Difference between revisions of "Telepathy (skill)"

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(Syntax and descriptions.)
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__NOTOC__
{{SkillHeader}}
{{SkillHeader}}
{{SkillTableRow | Sense | Inept | 0| Use your telepathic powers to seek out others. }}
{{SkillTableRow | Sense | Inept | 0| Use your telepathic powers to seek out others. }}
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{{SkillTableRow | Mindprints | Transcendent | 0| Take a mindprint of your subject. }}
{{SkillTableRow | Mindprints | Transcendent | 0| Take a mindprint of your subject. }}
|}
|}
==Sense==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND SENSE <target></tt>
|}
With this ability, you are able to seek out the mind of another player, gaining knowledge of his physical location.
==Lock==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND LOCK <target><br/>
MIND CEASE</tt>
|}
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 more mana your intended target has, the greater his resistance will be and the longer the locking will take. The player must be in the same area as you, for even your powerful mind has its limits.
==Dissolve==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND DISSOLVE</tt>
|}
This simply dissolves your mind lock with a player.
==Glance==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND GLANCE</tt>
|}
This allows you to look through the eyes of the player you have locked minds with.
==Telesense==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND TELESENSE</tt>
|}
Due to your heightened telepathic awareness, you are able to, at the cost of a small mana drain, detect attempts to lock your mind.
==Fear==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND FEAR</tt>
|}
With this ability, you are able to throw the mind of a locked player into a state of irrational fear.
==Throw==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND THROW <direction></tt>
|}
As you learn to better control the mind of a locked player, you gain some control over their actions. This is the first of them. You are able to make the player's mind try to walk its body in the direction of your choice.
==Hallucinate==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND HALLUCINATE <text></tt>
|}
You are able to convince a target that he has seen whatever text you send to his mind.
Note: You can add new lines into your hallucination by using the tag $nl within the text, but be warned that you can use a maximum of two.
==Paralyse==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND PARALYSE</tt>
|}
This ability temporarily rewires the mind of a locked player, preventing the player from moving. In effect, the player is paralysed.
==Fullsense==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>FULLSENSE</tt>
|}
By sending out an invisible telepathic web, you can detect all minds within your local area.
==Confuse==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND CONFUSE</tt>
|}
By directing a powerful pulse of telepathic energy into the mind of a locked player, you are able to short-circuit his mental processes, causing him to become confused when doing certain common actions.
==Suffuse==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND SUFFUSE</tt>
|}
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 player you have mind locked, albeit with some loss due to the energy it takes to transfer the mana over the telepathic link.
==Drain==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND DRAIN</tt>
|}
Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you.
==Listen==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND LISTEN<br/>
MIND UNLISTEN</tt>
|}
You are now able to direct audio sensory input to the mindlocked player 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==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND DIVINE</tt>
|}
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 a player you have locked minds with.
==Terror==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND TERROR <target></tt>
|}
Instill unholy fear in a target, giving them loneliness, paranoia and dementia.
==Isolate==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND ISOLATE<br/>
MIND DEISOLATE</tt>
|}
This will isolate a mind locked player from all communication coming to him from outside his location.
==Link==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>LINK <target></tt>
|}
By opening up a one-way channel to another telepath, you are able to lend him some of your mental strength, allowing him to perform abilities that would not otherwise be possible, due to the incredible strength of mind needed.
==Psycombat==
Psychic combat is initiated by challenge. A player challenges another player (PSYCHALLENGE <PLAYER>). The other player has 60 seconds to respond with PSYACCEPT <PLAYER> or the challenge will run out. Immediately after a player accepts a challenge, the players will be transported to separate rooms. There are only seven commands associated with psychic combat that may be used in these rooms, and most normal commands will not work. The psychic combat commands are
PSY BLAST<br/>
Using your mental powers, you blast out at your opponent, attacking his mana.
PSY BARRIER<br/>
At the expense of some mana, this protects you against Psy Blast.
PSY WHIP<br/>
You lash out with your psychic powers to tear away your opponent's Psychic Barrier.
PSY SURGE<br/>
This will end the battle, if successful. It takes a great deal of your mana, but if your opponent is on less than half, you will be the victor.
PSY PROBE<br/>
You use some mental energy to discover your opponent's mana level.
PSY MEDITATE/MED<br/>
This allows you to regain mana, albeit slowly.
PSY ESCAPE<br/>
This takes a long time to work, during which you may not do anything else. After the time is up, exits will open from the psychic combat rooms, affording you escape.
==Recklessness==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND RECKLESSNESS</tt>
|}
Cause your foe to be unconcerned with his personal health.
==Disrupt==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND DISRUPT</tt>
|}
With this ability, you may destroy the equilibrium of your targetted player.
==Mindsense==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MINDSENSE</tt>
|}
Your heightened sense of Telepathy allows you to detect all nearby Telepathic activity including the user and the victim.
==Transfer==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND TRANSFER <telepath></tt>
|}
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.
==Epilepsy==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND EPILEPSY</tt>
|}
By short-circuiting some of the nervous system of your locked player, you are able to cause periodic spasms in him, causing him to be unable to do many things while spasming.
==Pacify==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND PACIFY</tt>
|}
By drawing a soft cloak of telepathic power over the mind of a locked player, 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==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND EMPATHY<br/>
MIND UNEMPATHY</tt>
|}
This ability will channel much damage done to a locked player 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.
==Clarity==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>CLARITY</tt>
|}
Clarity of mind is a defence against a weakened psyche. Your training has also allowed you to better control your own mental processes and you gain a greater level of willpower regeneration simply by having this skill.
==Stupidity==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND STUPIDITY</tt>
|}
By casting a net of psychic energy over your opponent's mind, you will cause his mind to occasionally misfire and do something entirely different from what was intended.
==Command==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND COMMAND <command></tt>
|}
You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly what you wish. You must have a mind lock on your target to have any hope of commanding them.
==Mindcloak==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MINDCLOAK ON/OFF</tt>
|}
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 players who are using Telesense, for instance.
==Indifference==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND INDIFFERENCE <target></tt>
|}
Afflict your foe with indifference.
==Hypersense==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>HYPERSENSE ON/OFF</tt>
|}
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 attempt.
==Amnesia==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND AMNESIA</tt>
|}
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your locked player. 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.
==Clairvoyance==
This is a passive skill that will allow you to use certain telepathic abilities while off balance. Of course, there is a greater use of equilibrium when using a telepathic ability this way.
Skills which may be used in this way are:<br/>
Amnesia, Pacify, Epilepsy, Confuse, Paralyse, Stupidity, Indifference and Scythe.
==Barrier==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND BARRIER<br/>
MIND UNBARRIER</tt>
|}
You are now able to protect a locked player against other telepathic attempts to control him by wrapping your mind around his.
==Scan==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND SCAN</tt>
|}
An improvement on Divine, this will allow you to see considerably more information about the locked player.
==Deadening==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND DEADENING</tt>
|}
This ability will cause your opponents mind to be dull. If you start a mind lock while your opponent is in this condition, it will take but half the usual time to fully lock on.
==Travel==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND TRAVEL</tt>
|}
An extremely complicated ability, requiring the support of another Telepath, this opens up a pathway through the Astral plane to your locked player, transporting you instantly there.
==Cleanse==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND CLEANSE [<ME|person>]</tt>
|}
This ability can be used through a mind lock, on yourself or on another in the same location. You will aid the mind in throwing off its own mental illnesses, thereby curing the target of one mental affliction.
==Reconstitute==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND RECONSTITUTE</tt>
|}
Replenish your mana and willpower over time, at a cost in the form of a health and endurance drain.
==Wrench==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND WRENCH <player></tt>
|}
This powerful telepathic ability allows you to throw whoever you have locked to your specified target.
Note that this ability is powerful and will induce the loss of your mind lock.
==Mindnet==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MINDNET ON/OFF</tt>
|}
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==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND CRUSH</tt>
|}
This ability sends a crushing wave of mental energy at the target, doing both physical and mental damage. The target must be in the same area.
==Blank==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND BLANK</tt>
|}
While under the influence of a mindlock, this affliction cannot be healed, and will prevent half of all targeted attacks from being observed as to which limb has been targetted.
==Strip==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND STRIP</tt>
|}
Your mental prowess is such that you may coax your opponent into relaxing his defences.
==Sapience==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND SAPIENCE<br/>
UNWATCH</tt>
|}
By essentially tapping into a locked player's cortex, you are able to see anything the player does.
==Kainet==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND KAINET ON/OFF</tt>
|}
This allows you to cast out a web of telepathic energy that will absorb and channel kai energy back to you. The drain in mental energy is, however, enormous.
==Push==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND PUSH <target></tt>
|}
By sheer force of will, push a random affliction from yourself to your target.
==Clamp==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND CLAMP</tt>
|}
This allows you to reach out with your mind and clamp down on the locked player's mind, reducing his maximum health and mana levels by twenty percent.
==Blackout==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND BLACKOUT</tt>
|}
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==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND SCYTHE</tt>
|}
This ability will attempt to force a metamorphosized player out of his form.
==Odyssey==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND ODYSSEY</tt>
|}
Use of this skill will cause you to move to any telepath you have linked minds with.
==Batter==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND BATTER <target></tt>
|}
This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and dizziness.
==Radiance==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND RADIANCE</tt>
|}
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==
{|
| style="background:black; color:red"|'''Syntax:'''
|-
| style="background:grey"|<tt>MIND PRINT<br/>
MINDPRINTS<br/>
FORGET <player></tt>
|}
Once you have locked minds with a player, you are able to gain intimate knowledge of his mind, making it easier to gain 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 player you have locked. MINDPRINTS will list whom you have mindprints of, and FORGET will remove a player from your list, allowing you to MINDPRINT a new player.

Revision as of 23:40, 9 January 2011

Skill Rank Percent Description
Sense Inept 0% Use your telepathic powers to seek out others.
Lock Inept 25% Focus your telepathic power to lock minds with someone.
Dissolve Inept 50% Remove a mind lock.
Glance Inept 75% Look through the eyes of your subject.
Telesense Novice 0% Detect attempts to mindlock you.
* Fear Novice 25% Fill your target's mind with an irrational fear.
Throw Novice 50% Mentally push a subject in any direction.
* Hallucinate Novice 75% Project an illusion into the mind of your subject.
* Paralyse Apprentice 0% Exert mental power to paralyse your subject.
Terror Apprentice 25% Strike utter terror into the mind of your subject.
* Confuse Apprentice 50% Disrupt and confuse your subject.
Suffuse Apprentice 75% Suffuse the mind of your subject with mental energy.
* Drain Capable 0% Draw mana from your subject's mind into your own.
Listen Capable 25% Listen to all that your subject hears.
* Divine Capable 50% Determine the health and mana levels of your subject.
Fullsense Capable 75% Seek out all minds within your reach.
Isolate Adept 0% Cut remote communication off from your subject.
Link Adept 25% Link minds with a fellow telepath.
* Recklessness Adept 50% Disregard for his own welfare.
PsyCombat Adept 50% Battling another telepath with the psychic arts.
* Disrupt Adept 75% Destroy your opponent's mental equilibrium.
Mindsense Skilled 0% Seek out those with disabled telepathy.
Transfer Skilled 25% Transfer a telepathic lock to a fellow telepath.
* Epilepsy Skilled 50% Throw your victim's nervous system into disarray.
Pacify Skilled 75% Soothe all violent thoughts from your subject's mind.
Empathy Gifted 0% Establishing a physical link through your telepathy.
Clarity Gifted 20% Focus on clarity of mind.
* Stupidity Gifted 25% Induce idiocy in the mind of your opponent.
Command Gifted 50% Force a subject to do your bidding.
Mindcloak Gifted 60% Stealth telepathy.
* Indifference Gifted 80% They're easy when they don't care.
Hypersense Expert 0% Hypersensitivity to telepathic activity.
* Amnesia Expert 20% Induce temporary forgetfulness into your subject.
Clairvoyance Expert 40% Coordinate your mind and body.
Barrier Expert 60% Throw up a telepathic barrier around your subject.
Scan Expert 80% Scan the mind of your subject.
* Deadening Virtuoso 0% Dull your opponent's mind.
Travel Virtuoso 20% Cross great distances to your subject in a single step.
* Cleanse Virtuoso 50% Command the mind to cleanse itself of impurities.
Reconstitute Virtuoso 50% Replenish your mana and willpower at the cost of your physical wellbeing.
Wrench Virtuoso 60% Forcibly deliver your target to a location of your choice.
Mindnet Virtuoso 80% Cast a mental net about your surroundings.
* Crush Fabled 0% Attack your subject with a crushing psychic attack.
Blank Fabled 17% Render your subject ignorant of targeted attacks.
* Strip Fabled 33% Strip the defences from your opponent.
Sapience Fabled 50% Instantly know your subject's thoughts and actions.
Kainet Fabled 66% Cast out a mental net that will absorb Kai energy.
* Push Fabled 83% Push an affliction from your mind to your opponents.
Clamp Mythical 0% Set a telepathic mind clamp about your subject.
Blackout Mythical 17% Cause a short-lived, total blackout to your subject.
Scythe Mythical 33% Scythe through the bond between a subject and a spirit.
Odyssey Mythical 50% Cross the void between you and another telepath.
* Batter Mythical 66% Devestate your opponents mind with an overwhelming attack.
Radiance Mythical 83% Destroy your subject with a single blast of mental energy.
Mindprints Transcendent 0% Take a mindprint of your subject.

Sense

Syntax:
MIND SENSE <target>

With this ability, you are able to seek out the mind of another player, gaining knowledge of his physical location.

Lock

Syntax:
MIND LOCK <target>

MIND CEASE

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 more mana your intended target has, the greater his resistance will be and the longer the locking will take. The player must be in the same area as you, for even your powerful mind has its limits.

Dissolve

Syntax:
MIND DISSOLVE

This simply dissolves your mind lock with a player.

Glance

Syntax:
MIND GLANCE

This allows you to look through the eyes of the player you have locked minds with.

Telesense

Syntax:
MIND TELESENSE

Due to your heightened telepathic awareness, you are able to, at the cost of a small mana drain, detect attempts to lock your mind.

Fear

Syntax:
MIND FEAR

With this ability, you are able to throw the mind of a locked player into a state of irrational fear.

Throw

Syntax:
MIND THROW <direction>

As you learn to better control the mind of a locked player, you gain some control over their actions. This is the first of them. You are able to make the player's mind try to walk its body in the direction of your choice.

Hallucinate

Syntax:
MIND HALLUCINATE <text>

You are able to convince a target that he has seen whatever text you send to his mind.

Note: You can add new lines into your hallucination by using the tag $nl within the text, but be warned that you can use a maximum of two.

Paralyse

Syntax:
MIND PARALYSE

This ability temporarily rewires the mind of a locked player, preventing the player from moving. In effect, the player is paralysed.

Fullsense

Syntax:
FULLSENSE

By sending out an invisible telepathic web, you can detect all minds within your local area.

Confuse

Syntax:
MIND CONFUSE

By directing a powerful pulse of telepathic energy into the mind of a locked player, you are able to short-circuit his mental processes, causing him to become confused when doing certain common actions.

Suffuse

Syntax:
MIND SUFFUSE

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 player you have mind locked, albeit with some loss due to the energy it takes to transfer the mana over the telepathic link.

Drain

Syntax:
MIND DRAIN

Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you.

Listen

Syntax:
MIND LISTEN

MIND UNLISTEN

You are now able to direct audio sensory input to the mindlocked player 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

Syntax:
MIND DIVINE

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 a player you have locked minds with.

Terror

Syntax:
MIND TERROR <target>

Instill unholy fear in a target, giving them loneliness, paranoia and dementia.

Isolate

Syntax:
MIND ISOLATE

MIND DEISOLATE

This will isolate a mind locked player from all communication coming to him from outside his location.

Link

Syntax:
LINK <target>

By opening up a one-way channel to another telepath, you are able to lend him some of your mental strength, allowing him to perform abilities that would not otherwise be possible, due to the incredible strength of mind needed.

Psycombat

Psychic combat is initiated by challenge. A player challenges another player (PSYCHALLENGE <PLAYER>). The other player has 60 seconds to respond with PSYACCEPT <PLAYER> or the challenge will run out. Immediately after a player accepts a challenge, the players will be transported to separate rooms. There are only seven commands associated with psychic combat that may be used in these rooms, and most normal commands will not work. The psychic combat commands are

PSY BLAST
Using your mental powers, you blast out at your opponent, attacking his mana.

PSY BARRIER
At the expense of some mana, this protects you against Psy Blast.

PSY WHIP
You lash out with your psychic powers to tear away your opponent's Psychic Barrier.

PSY SURGE
This will end the battle, if successful. It takes a great deal of your mana, but if your opponent is on less than half, you will be the victor.

PSY PROBE
You use some mental energy to discover your opponent's mana level.

PSY MEDITATE/MED
This allows you to regain mana, albeit slowly.

PSY ESCAPE
This takes a long time to work, during which you may not do anything else. After the time is up, exits will open from the psychic combat rooms, affording you escape.

Recklessness

Syntax:
MIND RECKLESSNESS

Cause your foe to be unconcerned with his personal health.

Disrupt

Syntax:
MIND DISRUPT

With this ability, you may destroy the equilibrium of your targetted player.

Mindsense

Syntax:
MINDSENSE

Your heightened sense of Telepathy allows you to detect all nearby Telepathic activity including the user and the victim.

Transfer

Syntax:
MIND TRANSFER <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.

Epilepsy

Syntax:
MIND EPILEPSY

By short-circuiting some of the nervous system of your locked player, you are able to cause periodic spasms in him, causing him to be unable to do many things while spasming.

Pacify

Syntax:
MIND PACIFY

By drawing a soft cloak of telepathic power over the mind of a locked player, 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

Syntax:
MIND EMPATHY

MIND UNEMPATHY

This ability will channel much damage done to a locked player 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.

Clarity

Syntax:
CLARITY

Clarity of mind is a defence against a weakened psyche. Your training has also allowed you to better control your own mental processes and you gain a greater level of willpower regeneration simply by having this skill.

Stupidity

Syntax:
MIND STUPIDITY

By casting a net of psychic energy over your opponent's mind, you will cause his mind to occasionally misfire and do something entirely different from what was intended.

Command

Syntax:
MIND COMMAND <command>

You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly what you wish. You must have a mind lock on your target to have any hope of commanding them.

Mindcloak

Syntax:
MINDCLOAK ON/OFF

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 players who are using Telesense, for instance.

Indifference

Syntax:
MIND INDIFFERENCE <target>

Afflict your foe with indifference.

Hypersense

Syntax:
HYPERSENSE ON/OFF

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 attempt.

Amnesia

Syntax:
MIND AMNESIA

A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your locked player. 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.

Clairvoyance

This is a passive skill that will allow you to use certain telepathic abilities while off balance. Of course, there is a greater use of equilibrium when using a telepathic ability this way.

Skills which may be used in this way are:
Amnesia, Pacify, Epilepsy, Confuse, Paralyse, Stupidity, Indifference and Scythe.

Barrier

Syntax:
MIND BARRIER

MIND UNBARRIER

You are now able to protect a locked player against other telepathic attempts to control him by wrapping your mind around his.

Scan

Syntax:
MIND SCAN

An improvement on Divine, this will allow you to see considerably more information about the locked player.

Deadening

Syntax:
MIND DEADENING

This ability will cause your opponents mind to be dull. If you start a mind lock while your opponent is in this condition, it will take but half the usual time to fully lock on.

Travel

Syntax:
MIND TRAVEL

An extremely complicated ability, requiring the support of another Telepath, this opens up a pathway through the Astral plane to your locked player, transporting you instantly there.

Cleanse

Syntax:
MIND CLEANSE [<ME|person>]

This ability can be used through a mind lock, on yourself or on another in the same location. You will aid the mind in throwing off its own mental illnesses, thereby curing the target of one mental affliction.

Reconstitute

Syntax:
MIND RECONSTITUTE

Replenish your mana and willpower over time, at a cost in the form of a health and endurance drain.

Wrench

Syntax:
MIND WRENCH <player>

This powerful telepathic ability allows you to throw whoever you have locked to your specified target.

Note that this ability is powerful and will induce the loss of your mind lock.

Mindnet

Syntax:
MINDNET ON/OFF

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

Syntax:
MIND CRUSH

This ability sends a crushing wave of mental energy at the target, doing both physical and mental damage. The target must be in the same area.

Blank

Syntax:
MIND BLANK

While under the influence of a mindlock, this affliction cannot be healed, and will prevent half of all targeted attacks from being observed as to which limb has been targetted.

Strip

Syntax:
MIND STRIP

Your mental prowess is such that you may coax your opponent into relaxing his defences.

Sapience

Syntax:
MIND SAPIENCE

UNWATCH

By essentially tapping into a locked player's cortex, you are able to see anything the player does.

Kainet

Syntax:
MIND KAINET ON/OFF

This allows you to cast out a web of telepathic energy that will absorb and channel kai energy back to you. The drain in mental energy is, however, enormous.

Push

Syntax:
MIND PUSH <target>

By sheer force of will, push a random affliction from yourself to your target.

Clamp

Syntax:
MIND CLAMP

This allows you to reach out with your mind and clamp down on the locked player's mind, reducing his maximum health and mana levels by twenty percent.

Blackout

Syntax:
MIND BLACKOUT

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

Syntax:
MIND SCYTHE

This ability will attempt to force a metamorphosized player out of his form.

Odyssey

Syntax:
MIND ODYSSEY

Use of this skill will cause you to move to any telepath you have linked minds with.

Batter

Syntax:
MIND BATTER <target>

This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and dizziness.

Radiance

Syntax:
MIND RADIANCE

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

Syntax:
MIND PRINT

MINDPRINTS
FORGET <player>

Once you have locked minds with a player, you are able to gain intimate knowledge of his mind, making it easier to gain 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 player you have locked. MINDPRINTS will list whom you have mindprints of, and FORGET will remove a player from your list, allowing you to MINDPRINT a new player.