Mindcrafters get their powers without needing spellbooks. These powers become better and better as the player goes up levels. The stat governing their mana and failure rate is Wisdom. The following powers are available: Power Level Cost Fail Rate --------------------------------------------- Precognition 1 1 15 Neural Blast 2 1 20 Minor Displacement 3 2 25 Major Displacement 7 6 35 Domination 9 7 50 Pulverise 11 7 30 Character Armor 13 12 50 Psychometry 15 12 60 Mind Wave 18 10 45 Adrenaline Channeling 23 15 50 Psychic Drain 25 10 40 Telenetic Wave 28 20 45 --- Something about spell failures --- The rates listed above are the base failure percentages. From these, subtract 3 for every experience level above the minimum level for the spell. Also, decrease the rate depending on Wisdom (see table1 below). If you do not have enough mana, increase the percentage by 5 times the amount of mana you miss. Next, if it is below the minimum failure rate for your Wisdom, set it to that (see table 2 below). After that, if you're stunned: add 25 if your stun counter is more than 50, otherwise add 15. And, at last, the maximum fail rate is 95%. Even if the spell fails, if you didn't have enough mana, you're in trouble. If m is the amount of points you missed (spell cost - current mana), this will happen: you will be paralyzed for 1d(5*m+1) turns and 50% of the time your wisdom will be damaged. There is a 1-in-2 chance that this damage will be permanent (ie. it cannot be restored by usual means). Once you have failed, there is a chance of backfiring. The backfiring chance is half the failure chance. If the spell backfires, these things can happen: Chance Effect --------------------------------------------------------- 4% Mind blank - forget everything. 10% Hallucinate for 5+1d10 turns. 30% Confusion for 1d8 turns. 45% Add 1d8 to the stun counter. 11% Mana Storm - damage level*2, radius 2+level/10, centered on player. === The Powers === --- Precognition --- A detection spell, which detects more and more: at level 1 - detect monsters, at level 2 - detect traps, at level 15 - detect invisible, at level 20 - magic mapping, at level 25 - telepathy for (level) turns, at level 30 - detect all, at level 45 - light and know the whole level --- Neural Blast --- A nice low-level attack spell doing (3+(level-1)/4)d(3+level/15) damage, but note that this is PSI damage. There is a paragraph about PSI damage at the bottom of this page. Neural blast is not a bolt, but a radius 0 ball spell. This means it can 'jump over' monsters! There is also a (level*2-1)% chance that the spell beams, in which case it hits every monster in the direction you fire it. --- Minor Displacement --- Teleports the player 10 squares in a random direction. Note: If you have enabled the munchkin option to allow mindcrafters to have dimension door then at level 25, Minor Displacement becomes the Dimension Door power which is the same as the Sorcery and Trump spell. --- Major Displacement --- Teleports the player level*5 squares away. From level 30 on, it also teleports monsters away (level) squares. --- Domination --- Below level 30, this tries to dominate (a weak form of charm) a single monster, at power equal to your level. It is a radius-0 ball, so you can 'jump over' other monsters. This works as follows: It has no effect on monsters that are already pets. Next, a monster resists if it is a unique, if it has the 'can't be confused' flag, or if (monster level)>10+random(player level-10). Undead and demons that resist can harm the poor mindcrafter, see the 'Side effects of psionic damage' paragraph. Otherwise, the domination succeeds. Domination can make monsters your pets, but unfortunately only with power > 29, so that is not possible with this spell. You get one of these effects: Stun the monster level/2 turns (25% chance), Confuse the monster level/2 turns (25% chance) or Scare the monster (50% chance). At level 30, it tries to charm all monsters in sight at power equal to (level*2). This works as follows: The power is level*2 + a number based on your CHR. Find this by applying your CHR stat to table 3 below. A monster resists if it is unique, if it can't be confused, or if (monster level) > random(power-10)+5. Also, monsters that are aggravated can't be charmed. Otherwise, it becomes your pet. --- Pulverise --- This is a sound ball, with radius 0 below level 20, and radius 1+(level-20)/8 after that. Its damage is (8+(level-5)/4)d8. Sound stuns monsters it hits for (10+1d15+r)/(r+1) turns, where r is the distance of the monster to the center of the ball. --- Character Armor --- This gives stone skin (+50 AC), and temporary resistances at higher levels as follows: At level 15 - acid, at level 20 - fire, at level 25 - cold, at level 30 - elec and at level 35 - poison. All of these effects last (level) turns. --- Psychometry --- At level 40 and above, this identifies an item. Below that, it gives a pseudo-identify. On things that can't usually be pseudo-id'ed, like potions and scrolls, it will always say {average}, unless the item is known to be bad, in which case it will say {broken}. The items that are considered bad appear to be the items that don't need confirmation when you try to destroy them (if you have that option on). --- Mindwave --- Below level 25, this is a Psi ball, with radius 2+level/10, and damage (level*3)/2, centered on the player. At level 25 or above, hit all monsters in sight with (level*((level-5)/10+1)) points of Psi damage. (See the paragraph 'Side effects of psionic damage'). --- Addrenaline Channeling --- This has the following effects: Remove fear; Remove stunning; Heal (level) hitpoints; Below level 35, heroism for 10+1d((level*3)/2) turns or at level 35 or above, superheroism for the same duration; Haste (+10 speed) the player for the same duration. --- Psychic Drain --- Fires a 'psychic drain' ball, damage (level/2)d6, and radius (level-25)/10. If there was any noticeable effect, the spell takes 150 extra points of energy, *effectively paralyzing the player for 1.5 player turns. Psychic drain damage works as follows: Empty minded monsters are immune; Stupid monsters, 'weird mind' monsters and animals resist; if (monster level) > 1d(3*damage) the monster resists. This means the damage is divided by 3. Demons and undead can return fire, see 'Side effects of psionic damage'. Otherwise, heal (5d(damage))/4 mana points. --- Telekinetic Wave --- Fires a 'telekinesis' ball, damage 3*level below level 40, 4*level otherwise, and radius 3+level/10, centered on the player. Telekinesis damage works as follows: Teleport the creature 7 squares. If the creature is unique, or (creature level) > 5+1d(damage), the creature resists. Otherwise, add 1+(3+level/10)d(damage) to the creature's stun count. As a welcome side effect, sometimes the creature is teleported to a spot where the ball hasn't been yet. This way, the creature is hit twice. === Side effects of psionic damage === The corrupted minds of high-level demons and undead can react aggressively to a mindcrafter's powers. Neural Blast and Mind Wave are pure psi damage. This is what can happen. If the creature is a demon or undead, and its level is more than half the player's level, its mind will backlash 50% of the time. Next, you get a standard saving throw. If it succeeds, no further effects. Otherwise, this happens: You take the damage instead (since the creature resisted it's already a third of what it was). And one of the following, all with a 25% chance: You are confused 3+1d(damage) turns, or 1d(damage) is added to your stun counter, or you become 'Afraid', unless you resist fear, or you become paralyzed for 1d(damage) turns, unless you have free action. The creature takes 0 damage. Domination under level 30 does domination damage, which has the same effect, except that the player can't be paralyzed - instead, the 'Afraid' effect has a 50% chance of happening. Psychic drain damage happens with the same monsters and with the same chances and saving throw, but the effects are: Take the damage instead (has already been /3), and loose (5d(damage))/2 mana points. === Tables === Table 1 - Effect of Wisdom on failure rate. (Subtract this amount from the rate) Stat Amount Stat Amount Stat Amount 3 0 16 6 18/110-18/119 27 4 0 17 6 18/120-18/129 30 5 0 18/00-18/09 9 18/130-18/139 33 6 0 18/10-18/19 9 18/140-18/149 36 7 0 18/20-18/29 9 18/150-18/159 39 8 3 18/30-18/39 9 18/160-18/169 42 9 3 18/40-18/49 9 18/170-18/179 45 10 3 18/50-18/59 12 18/180-18/189 48 11 3 18/60-18/69 12 18/190-18/199 51 12 3 18/70-18/79 15 18/200-18/209 54 13 3 18/80-18/89 18 18/210-18/219 57 14 3 18/90-18/99 21 18/220+ 60 15 6 18/100-18/109 24 Table 2 - Minimum failure rate Stat Amount Stat Amount Stat Amount ---------------------------------------------------------- 3 99 16 8 18/110-18/119 2 4 99 17 7 18/120-18/129 2 5 99 18/00-18/09 6 18/130-18/139 2 6 99 18/10-18/19 6 18/140-18/149 2 7 99 18/20-18/29 5 18/150-18/159 1 8 50 18/30-18/39 5 18/160-18/169 1 9 30 18/40-18/49 5 18/170-18/179 1 10 20 18/50-18/59 4 18/180-18/189 1 11 15 18/60-18/69 4 18/190-18/199 1 12 12 18/70-18/79 4 18/200-18/209 0 13 11 18/80-18/89 4 18/210-18/219 0 14 10 18/90-18/99 3 18/220+ 0 15 9 18/100-18/109 3 Table 3 - A number for creature charming depending on CHR. Stat Amount Stat Amount Stat Amount ---------------------------------------------------------- 3 0 16 1 18/110-18/119 4 4 0 17 1 18/120-18/129 5 5 0 18/00-18/09 2 18/130-18/139 6 6 0 18/10-18/19 2 18/140-18/149 6 7 0 18/20-18/29 2 18/150-18/159 7 8 0 18/30-18/39 2 18/160-18/169 7 9 0 18/40-18/49 2 18/170-18/179 8 10 0 18/50-18/59 3 18/180-18/189 8 11 0 18/60-18/69 3 18/190-18/199 8 12 0 18/70-18/79 3 18/200-18/209 9 13 0 18/80-18/89 3 18/210-18/219 9 14 1 18/90-18/99 3 18/220+ 9 15 1 18/100-18/109 4