Mental Spells Spellbook

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Marquise Mitchell was a powerful wizard who

Manual for the Mastery dedicated his life to studying ways to use
of Mentalism magic to manipualte the minds of friends and
foes alike he eventurally used his magic to
improve his standing with the royalty of the
By Marquise Mitchell mouse kingdoms, becoming a noblemouse
and acquiring lands and fortune, before his
Introudction deception was discovered. Due to the
This business card supplement unethical nature of mental manipulation, he
presents a list of six spells for was imprisoned and the magic he created was
Mausritter, themed around mental outlawed. Although they tried to eradicate
effects, as well as a small ammount of them, some of his spells sruvived in the form
of a manual, which others eventually copied
lore you might choose to use or
into spell tablets.
ignore.
Writting and layout
by Juan Carlos Hernández

Manual for the Mastery of Mentalism is an independent production by Juan Carlos Hernández and is not affiliated with Losing
Games. It is published under the Mausritter Third Party Licence.

Mausritter is copyright Losing Games.


Illusion Sleep Paralyze
Effect: [DICE] creatures must Effect: [DICE] creatures must Effect: For the next [DICE]+[SUM]
succeed a WIL save or start succeed a WIL save or fall asleep rounds, a creature must succeed a
hallucinating for [SUM] rounds. for [SUM] turns, or until woken up WIL save every round, or be
Caster must succed a WIL save to by external factors. completely unable to move that
control what they see, otherwise it’s Recharge: Go without sleep for a round.
up to GM discretion. number of days equal to the dice Recharge: Stay completely still for
Recharge: Use a piece of chalk to the spell was last cast with. 24 hours while holding the spell.
draw a lifesize replica of the last
hallucination produced by the spell.

Blind Charm Fortify Mind


Effect: [DICE] creatures must Effect: [DICE] creatures must Effect: Remove all mental
succeed a WIL save or be succeed a WIL save or be forced to conditions from [DICE] creatures,
completely unable to see for the be neutral (if hostile) or friendly (if plus grant them immunity from all
next [SUM] rounds. neutral) towards the caster for the mental conditions fro [SUM] hours.
Recharge: Look at the sun until yu next [SUM] turns. Dispels if the Recharge: Acquire 4 mental
are temporarily blinded. caster harms them. conditions while holding the spell.
Recharge: Convince a group of
hostile creatures not to attack you.

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