Mentalist Techniques

Mentalist powers are called Enchantments.

Enchantment 1 - Charm Person
Cost 1 Mana
Range: 30 feet, 1 target per Soul
Duration: 1 Scene
Resolve + Persuasion + Enchantment vs. Target's Composure + Soul

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives +3 dice to its composure + Soul Roll.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Manipulation + Persuasion vs Resolve check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.)

An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
At Enchantment 3, this power can work on any living creature for 2 mana.

Enchantment 2 - Fear
Cost: 2 Mana
Range: 30 feet, cone
Resolve + Intimidation + Enchantment vs. target's Composure + Soul
An invisible cone of terror causes each living creatures in the area to flee the caster at top speed for 1 round per success

Enchantment 3 - Psychic Assault
Cost: 2 Mana
Range: 100 feet, 1 target
Resolve + Arcana + Enchantment - target's Resolve
Target takes 1 bashing damage per success, with Enchantment 4 this becomes lethal, with enchantment 5 and 3 mana this becomes aggravated.

Enchantment 4 - Telepathy
Cost: 2 Mana
Range: 200 feet initially, 1 target per Soul
Duration: 1 Scene
Resolve + Empathy + Enchantment vs, target's Resolve + Soul if resisted
Caster can link minds with the target(s) of the spell, enabling nearly instant transmission of thoughts, including subconscious thoughts.

Enchantment 5 - Dominate the Mind
Cost: 3 Mana
Range: 25 feet initially, 1 target
Resolve + Arcana + Enchantment vs. target's Resolve + Soul
Duration: 1 Day per success
Target's mind is controlled for 1 day per success. The caster can see through the target's mind and gains the ability to control the targets actions or direct the target to do anything it desires. The range after being cast is infinite, and the caster can spend mana at any time from any range in an attempt to renew it.

Evoker Mentalist Warlock
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License