Mental Lore, Transference: Difference between revisions
Jump to navigation
Jump to search
SPYRIDONM1 (talk | contribs) (Added Minor Mental section) |
VANKRASN39 (talk | contribs) m (→Empath Base: fix) |
||
(7 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
'''Mental Lore, Transference''' aids in the use of Mental sphere magic involving displacement, teleportation, and supernatural travel. |
'''Mental Lore, Transference''' aids in the use of Mental sphere magic involving displacement, teleportation, and supernatural travel. |
||
In future, this lore may play a part in spells in the [[Major Mental]] list and [[Savant Base]] list. |
|||
== |
==[[Empath Base]]== |
||
{{Not-yet-implemented|spell circle}} |
|||
Allows empaths to TRANSFER scars from others at 50 ranks of Mental Lore, Transference |
|||
::*[[Limb Repair (1102)]] |
|||
::*[[System Repair (1103)]] |
|||
::*[[Head Repair (1104)]] |
|||
::*[[Organ Repair (1105)]] |
|||
::*[[Limb Scar Repair (1111)]] |
|||
::*[[System Scar Repair (1112)]] |
|||
::*[[Head Scar Repair (1113)]] |
|||
::*[[Organ Scar Repair (1114)]] |
|||
;*[[IMPRINT (verb)|Imprint]] (empath ability) |
|||
:Allows empaths to transfer wounds and scars from adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks |
|||
;*[[Solace (1140)]] |
|||
:Grants 3 + (Mental Lore, Transference Bonus / 50) charges and lasts the standard imprint duration. Increases the range of Solace to adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far at 105 ranks. |
|||
==[[Minor Mental]]== |
|||
;*[[Blink (1215)]] |
;*[[Blink (1215)]] |
||
:The target has a chance of getting a second opportunity to avoid physical or [[bolt]] attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the [[summation chart]]. |
:The target has a chance of getting a second opportunity to avoid physical or [[bolt]] attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the [[summation chart]]. |
||
;*[[Vertigo (1219)]] |
|||
== Related Links == |
|||
:The warding margins required for higher tier effects occur at base values of 20, 70, and 120. These values are decreased on warding failure by a value of seed 6 with a 2x multipler of the [[summation chart]]. 50 ranks yields a bonus of 11, 100 ranks would yield a bonus of 19, etc. |
|||
⚫ | |||
== |
== Resources == |
||
⚫ | |||
[http://carabele.com/odds/LoreBenefits.htm Lore Benefits Summation Chart] |
|||
*[[Mental Lore, Divination]] |
|||
*[[Mental Lore, Manipulation]] |
|||
*[[Mental Lore, Telepathy]] |
|||
*[[Mental Lore, Transformation]] |
|||
*[[Lore chart]] |
|||
[[Category:Lores]] |
[[Category:Lores]] |
Latest revision as of 14:00, 3 December 2017
Mental Lore, Transference aids in the use of Mental sphere magic involving displacement, teleportation, and supernatural travel.
In future, this lore may play a part in spells in the Major Mental list and Savant Base list.
Empath Base
Allows empaths to TRANSFER scars from others at 50 ranks of Mental Lore, Transference
- Imprint (empath ability)
- Allows empaths to transfer wounds and scars from adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far realm at 105 ranks
- Grants 3 + (Mental Lore, Transference Bonus / 50) charges and lasts the standard imprint duration. Increases the range of Solace to adjacent realm at 35 ranks, near-adjacent at 70 ranks, and far at 105 ranks.
Minor Mental
- The target has a chance of getting a second opportunity to avoid physical or bolt attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + a transference lore (ranks) bonus using seed 1 of the summation chart.
- The warding margins required for higher tier effects occur at base values of 20, 70, and 120. These values are decreased on warding failure by a value of seed 6 with a 2x multipler of the summation chart. 50 ranks yields a bonus of 11, 100 ranks would yield a bonus of 19, etc.