Road of the Mind

## Overview

* **Mind Razor-** Cause *Mental Damage* through looking at a target, possibly making them unconcious
* **Memory Theft-** Read, Remove or Manipulate the memories of an unconcious target

* **Plane Sight**- Gain access to the Magical Planes to locate Supernatural Beings and activities
* **Plane Shadow-** Hide your supernatural presence and that of your spells on the Magical Planes

* **Sixth Sense**- Gain a sixth sense to sense chosen concepts
* **Dislocate Senses-** Project your senses to a far location

* **Mirage**- Cast Illusions
* **Mind Parasite**- Read a targets mind

## Powers

* **Mind Razor**
	+ ***Description:*** *Anyone that is caught in the Evocators gaze will find their mind reduced to a murky emptyness as their body twitches and shakes; overwhelmed by their sensory imput projected into their mind.*
	+ ***Casting Time*:** Regular
	+ ***Effect:*** After a successful Evocation Roll the Evocator may choose a target they have eye contact to. It suffers 2 points of *Mental Damage*. They may choose if Mind Razor should feel painful, numbing or make them sleepy. Against Neverborn this requires a contested Roll.
	+ ***Level Bonus***: + 2 points of *Mental Damage* per Level
	+ *Example:* The Evocator casts a 3rd level Mind Razor on a watchful guard blocking an entrance after making eye contact. The mortal suffers 6 points of *Mental Damage*, of which they only manage to soak a single point. The Evocator chooses to make the mortal feel sleepy; and since they reduced their Stamina to 0 the guard quickly falls asleep.
* **Memory Theft**
	+ ***Description:*** *Allows the Evocator to enter a targets mind, twisting or removing their most recent memories. Their old memories will lie dormant and veiled deep in their subconcious; and can only be brought back through massive contradiction or shock.*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** The Evocator may choose an unconcious mortal and make a successful Evocation Roll. They may choose to see a full day of memories or delete 12 hours of memories or replace one hour of memories with False Ones.
	+ ***Level Bonus:*** Double the effect duration for every level beyond the first
	+ *Example:* The Evocator approaches a guard they just forced unconcious and cast a 3rd level Memory Theft. They choose to replace the last 4 hours with false memories, framing someone else for their attack.
* **Planesight**
	+ ***Description:*** *Allows the Evocator the look beyond the layers of mortal perception and view the Magical Planes. There exist four planes beyond the material one, each allowing the Evocator to expose the supernatural with another sense, going from touch to sight.*
	+ ***Casting Time*:** Regular
	+ ***Effect:*** The Evocator must make a successful Evocation Roll and choose a Plane beyond the first they wish to sense. Sensing the Planes requires *Intense Focus*.
	+ ***Level Bonus:*** Sense an additional Plane simultaneously for any level beyond the first
	+ *Example*: The Evocator invests Focus to sense the Magical Planes with a 2nd level Planesight. They choose to smell magical activities through the base power, and also see them through the bonus of the level 2 slot.
* **Planeshadow**
	+ ***Description:*** *Allows the Evocator to hide their presence and that of their spells across the Magical Planes. This may allow them to cast their abilites unseen, making their human disguise impenetrable*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** Allows the Evocator to mask their presence and that of their spells across *the* Magical Planes, making them appear as they do on the First. To do so they must make a successful Evocation Roll and may choose a Plane beyond the first on which they can no longer be sensed. Hiding oneself requires *Intense Focus*.
	+ ***Level Bonus:*** Hide on an additional Plane simultaneously for any level beyond the first
	+ *Example*: The Evocator invests Focus to hide their true Nature with a 2nd level Planesight. They choose sight from their basepower and smell through their level upgrade; making it impossible for other Neverborn to discover their supernatural nature through sight or smell.
* **Mirage**
	+ ***Description:*** *Allows the Evocator to manipulate the senses of mortals, creating illusions and false realities. They may only create positive illusions however, adding to what their target already senses.*
	+ ***Casting Time*:** Regular
	+ ***Effect:*** The Evocator may choose a mortal they have eye-contact to and make a successful Evocation Roll. Should the Evocator succeed they may cast any kind of Illusion on them. Against some targets this may require a contested Roll. As long as they wish to keep up the Illusion they must invest *Intense Focus*.
	+ ***Level Bonus:*** Target 2 additional mortals simultaneously for every per level beyond the first
	+ *Example:* The Evocator uses a 4th level Mirage on a crowd infront of them. They create the sond of distant gunshots aswell as flashes of light in an alley behind them. They would be able to target the entire crowd of 9 people through their level upgrade; but they choose only 8 of them as one of the mortals is their ally.
* **Mind Parasite**
	+ ***Description:** Allows the Evocator to break open the mental walls of a mortal, enabling them to read their toughts and deepest desires. The Evocator has adapted to a type of target based on an mental archetype like paranoid, anxious, confident or something similar.*
	+ ***Casting Time*:** 1 Round
	+ ***Effect:*** After a successful Evocation Roll the Evocator may read the thoughts of a [type of mortal] they are able to sense. Wary mortals may shield themselves through a contested Roll. Reading someones thoughts requires *Intense Focus*.
	+ ***Level Bonus:*** Choose an additional [type of mortal] for every level beyond the first
	+ *Example:* The Evocator casts a 2nd level **Mind Parasite** on a *Careless Mortal*, an archetype they have specialised on, wandering the street below them. They mortal does not expect danger and can not see the Evocator, so the cast succeeds automatically. Since **Mind Parasite** is on a level 2 slot it could also be used on *Anxious Mortals* which the Evocator has chosen.
* **Sixth Sense**
	+ ***Description:*** *Allows the Evocator to bind their senses to a specific type of target for a limited amount of time, being able to locate them with a sixth sense.*
	+ ***Casting Time*:** Regular
	+ ***Effect:*** The Evocator may spend a full round of *Absolute Focus* and choose [a type of target] like *Neverborn, liars, firearms dying mortals* or anything equally specific*.* For a single scene they will be able to sense [a type of target] with a sixth sense. They may invest *Intense Focus* to be access this sense; and may optionally make Perception Rolls to gain more information.
	+ ***Level Bonus:*** Sense an [additional concept] with every level beyond the first
	+ *Example:* The Evocator uses a 2nd level Attuned Senses. They have chosen to sense *Doomed Mortals* as the baseline of their power. Through their level 2 slot they could choose to sense *Explosives* instead.
* **Dislocate Senses**
	+ ***Description:** Allows the Evocator to loosen their mind from their Host and expand it across their surroundings; allowing them to view their surroundings like an unbound Neverborn.*
	+ ***Casting Time*:** 3 Rounds
	+ ***Effect:*** After two successful Evocation Rolls and preperation the Evocator may choose a location from which they project their senses. While doing so they are blind and deaf inside their own body but still retain *Full* *Focus*. The chosen location must be within 100 meters.
	+ ***Level Bonus:*** Double the range for every level beyond the first
	+ *Example:* The Evocator has locked themselves in a secure room and casts a 4th level Dislocate Senses. They want to look into a closed off meeting room in the top of a local skyscraper. With their range of up to 800 meters they can reach the Skyscrapers top with ease.

## References

* When choosing a [type of mortal] for **Mind Parasite** consult the list below for examples:
	+ **Careless Mortals**
	+ **Anxious Mortals**
	+ **Confident Mortals**
	+ **Caucious Mortals**
	+ **Unfocussed Mortals**
* When choosing a [concept] for **Sixth Sense** consult the examples below:
	+ **Doomed People**
	+ **Dying Mortals**
	+ **Drug Addicts**
	+ **Liars**
	+ **Anxious People**
	+ **Murderers**
	+ **Halfbloods**
	+ **Neverborn**
	+ **Firearms**
	+ **Melee Weapons**
	+ **Money**
	+ **Credit Cards**
	+ **Keys**
	+ **Specific Substance** (Chemical, Drug, Medicine (...))