost = 50 points. Power: 2d6 Minor Transformation: Modify Memories (1d6 without Crystal) Modifiers: Cummulative (+1/2); Linked to Telepathy (-1/2), Stopped by Mental Defense(s) (-1/2). Active Cost = 30 points. Combined: No Range (-1/2), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (7d6 Minor Transformation: Partial Amnesia 8-) (-1), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: Turn (-1), Must touch head (-1/4). END Cost: 8; Magic Roll: -8; Casting Time: 1 turn. Real Cost: 13. PARALYSIS The Mentalist blocks all command impulses passing through the target's motor nervous system, physically paralyzing him. The paralysis can only be resisted by Mental Defense, and is transparent to all attacks. Damage causing 3 or more points of BODY inflict sufficient pain to allow the victim to throw off the mental bonds. If the Mentalist fails his Magic Skill roll, he suffers from Paralysis. Power: 2d6 Entangle (Neural Paralysis) Modifiers: Attack versus Limited Defense (Mental Defense) (+1+1/2), Entangle takes no damage from attack (+1/2), Invisible Power Effects (+1); Entangle is Brittle (1 BODY) (-1/2), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (Same entangle on caster) (-1), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: 1 Phase (-1/2). Active Cost = 80 points. END Cost: (8); Magic Roll: -8; Casting Time: 1 phase. Real Cost: 17. PSYCHIC BLAST Wave after wave of intense mental energy radiate from the target hex, blasting any thinking beings in the immediate vicinity. This spell is especially fatiguing to the caster, and requires concentration to maintain. If he fails his Magic Skill roll, he suffers from temporary disorientation. Power: 4d6 EGO Attack (2d6 without Crystal) Modifiers: Explosion (+1/2), Personal Immunity (+1/4); 1/2 DCV Concentrate Throughout (-1/2), x2 END (-1/2), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 character points of DEX Drain) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: Phase (-1/2). Active Cost = 52 points. END Cost: 10; Magic Roll: -5; Casting Time: 1 phase. Real Cost: 11. PSIONIC NEXUS This spell allows the Mentalist to create a mental network between up to eight cooperative individuals, with the caster serving as the message relay. The Mentalist must have the cooperation of all the targets before using this spell. The nexus can be maintained at any distance or dimension from the caster, but it costs a steady four points of END to maintain. If he is missing his Crystal, he can only maintain a limited nexus with two other individuals. If the Magic Skill roll is failed, the Mentalist suffers a severe headache. Power: Mind Link, Any Sixteen Targets, Any Distance, Any Dimension (Only two people on same planet without Crystal) Modifiers: Costs END to use (-1/2), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 EGO attack) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: Phase (-1/2). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 phase. Real Cost: 9. SLEEP The caster concentrates and reaches out with his mind to activate the sleep centers of any creatures in the vicinity of the target hex. Those affected fall into a deep slumber, and can only be awakened by their subconscious; a disturbance from a loud noise or attack; or when rudely shaken awake by their comrades. The sleep spell is less effective against creatures that are light sleepers or have no need to sleep. If the Magic Skill roll is failed, the Mentalist falls into a deep slumber. Power: 12d6 Mind Control (6d6 without Crystal) Modifiers: Explosion (+1/2), Telepathic Contact (+1/4); Only to cause sleep (-1/2), Mental Powers based on CON (-1/2), 1/2 DCV while casting (-1/4), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (10d6 Mind Control: Caster falls asleep) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: Full Phase (-1/2), Limitation: +20 Mental defense for beings with No Need to Sleep (-1/4), Limitation: +10 Mental defense for beings with Light Sleep (-1/4). Active Cost = 105 points. END Cost: 10; Magic Roll: -10; Casting Time: 1 phase. Real Cost: 19. SUGGESTION Upon casting this spell, the Mentalist can suggest a course of action to the subject, who will come to view the idea as his own and carry it out. Any attempt to break free from the suggestion receives the usual +20 modifier. If the Magic Skill roll is failed, the Mentalist will suffer from sudden disorientation. Power: 12d6 Mind Control (6d6 without Crystal) Modifiers: Single Charge (-2), Costs END to cast (-1/4), Target will remember actions and think they were natural (-3/4), Single Command (Suggestion) (-1/2), Requires Magic Skill Roll which must be EGO- based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 STUN Drain) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: 1 Phase (-1/2). Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase. Real Cost: 8. TAP SKILL Occasionally the Mentalist will need to use a skill which he does not possess, and others are unwilling to volunteer. This spell allows the caster to reach out and tap this knowledge base, disconnecting the portion of the target's brain with the skill, and using it for his own purposes. The transfer can be resisted by the owner using his Mental Defense(s), and the skill will gradually be restored after the Mentalist ceases to pay the x2 END cost. If the Mentalist fails his Magic Skill roll, he suffers a mental backlash. Power: 1d6 Transfer Skill to Skill, Maximum 10 points Modifiers: Attack versus Limited Defense (Mental Defense) (+1+1/2), Invisible Power Effects (All Senses except Mental) (+1); Only to transfer the same skill (-1/2), x2 END (-1/2), Skill level can not exceed target's (-1/4), Requires Magic Skill Roll which must be EGO- based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 Ego Attack) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: 1 Phase (-1/2). Active Cost = 59 points. END Cost: 6; Magic Roll: -6; Casting Time: 1 Phase. Real Cost: 12. TARSHIAN MIND TRANSFERANCE This little known but powerful psi spell allows the Mentalist to exchange bodies with another host. The spirit of the new host is transfered into the body of the caster, requiring EGO Drain to the negative EGO value to complete. The Mentalist then repeats the process on himself, draining his EGO to the negative EGO value in order to enter the new host. The Mentalist will often employ a trusted assistant when using this spell in order to restrain the victim during and after the transfer. Total concentration is required and the Mentalist must maintain physical contact with the target for the full period the spell requires to complete. Once the spell has finished, the transfer will be permanent and each host will possess the physical abilities of the other. If the Magic Skill roll is failed, the mind of the Mentalist is scrambled and he will require several days to recover his wits. Power: 2d6 Shift Spirit (1d6 without Crystal) Modifiers: Continuous (+1), Return 1 per minute (+1/2); 0 DCV Concentrate while Casting (-1/2), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (2d6 INT Drain, recover 5 per day) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: 1 Minute (-1-1/2). Active Cost = 100 points. END Cost: 10; Magic Roll: -10; Casting Time: 1 Minute. Real Cost: 19. THRESHOLD The caster uses his iron discipline to increase his pain threshold, making him more difficult to stun. The increased pain threshold will remain in effect for several minutes after the Mentalist ceases to maintain the spell. Each time the caster makes a stun check, the CON Aid is added to the total. If the Magic Skill roll is failed, the caster becomes especially vulnerable to stun, due to his low pain threshold. Power: 2d6 character points of Aid to CON, Maximum +20 Modifiers: Lose 5 points per Minute (+1/2); Only for Stun checks (-1), 1/2 DCV Concentrate while casting (-1/4), Requires Magic Skill Roll which must be EGO-based (-1/2), Half power without OAF (fragile) crystal (-1/2), Side Effects (3d6 CON Drain, lose 5 points per Minute; Only for Stun checks) (-1/2), Character must have at least 20 points in spells from College of Mentalism (-1/2), Must meditate for one full hour each day (-1/4), Extra Time: 1 Phase (-1/2). Active Cost = 21 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase. Real Cost: 4. -- Dark Matter | "They couldn't hit an elephant at this dist..." [i--bl--e] at [eskimo.com] | -Last words of Gen. John Sedgwick, 1864