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
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  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.
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  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.
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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