HGd10PHB - Spell - Read Mind

Read Mind
One of the simplest of the Mind Spectrum spells, Read Mind reaches out to a mind within range and searches for surface thoughts. It helps if the person is already thinking about what the caster is trying to read. Sometimes, skilled casters will strike up a conversation about the topic or even tell a captive not to think about that topic in order to bring it to the surface.

Effect
If the spell is able to bypass the target's Specific Mental Defense Skill (E.g. Thought Aegis), then they are able to read the target's mind for a number of seconds equal to the difference in Active and Reactive rolls. Additional EDR or MYR can be spent to increase the time the Read Mind spell is active. For every Round, the target is able to reroll their Reactive Roll against the original Active roll of Read Mind to break the connection. If the connection is forcibly broken by the target or another external source, Read Mind will not work again on the same target for 24 hours.

Spell Construction

 * DS:  3
 * Tier 0
 * Spectra: Mind [3]
 * Purpose: Learn [2]
 * Casting Time:1 Round [0]
 * Duration: 1 Second (see Effect) [1]
 * Duration-Ticks: (see Effect) [0]
 * EDR: 1/10 TSB [0]
 * Intensity: None [0]
 * Number of Targets: One [2]
 * Prerequisite: None [0]
 * Other: Harmless [-10]
 * Range: Short [2]
 * Shape: 1 Dimensional - Line of Sight [3]
 * Focus: [0]
 * Verbal Component: [0]
 * Somatic Component:  [0]
 * Material Component:  [0]

Character Sheet Example
''Shiuri is in the market and wants to know what the dwarf lad, Hefgor is up to since he seems to be up to no good. She concentrates on a Read Mind power and rolls a 21. Hefgor, who only has the natural mental defense of dwarves and gets 5 defense. Since he is currently thinking of what he is doing in the market, the 16 seconds Shiuri has to read his mind is more than enough to determine that he is there to steal from vendors.''

Navigation
Spells Listed Alphabetically

Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Social and Movement Skills
 * Chapter 10 - Optional Classes