Mentalism

In Game Description

Mentalism is the art of the mind - influencing people and things by sheer willpower alone. The spells you can learn in this skill are generally used by typing envisage <spell>, waiting to recover your balance, and then using project <target>, although many mentalist spells do not require a target. Mentalist spells have a wide variety of uses, from communication and defence to attack.

Learning

Mentalism is taught by the Devotees of the Arcane, Night Weavers and The Sorcerers of Light.

Abilities

Ability Name Description Cost Notes
Adrenaline Increasing your rate of movement. 2
Adroitness Increasing your strength and toughness. 7
Coma Overcoming the mind and inducing sleep. 26
Diagnosis Use your mind to probe someones body. 0 Shows amount of bleeding and funcionality of limbs.
Dispellation Sending out a magically disrupting mental wave. 54 Will negate all magic within room
Disruption Using the mind to unthread the living soul. 7
Divination Looking through somebodies eyes. 2
Hibernation Entering a state of hibernation. 2
Levitate Hovering above the ground. 0
Mescaline Causing temporary insanity to your victim. 3
Mindcloak Protecting your mind from mental probes. 14
Mindleech Sucking up your enemies mana. 3
Mindspike making your mindcloak more dangerous. 85
Morale Infusing fear into the heart of your enemy. 7
Paralysis Disturbing the nerves of your foes limbs. 14
Psionicbolt Throwing a bolt of mental energy at your foe. 3
Sensenumb Numbing the senses of your foes. 2
Teledestroy Destroying an item held by telekinesis. 3 Must be holding object with telekinesis
Teleget Lifting objects by telekinesis. 2
Telepathy Sending your thought afar. 2 Used by "envisage Telepathy" and then "project <player name> <message>"
Telesend Willing an item held by telekinesis to another. 7
Vacuum Creating an air sucking vortex . 3

Prerequisites

Mentalism is magical in the magical/physical balance.

Mentalism qualifies for the Puremagic higher skill.

Special Notes