The Mental Order is all about the power of the mind and expanding its capabilities beyond that of a normal humanoid. Illusion, Primal, and Seer Wisps are just a few of the many different types of Mental Wisps that a person can bond with after releasing a strong output of mental energy from connecting to another living being on a mental level or even solving a complex puzzle.
Knowledge is the power that drives the Mental Order forward. Not just basic book knowledge but also empathetic knowledge that allows them to “feel” what others do. They want to know not only what others are thinking but what drives their thought process forward in order to gain a deeper understanding of how someone’s mind works.
Mental is all about learning and linking between minds, to push the limits and boundaries of the mind, to reach the highest levels of mentality, to focus on the psyche of another. From this mental link, Mental can absorb information, and use this knowledge to their advantage. By sharing it’s mind with another, it is able to “feel” the other, thus learning whatever there is to learn about it, Mental becomes one with the other – knowledge is power. Mental has the upper hand over the other, because the other doesn’t realize their mind has been sapped by Mental.
Because of this, Mental is always able to remain a few steps ahead of others, the information they learn of the other is invaluable. The methods of Mental are of trickery, and calculating strategy.
Mental Wisps are particularly attracted to those who were born with a mind that enjoys thinking. The contents of the thoughts don’t particularly matter so long as one has a constantly active mind, they can attract a Mental Wisp. After attracting a Mental Wisp and bonding with it, one must be willing to train their mind to think outside the box in every situation and expand their mental horizons.
Mental Order General Spell Types
- Preventing spell casting of others
- Complete control over others
- Causing mass confusion
- Mind reading
Illusionists can create convincing illusions of any kind. These Illusions can fool all senses, as they deliver a fake sense of smell, sight,and weight to them. These illusions can appear so real that they’ll fool even the most ardent of nonbelievers. Illusionary tricks that can be created include (but are not limited to) large piles of gold, frightening creatures, and even large cities or structures. If someone sees an illusion and can be convinced that it is real, the illusion increases in power. For example: if someone sees an illusionary pile of gold coins and is convinced that it is real, they will be able to hold the coins and feel their weight. If someone is attacked by an illusionary beast and believes it to be real, they will physically feel the pain of each strike from the monster, and so on. Illusionists are also capable of using their magic to disguise themselves effortlessly, by covering themselves in an illusionary secondary form. With a first stage Wisp, an Illusionist can only create smaller scale illusions, which can last only up to an hour at a time. With a second stage Wisp, their illusionary capabilities extend, and they can now cast stronger and more convincing illusions, which can last longer and spread across a wider surface. With a third stage Wisp, Illusionist become all powerful and can create the most grand and convincing of illusions, capable of lasting up to an entire day. At this level, the illusions range can expand very far, and the type of illusions the Illusionist can make are limited only to their own imagination.
A rare type, Mind Benders are capable of conducting various spells, all dealing with the manipulation of mind power. Having varied magic, Mind Benders can conduct spells such as telekinesis, telepathy, mind control, and even devastating offensive psychic attacks. With telekinesis, Mind Benders can move various objects just with the power of their minds, and they are able to move heavier and more complex objects as they rise in level. With telepathy, Mind Benders can communicate remotely with others, force them to say as they desire, and at higher levels they can even implant false memories into people’s minds, and they can also search deep within a person’s mind to uncover their buried secrets. With mind control, Mind Benders can completely take over someone’s mind, causing that person to do whatever the Mind Bender commands, leaving the victim unable to resist. With a first stage Wisp, Mind Benders can conduct various mind related spells, but their effects are relatively weaker, their range is shorter, and the spell effects can only last up to an hour at a time. With a second stage Wisp, The Mind Bender’s powers increase, and they can now conduct stronger spells, which can last longer , with more devastating effects than previously. With a third stage Wisp, Mind Benders are at their most extreme, as they can now conduct devastating mind spells. Ther spell range widens, their spells become more potent, and the Mind Bender can affect up to 100 people at a time.
Mammal Control Magic
Beast Masters share a telepathic link with any and all mammals in their immediate vicinity. With this link, Beast Masters can impose commands on to mammals and literally control them with the power of their minds for periods of time, depending on what level the Wisp they are carrying is. Beast Masters are also able to adopt the fighting styles of many different animals by taking on their characteristics, including growing claw-like nails and adopting various heightened animal senses, making them deadly combatants when compelled to fight. In addition to this, Beast Masters can not only conduct spells upon mammals, but they can also conduct spells through animals, meaning they can literally see what a specific animal of their choosing is seeing, they can smell what a specific animal is smelling, they can “talk” to any desired animal, and so on and so forth. With a first stage Wisp, Beast Masters only have control over smaller Mammals, such as wolves, foxes, and anything else lower in stature. There is also a limit to the number of animals they can control at a time, and the spells effect can only last up to an hour a day. With a second stage Wisp, the Beast Master gains more power, and can now control larger mammals, such as bears, lions, and the such, and their effect range of these animals increases. At this stage the amount of animals they can control at a time increases, and spell effects can last up to a few hours per day. With a third stage Wisp, Beast Masters become most dangerous, as they can now control animals of all kinds and sizes, including such beasts as rhinos, elephants, and giraffes, just to name a few. At this level, a Beast Master can control a small army of various animals, and they are intune with all of them at the same time. Beast Masters gain the senses of all the animals under their control, and they can adopt the characteristics of any of them. These spell effects can last upwards to an entire day.
Rare in number, Far Seers can, as their name implies, see into the future. How far in to the future they can see depends entirely on the level of the Wisp they have. Beyond looking in to their own future, Far Seers can look in to the future of others, which is usually a service they offer, for a hefty price. Far Seers can look and see someone’s personal future upwards to a week, a month, and even one full year, and beyond. Along with this gift, they are also given the ability to explore alternative future paths and manipulate the futures of their targets via the use of their mystical tarot cards. These tarot cards are exclusive to Far Seers, as only they possess the knowledge of how to make and/or obtain these cards. When using the cards to predict someone’s future, a Far Seer has the ability to not only predict the future of the target’s current life path, but the Far Seer is also capable of seeing alternative future paths for the target, should they choose to not follow their destined path. At the highest levels, a Far Seer can even use their tarot cards to actually completely change someone’s planned future, but doing this is very risky, as every person in the world has a destined path, and changing that path can lead to very dire situations. These tarot cards are highly magical, and can have tremendous outcomes on one’s future. In battle, Far Seers are a force to be reckoned with, due to their ability to predict the movements of their enemies full minutes in advance. They often know how a battle will play out before it has even started. With a first stage Wisp, the Far Seers powers are limited, as they can only see up to a week into someone’s future, and their usage with the tarot cards is limited. With a second stage Wisp, they gain more power, and are able to predict a future up as far as a month in advance, and they are able to see alternative future paths for an individual. With a third stage Wisp, Far Seers become equivalent to oracles, where’s they can look years into a person’s future, and view 100’s of alternative paths for that individual. In addition, their use with the tarot cards is highly increased, and they are able to completely change one’s future, including their very own. With such powers, it is almost impossible for a Far Seer to die, let alone allow any harm to fall upon them, as they can always predict what is going to happen to them, and they can avoid the situation completely.