Mind
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You gain the ability to alter the minds of others, causing them to act as you see fit. When you first gain the Mind sphere, you gain the charm ability and one (charm) talent of your choice.

Charm

Casting Time: 1 action
Range: 30 feet
Duration: varies
Target: 1 creature of your creature type
Cost: 0 sp (Lesser), 1 sp (greater), 2 sp (powerful)

You can place charms on creatures. You can only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful.

Lesser charms are at-will abilities, but you cannot target an individual creature more than once with any individual lesser charm unless noted. You can do so again after completing a long rest. You must possess the Powerful Charm talent before you can use any powerful charms.

Augment 1 sp: You can use the greater charm effect of the selected (charm) ability.

Note: Some Mind sphere abilities allow the caster to make a request of the target creature and have different effects depending on the particular request made. While the final decision on what request falls into what category is up to the GM, the examples in Table: Example Requests are a shorthand for players and GMs hoping to quickly determine what an enchanted creature might or might not be asked to do.

Table: Example Requests
Creature Very Simple Request Basic Request Would not normally do Against the creature’s nature
Good-Aligned Paladin Provide healing to an injured person Protect the innocent from danger, hunt a monster in the area Ignore minor criminal activity, hide a creature of dubious guilt Attack teammates, slaughter the innocent, renounce her religion, desecrate a temple
Evil-Aligned Professional Thief Steal a simple, unattended object, visit a tavern Share non-compromising information, teach someone thieving skills Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes
Bear Grab fish from a stream Calm down and not attack an unassuming target. Ignore a humanoid sitting in its den. Ignore the kidnapping of its cubs.
Orc Bandit Mug a weak, unguarded target Join a raid on a town, or the hunting of a monster. Help run a farm, ignore a rich-looking target, fight a target where survival is uncertain. Fight a target where survival is unlikely, join a raid against its own clan.
Ancient Dragon Eat an annoying humanoid Eat an unassuming humanoid. Give up a valuable item. Give up its hoard.
Middle-Aged Farmer Eat lunch Give a kind stranger a meal and a hayloft to sleep in. House and feed a squadron of questionable men, help a team of adventurers as a cook and porter on their quests. House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier.


Mind Basic Talents

Some Mind sphere talents are designated (charm) talents. These talents grant you charms you can place on targets.

Charm Talents

Amnesia (charm)

Duration: Instantaneous
Saving throw: Wisdom negates

You can reach into a subject’s memory and remove information and awareness of people, places, things, or events.

Lesser Charm: The target loses any recollection of what happened in the last round, back to the beginning of your previous round’s actions. A reminder of the events, such as witnessing a similar action taken by one of the involved creatures or distinctive items being used in the same fashion or someone spending a free action to inform the person about the event, allows the target to make a new Wisdom saving throw to recall the forgotten moment, or the target may have their memory restored through the Life sphere’s Break Enchantment talent, any effect that removes the confused condition, or the use of the Inception talent’s lesser, greater, or powerful charms being used to specifically make the target remember what was forgotten.

Greater Charm: The target loses all awareness of the immediate past. This affects all memories from up to 10 minutes prior. Alternatively, a target may lose all memory of just a single person, location, item, or event, such as the identity of a friend or a robbery they participated in. If the memory of an event is forgotten, the event’s duration in real life can only have 10 minutes removed from the target’s memory. A target’s memory may be restored through the Life sphere’s Break Enchantment talent, or through the Inception talent’s greater or powerful charms being used to specifically make the target remember what was forgotten.

Powerful Charm: The target loses all memory of events that transpired in the recent past. This may erase memories going back 1 week. The caster may erase all or part of the subject’s memory of this time. A target’s memory may only be restored through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Mind talent, or through the wish or miracle spells. The target’s memory may also be replenished through the Inception talent’s powerful charm being used to specifically make the target remember what was forgotten.

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Calm (charm)

Duration: Concentration, up to 1 minute
Saving throw: Charisma negates

You can suppress emotions in hostile creatures or provide ease to excitement and confidence. You can deny raging creatures their battles or joyous creatures their revelry.

Lesser Charm: You can suppress any effect causing a target to be charmed or frightened, as well as suppressing a barbarian’s rage feature and similar abilities at the GM’s discretion. When this charm ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. The effects are suppressed, but not dispelled. Any aggressive action toward, or damage dealt to, a creature under the effect of this ability automatically ends the effect.

Greater Charm: In addition to the effects of the lesser charm, this charm removes any desire to fight or engage in revelrous behavior. No violent or destructive actions may be taken by the creature, but the target may still defend itself normally. In addition, effects that would be suppressed by the lesser charm cannot be initiated. As with the lesser charm, aggressive action or damage will immediately end the effect.

Powerful Charm: In addition to the effects of the greater charm, the target of this ability simply loses any desire to act. The target is overwhelmed with soothing peace and calm and as such may take no actions, but the target may still defend itself normally. As with the lesser charm, aggressive action or damage will immediately end the effect.

Candor (charm)

Duration: Concentration, up to 1 minute
Saving throw: Charisma negates

You compel words of honesty in your subject, bringing truth to their voice.

Lesser Charm: The target is compelled to speak only what they believe to be true. This does not compel them to speak, but it does prevent any words they do say from being intentionally dishonest. A target may not realize they are magically compelled to speak the truth if the caster has the Subtlety talent, but even if unaware they may receive a Dexterity saving throw to stop themselves from talking when they attempt to tell a lie and realize that their words are changing.

Greater Charm: This functions as the lesser charm, but the duration of the Candor is increased to 8 hours.

Powerful Charm: The target is compelled to answer a single question directly put to it. A successful save allows the target to ignore any similar questions asked (with additional castings of this talent) for a number of minutes equal to its Wisdom score. (Ultimately the definition of “similar” is up to the GM, but generally the question “Who stole the queen’s jewels?” is considered similar to “Did you steal the queen’s jewels?” but is not considered similar to “What were you doing on the night the jewels were stolen?” because the focus shifts from identifying a culprit to stating an activity.)

Command (charm)

Duration: Concentration, up to 1 round
Saving throw: Wisdom negates

You can directly control another creature’s body. Each time you have the target perform an action, it gets a new saving throw to end the effect.

Lesser Charm: For the duration, you can spend one of your remaining actions to force the target to perform an action with a similar cost, using the list below as a guideline. The target performs these actions on your turn, and does nothing on their own turn except take the Dodge action. If the target takes damage while under the Command charm, they receive a new saving throw to end the effect.

  • If you have movement remaining for the round, you can move the target up to your remaining speed.
  • If you have not interacted with an object this round, you can have the target interact with an object.
  • If you have a bonus action remaining, you can have the target use a bonus action.
  • If you have an action remaining, you can have the target use an action.

Greater Charm: The duration changes to: Concentration, up to 1 minute. This charm is the same as the Command lesser charm, except that you can spend any of your remaining actions to perform an action with a similar cost.

Powerful Charm: This is the same as the Command greater charm, except the target is only granted a new saving throw at the end of each round, not after each time you have the target perform an action.

Author's Note: Augmenting a Command (charm) with the Mass (metasphere) talent from the Universal sphere will allow you to charm multiple creatures, but spent actions are only granted to an individual target among the charmed creatures each time; eg if you successfully charm 3 targets with a Command (charm) augmented with the Mass (metasphere) and spend an action, you must choose which of the three creature's to grant the action to.

Confusion (charm)

Duration: 1 round
Saving throw: Wisdom negates

You can unravel a creature’s mind and make them behave erratically.

Lesser Charm: The target becomes confused. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Greater Charm: As the lesser charm, but the duration increases to: concentration, up to 1 minute. Affected creatures may make a new saving throw at the end of each of their turns to end the effect on themselves only.

Powerful Charm: This is the same as the Confusion greater charm, except in addition to being confused, the target also suffers disadvantage on all mental ability score checks.

Courage (charm)

Duration: concentration, up to 1 minute
Saving throw: Wisdom negates

You inspire the target to great action.

Lesser Charm: Once before the effect ends, the target can roll a d4 and add the number rolled to one ability check, attack roll, or saving throw of its choice. It can roll the die before or after making the ability check. The effect then ends.

Greater Charm: Each turn, the target can roll a d4 and add the number rolled to any one ability check, attack roll, or saving throw made before the start of its next turn. It can roll the die before or after making the ability check.

Powerful Charm: This is the same as the Courage greater charm, except The duration changes to: 1 hour, and the target also becomes immune to the frightened condition.

Disrupt Focus (charm)

Duration: concentration, up to 1 minute
Saving throw: Constitution

You can make it harder for a target to concentrate on using their magic, or focus in combat.

Lesser Charm: When this effect is cast and at the end of each subsequent turn you concentrate on it, the target must succeed on a Constitution saving throw or lose their concentration on any ongoing effects. If the target has either the ability to gain martial focus, or possesses the Mental Focus drawback, they also lose their focus upon failing their Constitution saving throw. This effect ends once the target fails its saving throw.

Greater Charm: This effect does not end after a creature fails its saving throw.

Powerful Charm: As the greater charm, though creatures must also succeed on the Constitution saving throw to cast any spell or magic sphere effect, or to use any martial sphere ability (see Spheres of Might).

Enthrall (charm)

Duration: concentration, up to 1 minute
Saving throw: Wisdom negates

You can make creatures friendlier to you.

Lesser Charm: You cause a creature to regard you as its friend, making them charmed by you for the duration of the effect. If you or your allies are attacking or threatening the creature, it gains advantage on its saving throw against this charm.

Greater Charm: As the Enthrall lesser charm, but the maximum duration increases to 1 hour. You can make requests of the target, but asking it to do anything it would not normally do requires a Charisma check contested by the target’s Charisma check and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.

Powerful Charm: This functions as the Enthrall greater charm, except the duration increases to 8 hours.

Fear (charm)

Duration: 1 round
Saving throw: Wisdom negates

You can warp a target’s mind with fear.

Lesser Charm: You cause the target to become frightened.

Greater Charm: The duration becomes concentration: up to 1 minute.

Powerful Charm: This is the same as the Fear greater charm, except the target becomes unable to take actions. On a successful save, they are still frightened for 1 round.

Gestures (charm)

Duration: Concentration up to 1 minute
Saving throw: Wisdom negates

You mentally pull and tug at the target’s muscles and the aspects of its mind that relate to motor functions.

Lesser Charm: You influence the physical gestures made by a target and the actions of the target’s limbs and extremities. You can impose a failure chance on any other magic user whose magic requires a somatic component equal to 10% + an additional 5% at 5th (15%), 11th (20%), and 17th (25%) levels. A spell lost in this way causes the action and spell slot or spell points to be lost. In addition, the target takes a penalty equal to half your proficiency bonus on all Strength and Dexterity checks. Creatures affected by this ability (and the greater and powerful versions of it) are allowed a new saving throw at the end of each of their turns to end the effect for themselves only.

Greater Charm: In addition to the effects of the lesser charm, you can enforce quick, shambling actions on the target or interruptions of actions the target is taking. You can force the target to pick up or drop an object in a space within its reach, although the target may only be forced to drop things that are held (as opposed to worn or bound in some way). As an action, you can make a key ability check contested by the creature’s Strength or Dexterity (target’s choice); if you succeed, the target falls prone. Finally, you can also prevent the usage of any magical ability that requires gestures or somatic components.

Powerful Charm: In addition to the effects of the lesser and greater charms, you gain nearly full control over the quick gestures and movements of the target. As a reaction, when the target would be entitled to an opportunity attack (including against its allies), you can force the target to make the attack or deny it the ability to make such an attack that it desires to make. As a bonus action, you can force the target to move up to half of its move speed in any direction that you wish. You can also use the target to provide the somatic components for your own magical effects, and even make the target the origin point of those effects so long as only somatic components are required. (Casters with the Utterances talent may include verbal components with no extra save required). You can also allow this magic to work in either direction, allowing a willing target to control you or vice versa (for example, a friendly rogue might pick a lock that only you can reach using your hands, or you might use your own painting skills to paint a picture through a friendly paladin’s hands to impress a dignitary).

Hostility (charm)

Duration: 1 round
Saving throw: Wisdom negates

You cause the target to enter a blinding rage.

Lesser Charm: You compel the target to attack the nearest creature on its next turn. The target moves until this creature is within range and makes at least one attack with a weapon or unarmed strike. If no such creature can be reached, the target instead deals damage to itself equal to 1d8 + its Strength modifier with whatever it has in hand.

Greater Charm: The target enters a rage for 1 minute. It has advantage on Strength checks and Strength saving throws and on Strength-based attack rolls, gains resistance to bludgeoning, piercing, and slashing damage, but attack rolls against it have advantage. In addition, the target cannot use any spells or sphere effects, nor any skills or class features based off of Intelligence, Wisdom, or Charisma.

Powerful Charm: Same as the greater charm, but you can grant one of the following packages to the target as well:

  • Heroic Rage: The target may still use spells and sphere effects, as well as class features and skills based off of Intelligence, Wisdom, or Charisma.
  • Brutal Rage: The target is compelled to hostility and each round attacks the nearest target to itself, be it friend or foe. If the creature cannot attack something during its turn, it deals 1d8 + its Strength modifier damage to itself with whatever it has in hand.

Inception (charm)

Duration: Instantaneous
Saving throw: Wisdom negates

You add trivia, knowledge, and memories to a person’s mind, whether or not this information is grounded in fact.

Lesser Charm: You can “create a rumor” in a target’s mind, suggesting information that a target “heard somewhere” or “read once” but that they haven’t actually encountered. As part of the casting, you can make a spellcasting ability check or Charisma (Deception) check opposed by the target’s Wisdom (Insight) check to see how firmly the target adheres to this new information; they may not believe this rumor even if they believe that they heard it or read it somewhere.

Evidence that conflicts with the implanted memory allows a new Wisdom saving throw to realize that the information is faulty, though failure on a new Wisdom saving throw doesn’t mean that the target is compelled to believe the old information (instead believing that they had learned some faulty information).

In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, or the Amnesia talent’s lesser, greater, or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.

Greater Charm: As the lesser version of the talent, but the target’s new memory can relate to things within their own experience or of their own devisement (such as details about friends’ lives or current news discussed at a tavern the night before). The new memories will take precedence over the old if they contradict, but the old memories will still remain (for example, a guard may have the memory of a different combination for a combination lock, password for a door, or route through a maze, but nothing stops them from recalling the true information when the implanted memories prove false.)

Encountering evidence that contradicts the new memory allows a new Wisdom saving throw to realize that the new memories are false. In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, or the Amnesia talent’s greater or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.

Powerful Charm: As the greater version of the talent, though you can now craft entirely new memories of events that the target has personally witnessed. These memories are indistinguishable from actual memories, and appear to fit the flow of the continuity of their memories, but do not otherwise remove or alter the previous memories. A contradictory memory offers advantage on the Wisdom saving throw to resist the charm and the Wisdom (Insight) check to resist believing the new memory. Similarly, memories of creatures doing something that they would not normally do or doing things against their nature also grant advantage to these checks.

A target’s false memories may only be removed or proven false through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Mind talent, or through the wish or miracle spells. The target’s memory may also be replenished through the Amnesia talent’s powerful charm being used to specifically make the target realize what memories are faulty.

Inspiration (charm)

Duration: Instantaneous
Saving throw: Wisdom negates

You inspire competence in the target.

Lesser Charm: As a reaction, you can add a +1d4 to an ability check check or attack roll the target has just made. This can change a failure into a success. You must choose to use this charm after the roll has been made, but before the results are revealed.

Greater Charm: This is the same as the Inspiration lesser charm, except it adds +2d4 to the attack roll or skill check instead of +1d4.

Powerful Charm: The target may reroll, adding +2d4 to the result.

Mind Shield (charm)

Duration: 1 minute
Saving throw: Wisdom negates

You can establish a ward on the mind of another, one capable of providing protection from mental assault.

Lesser Charm: You create a metaphysical bubble of protective insight over the mind of a willing creature. This keen intellectual insight bestows proficiency on Wisdom saving throws. This mind shield is nullified as soon as the target makes a single Wisdom saving throw, whether or not the save was successful. This does not suppress or remove existing magical effects on creatures, it merely protects them from further mental attacks. Unlike other lesser charms, there is no limit to the number of times you can use this lesser charm on a target without taking a long rest.

Greater Charm: The effect does not expire until a number of rolls equal to your proficiency bonus have been attempted.

Powerful Charm: You impart an adamant shield of conceptual certainty upon the mind of a willing creature. This creature gains immunity to any enchantment spell or effect that would require a Wisdom saving throw for the duration. This immunity can be overcome with a spellcasting ability check against your sphere DC. Even if this immunity is bypassed, the target continues to receive the benefit of the Mind Shield powerful charm against other enchantment spell or effects for the duration.

Mind Spy (charm)

Duration: see text
Saving throw: Wisdom negates

You can send a piece of your mind into your target to see the world through their eyes. The target gets a new Wisdom saving throw every time you use this ability, although consecutive rounds do not give additional saves.

While this link to your target remains, you can choose to use this ability at any time before the link expires, or have its activation linked to a specific event that your target may experience.

Lesser Charm: While the link remains active, you can use the target’s senses for up to 1 minute, spend in 1 round increments, to see and hear what they can. The rounds need not be consecutive. The link remains active for up to 1 hour from the time the target is first affected. Abilities that block or suppress possession or remove enchantments (such as the protection from good and evil spell or the Break Enchantment talent) will similarly block, suppress, or remove the effect of this charm on your target.

Greater Charm: As the lesser charm, but you can use their senses for 10 minutes and the link lasts for 1 day.

Powerful Charm: As the greater charm, but you can use their senses for 1 hour, and the link lasts for 1 week.

Paralyze (charm)

Duration: 1 round
Saving throw: Wisdom negates

You freeze the target in place.

Lesser Charm: The target is restrained for 1 round.

Greater Charm: The target is stunned for as long as you concentrate, up to 1 minute. The target is allowed a new Wisdom saving throw each round at the end of its turn to end this effect on itself early.

Powerful Charm: This is the same as the Paralyze greater charm, except the target is paralyzed instead of stunned.

Project Thoughts (charm)

Duration: Instantaneous
Saving throw: Wisdom negates

You can communicate directly into the mind of another.

Lesser Charm: You project an empathic message into the mind of the target. The target knows what you are feeling (fear, anger, anxiety, rage, etc.), although they are not able to communicate back. You can project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible. Unlike other lesser charms, there is no limit to the number of times you can use this lesser charm on a target without taking a long rest.

Greater Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language.

Powerful Charm: You can communicate with the target for up to 8 hours without concentration. If the target leaves your charm range, this communication is disrupted until they re-enter range.

Read Mind (charm)

Duration: Instantaneous
Saving throw: Wisdom negates

You can pull information from a target’s mind.

Lesser Charm: You can detect a creature’s emotional state. Unlike other lesser charms, there is no limit to the number of times you can use this lesser charm on a target in a day.

Greater Charm: You can read the surface thoughts of a creature for as long as you concentrate, up to 1 hour.

Powerful Charm: You can pull a specific piece of information out of a creature’s mind. This is usually enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Charisma (Deception) skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

Sleep (charm)

Duration: varies
Saving throw: Wisdom negates

You put the target to sleep.

Lesser Charm: You make the target lethargic, for 1d4 rounds it can take either a bonus action or an action (not both) and cannot make opportunity attacks.

Greater Charm: You put the target to sleep for as long as you concentrate, up to 1 minute. Targets who take damage automatically wake up, and other creatures may wake a sleeping creature as an action.

Powerful Charm: The target is placed into a deeper slumber. Whenever the sleeping target takes damage or another creature attempts to wake it as an action, the target does not automatically awaken, but instead makes a new Wisdom saving throw (with advantage) to wake up.

Suggestion (charm)

Duration: until completed, up to 8 hours
Saving throw: Wisdom negates

You can plant thoughts into a target’s mind.

Lesser Charm: You can plant a suggestion in a target’s mind, which they obey as if the thought had been their own unless they succeed on a Wisdom saving throw. The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 8 hours, whichever comes first.

If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

Greater Charm: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with disadvantage. The target cannot be asked to do anything it would not normally do.

Powerful Charm: This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic and very simple requests cause the save to be made with a disadvantage.

Utterances (charm)

Duration: Concentration up to 1 minute
Saving throw: Wisdom negates

You tamper with a mind’s language center, and the muscles controlling speech to impede or alter the flow of words.

Lesser Charm: You can tug on the strings of conversation, altering the sounds of words, inserting or negating vocalizations as you see fit. You can impose a failure chance on any other magic user whose magic includes a verbal component, requiring the caster to succeed a spellcasting ability check against your sphere save DC to cast the spell or ability. In addition, you can impose disadvantage on the target’s Charisma checks.

Greater Charm: In addition to the effects of the lesser charm, you can wrest full control from a target’s speech by stopping them from speaking entirely or choosing words for them to say. This can prevent a target from using magic that requires verbal components or other vocalizations, and can force a target that remains within range to only say what you want them to say. A target not specifically under the mental command to remain silent will be able to say whatever it wishes if it leaves the range of the effect. If you attempt to make a target say something that would be against the target’s nature (such as a young lover renouncing affection for his or her betrothed, or a dragon agreeing to a verbal contract to part with some of its treasure), it gains another Wisdom saving throw to resist the effect.

Powerful Charm: Your control over the speech of the target is fluid and nearly flawless. In addition to the effects of the lesser and greater charms you can make the target speak so eloquently that you can roll Charisma checks through them using your own proficiency bonus instead of its own, provided that the check in question is vocal in nature. You can also make use of the target’s proficiency yourself, borrowing the talent or, if you wish, allowing the target to directly speak through you. You can also use magic that requires verbal components (but no other components) through the target, as if the magic originated from the target’s space. Casters with the Gestures talent may include somatic components with no extra saving throw allowed.

Vision (charm)

Duration: 1 minute
Saving throw: Intelligence negates

You can make someone see things that are not there.

Lesser Charm: You can alter a creature’s perception of a single creature, object, sound, or effect. You can alter 1 sense (sight, sound, touch/pain, taste, smell); for example, you could make a thief appear to be an alley cat, make a scratch appear as a gaping knife wound, or make the sound of footsteps seem like the wind. You cannot use this to replicate speech or sights and sounds you have never encountered before, nor to make something invisible. If used to cover up pain (such as hiding the target taking damage) the target gains advantage on their saving throw. If the target interacts with the object of their altered perception, they are allowed an additional saving throw every round they continue to do so.

Greater Charm: This functions as the Vision lesser charm, except you can affect all 5 senses in relation to the chosen creature, object, sound, or effect.

Powerful Charm: This functions as the Vision greater charm, except you can change the target’s perception of everything around them. This grants the target a new saving throw each round they interact with any part of the altered surroundings.



Other Talents

Expanded Charm

Your charms may affect any creatures of any creature type.

Powerful Charm

Augment 2 sp: You can use the Powerful charm version of any charm you possess.

Subtlety

Augment 0 sp: If a target succeeds on their saving throw against one of your charms, they must immediately pass a Wisdom saving throw. If they fail this second save, they do not realize they were the subject of an attempted mental assault.



Mind Advanced Talents

Cloud Mind (charm)

Prerequisites: Mind sphere (Vision), 5th level or higher.
Duration: 1 minute
Saving throw: Intelligence negates

You can make someone oblivious to a single creature or object.

Lesser Charm: You can alter a target’s perception of a single creature or object. The creature or object of their altered perception is invisible and inaudible to the target. If the target interacts with the creature or object of their altered perception, they are allowed an additional saving throw every round they continue to do so. If the creature or object of their altered perception attacks the target of the charm, the effect ends.

Greater Charm: This functions as the Cloud Mind lesser charm, except the target cannot even detect the creature or object of their altered perception by means of special senses such as blindsight, tremorsense, or truesight. The target cannot pinpoint the location of the creature or object of their altered perception by any means..

Powerful Charm: This functions as the Vision greater charm, except the target remains unaware of any actions performed by the creature or object of their altered perception, provided they do not make any attacks or cause any obvious or directly threatening changes in the target’s environment.

Greater Communication

Prerequisites: Mind sphere (Read Mind, Project Thoughts), 11th level or higher.

Augment 1 sp: So long as you are personally familiar with the subject, you can use your Project Thoughts charm across any distance, even across planes (although there is a 5% chance a cross-planar sending simply doesn’t arrive). Recipients are allowed to respond in kind (25 words for the Greater charm, no word limit for the Powerful charm), but the target must voluntarily receive and send the messages; the target may simply decide to block you out, in which case the conversation immediately ends.

Insanity

Prerequisites: Mind sphere (Confusion, Powerful Charm), 11th level or higher.

When applying a Confusion powerful charm to a target, you supplement the confusion with a random madness that starts once the confusion effect ends. This madness cannot be dispelled or removed except through the Restore Mind and Body advanced Life talent or through a similar effect such as a greater restoration spell.

Augment 0 sp: You can afflict the target with a random short-term madness that lasts 1d10 minutes after the Confusion effect has ended.

Augment 1 sp: You can afflict the target with a random long-term madness that lasts 1d10 x 10 hours after the Confusion effect has ended.

Augment 2 sp: You can afflict the target with a random indefinite madness that remains until cured.

Augment 3 sp: Instead of afflicting the target with a random madness, you can change the duration of the Confusion effect to instantaneous. This augment cannot be applied if you augmented the target with a random madness. Like a madness, it cannot be removed except through the Restore Mind and Body advanced Life talent or through a similar effect such as a greater restoration spell.

Memetic Link

Prerequisites: Mind sphere (Enthrall, Powerful Charm, Project Thoughts), Universal sphere (Mass (metasphere)), 11th level or higher.

Augment 1 sp: When you place a powerful Enthrall charm on a target, you can create a memetic link between you and the target. This link allows the target, if they have access to the Mind sphere, enchantment spells, or similar effects, to treat both itself and you as the caster of any such effects that they produce. All calculations involving level, saving throw DCs, spellcasting ability checks, and other similar concerns related to the actual casting still use the target’s own casting ability, but you are treated as the caster for the purposes of the results. (For example: If your target casts Read Mind on another target, you would both gain the information gleaned from the secondary target’s mind.) If your target possesses Memetic Link as well, he or she may cede control of an Enthrall charm he or she casts to you as well, creating a potential chain of enthralled targets, though such a chain may only go as long as your casting ability modifier (not counting yourself).

Mind Control

Prerequisites: Mind sphere (Enthrall, Powerful Charm, Project thoughts), 11th level or higher.

Augment 1 sp: When you place a Powerful Enthrall charm on a target, you can increase the duration to 1 week. In addition, the target obeys all commands you give it, except for obviously suicidal ones. Commands that are against the target’s nature grant it a new saving throw with advantage to throw off the entire effect.

You can communicate your requests telepathically to the target (if you do not have a shared language, you still can only communicate basic commands such as ‘go’, ‘fight’, ‘stand still’, etc.). This can be done over any distance once established, but not across planes.

You can use your action to dominate the target, taking total and precise control of the target. Until the end of your next turn, the creature only takes actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Alternatively, you can use your action to focus fully on the effect to receive sensory input as interpreted by the mind of the subject, and if you possess the Read Mind talent and Greater Communication advanced talent, it can communicate with you. You can’t actually see through the subject’s eyes, but it still gives you a general idea of what’s going on.

The subject receives a new saving throw every 24 hours to throw off your control.



Variants

Animal Shaman

You can affect creatures of the beast type with your charm effects, but not any other creature type.

Blatant Side-Effects

Your charms act more like a hammer than a scalpel, and produce odd, unintended changes in your target, effectively giving your charms a signature, recognizable trait. Deadpan speech patterns accompanied by an echo and a change in vocabulary, strange glowing halos, curious tremors in the earth whenever the target draws near, the temporary growth of horns or antlers, or even inexplicably vibrant, sometimes swirling, eyes are just some of the traces that your magical mind-affecting effects might leave on their targets.

These side effects vanish without a trace when a target is no longer under the effect of one of your charms, making it incredibly obvious when you are influencing someone’s mind and when you are not. Whatever the nature of the signs, a person speaking to or observing a target so affected will recognize the creature’s signs with a DC 5 Wisdom (Perception) check, and may know (either through personal history or a DC 5 Intelligence (Arcana) check) that the target is under mental control. In addition, a DC 5 Wisdom (Insight) check will suggest mental coercion and allow someone to detect the enchantment at work. You gain Expanded Charm as a bonus talent.



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