Mentalism

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World of d20d20 Modern Horror

You believe you are sensitive to the energies and auras of creatures and objects around you. With training, you can use your mind to affect these energies.

Benefit: You gain the Charm, Divine, and Illusion arcana. You also gain Concentration as a class skill. You gain a +2 bonus on Divination checks. If you cast Attack spells, they deal mental damage. The saving throw DC to resist your spells is Wisdom-based, not Charisma-based. You can only cast a spell if you have magical focus (see page 9), and you must expend that focus to cast the spell with no verbal or somatic components every time you cast a spell.

While you have magical focus (see page 9), whenever you encounter any aura of Strong or Overwhelming power, you can make a Divine check (DC 10) to notice it, without having to cast a spell. The game master might also call for Divine checks when he thinks your character might get a flash of insight. If you beat DC 10, you get a vague sense of the future, enough to know whether something is important. Beating DC 20 grants you a bit of fuzzy information about the future, and DC 30 grants you a few precise pieces of information.

Rituals: There are no rituals for this tradition.

Mishaps: You open your mind too widely. You suffer a penalty equal to half the spell level to Wisdom for as long as the spell’s intended duration.

Modern Horror

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