HGd10PHB - Spectrum - Mind

Mind Spectrum - Neuromancy
The spectrum of mind controls thoughts and dreams. There is something particular about the mind of creatures that are not just sentient, but that have a living soul separate and apart from their physical body. This aspect of these creatures, created in the image of the Almighty God according to some, is eternal and as such has great power over the material world. The mind is the interface between the body and this spiritual component of some creatures. A strong mind can also have a powerful influence over weaker minds.

Like Biomancers, those who make a pact to use only mind magic exclusively, gain special abilities and limitations. Such a sorcerer is referred to as a Neuromancer. On Loar, this means they have stronger access to a range of mind-based spells almost immediately. Neuromancy has no Realm, at least that has been discovered yet. Only one Neuromancer has ever achieved Incarnate state on Loar, and this immediately upon making the pact, but they have not been heard from since leaving after a short conversation with every Neuromancer within Loar. Failure to maintain the same kind of pact with Neuromancy that the primal elements have with their elements weakens the Neuromancer and they become a normal mage.

Sometimes Mind magic is referred to as Psionics or Psychic and those terms are interchangeable.

Mind and Other Spectra
Mental damage often times translates into physical damage to living things with a mind. However, it more likely does damage to the mind equivalent to that of the body. A creature with a mind that is reduced to zero Life by mental damage has their mind severed from their bodies and only extraordinary circumstances can reverse this. Barring that, a number of Mind spells directly attack Primary Characteristics not related to the body instead of physical Life: Personality (PRS), Wisdom (WIS), and Intelligence (INT).

Mind magic is ultimately logical, based in reason and cause-effect relationships between the mind and the material world. Chaos is generally illogical, unpredictable, and as such is hard to affect. Due to the nature of Eldritch things, the dark realms of demons and other evil things where passion and emotion tend to overrule reason, Mind-based magic tend to be far less effective against Eldritch-born things. Many of the creatures created by Voidmancy are lifeless constructs, anti-life, and as such have no minds of their own. These are generally the lower forms of Voidwrought, which are all immune to Mind magic. However, higher order Voidwrought who still retain their minds (e.g. Voidmancers, Vampyres, etc.) are normally effected unless otherwise specifically stated. Certain creatures that are little more than a disembodied mind suffer double damage from Mind spells that deal damage. See the spell and creature descriptions in the Creature Codex for further information.
 * Damage against Chaos-based creatures and constructs is half.
 * There is a -5 penalty on all checks against Chaos-based opposing checks.
 * All mind-based damage is halved and in some cases completely ignored.
 * There are some cases where attempting to use Mind magic to subdue a relatively powerful Eldritch being has instead anchored the Mind-mage to the being and they have lost their soul to it.

Mind Aid Spells
Mental spells using the Aid purpose are often used in healing or strengthening the mind. This can take the form of increasing recall or calculation speed for a time, giving clarity of thought to reason through a problem and be better able to make choices based on understanding the consequences.

Mind Attack Spells
Psychic attacks will often show little if any physical damage. Instead, the mind itself is being harmed. While this may cause secondary biological effects (similar to how a person can die of a heart attack while falling in a dream). The mind and body use the same LIFE so taking half your LIFE in mental damage and then half your LIFE in physical damage will still cause you to Swoon.

Mind Defense Spells
Psychic defenses are most often used against Mind Attack spells. However, they can also be used to bolster the person's defenses against Social skills like Intimidate or Interrogate or Provoke.

Mind Enchant Spells
Mind Enchant spells are spells that affect the Mind or that allow the Mind to affect the physical world. Any spells that are particular to Mind-magic but that don't fit any other Purpose go here.

Mind Illusion Spells
While many illusions are physically generated so that all people with senses observe the illusions, there are some that are generated in the mind of one or a few people selectively. The neuromancer uses these spells to send images, sounds, smells, feelings, and tastes directly into the mind(s) of their target(s). The person can experience something as absolutely real that doesn't actually exist. However, one major difference exists between reality and illusion. Illusions don't do any real damage and can be ignored or dispelled through simple, active disbelief (Mental Resistance).

Mind Learn Spells
Since learning ultimately takes place in the mind of an individual, this Purpose is populated with a host of spells in the Mind category. Clairaudience, Clarivoyance, telepathy, and all forms of mental communication come from this Purpose.

Mind Movement Spells
Teleportation, body swapping, astral projection, or any other method of moving specifically the mind or moving something with the mind fits within this subcategory.

Mind Summon Spells
Must be used carefully as most minds are attached to a physical body. Summoning a mind is usually done on creatures that only exist as mental constructs or are disembodied. Psi-golems, psychic beasts, and anything in the Creature Codex with the Mind label under Spectra can be summoned using Mind Summon.

Mind Transformation Spells
Changing someone's mind, even temporarily, takes great skill and power. Telling the armored guards "these aren't the golems you are looking for" with the wave of the hand would fall under this category as would any form of mental control or command spell. Given the temporary nature of the Transformation, those who realize later that they were controlled by magic will likely have less than favorable attitudes toward the caster.

Primary Navigation

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 * Chapter 2 - Base Characteristics
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 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills 
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement