Mind

Mind is one of the six forms of Thaumaturgy. It's possible uses are: influencing the minds of others; causing various mental effects to others; controlling the minds of others; raising the dead. Added to Exanima 0.8 on 1st April 2020.

## Powers

### Loyalty

 Mentioned by developers on 31st Oct 2018. Hypnotises an enemy, even undead to fight for you at the cost of some sustained focus.

Prerequisites: **Trust** and Continuity

### Trust

Mentioned by developers on 31st Oct 2018. Makes a hostile foe stop fighting you.

Prerequisites: **Calm**

Mods: **Directed Trust** - Requires Convergence

### Calm

 Calms and reduces the opponent's willingness to attack. Enemies can still be hostile even when calmed.

Prerequisites: Innate affinity with mind Thaumaturgy

Mods:  **Mass Calm** - Requires **Expansion**

### Enrage

 Enrages the opponent, potentially inciting it to attack anyone that it sees regardless of its affiliation with any group

Prerequisites: **Calm** and **Inversion**

Mods:  **Mass Enrage** - Requires **Expansion**

### Mask Mind

 Hides the presence of your mind from other creatures and Thaumaturges, potentially making you imperceptible to creatures who don't use eyes to orientate themselves such as skeletons.

Prerequisites: Innate affinity with mind Thaumaturgy and Inversion

Mods: **Continuous Mask Mind** - Requires Continuity

### Mind Sense

 Senses the presence of other minds. Shows the mood of a creature via colors: Blue - Calm, Yellow - Wary/Agitated/Etc. (represents many different moods), Red - Angry, Purple - Afraid, White - Unknown/Unreadable

Mods: **Continuous Mind Sense** - Requires Continuity

### Suspicion

 Makes a target suspect another target that it would normally be friendly to.

Prerequisites: **Trust** and Inversion

### Possession

 Take control of a mind, allowing you to directly control another creature or person.

Prerequisites: **Spirit Form**, **Loyalty** and Union

### Fear

 Makes a target afraid and potentially flee from you (?)

Prerequisites: **Confusion**, **Suspicion** and Union.

Mods: **Mass Fear** - Requires **Expansion**

### Confusion

 Makes a target confused and unable to recognise those around it, potentially mistaking friends for enemies and enemies for friends.

Prerequisites: Innate affinity with mind Thaumaturgy

Mods: **Mass Confusion** - Requires **Expansion**

### Embolden

 Rallies a target's spirit to become more brave in the face of terrifying things like large demons.

Prerequisites: **Fear**

### Command Dead

 Raises up to 3 undead or skeletal servants (If Continuity II and III are taken) to fight for you.

Prerequisites: **Possession**

### Banish Dead

 Severs the link of the dead's control over it's body.

Prerequisites: **Command Dead**

**(Not yet implemented as of update 0.8.1.7)**

### Spirit Form

 Manifests the user in spirit form. With this, it is possible to phase through even locked doors.

Prerequisites: **Mask Mind** and Coherence

## Capabilities

Some effects include Ogres being specifically controllable by the use of mind control in a thread about non-human races on the forums. Also, necromancy is related to the concept of the transcendent mind, which all creatures possess to a certain extent, which can linger after death. Necromancy powers will likely be continuous powers.

Certain creatures, such as Sir, Ghouls, and other similar beasts are immune to the influences of Mind Thaumaturgy, even repelling attempts to sense their state of mind.