Show List
|
Area of Effect |
Duration |
Range |
||
| 1 | Leaping | caster | 1 rnd | Self |
| 2 | Landing | caster | varies | Self |
| 3 | Levitation I | caster | 1 min/lvl | Self |
| 4 | Wind Drift | caster | 1 min/lvl | Self |
| 5 | Underwater Movement | caster | 10 min/lvl | - |
| 6 | Fly I | caster | 1 min/lvl | Self |
| 7 | Levitation V | caster | 1 min/lvl | Self |
| 8 | Long Dive | caster | - | Self |
| 9 | - | - | - | - |
| 10 | Merging | caster | 10 min/lvl | Self |
Movement
Closed Mentalism List
Show Details
- 01 - Leaping
Allows caster to leap 50' laterally or 20' vertically.
- 02 - Landing
Allows caster to land safely in a fall up to 20' per level, and to take that distance off the severity of any longer fall.
- 03 - Levitation I
Allows caster to move up and down vertically 10' per round. The spell does not provide a means for horizontal movement.
- 04 - Wind Drift
Caster becomes weightless, but has no magical movement control. Weight gradually returns at the end of the duration.
- 05 - Underwater Movement
Caster can take actions underwater as if on land.
- 06 - Fly I
As Levitation I, except caster can fly at a rate of 15' per round (i.e., 1 mph).
- 07 - Levitation V
...
- 08 - Long Dive
Caster can safely dive through the air up to 50' per level. At the end of the dive, the caster must land in water that is deep enough for the dive (at least 2' of water per 50' dived).
- 09 -
...
- 10 - Merging
Caster can merge into any solid, inanimate material. While merged, the caster cannot move or perceive. When the caster emerges from the material, he can emerge from any side or face of the material. The caster cannot move “through” material greater in width than his own body size plus 2 feet. The caster can exit at any time up to 10 minutes per level.
Show List
|
Area of Effect |
Duration |
Range |
||
| 11 | Fly II | caster | 1 min/lvl | Self |
| 12 | Landing True | caster | - | Self |
| 13 | Levitation XX | caster | 1 min/lvl | Self |
| 14 | Passing | caster | 1 min/lvl | Self |
| 15 | Fly III | caster | 1 min/lvl | Self |
| 16 | - | - | - | - |
| 17 | Great Merge | caster | 10 min/lvl | Self |
| 18 | - | - | - | - |
| 19 | - | - | - | - |
| 20 | Merge True | caster | 10 min/lvl | Self |
Movement
Closed Mentalism List
Show Details
- 11 - Fly II
As Fly I, except rate is 75' per round.
- 12 - Landing True
As Landing, except caster can land safely from any fall 99% of the time.
- 13 - Levitation XX
As Levitation I, except rate is 200' per round.
- 14 - Passing
Caster can pass through any inanimate material up to 1' per level of the caster; it takes 1 round to pass through 2'.
- 15 - Fly III
As Fly I, except rate is 300' per round.
- 16 -
...
- 17 - Great Merge
As Merging, except caster can turn within the material and can see outside if within 6" of the surface.
- 18 -
...
- 19 -
...
- 20 - Merge True
As Great Merge, except caster can cast spells on himself while merged.
Show List
|
Area of Effect |
Duration |
Range |
||
| 25 | Fly IV | caster | 1 min/lvl | Self |
| 30 | Passing True | caster | 1 min/lvl | Self |
| 50 | Master of Movement | caster | 1 min/lvl | Self |
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - |
Movement
Closed Mentalism List
Show Details
- 25 - Fly IV
As above, except rate is 400' per round.
- 30 - Passing True
As Passing, except caster can pass through as much material as the duration allows at a rate of 10' per round.
- 50 - Master of Movement
Caster may use the abilities of any one of the spells on this list each round.
