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Thread: Rolemaster's Savant

  1. #1

    Default Rolemaster's Savant

    Just because this board seemed dead for a long while, I got some info about this profession when I was reading through the DAoC boards.

    Yes if you read through the Rolemaster books from which DAoC is inspired you will learn that the "Mentalist" is actually a powerful profession that has the ability to control things mentally that other magic users could only dream of...

    for example...
    Mind Attack
    Mind Control
    Mind Merge
    Mind Speech
    Presence Detections
    Sense Alterations

    nevermind all the other fun tricks like telekinesis and such....pity that DAoC can't support all that material


    Did some further digging and found this.
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    SPELL LAW
    32
    OF
    MENTALISM
    MENTALIST BASE 5.1
    MIND ATTACK
    Lvl Spell Area of Effect Duration Range Type
    ❑ 1) Jolts I 1 target 1 rnd/10 fail 100' Fm
    ❑ 2) Hesitation 1 target 1 rnd/10 fail 100' Fm
    ❑ 3) Minor Pain 1 target — 100' Fm
    ❑ 4) Shock A 1 target — 100' Fm
    ❑ 5) Jolts III 1 target 3 rnd/10 fail 100' Fm
    ❑ 6)
    ❑ 7) Paralyze I 1 target 1 rnd/10 fail 100' Fm
    ❑ 8) Shock B 1 target — 100' Fm
    ❑ 9) Major Pain 1 target — 100' Fm
    ❑ 10) Mind Shout I * 10'R 1 rnd/10 fail self Fm
    ❑ 11) Jolts V 1 target 5 rnd/10 fail 100' Fm
    ❑ 12) Paralyze III 1 target 3 rnd/10 fail 100' Fm
    ❑ 13) Shock C 1 target — 100' Fm
    ❑ 14)
    ❑ 15) Mind Shout II * 50'R 1 rnd/10 fail self Fm
    ❑ 16) Shock D 1 target — 100' Fm
    ❑ 17) Paralyze V 1 target 5 rnd/10 fail 100' Fm
    ❑ 18) Jolts X 1 target 10 rnd/10 fail 100' Fm
    ❑ 19) Mind Shout III * varies 1 rnd/10 fail self Fm
    ❑ 20) Shock E 1 target — 100' Fm
    ❑ 25) Great Shout * 50'R 1 rnd/10 fail self Fm
    ❑ 30) Mind Shout True * 300'R 1 rnd/10 fail self Fm
    ❑ 50) Shout True * 50'R varies self Fm
    MIND ATTACK
    1. Jolts I — Target is stunned.
    2. Hesitation — Target hesitates in any nondefensive action.
    He suffers a -20 to initiative rolls and he must parry with
    at least half of his OB.
    3. Minor Pain — Target takes 25% of his remaining
    concussion hits (i.e., those not already taken).
    4. Shock A — Target takes an 'A' Electricity critical strike.
    5. Jolts III — As Jolts I, except for duration.
    7. Paralyze I — Target is paralyzed.
    8. Shock B — As Shock A, except Electricity critical is a 'B'.
    9. Major Pain — As Minor Pain, except 50% of remaining
    concussion hits are taken.
    10. Mind Shout I — Everyone except the caster within the
    area of effect is a target, all failing to resist are stunned.
    11. Jolts V — As Jolts I, except for duration.
    12. Paralyze III — As Paralyze I, except duration is 3 rounds
    per 10 failure.
    13. Shock C — As Shock A, except Electricity critical is a 'C'.
    15. Mind Shout II — As Mind Shout I, except area of effect
    is 50' radius.
    16. Shock D — As Shock A, except Electricity critical is a 'D'.
    17. Paralyze V — As Paralyze I, except duration is 5 rounds
    per 10 failure.
    18. Jolts X — As Jolts I, except for duration.
    19. Mind Shout III — As Mind Shout I, except area of efect
    is 100' radius.
    20. Shock E — As Shock A, except Electricity critical is an
    'E'.
    25. Great Shout — As Mind Shout I, except area of effect is
    50' radius and any target failing by more than 50 is
    unconscious for eight hours.
    30. Mind Shout True — As Mind Shout I, except area of
    effect is 300' radius.
    50. Shout True — As Mind Shout (50' radius), except targets
    failing by 1-50 are unconscious, and targets failing by more
    than 50 are dead. RRs for Mentalism spell users are
    modified by -20.
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    SPELL LAW
    33
    OF
    MENTALISM
    MENTALIST BASE 5.2
    MIND CONTROL
    Lvl Spell Area of Effect Duration Range Type
    ❑ 1) Question 1 target — 10' Fm
    ❑ 2) Sleep 1 target — 50' Fm
    ❑ 3) Charm Kind 1 target 10 min/lvl 50' Fm
    ❑ 4) Calm 1 target 1 min/lvl 100' Fm
    ❑ 5) Confusion 1 target 1 rnd/5 fail 100' Fm
    ❑ 6) Fear 1 target 1 min/10 fail 100' Fm
    ❑ 7) Suggestion 1 target varies 10' Fm
    ❑ 8) Hold Kind 1 target C 50' Fm
    ❑ 9) Emotions 1 target 1 min/lvl 100' Fm
    ❑ 10) Master of Kind 1 target 10 min/lvl 10' Fm
    ❑ 11) Coma 1 target 1 day/10 fail 100' Fm
    ❑ 12) True Charm 1 target 10 min/lvl 50' Fm
    ❑ 13)
    q 14) Hold True 1 target C 50' Fm
    ❑ 15) Geas 1 target varies 10' Fm
    ❑ 16) Hold Kind True 1 target C 50' Fm
    ❑ 17)
    ❑ 18) Mind Break 1 target P 50' Fm
    ❑ 19)
    ❑ 20) True Sleep 1 target 1 min/10 fail 100' Fm
    ❑ 25) True Geas 1 target varies 10' Fm
    ❑ 30) Mind Control True 1 target 1 min/lvl (C) 300' Fm
    ❑ 50) Mind Master 1 target P (C) 300' Fm
    MIND CONTROL
    1. Question — Target must answer a single-concept question
    truthfully (though he must be able to understand the
    question).
    2. Sleep — Target falls into natural sleep. The first round is
    a magical sleep (the target cannot be awakened through
    normal means).
    3. Charm Kind — Humanoid target believes caster is a good
    friend.
    4. Calm — Target will take no offensive action, and he will
    fight only in self-defense.
    5. Confusion — Target is incapable of making decisions or
    initiating action; but he may continue to fight current foes
    or in self-defense.
    6. Fear — Target fears caster and attempts to flee. Fleeing
    usually equates to running at maximum pace away from
    the caster.
    7. Suggestion — Target will follow a single suggested act
    that is not completely alien to him (e.g., no suicide
    suggestions, no blinding himself, etc.).
    8. Hold Kind — Target is held to 25% of normal action.
    9. Emotions — Causes any desired emotion. Possible emotions
    include hate, love, sadness, anger, etc.
    10. Master of Kind — Target must obey the caster as
    specified in Suggestion.
    11. Coma — [RR Mod: +20] Target falls into a coma.
    12. True Charm — As Charm Kind, except works on any
    sentient creature.
    14. Hold True — As Hold Kind, except any sentient being
    can be affected.
    15. Geas — Target is given 1 task. Failure results in
    a penalty determined by GM (task must be
    within target’s capabilities). If the target ignores
    the task, he will suffer the same effects of
    failure.
    16. Hold Kind True — [RR Mod: -20] Target
    is totally paralyzed (0% action).
    18. Mind Break — Target is a blathering idiot.
    He may be led around but he can take no
    action.
    20. True Sleep — [RR Mod: -20] Target is
    unconscious and unwakeable.
    25. True Geas — As Geas, except failure is
    punished by the target suffering five 'E'
    criticals (choose which critical types randomly).
    30. Mind Control True — When he concentrates,
    caster has total control of target’s
    mind. After the initial casting, the range for
    control is 1 mile per level of the caster.
    50. Mind Master — As Mind Control True,
    except duration is permanent (until dispelled).
    The caster need only concentrate to
    give commands. Only one target can be controlled in this
    fashion at a time.
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    SPELL LAW
    34
    OF
    MENTALISM
    MENTALIST BASE 5.3
    MIND MERGE
    Lvl Spell Area of Effect Duration Range Type
    ❑ 1) Empathy 1 target/rnd 1 rnd/lvl(C) 10' Pm
    ❑ 2) Read Emotions 1 target/rnd 1 rnd/lvl(C) 50' Pm
    ❑ 3) Merge w/ Mentalist caster+1 tgt C touch U
    ❑ 4) Focus Merge caster C self U
    ❑ 5) Thoughts 1 target/rnd 1 rnd/lvl(C) 100' Fm
    ❑ 6) Mind Merge I caster+1 tgt C touch U
    ❑ 7) Prepare Merge caster C self U
    ❑ 8) Mind Merge II caster+1 tgt C 100' U
    ❑ 9)
    ❑ 10) Inner Thoughts 1 target/rnd 1 rnd/lvl 100' Fm
    ❑ 11) Ready Merge * caster+1 tgt C 100'/lvl U
    ❑ 12)
    ❑ 13) Mind Switch caster+1 tgt 1 day touch Fm
    ❑ 14)
    ❑ 15) Mind Scan 1 target/rnd 1 rnd/lvl(C) 100' Fm
    ❑ 16)
    ❑ 17)
    ❑ 18) Mind Merge True caster+1 tgt C 50'/lvl U
    ❑ 19)
    ❑ 20) Mind Probe 1 target/rnd 1 rnd/lvl(C) 100' Fm
    ❑ 25) Mind Switch True caster+1 tgt varies touch Fm
    ❑ 30) Thought Steal 1 target 1 rnd/lvl(C) 100' Fm
    ❑ 50) Ready Merge True * caster+1 tgt C unlimited U
    MIND MERGE
    1. Empathy — Caster learns target’s basic feelings. The
    caster can concentrate on a new target each round.
    2. Read Emotions — Caster learns target’s emotions in
    detail. The caster can concentrate on a new target each
    round.
    3. Merge With Mentalist — Allows two Mentalism spell
    users to communicate mentally and exchange power
    points.
    4. Focus Merge — When cast before (within 1 minute) a
    Mind Merge spell or a Ready Merge spell (an 11th+ level spell
    on this spell list in Spell Law), this spell allows the caster
    to focus on a specific person as the target (that he has Mind
    Stored previously). This spell allows certain spells to work
    even if the caster doesn’s know the target’s exact location.
    5. Thoughts — Caster receives surface thoughts from target.
    If target makes his RR by more than 25 he realizes that
    someone is trying to read his thoughts. The caster can
    concentrate on a new target each round.
    6. Mind Merge I — Allows caster and target to interchange
    thoughts; if both are Mentalism spell users they can
    interchange power points. They must be able to see each
    other or the caster must know the exact location of the
    target or the caster must use Focus Merge to locate the target
    (in all cases, the target must be within range).
    7. Prepare Merge — The caster prepares himself to be the
    target of a Mind Merge spell or Ready Merge spell (an 11th+
    level spell on this spell list in Spell Law), thus, increases the
    range of the “incoming” spell. The increased range is equal
    to the original range times the number of power points
    used to cast the Prepare Merge spell (e.g., if a caster uses 18
    PPs, the range is 18 times normal).
    8. Mind Merge II — As Mind Merge I, except range is 100'.
    10. Inner Thoughts — As in Thoughts, except caster also
    learns reasoning and thought patterns behind surface
    thoughts.
    11. Ready Merge — As in Mind Merge I, except for range and
    caster and target must have Merged before and it is
    instantaneous.
    13. Mind Switch — Target and caster switch minds and spell
    casting abilities. Target (in caster’s body) is in a coma if
    he is not also a Mentalist. If the target is unwilling, he may
    make a new RR every hour.
    15. Mind Scan — As in Inner Thoughts, except caster can also
    scan target’s conscious memories, at a rate of 1 scene every
    round.
    18. Mind Merge True — As Mind Merge I, except for range
    and caster must know the exact location of the target
    mentally or through some other means.
    20. Mind Probe — As in Mind Scan, except caster can probe
    target’s subconscious memories (i.e., all experiences).
    25. Mind Switch True — As in Mind Switch, except lasts until
    the caster decides to return to his own body.
    30. Thought Steal — Caster can remove one thought or
    memory from the target’s mind each round.
    50. Ready Merge True — As in Ready Merge, except range is
    unlimited.
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    SPELL LAW
    35
    OF
    MENTALISM
    MENTALIST BASE 5.4
    MIND SPEECH
    Lvl Spell Area of Effect Duration Range Type
    ❑ 1) Mentalist Tongue * caster+1 tgt C 100' Fm
    ❑ 2) Prepare Mind I caster C self U
    ❑ 3) Mind Tongue I * caster+1 tgt C 100' Fm
    ❑ 4) Focus Mind caster C self U
    ❑ 5) Prepare Mind II caster C self U
    ❑ 6) Mind Tongue II * caster+1 tgt C 500' Fm
    ❑ 7)
    ❑ 8) Prepare Mind III caster C self U
    ❑ 9) Mind Speech I * 10'R C self Fm
    ❑ 10) Mind Tongue III * caster+1 tgt C 1000' Fm
    ❑ 11) Prepare Mind IV caster C self U
    ❑ 12) Mind Speech II * 100'R C self Fm
    ❑ 13) Friend Speech * 10'R C self Fm
    ❑ 14) Prepare Mind V caster C self U
    ❑ 15) Mind Speech III * 300'R C self Fm
    ❑ 16) Waiting Tongue * 10'R varies 100' Fm
    ❑ 17) Prepare Mind True caster C self U
    ❑ 18) Mind Tongue IV * caster+1 tgt C 1 mile Fm
    ❑ 19) Friend Speech II * 100'R C self
    ❑ 20) Mind Speech True * 2000'R C self Fm
    ❑ 25) Mind Tongue True * caster+1 tgt C 1 mile/lvl Fm
    ❑ 30) Waiting Speech * varies varies self Fm
    ❑ 50) Far Mind Speech * 10'R C 1 mile/lvl Fm
    MIND SPEECH
    1. Mentalist Tongue — Caster may mentally speak with
    another spell caster of the Mentalism realm.
    2. Prepare Mind I — The caster enters a trance-like state to
    prepare his mind to be the recipient for a Mind Tongue spell.
    While he is under the effects of this spell, any “incoming”
    Mind Tongue spell has its range increased by 10 times.
    3. Mind Tongue I — Caster may mentally speak with any
    one thinking being. They must be able to see each other
    or the caster must know the exact location of the target or
    the caster must use Focus Mind to locate the target (in all
    cases, the target must be within range).
    4. Focus Mind — When this spell is cast, the next Mind
    Tongue spell (cast within one minute of this spell) will be
    able to focus in on a specific person as its target. The
    person must be Mind Stored (see the Presence spell list).
    This spell allows certain spells to work even if the caster
    doesn’s know the target’s exact location.
    5. Prepare Mind II — As Prepare Mind I, except range is
    increased by 20 times.
    6. Mind Tongue II — As Mind Tongue I, except range is 500'.
    8. Prepare Mind III — As Prepare Mind I, except range is
    increased by 50 times.
    9. Mind Speech I — Caster can broadcast thoughts to minds
    of all within range. This is a “one-way” communication.
    10. Mind Tongue III — As Mind Tongue I, except range is
    1,000'.
    11. Prepare Mind IV — As Prepare Mind I, except range is
    increased by 100 times.
    12. Mind Speech II — As Mind Speech I, except area of effect
    is 100' radius.
    13. Friend Speech — As Mind Speech, except caster can limit
    broadcast to desired beings.
    14. Prepare Mind V — As Prepare Mind I, except range is
    increased by 500 times.
    15. Mind Speech III — As Mind Speech I, except area of effect
    is 300' radius.
    16. Waiting Tongue — A 25-word mental message can be
    delayed. The triggering area must be no larger than 10'
    radius and the trigger can be any of the following: a fixed
    time period up to 24 hours, specified movements, specified
    sounds, touch, reading, or by a specific Mind Stored person
    entering the area.
    17. Prepare Mind True — As Prepare Mind I, except range
    is increased by 1,000 times.
    18. Mind Tongue IV — As Mind Tongue I, except range is 1
    mile.
    19. Friend Speech True — As Friend Speech, except area of
    effect is 100' radius.
    20. Mind Speech True — As Mind Speech I, except area of
    effect is 2,000' radius.
    25. Mind Tongue True — As Mind Tongue I, except range is
    1 mile per level.
    30. Waiting Speech — As Waiting Tongue, except it is
    broadcast to all within a 300' radius.
    50. Far Mind Speech — As Mind Speech I, except area of
    effect can be up to 1 mile per level from caster.
    SPECIAL NOTES
    Except where communication is noted as being only “oneway,”
    the spells above create a “two-way” communication
    between the target (and the caster). The caster is not
    required to speak verbally. The target speaks verbally, but
    the caster is actually reading the thoughts of the target
    (though some targets may learn to use mental communication—
    any caster who knows this list is presumed to have this
    ability).
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    SPELL LAW
    36
    OF
    MENTALISM
    MENTALIST BASE 5.5
    PRESENCE
    Lvl Spell Area of Effect Duration Range Type
    ❑ 1) Presence • * 10'R/lvl C self U
    ❑ 2) Feel I * 1 target — 10'/lvl Pm
    ❑ 3) Mind Store * 1 target — 10'/lvl Pm
    ❑ 4) Transfer Mind Store 1 target — touch U
    ❑ 5) Feel III * 3 targets — 10'/lvl Pm
    ❑ 6) Mind Typing * 1 target — 10'/lvl Pm
    ❑ 7) Finding I caster C 100'/lvl Pm
    ❑ 8) Direction I caster — 1000'/lvl Pm
    ❑ 9) Presence True * 50'R C 100'/lvl Pm
    ❑ 10) Awareness * caster C 10'/lvl Pm
    ❑ 11) Direction II caster — 1 mile/lvl Pm
    ❑ 12) Long Feel * 1 target — 100'/lvl Pm
    ❑ 13) Feel V * 5 targets — 10'/lvl Pm
    ❑ 14) Mass Feel * 1 target/rnd C 10'/lvl Pm
    ❑ 15) Mind Typing True * 1 target — 100'/lvl Pm
    ❑ 16)
    ❑ 17)
    ❑ 18) Finding II caster C 1 mile/lvl Pm
    ❑ 19) Feel X 10 targets — 10'/lvl Pm
    ❑ 20) Awareness True * caster C 10'/lvl Pm
    ❑ 25) Finding III caster C 5 miles/lvl Pm
    ❑ 30) Direction True caster — unlimited Pm
    ❑ 50) Finding True caster C unlimited Pm
    PRESENCE
    1. Presence — Caster is aware of the presence of all sentient/
    thinking beings within his range.
    2. Feel I — Caster gets general idea of the race and level of
    one being. The target must first be located by Presence or
    Presence True.
    3. Mind Store — As Feel I, except caster stores mental
    pattern of target. This can be used with other spells (both
    on this list and others). The caster can only have as many
    patterns stored as the sum of his Memory and Presence
    temporary stats (not the bonuses). The caster can choose
    to release a stored pattern at any given time (the GM
    should require that a character keep track of all the
    patterns he has stored).
    4. Transfer Mind Store — The caster can transfer a copy of
    any one Mind Stored person to another caster from the
    Mentalism realm (i.e., both casters now have the person
    stored). The target of this spell must know the Mind Store
    spell.
    5. Feel III — As Feel I, except analyzes 3 targets at once (all
    targets must be within range).
    6. Mind Typing — As Feel I, except caster learns race,
    profession, and level of target.
    7. Finding I — Caster gets direction and distance to any
    unshielded mind that he has a mental pattern of (from
    Mind Store).
    8. Direction I — Caster gets direction to any unshielded
    mind which he has a mental pattern of (from Mind Store).
    9. Presence True — Can get presences in one 50' radius. The
    caster can concentrate on one 50' radius area each round.
    10. Awareness — As Presence, plus a general knowledge of
    the target’s actions. In a tactical situation, the caster can
    declare his actions after learning one of the target’s actions
    for the round (and when he wants to perform the action).
    This does not prevent the target from changing his action
    (with the appropriate penalty for cancelling his action, see
    RMFRP p. 54).
    11. Direction II — As above, except range is 1 mile per level.
    12. Long Feel — As Feel I, except that range is 100' per level.
    13. Feel V — As Feel I, except analyzes 5 targets at once (all
    targets must be within range).
    14. Mass Feel — As Feel I, except caster may “feel” one target
    per round.
    15. Mind Typing True — As Mind Typing, except range is
    100' per level.
    18. Finding II — As Finding I, except range is 1 mile per level.
    19. Feel X — As Feel I, except analyzes 10 targets at once (all
    targets must be within range).
    20. Awareness True — As Awareness, except that caster learns
    all actions of the target.
    25. Finding III — As Finding I, except range is 5 miles per
    level.
    30. Direction True — As Direction I, except no range
    limitations.
    50. Finding True — As Finding I, except no range limitations.
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    SPELL LAW
    37
    OF
    MENTALISM
    MENTALIST BASE 5.6
    SENSE CONTROL
    Lvl Spell Area of Effect Duration Range Type
    ❑ 1) Distraction 1 target C 100' Fm
    ❑ 2) Numbing 1 target C 100' Fm
    ❑ 3) Blur Vision 1 target C 100' Fm
    ❑ 4) Minor Sense Control 1 target C 100' Fm
    ❑ 5) Audio Attack 1 target 1 rnd/10 fail 100' Fm
    ❑ 6) Audio Control 1 target C 100' Fm
    ❑ 7) Fumble 1 target — 100' Fm
    ❑ 8) Vision Control 1 target C 100' Fm
    ❑ 9) Vision Attack 1 target 1 rnd/10 fail 100' Fm
    ❑ 10) Nerve Stun 1 target 1 rnd/10 fail 100' Fm
    ❑ 11) Hallucination 1 target C 100' Fm
    ❑ 12) Taunting Hallucination 1 target C 100' Fm
    ❑ 13) Sense Control II 1 target C 100' Fm
    ❑ 14)
    ❑ 15) Sensory Overload 1 target 1 rnd/5 fail 100' Fm
    ❑ 16) Sense Control III 1 target C 100' Fm
    ❑ 17)
    ❑ 18) Sense Control IV 1 target C 100' Fm
    ❑ 19) Sensory Deprivation 1 target 1 day/10 fail 100' Fm
    ❑ 20) Sense Control V 1 target C 100' Fm
    ❑ 25) Long Control 1 target C 300' Fm
    ❑ 30) Sense Control True 1 target 10 min/lvl 300' Fm
    ❑ 50) Private World 1 target P (C) 100' Fm
    SENSE CONTROL
    1. Distraction — Target suffers a special modification of -30
    to all actions.
    2. Numbing — Random limb of target’s is numb and useless.
    If the limb is a leg, the target loses 40% of his movement.
    If the limb is an arm, the target suffers a special
    modification of -40 to melee and missile fire with that arm.
    3. Blur Vision — Target has a special modification of -100
    to his OB for missile attacks and -50 for all other actions.
    4. Minor Sense Control — Causes minor, false sensations in
    any one of: smell, taste, or touch (e.g., a stinky smell, a salty
    taste, or an itch).
    5. Audio Attack — Loud sound stuns target.
    6. Audio Control — Causes target to hear any sound(s)
    desired.
    7. Fumble — Target fumbles weapon or item in hands. The
    target should roll on the appropriate Fumble Table.
    8. Vision Control — Causes target to see whatever the caster
    desires.
    9. Vision Attack — Bright light blinds target.
    10. Nerve Stun — Target is totally numbed. He suffers a
    special modification of -75 to all actions and he is stunned.
    11. Hallucination — Target sees a nonexistent foe. He must
    fight him until the foe is “defeated” (i.e., takes damage that
    would drop him). Foe has same capabilities as target but
    does no damage (i.e., always misses).
    12. Taunting Hallucination — As Hallucination, but will
    never attack. He will only taunt the character (parrying all
    attacks against him).
    13. Sense Control II — As Minor Sense Control, except may
    affect any two senses (including sight and hearing).
    15. Sensory Overload — This spell overloads the target’s
    senses. If the RR failus by 50 or less, the target is stunned
    for the duration. If the RR fails by more than 50, he is
    unconscious.
    16. Sense Control III — Same as Sense Control II, except
    affects any three senses.
    18. Sense Control IV — Same as Sense Control II, except
    affects any four senses.
    19. Sensory Deprivation — Total sensory deprivation,
    i.e., no sensory input. Every day of deprivation
    gives a 5% chance (cumulative) of temporary
    insanity.
    20. Sense Control V — Same as Sense Control II,
    except affects all senses.
    25. Long Control — As Sense Control V, except initial
    range is 300'. After the initial casting, the caster
    can control the senses that the target receives at a
    range of 1 mile per level of the caster.
    30. Sense Control True — As Long Control, except
    caster can “program” sensory input (i.e., sense X
    will be received upon reaching point Y) and
    concentration is only required to “program” memory
    input and the duration is 10 minutes per level of
    the caster.
    50. Private World — Target lives in own fantasy world,
    totally controlled by caster when he concentrates. While in
    the fantasy, the target receives no sensory input from the
    real world.
    SPECIAL NOTES
    All of the sensations created by spells on this list are strictly
    mental (i.e., not real). For example, the sound created with
    Audio Attack is heard only in the target’s head (and it will
    work on a deaf person).
    Last edited by Rathgar; 04-10-2008 at 06:08 PM.

  2. #2

    Default

    Holy WALL OF PSIONIC TEXT, BATMAN!


  3. #3

    Default

    That is a kickass pic of a mind flayer.

  4. #4
    Join Date
    Apr 2003
    Location
    Dirty, dirty
    Posts
    4,490

    Default

    Flayers are, indeed, the fucking shit.

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