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Old 07-14-2019, 11:48 AM   #10
MikMod
 
Join Date: May 2019
Default Re: Magical Societies

Ok then - I was inspired! --->


The Mesmerists / The Circle of Illusion / The Order of Tricksters

Charming Master Manipulators of the Mind.


New Talent
IQ 8 Talent. Acolyte of the Circle(1) This talent confers knowledge of the basics of the society’s workings, and serves as a prerequisite for all Secrets. Prerequisites: four spells or talents from the Mesmerists list, and must take a vow of secrecy.

Secrets

IQ 9 Talent: Legerdemain (1). Small scale slight of hand, card tricks, vanishing coins. Can be used in place of Pickpocket.

IQ 10 Talent. The Subtle Cast(1). Can be taken up to five times, each one enables the mesmerist to cast any Mesmerists spell as if they had an IQ of one higher than they do, enabling casting without apparent movement or speech. Even the ususal hand movements may be well disguised, though spoken spell casts remain pretty clear to anyone nearby.

IQ 11 Spell. Fragmented Image (C). As image but can be in multiple parts, e.g. Shower of petals, flock of doves, shards of glass, as long as all parts are the same kind of thing. Costs 1 ST.

IQ 12 Spell. Permanent Image (C). As image but lasts until disbelieved. Can be touched without it being dispelled, but objects and people simply pass through it. Costs 3 ST.

IQ 13 Talent. Patter (1). Limited word of command, five minutes to cast. Implants an idea or belief in anyone listening, unless they actively want to disbelieve, or have an established bad reaction to the caster, in which case they can roll 3D vs IQ. Often used before an illusion or image to 'soften' an audience. If patter is effective, any disbelieves will be at one extra die.

IQ 13 Spell. Fragmented Illusion (C). As Illusion but can be in multiple parts, e.g. Shower of petals, flock of doves, shards of glass, as long as all parts are the same kind of thing. Costs 4 ST plus 1 per turn.

IQ 14 Talent. Resistant Images (1). Causes any Image spells cast by the mesmerist to be resistant to dissolution by disbelieve. People can still disbelieve, and they may see through the image, but others will not and it does not dissolve the image - it remains as long as someone believes it (and that could be the wizard).

IQ 18 Spell. Vast Image(C). Creates a complete and unlimited image, such as a foreign landscape, fleet of ships, army of giants, which can encompass people's entire field of view. Will affect anyone within sight range of the mesmerist, whether or not they can see them, so several square miles of people, a whole city, could be affected. Can be limited by the mesmerist to cause local effects such as 'transporting' everyone in a bar with their tables and drinks to be suddenly 'on board a ship in a high storm'. ST 6 to cast, 4 to renew.



Spell and Talent list
Note Mechanician talents are rare in the order and are focused on creating traps, puzzle boxes, sword-sticks, secret doors, etc not siege engines or guns.

IQ 7
*Carousing

IQ 8
Blur
Image
*Sex-Appeal

IQ 9
Confusion
Darkness
Look Your Best
*Alertness
*Charisma

IQ 10
Clearhededness
Dazzle
Trailtwister
Whisper
*Diplomacy
*Mimic

IQ 11
Control Animal
Great Voice
Illusion
Persuasiveness
Sleep
*Courtly Graces
*Detect Lies
*Mechanician
*Tactics

IQ 12
Freeze
Friendship
Invisibility
Mage Sight
Soothe
*Ventriloquist

IQ 13
4-Hex Image
Control Person
Curse
Stop
Telekenesis
*Master Mechanician

IQ 14
4-Hex Illusion
Dispel Illusions
Glamour
Telepathy
*Disguise

IQ 15
7-Hex Image
Unnoticeablity

IQ 16
7-Hex Illusion
Long-Distance Telepathy
Megahex Sleep

IQ 17
Geas
Insubstantiality

IQ 18
Megahex Freeze

IQ 20
Possession
Word of Command

* Talent

Last edited by MikMod; 07-14-2019 at 12:05 PM.
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