Stellar Corporation Mentalism
Every culture has their own flavors of magic, infused and shaped by their culture’s values, experiences, and needs. The Bokarans of the Stellar Corporation are no different, and as some of the most innovative and thoughtful cultures in the Blue Patch, they have evolved a school of magic which reflects their mentalist approach to life and its problems which is quite formidable.
Despite the official Stellar Corporation ban on teaching Bokaran Mentalism, many Bokarans recognize that many parts of Mentalism are not unique to their own culture, and so flout the law openly. For its own part, the Stellar Corporation have its hands full with the political and military pressures from both the conflicts heaped on its lap by the Shendolin, as well as the Sveth Warlords’ and Shai Corporation’s military campaigns.
If you’re a Fringer or Charkritian, buddy up to a Bokaran Master Mentalist, and here’s what you can learn:
- Extra-Sensory Perception(ESP): This fancy name and acronym allows the caster to sense the moods- and some intentions- of the intelligent life in the immediate area.
- Telepathy: A method of mental communication over long distances. Even science is unsure of its actual inner-workings at this point, despite intense study.
- Mind Shield: The ability to shield one’s own mind against psychic attack or probing.
- Bodyheat Generation: A cold-weather survival skill, the caster can use this skill to increase their own body heat to stave off hypothermia.
- Cosmic Journey: The caster is able to enter into a deep meditative state and travel a short distance as if a ghost. Unfortunately, this leaves the body in an unprotected state, and the grogginess associated with “rejoining” the body leaves one weak for a few seconds, so don’t do it near any hungry landsquid, or you’ll be sorry…
- Slow Blood: The caster can slow his- or her own metabolic rate, either for use in surviving the elements, or as a defensive skill on attackers (the effect drains their energy by making their own body enter a very slow metabolic state).
- Mindwhisper: This skill allows the caster to cause a distractingly unnatural breeze through an area. Works great as a way to change a subject or distract a guard.
- Mind over Matter: Enables the caster to withstand the damaging effects of the environment through sheer mental will for a time.
- Rootbound: A semi-hypnotic ability that allows the caster to trick another into thinking that they are unable to move, and in-effect rooted to the spot on which they stand. The more powerful the casting, the less movement the target is able to perform, until they are completely immobilized and unable to speak, see, or even hear.
- Intelligent Design: A complex set of skills allowing the exceptional caster to temporarily adapt his or her own body to suit specific purposes, such as growing nails into claws, growing gills, etc.