Abilities in Telepathy:
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Sense Use your telepathic powers to seek out others.
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*** Next ability available in 7 lessons ***
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Lock Focus your telepathic power to lock minds with someone.
Glance Look through the eyes of your subject.
Telesense Detect attempts to mind lock you or others nearby.
Fear Fill your target's mind with an irrational fear.(*)
Throw Mentally push a subject in any direction.
Hallucinate Project an illusion into the mind of your subject.(*)
Terror Strike utter terror into the mind of your subject.
Confuse Disrupt and confuse your subject.(*)
Suffuse Suffuse the mind of your subject with mental energy.
Drain Draw mana from your subject's mind into your own.(*)
Listen Listen to all that your subject hears.
Divine Determine the health and mana levels of your subject.(*)
Fullsense Seek out all minds within your reach.
Isolate Cut remote communication off from your subject.
Disrupt Destroy your opponent's mental equilibrium.(*)
Transfer Transfer a telepathic lock to a fellow telepath.
Impatience Inability to concentrate on focused tasks.(*)
Epilepsy Throw your victim's nervous system into disarray.(*)
Pacify Soothe all violent thoughts from your subject's mind.
Empathy Establishing a physical link through your telepathy.
Stupidity Induce idiocy in the mind of your opponent.(*)
Command Force a subject to do your bidding.
Mindcloak Stealth telepathy.
Paralyse Exert mental power to paralyse your subject.(*)
Hypersense Hypersensitivity to telepathic activity.
Amnesia Induce temporary forgetfulness into your subject.(*)
Barrier Throw up a telepathic barrier around your subject.
Scan Scan the mind of your subject.
Deadening Dull your opponent's mind.(*)
Travel Cross great distances to your subject in a single step.
Mindnet Cast a mental net about your surroundings.
Crush Attack your subject with a crushing psychic attack.(*)
Daze Render your subject extremely vulnerable to hypnosis.
Strip Strip the defences from your opponent.(*)
Sapience Instantly know your subject's thoughts and actions.
Clamp Set a telepathic mind clamp about your subject.
Blackout Cause a short-lived, total blackout to your subject.
Scythe Cleave their psyche asunder.
Batter Devastate your opponent's mind with an overwhelming attack.(*)
Radiance Destroy your subject with a single blast of mental energy.
Mindprints Take a mindprint of your subject.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Sense (Telepathy) Known: Yes
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Syntax: MIND SENSE <target>
Works on/against: Adventurers
Resource: 10 mana
Details:
With this ability, you are able to seek out the mind of another adventurer, gaining knowledge of his physical
location.
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Lock (Telepathy) Known: No (7 lessons required)
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Syntax: MIND LOCK <target>
MIND CEASE <target>
MIND UNLOCK <target>
MIND STATUS
Works on/against: Adventurers
Resource: 80 mana
Details:
This is the ability that most of the Telepathic arts are focused around. It is the skill of breaking down the
barriers of resistance in another person and locking your mind to his. The adventurer must be in the same area
as you, for even your powerful mind has its limits.

The time it takes to gain a mind lock can vary depending on your target. Your skill in Telepathy vs. his skill
in Philosophy and your willpower vs. his willpower are the prime factors in how long it will take to attain
the lock.

A mind lock attempt can be stopped prematurely via MIND CEASE.

Once you have initiated a lock, every 15 seconds, the locked mind automatically gets a chance to break the
lock. The chance of breaking the lock is determined by a comparison of your current willpower vs. the target's
current willpower, and your Telepathy level vs. the target's Philosophy level, and various mental defenses for
both individuals.

MIND STATUS will show you who your mind is locked with, as well as any continuous abilities that are being
channeled through the lock.
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Glance (Vision) Known: Yes
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Syntax: GLANCE/GL/QL
GLANCE <direction>
GLANCE GROUND
GLANCE HARBOUR
Works on/against: Room
Cooldown: 0.50 seconds of equilibrium
Details:
A simple ability that is inherent that allows you to see the contents of
your current room.

In addition, you may glance in a direction to see the contents of an
adjacent room, or glance ground if you are flying or in the trees, or
glance harbour if you are stood on the quarterdeck of a docked ship. It
should be noted these latter uses incur a minor equilibrium cost.

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--------------------------------------------------
Alternatively, did you want:
Glance (Telepathy)
Telesense (Telepathy) Known: No (16 lessons required)
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Syntax: MIND TELESENSE [ON|OFF]
Works on/against: Adventurers
Resource: 100 mana
Drains: Mana
Details:
Due to your heightened telepathic awareness, you are able to detect attempts to lock your mind.
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--------------------------------------------------
Alternatively, did you want:
Telesense (Vision)
Fear (Telepathy) Known: No (23 lessons required)
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Syntax: MIND FEAR [target]
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 100 mana
Details:
With this ability, you are able to throw the mind of a locked adventurer into a state of irrational fear.
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Throw (Telepathy) Known: No (34 lessons required)
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Syntax: MIND THROW <direction>
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 150 mana
Details:
As you learn to better control the mind of a locked adventurer, you gain
some control over their actions. This is the first of them. You are able
to make the adventurer's mind try to move its body in the direction of
your choice.

Due to the strain of this ability on the user, any held mindlocks are
immediately broken.
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--------------------------------------------------
Alternatively, did you want:
Throw (Weaponry)
Hallucinate (Telepathy) Known: No (45 lessons required)
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Syntax: MIND HALLUCINATE <target> <illusion>
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 50 mana
Details:
The adventurer experiences the hallucination directly in his mind. A mind lock is required if the victim is
not in the same room. Note that the name of your adventurer target is not optional. You may embed a single new
line by including the two characters "\n" as you desire. For limitations and exclusions, please also refer to
HELP ILLUSIONS.
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Terror (Telepathy) Known: No (67 lessons required)
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Syntax: MIND TERROR
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 300 mana
Details:
You are able to throw your target into a state of pure terror - far greater than simple fear. Your target will
drop whatever he is holding and run screaming in terror.
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Confuse (Telepathy) Known: No (89 lessons required)
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Syntax: MIND CONFUSE [target]
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 200 mana
Details:
By directing a powerful pulse of telepathic energy into the mind of a locked adventurer, you are able to short
-circuit his mental processes, causing confusion in his mind.
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Suffuse (Telepathy) Known: No (112 lessons required)
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Syntax: MIND SUFFUSE
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: Mana
Details:
Not all of the Telepathic arts are concerned with harming your target. This is one that is not. What it does
is take some of your considerable mental strength and give it to the adventurer you have mind locked, albeit
with some loss due to the energy it takes to transfer the mana over the telepathic link.
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Drain (Telepathy) Known: No (134 lessons required)
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Syntax: MIND DRAIN [target]
Works on/against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Details:
Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you.
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Listen (Telepathy) Known: No (156 lessons required)
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Syntax: MIND LISTEN
MIND UNLISTEN
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 400 mana
Drains: Mana
Details:
You are now able to direct audio sensory input to the mindlocked adventurer over the telepathic link to you.
MIND UNLISTEN will stop this ability. Note that due to the ongoing effort required to maintain this ability,
there is a constant loss of mental strength.
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Divine (Telepathy) Known: No (178 lessons required)
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Syntax: MIND DIVINE [target]
Works on/against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Resource: 100 mana
Details:
Having gained a certain level of competence in the art of Telepathy, you can now gain exact knowledge of the
physical and mental state of an adventurer.
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Fullsense (Telepathy) Known: No (200 lessons required)
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Syntax: FULLSENSE
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 200 mana
Details:
By sending out an invisible telepathic web, you can detect all minds within your local area.
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Isolate (Telepathy) Known: No (223 lessons required)
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Syntax: MIND ISOLATE
MIND UNISOLATE
Extra Information: MIND UNISOLATE cooldown: 4.00 seconds of equilibrium.

Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 500 mana
Drains: Mana
Details:
This will isolate a mind locked adventurer from all communication coming to him from outside his location.
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Disrupt (Telepathy) Known: No (267 lessons required)
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Syntax: MIND DISRUPT [target]
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 100 mana
Details:
With this ability, you may destroy the equilibrium of your targetted adventurer.
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Transfer (Telepathy) Known: No (323 lessons required)
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Syntax: MIND TRANSFER <telepath>
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 100 mana and 400 willpower
Details:
Using this ability will allow you to transfer a mind lock to another telepath. The target telepath must be in
the same area as you, for this is a delicate operation.
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Impatience (Telepathy) Known: No (378 lessons required)
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Syntax: MIND IMPATIENCE [target]
Works on/against: Adventurers
Cooldown: 1.50 seconds of equilibrium
Resource: 200 mana
Details:
Causes your locked target to not be able to concentrate on focused tasks.
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Epilepsy (Telepathy) Known: No (400 lessons required)
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Syntax: MIND EPILEPSY [target]
Works on/against: Adventurers
Cooldown: 1.50 seconds of equilibrium
Resource: 200 mana
Details:
By short-circuiting some of the nervous system of your locked adventurer, you are able to cause periodic
spasms in him, causing him to be unable to do many things while spasming.
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Pacify (Telepathy) Known: No (423 lessons required)
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Syntax: MIND PACIFY
Works on/against: Adventurers
Cooldown: 2.50 seconds of equilibrium
Resource: 200 mana
Details:
By drawing a soft cloak of telepathic power over the mind of a locked adventurer, you are able to make
offensive actions abhorrent to him. This will last for a short, random amount of time, or until an offensive
act is directed at him.
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Empathy (Telepathy) Known: No (467 lessons required)
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Syntax: MIND EMPATHY
MIND UNEMPATHY
Extra Information: MIND UNEMPATHY cooldown: 3.00 seconds of equilibrium.

Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Details:
This ability will channel much damage done to a locked adventurer over the telepathic link to you. Be careful
with it though, for it is possible to die if too much damage is inflicted upon you via the telepathic link.
This ability costs a regular drain of mental power.
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Stupidity (Telepathy) Known: No (512 lessons required)
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Syntax: MIND STUPIDITY [target]
Works on/against: Adventurers
Cooldown: 1.50 seconds of equilibrium
Resource: 250 mana
Details:
By casting a net of psychic energy over your opponent's mind, you will cause his mind to occassionally misfire
and do something entirely different from what was intended.
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Command (Telepathy) Known: No (556 lessons required)
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Syntax: MIND COMMAND <command>
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 200 mana
Details:
You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly what you wish
. Your target must be undeaf if you wish for them to hear your command.
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Mindcloak (Telepathy) Known: No (600 lessons required)
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Syntax: MIND CLOAK [ON|OFF]
Works on/against: Self
Drains: Mana
Details:
This ability will allow you to, at a regular drain of mental power, attempt mind locks that will be harder to
detect than normal. It will go undetected by adventurers who are using Telesense, for instance. In addition,
this will make it more difficult for a locked mind to recognise and reject your own. Cloaking your mind comes
with a heavy mental cost any time you are actively engaged in locking another's mind.
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Paralyse (Telepathy) Known: No (668 lessons required)
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Syntax: MIND PARALYSE [target]
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 200 mana
Details:
This ability temporarily rewires the mind of a locked adventurer, preventing the adventurer from moving. In
effect, the adventurer is paralysed.
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Hypersense (Telepathy) Known: No (737 lessons required)
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Syntax: MIND HYPERSENSE [ON|OFF]
Extra Information: Also drains willpower.

Works on/against: Self
Resource: 200 mana
Drains: Mana
Details:
You are now able to cast a net of telepathic power over the local area. Like a spider at the centre of his web
, any attempts at telepathic locking within your net will vibrate the invisible strands of mental power and
alert you to the attempts.
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Amnesia (Telepathy) Known: No (806 lessons required)
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Syntax: MIND AMNESIA [target]
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 50 mana
Details:
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your
locked adventurer. He will simply fail to execute the next action he attempts, as he will forget what he is
doing before he manages to do it.
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Barrier (Telepathy) Known: No (875 lessons required)
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Syntax: MIND BARRIER
MIND UNBARRIER
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Drains: Mana
Details:
You are now able to protect a locked adventurer against other telepathic attempts at control by wrapping your
mind around his. MIND UNBARRIER will lower this protective shield. Note that while maintaining a mind barrier,
your ability to perform other telepathic feats will be limited due to the concentration required.
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Scan (Telepathy) Known: No (910 lessons required)
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Syntax: MIND SCAN
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 200 mana
Details:
An improvement on Divine, this will allow you to see considerably more information about the locked adventurer
.
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Deadening (Telepathy) Known: No (962 lessons required)
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Syntax: MIND DEADENING [target]
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 200 mana
Details:
This ability will cause your opponent's mind to be dull. If you start a mind lock while your opponent is in
this condition, your ability to lock and hold his mind will be increased.
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Travel (Telepathy) Known: No (1048 lessons required)
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Syntax: MIND TRAVEL
Works on/against: Adventurers
Cooldown: 1.00 seconds of equilibrium
Resource: 500 mana
Details:
An extremely complicated ability, this opens up a pathway between your mind and that of an individual you have
locked, allowing you to travel to your target.
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Mindnet (Telepathy) Known: No (1117 lessons required)
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Syntax: MINDNET [ON|OFF]
RELAX MINDNET
Works on/against: Self
Drains: Mana
Details:
At a constant mana drain, this ability throws up a telepathic net over the local area, informing you whenever
anyone moves into or out of range of the net.
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Crush (Telepathy) Known: No (1186 lessons required)
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Syntax: MIND CRUSH [target]
Works on/against: Adventurers
Cooldown: 3.40 seconds of equilibrium
Resource: 150 mana
Details:
Mind crush sends a crushing wave of mental energy at the target, doing
both physical and mental damage.

If this attack is being performed at a distance, line-of-sight is
required.
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Daze (Telepathy) Known: No (1220 lessons required)
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Syntax: MIND DAZE
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 50 mana
Details:
Only useful in conjunction with an adventurer skilled in Hypnosis, this will wipe out an adventurer's ability
to resist an attempt at hypnosis.
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Strip (Telepathy) Known: No (1289 lessons required)
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Syntax: MIND STRIP [target]
Works on/against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Resource: 200 mana
Details:
Your mental prowess is such that you may coax your opponent into relaxing his defences.
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Sapience (Telepathy) Known: No (1358 lessons required)
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Syntax: MIND SAPIENCE
UNWATCH
Extra Information: Also drains willpower.

Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 500 mana
Drains: Mana
Details:
By essentially tapping into a locked adventurer's cortex, you are able to see anything the adventurer does.
UNWATCH to cease watching your target's actions. Note that this ability comes with a very steep mental cost.
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Clamp (Telepathy) Known: No (1427 lessons required)
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Syntax: MIND CLAMP
MIND UNCLAMP
Extra Information: MIND UNCLAMP cooldown: 2.50 seconds of equilibrium.

Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 250 mana
Drains: Mana
Details:
This allows you to reach out with your mind and clamp down on the locked adventurer's mind, reducing his
maximum health and mana levels by twenty percent. MIND UNCLAMP will allow you to release this hold on your
opponent's mind, returning their health and mana levels to normal.
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Blackout (Telepathy) Known: No (1496 lessons required)
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Syntax: MIND BLACKOUT
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 800 mana
Details:
By sending out a blast of rawest telepathic power, you are able to, for a short period of time, knock out all
senses of your locked target.
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Scythe (Telepathy) Known: No (1565 lessons required)
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Syntax: MIND SCYTHE
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 50 mana
Details:
This formidable ability allows the skilled telepath to utterly eradicate
the psyche of their unfortunate victim. For this to work the subject
must suffer from a mangled head and at least two of: stupidity,
impatience, dizziness, epilepsy, or confusion.
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Batter (Telepathy) Known: No (1617 lessons required)
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Syntax: MIND BATTER [target]
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 500 mana
Details:
This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and dizziness.
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Radiance (Telepathy) Known: No (1703 lessons required)
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Syntax: MIND RADIANCE
Works on/against: Adventurers
Cooldown: 20.00 seconds of equilibrium
Resource: 800 mana
Details:
The most powerful attack a telepath has, this allows you to build up an awesome amount of telepathic power,
then release it to your hapless victim, killing him instantly. It takes some time to build up, during which
you may do nothing else. Further, you may not execute this ability if your target is in the same location as
you. Your concentration will also be broken if your target moves into your location.
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Mindprints (Telepathy) Known: No (1737 lessons required)
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Syntax: MIND PRINT
MINDPRINTS
FORGET <adventurer>
Works on/against: Adventurers
Resource: 100 mana
Details:
Once you have locked minds with an adventurer, you are able to gain intimate knowledge of their mind, making
it easier to gain and hold a mind lock in the future. However, due to the incredible complexity of the mind,
you may only hold five mindprints at once. MIND PRINT will take a mindprint of the adventurer you have locked.
MINDPRINTS will list whom you have mindprints of, and FORGET will remove an adventurer from your list,
allowing you to MINDPRINT a new adventurer.