Difference between revisions of "Mental Magic"

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(Created page with " == Telepathy and Mental Magic == The mind is a curious thing. It has the ability to make or break a person. It defines a character, person, or a living thing. This type of m...")
 
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Mental magic allows a mage to use the void to connect to the mind of their target. The mage can only be connected to one mind at a time and will have two tells. Their abilities range from telepathy to illusions and even wiping memories. Mental Barriers and wards can serve as a defense against this magic but you must learn how to form your mental barrier or have an enchanted item creating the ward for you.
  
== Telepathy and Mental Magic ==
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== History ==
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The mental magic lore was posted on February 22nd, 2013 by Jon Evaglno.
  
The mind is a curious thing. It has the ability to make or break a person. It defines a character, person, or a living thing. This type of magic allows the interaction of minds in roleplay by a magic user. Minds, typically, are a controlled chaos of various thoughts and memories swimming about in an intelligent being's consciousness. No two minds are alike, just like the people they belong to, so every mind is a variation, with some varying more than others. Some people have a "filing cabinet" of thoughts, while others have an algorithm for sorting their thoughts, and others have a chaotic barn of thoughts. Everyone's mind is different to navigate.
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It describes a feared place in Asulon known as the Wretched Grove. Here once lived a people known as the children of the forest, whose ancestors were the trees and who had power over minds of trees and animals alike. Unfortunately a war with an invading nation who wished to fell the forest wiped these people out, leaving only the eldest tree standing. This Tree of Minds forced most creatures out of what now was a near lifeless forest. However, some would be allowed into the tree’s inner grove to learn the ancient art of the children of the forest. The chosen ones were picked for their curiosity, knowledge, wisdom, or intelligence, and were granted the power to see into other’s minds or change their senses. These few students were then cast out to keep the tree safe from any who might wish to cut it down. However, calamity soon destroyed the native Asulonians leaving the tree alone. Unable to find intelligent beings.  
  
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When the descendant races arrived from Aegis the tree saw them as war-like people, fixated on destroying. Finally, one day a tall, twig-like person appeared. This person had not intelligence, nor wisdom, nor even knowledge in any great degree but it had curiosity and thus was taken to the inner grove. The twiggy mind taught the art of mental magic and sent away, never to find the tree again.
  
== Learning Mental Magic ==
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== Specifications ==
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The more creative the mental mage the more uses they'll find from the magic.
  
To learn Mental Magic, you must be taught by a master as shown here, or learn from the aforementioned Tree of Minds. With the Tree of Minds method, I could, for all intents and purposes, simulate this encounter, or, if time zones/other ridiculously annoying stuff intervene, I could just do a quick test to see if the Tree would teach you(if it existed as a player). Since the Tree of Minds isn't going to let just anyone in, the most common way to learn this is by being taught by a master.
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For example, the most basic and commonly used spell is telepathy. All the mage must do is connect to the target's mind and think of what they wish to share. These thoughts are then heard by the target as one of their own thoughts, thus unable to identify the mental mage. Compared to other abilities telepathy doesn't require much energy at all yet mages generally only use it to create private conversations while missing out on other possibilities. For the mental mage who likes to cause a bit of trouble telepathy could be used to play as someone's conscience. Telepathy could also be used to gather information, whispering to the target about a certain person or thing then watching to see what they think of in return.
  
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Mental magic is often seen simply as a way to gather information or try to cause terror in another's mind however it can be used combatively as well provided the mage takes on a supportive role. Telepathy could be used to try getting the enemy to make a wrong move. Mental illusions as well could be used to trick the enemy or hinder their senses. A creative mental mage is a fearsome mental mage. This of course is not all that one can accomplish with this magic.
  
== Tells ==
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=== Levels ===
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: '''Mage level 1'''
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* Form a mental barrier (you do not have to be a mental mage to learn how to create mental barriers however mental mages will always learn this trick).
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* Telepathy
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* Simple illusions created by altering stimuli.
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: '''Prerequisites'''
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* A level 1 mage is just starting out, thus in order to reach level 1 they have to first find a teacher, learn how to meditate, how to connect to the void, and then how to connect to a mind. If the new mental mage knows other magics already then obviously they skip the meditation and void connection lessons.
  
Every mental magic user has a tell. This is a certain thing that changes in their appearance when they perform mental magic, E.G. Jon's tell is his pupils expanding. Typically, it isn't a glowing thing, like -Derp's hands and feet start to glow-. It's normally a more subtle change, like eyes changing color, marks appearing on skin, etc.
 
  
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: '''Mage level 2'''
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* Mind melding
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* Getting past a target's barrier or ward.
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* More advanced illusions, creating stimuli now from nothing.
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* Basic stimuli removal. This is a very difficult ability that similar to normal mental illusions should be covered in stages.
 +
: '''Prerequisites'''
 +
* The student should be working diligently on practicing their magic, by now a mental mage for around one month at least. Once the teacher has decided they're ready lessons can advance. The student must at least know about very simple illusions before learning of mind melding and how to get past barriers.
  
  
== The "spells" ==
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: '''Mage level 3'''
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* Cataleptic illusions
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* More advanced stimuli removal.
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* Memory wipes
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: '''Prerequisites'''
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* Only once a student has mastered the previous abilities and shown great dedication to their magic will this level open for them (generally takes two or three months to reach, more if the student slacks off). Some teachers may be wary of spreading the knowledge of these advanced spells, particularly to students they find undeserving or dangerous.
  
Technically, one doesn't need a spell to enter a mind, but I will refer to what a mind magic user can do when interacting between minds using this term. As per request of the Magic Team, when a Mental Magic user is restrained in any way, they cannot use any spell, no exceptions. In addition, they must take an amount of time to connect with the mind and a proportionate amount of time depending on the size of the spell being used, E.G. a larger illusion takes longer to produce.
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=== Effects ===
'''
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: '''Mage level 1'''  
Basic Telepathy'''
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* Positive
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The meditation required to connect to the void should teach the student how to control their emotions, clearing their thoughts and finding calm. The lessons on barriers will also teach them how to defend their minds from other mages.
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* Negative
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Time spent learning will impede on other jobs or hobbies, often making the student have to give up certain things. If the student was previously a soldier or had large muscle mass they'll see this slowly start to decay as they have less time to devote to keeping their figure. As they progress through the level and connect to the void more they'll also feel the effects of its corruption sapping at their strength.
  
This is the simplest spell usable. All the user must do is enter the other person's mind, and think. These thoughts will become speech in the other person's mind. It should not be very exhausting on the user, but extended conversations may lead to fatigue. As one works a muscle, one can practice to the point where they can have longer conversations of this type, and the same is true with all following spells. Telepathy can also manifest itself as a sort of "scan" for intelligent creatures. By lightly extending a mind over a wide area, one can see if any other intelligent minds are nearby. This is more difficult than basic telepathy in that it requires a larger area of effect.
 
  
'''Mind "Melding"'''
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: '''Mage level 2'''  
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* Positive
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By now the mage has gotten stronger, easier lessons taking less energy as time goes by and hopefully they've started to experiment. Creativity should be encouraged and even reflect into other aspects of the mage's life such as work or relations.
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* Negative
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Lessons are more difficult now, wearing out the student and taking longer periods of rest between practices. Mind melding alone, even for master mages, takes high amounts of energy and mana meaning one cannot jump from using it to suddenly running about. These recovery times mean a mage must decide which ability to use when and could put them into bad situations while recovering from something complicated.
  
Technically, we aren't melding anyone's mind, Vulcan style, when we do this. Essentially, when you mind meld someone, you are attempting to break into the person's memories or thoughts to gain some information. The key to this is either going unnoticed, or distracting the person's conscience mind long enough to get the information you want. This is more tiring than basic telepathy, and requires much more practice to perfect and use for extended periods of time.
 
  
'''Barriers'''
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: '''Mage level 3'''  
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* Positive
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A mental mage who reaches this level should have developed into a focused, calculative, yet creative thinker. Their lessons finally winding down they can now focus on new things or resume any dropped hobbies.
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* Negative
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Even with extra time the mage's muscles are corrupted by the void thus preventing any substantial muscle mass from being regained. Being able to look into and alter someone's mind, making them into a plaything, might also corrupt the mage's own personality turning them manipulative or arrogant if they weren't before.
  
On breaking into minds during Melding, the person who is attempting to defend themselves may put up a "barrier" of thoughts. This barrier is essentially one thought, or a montage of thoughts, that the person uses to make the person who is attempting the meld leave their mind. To create a barrier, the victim must separate themselves from emotion. Any emotion that would rouse them to action will disrupt their barrier and allow the attacking mage through. The harder you focus, the longer your barrier will hold. Keep in mind that the enemy mage is trying to make you feel something so that your concentration is broken. If you feel that your character's emotions would be roused by whatever the mage is showing you through illusion, you should break your barrier.
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== How to Apply ==
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To learn mental magic originally you had to either be taught by a master or somehow find the Tree of Minds and learn from it. Of course since we’ve now moved on from Asulon the Tree of Minds is inaccessible.  
  
'''Creation of Illusions/Manipulation of Senses'''
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If you are interested in roleplaying a mental mage simply have your character find a teacher. Mental magic at this time cannot be self taught, it’s too complex, and thus requires guidance. Once you’ve found a teacher fill out the student application on the forums.
  
This is the most difficult and most tiring form of mind magic. This allows the user to change what the person sees, hears, feels, tastes, and smells to produce an illusion of an alternate reality. The amount of fatigue this causes depends on the size of the illusion, the duration of the illusion, and the complexity of the stimuli. For example, a small room with a scented candle is a lot less tiring than an entire field full of many farm animals.
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== Random Tidbits ==
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* Mental mages cannot force any thought or actions, merely using suggestions and influences. So no mind control.
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* All mages have a tell for when they connect to the void (usually a random twitch). However, a mental mage gains a second tell for when they connect to a mind.
 +
* Every mind is different, a good mental mage is one who oocly asks the target what their character's mind will look like.
 +
* Teachers will often have their students practice on animals before moving on to people since animal minds are considered more simple.
  
== What mind magic users can't do ==
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[https://www.lordofthecraft.net/forums/topic/82350-%E2%9C%93-mental-magic/ Mental Magic Lore]
  
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[https://www.lordofthecraft.net/forums/topic/100613-mental-magic-guide/ Mental Magic Guide]
  
-We cannot make a person think something. We can only influence their thoughts, E.G. we can't make someone feel fear, we have to simulate something that causes fear.
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[https://www.lordofthecraft.net/forums/topic/130799-recent-memory-removal-mind-magic-addiction/ Memory Removal Addition]
  
-We can't "delete" memories or thoughts. We can access them, but not destroy them.
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[https://www.lordofthecraft.net/forums/topic/106251-mental-magic-tips-for-the-user-and-usee/ Tips for The User and Usee]
 
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----
-We can't control anyone using this. Similar to the forcing of thoughts, we have to make our victim do what we want with an illusion, not by breaking in and taking control.
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'''Written by:''' Tiliena
 
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----
-We cannot go into memories through melding and create new memories. We can make new ones with illusions, but nothing more.
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'''Template made by:''' Tahmas

Revision as of 23:30, 29 February 2016

Mental magic allows a mage to use the void to connect to the mind of their target. The mage can only be connected to one mind at a time and will have two tells. Their abilities range from telepathy to illusions and even wiping memories. Mental Barriers and wards can serve as a defense against this magic but you must learn how to form your mental barrier or have an enchanted item creating the ward for you.

History

The mental magic lore was posted on February 22nd, 2013 by Jon Evaglno.

It describes a feared place in Asulon known as the Wretched Grove. Here once lived a people known as the children of the forest, whose ancestors were the trees and who had power over minds of trees and animals alike. Unfortunately a war with an invading nation who wished to fell the forest wiped these people out, leaving only the eldest tree standing. This Tree of Minds forced most creatures out of what now was a near lifeless forest. However, some would be allowed into the tree’s inner grove to learn the ancient art of the children of the forest. The chosen ones were picked for their curiosity, knowledge, wisdom, or intelligence, and were granted the power to see into other’s minds or change their senses. These few students were then cast out to keep the tree safe from any who might wish to cut it down. However, calamity soon destroyed the native Asulonians leaving the tree alone. Unable to find intelligent beings.

When the descendant races arrived from Aegis the tree saw them as war-like people, fixated on destroying. Finally, one day a tall, twig-like person appeared. This person had not intelligence, nor wisdom, nor even knowledge in any great degree but it had curiosity and thus was taken to the inner grove. The twiggy mind taught the art of mental magic and sent away, never to find the tree again.

Specifications

The more creative the mental mage the more uses they'll find from the magic.

For example, the most basic and commonly used spell is telepathy. All the mage must do is connect to the target's mind and think of what they wish to share. These thoughts are then heard by the target as one of their own thoughts, thus unable to identify the mental mage. Compared to other abilities telepathy doesn't require much energy at all yet mages generally only use it to create private conversations while missing out on other possibilities. For the mental mage who likes to cause a bit of trouble telepathy could be used to play as someone's conscience. Telepathy could also be used to gather information, whispering to the target about a certain person or thing then watching to see what they think of in return.

Mental magic is often seen simply as a way to gather information or try to cause terror in another's mind however it can be used combatively as well provided the mage takes on a supportive role. Telepathy could be used to try getting the enemy to make a wrong move. Mental illusions as well could be used to trick the enemy or hinder their senses. A creative mental mage is a fearsome mental mage. This of course is not all that one can accomplish with this magic.

Levels

Mage level 1
  • Form a mental barrier (you do not have to be a mental mage to learn how to create mental barriers however mental mages will always learn this trick).
  • Telepathy
  • Simple illusions created by altering stimuli.
Prerequisites
  • A level 1 mage is just starting out, thus in order to reach level 1 they have to first find a teacher, learn how to meditate, how to connect to the void, and then how to connect to a mind. If the new mental mage knows other magics already then obviously they skip the meditation and void connection lessons.


Mage level 2
  • Mind melding
  • Getting past a target's barrier or ward.
  • More advanced illusions, creating stimuli now from nothing.
  • Basic stimuli removal. This is a very difficult ability that similar to normal mental illusions should be covered in stages.
Prerequisites
  • The student should be working diligently on practicing their magic, by now a mental mage for around one month at least. Once the teacher has decided they're ready lessons can advance. The student must at least know about very simple illusions before learning of mind melding and how to get past barriers.


Mage level 3
  • Cataleptic illusions
  • More advanced stimuli removal.
  • Memory wipes
Prerequisites
  • Only once a student has mastered the previous abilities and shown great dedication to their magic will this level open for them (generally takes two or three months to reach, more if the student slacks off). Some teachers may be wary of spreading the knowledge of these advanced spells, particularly to students they find undeserving or dangerous.

Effects

Mage level 1
  • Positive

The meditation required to connect to the void should teach the student how to control their emotions, clearing their thoughts and finding calm. The lessons on barriers will also teach them how to defend their minds from other mages.

  • Negative

Time spent learning will impede on other jobs or hobbies, often making the student have to give up certain things. If the student was previously a soldier or had large muscle mass they'll see this slowly start to decay as they have less time to devote to keeping their figure. As they progress through the level and connect to the void more they'll also feel the effects of its corruption sapping at their strength.


Mage level 2
  • Positive

By now the mage has gotten stronger, easier lessons taking less energy as time goes by and hopefully they've started to experiment. Creativity should be encouraged and even reflect into other aspects of the mage's life such as work or relations.

  • Negative

Lessons are more difficult now, wearing out the student and taking longer periods of rest between practices. Mind melding alone, even for master mages, takes high amounts of energy and mana meaning one cannot jump from using it to suddenly running about. These recovery times mean a mage must decide which ability to use when and could put them into bad situations while recovering from something complicated.


Mage level 3
  • Positive

A mental mage who reaches this level should have developed into a focused, calculative, yet creative thinker. Their lessons finally winding down they can now focus on new things or resume any dropped hobbies.

  • Negative

Even with extra time the mage's muscles are corrupted by the void thus preventing any substantial muscle mass from being regained. Being able to look into and alter someone's mind, making them into a plaything, might also corrupt the mage's own personality turning them manipulative or arrogant if they weren't before.

How to Apply

To learn mental magic originally you had to either be taught by a master or somehow find the Tree of Minds and learn from it. Of course since we’ve now moved on from Asulon the Tree of Minds is inaccessible.

If you are interested in roleplaying a mental mage simply have your character find a teacher. Mental magic at this time cannot be self taught, it’s too complex, and thus requires guidance. Once you’ve found a teacher fill out the student application on the forums.

Random Tidbits

  • Mental mages cannot force any thought or actions, merely using suggestions and influences. So no mind control.
  • All mages have a tell for when they connect to the void (usually a random twitch). However, a mental mage gains a second tell for when they connect to a mind.
  • Every mind is different, a good mental mage is one who oocly asks the target what their character's mind will look like.
  • Teachers will often have their students practice on animals before moving on to people since animal minds are considered more simple.

Mental Magic Lore

Mental Magic Guide

Memory Removal Addition

Tips for The User and Usee


Written by: Tiliena


Template made by: Tahmas