Sentient Spirit Animism Transference Time Force Form Alchemy Elemental Resonance Surges

FORUMS

Telgard Tour

Rules

Starting Equipment

Starting Skills

Disadvantages & Advantages

Telgard Magic

Guilds

Telgard Religions

Telgard Tribune

The one who can talk to plants and animals holds within his hands a magnificent power that can bring down an army under the raging hooves of a million dagger beasts. Don't anger one with such talent.

- Gestalyn Allsmay

Animism

AWAKENED: Animism is most often awakened through a very close relationship with nature and a true desire to understand the minds of those creatures and plants who do not "think" as sentient beings do. An Animist might be resting under a tree and suddenly discover her minds pulled into the tree's lumbering consciousness. The very first awakening is always a struggle; a strong sense of self is required to avoid succumbing to the other mind.

INITIATE: The key word of the Initiate Mentalist is SENSE
Beings with little or no intelligence such as normal plants and lower animal life carry impressions of their surroundings. The Mentalist is able to glean a mild sense of this.

APPRENTICE: The key word of the Apprentice Mentalist is COMMUNICATE
The Apprentice Mentalist can receive detailed information from non-sentient life forms by creating a temporary link to his own mind. During this time, the simple beings can "speak" telepathically, though communication is limited by the creature's natural powers of thought. Simple creatures may send telepathic impressions or memories and understand basic requests or instructions. When the link is broken, the beings lose some of their understanding, but an impression of the communication will remain. This impression can be detected by another Mentalist with the Animism talent.

MAGE: The key word of the Mage Mentalist is INFLUENCE
The Mage Mentalist can now extend his sentient intelligence to non-sentient life forms and retain that link over a distance. As long as he can maintain his concentration, he can use this link to detect activity near the simple being as if he were there. The link can be traced by any other Mage Mentalist and sensed by an Initiate Animist. The Mage can also influence simple life to perform more complicated actions as long as it's not out of their realm of normal behavior or conceptual framework. Example: Suggest to a trail of army ants that they change course and attack a sleeping enemy or that a vine grows to hide a wall.

ADEPT: The key word of the Adept Mentalist is CONTROL
The Adept Mentalist can now grant any simple life forms sentient intelligence without a constant link to his mind. This awareness remains for as long as the Adept lives or until it is dispelled by another Adept. Furthermore, he is able to control the actions of simple beings and make them perform actions that may be beyond their normal behavior. Example: Making a normally docile animal attack or a hostile creature allow passage into his territory.

LOST ABILITIES: It is rumoured that the ancient Wizards had the ability to 'evolve' creatures into beings that were intelligent and remained that way, as intelligent as any human or elf. These creatures could breed true, and some such creatures can still be found today in the wildernesses of Korresh.

Hazards of Animism:

The magic of Animism is dangerous to one who possesses it if they do not have a strong will; such a mage can get caught up in the bestial urges and emotions that non-intelligent beings feel, and lose themselves. Legends of people gone insane who bay at the moon like a dog are invariably ones who awakened the talent of Animism and could not control it.

Animism affects all non-sentient life: Plants, creatures with "animal" intelligence, insects, and even mold and bacteria fall into this category. Non-intelligent beings are not possessed of senses of self such as intelligent creatures are; at least, not in the same measure. It is thus easier to manipulate (or even control) their thoughts and emotions than those of sentient beings. However, to do so requires that the Animist immerse himself into his target's being, and so a strong sense of self and of self-preservation is required; there is always the danger otherwise of losing oneself in the creature's mind.

It is important to understand that the life form will be most connected to that which is important to it. Anything which affects its ability to survive, eat, rest, or pro-create will be retained in its memory better than things that hold little value to it. A fungus, for example, will not care what a passing person was wearing, but a tree might perceive that the person was carrying an axe. The higher the natural intelligence of the living form, the more likely that detailed information can be gleaned or complex tasks carried out.

Back to Levels

 

 

 

No content may be reproduced without written permission. All contents are copyright 2000-2007 Telgard RPG, all rights reserved.