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Mentalis

 

This Praxis deals with common forms of mental communication and control. It enables you to reach into the mind of a target (willing or otherwise), observing what is there or altering the fabric of his thoughts. Sorcerers skilled in this art may detect its use by other characters, but likewise, those characters skilled in similar applications (vampiric Auspex or Numinae like Telepathy) may be aware of unwanted visitors in their minds. Mentalis takes agreat deal ofconcentration, and a sorcerer using most applications may not take any other actions. She can talk, but her sentences will most likely be disjointed and confused. If she is attacked or distracted, the mental contact is broken. Some have identified sorcerers using this art simply by their intense expressions of concentration.

 

Basic:

 

Surface Thoughts

This passive spell allows you to scan the outer thoughts and emotions of your subject. It requires a Static Mental Test and may be used to determine if someone is deliberately lying. By focusing beyond emotional impressions (and winning a Mental Challenge), you are able to listen to an individual’s stream of consciousness. Such mind-reading can be confusing - stream of consciousness is literally a river of thoughts, with random sparks and flashes rather than straight facts. The target may, at Storyteller discretion, make a Mental Challenge to detect an unwanted presence (especially vampires with Auspex or those sorcerers with appropriate Numinae).

 

Mindspeak

Beyond mere perception, you may now touch your target’s mind, enabling two-way communication. Images and complex concepts may not be sent, and all conversations must take place in a common language. Though a Mental Challenge permits your words to be received by an unwilling target, it does not force the recipient to respond. You may speak at any distance within line of sight, though your subject must be within arm’s reach if you are not looking at him. Alternately, you may connect to anyone you know well (up to one mile away) by spending a Mental Trait. Characters using this power should hold two fingers to the side of their foreheads to indicate that their conversation may not be overheard.

 

Intermediate:

 

Word of Command

This power allows you to issue a brief command contained in a single word or phrase. For the benefit of anyone listening in, this directive may be inserted into a sentence. However, any additional commentary has no effect on the command or its interpretation. By spending an appropriate Mental Trait, the caster may opt to apply this control telepathically. However, even this application may still be overheard by other mentalists, as described above.

This spell requires either a Social or Mental Challenge against your target’s Social Traits and the command may not require more than one scene (10 minutes) to complete. Some example orders are “Stop right there,” “Be silent,” “Go home” or even “Sleep.” The command may not be obviously harmful to the subject, nor may it violate his basic Nature. You may not attempt this effect on a vampire of 10th or lesser generation.

 

Deep Probe

Moving beyond the surface, you may now delve into an individual‘s memories and beliefs. Personal knowledge can be accessed, even information which the subject has forgotten. In such a case, you have the option to restore these memories to your subject or leave them blocked. Normally, your target is aware of any such probe. However, by bidding an additional Mental Trait, you may attempt to slip in without being noticed; this requires astatic Mental Test rather than the normal Mental Challenge. If your target is aware of your presence, she may make a Willpower Challenge to force you out. Opening blocked memories will take a month of out-of-game time (or more if the Storyteller deems it necessary) during which neither the target nor the sorcerer may do anything but work on the memories.

 

Advanced:

 

Implant Thought

Similar to hypnosis, this potent spell enables you to introduce suggestions and beliefs into your target’s subconscious. The simplest applications duplicate the effects of Word of Command but postpone the activation of the directive or altered memory for up to one month. You must specify a trigger event or situation that will activate this implanted thought. In addition, for each success on an Extended Mental Challenge, you may set one additional condition that will trigger the same command.

You may choose to insert a belief or memory (up to one scene in length) into your opponent. Your target must treat this idea as if he came to that conclusion or experienced the event himself. These may be entirely new fabrications or they may replace existing recollections. This latter application is permanent, though later evidence could cause him to revise his opinions.

You may not attempt this effect on a vampire of 10th or lesser generation or better. Vampires skilled in Dominate may also discover and destroy your creation with a successful Mental Challenge if they possess at least Intermediate Dominate.

 

Master:

 

Mind Link

This spell creates a deep bond with another character, allowing you to freely pass thoughts back and forth and share knowledge. You may not pass on images this way, nor may you go probing in your partner’s mind. This spell may be cast on someone who is unconscious or in torpor by passing a Static Willpower Test (difficulty 5).

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