Difference between revisions of "Hear Thoughts"
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{{spell | {{spell | ||
|xp=2 | |xp=2 | ||
− | |school= | + | |school=perception |
|distance=Self | |distance=Self | ||
|target=Self | |target=Self |
Revision as of 16:17, 22 January 2012
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 2 |
---|---|
AP | 4 |
Target | Self |
Distance | Self |
Lasts | Two rounds per spell rank |
Save | Mind Control |
The mage gains the ability to violate the private sanctum of nearby minds and pull out useful bits of information. He can weed through the synapses of a person's conscious thought, and intercept the electrical impulses that fly between. The mage can read minds up to 5 feet away per spell rank. Usually, creatures subject to this spell have no idea they're being read. Only creatures with minds have thoughts; plant creatures, animate objects, and some undead are right out.
Intensity Effects
- The mage can get a general feeling of mood and reaction from a person ("I don't like that," "I am angry!").
- The mage can tell distinct reactions, mood, and when a person is lying ("I hate the man that just walked in," "I am fibbing!")
- The mage can hear surface thoughts. ("I am really hungry," "That girl is hot,")
- The mage can hear more specific thoughts. ("Just wait till they see the magic dagger I've got in my pocket,")
- The mage can weed through a mind and pick out desired information. Searching for information in a specific mind in this fashion takes 6 AP to listen to the thoughts. ("The keys to the chest are in my backpack")