Psychic:

 

Amnesia

Comprehension

E.S.P.

* Eye of Observation

Familiar

Forced Lie

Forced Truth

Imprion Mind - can be reversed to free an imprisoned.

Insanity

Lucky Guess

Mask Insanity

Memory Lock - forget a certain memory... caster must know this memory to Lock it.

Mental Wall

Mind Barrier

Mind Freak

Mind-Shackle - can be reversed to unshackle a shackled, or bound mind.

Particle Trace

Pinpoint Displeasures

Pinpoint pleasures

Probe Mind

Probe Shield

Psychic's Command

Read Mind

Scan

Seeing

Terror

Transfer Minds

Twilight Bliss

Twilight Limbo

Twilight Madness

Wind of Insanity - can be reversed.

 

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Day-Vision:

 

     If the light of day blinds you, this spell will negate day blindness, like night-vision (yet opposite). This spell is extremely helpful with snowblind victims.

 

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Discern Manipulation:

 

     Discern whether you are being manipulated or not.

 

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Faceted Mind:

 

     Think multiple thoughts simutaneously, thus enable yourself to cast multiple mind-spells at the same time.

 

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Facsimile Memory:

 

     Create a copy of a memory to store.

 

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Lucky Guess:

 

     Gives you a +1 / -1 sway vs. any % roll chance (+1 per scroll memorized after learning Lucky Guess).

 

Modification-Point Cost: 40

Maximum chance: +23 / -23

 

Each time (including when you first learn this spell (+1 / -1) you learn this spell, roll on the following chart:

 

%Roll / Lucky Guess roll chart:

 

 

 

 

 

 

 

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Memory Drain:

 

    Drains a memory of the targeted creature.  The Psychic must know what the memory is, or this spell is not effective in the least.

 

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Relieve Fear:

 

     Shield the senses from natural and unnatural fear.

 

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Reveal Past:

 

     Reveal the past of the targeted creature or object.

 

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:

 

.

 

 

clusters to organize:

 

Apathy of the Mind:
Targeted will conceal nothing from the look of caster’s eye. They say the eyes are the windows to the soul. Others say they be a window to the Abyss.

Arc:
Causes pain for multiple adversaries. Avoid mental attack. Successful = 1-D6 dam. To m.s.; unsuccessful = 2-D6 and avoid vs. Pain, or lose next turn (only defensive can be maintained).

Befuddle:
Mistake ally for foe for 1 turn.

Beggar:
Cast illusion as the brooch (as the E.I.: Illusionary Change Brooch, but it is all in the mind).

Caster’s Fate:
Takes the caster's conscious awareness and permanently gives it to another (two minds in one body).

Comprehension:
Only between the caster and a willing other. this spell gives the caster total understanding of the thing the other is trying to convey.

Crack:
Avoid Mental-attack or take up to 100 +20 per level of the caster to the head.

Darkmind:
Causes fear and panic to all within range. No attack/normal defense. Avoid vs. “Magic”.

Denial:
Forbids one to either be brought back to life, or forbids one to die. Caster must pit his or her M.S. against that of a Dithinoth for this spell to work. Dithinoth will be there, but only the Psychic can see it.
Price if lose M.S. vs. M.S.: 3-D10 points of damage will be permanently taken to a random area of caster’s body.
Price if win M.S. vs. M.S.: Spell is successful. Caster will then state if life or death is to be denied and individual.

Discern:
Will tell the nature of something (not specific); general knowledge.

Discern Communication:
This spell will discern the true meaning of what an ally, friend or acquaintance in good standing is trying to say.

Discern Magic:
This spell will discern the magic that the caster is within or permeated by.

Disruption:
Causes targeted to have a difficult time casting. Avoid vs. “mental-strength” or targeted’s spell will fail.

Frenzy:
Causes dissension among allies.

Glimmer Dust:
Mezmerizes onlookers for 1-4 turns. Avoid vs. “Vision” to break away.

Idle Confessions:
If targeted fails avoidance-roll vs. “Mental-attack” there will be falling from targeted lips thoughts that would not normally be verbalized. Add +75 S.P. into the casting of this spell and it will be physical (add 1 turn to the casting though).

Infra-Blue-Vision:
Detects cold instead of heat. The opposite of Infra-red-vision.

Language Strike:
Targeted will stop making verbal sense.

Memory Veil:
Any thing one sees, hears, witnesses, etc. will be taken from them completely (as if they never had the memory of it) once they leave the area of effect.

Mental-Immunity:
10% chance of mind-influencing intrusion/attacks to be negated.

Mental-strength:
Psychic lends of his or her own mental-strength to another for a pre-determined amount of time.

Mind-Link:
Share minds at the same time.

Mind-Simili:
All aspects of caster’s/other's mind are cloned. Must have a host to put the cloned mind within.

Multiple Telepathy:
Telepathy communication between Psychic and targeted only. No touch necessary.

Phantasm:
Creates an image that actually thinks it’s living. This image of a person will think and breath and live like any other person for the duration of magic (which is quite a while). It experiences all the senses of a person.

Phobia:
1. Arachnophobia
2. hydrophobia
3. snakes
4. heights
5. agoraphobia
6. claustrophobia
7. fear of fear
8. photo phobia (fear of light)
9. fear of darkness
10. Hemophobia (blood)
11. Necriphobia (dead)
12. open areas (feeling of being exposed)
13. Pyrophobia (fire)
14. etc.

Projected Mind:
Takes the caster's conscious awareness and gives it to another (two minds in one body).

Pulse:
Sends a pulse of mentally numbing energy out like the ripples created by a stone being dropped in still water. Avoid vs. “Mental-attack” or be wracked with pain in the mind. This pain will cause targeted to forfeit next offensive turn. Defensive S.L. will be lowered by 5

Quicken:
Psychic actually, and temporarily, gives off his or her intelligence to boost another's for a time.

Reminder:
While a memory is fresh in caster’s mind, he or she will cast this spell. In some future time, the spell can be cast again and he or she will remember.

Residue:
Tells of the taint of past magic in an area, or on something.

Retribution:
Causes targeted to go to any and all extremes to defeat next foe. (even sacrifices self to win).

Sapphire:
Cross the point where this spell is set = avoid “M.A.” or take 1-D30 M.S. drain.

Split Mind:
Caster can do two physical or mental things simultaneously.

Strain of Nobility:
Caster recognizes a blood-relative not further distant than 3rd cousin. Caster must avoid awareness to succeed.

Strain of Sytra:
Caster has a chance to know who is bending their attention to the caster in an attempt to gain more knowledge of from him or her, or is just curiously eaves dropping.

Suspicion:
Causes one to become suspicious in others eyes. App. check vs. “First Glance Reaction” for targeted to convince another not to be suspicious of him or her.

Temporary Amnesia:
This spell was taken out. Put is back in but call it something else.

Violet:
Caster can see Astral beings within "Area of Effect" and for 50 spell-points added into spell caster can see into the Astral World about him or her. Drawback: By adding the spell-points into the spell caster can inadvertently gate astral creatures into the plane he or she is in. If this occurs, Astral creatures will be visible.

Walking Nightmare:
Nightmare during the waking hours.

 

 

Hold

Holographic Memory

Information Probe

Memory Recall

Mental Picture

Pinpoint Antipathy

Pinpoint affection (for)

Project Emotion

Seek

Spying Eye

 

 

% ROLL / Psychic's Magic - Level #2 RUNE VALUE / SCROLL VALUE
01-10 *Darkness 25,000 2,500  Light Weaver
88-100 *Shadow-Mass 58,000 5,800

 

% ROLL / Psychic's Magic - Level #3 RUNE VALUE / SCROLL VALUE
21-35 *Lasting Light 45,000 4,500
68-86 *Spiritual Fire 200,000 20,000
87-100 *Substance Fire 200,000 20,000

 

% ROLL / Psychic's Magic - Level #4 RUNE VALUE / SCROLL VALUE
01-12 Discern Magic
13-30 Lasting Darkness
80-90 Ward Rune

% ROLL / Psychic's Magic - Level #5 RUNE VALUE / SCROLL VALUE
01-08 Astral Sight
09-16 Corossion
17-28 Dark Shards
29-40 Light Shards
80-94 Tell-Tale Secrecy

% ROLL / Psychic's magic - Level #6
15-28 Holographic Projection
57-66 Pinpoint Dislikes
67-76 Pinpoint Likes

% ROLL / Psychic's magic - Level #7
21-35 Dream Recorder
76-85 Scroll

% ROLL / Psychic's magic - Level #8
01-10 Bind
11-20 Delayed Spell
41-60 Hypnotism
91-100 Reveal Past

% ROLL / Psychic's magic - Level #9
01-20 Dream Display
21-35 Forced Movement (move to "Puppet Master" class).
56-65 Recoil (into self - feel no pain - no spells work on you)
66-80 Shock Wave
81-100 Sign (3-D8 ms drain for 24 hours).

% ROLL / Psychic's magic - Level #10
61-70 Power
71-80 Protection Spell
81-90 Release
91-100 Residue Essence

% ROLL / Psychic's magic - Level #11
01-15 Anti-Magic
16-30 Insanity
31-45 Probe Shield
71-85 Shield Emotion
86-100 Shield Pain

% ROLL / Psychic's magic - Level #12
01-30 Bent Will
31-45 Dream Injection
46-60 Mass Amnesia
61-70 Projection
71-85 Speak with Dead
86-100 Will of Force (other)

% ROLL / Psychic's magic - Level #13
01-20 Feeble Will
21-40 Illusion
41-60 Iron Will (self)
61-65 Solid-Air
66-70 Terror
71-86 Time Trace
87-100 Transfer Scroll

% ROLL / Psychic's magic - Level #14
01-10 Absorbtion
11-30 Defensive Tower of Offence
31-45 Dream Recorder
46-60 Pinpoint Strengths
61-75 Pinpoint Weaknesses
76-100 Scan

% ROLL / Psychic's magic - Level #15
01-10 Emotion Spellbound
11-20 Expel Curse
21-30 Hallucination
31-35 Light Weave
36-60 Pinpoint Fear
61-90 Pinpoint Courage
91-100 Pressure (like in "Scanners")

% ROLL / Psychic's magic - Level #16
01-20 Dimension Change
21-30 Infiltration
31-40 Legend
41-50 Mind Link
51-60 Mind Shackle (causes thought process to stop)
61-100 Subliminal Message

% ROLL / Psychic's magic - Level #17
01-20 Chaotic Reality
21-40 Eyes of Observation
41-60 Spirit Servant
61-80 Torture Spirit
81-100 Twilight Limbo

% ROLL / Psychic's magic - Level #18
01-20 Curse
21-40 Divination
41-50 Dream Projection
51-70 Hallucination Reality
71-100 Mind Collapse

% ROLL / Psychic's magic - Level #19
01-10 Destroy Spirit
11-30 Memory Cloud
31-50 Reveal Present
51-70 Summon
71-100 Star Burst

% ROLL / Psychic's magic - Level #20
01-50 Death Inspection
51-60 Dimension Gate
61-70 Mind Over Matter
71-100 Spirit Phase

% ROLL / Psychic's magic - Level #21
01-50 Dimension Travel
51-70 Insanity
71-80 Possession
81-90 Stone Gaze
91-100 Twilight Madness

% ROLL / Psychic's magic - Level #22
01-15 Dimension Link
16-30 Facsimile Memory
31-45 Imprison Mind
46-60 Plane Change
61-80 Reveal Future - supernaturalist
81-100 True Reality

% ROLL / Psychic's magic - Level #23
01-10 Essentia Might
11-30 Fury
31-45 Mind of Observation
46-80 Plane Gate
81-100 Resist Lesser Dragon Ability

% ROLL / Psychic's magic - Level #24
01-25 Mind Kill
26-40 Plane Travel
41-50 Transport
51-100 Wind of Insanity

% ROLL / Psychic's magic - Level #25
01-60 Illusion Reality
61-80 Lithian's Spiral Dream
81-90 Plane Link
91-100 Super Nova

% ROLL / Psychic's magic - Level #26
01-45 Astral Projection
46-65 Conjuration
66-90 Psychic Wind
91-100 Quaren's Subliminal Power

% ROLL / Psychic's magic - Level #27
01-45 Expel Enchantment
46-60 Mental Projection
61-70 Rebirth
71-90 The Burning
91-100 Wither

% ROLL / Psychic's magic - Level #28
01-30 Chaotic Reality
31-60 Dream Reality
61-80 Mass Mind Shield
81-90 Mind Junction
91-100 Subliminal Tap

% ROLL / Psychic's magic - Level #29
01-15 Absorption
16-40 Lithian's Spiral Madness
41-90 Restore Lost Magic
91-100 Steal Mind-Spell

% ROLL / Psychic's magic - Level #30
01-20 Banish
21-60 Change Shape
61-80 Enchant Object
81-95 Steal Body
96-100 Stick Level

% ROLL / Psychic's magic - Level #31
01-15 Drive
16-25 Essense Servant
26-35 Knowledge
36-50 Lithian's Spiral Death
51-60 Permanent Spell - supernaturalist
61-70 Steal Mind
71-80 Transfer Minds
81-100 Written Magic