mimicmedia.com mimicmedia.com Archives Voices of Reason Where am I? Making Fantasy a Reality The Guild Companion Please vote for us once every day by clicking here!

Sentient Reality,
Arcane Alchemist Base List

Copyright Rich Kirkland ©2000

Sentient Reality; Arcane Alchemist Base

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Detect Sentience

50'R

C

Self

I

2)

Type Sentient

1 sentient

P

10'

I

3)

Empathy

1 sentient

10 min/lvl

10'

F

4)

Unkink

1 sentient

P

10'

F

5)

Instincts

1 sentient

10 min/lvl

10'

F

           

6)

Language Organ

1 sentient

10 min/lvl

10'

F

7)

Animal Intelligence

1 sentient

10 min/lvl

10'

F

8)

Lesser Mental Block

1 sentient

10 min/lvl

10'

F

9)

Cultural Map

1 sentient

10 min/lvl

10'

F

10)

Instinctive defense

1 sentient

10 min/lvl

10'

F

           

11)

Low Intelligence

1 sentient

10 min/lvl

10'

F

12)

Multiple Minds

1 sentient

10 min/lvl

10'

F

13)

Tabula Rasa

1 sentient

10 min/lvl

10'

F

14)

Medium Intelligence

1 sentient

10 min/lvl

10'

F

15)

Sentient Cross Enchantment

Varies

--

10'

U

           

16)

Permanent Sentience

1 spell

P

10'

U

17)

Greater Mental Block

1 sentient

10 min/lvl

10'

F

18)

High Intelligence

1 sentient

10 min/lvl

10'

F

19)

Willfulness

1 sentient

10 min/lvl

10'

F

20)

Hive Mind

1 sentient

10 min/lvl

10'

F

           

25)

Enhanced Faculties

1 sentient

10 min/lvl

10'

F

30)

Psionics

1 sentient

10 min/lvl

10'

F

50)

Permanent Sentient Species

1 spell

P

10'

U

  1. Detect Sentience: Caster learns of the presence and general level of all sentients (empathic super intelligent) in the area of effect.
  2. Type Sentient: Caster learns the various properties of target sentient including IQ, instincts, willpower, reasoning, intuition, memory and so on. The caster learns the target's specific levels as well as the general racial aptitude for these properties.
  3. Empathy: Target gains an empathic sentience for the duration of the spell. Empathic sentients are incapable of thought, but have emotive and instinctive behavior. The caster has no control over the personality of the new empathic sentience. Generally, if a target is granted sentience, then the personality should reflect the interests and needs appropriate for the target. The sentience is also totally inexperienced like a child. If this spell is cast on a sentient with superior intelligence then if the target fails a RR at +50, then it has the effect of lowering the intelligence by one level (i.e. medium intelligence would become low intelligence). This spell cannot grant sentience to a non-sentience unless cast in conjunction with a Sentient Cross Enchantment spell.
  4. Unkink: Target is able to cope with any radical physical change. This is especially helpful after a sentient has been manipulated by other Arcane Alchemist spell lists, but can also allow a target to accept and cope with a lost limb.
  5. Instincts: Caster can modify one basic instinct of the target such as fight or flight, protective, mating, or reflex. The instinct may mimic any instinct the caster has previously "Typed."
  6. Language Organ: Target sentient has his awareness modified to think in a different language and therefore can speak this different language. The language must already be known to the caster and the target cannot learn it any better than the caster knows the language.
  7. Animal Intelligence: As Empathy, except target gains animal intelligence and the resistance roll is only at +25.
  8. Lesser Mental Block: Target will avoid doing one specified action. If he attempts to do the forbidden action (in case of extreme duress), then he must resist the spell at 50 or else freeze up.
  9. Cultural Map: Target sentient gains the culture lore, anthropology, and racial history associated with one particular sentient race. The target cannot gain more ranks than the caster currently has in the various skills.
  10. Instinctive Defense: Target gets a special +15 to one set defensive response. The response will be a default action to be performed in fight or flight situations (surprised, attacked, frightened). The maneuver can include attack, run, turtle-up, or any other action specified by the caster.
  11. Low Intelligence: As Empathy, except target gains low intelligence and resistance roll is at +10.
  12. Multiple Minds: Target's sentience can either be split into two distinct personalities within a single body or else a second sentience can be placed within the body. Each sentience is given control over functions as specified by the caster. If a sentience tries to usurp a function given to another, then it must defeat the level of this spell at 25. Once a function is usurped, the original sentience must wrest control at the same 25 penalty as the first.
  13. Tabula Rasa: Target has a limited form of intelligence that allows no true thought, just an ability to follow orders. Caster can "program" the target sentient with up to his level in activities that may be performed. Each activity may be triggered by a set circumstance or command word. If this spell is cast on a sentient, then it may be resisted at +25. The only way this spell can be cast on a non-sentient is by the use of the Sentient Cross Enchantment.
  14. Medium Intelligence: As Empathy, except target gains medium intelligence and resistance roll is at +0.
  15. Sentient Cross Enchantment: This spell allows the caster to use the next spell from this list to modify any other substance as categorized by another Arcane Alchemist Base List. The GM will have to monitor these effects an interpret the results. This spell is critical for making new creatures and monsters such as elementals, golems, constructs, and sentient plants.
  16. Permanent Sentient: This spell makes the next spell cast from this list to have a permanent duration. This spell must and the enchantment must be cast for 24 days in a row. Each day, the target sentient will be effected by the spell for 1 additional hour per day (starting with only one hour the first day). If a day of casting this spell is missed, then the day count drops by 4 days. At the end of 24 days, the enchantment is permanent. When this happens the sentient is no longer considered enchanted and is now a "normal" sentient that can be modified by more spells from this list. The only drawback is that any offspring the sentient has will revert to an unmodified version of the original sentient.
  17. Greater Mental Block: As Lesser Mental Block, except the target will react violently to anyone who suggests violating the block. The target must resist this spell at 100 in order to attempt to temporarily override the block. If the target fails, then it will react in some violent action either to itself or others nearby.
  18. High Intelligence: As Empathy, except target gains high intelligence and resistance roll is at -10.
  19. Willfulness: Target gains a strong willpower similar to the Background Option Immovable Will, which yields the following benefits +25 to RR versus Fear and Charm and +25 to Will. Target is placed in a deep sleep for the time required to make this spell permanent. If woken during this month, then the spell must be started over.
  20. Hive Mind: Target's sentience can be shared with another sentient subject to this spell. The different bodies now share experience and intelligence over a distance of 5 miles. If a sentient within a hive mind is killed, then all other sentients within the hive mind are aware of the death and general distance and direction of the event. Furthermore, each death within the hive mind causes all other sentients within the mind a 5 to all actions for 24 hours followign the death. Additional creatures can be added to this hive mind as the caster desires.
  1. Psionics: Target sentient gains access to psionic abilities. The GM will have to decide how psionics will be incorporated into his game if at all.
  1. Enhanced Faculties: Caster may modify the normal attributes of a sentient such as Reasoning, Memory, Empathy, Intuition, Self Discipline, or Presence. This results in a +/-1 stat bonus for the target sentient. Subsequent castings of this spell on a sentient require more casting time based on the square of the time being cast. For example, the second casting requires four months of casting to be made permanent. The third casting requires nine months. During the casting period, the target is placed in a magic sleep. The caster may wake the target, but will cancel the spell if he does so.
  1. Permanent Sentient Species: As Permanent Sentient except the sentient will pass on its modifications to any offspring.

 

Note 1: For this spell list "sentient" refers to any form of mind from basic empathy to the highest intellectual species.

Note 2: Many of the spells on this list have limited effects until the Sentient Cross Enchantment spell is learned, at which point this list becomes vital to populating a world with magical creatures.

Note 3: The "Type Sentient" spell provides all available information that the caster knows to look for. If the caster has no psychology, then he won't learn about motivations as clearly as otherwise.

Where am I? Archives Voices of Reason Vote for us on the RPG 100 Sponsored by Mimic Media & Data Systems