Author Topic: Project BASil: Mentalism Spells  (Read 46519 times)

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Offline B Hanson

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Project BASil: Mentalism Spells
« on: July 21, 2016, 10:32:58 AM »
Hurin gave me a kick in the ass so I thought I would start putting up our Project BASiL Mentalism spells while Priest-King is in edit/review and I've got some down-time in the summer doldrums.

Like Essence, we've organized our Mentalism spells by category we refer to as "Disciplines" (higher and lower) with some basic spell lists that act as "Open" if you will. These basic/Open lists only go to 10th lvl due to their less powerful nature. I'm not going to put them up in any particular order like I did with Essence or Channelling; I'm just going to pick away starting with the ones that need less clean up.

Mentalism Disciplines (Base Categories) are Body Enchancement, Clairavoyance, Glamours, Mesmerization, Mind Control, Mind Defense, Precognition, Pyschokinesis, Pyrokinesis, Sense Projection, Subterfuge, Telepathy. Note that these are categories and most have at least 2 lists. For example Body Enhancement has the lists Body Control, Self Augment, Combat Enhancement, Self Healing, Body Shifting. (some of these need some name changes but you get the idea).

I was thinking of putting up our spell casting rules, but most people are pretty set on using standard or home rules I don't see the point in throwing yet another rule option in the mix. Although we use a "No Profession" ruleset that allows access to any and all of the "realms" I've still left them generally organized in the basic Open/Closed/Base in the event of publication.

Note: If you are viewing this as a "Guest" on the forums you won't be able to see the download files. Join the Forums!!

For our Essence lists: http://www.ironcrown.com/ICEforums/index.php?topic=16681.0

For our Channeling lists: http://www.ironcrown.com/ICEforums/index.php?topic=16688.0

Once I'm done with Mentalism I still have Investiture (imbedding magic), Notational(written magic) and Rendering (performance magic) to go up. There is still A LOT of spells to go. I think we are up over 5000 individual spells with much less redundancy than spell law. Our "Incidental" magic (cantrips) is already up on the Shadow World Forums here: http://www.ironcrown.com/ICEforums/index.php?topic=15879.msg194141#msg194141



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Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #1 on: July 21, 2016, 10:40:37 AM »
Here are a couple of "Closed" spell lists that we've had great success with in our own campaign. The first, Absorption, allows the Mentalist/caster to absorb skill abilities from the target. How cool is that? I think this was touched upon a bit in RMU in a spell list but not full explored. My players have had great fun with it and due to the duration and our casting mechanisms never have had any balance issues. Plus the "Mentalist" has amazing utility with this list.

The second is "Mind Lore". This was a distillation of various Spell Law lists, Loremaster lists down to the spells that I thought had real game utility. Plus it works great when you have a long campaign and players can't be expected to memorize every detail they encounter, or miss obvious clues because it's been 3 months since the last session. Mind Lore allows me to re-introduce important narrative material via spells.
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Offline Hurin

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Re: Project BASil: Mentalism Spells
« Reply #2 on: July 21, 2016, 11:29:37 AM »
Looking forward to seeing the files when they are approved.

Thanks again for posting these; they are truly great!
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

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Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #3 on: September 24, 2016, 10:22:26 AM »
re: to various messages. Once I finish up the Charon spell lists in the SW forums I'll be back to putting up Mentalism spells (and a handful of Essence).
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Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #4 on: February 01, 2017, 05:09:56 PM »
Ok, I'm going to get back to Mentalism right after the New England Patriots win the Superbowl this coming weekend. (if they lose I'll still do it since I'll lock myself into a room with whiskey and computer). I've received a bunch of messages on these--if anyone has any particular lists/disciplines they want to see first I can focus on that. Unlike Channeling and Essence, Mentalism needs a lot more work since I changed our Mentalism casting rules a few years back to require concentration throughout the spell effects. However, I'm going to use the original durations so they are more easily incorporated with official rule sets.
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Offline Hurin

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Re: Project BASil: Mentalism Spells
« Reply #5 on: February 01, 2017, 08:27:36 PM »
I'd like to see any list for any semi profession of Mentalism. The great thing about Mentalism is that it is not inhibited by body armor, which makes it good for semis; but none of the existing RMU classes really take advantage of this. So I'd like to see any lists of the sort that the old RM2 Mentalism semis had: e.g. Arms Master, Noble Warrior, etc.
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline B Hanson

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Re: Project BASil: Mentalism "Self" spells
« Reply #6 on: July 13, 2017, 05:23:55 PM »
Ok, here are the first group of Mentalism spells from the BASiL project. Keep in mind that I organize them by "Disciplines", not by profession driven base lists. These are all modification of self spells. Some are good for Monks, some maybe for Mystics or Nightblades. It's easy to mix and match to create Profession assigned base lists. I'm still not including the spell notes but happy to answer any questions.
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Offline Hurin

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Re: Project BASil: Mentalism Spells
« Reply #7 on: July 13, 2017, 10:48:39 PM »
Overall, they are a lot of fun. Thanks for posting them!

A few notes:

--There is no spell for level 6 on the Self Weapon List.
--The power level of some spells is arguably too great. In particular, I am thinking of the first spell, 'Non Fatigue', on the Self Control list. Making the caster immune to fatigue penalties for 1 min/level is exceptionally powerful for a caster in RMU, since fatigue penalties are the main limitation on the speed of prepping spells. If one is immune to fatigue, one can cast spells with much less prep.
--History points for adding in Stoicism references!
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline jdale

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Re: Project BASil: Mentalism Spells
« Reply #8 on: July 14, 2017, 01:44:03 PM »
In particular, I am thinking of the first spell, 'Non Fatigue', on the Self Control list. Making the caster immune to fatigue penalties for 1 min/level is exceptionally powerful for a caster in RMU, since fatigue penalties are the main limitation on the speed of prepping spells. If one is immune to fatigue, one can cast spells with much less prep.

We're removing that, so that particular aspect will be moot. I only gave the lists a quick look, there might be other issues.

One thing that did jump out at me was that durations of 1 min/lvl are good for combat spells (e.g. those size modifiers) but seem low when using change self type spells for disguise, infiltration, and other non-combat oriented purposes.
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Offline Hurin

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Re: Project BASil: Mentalism Spells
« Reply #9 on: July 14, 2017, 01:46:14 PM »
In particular, I am thinking of the first spell, 'Non Fatigue', on the Self Control list. Making the caster immune to fatigue penalties for 1 min/level is exceptionally powerful for a caster in RMU, since fatigue penalties are the main limitation on the speed of prepping spells. If one is immune to fatigue, one can cast spells with much less prep.

We're removing that, so that particular aspect will be moot.

And there was much rejoicing!
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #10 on: November 15, 2017, 07:28:35 PM »
So, I'm posting up more Mentalism spells: Telekinesis shortly.
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Offline Nders

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Re: Project BASil: Mentalism Spells
« Reply #11 on: December 05, 2017, 05:53:07 AM »
Great Work Hanson - appreciation

Offline Nders

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Re: Project BASil: Mentalism Spells
« Reply #12 on: June 05, 2018, 06:51:07 AM »
Brian just writing to let you know that posting telekenisis can no longer be considered shortly

Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #13 on: June 05, 2018, 05:02:10 PM »
Ha! Sorry, been busy with real life and just barely keeping up with rolemasterblog work. I have a TON of material ready to go when my schedule frees up.
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Offline vilor

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Re: Project BASil: Mentalism Spells
« Reply #14 on: October 17, 2019, 04:31:58 AM »
Hi Brian, any chance you'll be posting your Mentalism lists soon?

Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #15 on: February 19, 2020, 10:31:14 AM »
Hopefully I can continue to get a few up per week with my schedule! This is "Subtle Touch", one of the lists from the Mentalism "Psychokinesis" category. The spells use very light telekinesis adjustments for effect.
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Offline Hurin

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Re: Project BASil: Mentalism Spells
« Reply #16 on: February 19, 2020, 02:24:59 PM »
Subtle Touch looks like a very fun list.

The level 7 spell, Interrupt though: does it add a penalty to a spell fumble roll, or force a fumble roll? A little more clarity might help with that one.
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

'Every party needs at least one insane person.'  --Aspen of the Jade Isle

Offline B Hanson

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Re: Project BASil: Mentalism Spells
« Reply #17 on: February 19, 2020, 04:16:37 PM »
The first "Interrupt" just requires an RR that will cause spell failure. The upper level one does the same but adds a penalty to the fumble roll.
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Offline B Hanson

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Mental Hand - Psychokinesis
« Reply #18 on: February 20, 2020, 03:15:49 PM »
Here is the next list from the "Psychokinesis" spell group Mentalism.
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Offline jdale

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Re: Project BASil: Mentalism Spells
« Reply #19 on: February 20, 2020, 06:30:12 PM »
Psychokinesis feels pretty narrow to me, although in fairness that's also true of RM's Telekinesis list (just with different effects).

Subtle Hand is fun, but -- and I hardly ever say this -- seems underpowered.
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