THE MENTALIST GARB: Gray headband WEAPONS: Any one-handed, non-hinged melee weapon under 4 feet in length. Note use of weapons will deduct from the amount of spell points available. ARMOR: None SHIELD: None SPELLPOINTS: Exactly as other spellcasters LIVES: 4 LIMITATIONS: May not carry magical enchantments, may not use relics, nor may they gain benefit from magic in any way (i.e.: may not be magically Healed or Mended) Also, unless noted in the power's description, Mentalists may not use their enchantments on other people (i.e. Bestow). OTHER NOTES: As their powers are mental in nature, Mentalist enchantments and power effects may not be Dispelled, nor are they effected by Anti-Magic areas. Additionally, Mentalists are immune to the effect of the Silence and Mute spells, as their powers do not really need to be spoken aloud though they must be heard like all other spellcaster for sake of game fairness). LEVELS: 1st Level May wear on mentalist enchantment at a time and still use other abilities 2nd Level As above 3rd Level As above 4th Level May wear two Mentalist enchantment at a time and still use other abilities 5th Level As above 6th Level As above MENTALIST WEAPON COST TABLE: Dagger 0 Short (3' and under) 3 Long (4' and under) 4 MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. MENTALIST POWER DESCRIPTIONS: Level Spell Type Uses Cost Max. 1st (Novitiate) Force Bolt S 1 bolt/u 1 4 Heal Self S 1/life 1 2 Heat Weapon S 1/life 1 4 Immunity to Charm N 1/game 1 - Pause S 1/game 1 4 Protect from Poison E 1/game 1 4 Sleep S 1/life 1 4 2nd (Seer) Confusion S 1/game 1 4 Dispel Control S 1/game 1 4 Paralysis Bolt S 1 bolt/u 1 4 Protect from Disease E 1/game 1 4 Protect from Flame E 1/game 1 4 Telepathy S 1/game 2 2 Yield S 1/life 2 2 3rd (Vizier) Daydream S 1/life 2 4 Diversion S 1/game 1 2 Free Movement E 1/game 1 4 Harden Skin E 1/game 1 2 Heal S 1/life 1 8 Mental Bolt S 1/bolt/u 1 4 4th (Prophet) Domination S 1/life 2 4 Immunity to Control N 1/game 1 - Psi Blast S 1/game 1 4 Prophecy E 1/game 1 4 Shatter S 1/game 1 4 Oracle S 1/game 1 1 5th (Prelate) Bestow E 1/game 1 4 Detonate S 1 bolt/u 1 4 Mental Boost N 1/game 2 - Stronglife N 1/game 1 - Teleport S 1/game 1 4 6th (Grand Mentalist) Feeblemind S 1/game 1 4 Servitude S 1/game 2 2 Shadow Walk E 1/game 2 2 War Mind E 1/game 2 1 Spell Descriptions 1st Level (Novitiate) Force Bolt T: spell M: padded blue spell ball with gray streamers I: hold ball and say "Force Bolt"x5 E: a direct hit to an unarmored torso will cause death, hits to unarmored limbs wound, just like a Magic bolt. Hits to an armored opponent cause 1 point of damage and force the target back 20 feet as if affected by a Shove spell. N: No classes are immune to this. All hits push target back, regardless of effect. Heal Self T: spell I: remain stationary while slowly counting off "Heal 1...Heal 2...through Heal 50" E: Mentalist is healed of a wound N: may not be used on any other player. May not be used to free self from Petrify Heat Weapon Exactly as Wizard spell of the same name, except the Mentalist must state "By the power of my mind, I heat that (specific weapon)" x2 to cast. Immunity to Charm T: neutral I: declare loudly "I am Immune to all that Charms!" at start of battle game E: Mentalist is immune to Charm, Lost, Feeblemind, Confusion, Legend, and Truth spells, from players and Monsters. Pause T: spell R: 20 feet I: point at target and declare (Target's name)"I give thee cause to pause!"x2 E: target must stop in place for a 10 count. Target may still take other actions, but may not move toward or attack the Mentalist during that time. N: Mentalist may not attack the target until the 10 count is up. Monks of 3rd level and higher are immune. Protect from Poison T: enchantment M: gray cloth I: tie cloth around wrist whit saying "I steel my body against toxins"x5 E: players is rendered immune to all forms of poison N: this may be Bestowed Sleep Exactly like the Healer spell of the same name. 2nd Level (Seer) Confusion Exactly like the Druid spell of the same name. Dispel Control T: spell M: charmed person R: 20 feet I: touch target and say "I restore your mind to its rightful state" x5 E: target is cured of any mind-controlling influences N: does not work against enchantments (i.e. Emotion Control, Honor Duel) Paralysis Bolt T: spell M: padded white spell ball with gray streamers I: hold spell ball and say Paralysis" x5 E: a direct hit causes the target's nervous system to stop working for a 300 count. Target man not move or cast magic. N: Barbarians and Monks of 5th level and above are immune. Paralyzed victims may not be slain, except by a Sphere of Annihilation. Protect from Disease T: enchantment M: gray cloth I: tie cloth on wrist while saying "I steel my body against disease" x5 E: target is immune to all forms of disease for remainder of that life, including lycanthropy, the Plague, and Zombie Infestation. N: this may be Bestowed. Protect from Flame T: enchantment M: gray cloth I: tie cloth on wrist while saying "I steel my body against all forms of flame" x5 E: bearer is immune to all fire and lighting based attacks for the remainder of that life. N: this may be Bestowed. Telepathy T: spell M: any other player, except Monks of 4th level or higher. R: 50 feet I: point at target and say "I intrude upon thy mind, share your secrets with me" x3 E: Mentalist may ask one "Yes" or "No" question per own experience level. Target must answer truthfully. Mentalist has 50 count to ask all questions. Both Mentalist or target may be affected by outside forces, but may not harm each other while questioning takes place. N: This power should only be used to gain information, not to gain an immediate battlefield advantage. (i.e. may not be used to escape death at the hands of an enemy, or place one's self in a better field position) Yield Exactly like the Wizard spell of the same name. 3rd Level (Vizier) Daydream T: spell R: 50 feet I: point at target and say (Target's name) "By my will I make thee ponder. Set loose aggression, find peace and wander" x2 E: Target may not respond to outside stimuli until physically struck or a 100 count expires, which ever comes first. Target may walk, converse about the meaning of life, chase imaginary butterflies, or whatever non-aggressive actions they choose for the duration or until hit for damage or affected by magic that "snaps the player out of the dream." (i.e.: any spell that harms the character or their equipment, or Shove) N: Monks of 3rd level and higher or immune. Dimension Jump T: spell R: 50 feet I: repeat loudly "I open a door through the dimensions" x3 E: all opponents in range pursuing the Mentalist must stop for 10 count to try and figure out "which way the Mentalist went" because he has jumped through a brief hole in reality and exited somewhere near-by. The mentalist may take no other actions while Dimension Jumping except movement, but may go anywhere during the count. When the 10 count expires, pursuit may be resumed as normal . N: No one is immune. This power may be used while moving. It may not be Tracked. Those affected by this power are not helpless, they just can not follow or attack the Mentalist. Free Movement T: enchantment M: gray cloth I: tie cloth on wrist while repeating "I free my body of physical constraints. Let nothing impede my flesh" x5 E: bearer is immune to all spells and abilities which Hold, Entangle, or cause immobility of any kind. Bearer is no affected by "mundane hazards" like areas of water, quicksand, or the like (In the game sense, of course) N: this may be Bestowed. Heal Exactly like the Healer spell of the same name. Mental Bolt T: spell M: padded yellow spell ball with gray streamers I: hold spell ball and say "Mental Bolt" x5 E: treats as Wizard Lightening Bolt. Hits to non-invulnerable targets kills. N: Protection from Flame, of course, grants no immunity to this power. 4th Level (Prophet) Domination T: spell R: 20 feet I: point at target and say (Target's name) "By the power of my mind, I dominate your will!" x3 E: target must serve the Mentalist to the best of their ability for a 100 count. This includes defending the Mentalist, aiding the Mentalist's team with magic, and sharing information with him, but does not include committing suicide. N: The Dominated victim may not be harmed by the Mentalist, nor should the Mentalist allow the Dominated to by harmed by his team, for the duration of the spell. Once the duration is expired, the target is granted safe passage back to their original's team's base. May not be used on team mates or Monks of 3rd level or higher. Immunity to Control T: neutral I: at the start of a battle game, declare loudly "I am immune to all that Controls the mind!" E: Mentalist is immune to Yield, Sleep, Honor Duel, and all other purely mental effects. N: grants no immunity to Iceball, Entangle, Shove, or Petrify. Prophecy T: enchantment I: tie cloth on wrist and repeat "I have foreseen a great disaster!" x10 E: Mentalist gains one point of over-all non-sectional Invulnerability (basically, one Healer Protect). This is proof against verbal magic, as well as physical hits. It may not be simulcast, but may be reenchanted if the first Prophecy is struck off. I.e. : may cast it again if he purchased multiple Prophecies) N: this power may not be combined with Harden Skin or War Mind. This may be Bestowed Psi Blast T: spell R: 50 feet I: point at target and declare (Target's name) "By the power of my mind, I call for your death!" x3. E: target dies instantly N: Those who are immune to death magic are immune to this power. Shatter Exactly like the Druid spell of the same name, except the Mentalist must say "I call upon the power of my mind to destroy that (object)" x2 to cast. Oracle T: spell M: a reeve I: find a reeve and declare unto them, "Grant be the knowledge I seek!" E: reeve and Mentalist withdraw from game, where the Mentalist may ask information about the game from the reeve for up to a 20 count, at which point the Oracle fades from view and the Mentalist returns to the game. Questions need not be true-or-false, yes-or-no questions. The reeve should be helpful but not overly so, and honest in answering, but may be as cryptic or vague as they deem necessary (Oracles are fickle after all) N: while in an Oracle, the Mentalist may not be effected in any way. 5th Level (Prelate) Bestow T: neutral M: another player, gray cloth I: tie cloth on wrist and repeat "Focus your will and receive the power of (enchantment's name)" x5 E: may bestow Mentalist enchantment to other players. This counts towards the total number of enchantments that may be carried by the target. N: Mentalist must pay for both the Bestow and the enchantments to be granted, much like the Wizards Lend. Barbarians and Sumurai may not wear Mentalist enchantments Detonate T: spell M: padded orange spell ball with gray streamers I: hold spell ball in hand and repeat "Detonate" x5 E: a direct hit to an unprotected target kills instantly. Hits to an armored location destroy all armor on that location and wound that location as well (which may cause death if the hit is a torso shot.) Shots to weapons or shields destroy both the item and the limb if unarmored, OR the item and any armor worn on than limb (leaving the arm unwounded). Two-handed weapon wielders may chose which arm or armor is lost. N: may be used to destroy objects as well, including Thornwalls. Mental Boost T: neutral E: Mentalist gains 5 points of (not 5 powers) to spend on first-, second-, or third-level powers at their discretion. Stronglife T: neutral I: at start of a battle game declare loudly, "My life force is strong!" E: Mentalist gains immunity to Death magic and abilities, much like a Monk. Also gains one additional life (total 5). Teleport Exactly like the Wizard spell of the same name, except it is treated as a spell that may be cast only on the Mentalist and not an enchantment. 6th Level (Grant Mentalist) Feeblemind Exactly like the Druid spell of the same name. Servitude T: spell M: another player R: 20 feet I: point at target and say (Target's name) "By the power of my mind, I control your actions!"x10 E: target must serve the Mentalist for the remainder of that life. N: works on subdued, Held, Entangled, and Iceballed players, as well. Shadow Walk T: enchantment M: gray veil or hood to cover the head I: enter shadowed area, place hood over head and say "I merge my form with shadows!"x5 E: Mentalist drops all weapons and enters the Shadow Plane. Mentalist may not use any powers while Shadow Walking, but may move about freely within the shadows. May move from shadow to shadow, so long as the shadowy areas are not more than 20 feet apart. To regain physical form, the Mentalist must declare "I rejoin the Physical World!"x5 Weapons may only be recovered once the Mentalist returns. N: this may NOT be Bestowed. If out of shadows for more than 10 count, the power ends. Shadows must be fairly large and completely stationary. (I.e.: shadows of people and passing airplanes do not count) War Mind T: enchantment M: red cloths for weapons I: stand stationary and count "War Mind"x20 E: Mentalist gains two points of Invulnerable sectional armor (i.e.: Stoneskin) and Red weapons for the duration of that life. No other Mentalist powers may be used during War Mind, but any melee weapon may be used at no spell point cost or penalty. N: this may NOT be Bestowed. Invulnerable armor may not be Mended or Healed in any way.