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Spells with a duration of "focus" use special rules. A caster can only maintain one focus spell at a time. It will remain active as long as he can focus. That is, while he is able to think clearly and is not stunned for a period of time. A group of mentalists can, together, provide multiple focus spells for the group but still only one each.
1201 · Force Orb
[forceorb]
Duration: Immediate
Type: Attack
The caster summons a translucent orb of force that attacks the target. If the target fails to ward the mental attack, he or she will take some concussion damage and be crushed. Training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Manipulation[/LINK] increases the concussion damage of this attack.
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Defense
The caster transforms his skin into a thick hide that acts like armor. The caster will gain the defensive benefits of wearing armor without suffering the penalties as it is his own skin protecting him. The base effect is to create a [LINK]http://www.play.net/gs4/info/armory/armorleather.asp#fullleather full leather[/LINK] equivalent (Armor Subgroup (AsG) 6), and can be increased to more powerful armor with training. The AsG increases by one according to [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 1 of one fifth the caster's ranks in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transformation[/LINK]. Monks also receive an innate bonus to the AsG of [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 1 of one fifth the caster's level.
For example, a level 15 Monk (15/5 = 3, seed 1 gives a bonus of 2) with 5 ranks of [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transformation[/LINK] (5/5 = 1, [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 1 gives a bonus of 1) can cast Iron Skin to create the equivalent of [LINK]http://www.play.net/gs4/info/armory/armorscale.asp#leatherbreastplate leather breastplate[/LINK] (AsG 9 = 6 +2 + 1). Another example, a Savant with 105 ranks of [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transformation[/LINK] (105/5 = 21, [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 1 gives a bonus of 6) can cast Iron Skin to create the equivalent of [LINK]http://www.play.net/gs4/info/armory/armorscale.asp#brigandineleather brigandine armor[/LINK] (AsG 12 = 6 + 6).
Wearing any armor heavier than robes (AsG 2) will completely nullify this effect!
Powersink hinders a target's access to the mana weave causing him to take a longer time to prepare a spell. This spell is difficult to defend against. The caster can affect additional targets by training in [LINK]http://www.play.net/gs4/info/skills.asp#manashare Mental Mana Control[/LINK]. An extra target is gained every [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 6 of (MMC skill bonus/10). For example, with 35 ranks of MMC (130 skill bonus), the caster can affect a total of three targets (130/10 = 13, [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 6 gives a bonus of 2).
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Defense
The target is able to see visions of the future, allowing him to anticipate incoming attacks. This translates to a bonus of +10 to physical Defensive Strength (DS).
Immediately removes a detrimental emotional effect from the target (fear, rage, etc.). At 25 ranks of [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Telepathy[/LINK], Soothing Word grants the target immunity to the sheer fear of undead for 30 seconds.
Allows the caster to mentally throw objects at a target for damage. The damage factor and mana cost are based upon the object's encumbrance. This is a mental bolt attack and uses the [LINK]http://www.play.net/gs4/info/skills.asp#aimedspells Spell Aiming[/LINK] skill.
A single target knockdown that uses the standard maneuver defense roll, but is difficult to resist. The caster's strength with Force Projection increases with training in [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Minor Mental[/LINK] spell ranks and with [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Manipulation[/LINK].
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Defense
This spell protects the target's mind from harmful warding spells. The bonus is +20 Mental Target Defense (MTD) + 1 MTD for every 2 [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Minor Mental[/LINK] spell ranks beyond 8, with a maximum bonus of +40. With the increase in defense comes an increase in mana cost; 8 base mana +1 for every 2 additional MTD bonus gained. When Mindward is cast upon others, the bonus is a flat +20 MTD with a flat mana cost of 8.
Overtraining in [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Minor Mental[/LINK] spell ranks does not yield additional bonus past the caster's level.
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Utility
This spell will cause the caster's hands to grow hard and scaly. As such, they gain +10 to their Unarmed Attack Factor, are able to hit magical creatures without special equipment, and gain the ability to randomly flare an attack that bypasses all of a target's magical defense, reducing their Unarmed Defense Factor. These effects apply to all unarmed attacks (jab, punch, kick, and grapple).
Training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transformation[/LINK] provides an additional +1 increase to the caster's UAF at 1 rank, to a maximum of an additional +19 at 190 ranks (seed 1 of the [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation Summation Chart[/LINK]).
Creates a crackling whip of psychic energy that strikes the target for damage and leaves a residue energy that increases subsequent critical damage on the target. Training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Manipulation[/LINK] increases the critical damage of subsequent attacks. This is a mental warding spell.
Duration: Variable, based on warding margin and the caster's Influence bonus
Type: Attack
The target stumbles about in a daze and may attack either his allies or foes. The caster is able to manipulate the target into attacking the target's allies more often by training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Telepathy[/LINK]. The target will also be unable to perform special actions (e.g., maneuver attacks). This is a mental warding spell.
Not yet implemented Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Utility
The caster is able to cloak himself in an illusion, disguising his form in order to take on the appearance of another race, gender, or profession, as well as the physical features to match. The attributes which can be disguised are subject to the caster's [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Minor Mental[/LINK] spell ranks.
Spell Ranks
Attributes
0
Eye Color
Eye Trait
Hair Color
Hair Style
Hair Texture
Hair Quirks
Skin Color
Nose Trait
Facial Features
Distinguishing Mark
Height
*
Custom
20
Gender
30
Race
Culture
40
Profession
50
Unique
[*] Custom requires knowledge of the spell to utilize.
The SHROUD verb may be used to construct a profile prior to casting the spell. Every aspect of a configuration (such as eye color) change requires 1 mana and 3 seconds of cast roundtime. Example:
>SHROUD SET 1 RACE DARK ELF Cast Roundtime 3 Seconds. >SHROUD SET 1 PROF SORCERER Cast Roundtime 3 Seconds. >SHROUD SET 1 HCOLOR BLACK Cast Roundtime 3 Seconds. >SHROUD PROFILE 1 >INCANT 1212
The caster uses his mental concentration to make the physically taxing activities of his group easier to undertake. This reduces stamina cost for all actions by 20 percent. Training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Telepathy[/LINK] increases the reduction by 5% per [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 3 of skill bonus/10.
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Defense
Thick plates of bone grow from the caster's forearms. If not using a shield or weapon, these plates grant the chance to parry melee and ranged attacks. Melee strikes that hit the caster's arms (or a weaponless parry) have a chance to disarm the attacker. The chance to disarm is 25% + 2% per [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 3 summation of [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transformation[/LINK].
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Defense
The target has a chance of getting a second opportunity to avoid physical or bolt attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + [LINK]http://www.play.net/gs4/info/spells/lores.asp#Summation seed[/LINK] 1 of ranks in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transference[/LINK]. The Blink spell dissipates early on a successful avoidance.
When cast on others, Blink has a flat 2 minute duration, which is not refreshable.
The caster can remotely watch a target for a short time. The caster is only capable of establishing this mental link with targets who are alive, or still have lingering mental energies (that is, they have died within the last 30 seconds).
Training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Divination[/LINK] allows the caster to watch others in different realms (variant amount required determined by distance). The required lore for distance is broken down into three tiers: adjacent (30), near-adjacent (60), and far (90). An example of adjacent realms is Wehnimer's Landing to the Shadow Lands; near-adjacent is Wehnimer's Landing to Icemule Trace; and far is Wehnimer's Landing to Ta'Illistim.
When cast on a character or creature, this spell will have one of the following effects:
1. Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell. Losing a spell in this manner will sometimes cause the target to suffer nerve damage.
2. Cause a magical effect in force on the target to be canceled. The mana cost for this version of the spell can be reduced by one point for every 75 skill bonus in the [LINK]http://www.play.net/gs4/info/skills.asp#manashare Mental Mana Control[/LINK] skill.
3. Cause the target to lose a portion, or all, of their mana.
When cast on an item, this spell has a chance to drain charges, dispel any stored spells, or remove some other special quality.
There is no warding check for this spell. The effect of casting on a character or creature is in the order given above. When cast on items, the chance of failure and the results depend on the level of the caster and the level and type of stored spell or enchantment.
Combining this magic with either Spirit Dispel or Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.
Instantaneously transports multiple targets to the Astral Plane and back, resulting in a disorientation that causes targets to fall down and suffer roundtime (RT). This is a mental warding spell. Training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Transference[/LINK] reduces the warding margin required for stronger effects against the target.
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells; cumulative
Type: Defense
The caster sees a series of possible future events, allowing him the chance to better defend himself. The caster gets a defensive bonus against maneuver attacks and +20 to all Defense Strength (DS) types, and +1 DS for every 2 [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Minor Mental[/LINK] spell ranks beyond 20. With the increase in defense comes an increase in mana cost; 20 base mana +1 for every 2 additional DS bonus gained.
Overtraining in [LINK]http://www.play.net/gs4/info/spells/spelllist.asp?circle=15 Minor Mental[/LINK] spell ranks does not yield additional bonus past the caster's level.
A difficult-to-defend warding spell, with successes reducing the target's effective level. A single target version of the spell may be cast for 13 mana, while the multiple-target version costs 25 mana.
The caster sends thoughts of rage throughout an area that incites the local creatures. This effect potentially increases the generation rate for sentient creatures in the area. The rate can be further increased by training in [LINK]http://www.play.net/gs4/info/skills.asp#mentallore Mental Lore, Telepathy[/LINK].