School of Mind Magic

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School of Mind Magic
Mindsad.png
Magic Schools
Alignment Void
Origins Mostly Ailor

The School of Mind Magic is a fully Void Planar Essence based Magic School which contains a whole host of illegal spells, but a few spells that have seeped their way into the entertainment industry, notably in the Regalian Empire. Mind Magic is largely used to toy with the minds of others, and is as such generally seen as a form of Magic practiced by Black Mages. Mind Magic is generally considered as a Magic devised by Ailor, as it became very popular in the latter half of the 3rd Century B.C. Mind Magic became particularly popular among the sewer dwelling populations of the Regalian Capital. It has since then also been popularly adopted by the Qadir and even some Slizzar have been known to use it.

Spell One Samsahri: Illusion Hex

Magic Rules Samsahri
Casting Time 3 seconds, physical touch after
Reagents Required None
Items Required None
Counters

Illusion Hex is the staple spell used by Mind Mages to enchant objects with an alternate appearance. When cast on an object, the object’s appearance is permanently changed to all who perceive it. This change is fully believable, both regarding what it looks like, how it feels, how it reflects light, casts shadows and what it sounds like. The only aspect an Illusion Hex cannot change is the smell, but aside from this aspect, Illusion Hexes are perfect in every sense and cannot be distinguished from the real thing. Illusion Hex is fairly powerful due to its permanent effects, but the scope of the spell is often small. For example, a Mind Mage may Illusion Hex a rose bush to appear wilting, or Illusion Hex a tree to appear blue, but they cannot cast this spell on an entire garden—each object must be individually Hexed. Additionally, Illusion Hex cannot affect people (but it can affect animals) directly, meaning the spell could be used to cast an illusion on the clothes worn by an individual, but it cannot change anything about the individual wearing the clothes, or the way the person is seen by others. When casting an Illusion Hex, the mage must take a mental image of what they want the object that they are about to cast an illusion on to look like, after which they must speak out the Samsahri spell into their hands in front of their face over 3 seconds. Samsahri can be cast relatively subtle because the spoken spell can be muttered into the hands, which only produce a very faint, practically unnoticeable purple glow. They must then touch whatever object they want to change the appearance of, after which the glow will leave their hands, and the object will immediately change. This illusion will still be visible to the Mind Mage; while everyone else sees the “new” form of the object, the mage who cast the spell will see the original object, but with a ghost-like outline of the illusion on top of it. Illusion Hex mages cannot see each other’s illusions, however.

This illusion spell will remain active for any new person that enters the area permanently until the spell is broken. Some Hexes have been known to have existed for hundreds of years, even long after the death of the Mage who originally cast them—but they can be broken through some conventional means available to non-Mages. The easiest method to break an Illusion Hex is through the Primal Ritual of Spiritual Cleansing, which expels any magical attachment an object has. Additionally, the smoke produced by Strauss’ Silence will slowly erode an illusion from an object if exposed to it for several minutes.

  • Note: there are some minor limitations to Illusion Hex regarding respecting the matter versus non-matter issue. A horse cannot be Illusion Hexed into appearing like a squirrel, the size relation between the two animals is too great. A squirrel, however, can be Illusion Hexed to appear like a small Ithanian Sucre Cien dog. What this means is that as long as the objects have a roughly similar size (with about a quarter bigger or smaller comparison), then a Hex will be effective. If this is not the case, the hex may become warped. For example, a horse Hexed to appear like squirrel may become a dog-sized squirrel or a malformed one. This outcome, however, may also be entirely intentional.

Spell Two Simhalisa: Nightmare Hex

Magic Rules Simhalisa
Casting Time 10 seconds, whispering, physical contact after
Reagents Required None
Items Required None
Counters

Nightmare Hex is a very situational spell that only works on people who are sleeping. When a Mind Mage casts a Nightmare Hex on a person that is asleep, they will be tormented by the worst possible lucid nightmares, defined and created by the caster, and when they wake up, they will be able to remember everything in the finest detail. Additionally, while Nightmare Hex is being cast, the person is unable to wake up until the casting subsides. Nightmare Hex can be applied in two different ways to a victim. The first most obvious way is a direct cast in which the mage must charge the Simhalisa spell for up to 10 seconds. During this period, they must be in a state of unmoving, simply holding out their hands and repeating the Simhalisa incantation in a hushed whispering tone. When complete, they must put their hands on the forehead of the sleeping person, after which the spell will take effect. The spell can last as long as the hand is on the forehead of the individual, and then ten minutes more after physical contact is broken before the spell finally stops working. Another way to cast Simhalisa is to enchant an object like a water mug with a Nightmare spell, and then to ensure it somehow gets placed on the bedside of whoever they wish to cast a Nightmare Hex on. While this object’s enchantment won't be strong enough to prevent someone from waking up, any object with a passive Simhalisa enchantment that is within six feet of a sleeping person will give them terrible lucid nightmares that they will remember to fine detail. These objects, similarly to Illusion Hexed objects, can only be dispelled by the use of a Primal Ritual of Spiritual Cleansing or the incense of Strauss’ Silence. Some Nightmare Hexed objects have survived for decades, disguised in bedrooms of old manors and giving any and all who sleep within the idea that the house is haunted by a Poltergeist, while in reality, their nightmares are caused by a Nightmare Hexed object near their sleeping place.

Spell Three Ashayata: Visage Mirage

Magic Rules Ashayata
Casting Time 10 seconds, 10 seconds of shifting and physical contact after
Reagents Required None
Items Required None
Counters
  • Interrupt casting

Visage Mirage is a utilitarian spell that is largely responsible for the bad reputation Mind Mages have, in that it gives any who cast the spell the ability to change their appearance into any other person they have physically touched. The spell is very straightforward: when cast, the mage simply changes the appearance of their entire body to imitate another person’s visual appearance perfectly, even down to the voice. That being said, there are some limitations. Visage Mirage does not give the caster any memories or habits of the person. These must be carefully observed and imitated by the caster in order to pull off the right kind of persona. A Visage Mirage can remain in effect for 24 hours, after which it will dissipate in a matter of seconds, though it can also be dispelled with the use of Strauss’ Silence. When casting Visage Mirage, the mage must envision the person they wish to appear as (and note, they must have physically touched them at least once), and then proceed to speak out the Ashayata incantation for up to 10 seconds. After this, they slowly run their fingers from their forehead down to their neck in a process that takes roughly 10 seconds as well, while their appearance shifts. This spell cannot be recast for another full 24 hours after it has stopped working. It should also be noted that this spell does not change the clothes of the mage, meaning a properly fitting attire will have to be acquired.

Spell Four Chetasha: Mind Flux Hex

Magic Rules Chetasha
Casting Time 2 seconds, physical touch after
Reagents Required None
Items Required None
Counters
  • Interrupt casting
  • Avoid physical contact

Mind Flux Hex is a mostly utilitarian spell that is used by Mind Mages to deter opposition or to remove the threat from martial fighters that may try to harm them. The premise of Mind Flux Hex is to confuse a target with a Mind Curse that lowers their skill retention. In the simplest of terms, if a Mind Flux Hex affects an Expert Viridian Paladin, their skill retention will suddenly become that of a Novice. They will become clumsy with their blade, not remember their techniques or how to handle a swing correctly, and make novice mistakes in combat. Chetasha is a very useful but also dangerous spell. It can be cast quickly in combat but does require physical touch to affect a person, meaning the Mage would put themselves in direct harm's way. When casting Mind Flux, the caster must speak the Chetasha incantation for up to 10 seconds. This can be done (unlike practically all other spells) while running around or dodging attacks, as long as the words are spoken. Then, when the words have been spoken, all that is required is a moment of physical touch between the target and the caster. When touched, the caster will immediately have all their combat or intellect based skills reduced to that of a Novice. This effect remains in place for five hours, or until a Celestial Mage uses Truth Clarity to cleanse the Mind Magic effects from the victim.

Spell Five Chithaman: Memory Recall

Magic Rules Chithaman
Casting Time 10 seconds, physical contact after
Reagents Required None
Items Required None
Counters
  • Interrupt casting
  • Avoid physical contact

Memory Recall is a very useful spell that Mind Mages can use on the go to affect other’s perception of them or certain events that occur near them. Memory Recall allows a Hex Mage to steal memories of a certain event or interaction with a person, and to store them in so called Memory Flasks. Memory Flasks are small, glass-like baubles that can be strung from a chain or held in a bag. When casting Memory Recall, the mage in question speaks out the Chithaman incantation for 10 seconds, after which they must make physical contact with the forehead of the target they wish to affect. This can be a punch, slap, poke or even a stroke, it doesn’t matter as long as contact is made. The Mage must then remember the specific event they wish to “steal” from the host, after which it will be transferred to a Memory Flask in their unused hand. The individual who had the spell cast on them will then not only forget about the specific memory but also about the fact that the spell was just cast on them, as it will leave them in a state of mild confusion. The Memory Flask can be kept, though it serves no other purpose than to keep the memory hostage. Smashing or breaking the Memory Flask will set the memory free, allowing the target to remember it once more. Memories that can be “stolen” may only be instances that were witnessed by both the Mage and the subject, and can only be moments no more than twelve hours in length.

Spell Six Ashutaya: Mind Meld

Magic Rules Ashutaya
Casting Time 10 seconds while holding target
Reagents Required None
Items Required None
Counters
  • Interrupt casting
  • Break physical contact

Mind Meld is an escape spell frequently used by Mind Mages to avoid confrontation, as a means of quick escape, or perhaps even as a means to enter a secret area without being detected. The premise of Mind Meld is that it allows the Mage to cast a spell that will physically insert them into the mind of another person for up to an hour, after which they will re-emerge into the physical realm. This is not necessarily a mind bridge, meaning the Mage will not affect or control anything of the host, but rather just ride along like a parasite. When casting Mind Meld, the Mage must speak out the Ashutaya incantation while holding their hands on the sides of a person’s head for 10 seconds, after which their physical form will simply dissipate (clothes included) and inhabit the mind of the person they cast a spell on. While in this state they can hear, see, feel, touch, and smell everything the host can, but they cannot see the host’s thoughts, memories, or feelings nor can they affect what the host is doing. The Mage can forcibly end the Mind Meld at any time, or wait until the hour is over after which it will forcibly end. Additionally, it can also be forcibly ended with a Truth Clarity spell by a Celestial Mage. When exiting this Mind Meld state, there is no violent or confusing event. The mage simply re-materializes next to the person, or wherever they can close to the host, in a very non-intrusive manner as if they had always been there. The host will not be aware that they were cast on, nor will they assume that anything is out of the ordinary.

Spell Seven Vertheel: Mind Bargain

Magic Rules Vertheel
Casting Time 2 seconds while holding hands and voluntary thought
Reagents Required None
Items Required None
Counters
  • None

Mind Bargain is a spell that can be used to completely change the playing field in combat or to lure opponents into an unsuspecting trap. The core function of Mind Bargain is to take the Combat or Intellect Skill of another person for up to an hour while granting them the Minor Disguise Hex. The Minor Disguise Hex is an ability similar to Visage Mirage, but one that only affects the hair and face of the person. The person whose Intellect or Combat skill (including all levels from Trainee to Champion/Expert) is stolen, becomes capable of changing their head's appearance to that of another person as long as they are within viewing range. The Mage who bargained for the Intellect or Combat Skill can meanwhile use their skill at their level with all the knowledge and expertise associated with it (though limited by potential bodily missing aspects, like Body Build). This spell is instant cast, meaning it is immediately in effect if both Mage and target voluntarily agree in their minds to do it, and then hold both hands for up to two seconds while looking each other in the eyes. This spell will remain active for up to an hour, or until either the mage or the bargained person are knocked out, or until they move further than 30 meters from each other. Mind Bargain is often used to create a double tag team where the bargained person rapidly switches visage to confuse their opponents, while the mage unexpectedly becomes competent at an Intellect or Combat Skill that they did not posess before. They will however lose all memory of their moves and knowledge when the spell breaks, meaning this is not a convoluted way to learn new skills.

Spell Eight Anubhava: Nightmare Fusion

Magic Rules Anubhava
Casting Time 20 seconds, physical touch or bolt projectile after
Reagents Required None
Items Required None
Counters
  • Interrupting casting
  • Avoid physical contact
  • Avoid bolt projectile

Nightmare Fusion is the ultimate spell in the Discipline of Mind Magic, meaning all other Mind spells need to be learned before this spell can be achieved. Nightmare Fusion is not inherently a harmful spell but inflicts an extreme amount of emotional stress on a target by forcing them into an active state of hallucinatory nightmares while they are awake. Nightmare Fusion can only be cast once per day and requires a charging time of 20 seconds as the mage speaks out the Anubhava incantations while circling their hands around a purple orb of fluctuating light. When the spell is done, they either touch someone with the bolt (that will levitate on their right hand) or “shoot” it at someone. The shot can miss, the direct touch cannot. When hit, the person will experience an acute loss of perception: meaning anything they see will immediately turn into horrendous nightmare versions of them. People will be warped into monsters doing horrible things, kind words spoken will be threats of death and demise, and the world around them will start rotting and try to kill them—at least, they perceive it as such. While not entirely incapable of fighting against the Nightmares in this state, reality is warped to such a degree that the ground constantly moves and that enemies appear bigger or smaller than they are. Even the most fearless fighter will just start swinging their sword around aimlessly before finally breaking from the overload of horrifying images.

Nightmare Fusion lasts a full hour and can drive an individual mad if help is not found quickly, which is often difficult due to how uncooperative the individual becomes. The best method is to quickly find a Celestial Mage who can cast Truth Clarity and to restrain the individual affected, though more often than not will anyone opt to simply knock the person out to save them from being affected by it. While unconscious, they may still experience nightmare like dreams, but at the very least they can be helped without struggling against what they perceive as attempts to kill them.


Accreditation
Writers MonMarty
Artists MonMarty
Processors Eccetra, Hydralana, Doc_Cantankerous
Last Editor Shayin on 02/10/2018.

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