Telepathy (skill)
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 |
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.