Mental Magic

in: Magic Spheres

## Spells

### Shadows of the Mind (Special)

Supportive Magic Casting - The caster may produce very minor, small illusions that those nearby can clearly witness. These are always incapable of causing harm and are also rather quickly discovered as illusions by close inspection or touch and also cannot be maintained for more than a few seconds at a time without direct concentration.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (10)
* **Cost(s):** 2 mana
* **Effect(s):** The caster creates small illusion.
* **Cooldown:** 10 minutes

### Instill Fear (Buff/Debuff/Special)

Supportive Magic Casting - By gripping onto the head of the target, the caster can draw the victim’s fears to the surface of their mind and bring their nightmares to life. Excessive use of this spell can drive a person mad. Used alternatively in the midst of combat, this spell can cause instinctive fear in a target which can actually aid them in dodging blows, but which reduces the presence of mind necessary to deal with opposing magic.

#### **RPR Stats**

* **Target(s):** Single (within 1 tile), does not affect The Returned.
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Applies the Afraid status to target for 10 minutes. *On Critical: Applies the Afraid status for an additional 10 minutes.*
* **Cooldown:** 30 minutes

### Incite Rage (Buff/Debuff/Special)

Support Magic Casting - By maintaining eye contact and concentrating on feelings of anger and resentment, the caster can incite these feelings in another. If successful, the victim feels boiling rage inside of them that they must let out, either verbally or physically. Used alternatively in combat, this spell can cause a target to give everything they have to the attack at the expense of their own defense, as their aggressive instincts override self preservation.

#### **RPR Stats**

* **Target(s):** Single (within 4 tiles), does not affect The Returned.
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Applies the Rageful status to target for 10 minutes. *On Critical: Applies the Rageful status for an additional 10 minutes.*
* **Cooldown:** 30 minutes

### Instill Confusion (Stun)

Offensive Magic Casting - By blowing a magically infused breath into a target’s face, the caster can temporarily cause a target to enter a state of confusion. They are for several moments unable to determine where they are, who they are, or what they are doing and shaking off this state requires precious time that stops them from accomplishing much else.

#### **RPR Stats**

* **Target(s):** Single (within 3 tiles), does not affect Lycans.
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 5 mana
* **Effect(s):** Applies the Stunned status to target for 15 minutes. *On Critical: Damages target's hit points as well.*
* **Cooldown:** 30 minutes

### Instill Pain (Attack)

Offensive Magic Casting - Should the caster grab ahold of their target’s shoulders, they can use their own mind against them to set their nerves alight in their body and cause a flaring pain all over. This can be used in differing intensities and means, from pain that is contained entirely within the mind of the individual to pain so intense that it inflames all the nerves of the body, giving the sensation that the victim is on fire beneath their skin.

#### **RPR Stats**

* **Target(s):** Single (within 1 tile), does not affect Lycans.
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 3 mana
* **Effect(s):** Damages target's hit points (modified by Offensive Casting). *On Critical: Deals additional damage to target.*
* **Cooldown:** 5 minutes

### Instill Pleasure (Special)

Supportive Magic Casting - A caster can cause a target to feel pleasure in any point of their body by achieving and maintaining skin to skin contact. Ineffective if the target has a strong dislike towards the caster. This can also be used to numb the pain of a target for as long as the contact continues, but all the pain will come rushing back the moment they are left.

#### **RPR Stats - WIP**

* **Target(s):** Single (within 1 tile), does not affect The Returned.
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (11)
* **Cost(s):** 3 mana
* **Effect(s):** The caster reaches out and touches the target, instilling a feeling of great pleasure in them.
* **Cooldown:** 30 minutes

### Charm (Special)

Utility Magic Casting - Close personal contact gives the caster the ability to pierce into the target’s mind. Anything they say carries far more weight than it has any right to if successful, as if coming from a trusted friend. The more extreme the request, the more likely the victim is to outright resist the attempt to charm them into their favored outcome. Should the spell fail, the target will know the caster was magically invading their mind. Even in a success, the results of this spell are seen as more of a strong, trustworthy suggestion rather than a compulsion to act.

#### **RPR Stats**

* **Target(s):** Single (within 1 tile), does not affect The Returned.
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 8 mana
* **Effect(s):** Applies the Charmed status to target for 60 minutes.
* **Cooldown:** 60 minutes

### Lullaby (Special)

Supportive Magic Casting - By humming or singing to a person whilst holding direct eye contact, a user of this spell can lull even the most hyperactive of creatures to an early bedtime. This spell is best used against the unaware or the unready, as a creature actively prepared for aggression is not susceptible to this spell and it cannot be used in the midst of combat.

#### **RPR Stats**

* **Target(s):** Single (within 2 tiles), does not affect The Returned or targets with the Sleep Immunity trait.
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 4 mana
* **Effect(s):** The caster starts to sing, sending the target off to slumberland.
* **Cooldown:** 20 minutes

### Forced Hallucination (Special)

Supportive Magic Casting - By covering the target’s eyes, the caster can plant an illusion in their head that becomes a reality to them and only them when their eyes are opened again. The illusion cannot do physical harm, but can cause minor sensations on one's body, controlled by the caster. The target of this spell can quickly become lost in the illusions in their mind, though if they are under threat they can snap themselves hurriedly back to reality. The caster can only create what the caster knows, for example: Illusions of the target’s friends cannot be made if the caster does not know who those friends are or what they look like.

#### **RPR Stats**

* **Target(s):** Single (within 1 tile)
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 5 mana
* **Effect(s):** The caster covers the eyes of the target and reaches into their mind.
* **Cooldown:** 5 minutes

### Mesmerizing Gaze (Stun/Special)

Offensive Magic Casting - By holding eye contact over a group of people, the mental mage can attempt to lock all of them temporarily within their own bodies, causing their muscles to stop responding to their mind. While useful in combat against multiple opponents, this spell also has a terrifying secondary use. By holding one person who is unable to resist in their gaze for long enough, they can be rendered statuelike in their stillness and unable to break free, relegating them to a potentially slow and terrible death. Target up to four.

#### **RPR Stats**

* **Target(s):** Up to four targets (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 8 mana
* **Effect(s):** Applies the Stunned status to target(s) for 10 minutes. *On Critical: Damages target(s) hit points as well.*
* **Cooldown:** 30 minutes

### Psychic Tear (Attack)

Offensive Magic Casting - The caster can violently and damagingly fling energy disrupting their opponent’s mind, rending a tear through their opponent’s psyche that causes direct trauma to the brain.  This vulgar use of power uses magical energy visible to the naked eye and can cause a victim to hemorrhage blood from their eyes and ears.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 5 mana
* **Effect(s):** Damages target's hit points. (modified by Offensive Casting). Applies the Bleeding status to target for 20 minutes.
* **Cooldown:** 15 minutes

### Bisect the Mind (Special)

Utility Magic Casting - The caster can use their mastery of the mental sphere to temporarily cut off their connection between the two halves of their brain, allowing each to briefly concentrate on one completely separate task. Under the influence of this spell, two spells can be cast at once, two hands with two weapons might attack completely independent of one another, or an otherwise improbable feat of multitasking might be accomplished with relative ease. Too frequent use of this spell has been known to drive casters irreparably insane and mentally fragmented.

#### **RPR Stats - WIP**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (21)
* **Cost(s):** 6 mana
* **Effect(s):** Applies the Bisected Mind status to the caster for 10 minutes. *On Critical: Applies the Bisected Mind status for an additional 5 minutes.*
* **Cooldown:** 15 minutes

### Phantom Limb (Attack)

Offensive Magic Casting - With a violent lash out of visible magical energy and a more subtle trickery of the mind, the caster is able to make an opponent believe that their limb has just been destroyed by the spell. The spell is capable of causing an opponent to briefly rationalize things that don’t make sense, such as their weapon not dropping to the ground or their body not immediately falling over with the loss of a leg. The hallucination does not last long, but the sheer shock of the spell is enough to cause actual physical trauma to the body.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Damages target's hit points. (modified by Offensive Casting). *On Critical: Deals additional damage to target.*
* **Cooldown:** 5 minutes

### Mind over Body (Cleanse)

Supportive Magic Casting - The caster is able to exert sheer mental control over the functions of their own body to such an extent that they can eject a poison from their body, stop a minor bleed and halt some other minor impairments . They can also briefly endow this mental control with a touch, allowing someone else to rid themselves of the same conditions.

#### **RPR Stats**

* **Target(s):** Single (within 2 tiles)
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 4 mana
* **Effect(s):** Removes Bleeding, Poisoned, and Shocked statuses on target. *On Critical: Removes Burned* *and Frozen* *statuses as well*
* **Cooldown:** 10 minutes

### Numbness Beneath (Debuff)

Offensive Magic Casting - With a lash of visible magical energy, the caster can cut off an opponent’s mind’s connection to their legs, causing them to crumple beneath them and cast them prone to the ground if they are standing. The target recovers use of their legs almost immediately afterward, but the brief loss of control is enough to force them to the ground unless they are otherwise supported.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Mental Resistance
* **Cost(s):** 5 mana
* **Effect(s):** Applies the Knocked Down status to the target for 15 minutes. *On Critical: Damages target(s) hit points as well.*
* **Cooldown:** 15 minutes

### Beckoning (Special)

Offensive Magic Casting - With a word and a beckoning gesture seen by the target, the caster can attempt to force them to approach closer to the caster. This cannot cause them to step off of cliffs, step directly into known or obvious traps, or otherwise directly cause harm to a target.

#### **RPR Stats**

* **Target(s):** Single (within 5 tiles)
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** (({t.Mental Resistance}+{t.Willpower})/2)+1d20
* **Cost(s):** 3 mana
* **Effect(s):** The caster beckons to the target, causing them to feel the urge to close the distance between the two.
* **Cooldown:** 15 minutes

## Rituals/Curses

### Enthrall (Temporary Curse)

The caster wipes their target's mind of their life experiences, leaving them completely unknowing of everything: Who they are, what their purpose is, what their goals are. All forgotten. The caster may then usher words to plant in their mind, planting ideas of just what those answers are. This curse is temporary, and after 72 hours, their mind comes rushing back to them and the curse is lifted. They get full knowledge of everything they did during the time they were cursed, and the ritual that took place of the curse being put upon them. The curse can still be lifted sooner or transferred by other rituals. If transferred, the new target loses their memory for the time remaining on the original victim’s curse.

When questioned about things the target should normally know while under this curse, they would simply be left confused and unable to give an answer. They have no idea, nor can grasp the idea that they are enthralled.

Standard consent rules still apply, and you can’t force anything sexual using this.

* **Ingredients:** Atropa Belladonna, Phosphorus
* **Requirements:** 2 Chunk of Topaz, 3 Chunk of Amethyst
* **Required Scroll:** Illusion
* **Effect of ritual:** Temporarily enthrall a victim through a mind-bending ritual, erasing their memory and convincing them your word is the one they should listen to. Players wear an ‘Enthralled’ status in Roleplay Redux to show they are afflicted with this.

### Mind Flay

A victim can have their mind opened up by the ritualist, and are forced to answer a total of three questions asked to them by those present. They are unable to resist, and must answer truthfully, for if they do resist they are struck with a brain splitting headache until they decide to answer. After the three questions are asked, the ritual ends, and the target falls unconscious.

* **Ingredients:** Yafaem Wildgrass, Pufferfish Concentrate
* **Requirements:** 3 Chunk of Topaz, 1 Chunk of Amethyst
* **Required Scroll:** Illusion
* **Effect of ritual:** Secure knowledge, granting the caster a total of three questions. The target will find themselves unable to resist or lie, doing so will result in a brain splitting headache that is almost unbearable.

### Mental Projection

Through a ritual involving intense meditation, the caster may project a mental image of themselves away from their physical body. Using this image, they can move and interact in a limited fashion with the world without putting themselves at risk. In this form, they cannot harm other creatures or physically interact with them at all, but they are well able to speak to them. The image fades immediately if confronted with physical violence. The projection can be ended at will and the body returned to whenever the caster pleases, and there’s no limit to how long they can stay in this form. Once they leave the form, the ritual is over and must be done again if they wish to return to it, unaware of what has happened to their body during their time spent projecting. (You must wear a ‘Mental Projection’ tag above your head so that players know what they’re seeing is only a translucent image of yourself.)

* **Ingredients:** Ghoul Saliva, Corrupted Essence
* **Requirements:** 1 Chunk of Topaz, 3 Chunk of Amethyst, The caster must take on the status, 'Grainy Projection' through Roleplay Redux upon approval.
* **Required Scroll:** Illusion
* **Effect of ritual:** The player may leave a note where their ‘physical body’ actually is, indicating that it is there. The caster is unaware of what happens to their body while undergoing the ritual. The image they create allows them to move about with little risk to themselves for a limited duration of time, up to six hours. A PvP intent causes the image to immediately disappear, though the caster may PvP surrender to maintain the image with the understanding that they can be immediately dispelled by any player who did not surrender. Drinking a concoction of ghoul saliva and corrupted essence paralyzes the caster’s body temporarily, but allows them a massive leap in the ability to concentrate and exercise their mental powers.

### Mass Hallucination (Raid Ritual)

The ritualist can cause an entire defending force to see an illusionary guise where they would normally see an attacker, covering the true identity and often nature of their adversary. The illusion over the attackers is always something the defenders would consider threatening, with obvious choices being undead, demons, or savage creatures. This cannot be used to accurately portray existing individuals in these illusions.

* **Ingredients:** Outer Void Vapor, Yafaem Wildgrass
* **Requirements:** 2 Chunk(s) of Diamonds, 2 Chunk(s) of Topaz
* **Required Scroll:** Illusion
* **Effect(s) of Ritual:** Disguises an attacking force as entirely different creatures through illusion.

### Curse of Nonsense

The ritualist can use their power to warp a victim’s ability to translate their thoughts into meaningful language, causing everything they say to come out as meaningless and unintelligible garbage. Sometimes this means speaking in nonsense words, or simply real words that do not actually hold any semblance of sense. Whatever form it takes, the speech is completely unable to be translated by any who hear it. What’s worse is that writing results in much the same, and a victim attempting to translate their thoughts onto paper will find themselves thwarted. Lasts for 72 hours or until removed by ritual.

* **Ingredients:** Yafaem Wildgrass, Corrupted Essence
* **Requirements:** 2 Chunk(s) of Topaz, 2 Chunk(s) of Amber
* **Required Scroll:** Illusion
* **Effect(s) of Ritual:** Renders a victim unable to communicate by speech or writing effectively for 72 hours or until removal.

### Curse of Paranoia

The ritualist can infect a victim with insidious distrust of all that surrounds them as well as an intense foreboding of imagined events to come. The victim finds themselves completely unable to trust even their best friends and loved ones, believing them to be in on some sort of imagined scheme and that betrayal rests right around the corner. Such is the power of this curse that the victim will even begin to perceive mild and lingering hallucinations at the edge of their vision, of spectral forms waiting to make good on any moment of weakness. Lasts for 72 hours or until removed by ritual.

* **Ingredients:** Yafaem Wildgrass, Phosphorus
* **Requirements:** 2 Chunk(s) of Ruby, 1 Chunk(s) of Topaz
* **Required Scroll:** Illusion
* **Effect(s) of Ritual:** Causes a victim to be overcome with paranoia for 72 hours or until removed by ritual.

### Inside Man (Raid Ritual)

The ritualist on the attacking side of a raid can use this ritual to reach out toward the defending force, searching out a target to infect with a seed of buried betrayal. Selected at random from defending candidates, one of them feels the sudden urge to unlock all of the doors of their base starting with their main gate. They also break the locks such that they cannot be re-locked within a timely manner, meaning that they will stay unlocked for the duration of the raid.

* **Ingredients:** Phosphorus, Corrupted Essence
* **Requirements:** 4 Chunk(s) of Topaz, 4 Chunk(s) of Onyx
* **Required Scroll:** Enchantment
* **Effect(s) of Ritual:** Causes a target victim to unlock the doors of their base during a raid.

*Credit for Lore Contribution: Rattenkrieg*

1. ↑ **Afraid:** Dodge +4, All resistances -2
2. ↑ **Rageful:** Melee Attack +3, Ranged Attack +3, Dodge -3, Offensive Casting +3, Support Casting -3, Assistive Casting -3
3. ↑ **Charmed:** Grants ability Cancel Charm
4. ↑ **Bisected Mind:** The caster may act twice per round while under the affect of this status.