Índice 3: Discípulo em Mente (•••)
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Índice 3: Discípulo em Mente (•••)
- Inglês:
Augment Mind (Mind •••)
Practice: Perfecting
Primary Factor: Potency
Suggested Rote Skills: Academics, Expression, Survival
The mage is capable of increasing the subject’s mental or social capacity. The mage can increase one of either the subject’s Mental or Social Attributes by one dot per level of Potency of the spell. This increase affects any Advantages or other traits derived from the Attribute’s level. The spell cannot increase the subject’s Attribute above her normal maximum allowed by her Gnosis. The benefits of this spell are not obvious to a casual observer, but those who know the subject may notice an increase in her intellect or charismatic nature.
+1 Reach: The mage may increase an additional Attribute with the spell for each additional Reach, dividing the spell’s Potency among them. For example, the mage may spend +2 Reach with a Potency 4 spell and increase the subject’s Intelligence by +1, Resolve by +2, and Wits by +1.
+2 Reach: By spending a point of Mana, the mage may increase her subject’s Mental or Social Attributes above the normal maximum allowed.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Befuddle (Mind •••)
Practice: Fraying
Primary Factor: Potency
Withstand: Composure or Resolve
Suggested Rote Skills: Intimidation, Persuasion, Science
The mage lowers one of her subject’s Mental or Social Attributes. Each level of Potency reduces one of the subject’s Social or Mental Attributes by one dot, to a minimum of 1. Lowering Attributes also reduces any derived Advantages, such as Willpower or Initiative.
+1 Reach: The mage may decrease an additional Mental or Social Attribute for each additional Reach spent, dividing the Potency of the spell among them.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Clear Thoughts (Mind •••)
Practice: Perfecting
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Empathy, Intimidation, Persuasion
The mage smoothes troubled thoughts and deadens emotions, making the subject think clearly. The spell suppresses one Mental Condition or Tilt per level of Potency for its Duration. While the spell is often used to treat mental illness, it may also be used against positive Conditions, suppressing elation and inspiration just as easily as despair and fugue. The spell may not affect Conditions created by Paradox, and those imposed by supernatural means provoke a Clash of Wills.
+1 Reach: The subject regains a point of Willpower.
+2 Reach: The spell’s effect is Lasting, resolving targeted Conditions. This does not grant Beats.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Enhance Skill (Mind •••)
Practice: Perfecting
Primary Factor: Duration
Suggested Rote Skills: Academics, Expression, Survival
The mage is capable of temporarily increasing one of her subject’s Skills. She can increase one Skill that the subject already has at least one rank in by one dot per level of Potency of the spell. The spell cannot increase the subject’s Skill above the normal maximum.
+1 Reach: The mage may increase an additional Skill with the spell per additional Reach spent, dividing the spell’s Potency among them. The Skill must still be one that the subject already has at least one rank in. For example, a mage can spend +2 Reach with a Potency 3 spell to increase the subject’s Subterfuge by +1, Stealth by +1 and Medicine by +1.
+2 Reach: By spending a point of Mana, the mage may increase her subject’s Skills above the normal maximum allowed.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Goetic Summons (Mind •••)
Practice: Perfecting
Primary Spell Factor: Duration
Cost: Variable
Withstand: Rank
Suggested Rote Skills: Persuasion, Socialize, Occult
The mage sends out a call to the nearest Goetia within her sensory range. Conversely she can summon Goetia she knows personally. She may send a general call and the nearest Goetia will answer, or she can specify the type of entity by its Resonance. The spell does not work on Goetia above Rank 5. Add Spirit •• or Death ••: The entity gains the Materialized Condition for the Duration of the spell.
+1 Reach: The spell also creates the Open Condition on the area, even if it does not match the Goetia’s Resonance.
+1 Reach: The mage may give the Goetia a single, one-word command to follow. The Goetia is not compelled to complete a task if it cannot finish the command before the Duration of the spell elapses.
+1 Reach: If in a place from which she could meditate into the Astral, the mage can summon Goetia from her own Oneiros, or the Oneiros of another subject. Summoning aspects of one’s own soul is dangerous, but rewarding — the subject loses the part of his personality the Goetia represents while it is in the material world. The mage must pay as much Mana as she would need to enter the Astral Realms from her current location.
+2 Reach: As above, but the mage can summon Goetia from the Temenos.
+3 Reach: As above, but the mage can summon Goetia from the Anima Mundi.
+2 Reach: The mage may give the Goetia a complex command to follow. The command must be a single task, but the mage can describe the task within a sentence or two.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Imposter (Mind •••)
Practice: Weaving
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Persuasion, Stealth, Subterfuge
The mage confuses her subject’s senses, making him believe she is someone else. She can invent an appearance, or mimic the exact look, sound, and smell of any individual she knows. Unless the mage has interacted extensively with the person she is impersonating, she must make a Manipulation + Subterfuge roll when she first begins interacting with her subject, and every minute she continues interacting with him. The spell cannot mimic specific Social Merits that grant dice bonuses to Social rolls.
If the mage opens any Doors, or makes any new first impressions, the progress benefit goes to the person she is impersonating, not herself.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Psychic Assault (Mind •••)
Practice: Fraying
Primary Factor: Potency
Suggested Rote Skills: Academics, Intimidation, Medicine
A living mind is a delicate thing, easily broken. This spell
forces the subject’s brain into a dangerously overactive state,
mimicking the effects of a stroke. The subject takes bashing
damage equal to Potency.
+1 Reach: The subject also suffers a –1 penalty to Mental
rolls for the Duration of the spell due to the mental trauma.
This effect may be applied up to three times, for a maximum
penalty of –3 for three Reach.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Sleep of the Just (Mind •••)
Practice: Perfecting
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Academics, Athletics, Occult
The mage controls the subject’s sleep cycle, allowing her to remain awake without ill effects or asleep without being roused for the spell’s Duration. The mage may also control what she dreams about, or create a lucid dreaming state where the subject has control. Anything attempting to enter or influence the dream state provokes a Clash of Wills.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Read the Depths (Mind •••)
Practice: Weaving
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Empathy, Investigation, Medicine
The mage may telepathically enter her subject’s subconscious. She may pull memories and ideas out of the subject’s subconscious, instead of just reading surface thoughts (see “Telepathy”).
+1 Reach: As above, but now the mage is capable of modifying a single memory she has read from the subject’s subconscious mind. She may add to, delete, or change the memory to suit her needs; and the changes last until the spell’s Duration ends. For example, the mage could make someone forget where she parked her car, remember having met the mage at her wedding, or think her favorite ice-cream flavor is vanilla instead of strawberry.
Re: Índice 3: Discípulo em Mente (•••)
- Inglês:
Universal Language (Mind •••)
Practice: Weaving
Primary Factor: Duration
Suggested Rote Skills: Academics, Investigation, Persuasion
The spell’s subject is capable of understanding and translating any language. This is true for the spoken word, written language, symbols, encoded signals, body language, hand symbols, and concepts that only exist as thought. She must be able to perceive the language to understand it (for example, using telepathy for thoughts in another’s mind). This spell does not allow non-Awakened characters to understand High Speech.
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