Mindscape

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Required Mind Sphere 5
Range Touch
Area 1 Target
Duration Permanent
Casting Verbal, Somatic, Material (Rank x 100g; subsequent casts require the chosen target to be present)
Action 1 Hour Ritual
Cost 4 Mana
Effect When the ritual is first cast, the mage establishes a metaphysical demiplane anchored to her own mind as a repository of knowledge and memory, granting her passive Perfect Memory and making her the Master of the mindscape. Each subsequent ritual allows the mage to create a single, permanent link to her mindscape and attune it to an individual, allowing them access to (but not control of) the Mindscape. Up to Rank links may be established in total. To create more, the caster must choose an existing link to destroy.

To enter the mindscape, the mage and linked individuals may spend a Full Round action activating a “key”: a personalized mnemonic, mental exercise, or arcane sigil that triggers the mental link and brings them inside, regardless of any distance and across planes of existence. This may be done once per day at no cost. When the mage is inside her own mindscape, however, she may spend 4 Mana at will to “invite” up to Rank others to spend 1 Mana and join her within 10 minutes as a Reactive Action. The mage cannot bar a linked individual from entering her mindscape, but may spend 1 Mana to actively eject them from the mindscape with a successful Casting Roll vs. the target's Mental Magic Resistance. Additionally, the mage always knows when her mindscape is being accessed by a linked individual, and by whom.

Similar to the spell Pocket Realm, every aspect of the mindscape’s appearance is determined by its creator and may be modified at will while inside, however the realm is made of purely mental energy - everything within is incorporeal, formed of illusion maintained by will of the creator. Time passes normally within the demiplane, and those within leave their bodies and equipment behind in the physical realm. They appear to be simply sleeping or dreaming to the unknowing observer.

Although individuals within a Mindscape retain any Magical Shielding and Magical Resistance bonuses active prior to entering, they do not benefit from other physical enchantments or enhancements, and are considered flat-footed both in and out of the Mindscape while inside. Additionally, equipped “armor” and “weaponry” may be perceived to have come along with the wielder upon entering the demiplane, but offer no inherent defensive or offensive value to the wielder unless:

  • the item is enchanted or crafted by Mind Sphere Magic (e.g. Psychic Knife)
  • the item is bound to living will or psyche (e.g. a spirit or other intelligent creature) intrinsically bound to the wielder that provides it with magical enchantment(s)
  • the Master of the demiplane wills the item able to cause harm/provide defense

These and similar situations (i.e. with Storyteller approval) may allow for items “brought into” the demiplane to function as normal, even though they would otherwise be purely illusory constructs within the demiplane.

Attempting violent action(s) or to leave the demiplane against the will of its Master require an opposed Mental Magic Resistance roll vs. the Master’s Casting Roll to momentarily disrupt her control of the realm. The defending Casting roll gains bonus dice equal to the Master's Willpower score if she is present in the demiplane at the time. If the Resistance roll is successful, the individual may then initiate the desired action. Any damage inflicted within the Mindscape, regardless of its usual lethality in the waking world, is converted into nonlethal psychic damage before being applied.

A target whose health is reduced to 0 while in the mindscape immediately loses consciousness and is forcibly ejected. Only the Master remains present after losing consciousness. If a mage is killed within her own mindscape, all targets within the demiplane suffer 1 non lethal psychic damage and are released immediately.