Mind over Magic 2.2

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Mind over Magic 2.2

Postby Ben » Mon Mar 24, 2014 6:26 pm

Introduction
The rules within this document are intended for use within the Heart of Pargon LARP system.
Many thanks in particular to Chris Smart and Edd Insley for their input and testing.
Also thanks to the Labyrinthe LARP system for their inspiration in particular with this set of rules.

Background
The first known instances of Psychomantic power were seen within the High King of the Elves, Erathil Coshwood. Over the years other individuals have developed similar powers. In the year 161, the floating land known as the Cloudlit Realm crashed into Velmaneth carving through the landscape and releasing the race of three eyed humanoids known as Under Dwellers. These creatures are innately linked with this power over the mind.

Rules
First and foremost, a player will under no circumstances have access to these rules unless they have gathered at least 100 boons and even then only with the permission of the system manager.

Psychomancy affects anything with a mind. This includes all playable races but not constructs such as golems or mindless undead. Undead with the intelligent trait are considered to have enough of a consciousness to be effected as are player character undead (unless otherwise stated).

The power of Psychomancy is split into alignments and the alignment of the character affects which powers they can use. The referee should be particularly harsh about a Psychomancer’s role-play with regard to their alignment.

Goodly Psychomancers can learn all three tiers of goodly psychomancy and the first two tiers of neutral.
Neutral Good can learn the first and second tiers of goodly and all three tiers of neutral.
True Neutral can learn the first tier of goodly, all three tiers of neutral and the first tier of evil.
Neutral Evil can learn all three tiers of neutral and the first two tiers of evil.
Evil Psychomancers can learn the first two tiers of neutral and all three tiers of evil.

The Psychomancer can choose which tiers they have access to within these limits, though they cannot have access to a higher tier unless they have the tier(s) below it.

The concentration required to user Psychomancy takes a toll on the life-force of the character, every use draining some of their soul. The higher the tier of an ability the more soul is required to power it (tier one abilities cost one soul, tier two cost two soul and tier three cost three soul). Certain abilities can be stacked meaning a single character can have that ability cast upon them multiple times (see ability description).

Soul used to cast psychomantic abilities can only be healed after at least 10 minutes of rest.

These abilities can be used to tip the Psychomancer into 0 or less soul though this will knock them unconscious. If a Psychomancer is knocked unconscious then all their active psychomantic effects are dispelled. A Psychomancer may end his own Psychomantic effects at will.

A psychomancer can learn a maximum of one tier of psychomancy per threshold. Base cost 5 skill (increases by 1 skill each time).
In order to cast a Psychomantic ability, the caster needs ot be able to concentrate for 2 seconds. Although you do not need to speak or gesture you cannot use Psychomantic abilities if paralysed, in severe pain or unconscious for example. The ability must be declared clearly out of character and a target specified if appropriate.

Psychomancy has a standard duration of 2 minutes.

Psychomancy is rightly feared as the potential for power within the art is immense and there are few defences against it.
The Water spell Mind Freeze will stop a Psychomancer being able to use his powers (unless he uses Casting Stamina, Cleanse the Mind or is somehow immune to the spell).
Targets with the ability can use Supernatural Dodge to avoid Psychomantic attacks.
Cheat Death is effective against Neuronic Penetration transforming it into Death based damage. Against Mind War it could be used to pass on the initial point of damage but the target will still take all other effects including subsequent damage.

Goodly Psychomancy
Tier One
Cleanse the Mind ®
Range: Self/Touch
Removes any ongoing effects on the character’s mind (e.g. Emotional, Domination). Can also be used to remove an ongoing Psychomantic effect from the mind but costs an equal amount of soul to the effect being removed (e.g. can remove Psychomantic Hold for 2 soul or Mind War for 3 soul). Any permanent effects are removed for 2 minutes. This can also be used on another person but only once Discern Emotions has been used (see below).

Discern Emotions
Range: 40’
Lets the character know the rough emotional state of the target along with granting knowledge of anything affecting the target’s mind (e.g. Emotional/Domination effects). Once these are discerned they can be removed using Cleanse the Mind.

Enhance Sense
Range: Self
As per the ability Pure Sense.

Speed of Mind
Range: Self
Grants the character three global hits. Can be stacked for a maximum of nine global hits for three soul.

Tier Two
Levitate
Range: Self
As per Walk on Air

Mastery
Range: Self
Grants the character +1 damage grade in one hand weapons and +2 in two handed weapons. This can go above max damage but not absolute max and may be stacked once (i.e. 4 soul for +2 in one hand weapons, +4 in two handed)

Strike the Mind
Range: Self
Enhances the character’s weapon blows to affect any creature with a mind. Call Psychomantic X (where X is your normal damage grade). This acts in the same way as Magic damage except will additionally affect creatures that are immune to magic or only hurt by psychomantic damage. Can also be used against a Psychomantic Wall.

Tier Three
Flicker of Thought ®
Range: Self
The character becomes purely psychomantic for the last effect/blow/spell that hit them.

Mind over Pain
Range: Self
Gains one stacking damage resistance to all physical damage. This includes magical damage but not soul or psychomantic damage.

Psychomantic Form
Range: Self
The Psychomancer becomes a being of pure mental energy for the duration. During this time they cannot touch anything, may pass through solid objects and are immune to everything except Psychomantic damage (any Psychomantic damage received ends this ability). They must concentrate to maintain this form and as such can only move at walking pace. They may choose whether to be invisible or to project their image while in this form but must make this decision when they activate this ability.

Restorative Meditation
Range: Self
The character must remain in a meditative state for five minutes, they cannot move, speak or take any other action. During this time any wounds, poison, disease or similar injuries do not progress and at the end of the meditation they are completely healed. This does not restore soul or regrow lost limbs.

Neutral Psychomancy:
Tier One

Lucky Idea
Range: Self
Grants the character one useful word about a problem they have been pondering for at least 2 minutes. The answer will be based on the character’s experiences rather than necessarily what is true and for this reason it is neither an informational effect or spell. The ref may grant more information (or suggest a question to think on) if necessary.

Telekenetic Push
Range: 40’
Forces a target back 20’. Resistances to knockback apply.

Telekenetic Pull
Range: 40’
Brings a target within 40’ feet towards the character. Resistances to knockback apply.

Message
Range: See below
Sends a telepathic message of up to seven words to a willing and conscious recipient. The recipient must either be within sight, within 40' or be a person the Psychomancer has spent a reasonable amount of time with (use common sense to determine what is 'reasonable' but generally it should be someone you have spent some time getting to know well enough so that you can 'find' their mind in a crowd).

Tier Two
Converse
Range: See Message
As per Message except allows messages to be passed back and forth with the target for the duration. The target must be willing and conscious as per Message and must either be within sight, within 40' or someone the Psychomancer knows reasonably well.

Psychomantic Hold
Range: 40’
The target is held still, unable to move or speak, as if by two grades of strength (should the victim have more strength then he is unaffected). The caster must remain immobile and must concentrate to maintain this ability: any other action will break the effect. This can be stacked (costing 4 soul) to hold the victim with the equivalent of four strength. If either the caster or target take damage then this is broken.

Psychomantic Shift
Range: 40’
As per the spell Shift. May pay an additional two soul to transport a second (willing) person.

Tier Three
Expand the Mind (I)
Range: Self
May ask a referee a question regarding a subject the character has been thinking about for at least 2 minutes. The answer will be based on the character’s experiences rather than necessarily what is true and for this reason it is neither an informational effect or spell. The referee may grant more information (or suggest a question to think on) if necessary.

Psychomantic Teleport
Range: Self
As per the spell Teleport

Psychomantic Wall
Range: Up to 40’ (beginning at caster)
Creates a psychomantic, invisible barrier, similar to Wall of Stone (40' in any direction/shape desired). Creatures that are immune to psychomantics can pass through but otherwise it can only be destroyed using psychomantic damage (it has 3 Psychomantic hits).

Strength of Mind
Range: Self
Reflects an incoming Psychomantic ability back against the original caster. Can also be used to destroy a Psychomantic Wall.


Evil Psychomancy
Tier One

Broken Will (E)
Range: 40’
As per Cause Fear, immunity to fear applies.

Suggest (D)
Range: 40’
The character places a one word idea into a target’s mind. The target thinks the idea is their own unless it is too far-fetched a concept. May add a second soul for a maximum of three words (e.g. “Lower your weapons”) or two additional soul to increase to 7 words (e.g. “These aren’t the droids you’re looking for”).

Distract
Range: Touch
The target forgets an event that has just happened up to a maximum duration of two minutes ago. The Psychomancer should specify either an event or an amount of time to forget. This ability fails if the target received any damage in the period specified.

Probe (i)
Range: Touch
By laying their palm upon the subject’s head, the Psychomancer may draw knowledge from them. The subject must answer truthfully to a single yes/no question. This counts as an informational effect for the purposes of immunity. However, if the subject does not know the answer or is immune (or uses some other method to deceive/not answer) they instead take a single point of psychomantic damage to the head.

Tier Two
Deprive Sense
Range: 40’
The psychomancer chooses one of the target’s senses (sight, hearing, smell, taste, touch or speech) to remove for the duration.

Suffering
Range: 40’
As per the spell Agony but the target also takes one point of psychomantic damage to the head every thirty seconds. Any other damage taken breaks this effect.

Invasion
Range: Touch
As per Probe except grants a single word answer rather than just yes/no. This always causes a point of psychomantic damage to the head of the target as the information is ripped from their minds with a further point of damage if appropriate (see Probe).

Tier Three
Neuronic Penetration
Range: 40’
Deals three points of psychomantic damage to the target’s head. This damage ignores dexterity, armour, magical shields and DRs. Can also be used against a Psychomantic Wall.

Psychomantic Possession (D)
Range: 40’
As per Possession but with a two minute duration. Immunity to Domination applies (as do any other spells/abilities that specifically target domination).

Neurone Death
Range: Touch
The target suffers a massive temporary loss of memory cutting them off from their essence for the duration. Casting Stamina does not protect against this.

Mind War
Range: 40’
Target collapses as if having a ‘fit’ showing obvious signs of distress for two minutes. Takes one point of Psychomantic damage to the head immediately and another every thirty seconds. At the end of the two minutes the target falls unconscious and remains unconscious until they receive some form of healing to the head. The caster must continue to concentrate to maintain this ability, if he breaks concentration during the two minutes then the ‘fit’ and the damage end (and the target is not knocked unconscious).

Psychomancer Class abilities
The Psychomancer has a modifier of 0 to all skills and abilities. They do not have access to the magic abilities.
Psychomancers may not multiclass or be multiclassed into.
Armour Limit: N/A

Sense Mind (i)
All Psychomancers begins with the following at rank 1 and progresses to the next rank each threshold.

Rank 1: The character can sense if there is a mind within 1 inch of their open palm.
Rank 2: The character can sense if there is a mind within a target they can see.
Rank 3: The character can sense the nearest mind to him and the approximate direction.
Rank 4: The character can sense minds within 40’ and their race.
Rank 5: The character can recognise minds within 40’ if he has met them before.

Psychosematic Soul
Every point of soul a psychomancer buys grants them two soul.

Hone the Mind
If the character possesses the Meditation skill then they also regain 1 soul every 10 minutes on top of any essence gains.

Iron Soul
Base 4 skill (may be taken multiple times, each time increasing by 1 skill)
Grants an additional DR versus soul damage. This stacks with DR Death but does not reduce damage to 0.

Under Dwellers
These three-eyed creatures are innately Psychomantic creatures and before being released in the year 161 they had been sealed away beneath the earth by Eremine since the early years of Velmaneth.

The additional eye must be clearly phys repped with a prosthetic or exceptional make up to play this race.

Under Dwellers gain the following modifiers: + 0 martial, + 1 stealth and – 1 academic. They may be any class.

Under Dwellers start with 10 soul.

Under Dwellers gain one psychomantic ability from a tier they have access to based on pre-requisites/alignment. Eg a non-psychomancer gains a tier 1 ability from one of their alignments. A goodly psychomancer with tier 1 good could choose either a tier 1 neutral ability OR a tier 2 goodly ability. A Psychomancer may change his free ability at each threshold.
"And unconscious people always count as willing"

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Re: Mind over Magic 2.0

Postby Ben » Mon Mar 24, 2014 7:41 pm

Main changes
Added Tier 3 Neutral
Moved several abilities into different tiers/alignments
Removed the rule saying good affects you, evil affects others, neutral affects the world. I've tried to keep to the principle as I really like it but felt it was too restrictive and led to Good buffing themselves and neutral having very little.
Abilities can only be stacked if it specifically says so.
"Soul used to cast psychomantic abilities can only be healed after at least 10 minutes of rest."
You have to be able to concentrate for at least 2 seconds to use a Psychomantic ability (unless marked as retroactive) - you cannot use them if you are unconscious, dazed, frozen, paralyzed or in severe pain. If unsure, use common sense.
Sense Mind now free, increases in power as you increase in skill.
Armour limit removed...may change this again.
Psychosematic soul pool removed
Certain other skills removed.
Hone the Mind changed.
No longer get a free tier of psychomancy (in the same way that other casters don't get a free sphere of magic)Underdwellers get a free ability rather than a free sphere.

Minor changes
Psychomancy spelling consistent.
All abilities given a range.
Formatting, spelling etc.

Non-changed
Neuronic penetration nearly changed to 4 points of damage.
"And unconscious people always count as willing"

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Re: Mind over Magic 2.0

Postby Stevie » Mon Mar 24, 2014 10:13 pm

Message
Range: Special
Sends a telepathic message of up to seven words to a willing recipient the character is aware of.


Converse
Range: Special
As per Message except allows messages to be passed back and forth with the target for the duration. If the target is known by the caster this can be across any distance.


Just wondering what the deal with the range is here, cause Converse implies that the normal message may have a limit to its range. Converse can be unwilling too, right?

Distract ®
Range: Touch
The target forgets an event that has just happened up to a maximum of duration of two minutes ago.


Am I assuming the old laby "I hit you, *Distract*" still works with this. Does the event in question have to be specified, or do they forget the whole past 2 minutes. (Aside: I actually hate the "Forget/Distract" skill)

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Re: Mind over Magic 2.0

Postby Ben » Mon Mar 24, 2014 10:22 pm

Range is unlimited really.

Converse has to be willing too (no messaging someone you don't like in the middle of the night to stop them regaining essence!)

Distract: you can choose an event or just state 2 minutes. Maybe a line that it doesn't work if the target has been injured during the event/time in question?
"And unconscious people always count as willing"

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Re: Mind over Magic 2.0

Postby Rebecca » Mon Mar 24, 2014 10:53 pm

"And unconscious people always count as willing"

No more essence for anyone. Not now not ever.
Uukumanu - ranger and spirit seeker
Tuvstarr - Black Queen of Pharon Glos
Imliss - High Elven researcher in Blood Magic
Aetheldred - Sorcerer and psychomancer, daughter of the Völva of the Blood of Alfhild

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Re: Mind over Magic 2.1

Postby Ben » Tue Mar 25, 2014 10:03 am

A few minor changes made
"And unconscious people always count as willing"

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Re: Mind over Magic 2.1

Postby Hatsuo1980 » Tue Mar 25, 2014 10:14 am

This is a very good change as a whole :)

Good work
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Re: Mind over Magic 2.1

Postby Ben » Tue Mar 25, 2014 10:23 am

Thank you :)
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Re: Mind over Magic 2.1

Postby Hatsuo1980 » Tue Mar 25, 2014 10:50 am

Oh a quick question

Psychomancer Class abilities
The Psychomancer has a modifier of 0 to all skills and abilities. They do not have access to the magic abilities.
Psychomancers may not multiclass or be multiclassed into.
Armour Limit: N/A

Sense Mind (i)
All Psychomancers begins with the following at rank 1 and progresses to the next rank each threshold.

Rank 1: The character can sense if there is a mind within 1 inch of their open palm.
Rank 2: The character can sense if there is a mind within a target they can see.
Rank 3: The character can sense the nearest mind to him and the approximate direction.
Rank 4: The character can sense minds within 40’ and their race.
Rank 5: The character can recognise minds within 40’ if he has met them before.

Psychosematic Soul
Every point of soul a psychomancer buys grants them two soul.

Hone the Mind
If the character possesses the Meditation skill then they also regain 1 soul every 10 minutes on top of any essence gains.

Iron Soul
Base 4 skill (may be taken multiple times, each time increasing by 1 skill)
Grants an additional DR versus soul damage. This stacks with DR Death but does not reduce damage to 0.


If I read this I would assume that each of these, except Iron Soul, was free. Is that the case?

Also, when should we expect these changes (to skill costs, removal and the introduction of the first tier of psycomantics) to be on the character builder?
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Re: Mind over Magic 2.1

Postby Ben » Tue Mar 25, 2014 10:53 am

Yeah, everything else is a free class feature.

I'll see if Will can make the changes after his birthday weekend.
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Re: Mind over Magic 2.1

Postby Ben » Tue Mar 25, 2014 1:05 pm

Hone the Mind
If the character possesses the Meditation skill then they also regain 1 soul every 10 minutes on top of any essence gains.


Just thinking about this skill...can anyone see any reason this couldn't just be part of the main system so that everyone regains one soul for every 10 minutes meditation?
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Re: Mind over Magic 2.1

Postby Hatsuo1980 » Tue Mar 25, 2014 1:11 pm

Ben wrote:
Hone the Mind
If the character possesses the Meditation skill then they also regain 1 soul every 10 minutes on top of any essence gains.


Just thinking about this skill...can anyone see any reason this couldn't just be part of the main system so that everyone regains one soul for every 10 minutes meditation?


I don't see why it couldn't be but, then, I don't see why most people would benefit. For psi's, this is restoring "power".

Don't see a problem either way personally :)
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Re: Mind over Magic 2.1

Postby Hatsuo1980 » Tue Mar 25, 2014 1:14 pm

Perhaps give it to Psi's for free and make it a 1 skill cost academic skill for everyone else. Theory being Academics are mostly likely to use soul to power things (snap cast, sorcery spell powering, etc).
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Re: Mind over Magic 2.1

Postby Sonny » Wed Mar 26, 2014 2:55 pm

Loving the re-write, thanks for that Ben

As to the question of med giving soul back, you could take the time to bolster your will and resolve, I like andy's idea of putting it in the skill trees for all others, 1 or 2 skill maybe
Though I think it should be a constant rate and not scale with threshold like med, dunno why but just feels right to keep healers in the loop with soul, 1 per 10 sounds fine :)

Few things I think we should decide and post, if I missed them sorry xD I am blonde
1) casting time // essence and chi takes 2 seconds per point, would each soul spent cause a 2 second warm up for balance ?
2) defence // can abilities be dodged, shielded, avoided like a spell or ability would be in general, putting aside the ones highlighted with knock backs and domination etc.
3) counter play // are they treated like spells for things that stop casting or lock essence ?
4) category // are they magic, abilities, spells, skills I'm generals ? For rare things like anti magic zones

Just trying to think of questions that might come up to make it nice and clear ^^
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Re: Mind over Magic 2.1

Postby Hatsuo1980 » Wed Mar 26, 2014 2:57 pm

And further to Sonny's questions...

Are psycomantic's releasable like spells?
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