Mentalism, Art of -- SinaiMUCK Mutant Chronicles

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The Art of Mentalism


The Art of Mentalism is focused on the power of the mind over one's own body. While most of the Aspects of the Art focus on affecting others, Mentalism is exclusively focused on directing one's power in the Art on oneself, transforming oneself into a virtual superhuman. This Aspect is highly favored by Brothers who often find that they have no one to rely on but themselves, such as Archangels, Revisors and Mortificators.

  • Proficiency
  • Speed
  • Invulnerability
  • Exorcise Self
  • Improve Self
  • Fly

  • PROFICIENCY

    Area of Effect: Personal
    Range: Personal
    Duration: Concentration
    The caster can boost his skill levels in any skill, whether the caster actually possesses the skill or not. (This cannot, however, be used to boost other spells, or to gain or improve "knowledge skills", such as Lore.) If the caster already has the skill to be improved, the caster gains +1 to that skill.

    For each extra magnitude, the caster can cause one of the following effects:

  • Add another +1 to the skill.
  • Cause the duration to last for 1 minute without the caster having to concentrate on it. The time limit starts immediately upon casting the spell.
  • Make the spell last an additional 5 minutes.
  • For two extra magnitudes, the following effect is gained:

  • The caster can use a skill he doesn't already have (with limitations as above), as if he were a Novice in the given skill. The skill can be improved upon with additional magnitudes, as listed above.

  • SPEED

    Area of Effect: Personal
    Range: Personal
    Duration: 1 minute
    This spell increases the pace that the caster may run by 1 meter per second, and allows the caster to run without fatigue.

    Each added magnitude causes one of the following effects:

  • The caster gets another +1 meter per second increase in speed.
  • The spell lasts another 5 minutes.

  • INVULNERABILITY

    Area of Effect: Personal
    Range: Personal
    Duration: 1 minute
    The caster gets the equivalent of Armor Value 1 on every part of his body. This is cumulative with any armor the caster is already wearing.

    Each added magnitude causes one of the following effects:

  • An additional +1 to the character's Armor Value.
  • Increase the duration by another 5 minutes.

  • EXORCISE SELF

    Area of Effect: Personal
    Range: Personal
    Duration: Instant
    This spell can instantly heal 1 Light Wound. Any application of this spell immediately halts any bleeding.

    Each added magnitude can cause one of the following effects:

  • Heal two Light Wounds instead of one.
  • Go from healing two Light Wounds to healing one Heavy Wound.
  • Heal an additional Heavy Wound.

  • IMPROVE SELF

    Area of Effect: Personal
    Range: Personal
    Duration: 1 minute
    This is like the
    Proficiency spell, but it boosts abilities instead of skills. This can apply to Strength, Toughness, and Agility. Five magnitudes are required to raise a physical ability the equivalent of one Rank.


    FLY

    Area of Effect: Personal
    Range: Personal
    Duration: Concentration
    This spell is similar to the
    Levitate spell from the Art of Kinetics, but bears some distinct differences. It causes the caster to rise into the air at a rate of about 15 meters vertically and horizontally every "action" (about two seconds).

    Each added magnitude causes one of the following effects:

  • Cause the duration to last for 1 minute without the caster having to concentrate on it. The time limit starts immediately upon casting the spell.
  • Make the spell last an additional 5 minutes.
  • Increase the horizontal speed by 15 meters per action.
  • Allows the character to carry as much weight as he or she normally could, standing on the ground. This is the limit of how much the character may carry.

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