Dominion of Thought

The Dominion of Thought holds within its purview the psychic and mental. Widely wielded by gods of knowledge and gods of trickery, the Dominion of Thought requires a great degree of intellect to be able to use. It enables those who master it to detect and manipulate mental energies, enabling telepathy, psychometry, the distortion of perceptions, mind control, and memory alteration.

## Disciplines

It should be noted that using Aura to manipulate the emotions of other beings requires separately mastering each emotion and each ability. For instance, having the ability to instill anger in a subject does not guarantee equal ability to instill fear, or soothe anger. As such, most Aura users tend to specialize in manipulating a few key emotions.

### Auramancy

Auramancy is a Discipline of Thought that focuses on manipulating simple manifestations of consciousness. Auramancers can use their abilities to read and manipulate emotions, communicate with and control nonsapient beings, such as wolves or birds, and detect empathic impressions left on .

The most foundational uses of Auramancy, which every practitioner learns allows an individual to sense the emotions radiating off nearby beings. They can feel if they are angry, afraid, deceitful, sad, or lustful. This is known as Aura Reading. As every being's emotions are a unique reflection of their consciousness, no two Auras are the same, and a practitioner skilled at Aura Reading is able to distinguish between individuals based on their Aura alone.

The more raw magical power a being possesses, the wider a range that they can read Auras over. In that same vein, more powerful beings have stronger, more vibrant Auras, which can be sensed from greater distances. Furthermore, a large group of individuals feeling the same emotions all at once can also be sensed over larger distances.

Once one learns to Read Auras, the power becomes permanently added to their senses. Active concentration is not needed to Read Auras, as they are sensed automatically, with the ability working just like one's ears or eyes. Of course, focus can allow an individual to focus on one Aura in particular, or try to ignore some.

#### Primal Speech (Novice+)

Primal Speech is an application of Auramancy that enables those who use it to communicate in the simple tongues of animals. It enables Auramancers to attune themselves to the primitive impressions and ideas that animals communicate to one another, in a similar manner to Aura Reading, and also to make use of those same impressions themselves, for the purpose of speaking with them. Primal Speech can even be used to communicate simple concepts with other intelligent beings, provided that they also use it.

The ideas that one can communicate via Primal Speech are simple. "Hunger", "shelter", "fear", "yellow fur" and "blood everywhere" are examples. Additionally, animals of varying intelligence have different levels of understanding for various concepts.

Greater mastery of Primal Speech enables practitioners to communicate with more and more creature types, as each animal communicates in a slightly different way. Novices of the power might be able to talk with a single animal type, such as birds or equestrians, while more skilled users can speak the "languages" of multiple creatures.

#### Aura Projection (Novice+)

Aura Projection is a skill wherein an auramancer radiates a chosen emotion, causing individuals in their vicinity to have it projected into their consciousness. While not quite outright mind control, the emotions induced by Aura Projection does still influence behavior; for instance, an artificially terrified target can likely be easily convinced to run away or give up information.

Aura Projection is also a very nonspecific ability. It simply induces the chosen emotion in the targeted individual or group; it does not allow control over how the target will react when feeling the emotion. For instance, someone made to feel rage might attack the individual projecting the emotion.

Projecting different emotions must be mastered separately. An individual skilled at Projecting lust is likely to not be able to Project fear or revulsion well, unless they have also worked to master those feelings too.

#### Bond Sensing (Adept+)

Bond Sensing is an advanced form of Aura Reading, where the Auramancer is able to discern the specific flow of an individual's Aura and discern what individuals and things they possess powerful emotional Bonds to. In order for this power to function, the target one is analyzing must be present within their sensory field, as well what the target is bonded to, though the two need not be in the auramancer's presence simultaneously. If the aurmancer has met the target, and later encounters a Bond object, they may discern the lingering traces of the target's Aura upon it.

For instance, if a woman's coworker arrives in a room, this power could be used to discern that the coworker is despised, or that the woman is attracted to them, etc. Finding a baseball given to a boy by his grandfather might reveal that he is deeply attached to it.

#### Primal Compulsion (Adept+, Prerequisite: Primal Speech)

An advanced Subdiscipline of Primal Speech, Primal Compulsion enables those who wield it to force animals to obey their commands. Naturally, different creatures vary in how hard it is to control them. Most domesticated creatures tend to bend more easily to orders, while wild apex predators, for instance, are more resistant to being ordered around.

Primal Compulsion must be mastered separately from Primal Speech, as being able to communicate with an animal does not entail being able to command it.

Primal Compulsion is also utterly useless in commanding beings of higher intelligence, whose more advanced consciousnesses require the force of the **Dominion of Thought** to dominate.

#### Aura Masking (Expert+)

The ability to Mask one's Aura is highly sought after, for it is key for keeping one's feelings hidden, and preventing one's Aura from being distorted by Auric magic. Masking one's Aura hides it from detection, making it impossible for their presence to be detected, or for their emotions to be read by an individual capable of Aura Reading.

#### Bond Forging/Severing (Expert+, Prerequisite: Bond Sensing)

Bond Forging allows an individual to create emotional Bonds between individuals or objects, including themselves, and thereby induce artificial attachments, such as making someone fall in love, causing an intense fear of spiders, or causing a father to become hateful towards his daughter. In order to make this ability, all subjects of the Bond must be in the presence of the individual Forging it.

Bonds can be forged more easily if some inkling of preexisting emotion towards the chosen subject already exists, though such a thing is not necessary for more skilled Bond Forgers. If a Bond between subjects already exists, it can be made stronger using this ability.

In the case of those less skilled in this ability, most forged Bonds are temporary. Only true masters can Forge permanent Bonds.

Severing a Bond is the opposite of Forging one, involving the weakening of Bonds between subjects. Like Forging a Bond, Severing one requires the presence of all subjects whose Bonds are being weakened.

The act of Severing a Bond is an all or nothing endeavor. Powerful Bonds require larger amounts of skill and raw magical energy to break. If the person attempting to Severe them is unable to do so completely, the Bonds will be temporarily weakened, but will gradually reinvigorate over time.

#### Psychometry (Expert+)

Psychometry is a rather rare application of Auramancy that most practitioners do not have the capacity for, and usually only manifests among certain Auramancrs. It allows those blessed with it to sense the lingering traces of a being's Aura upon places, people, and objects that they have interacted with. This enables them to sense the emotions and sensations that an individual was feeling at the time of interaction. The more recent the interaction, the more potent the emotions that were felt, and the more frequently they have interacted with the being, place, or object, the easier these emotions are to discern. Beings with more potent Auras, such as gods, are also much more easy to detect Psychometrically.

While the direct presence of a being leaves the strongest Psychometric imprint, an imprint is also left if they focus their attention and exert power in an area over a distance, such as via Farsight.

#### Empathy Link (Master+, Prequisite: Bond Forging/Severing)

An Empathy Link is a rare and potent Bond between two or more sentient individuals. When an Empathy Link is created, it allows the pair to sense one another's emotions over vast distances, though greater distance makes the information transmitted less clear and potent. In conjunction with the **Dominion of Thought**, Empathy Links can aid in long distance communication.

Empathy Links require tremendous skill to create, and will remain permanently, until Severed.

#### Passion Consumption (Master+)

The ability of Passion Consumption allows an individual to feed upon a chosen emotion that they can sense, which they can then use to invigorate their physical body or to power magical effects. In order to Consume a particular Passion, the person employing this power must genuinely enjoy the sensation of either experiencing the Passion themselves, or making others feel it. For instance, in order to Consume fear, one must derive pleasure from making others afraid, or from themselves being afraid.

### Telepathy

One of the most well known Thought based powers, Telepathy allows an individual to read the thoughts of other beings, or transmit their own. More basic uses of Telepathy allow for one to sense and transmit mental "audio", the sounds of one's inner voice, while more advanced applications can allow for the sharing or reading of images, smells, and even entire memories. As one advances in their telepathic abilities, they can transmit and read more Thoughts at once, though they remain limited to what is at the forefront of consciousness, as penetrating deeper into a mind requires the use of a different skill.

Those unskilled in Thought typically cannot tell when someone is Telepathically Scanning their minds. However, by training in Telepathy or the skill of Thought Occlusion, it becomes possible to detect intruders. Skilled Telepaths are able to avoid such detection, if their ability outmatches the sensitivity of their victim.

Telepathy is most easily applied when a telepath has direct eye contact with their target, which is usually the limit for Novice users. More advanced users can link with the minds of anyone in their immediate vicinity, while the truly skilled can do so over larger distances.

#### Occlusion (Novice+)

Telepathic Occlusion is a skill available to all users of Telepathy; namely, being able to sense Telepathic intrusions into their mind, and attempt to resist them. While beings possessed of divine power, strong mind and great mental fortitude are naturally more hard to mentally invade and dominate, the Occlusion allows such individuals to fight back directly.

Basic uses of the skill enable an individual to sense when their consciousness is being invaded (provided the intruder is not skilled enough to bypass their awareness). As Occlusion ability advances, it becomes possible to raise barriers around one's mind, making it harder to read their thoughts, alter their memories, distort their perceptions, or dominate their will, which now requires their mental barriers to be penetrated. Thought Occlusion can also be used to directly force an intruder out of one's mind, with skilled users being able to produce a painful psychic backlash that leaves their attackers stunned.

#### Compulsion (Adept+)

Telepathic Compulsion allows for a target's will to be briefly overridden. The target can be forced to obey a brief, simple command that they can immediately fulfill, or made to believe a simple truth. One might order a target to leave the room, be quiet, or hand over their weapon. Likewise, a bartender might be forced to believe that someone is twenty one, or that they desperately need to pee.

Compulsion effects are brief. Once directives are fulfilled, the target regains their free will. Once the triggering stimulus involved in an altered belief fades (the underage drinker departs, or one visits the bathroom), it fades as well.

Any attempts with Compulsion made to force a target to directly harm themselves will instantly fail, as the effect is not powerful enough to overcome instincts of self preservation.

#### Probing (Adept+)

Thought Probing is a more advanced form of Telepathy, wherein one penetrates the deeper recesses of a target's mind, beyond the outer layers of their consciousness. Telepathic Probes are more noticeable than basic Telepathy, and projecting one whilst remaining undetected requires tremendous skill. More often, launching a mental probe entails battering down a victim's mental walls, rather than slipping past them.

Individuals skilled in Telepathic Probing are able to penetrate deeper into a target's mind, to root out old, hidden memories, and to do so with greater clarity and speed. The particularly practiced can rapidly root out specific information, such as a subject's fears or hidden desires.

#### Domination (Expert+, Prerequisite: Compulsion)

Telepathic Domination is a more advanced version of Compulsion, which allows a Telepath to impart commands that are longer lasting and more complex, as well as set triggers and conditions. For instance, a man might be ordered to guard a house, and to attack anyone who attempts to enter it, unless they give the correct password.

Domination effects can be overcome, but it is a difficult process for most, with weaker effects of Domination taking hours to fight off, while those that are notably powerful are nearly inescapable unless one is skilled in Occlusion or has the help of another Telepath.

Additionally, Domination is also sufficiently powerful that a subject can be forced to harm themselves.

#### Mnesis (Expert+, Prerequisite: Probing)

After having gained the ability to Probe minds and peruse memories, Telepaths are able to alter or remove the memories that they are viewing, or fabricate new ones. Mnesically altered memories that have not been skillfully constructed have telltale signs that other telepaths or the target can notice, such as odd scenery, altered voices, blank spots, etc. Skilled users of Mnesis make alterations far more difficult to discern.

It is possible for other Telepaths to reconstruct and restore altered memories, though this is much more difficult than the one who altered them simply restoring them.

Mnesis also only alters memory recollection, and does not deprive a target of their skills or generalized knowledge. For instance, a doctor with his memories of medical school and his career might not know that they are a doctor, might not be able to recognize their colleagues, but they would be able to name medical instruments presented to them and could perform a surgical procedure if asked.

### Oneiromancy

Oneiromancy is a Thought based Discipline that allows for practitioners to access the Astral Plane, a layer of reality where all living beings are tethered through their subconscious mind. There, they can access the blackest depths of their own consciousness, entering and manipulating dreams, or sending out Thought pulses across the Astral Plane.

When employing Oneiromancy, one's physical body typically falls into a comatose state. It is also far easier for Oneiromancers to enter a target's mind while they are asleep.

#### Mindscape (Master+)

Mindscapes are illusory realities created by Oneiromancers locking victims within their own subconscious minds. Implementing a Mindscape on the wary or perceptive is more difficult, and individuals with such minds often cause exits to form in Mindscapes that were not crafted with sufficient skill. Any Oneiromancer wielder may attempt to enter a Mindscape by making telepathic contact with somebody trapped in one, and willing themselves to enter. Anyone trapped in a Mindscape remains in a coma, unable to act, in a deathlike trance where they do not require sustenance of any kind.

### Illusion

Illusion is a Discipline of Thought that allows for a practitioner to manifest their Thoughts into the world around them. This involves a user projecting visions from their own mind, granting them substance that can be perceived by others.

At a basic level, Illusions require active concentration to maintain, and the presence of the illusionist nearby.

Illusions are also not completely foolproof. It is possible for an individual who disbelieves fervently enough in a common illusion to dispel it. While that sounds easy enough on paper, it should be noted that trying to disagree with one's own senses is not an easy feat, and most individuals who are not aware of the possibility that what they are perceiving is an illusion would never think to question the veracity of what they are witnessing. Inconsistencies and logical holes in an illusion can help someone under its effects break it. For instance, merely having the sensation of being burned alive projected as an Illusion would be easier to break than if the Illusion also contained the sight of fire, the sound of the flames crackling, and the smell of burning flesh.

Typically, more talented Illusionists are often skilled liars and manipulators, and possessed of vivid imaginations and an eye for detail.

#### Obfuscation (Novice+)

Obfuscation is a form of illusion where the illusionist projects a psychic void about their own physical form, shrouding themselves from the perceptions of sentient beings. Subconsciously, people remain aware of their presence, but they cannot directly detect them so long as the Obfuscation holds. Additionally, it is still possible to sense their presence through magical means, such as Auramancy, but beyond being able to discern that the Illusionist is nearby, they will be unable to pinpoint their location until the Obfuscation breaks.

#### Thoughtform (Master+)

The ability to craft Thoughtforms gifts those rare few who master it the power to create from pure Thought. If a Thought wielder is sufficiently versed in the power of Illusion, this is a skill that they can wield. Conjuring simple items from one's own mind or from another's is easiest. More advanced and complicated Thoughtforms, such as a creature or a burst of fire, are more difficult. Typically, Thoughtforms must be constantly maintained by the will of their creator, but masters of the power are able to solidify a Thoughtform into reality by gifting it with true sentience.

When creating a Thoughtform, it is easiest to conjure what is familiar, such as a facsimile of a trusted weapon, or a type of metal one is familiar with working.