Mental Tower

Mental Tower

 1-{1-3} Stupefy - Mage scrambles subject's senses making them dazed and confused, -1 AR, -1 AR per ace.
 2-{4-6} Reveal Reality - Subject sees, feels, and senses things as they really are.
 3-{7-9} Mental Sanctuary - Subject is protected against attacks against the will or mind, and mental trespasses.
 4-{10-12} Persuasion - Subject is swayed to see or believe things as the mage dictates.
 5-{13-15} Mental Bequest - Mage bequeaths a mental advantage to subject, or enchants an item which improves a mental check. +1 called mental check, +1 per ace as called.
 6-{16-18} Embed Memory - Mage implants 1 memory in subject's mind that the target believes to be TRUE.
 7-{19-21} Dementia - Subject's mental faculties are shattered, -1 all mental checks per success, or cause insanity with a permanent psychosis, the mage determining what triggers it and the effects of that trigger.
 8-{22-24} Purify the Mind - Subject's mind is healed of any damage caused by past emotional or physical traumas, while thoughts become clear and untainted by negativity. Also cleanses mind of any mental tampering.
 9-{25-27} Restructure Memory - Part or all of a subject's memories are wiped clean and replaced with new memories of the Mage's invention.
 10-{28-30} Immunity to Mental Tampering - Mages can make a subject immune to any kind of mental tampering, or all mental tampering.
 11- {31-35} Smite the Mind - Lowers all mental checks to -1 per success (to as low as 2) permanently or temporarily as called, crit required to succeed.
 12- {36-40} Arch Tower of the Mind - Improvise and create mental commands, applications, and spells as called. Level=Magic Level Used. LoD=Total MA roll.

Examples:
 Mental Asphyxiation-Gradual loss of mental faculties, -1, -1 per ace per turn, lasts 1 turn per success.
 Memory Displacement Ward-Anyone entering warded area will forget they were there when they leave warded area, +1 yard per success ward area.

Users of Limited Paths