Zarsies 6074 Popular Post Share Posted December 4, 2020 Spoiler Mentalism “My beard grows down to my toes, I never wears no clothes, I wraps my hair Around my bare, And down the road I goes.”-The cry of Luny Lauric, a wizard with a broken mind. [Shel Silverstein] Origin As with most magics drawn from the Void, mentalism’s roots run as deep as history itself. Early accounts cite it in the Thirty Year War where Iblees cults exploited mentalists for their spycraft, some even capable of feats of mind control. Some equally antiquated texts tell of peasant folk inexplicably developing psychic powers overnight; even more elusive records thick with bedlam and incoherency tell of mind magics being bestowed as gifts from things beyond. Whether mentalism was pioneered by mortals or leaked by alien powers is unclear but its legacy is mythical across the mortal realm. Telepathy, mental intrusion, mind control, enlightenment, and so on have become fables kindred with wizards and sorcery where the line between fact and fiction is unclear even to the scholars who practice the esoteric subject. The powers of mentalism have varied wildly across time and the many lands of Aos and Eos; legends such as Jon Evaglno, the Mind Master of Aegis and the Black King of Judi are figures attributed with great achievements but the exact truths of their deeds are lost. What is certain is that despite its murky past and morally questionable applications, mentalism is a volatile art capable of much good and ill and does not go without risk. The practice of mental magic has always been hazardous and its resurgence is an omen for a mercurial future. Explanation Mentalism’s mechanics hinge on the particular behavior of mana with the mind; consciousness and intelligence are separate from the soul despite being found together most commonly. Where a mage may concentrate and draw on their Voidal connection to expel mana in some spell a mentalist is trained to reverse and exploit mana’s interaction with the mind. Accessing consciousness is not limited to those with Voidal connections nor soul-having entities, a mind capable of thought even if merely instinctual such as an animal or soulless such as automatons or Voidal horrors is susceptible to influence. This is achieved through reaching, the act of connecting with the Void to send out invisible, intangible psychic waves of mana to bounce off minds nearby akin to echolocation which circumvents some standard laws of Voidal magic. Once located, a mentalist may metaphorically reach out to glimpse minds and work their craft. As a mentalist matures their use of reaching will come easier and may be more subtle and elaborate. Reaching is mentalism’s version of the generic Voidal connection. Tier 2: Once an apprentice, a mentalist’s use of reaching extends from 8 meters (#Q range) to 20 meters (#RP range).Tier 3: Once an adept, a mentalist’s connection tell for reaching for the spells forethought, mind meld, stupor, and catalepsy can be simplified to a rhythmic or intricate motion such as nodding or head rocking, foot tapping and/or hand gestures along with repeated joint crackles, bodily swaying, dancing, or otherwise a method approved by knowledgeable ST.Tier 4: Once an expert, a mentalist’s mind is disciplined enough for them to multitask well. The mentalist can simultaneously hold separate conversations verbally and telepathically and for example sing a ballad while casting a stupor upon an audience as well as break the barriers of multiple individuals. -Mentalists cannot connect to things without minds such as inert objects. -Reaching goes hand in hand with the mentalist’s awareness of their surroundings and therein cannot detect the presence of others they would otherwise not be aware of. Someone hiding behind a corner or invisible can only be detected if the mentalist already knows they are there; as such, mentalism spells do not inherently require line of sight such as using forethought on a poorly hidden target. -A mentalist’s more subtle casting tell (rhythmic motion) does not necessitate a normal Voidal casting tell - glowing eyes for example - but this tell cannot be hidden outright. As such, simple finger drumming and nodding does not suffice for a tell and even less so if one hides their hands behind their back while doing so. Refer to knowledgable ST to have a form of casting approved if you are unsure. However, the less mundane the mind the more difficult it is to handle. As such, mentalists struggle to impart any effect whatsoever upon the minor consciousness of diminutive, simple minds such as insects, plants, or lesser inklings. In turn, abnormalities such as mental illness of any origin also complicate a mentalist’s work for entry into a disordered, turbulent mind is not only difficult but dangerous. Of equal convolution is a tempered and well-informed mind where an individual has prepared for the threat of psychic invasion and too the minds of unyielding will and galvanized dogma. These protective features are barriers, thought patterns or memories that shield the mind from influence. The disabled and mentally ill tend to manifest barriers in the form of labyrinthian mazes of any description where their thought patterns can cause a mentalist to become lost in their consciousness, confused and consumed by their internal complex. Trained individuals and the deeply dogmatic instead tend to manifest barriers as walls of any description where strong memories may block intruders, captivating them with the emotion or sentiment of the memory. To breach barriers mentalists must concisely soothe them with comforting thoughts or emotions the mind would find agreeable or conversely distract with thoughts or feelings the mind would find bizarre or offensive enough to suddenly draw their attention; soothing a barrier tends to be more tricky as the ‘answer’ to the proverbial puzzle is a reliable key to use again and must be suited towards the individual. A paranoid individual’s barrier of fear will not be sated by mere calm, rather the mentalist would need to soothe the object of their fear. A staunch Canonist priest’s barrier of dogma will not be broken by the notion of heathenry but may be by reciting scripture. For both individuals their barriers may be circumvented with distraction, a brief intrusive thought that takes their attention such as gore, loneliness, retching, a lover’s face, or money, and this brief distraction might serve as a hint to the knowledgeable that something is afoot. In the event a player is unsure whether or not their barrier would be broken by something such as a character being neither a hardened hunter nor squeamish and a mentalist attempts to break their barrier based on anxiety with thoughts of gore then they simply roll out of 20 (/roll 20 -q). The mentalist adds their tier to the roll and should they succeed the contest then the barrier is broken. Whenever a mentalist fails to break a barrier after 2 attempts they cannot reattempt for 3 emotes and a character may be clued in that something is off, a mentalist’s failures manifesting as strange, noticeable changes in temperament or train of thought for the subject. As well, breaking a barrier does not freeze time and roleplay commences unimpeded while the mentalist attempts to ‘pick the lock’; because of this the casting time on some spells may seem small but in application could take 2-3+ emotes before their effects occur. Lastly, players may opt to forego their mental barriers if their character is willing to be cast upon or if their character is in some manner weak-willed, meek, or vulnerable. -Mentalists may be able to reach for minor consciousnesses - insects, plants, lesser inklings, and otherwise things of little sentience - but they cannot have spells cast on them for there is too little for the mentalist to work with. For example, a mentalist cannot use a geas to force an animal to be tamed. -Reaching occurs in a mentalist’s first emote when connecting to the Void. Mentalists perform normal connection tells unless stated otherwise (aforementioned rhythmic movement tell). -Reaching is not visible and the mentalist’s casting can only be detected by watching the caster if blatantly casting or if one knows what to look for (e.g. rhythmic movement); a person who suddenly begins to sway and make strange gestures and formations with their hands is suspicious, but in an appropriate setting it may not (e.g. a tavern). -If asked, individuals trained to have barriers must readily provide proof of their training such as their mentalist teacher vouching for them. A person does not need to be a mentalist in order to be trained to have barriers. As well, a person can obviously have barriers without being trained. There is an inherent danger when entering minds, especially when attempting more involved spells such as memory tampering or geas. Casting on the disabled, mentally ill, dogmatic, or trained may imprint a mentalist with the thought patterns of their subject, temporarily (or permanently if so chosen) altering their mental state to mimic them be it mannerisms, speech patterns, or way of thought (such as becoming anxious or devout to a religion where appropriate) in the event of failing to break their barriers. In the case of delving deep such as when casting memory tampering or geas is when the mentalist is most vulnerable, susceptible to backlash effects or at worst becoming lost in the mind, going catatonic or utterly insane. This is elaborated in those spells’ descriptions. Abilities Forethought - Combative [T1] The base level of mentalism, forethought is the act of witnessing another’s mind to glean simple details and possibly communicate. Spoiler Mechanics: Mentalism’s most fundamental spell, forethought is the act of a mentalist glimpsing a mind seen through reaching. By metaphorically seeing it a mentalist can gauge its mood through figurative shape and color, therein discerning a person’s mood in that moment. Forethought does not require overcoming barriers as it does not breach the mind. Alongside seeing other minds, forethought allows a mentalist to metaphorically speak to and hear them via reaching’s psychic waves which enables telepathy. Telepathy is very similar to normal speech, the recipient capable of responding so long as they intend to speak to the voice in their head, the sound and quality of their voice the same as their speaking voice. Once more experienced, a mentalist can broadcast their telepathy where they may speak to more than one mind but cannot be responded to. Broadcasting is selective, meaning a mentalist can choose to include or exclude any number of minds in their messaging. Detecting mood and telepathy with forethought is performed through /msg. Forethought requires 2 emotes to reach and then isolate minds until tier 3 where it only requires 1 emote. Telepathy can be maintained indefinitely and may be dismissed at will. Tier 1: Once a novice, a mentalist controls their telepathic voice’s volume in the mind of the recipient but it cannot be painfully or ‘deafingly’ loud.Tier 2: Once an apprentice, a mentalist can broadcast their telepathy.Tier 3: Once an adept, a mentalist quickens their casting and forethought only requires 1 emote.Tier 4: Once an expert, a mentalist can completely alter the sound and quality of their telepathic voice. Red Lines: -Detecting someone’s mood with forethought is very simple and the subject need only describe it with one word. -Although forethought can be used to detect changes in mood, it cannot be used as a lie detector or otherwise as a tool other than discerning mood. -Telepathy will break if the subject leaves where the mentalist expects they are, meaning a mentalist can use telepathy on someone they watch step behind a wall or turn their back to but should the subject move further the connection ends. Mind Meld - Combative [T2] After breaking through any mental barriers, a mentalist may manipulate their target by implanting thoughts into them or altering their senses. Spoiler Mechanics: Once having broken through any mental barriers, a mentalist may weave intent and feeling into their connection and plant a notion into a person which may take the form of an intrusive thought, a hallucination, or a sensation. Intrusive thoughts are ideas that linger in the mind and do not pass quickly, commonly being distressful to some degree. Chronic intrusive thoughts can weigh on the psyche, causing extensive stress if they are disturbing or possibly influencing one’s opinion if they are suggestive. Intrusive thoughts may be dismissed by those of strong will or focus but they still haunt their attention, surfacing repeatedly despite intentionally pulling away. A mentalist may implant the intrusive thought, “Something is living under my floorboards,” which does not guarantee any outcome but may lead the individual to act in some manner. Repeated applications of an intrusive thought will likely cement it in the individual where they latch onto the idea and are increasingly likely to act on it - such as tearing up their floorboards or moving given the example. Hallucinations are false images or sounds the subject experiences but cannot interact with and are determined when casting, limited to 1 visual effect and 1 audible effect. These images and sounds may be anything: a strange rash, a ghoul in the shadows, whispering in the walls, sobbing, a gaggle of geese, and so forth. Hallucinations are inherently realistic but may defy reason as they are not real, merely a perception, but they will fade away if the subject moves through their source such as reaching through a false phantom, cutting the false rash on their skin, or tearing into the wall cavity where false whispers emanate. Doing so defeats the hallucination by asserting reality. Sensations which a mentalist may project onto their subject include feelings of taste, touch, smell, and vertigo. Tastes can be as pleasing or offensive as the mentalist likes, ranging from sweet, sour, salty, bitter, to savory. Touch can include temperature, texture, pressure, tickle, itch, and vibration but none of which can be outright painful, only discomforting. Smell can be as pleasing or offensive as the mentalist likes, ranging from fragrant, woody, fruity, chemical, minty, sweet, popcorn, lemon, pungent, and decayed. Vertigo can be mild to severe but cannot induce loss of sight or vomiting (but can induce a blur and nausea). Mind meld requires 2 emotes to reach and then hone in on the subject’s mind. After breaking through any mental barriers the mentalist tells the subject what they experience and for how long. Mind meld’s effects can be dismissed at will by the mentalist. Tier 3: Once an adept, a mentalist’s mind meld effects last for 2 narrative hours.Tier 4: Once an expert, a mentalist can cast mind meld on the same person multiple times, layering on additional effects. Red Lines: -Mind meld effects cannot linger for longer than 1 narrative hour until tier 3 where it lasts 2 narrative hours. -Mind meld effects cannot be manipulated after they are cast, meaning intrusive thoughts cannot change or be interacted with and hallucinations will not change in function or form; they are cast with one description and stay that way e.g. “a pile of worms wriggle on the floor, squelching” cannot then crawl up the subject’s leg if they stomp on the hallucination. -Intrusive thoughts cannot exceed a single sentence and cannot provoke action themself, it is up to the character how they respond to them. -Hallucinations are limited to 1 visual effect meaning only one entity, thing, or group moving or otherwise may be present in the hallucination. They are also limited to 1 audible effect meaning only one sound that is singular or repeated, sourceless or otherwise. This spell cannot throw someone into a completely altered world of sight and sound. Visual hallucinations cannot be blinding and audible hallucinations cannot be deafening. Neither can cause pain, only discomfort. -Sensation manipulation cannot cause loss of vision (extreme vertigo), vomiting (but nausea could lead to it with culminating factors), or pain. Stupor - Combative [T2] After breaking through any mental barriers, a mentalist can replicate an emotion or state of mind in their target. Spoiler Mechanics: Once having broken through any mental barriers, a mentalist may force a mood or stupor onto their target, specifically one modeled after the mentalist’s own experiences. As such a mentalist must have experienced such a sensation in their life in order to recreate it even if only once; this means a mentalist cannot create drunkenness if they’ve never been drunk and equally cannot create drunkenness more extreme than what they’ve experienced firsthand. While affected the subject still has full range of emotion and consciousness but the given mood or stupor becomes their primary state of mind. This becomes broken should the subject feel acute pain from harm, grounding them back to reality. A mood inflicted with this spell comes as an inclination to feel the given emotion but it does not guarantee any specific action. It is up to the subject character as to how they react to the feeling; a sensation of sadness may cause a person to become pacified whereas a sensation of fear may cause them to lash out but it is entirely circumstantial. Moods that can be induced by this spell include: -Joy -Sadness -Fear -Disgust -Anger A stupor inflicted by this spell comes as a creeping shift in sensation before the state sets in and in the same manner does not guarantee any specific reaction. The character will respond in whatever manner is appropriate. Stupors that can be induced by this spell include: -Drunk (from tipsy to belligerent) -High (from giggly to lethargic to stupefied) -Trip (from calm to bewilderment to euphoric or maniacal) Stupor requires 2 emotes to reach and then hone in on the subject’s mind. After breaking through any mental barriers the mentalist tells the subject what they experience and for how long. Stupor’s effects take 2 emotes to build to their intended intensity and can be dismissed at will by the mentalist. Tier 2: Once an apprentice, a mentalist’s stupor can target 1 individual. Tier 3: Once an adept, a mentalist’s stupor effects last for 2 narrative hours. Stupor can target 2 individuals. Tier 4: Once an expert, a mentalist can slightly influence the effects of their stupors and cause subjects to be inclined to be either pacified or provoked by the sensation. Stupor can target 3 individuals. Red Lines: -Stupor spell effects (both moods and stupors) cannot linger for longer than 1 narrative hour until tier 3 where it lasts 2 narrative hours. -Mentalists must have experienced the effect they intend on afflicting. -The spell’s effect(s) immediately fade if the subject is hurt; a scratch, fall, or slap would not suffice but a punch, major fall, or more-than-minor cut would. -Tier 4’s influence upgrade still does not force reactions, only firmly suggest them e.g. despite someone tending to be a happy drunk, they may become aggressive when the spell is applied to them. Inkling - Combative [T3] Having considerable understanding of mortal psyche and the structure of thoughts, an adept mentalist may become an architect of lesser, artificial minds. Spoiler Mechanics: Minor psyches appropriately dubbed inklings are arcane pseudo-brains imbued into objects, effectively enchantments. These lesser minds are created with a task that emulates or replicates another mentalism spell out of a list as shown below. Inklings can be imbued into any non-living object or material and their spell is triggered through eye contact or touch with the object and it ends when no longer triggered, be that loss of eye contact or loss of touch, and can be shrugged off without impairment. Because their psychic effects are plainly projected and so easily broken (such as glancing away) inklings do not need to break mental barriers. Forethought: An inkling woven with forethought is capable of telepathy wherein a mentalist may ‘record’ a verbal message which is repeated perfectly by the inkling into the receiver’s mind when triggered. The message has no limit on length or complexity and has the same telepathic qualities (sound of voice, etc) as its mentalist at the tier they created it at. An example of this may be a plaque which reads itself to the viewer. Alternatively, an inkling woven with forethought imbued into a magegold item is a conduit for potent telepathy with its maker, allowing the holder to be contacted via forethought regardless of distance so long as the individual keeps the object on their person (they don’t have to hold or look at it). The holder cannot initiate this telepathy and both the holder and maker manifest the maker’s aura color in their eyes during the conversation. The mentalist initiating the telepathy cannot identify the holder without making contact with them, meaning they do not inherently know who possesses the object and only sense a mind like any other. Long distance telepathy cannot be performed or received in combat. Possession of this enchanted object also makes the holder vulnerable to the mentalist’s catalepsy and dreamstriding. Mind meld: An inkling woven with mind meld is able to project any effect mind meld is capable of into the subject as designed by the mentalist upon creation. The spell takes hold when triggered which immediately fades when no longer triggered. The most creative uses come from hallucinations wherein the inkling object might alter something on itself such as a portrait whose painted eyes follow the viewer or an urn that causes its beholder to think something is hidden inside it, begging to be broken. An example of this may be a painted scene of a shore that smells like sea salt. Stupor: An inkling woven with stupor is able to project any effect stupor is capable of into the subject as designed by the mentalist upon creation. The spell takes hold when triggered which immediately fades when no longer triggered. Stupor inklings may have similar effects as mind meld inklings, especially when using the psychedelic trip option, but otherwise evoke a particular state of mind or feeling. An example of this may be a fork which makes its holder feel a warm, hungry high that makes eating more pleasurable. Another might be a portrait which makes the viewer sad. Memory tampering: An inkling woven with memory tampering through the forms extract or modify creates an object which, if touched or looked at - which the mentalist can choose to define - replays the original memory on a loop varying in detail and length depending on the memory’s qualities. As elaborated on in the spell’s description, should this inkling be destroyed the memory will return to the subject it was taken from. Alternatively, an inkling woven with memory tampering imbued into a magegold item can instead play a memory on loop that is copied from the mentalist themself without removing it, allowing them to express a more thorough story than what a forethought inkling might. Inkling requires 4 emotes to design internally and then implant into an object. Inklings have no duration or recharge requirement, can be disenchanted at will by their maker, and require ST signing if an item (blocks/builds do not). Tier 4: Once an expert, a mentalist can apply more than one inkling to the same object. Red Lines: -Inklings cannot trap their subject in their effect no matter how uncomfortable or captivating and the subject can always look away, close their eyes, or release the object. -Forethought inklings made with magegold are effectively psionic birds and as such follow all standard birding rules and cannot be used in combat. Only the maker of the inkling can initiate the telepathy but a conversation can then be held. -Mind meld and stupor inklings do not maintain their effect after their trigger is broken, meaning an intrusive thought will not linger once the subject looks away / stops touching it just as a drunken stupor or feeling of rage. -Memory tampering inklings are elaborated on under the memory tampering spell where they are vital in the spell’s use. The most potent of inklings are elaborate feats of mental engineering made possibly only by mindstones, a product of eldritch dealings with a Voidal horror (elaborated on in separate lore). By using a mindstone to assist their slow buildup of the artificial psyche, a mentalist may construct an inkling with an identity, personality, opinions, and so forth which can converse which is then transferred into an object. Doing so requires a MArt to document the inkling’s likeness as well as any (assumedly likely) additional magical effects of the object. Higher inklings of this caliber have been used in the past by legendary wizards as companions or proverbial mirrors for them to hold long, contemplative harangues and rants to assist decision making and judgements. Creating an inkling MArt not only requires access to a mindstone but also the knowledge of the craft itself; a mentalist must have their MA commented on by the person teaching them the niche skill. Red Lines: -Inkling MArts require access to a mindstone as well as proof of teaching (a comment on their MA) -Because these conscious objects are made through MArts they are approved on a case-by-case basis, meaning there is no exact standard as to how they ought to act. It is suggested mentalists coordinate with ST prior to posting to determine how they operate: does the object speak through telepathy to any nearby? Does it otherwise require touch or eye contact? What are its effects besides conversational? Etc. Catalepsy - Combative [T3] An essential tool for mentalists wishing to delve deeper into the mortal mind, catalepsy is a forced sleep which makes a subject vulnerable to higher level mentalism. Spoiler Mechanics: In a combative situation catalepsy is rushed and thrown clumsily at a subject, failing to break through mental barriers with the intent to jostle them instead. As such instead of putting a target to sleep it instead induces sudden drowsiness and then a wave of lethargy, manifesting as the individual struggling against nodding off which interrupts their current action (casting, swinging, tensing to block) and then bungling their movements, stumbling as they shake off lethargy. The nodding off instance occurs for 1 emote and the drowsiness effect lingers afterwards, limiting movement to no more than 1 block per emote and enfeebles physical exertion to make swings and grabs infirm. This rushed casting can only be performed with a lesser range of 8 blocks. Catalepsy requires 3 emotes to reach, weave the disruptive wave, and then trigger. Catalepsy interrupts the target for 1 emote and then leaves them slow and infirm afterwards. Catalepsy’s effects can be dismissed at will by the mentalist. Tier 3: Once an adept, a mentalist’s catalepsy drowsiness after nearly nodding off lasts for 1 emote. Catalepsy can target 1 individual.Tier 4: Once an expert, a mentalist’s catalepsy drowsiness after nearly nodding off lasts for 2 emotes. Catalepsy can target 2 individualsTier 5: Once a master, a mentalist’s catalepsy can target 3 individuals In a noncombative situation catalepsy is a carefully woven sleep spell requiring intimate focus. Once having broken through any mental barriers the mentalist lays down the tracks for dozing and finishes it by pushing the subject into it, a smooth transition into neutral and deep sleep. While in this sleep-like coma from which only physical rousing can awaken them from the subject is vulnerable to the most potent of mentalism’s cerebral manipulation, the likes of memory tampering and geas. Because the target effectively falls asleep they will in turn go limp; because hitting the ground would warrant waking them, subjects must already be sitting, laying down, or be caught by someone lest the impact break the spell. Of small note, mentalists can enact this spell upon themself to induce immediate sleep from which they would rouse from as normal. In the unique limbo it creates upon taking effect the mentalist may then combine it with dreamstriding (elaborated on below). Lastly, an individual who carries a magegold forethought inkling is vulnerable to the mentalist’s catalepsy regardless of distance, meaning the holder can potentially be put to sleep at any moment. If the subject is in combat catalepsy is automatically used in combative form. Catalepsy requires 3 emotes to reach, hone in on the subject’s mind, and then cement the sleep after barriers are broken. Catalepsy induces a deep, dreamless, restful sleep which can only be interrupted through physical rousing like shaking but will pass normally after 8 hours, functioning as normal sleep. Catalepsy’s effects can be dismissed at will by the mentalist, prematurely waking the person if they were not asleep when the spell began. Red Lines: -Combative catalepsy does not stun, blind, cripple, or paralyze the target as they nod off, rather it will make them struggling to keep their eyes open and makes them feel suddenly weak and faint. This will not inherently cause the subject to fall over. -Combative catalepsy has a maximum range of 8 blocks. -The drowsiness lingering after the nodding off effect is akin to the feebleness of being exceptionally groggy; it does not render the subject defenseless. -Noncombative catalepsy induces outright sleep, causing the subject to go limp. If they are not caught or already sitting or laying when it takes effect the impact from falling will awaken them. -Noncombative catalepsy can only be used on one person at a time. Dreamstride - Noncombative [T4] Now well versed with the brain’s architecture and how thoughts pass through it, the mentalist can invade the dreams of others and impose their own world upon them. Spoiler Mechanics: Either in the direct presence of a sleeping individual - naturally or through catalepsy - or indirectly through proximity of a magegold inkling, a mentalist can delve into the unconscious psyche of their subject and weave a dream for them. This requires breaking through any barriers and if intended to be used repeatedly will require the mentalist to have found solutions to the particular individual’s barriers; they most likely will require the aforementioned ‘key’ to the person’s mind, a unique and personalized approach to slip inside. Once the mentalist is inside they have near complete control of the content subject’s dream, able to fabricate the exact way in which they receive the artificial figment, but they cannot control the subject’s unconscious reaction. A mentalist may send someone a dream of seeing a long dead relative and may charge the emotion in the atmosphere of the scene but they cannot dictate how the subject acts in accordance. Within this state while within the individual’s dream the mentalist can also cast other effects to influence it: mind meld and stupor. With this they may continue to seed intrusive thoughts, false sensations, or inescapable states of mind to further manipulate the subject. A mentalist can intentionally wake their target and end dreamstride if they so wish such as scaring them awake by charging a nightmarish scene with fear through stupor. Upon waking the subject may interpret their dream in any manner and remembers it just like any dream; their recollection may be fuzzy, they may struggle to recall exact details, and they may easily dismiss it as nothing more than a dream or nightmare unless they are presented with whatever idea the mentalist is trying to implant in them. A widow may not put much weight in a dream she has about her late husband but if it is recurring or she is affected by intrusive thoughts making her think she is haunted by him then perhaps she will. Dreamstride roleplay can be performed in-game through /msg, through forum messages, or over Discord PMs but should evidence of these requested by Moderation or Story then screenshots must be provided and failure to do so is consequential. A guarded secret among mentalist circles, items treated with auric oil or constructed with thanhium kept near the head (necklace, earrings, helmet, crown, etc) ward against the effect of dreamstriding and outright prevents the mentalist’s entry. This protection does not extend to seers, vivification mediums, farseer shamans, naztherak and other such people susceptible to prophecies as they are inherently vulnerable to mental intrusion. Last but not least, a mentalist’s intimate mingling within the mind through dreamstride allows them to lace arcane knowledge in a particularly tricky manner. A mentalist can teach any Voidal magic they have a TA in through dreamstriding that circumvents the normal setting of a lesson, causing the subject to awake with a bizarre understanding of magic they do not remember learning or where it came from, somehow developing powers. This follows all the normal rules of teaching magic but needn’t be explicit, meaning a mentalist can give their subject a dream that contains little to no hint of the Voidal magic in question but the mentalist must still OOCly oversee them as per usual. Dreamstride requires at least 3 emotes to reach, hone in on the subject’s mind, and then wrest control of their sleep after barriers are broken; the emotes involved can be longer as the mentalist wishes given this is nearly ritualistic. Dreamstride can be ended at will by the mentalist. If dreamstride is cast inwardly on the mentalist themself it is exempt of emote requirements as they are not required to follow normal casting rules. Red Lines: -Because the subject must be asleep to be subject to dreamstride they must be sitting or lying down. Should they be awakened by someone (requiring specific interaction if put to sleep through catalepsy) the spell ends prematurely. -Dreamstride requires the subject to be directly in contact with their subject, otherwise in proximity of a forethought inkling made with magegold. This can be direct contact such as earrings, on their person such as a vest chain, or merely within line of sight of the person such as a vase in their bedroom. If the inkling is removed from the area they are sleeping in then they cannot have dreamstride cast on them. Note that long distance telepathy requires closer contact than dreamstriding. -The mentalist cannot force the subject to react to the dream in any certain way, merely influence it with the content of the dream. The mentalist cannot make a person outright believe something through a dream, they must interpret the experience. -Logs of dreamstride roleplay should be kept by the parties involved especially if on Discord for the purposes of providing proof if requested. This is absolutely essential if the subject is being taught a Void magic through dreamstride as it is their only proof of lessons; failure to produce these logs will make it look like negligent teaching and be treated accordingly. -Dreamstride cannot cause harm or somehow be disabling or crippling. Dreams may be extremely frightful or haunting but they are ultimately only in the mind and at most might cause the subject to violently awaken, perhaps thrashing or screaming. -Dreamstride requires the target to be of high sentience, meaning animals and things of similar, lesser consciousness cannot be targeted. As aforementioned, a mentalist is able to impose catalepsy on themself to enter a unique mental state where they are internally conscious but outwardly asleep and they may still cast - specifically and only - dreamstride on themself. This state cannot be negated or dispelled by any means, allowing a mentalist to always have this internal retreat available even if they are chained in fetters or locked inside some magical prison. Another mentalist’s use of dreamstride used on the person in this situation will cause them to instead join them in their internal world and the self-imposed dreamstrider has the reins. When used on themself, dreamstride effectively makes the mentalist the prime architect of their own internal world and the god of their creation. Because their mind is so disciplined and trained at this tier they may build upon whatever dream-designs they wish which may be eternally added to and made more complex by future sessions; they may create landscapes, cities, people, and so forth like an artist’s control over their craft with the utmost realism. Because this practice is understandably addicting, the mentalist is able to escape reality to their perfect dreamscape filled with whatever they so choose, it is a very dangerous spell. Practitioners of old serve as prime examples warning of the perils of inward dreamstriding as yearning, lonely, and other disaffected wizards have kept themself under their own catalepsy too frequently and for too long, some even entering a permanent coma upon giving in fully to the fantasy of their dream. This addiction can very easily cause malnutrition, bed sores, and muscle atrophy which can be complicated with other issues, sometimes leading to outright death. Inward dreamstriding is debatably even more dangerous to immortal mentalists who do not need to worry about mundane needs for they may spend entire years lost in their own phantasm. Memory Tampering - Noncombative [T4] Among the most grave mentalism spells for its potency and creativity, a mentalist can carefully manipulate the memories of their subject with the risk of backlash. Spoiler Mechanics: Once a subject sleeps - through catalepsy or naturally - and any mental barriers are broken, a mentalist may delve deep into the dark recesses of their mind and perform cognitive surgery. Mentalists can take three avenues with this restructuring: Extract/Restore: By rousing a subject’s train of thought with suggestive concepts, phrases, or images, a mentalist may hone in on a particular memory the mentalist knows the subject has to then ‘erase’ by tracing it out and extracting it. In this act of removal the memory is then laid into the enchantment of an inkling to hold the memory, keeping it from naturally returning to the subject. Upon waking the subject will not notice that the memory has been extracted as they have no recollection of it and will not readily believe being told about it without proof. Alternatively, a mentalist can delve into a subject’s mind to find the signs of extractions and attempt to undo them, breaking a mentalist’s inkling from afar by unweaving the enchantment left in the subject’s brain to restore the memory. Modify/Correct: By rousing a subject’s train of thought with suggestive concepts, phrases, or images, a mentalist may hone in on a particular memory the mentalist knows the subject has to then alter by tracing it out and warping it. In this act of mutation the original memory is then laid into the enchantment of an inkling to hold the memory, keeping it from naturally returning to the subject. Upon waking the subject will not notice the memory has been changed as they have no memory of it otherwise, however they may feel slightly dazed or confused as they come to incorporate it into the broader scheme of their conscious and unconscious complexes. The subject will not readily believe being told something that contradicts this new, modified memory without proof. Alternatively, a mentalist can delve into a subject’s mind to find the signs of modification and attempt to undo them, breaking a mentalist’s inkling from afar by unweaving the enchantment left in the subject’s brain to correct the memory. Invent/Absolve: A mentalist may outright fabricate a memory to plant into their subject, requiring no inkling to support it and maintain the effect. Upon waking the subject will not notice the new memory as they do not remember a time without it but they may feel slightly dazed or confused as they come to incorporate it into the broader scheme of their conscious and unconscious complexes. The subject will not readily believe being told something that contradicts this new memory without proof. Because no inkling keeps this effect bound a mentalist can easily undo such a false memory and absolve it without risk or difficulty. Memories can be as broad or specific as the players involved decide. It could be a specific, singular encounter such as the mentalist’s face or a lifelong presence like the subject’s identity or partner’s name. Because memory tampering is so freeform it requires OOC consent as the memories that are removed, added, or changed could have profound effects on the character’s personality, world view, behavior, and so on. It can potentially treat and even remove or create mental illnesses and cause extreme swings in temperament and morals if core memories are haphazardly played with. In the event of a mentalist trying to undo another mentalist’s work the two must roll out of 20 (/roll 20 -q). The mentalists add their tier to their roll and the winner chooses the outcome: the inkling in question is either disenchanted and the memory returns or it holds fast and the spell yields no result. Mentalists do not need to roll in order to absolve invented memories, instead the process is smooth and without difficulty. In the instances of extract and modify memory tampering the original, raw memory is trapped by an inkling, the artificial mind hosting it in order to prevent it from naturally drifting back to the subject. Should this inkling be destroyed or rendered inert, the memory will instantly return to its owner, the player deciding if it comes all at once or slowly over time. Memory tampering requires at least 3 emotes to reach, hone in on the subject’s mind, and then wrest control of their sleeping mind after barriers are broken; the emotes involved can be longer as the mentalist wishes given this is nearly ritualistic. Memory tampering can be ended at will by the mentalist, be it restoring someone’s memory or exiting their mind without making changes. Red Lines: -Because the subject must be asleep to be subject to memory tampering they must be sitting or lying down. Should they be awakened by someone (requiring specific interaction if put to sleep through catalepsy) the spell ends prematurely. As well, memory tampering requires direct contact with the subject and cannot be cast from range. -In order for a mentalist to target a memory to then extract or modify they must know the person has it; mentalists do not have a way to “read minds” and need a path to find the memory, they cannot merely stab in the dark. In turn, a mentalist can easily find any existing memory tampering in a subject. -Memory tampering requires explicit OOC consent given its volatility and is closely linked to the Good Faith Clause (elaborated on under the magic’s red lines). -Inklings are closely tied to memory tampering and as such require ST signage as usual, even if it is a block/build and should include OOC mention of who the memory in question belongs to. -Memory tampering requires the target to be of high sentience, meaning animals and things of similar, lesser consciousness cannot be targeted. As such a mentalist cannot invent memories in an animal in order to tame them. To reach deep into the mind of another is dangerous work, especially if the subject has strong mental barriers. Should a mentalist fail to penetrate the subject’s mind when casting the spell, be it decided through /tell back and forth like normal or through a roll, the mentalist will experience a sudden clash of psyches as their mind and their subject’s grind against one another which will cause a throbbing headache. Should the mentalist be resisted a second time and the spell fails again then the mentalist undergoes synaptic shock where their mind is effectively shattered and they are left to the throes of outright insanity. This shock lingers for one year (one IRL week) while their mind slowly restructures itself; during the first 2 IRL days the character is incomprehensive in their madness and for the rest of the duration they may be dazed and aloof, manic and raving, stupefied and overcome with emotion(s), and/or highly disorganized. During this entire period the mentalist cannot cast Void magic. Geas - Noncombative [T4] The most potent spell in a mentalist’s arsenal, geasa are magical vows under which someone is bound. To breach a geas is to invoke its ramifications. Spoiler Mechanics: Once a subject sleeps - through catalepsy or naturally - and any mental barriers are broken, a mentalist may delve deep into the dark recesses of their mind and create a vow to which the person is bound and a punishment that will occur if they break it. The geas is then made known to them upon waking. This enchantment is also held in place like memory tampering, through an inkling, however it must be made of magegold. Should this inkling be destroyed or rendered inert, the geas will instantly be undone and the subject will feel the release. A geas takes the form of a single phrase that either prohibits or obligates the subject from or to something e.g. “I must never lie” or “I must always tell the truth”. Additionally, the mentalist designs a punishment for the subject from the other tools in their arsenal, namely mind meld and stupor, in any combination that is alluded to in the geas made known to them. An example of this might be “I must never bear a child lest insects infest my body” wherein the subject would feel the sensation of insects crawling under their skin and living inside them (mind meld: hallucination, sensation. Stupor: fear, trip) should they have a child. The punishment for breaking a geas feels entirely real to the subject and the threat of it will commonly force a person to maintain their geas, constructed out of any number of applications of mind meld, stupor, and even catalepsy (requiring even further, concrete OOC consent as the character is effectively put into a coma until treated). A broken geas’ effects are permanent until amended by a mentalist of sufficient tier, farseer shaman, or culimancer housemage. Other examples of geasa may include: “I will always accept a challenge lest I be tormented and shamed by the ghosts of my ancestors.” “I must never harm [name] lest I be forever sick and drunk.” “I must always sing my words lest I speak only in harsh whispers.” “I will never reveal my name lest I become hollow and undead.” “I must always do as [name] says lest my soul be damned to burn in the Nether.” Geasa can be as broad or specific as the players involved decide. Because a geas is so freeform it requires OOC consent as a vow can have profound effects on the character’s behavior, world view, allegiances, and so on. Just as a mentalist may implant a geas into someone’s mind, another may cast geas to undo one, the geas made plain and clear upon inspection just as a tampered memory may. In the event a mentalist tries to undo another mentalist’s work the two must roll out of 20 (/roll 20 -q). The mentalists add their tier to their roll and the winner chooses the outcome: the inkling in question is either disenchanted and the geas is undone or it holds fast and the spell yields no result. Geas requires at least 3 emotes to reach, hone in on the subject’s mind, and then wrest control of their sleeping mind after barriers are broken; the emotes involved can be longer as the mentalist wishes given this is nearly ritualistic. Geas can be ended at will by the mentalist, be it undoing a geas or exiting their mind without making changes. Red Lines: -Because the subject must be asleep to be subject to geas they must be sitting or lying down. Should they be awakened by someone (requiring specific interaction if put to sleep through catalepsy) the spell ends prematurely. As well, geas requires direct contact with the subject and cannot be cast from range. -Geas requires explicit OOC consent given its volatility and is closely linked to the Good Faith Clause (elaborated on under the magic’s red lines). -Inklings are closely tied to geas and as such require ST signage as usual, even if it is a block/build and should include OOC mention of who the geas in question belongs to. A geas’ inkling must be made from magegold. -Geas requires the target to be of high sentience, meaning animals and things of similar, lesser consciousness cannot be targeted. As such a mentalist cannot put a geas on an animal in order to tame them. -The punishment for breaking a geas cannot cause genuine harm, only the perception of it, and all effects involved follow their normal red lines. To reach deep into the mind of another is dangerous work, especially if the subject has strong mental barriers. Should a mentalist fail to penetrate the subject’s mind when casting the spell, be it decided through /tell back and forth like normal or through a roll, the mentalist will experience a sudden clash of psyches as their mind and their subject’s grind against one another which will cause a throbbing headache. Should the mentalist be resisted a second time and the spell fails again then the mentalist undergoes synaptic shock where their mind is effectively shattered and they are left to the throes of outright insanity. This shock lingers for one year (one IRL week) while their mind slowly restructures itself; during the first 2 IRL days the character is incomprehensive in their madness and for the rest of the duration they may be dazed and aloof, manic and raving, stupefied and overcome with emotion(s), and/or highly disorganized. During this entire period the mentalist cannot cast Void magic. Red Lines The Good Faith Clause Because mentalism is a roleplay-potent magic with abilities that can extensively affect characters and their stories, some having room for abuse or could be employed with ill intent as the magic has been plagued with in the past, the Good Faith Clause exists. This red line clause is a safeguard against abuse, harassment, metagaming, and otherwise broad misuse of mentalism. The purpose of this magic is to add intrigue, complexity, mystery, and depth to characters and the roleplay experience and is NOT meant to be wielded as a cudgel in order to beat players over the head with lore-approved metagaming, bullying, or powergaming. Because mentalism’s creativity in application is volatile, should it be misused as judged by ST management (alone or cooperating with Moderation i.e. regarding a ban report) then a player may be blacklisted and/or lose their MA/TA with a much lower bar than other Void magics. Since OOC consent is integral to the higher tier spells of mentalism it is essential that mentalists use the magic in good faith and ensure that all parties are on board with the direction of the roleplay. To mislead, manipulate, and/or lie to players OOCly with the employment of mentalism is to break the Good Faith Clause. To use catalepsy to put targets asleep to them slit their throats and insta-kill people is to break the Good Faith Clause, even if the mentalist doesn’t do it themself. To use memory tampering or geas to force a player into a situation they do not consent to is to break the Good Faith Clause. Should two players find themselves at odds over the use of memory tampering or geas after the fact, e.g. a month after the roleplay was done, then it is in both their best interests to cooperate in navigating a way out of the roleplay where both parties are satisfied. For example, if a mentalist has effectively made a character their slave with a geas making them subservient and this player becomes dissatisfied with the roleplay then the mentalist should cooperate with them in order to make them enjoy the roleplay and either change their behavior or end the geas. Last but not least, it should be noted that mentalism hinges on the maturity of all roleplayers involved, especially subjects who receive detrimental treatment in-character, and roleplay should be carefully navigated to ensure the integrity and morals of cooperative roleplay. Not all players are mature enough to swallow long term, negative effects and will be problematic if engaged with. Equally, not all players are mature enough to use these powers responsibly. This clause is used to police mentalism and ensure everyone involved is pleased even if it is at the cost of the greater narrative. -Like any Void magic, mentalists are subject to Voidal poisoning. -Mentalists cannot connect to things without minds such as inert objects. -Reaching goes hand in hand with the mentalist’s awareness of their surroundings and therein cannot detect the presence of others they would otherwise not be aware of. Someone hiding behind a corner or invisible can only be detected if the mentalist already knows they are there; as such, mentalism spells do not inherently require line of sight such as using forethought on a poorly hidden target. -A mentalist’s more subtle casting tell (rhythmic motion) does not necessitate a normal Voidal casting tell - glowing eyes for example - but this tell cannot be hidden outright. As such, simple finger drumming and nodding does not suffice for a tell and even less so if one hides their hands behind their back while doing so. Refer to knowledgable ST to have a form of casting approved if you are unsure. -Mentalists may be able to reach for minor consciousnesses - insects, plants, lesser inklings, and otherwise things of little sentience - but they cannot have spells cast on them for there is too little for the mentalist to work with. For example, a mentalist cannot use a geas to force an animal to be tamed. -Reaching occurs in a mentalist’s first emote when connecting to the Void. Mentalists perform normal connection tells unless stated otherwise (aforementioned rhythmic movement tell). -Reaching is not visible and the mentalist’s casting can only be detected by watching the caster if blatantly casting or if one knows what to look for (e.g. rhythmic movement); a person who suddenly begins to sway and make strange gestures and formations with their hands is suspicious, but in an appropriate setting it may not (e.g. a tavern). -If asked, individuals trained to have barriers must readily provide proof of their training such as their mentalist teacher vouching for them. A person does not need to be a mentalist in order to be trained to have barriers. As well, a person can obviously have barriers without being trained. Tier Progression Tier 1 - Novice lasts for 2 weeks. The mentalist may learn forethought.Tier 2 - Apprentice lasts for 3 weeks. The mentalist may learn mind meld and stupor.Tier 3 - Adept lasts for 3 weeks. The mentalist may learn inkling and catalepsy.Tier 4 - Expert lasts for 4 weeks. The mentalist may learn memory tampering and geas and may apply for a Teacher Application.Tier 5 - Master is reached at 12 weeks (3 months in total). Purpose The more shrewd and cerebral angle of Void magic has always been filled by mentalism, something I believe to be a staple in the server’s wide canon of sorcery. It can serve to shape any wizard or scholarly type but also supports nontraditional archetypes like the telepathic necromancer or mood-altering bard, all things essential in this roleplaying medium where combat is far too overrated. This iteration of mentalism is intended to propagate high quality roleplay and both be employed by skilled magic roleplayers but also teach those aspiring to better their writing, the magic having a creative and diverse set of tools for numerous applications. I hope this version with its downgraded spells and addition of the Good Faith Clause will help cure mentalism of its very dark and sour history of misuse. Citations Mephistophelian’s Mental MagicJon021’s Mental MagicMagegold Credits: Zarsies (Author) Phil (Consultation) Boruto (Consultation) Johann (Consulation) Spoon (Consulation) Mephistophelian (Previous lore) Jon021 (Previous lore) 31 Link to post Share on other sites More sharing options...
Johann 1419 Share Posted December 4, 2020 Immaculate. 1 Link to post Share on other sites More sharing options...
Archipelego 2095 Share Posted December 4, 2020 1 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Share Posted December 4, 2020 wtf? mentalism wasnt accepted?? but i thought u were using ur spell on me???? 1 Link to post Share on other sites More sharing options...
Fie 2521 Share Posted December 4, 2020 ngl it seems v op 7 Link to post Share on other sites More sharing options...
Lhindir_ 3438 Share Posted December 4, 2020 Imo contract magic was removed for a reason. Re-adding it is a poor idea, even with the lesser capacity that these geas provide. I am also not of the opinion that 'good faith' can be given to players, after years and years these things are horrifically abused, and merely left alone. Whilst it may function while you yourself are on the team, such is not permanent, and in that case it seems that a lot of spells, specifically the mind altering ones, may be horribly abused with little done to prevent such. It definitely has the capacity to be broken, and should be more cantrip focused than anything. Also has literally no ftb related redlines, and can definitely be used in a very poor capacity, something that is absolutely needed. 14 Link to post Share on other sites More sharing options...
IsaaKc 1225 Share Posted December 4, 2020 Looks great. Looking forward to potential RP generated by this rewrite if it passes. I’m hoping that this raises the bar for Mental Magic roleplay in contrast to what we had pre lore games. 1 Link to post Share on other sites More sharing options...
Zarsies 6074 Author Share Posted December 4, 2020 2 minutes ago, Lhindir_ said: - I entirely agree that this, more than other magics, requires attentive and heavy-handed policing. That said, people who break magic rules tend to reveal themself rather quickly and given the speed at which magics spread I don't think the assumed influx of mentalism abusers will be unmanageable nor will complaints about them fall on deaf ears given the explicit inclusion of the clause, something not said on other potentially volatile magics. There's not much else to say other than to put trust in the team, something I understand anyone would be hesitant of knowing LotC's history; however, the team nowadays is leagues above where it used to be and I trust in it enough to have spent my time writing and posting this. 5 Link to post Share on other sites More sharing options...
Lhindir_ 3438 Share Posted December 4, 2020 Just now, Zarsies said: I entirely agree that this, more than other magics, requires attentive and heavy-handed policing. That said, people who break magic rules tend to reveal themself rather quickly and given the speed at which magics spread I don't think the assumed influx of mentalism abusers will be unmanageable nor will complaints about them fall on deaf ears given the explicit inclusion of the clause, something not said on other potentially volatile magics. There's not much else to say other than to put trust in the team, something I understand anyone would be hesitant of knowing LotC's history; however, the team nowadays is leagues above where it used to be and I trust in it enough to have spent my time writing and posting this. And what will it be when the team isnt as good? People leave. This is so horrifically abuseable with the *You will give me x magic OooOOoOoOo roleplay. Necromancy was written with dard intending to do events to obtain all the relevant ST items required. To this day most of these are unobtainable because the team is uncontactable, and reliance on him was clearly a fault. A system designed with the failsafe being st is a poor system. 16 Link to post Share on other sites More sharing options...
Goon 1434 Share Posted December 4, 2020 no notes on the magic but the post song is fire 2 Link to post Share on other sites More sharing options...
Yaldabaoth 743 Share Posted December 4, 2020 (I will give proper criticism soon:tm:) 13 Link to post Share on other sites More sharing options...
ToodIes 1198 Share Posted December 4, 2020 y'all really missed the OOC consent part of a geas, huh but there are other valid criticisms that i might write later 2 Link to post Share on other sites More sharing options...
The King Of The Moon 5152 Share Posted December 4, 2020 Imagine having a brain 4 Link to post Share on other sites More sharing options...
Skraag 69 Share Posted December 4, 2020 1 minute ago, The King Of The Moon said: Imagine having a brain Imagine there's no heaven 1 Link to post Share on other sites More sharing options...
Sorcerio 4599 Share Posted December 4, 2020 Wow and I thought I couldn’t simp for Zarsies any more than I already have but yet here we are 😍😩 6 Link to post Share on other sites More sharing options...
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