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There are no secrets that can be kept from the one who communicates with the very ground we walk upon. Tread lightly, for something is watching....
- Gestalyn Allsmay
Transference
Transference is the magic of sensing and manipulating Resonance. Please read
the Resonance page first.
AWAKENED: While all mentalists can sense resonance,
not all can identify and manipulate it the way a Transference mentalist can.
Awakening to the Transference talent can be a very smooth process of recognizing
and consciously investigating the ambiance of certain places or objects. Or it
may be the emotionally wrenching experience of stumbling upon a field of strong
resonance. The awakened character may experience vivid flashes of emotion and
memory that aren't their own; they may accidentally leave strong emotional impressions
on gifts or household objects.
INITIATE: The key word of the Initiate Mentalist is SENSE
An Initiate begins to learn the nature of resonance that he finds in objects.
While an ordinary mentalist would be able to discern an ambiance of hatred around
a murder weapon, a Transference Initiate can detect with more clarity the source
and nature of the hatred, including vague clues or impressions of the mind that
created it.
APPRENTICE: The key word of the Apprentice Mentalist is COMMUNICATE
The Apprentice Mentalist can receive detailed information from non-living objects
by granting them a temporary link to his own intelligence. During this time, the
objects can communicate telepathically, providing vivid impressions of events.
The Apprentice can also use their talents to leave deliberate messages or impressions
with objects. These impressions will be relatively weak and last for short periods of time.
MAGE: The key word of the Mage Mentalist is INFLUENCE
A Mage may now manipulate existing resonance, increasing or decreasing its effect.
The more extreme the change, the more difficult it is. The Mage can extend an
intelligence link to non-living objects and retain that link over a long distance.
As long as he can maintain his concentration, he can use this link to detect activity
near the object as if he was there. The link can be traced by any other Mage Mentalist
and sensed by an Initiate if he/she knows the talent of Transference.
ADEPT: The key word of the Adept Mentalist is CONTROL
The Adept is able to create intense and lasting resonance where there was none
before or erase all traces of resonance within an object. They can change one
type of resonance into something else; for instance, changing a general resonance
of benevolence to a hostile resonance. Such adepts are highly sought after for
'erasing psychic imprints' that could lead to unwanted discoveries or creating
sanctuaries of resonance tailoured to a particular need - such as consecrating a shrine.
LOST ABILITIES: It is said that Wizards were once
able to collect and shape resonance, combining different strands and "programming"
them to simulate complex sentient-like behaviors and personalities. They could
also create permanent ambient resonances that they used as sources of energy; only
the Delfae have anything similar to this now, and a Delfaen Well is not permanent.
Hazards of Transference Magic:
Transference Mages are particularly susceptible to the dangers of resonance.
However, while most mentalists deal with resonance more or less blindly as a
side-effect, Transference mages have their eyes open and on the potential source of danger.
Resonance is everywhere that sentient minds pass by, so a Transference mage is
nearly always in his or her element. It is dropped in minuscule amounts by little
looks and touches, which fade quickly, but may build up larger impressions over
generations. Created resonance must be maintained or it will fade. However,
resonance does not need to be maintained by its original creator. Regular interaction
with minds in sympathy with the original impression (such as worshipers of a shrine)
will naturally maintain the resonance.
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