Kryx RPGThemesMonsters

Mind

Mind is the faculty of consciousness, memories, and thoughts. The Mind theme focuses on debuffs and utilities related to communication and manipulation, with some psychic damage.

Spells from the Mind theme allow you to distract a creature’s mind, blast its brain with psychic force, send mental messages, recall memories, fortify the mind against intrusion, read the thoughts of creatures, forge a telepathic link between minds, track a creature’s mind, lock their thoughts, halt their reasoning, deprive them of communication, alter memories, share concentration with others, create mental parasites, split minds, and swap your mind with another creature’s mind.

Power Sources

Psionic

Table of Contents

Mind feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can telepathically speak in the mind of any creature that you can touch or see within 18 meters of you.

You become capable with one Intelligence skill of your choice. If you are already capable, you become proficient. If you are already proficient, you gain expertise with that skill.

Additionally, you can accurately recall anything you have seen or heard within the past month.

Prerequisites: The ability to cast at least one spell

Whenever a creature causes you to make a Will saving throw, that creature takes psychic damage equal to half your level.

Prerequisites: Eidolon, or Homunculus

While your companion is on the same plane of existence as you, it can magically convey what it senses to you, and you can communicate telepathically with it.

The outer layers of your mind become indecipherable to those who would plunder it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

You become capable with Will saving throws. If you are already capable, you become proficient.

Prerequisites: Awakened Mind feat

You can sense the presence of non-mindless creatures within 18 meters, which allows you to pinpoint the space the creature occupies.

The effect can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence
  • Wisdom
  • Charisma
  • Class levels (if any)

At the GM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Prerequisites: Awakened Mind feat

You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Mind maneuvers

As a reaction, which you take when you would roll a Fortitude saving throw, you may roll a Will saving throw instead.

Mind spells

As an action, you cause your subject’s mind to wander, distracting it. Choose a creature within 9 meters. It has disadvantage on the next Perception or Insight ability check it makes before the end of its next turn.

As a bonus action, you send a one-way telepathic message to a creature within 35 meters. The creature hears the message and can reply in a whisper that only you can hear.

The target must have an Intelligence of at least −4.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Augment

At 9th level you can send the message to all creatures within 35 meters.

As an action, you unleash a psychic assault on one creature within 18 meters. The target must succeed on a Will saving throw or take 1d6 psychic damage and the next attack roll against the target has advantage if the attack is made before the end of your next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As a reaction, which you take when you are hit by an attack or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage.

If the creature who damaged you is within 18 meters it must make a Will saving throw. It takes 2d10 psychic damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 3d10 for each additional mana expended.

As a reaction, which you take when you roll an Intelligence check, you recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check, taking the second result.

As an action, you assault and twist a creature’s minds, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 minute/mana

As an action, you broadcast mental static that convinces creatures that they are paralyzed. Roll 5d10; the total is how much health of creatures this spell can affect. Creatures within a sphere twice as big as normal centered on a point you choose within 35 meters are affected in ascending order of their health (ignoring incapacitated creatures).

Starting with the creature that has the lowest health, each creature affected by this spell is paralyzed until the spell ends, the paralyzed target takes damage, or someone uses an action to shake or slap the paralyzed target. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Roll an additional 7d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, your rapid mental lashings assault the ego of your enemy, debilitating its confidence. Choose one creature that you can touch or see within 35 meters to make a Will saving throw.

On a failed save, it takes 3d8 psychic damage and has disadvantage on attack rolls and ability checks for the duration.

On a successful save, the target takes half as much damage and doesn’t have disadvantage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 5d8 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you assault a creature’s mind, hindering its senses. Choose a creature that you can touch or see within 18 meters. The target must make a Will saving throw.

On a failed save, the target takes 3d6 psychic damage and can’t see anything beyond 3 meters from it for the duration.

On a successful save, the target takes half as much damage, but its mind isn’t hazed.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

M (gems worth 10 sp, consumed)

As you spend 1 hour to cast this spell, you meld a mindcrystal, a fragment of your personality brought into physical form and a semblance of life. A mindcrystal appears in an unoccupied space within 9 meters of you. A mindcrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s mindcrystal is in some ways a part of them.

Your mindcrystal acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A mindcrystal can’t attack, but it can take other actions as normal.

When the mindcrystal drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your mindcrystal is within 35 meters of you, you can communicate with each other telepathically. Additionally, as an action, you can see through your mindcrystal’s senses until the start of your next turn, gaining the benefits of any special senses that the mindcrystal has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your mindcrystal. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 9 meters of you.

You can’t have more than one mindcrystal at a time. If you cast this spell while you already have a mindcrystal, it has no effect.

Finally, when you cast a spell with a range of touch, your mindcrystal can deliver the spell as if it had cast the spell. Your mindcrystal must be within 35 meters of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As a reaction, which you take when you would roll a Fortitude saving throw, you may roll a Will saving throw instead.

concentration, 1 hour/mana

As an action, you reach into the mind of one creature you can sense within 18 meters. The target must make a Will saving throw.

On a failed save, the creature takes 3d10 psychic damage and you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

On a successful save, the target takes half as much damage and you don’t know its location.

Augment

You can increase the damage by 4d10 for each additional mana expended.

1 hour/mana

As an action, you set a trap in your mind against mental intruders. Anyone who targets you with a spell or effect that would sense your emotions, read your thoughts, charm you, or force you to make a Will saving throw immediately loses 1d6 mana if it has any mana and must make a Will saving throw. It takes 3d10 psychic damage on a failed save, or half as much damage on a successful one.

After the trap is triggered, the spell ends.

Augment

You can increase the damage by 4d10 for each additional mana expended.

1 hour/mana

As an action, you have resistance to psychic damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana so the creature has advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

  • Immunity. You can expend 2 additional mana so the creature is immune to psychic damage.

As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 8 kilometers. If the creature is not within 8 kilometers the message is not received.

The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can send an additional twenty-five words for each additional mana expended.

  • You can expend 1 additional mana so you can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn’t arrive.

1 hour/mana

As an action, you can sense the presence of non-mindless creatures within 18 meters for the duration, which allows you to pinpoint the space the creature occupies.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

As a reaction, which you take when you make a Will saving throw, you fortify your mind against intrusions. Until the start of your next turn, including against the triggering saving throw, you have a +2 bonus to Will saving throws.

You can use this spell before or after making the saving throw, but before any effects of the saving throw are applied.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when you or one of your allies within 3 meters of you makes a Will saving throw. Until the start of your next turn, you and all allies within 3 meters of you have a +2 bonus to Will saving throws.

1 hour/mana

As you spend 10 minutes to cast this spell, you enter a deep contemplation, gaining proficiency with one Intelligence, Wisdom, or Charisma skill of your choice for the duration.

Augment

You gain an additional proficiency for each additional mana expended.

concentration, 1 hour/mana

As an action, you close off the centers of a creature’s mind that deal with communication and social interaction. A creature that you can touch or see within 35 meters must succeed on a Will saving throw or lose knowledge of all languages (including telepathic and body language) and is treated as illiterate for the duration of the spell. Verbal components, if used, are not limited by this spell.

It may still “speak”, and to it they sound completely normal, but to anyone else they appear as complete gibberish.

A creature can repeat the saving throw each minute, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, choose a creature that you can touch or see within 35 meters to make a Will saving throw.

On a failed save you wrest control of a spell that the target is concentrating on. For the duration the creature does not need to concentrate on the spell as you are now concentrating on it (as part of the concentration of this spell). Once you wrest control of the spell from the target, you have several options:

  • Allow the spell to function as normal.
  • Decide how the spell fulfills its function each round.
  • Retarget the spell on yourself or centered on a new point within 35 meters.
  • End concentration on this spell, ending the co-opted spell.
concentration, 1 minute/mana

As an action, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can touch or see within 9 meters of you. If the creature you choose has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to repeat the saving throw; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 9 meters of you. The spell can penetrate barriers, but 60 centimeters of rock, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 9 meters of you.

Augment

You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 9 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.

concentration, 1 minute/mana

As an action, choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or be paralyzed for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This spell has no effect on Constructs or Undead.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, the air ripples with the force of your mental attack, which blasts the minds of creatures. Each creature in a cone or line must make a Will saving throw.

On a failed save, a creature takes 2d6 psychic damage and is stunned until the end of its next turn.

On a successful save, a creature takes half damage, but suffers no other effect.

If a target is killed by this damage, its head explodes if it has one.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you take control of a beast that you can touch or see within 18 meters. If the target is unwilling, it must succeed on a Will saving throw or you gain control for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Humanoid. You can expend 1 additional mana to target a humanoid.

  • Creature. You can expend 2 additional mana to target any creature.

concentration, 1 minute/mana

As an action, you attempt to reshape another creature’s memories. One creature that you can touch or see within 9 meters must make a Will saving throw. If you are fighting the creature, it has advantage on the saving throw.

On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse spell or restoration spell augmented to greater restoration cast on the target restores the creature’s true memory.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to alter the target’s memories of an event that took place up to 30 days ago.

  • You can expend 2 additional mana to alter the target’s memories of an event that took place at any point in its past.

concentration, 1 minute/mana

As an action, you attempt to briefly partition the mind of your foe. A creature within 35 meters must succeed on a Will saving throw or a minor personality is split off their mind that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one action each round that is purely mental, such as casting a spell, in the same turn that the target takes its normal actions.

The parasitic personality casts spells as if it were the target, but can only expend 1 mana when it casts spells.

The parasitic personality actively attempts to cast spells that negatively impact the target, using the most deadly to the target. You do not have control over what the parasitic personality does, though it always works against the interest of the target.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The parasitic personality does not have any effect if the main personality is subjected to a haste or schism effect.

concentration, 1 minute/mana

As an action, your will abruptly and brutally crushes the mental essence of a creature that you can touch or see within 18 meters, debilitating its acumen. The creature must make a Will saving throw.

On a failed save, the target takes 4d6 psychic damage and is stunned for the duration.

On a successful save, the target takes half as much damage and isn’t stunned.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As you spend 10 minutes to cast this spell, a willing creature that you can touch or see within 9 meters can replace a spell they know with another spell from a theme they know.

As an action, you choose a point within 35 meters and cause psychic energy to explode there. Each creature in a sphere centered on that point must make a Will saving throw. A creature with an Intelligence of −4 or lower can’t be affected by this spell.

On a failed save, a creature takes 5d6 psychic damage and has muddled thoughts until the end of its next turn. During that time, an affected creature rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Fortitude saving throws to maintain concentration.

On a successful save, a creature takes half as much damage but doesn’t suffer from muddled thoughts.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended.

  • You can expend 1 additional mana to cast the spell as a a reaction, which you take when you are hit by an attack. It is centered on you, but does not affect you or creatures you designate.

1 hour/mana

As an action, you forge a telepathic link with one creature that you can touch or see within 9 meters, psychically linking yourself with the creature for the duration. Creatures with an Intelligence of −4 or less aren’t affected by this spell. An unwilling creature that succeeds on a Will saving throw is unaffected.

The targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • Bonded Senses. You can expend 1 additional mana to use your action to see through a bonded creature’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the creature’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

  • Empowered Bond. You can expend 2 additional mana to change the duration to 24 hours and you can target creatures with which you are familiar at an unlimited range. The creatures can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. In addition to words you can share images, sounds, and other sensory messages with one another through the link. Creatures with an Intelligence of at least −4 are able to understand the meaning of your words and take in the scope of any sensory messages you send to it.

As an action, you speak a word of power that can overwhelm the mind of one creature that you can touch or see within 18 meters, leaving it dumbfounded. If the target has 150 health or less, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Fortitude saving throw at the end of each of its turns.

On a successful save, this stunning effect ends.

concentration, 1 minute/mana

As an action, your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take an action on your turn if the action is purely mental (such as casting a spell) in the same round you take your normal actions. It can cast spells and has a mana limit of 1. The mana is removed from your mana.

Both your minds communicate with each other telepathically. You have advantage on Will saving throws.

Augment

You can expend 1 additional mana to so the second mind’s mana limit increases to 2.

1 minute/mana

As a bonus action, your mindcrystal within 9 meters of you takes over the responsibility of maintaining concentration on any single spell you have cast and are concentrating on. While maintaining this concentration, the mindcrystal is incapacitated. If the duration of solicit mindcrystal expires, the spell you transferred to the mindcrystal ends (even if this would mean that the spell ends earlier than normal). If necessary, the mindcrystal makes concentration checks using your Fortitude saving throw.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 3 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 3 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates is targeted by its effect, as is a creature that enters the area for the first time on a turn or ends its turn there.

Insanity. Each target must make a Will saving throw.

On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.

As an action, you blast the mind of a creature that you can touch or see within 35 meters, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make a Will saving throw.

On a failed save, the creature’s Intelligence and Charisma become −5. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by a restoration spell cast with 4 mana or wish.

M (diamond worth 1,000 sp, consumed)

As you spend 1 hour to cast this spell, you attempt impress the totality of your psyche into a creature’s subconscious. Make a melee spell attack against a creature within your reach.

On a hit, the target is incapacitated.

At the end of each of the incapacitated target’s turns, it must make a Will saving throw. If the target succeeds on three of these saves, it is no longer incapacitated, and the spell ends. If the target fails three of these saves, the target is no longer incapacitated, but you impress the totality of your psyche into a target’s subconscious.

If successfully implanted, the seed of your mind “germinates” over 7 days. During this time, the target begins to unconsciously take on your mannerisms. When integration is complete, the target becomes you in mind as you were when you cast the spell, but the target’s level is eight lower than your own.

The target does not have any of your physical abilities or equipment, but does have the Intelligence, Wisdom, and Charisma you had when you were eight levels lower. The target also knows the spells you knew when you were eight levels lower.

While the target is initially your mental duplicate, the two personalities diverge over time. Although the target starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to develop its own personality based on its own new experiences. Thus, the target is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.

A germinating seed can be removed (prior to germination) only by wish, or similarly high-mana effects. Casting mind seed again during the germination period also cleanses the target’s mind.

The process of impressing your psyche into another is demanding and draining. You become exhausted 1 when you cast this spell.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick