Telepathy is a skill employed by members of the Monk class to manipulate the minds of others.
Abilities in Telepathy
- Abilities in using an asterisk * may be used without having to first establish a mind lock.
Ability | Description |
Sense | Use your telepathic powers to seek out others. |
With this ability, you are able to seek out the mind of another adventurer, gaining knowledge of his physical location. | |
Lock | Focus your telepathic power to lock minds with someone. |
This is the ability that most of the Telepathic arts are focused around. It is the skill of breaking down the barriers of resistance in another person and locking your mind to his. The adventurer must be in the same area as you, for even your powerful mind has its limits. The time it takes to gain a mind lock can vary depending on your target. Your skill in Telepathy vs. his skill in Philosophy and your willpower vs. his willpower are the prime factors in how long it will take to attain the lock. A mind lock attempt can be stopped prematurely via MIND CEASE. Once you have initiated a lock, every 15 seconds, the locked mind automatically gets a chance to break the lock. The chance of breaking the lock is determined by a comparison of your current willpower vs. the target's current willpower, and your Telepathy level vs. the target's Philosophy level, and various mental defenses for both individuals. MIND STATUS will show you who your mind is locked with, as well as any continuous abilities that are being channeled through the lock. | |
Glance | Look through the eyes of your subject. |
This allows you to look through the eyes of the adventurer you have locked minds with. | |
Telesense | Detect attempts to mind lock you or others nearby. |
Due to your heightened telepathic awareness, you are able to detect attempts to lock your mind. | |
Fear | Fill your target's mind with an irrational fear.(*) |
With this ability, you are able to throw the mind of a locked adventurer into a state of irrational fear. | |
Throw | Mentally push a subject in any direction. |
As you learn to better control the mind of a locked adventurer, you gain some control over their actions. This is the first of them. You are able to make the adventurer's mind try to move its body in the direction of your choice. Due to the strain of this ability on the user, any held mindlocks are immediately broken. | |
Hallucinate | Project an illusion into the mind of your subject.(*) |
The adventurer experiences the hallucination directly in his mind. A mind lock is required if the victim is not in the same room. Note that the name of your adventurer target is not optional. You may embed a single new line by including the two characters "\n" as you desire. For limitations and exclusions, please also refer to HELP ILLUSIONS. | |
Terror | Strike utter terror into the mind of your subject. |
You are able to throw your target into a state of pure terror - far greater than simple fear. Your target will drop whatever he is holding and run screaming in terror. | |
Confuse | Disrupt and confuse your subject.(*) |
By directing a powerful pulse of telepathic energy into the mind of a locked adventurer, you are able to short-circuit his mental processes, causing confusion in his mind. | |
Suffuse | Suffuse the mind of your subject with mental energy. |
Not all of the Telepathic arts are concerned with harming your target. This is one that is not. What it does is take some of your considerable mental strength and give it to the adventurer you have mind locked, albeit with some loss due to the energy it takes to transfer the mana over the telepathic link. | |
Drain | Draw mana from your subject's mind into your own.(*) |
Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you. | |
Listen | Listen to all that your subject hears. |
You are now able to direct audio sensory input to the mindlocked adventurer over the telepathic link to you. MIND UNLISTEN will stop this ability. Note that due to the ongoing effort required to maintain this ability, there is a constant loss of mental strength. | |
Divine | Determine the health and mana levels of your subject.(*) |
Having gained a certain level of competence in the art of Telepathy, you can now gain exact knowledge of the physical and mental state of an adventurer. | |
Fullsense | Seek out all minds within your reach. |
By sending out an invisible telepathic web, you can detect all minds within your local area. | |
Isolate | Cut remote communication off from your subject. |
This will isolate a mind locked adventurer from all communication coming to him from outside his location. | |
Disrupt | Destroy your opponent's mental equilibrium.(*) |
With this ability, you may destroy the equilibrium of your targetted adventurer. | |
Transfer | Transfer a telepathic lock to a fellow telepath. |
Using this ability will allow you to transfer a mind lock to another telepath. The target telepath must be in the same area as you, for this is a delicate operation. | |
Impatience | Inability to concentrate on focused tasks.(*) |
Causes your locked target to not be able to concentrate on focused tasks. | |
Epilepsy | Throw your victim's nervous system into disarray.(*) |
By short-circuiting some of the nervous system of your locked adventurer, you are able to cause periodic spasms in him, causing him to be unable to do many things while spasming. | |
Pacify | Soothe all violent thoughts from your subject's mind. |
By drawing a soft cloak of telepathic power over the mind of a locked adventurer, you are able to make offensive actions abhorrent to him. This will last for a short, random amount of time, or until an offensive act is directed at him. | |
Empathy | Establishing a physical link through your telepathy. |
This ability will channel much damage done to a locked adventurer over the telepathic link to you. Be careful with it though, for it is possible to die if too much damage is inflicted upon you via the telepathic link. This ability costs a regular drain of mental power. | |
Stupidity | Induce idiocy in the mind of your opponent.(*) |
By casting a net of psychic energy over your opponent's mind, you will cause his mind to occassionally misfire and do something entirely different from what was intended. | |
Command | Force a subject to do your bidding. |
You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly what you wish. Your target must be undeaf if you wish for them to hear your command. | |
Mindcloak | Stealth telepathy. |
This ability will allow you to, at a regular drain of mental power, attempt mind locks that will be harder to detect than normal. It will go undetected by adventurers who are using Telesense, for instance. In addition, this will make it more difficult for a locked mind to recognise and reject your own. Cloaking your mind comes with a heavy mental cost any time you are actively engaged in locking another's mind. | |
Paralyse | Exert mental power to paralyse your subject.(*) |
This ability temporarily rewires the mind of a locked adventurer, preventing the adventurer from moving. In effect, the adventurer is paralysed. | |
Hypersense | Hypersensitivity to telepathic activity. |
You are now able to cast a net of telepathic power over the local area. Like a spider at the centre of his web, any attempts at telepathic locking within your net will vibrate the invisible strands of mental power and alert you to the attempts. | |
Amnesia | Induce temporary forgetfulness into your subject.(*) |
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your locked adventurer. He will simply fail to execute the next action he attempts, as he will forget what he is doing before he manages to do it. | |
Barrier | Throw up a telepathic barrier around your subject. |
You are now able to protect a locked adventurer against other telepathic attempts at control by wrapping your mind around his. MIND UNBARRIER will lower this protective shield. Note that while maintaining a mind barrier, your ability to perform other telepathic feats will be limited due to the concentration required. | |
Scan | Scan the mind of your subject. |
An improvement on Divine, this will allow you to see considerably more information about the locked adventurer. | |
Deadening | Dull your opponent's mind.(*) |
This ability will cause your opponent's mind to be dull. If you start a mind lock while your opponent is in this condition, your ability to lock and hold his mind will be increased. | |
Travel | Cross great distances to your subject in a single step. |
An extremely complicated ability, this opens up a pathway between your mind and that of an individual you have locked, allowing you to travel to your target. | |
Mindnet | Cast a mental net about your surroundings. |
At a constant mana drain, this ability throws up a telepathic net over the local area, informing you whenever anyone moves into or out of range of the net. | |
Crush | Attack your subject with a crushing psychic attack.(*) |
Mind crush sends a crushing wave of mental energy at the target, doing both physical and mental damage. If this attack is being performed at a distance, line-of-sight is required. | |
Daze | Render your subject extremely vulnerable to hypnosis. |
Only useful in conjunction with an adventurer skilled in Hypnosis, this will wipe out an adventurer's ability to resist an attempt at hypnosis. | |
Strip | Strip the defences from your opponent.(*) |
Your mental prowess is such that you may coax your opponent into relaxing his defences. | |
Sapience | Instantly know your subject's thoughts and actions. |
By essentially tapping into a locked adventurer's cortex, you are able to see anything the adventurer does. UNWATCH to cease watching your target's actions. Note that this ability comes with a very steep mental cost. | |
Clamp | Set a telepathic mind clamp about your subject. |
This allows you to reach out with your mind and clamp down on the locked adventurer's mind, reducing his maximum health and mana levels by twenty percent. MIND UNCLAMP will allow you to release this hold on your opponent's mind, returning their health and mana levels to normal. | |
Blackout | Cause a short-lived, total blackout to your subject. |
By sending out a blast of rawest telepathic power, you are able to, for a short period of time, knock out all senses of your locked target. | |
Scythe | Scythe through the bond between a subject and a spirit. |
This ability will attempt to force a metamorphosized adventurer out of his form. | |
Batter | Devastate your opponent's mind with an overwhelming attack.(*) |
This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and dizziness. | |
Radiance | Destroy your subject with a single blast of mental energy. |
The most powerful attack a telepath has, this allows you to build up an awesome amount of telepathic power, then release it to your hapless victim, killing him instantly. It takes some time to build up, during which you may do nothing else. Further, you may not execute this ability if your target is in the same location as you. Your concentration will also be broken if your target moves into your location. | |
Mindprints | Take a mindprint of your subject. |
Once you have locked minds with an adventurer, you are able to gain intimate knowledge of their mind, making it easier to gain and hold a mind lock in the future. However, due to the incredible complexity of the mind, you may only hold five mindprints at once. MIND PRINT will take a mindprint of the adventurer you have locked. MINDPRINTS will list whom you have mindprints of, and FORGET will remove an adventurer from your list, allowing you to MINDPRINT a new adventurer. |