Psychomagy
(Nickname: Nutcases)
by Allen Smith (easmith@beatrice.rutgers.edu)
This school of magick is based on the exploration of the mind -
particularly one's own mind, but at higher levels (Significant charge
expenditure, or Blast effects) the minds of others as well. Its
background ranges from yogic, chaos magick (the real-world group), and
Ordo Tempo Orientalis & Golden Dawn mental self-manipulation
techniques to modern psychological research. The central paradox of
this school is that you're trying to unleash the potentials of your
mind - but keep control of it at the same time. Some users of this
school call it "dancing on the edge of madness."
[Note: I am copying most of the Formulaic Spells (and both of the
Blasts) of this school from rulebook schools to make sure that its
effects are balanced. Page references, unless otherwise specified, are
to the main rulebook.]
Psychomagy Blast Style:
The Blast for Psychomagy is the same as Plutomancy - forcing the
target to do something to hurt themselves.
Stats:
Generate a Minor Charge:
- Taking a significantly mind-altering substance (LSD or other
hallucinogens). Less significantly mind-altering ones (such as
marijuana or MDMA (Ecstasy)) can be used instead occasionally, but
psychological tolerance builds to them - no more than one charge a
day or so can be built up this way. (Opiates, stimulants, etcetera
sans hallucinogenic qualities don't work; you are unable to explore
your mind sufficiently through such. This technique is, as the UA
book puts it, opening up the hood of your mind and tinkering with
it... and psychomages do have sufficient experience to do
this.) This style of gaining charges is derived from past
ritual/psychiatric drug usage, ranging from the use of soma and
peyote in religions to experimentation in the 1960's and thereafter
with hallucinogens in psychiatric treatment.
- Deliberately experiencing something (outside of your Forbidden
Madness; see below) that would make you make a Mind check if it
weren't for Hardening. As usual, you cannot do something to yourself
via this form of magick to satisfy this requirement. If you use a
given means too frequently (if you're picking up Minor Charges via a
given way more than once every week or so), it may stop working -
you've burnt it out.
Generate a Significant Charge:
- Deliberately experiencing something (outside of your Forbidden
Madness) that forces you to make a Mind check versus Madness. This
counts whether you succeed or fail, so long as you do not go Insane.
- Successfully removing Madness checks through psychotherapy,
except for Madness checks from one's Forbidden Madness, or Hardened
checks for Unnatural (this style is, after all, itself
Unnatural). Psychological Triage does not count for this - you
haven't given yourself time enough to contemplate the events and
truly find out how they affect your mind; for the same reason, this
method cannot be used more than once a week. Psychotherapy must be
roleplayed to the GM's satisfaction (or at least attempted
to be roleplayed to the GM's satisfaction - keep in mind that the
player and GM may have very different ideas as to what's realistic
for the character, and the character is, after all, the player's,
not the GM's) in order to be effective.
Generate a Major Charge:
Having a Hardening of 10 in an area (other than one's Forbidden
Madness area, obviously), no Failed checks in that area, and
deliberately going through a Madness-inducing event with a stress
level of 10 in that area that you've never experienced before. This is
most commonly done via the Unnatural, although events more
mind-warping than (for instance) seeing the dead rise (an Unnatural
level 9 event) are hard to come by. (Awakening Nonentities is also
sometimes a problem with becoming capable of gaining Major Charges.)
Taboo:
- You lose all charges while Insane, and cannot pick up any until
you are cured.
- You must pick one of the 4 types of Madness (other than
Unnatural). This type becomes your
Forbidden Madness. This means:
- Anytime you make a knowing choice and as a result have to
make a Mind check versus this type of Madness (or would
have to do so if you weren't Hardened), you lose all your
charges whether you succeed or fail. (Note knowing
choice. For example, if your Forbidden Madness is Violence,
you lose all your charges if you kill someone, but not if you
get mugged (unless you knew there was a mugger down that
alley, of course). As another example, if your Forbidden
Madness is Self, you lose all your charges if you decide to
break a promise, but not if circumstances beyond your control
prevent you from fulfilling it.)
- If you are going through psychotherapy in order to remove
Failed or Hardened checks, and chose to remove another type of
Madness before this one (either Failed or Hardened checks,
except for Hardened Unnatural checks), you lose all your
charges (and cannot gain more through this episode of
psychotherapy).
- If you are going through psychotherapy and refuse to lose
a Hardened check in this type of Madness (and don't lose any
other non-Unnatural Hardened checks instead - losing
non-Unnatural others instead comes under the above), you lose
all your charges and cannot gain any more until you have
removed the Hardened check.
- If you have 10 Hardened checks in your Forbidden Madness,
you lose all your charges and cannot gain any more till
all the checks are removed.
- This school's abilities cannot be used to
directly induce your Forbidden Madness in others. The
Forbidden Madness can be induced through indirect effects,
such as I Believe The Lies - but you cannot use a spell like
Inner Torment to induce a Forbidden Madness without exterior
causes. (This limit is because directly inducing Madness in
someone else via this style involves feeling the sort of
Madness in question oneself.)
Forbidden Madnesses vary depend on the style practiced:
- Violence is typically chosen by New-Age meditation types
- almost always pacifists. Buddhist or Hindu Monks sometimes
chose this also.
- Helplessness is typically chosen by martial artists;
perfection in their style of martial arts is what they are
seeking. (Such artists generally use an inner-oriented style;
these vary in their level of combat orientation, from Tai Chi
(in its normal form - Tai Chi is derived from a more
combat-useful form) to Aikido. They are usually practitioners
of fighting skills not necessitating obsession, such as Judo.)
- Isolation is chosen by most who get into this via
interests in conventional psychotherapy, psychology, etcetera
- they are people mages.
- Self is chosen by the purists of this school, and is also
the most typical one for those coming into this style on their
own - without the guidance of a mentor, those who don't
strictly avoid self-doubt generally go insane before they get
anywhere with this style.
- Except in avoiding Forbidden Madness or acquiring Hardening,
this school's abilities cannot be used to avoid Madness checks. They
may be used to make sure that you succeed in such Madness
checks, however.
- Any temporary alterations on your own mind
disappear if you lose all your charges by the violation of these
taboos. [I suggest that the same be true for Epideromancy, BTW.]
Random Magick Domain:
Anything to do with altering one's own mind. Examples include
everything from lucid dreaming to enhancing memory and
attention. Enabling psionic/magickal senses also falls into this
category, such as Aura Sight. [Suggestions for further details on
Psychomage access to Aura Sight are encouraged, since this would
appear to be a very logical area for them.]
Starting charges:
Psychomages start with 4 Minor Charges. They also start with ways to
gain 2 Minor Charges a day - a reliable source of hallucinogens, some
repeatable Madness-inducing experiences (which the person is Hardened
to), or a combination of these (including a reliable source of minor
hallucinogens like Marijuana and MDMA).
Psychomagy Minor Formula Spells
- Moment of Truth
- Cost: 1 minor charge
Effect:
Get a hunch, usable only on a Mind-based or Soul-based roll
(the hunch doesn't take effect until such a roll comes
up). Any Cherries from this will typically be
Brainstorm. [This is an altered version of Dipsomancy's Moment
of Truth (pg 88).]
- Relentless Will
- Cost: 1 minor charge
Effect:
See Epideromancy (pg 94).
- The Mind is My Servant
- Cost: 1 minor charge
Effect:
Same as Epideromancy's The Flesh is My Servant (pg 94), except
usable on Mind or Soul instead.
- Resist Mental Manipulation
- Cost: 1 or 5 minor charges
Effect:
You can resist any variety of mental manipulation involving
only minor events (anything using only minor charges, done by
a minor Unnatural creature, and minor Unnatural phenomena) by
spending one charge. Resisting significant events (anything
using significant charges, done by a significant Unnatural
creature such as an Entropic, or significant Unnatural
phenomena) requires 5 minor charges. (It is unknown whether
spending a significant charge can defeat a major alteration
(anything using a major charge, done by a major Unnatural
creature, or major Unnatural phenomena). Psychomagy has
unfortunately not been around long enough to test this by, for
instance, resisting a Cliomancer's attempt to change perceived
history using a Major Charge.) This spell cannot be used to
avoid Unnatural phenomena caused by your own magick.
Resistance can be done on a subconscious level even if the
character's conscious mind is unaware of the alteration, since
the character's subconscious will be aware of it (so the
player can chose to spend a charge); the conscious mind will
become aware if the mental manipulation is resisted by this
spell, including awareness of exactly what the manipulation
was trying to do. Resisting mental manipulation involving a
possessing being will evict that being. (This effect tends to
result in Psychomages being more interested in finding rituals
than they otherwise would be - they're largely immune to
Trojan Horse rituals as long as they keep a minor charge
around.) If someone (or something) is influencing your dreams,
then resisting this will also remove that person (or being)
from your dreams. Pornomancer blasts count as mental
manipulation; if the charges (5, since a significant charge
was spent) are spent after the fact, then this spell enables
healing of such damage as normal. (Unethical (or at least
enemy) Cliomancers, Pornomancers, Phobomancers, and other
Adepts heavily using mental manipulation greatly dislike this
spell...)
- Tap the Mind's Potential
- Cost: 3 minor charges
Effect:
You may substitute your Psychomagy skill for any single
Mind-based or Soul-based skill roll, so long as you already
have the skill at at least 15. This only includes skills
usable in a half-hour or less, and must be done in a relaxed
situation. (Unless you have "taking exams" as a Fear
Passion, taking an exam (or at least a half-hour of it...) is
a 'relaxed' situation for the purposes of this spell. Combat
is never a relaxed situation, even practice combat. The
difference is the amount of epinepherine (adrenaline) you have
flowing through you; only someone with a combat skill as their
Obsession Skill (or possibly someone with Hardening 10 for
Violence and Helplessness) would be sufficiently relaxed in
combat.) It does allow flip-flopping rolls. [This is a
lesser/limited version of Cliomancy's Instant Zen Master (pg
85) and Dipsomancy's God Looks Out for Drunks (pg 89).]
- Minor Blast: Mercenary Will
- Cost: 4 minor charges
Effect:
See Plutomancy (pg 99).
Psychomagy Significant Formula Spells
- Number Nine
- Cost: 2 significant charges
Effect:
See Pornomancy (pg 101). 1 significant charge is
"refunded" if you say "yes" and this
forces the person to make a roll versus Madness (whether or
not the roll is successful). (Since this is "feeding"
on the Madness of someone else - making use of the feedback
effects, similarly to why (in UA) Isolation causes problems
because of the lack of feedback - this can include if
the person's Madness is of your Forbidden
type. The feedback necessitates a high degree of emotional
interaction, which is why it only works if you say
"yes".)
- Fulfill the Mind's Potential
- Cost: 2 significant charges
Effect:
As per On A Roll (Entropomancy; pg 93), but only usable for
Mind, Soul, Mind skills, and Soul skills. However, for
skills other than Psychomagy, you are at a +15%
instead of a +10%.
- Inner Torment
- Cost: 3 significant charges
Effect:
See Pornomancy (pg 102). Note the limits placed on this spell
by the taboo.
- I Believe the Lies
- Cost: 3 significant charges
Effect:
See Cliomancy (pg 86).
- Forget It
- Cost: 4 significant charges
Effect:
See Cliomancy (pg 86).
- Significant Blast: Bankrupt Will
- Cost: 1 significant charge
Effect:
See Plutomancy (pg 99).
Psychomagy Major Effects
Large-scale mind alterations on groups of people (the equivalent of
mass I Believe the Lies, Forget It, Inner Torment, or others as the GM
allows). Gain significant insights into how to become an Avatar,
Godwalker, or even Archetype. Permanently control (via mental
alterations) a spiritual/mental entity (up to Significant level) like
a Demon or Entropic.
Other Information:
Mental effects are the most common variety of the Unnatural happening
from being around Psychomagy, as might be guessed. Psychomagy is
called that, and not Psychomancy, because there is a tendency for
Psychomages to have a high Mind attribute and high associated General
Education (or equivalent) skill; they thus do know the difference
between -magy and -mancy. [I suggest that, for similar reasons,
Cliomancy may be more often called Cliomagy (neither Cliourgy or
Psychourgy sound quite right...), at least by its practitioners.]
Cherries:
Automatic success in the caster's next Madness check (except for the
Forbidden Madness area) is one Cherry
common in this style (this effectively includes Hard as a subset, but
with the Forbidden Madness area excluded). Others include Brainstorm,
Potent, Solid, and Wild Card.
Sour Cherries:
Weak and Mojo Suckages are the most common Sour Cherries - you
misunderstood something about your own mind.
Relations Between Users:
This school is one that often is more cooperative than many others,
since the users aren't normally competing with each other (it's pretty
rare for there to be so little drugs in an area that all of them can't
get as much as they need, for instance). One motivation for
cooperation is for psychotherapy - nobody's as understanding of the
mental needs of a psychomagus as another psychomagus (as long as that
other psychomagus hasn't gone too far in Hardening of Isolation or
Self, that is). A past example of this cooperation was in the
development of the Minor-level Blast; other Psychomage Minor-level
effects affect only oneself - the Blast was developed as a means of
self-defense after psychomages figured out exactly how violent and
dangerous a place the Occult Underground could be.
Another reason for this cooperation is the number of Psychomages with
a Forbidden Madness of Self. They can,
after all, be depended upon to keep their word and be consistent with
their past behavior. Psychomages with other Forbidden Madnesses tend
to be somewhat less trusted.
The major exception to this cooperation is when one user's preferred
type of Madness-inducing events is the Forbidden Madness of another
(such as an enforcer type with Violence as the preferred means and a
pacifistic type with Violence as the Forbidden Madness).
Other Formulaic Spells:
If the GM wishes to allow added Formulaic spells, the following might
be applicable (some suggested on the UA mailing list):
- Alter Madness
- Cost: 1 minor charge
Effect:
This spell allows you to alter the form a freak-out takes,
either for the next turn or for the duration of a freak-out
(your choice, at the end of the next turn). For instance, if
you frenzy and attack someone, and they turn out to be too
tough, you can use this to run away instead. [Idea partially
by Tim Rudloff <trudloff@onr.com>.]
- Mental Recheck
- Cost: 1 minor charge
Effect:
As per Entropomancy's Fortune's Fool (pg 91), but only on
Mind, Soul, Mind-based skill, and Soul-based skill (not
including Psychomagy) rolls.
- Remove Astral Parasite
- Cost: 1 significant charge
Effect:
This spell removes an Astral Parasite or other minor-level
astrally/mentally-intrusive entity. (This isn't covered
by Resist Mental Manipulation because
that spell only kicks out possessing entities.) [Idea
partially by Tim Rudloff
<trudloff@onr.com>.]
- Skill Mastery
- Cost: 3 minor charges
Effect:
You get a +15% on any Mind-based or Soul-based skill, other
than Psychomagy itself. The skill in question can be used only
in a relaxed situation (see
Tap the Mind's Potential for the
definition of this) and you must have at least a 15 in the
skill to begin with. This spell lasts for 24 hours if the
resulting skill level is equal to or below your Psychomagy
skill level, or 30 minutes if the resulting skill level is
above your Psychomagy skill level.
- Landscape of the Mind
- Cost: 1 significant or minor charge
Effect:
This spell allows the exploration of a willing
subject's mind, with both the subject and the casting
psychomage projected into the mind and able to affect it. This
projection is mainly designed to enable the speeded removal of
Failed (and non-Unnatural Hardened) Madness checks, which will
result in the gaining of charges for a Psychomage subject as
per psychotherapy. However, the procedure cannot remove any
checks in the casting Psychomage's
Forbidden Madness, cannot remove
any Hardened Unnatural checks, and cannot be used at all on
someone who is Insane in the caster's Forbidden Madness - the
caster would be too affected by the Forbidden Madness to
continue. This spell can also be used to reverse the effects
of spells such as I Believe The Lies and Forget It, or of
encounters with Entropics and the like.
While in most respects the revelations made possible by this
spell are of the subject, some will also be made of the
caster. One way in which this happens is in the caster's image
inside the Landscape - it is revelatory of the physical
self-image of the caster. The caster and the subject can also
effectively see each other's Aura at will; the Aura is
especially clear for emotional information.
Alterations to the person's mental environment, other than
those causable in real life in a similar set of circumstances,
can be done either by the subject or the casting psychomage,
with a roll versus Mind for the subject or Soul for the
psychomage; this roll may be flip-flopped if it is under the
higher of the subject's and the caster's Psychomagy skill. The
GM may increase or decrease the difficulty of an attempt,
depending on how much of a change it is and the
appropriateness of the attempt for the storyline. Matched
successes or OACOWA in such attempts (or on any use of the
Psychomagy skill), if the subject has any removable Madness
checks as per the above, will result in the equivalent of a
Brainstorm Cherry; specifically, the subject or psychomage
gets an idea on how to reduce the subject's removable Madness
checks. OACOWA can also result in alterations desired by but
not specified by the subject or caster. Any attempt to use
this ability to negatively affect the other individual will
backfire on the person attempting such - the subject's mind
will turn against the attacker.
This spell is dangerous for both the caster and subject; if
the exploration and attempted cure is botched, it can make
things worse for the subject and/or infect the caster with the
subject's Madness that they were trying to cure. If either die
in the subject's mind, he or she will become Insane in the
primary area of Madness that the caster was attempting to
treat; if the subject was already Insane in this area, and
dies in his or her mind, then the subject becomes Insane in an
additional area. The death in the subject's mind of either the
subject or the caster will end the spell. BOHICAs on rolls to
affect the person's mental environment are another usual cause
for picking up Madness checks.
Normally, this spell ends when either the intended goal is met
(the removal of Madness checks) or a time limit, set by the
subject and caster prior to initiating the spell, is met.
However, depending on events within the subject's mind, it may
last longer than the "timeout" period - this is up
to the GM, as is when sufficient successes are achieved to
remove the undesired Madness checks. (A rough estimate of the
likelihood of success can be gotten from the normal Madness
Recovery rules, treating the caster's Soul as their
psychotherapy skill and flipping rolls under the higher of the
subject's and the caster's Psychomagy skills.) It will not
last long enough to cause physical damage to the subject or
caster due to their state, however; extended trips will
require life-support equipment.
This spell requires a considerable amount of preparation time
(both in and out of game; players must warn the GM beforehand
if they intend to use this spell, given the setup time it can
take). It is an outgrowth of the use of hallucinogens in
psychiatric work, and as such requires that both the subject
and caster take the same hallucinogen (of the level of LSD or
above, which will generate the appropriate minor charge(s))
and meditate with the proper 'set and surround' - the proper
environment, conducive to either letting someone else into
one's mind or the relaxed exploration of another's mind. If
this spell is interrupted, the consequences are likely to be
nasty - whatever negative associations the subject (even if
the caster is the one perceiving the interruption) has to the
form of the interruption will come to the surface.
This spell takes a significant charge if used on a
non-Psychomage. If the subject is a Psychomage and can spend a
minor charge to cast this spell themselves, it takes only a
minor charge; this is another factor increasing the mutual
cooperation of Psychomages. [This spell is partially taken
from Pat Cadigan's Mindplayers and Greg Bear's
Queen of Angels. It is more similar to the first
in that the images inside the subject's mind are almost always
significant to the subject; it is more similar to the latter
in that the country/landscape formed is a coherent one, and
almost always centers around a city.]
- Remove Astral Parasite on Other
- Cost: 1 significant charge
Effect:
This spell removes an Astral Parasite or other minor-level
astrally/mentally-intrusive entity on someone else. [Idea
partially by Tim Rudloff
<trudloff@onr.com>.]
- I'm The Man
- Cost: 1 significant charge
Effect:
See Plutomancy (pg 99).
- Flash of Insight
- Cost: 1 significant charge
Effect:
This spell enables a flash of insight - a sudden realization
of something you hadn't figured out. The degree of
significance of this information is about equivalent to that
from the Brainstorm cherry. The GM should tell you something
that you've missed figuring out, but could given the facts at
hand; this should not be something that will majorly impact
the plotline, but this spell is a perfect way to give PCs
clues as to which option to investigate (namely, one that the
GM has prepared) - it can help move the plotline
ahead. (Anyone who is familiar with TORG may treat this as
equivalent to an Idea card.) [Idea by Tim Rudloff
<trudloff@onr.com>.]
- My Mind Works
- Cost: 1 significant charge
Effect:
As per Entropomancy's I Win (pg 92), but only on Mind, Soul,
Mind-based skill, and Soul-based skill (not including
Psychomagy itself) rolls.
- Preternatural Mind
- Cost: 1 significant charge
Effect:
As per Epideromancy's Preternatural Fitness (pg 95), but to
Mind or Soul instead. [If the GM views this as too powerful, I
advise taking a look at Epideromancy and seeing if that school
may be too powerful for the GM's campaign. Note that the
maximum damage from gaining a Significant Charge for
Epideromancy is 21 points; the average damage is 9.3 points;
and there's only a 1% chance of getting 20 or more points of
damage (i.e., going below 60% of Body for someone with Body
50) when going for a Significant Charge.]
- Drain Possessor
- Cost: 2 significant charges
Effect:
This spell acts as Soul Sipping (see Dipsomancy, pg 89) on an
immaterial entity that has attempted to possess you. It also
prevents the entity from harming you or leaving. However, any
drained skill must be Mind or Soul-based. Cherries from this
are almost always Brainstorm; you learn something about the
possessor in the process of draining them. (If this spell is
available, any Demon or other immaterial entity that knows
someone is a psychomage will be very reluctant to
possess them. Such possessions are most likely to happen
through either an ignorant Demon/etcetera (which is not likely
to have high Mind and Soul skills) or spells like Cage for the
Dead (which work best with a demon with a low Soul, and thus
low Soul skills). If, despite this limit, the GM feels that it
is too powerful, one suggestion from Tim Rudloff
<trudloff@onr.com>
is to increase the number of charges necessary.)
- Scrambled Mind
- Cost: 2 or 5 significant charges
Effect:
As per Defeat Yourself (Pornomancy, pg 102), except only works
on a Mind, Soul, Mind-based skill, or Soul-based skill
roll. If 5 significant charges are spent, it can work on
major-level magick.
- Astral Projection
- Cost: 3 significant charges
Effect:
The psychomage's spirit leaves the body and can travel
instantly anywhere in the world. The spirit can find anyone it
knows well and can visit any place it has visited before. With
trial and error, it can move through the world to view places
it has never seen before. However, living beings are only
visible through their auras. It cannot communicate or
otherwise physically interact with the physical world, but can
use magick on it. The psychomage has no awareness of his body
while traveling in spirit. [By Rick Neal <grendel@pangea.ca>.]
- Mastery of the Mind
- Cost: 5 significant charges
Effect:
As per Epideromancy's Mastery of the Flesh (pg 95), but works
on Mind or Soul instead. [As with
Preternatural Mind, if the GM
views this as too powerful, I advise taking a look at whether
Epideromancy is too powerful for the GM's campaign.]
For the ones affecting only the Psychomage's own mind, these can also
be used as guidelines for Random Magick (with the charge cost
increased, as normal for Random Magick).