Apprentice of Mind
Alter Aura (Mind ••)
The mage can alter his own aura. She can create the seeming of any mental or emotional state she wishes (she does not actually alter her emotional state, only its appearance in her aura). She cannot, however, alter her nature to appear to be something she is not (she can’t take on the aura of a Sleeper or vampire).
Beast Control (Mind ••)
The mage manipulates a simple mind (that of a reptile, insect, fish or invertebrate), imposing basic telepathic control on it. He can compel such a creature to act in ways he commands, so long as the animal in question understands the behavior it is intended to undertake. Such compulsions cannot be completely inimical to the creature (like commanding ants to march into a fire or the average deep-sea fish to leap onto land). Otherwise, the mage has fairly complete command.
Emotional Urging (Mind ••)
The mage can project emotions. These feelings are more a suggestion than a mandate, though they are apt to be heeded if they make sense for the individual and situation. (Causing someone to feel sad when walking into a decrepit old house is reasonable and likely to be dismissed as a natural reaction, whereas making someone feel sadistic glee at the funeral of a sibling almost certainly causes the subject to question from whence that emotion came).
First Impressions (Mind ••)
Sometimes you just get the feeling you know someone, can trust him or are meant to be his friend. A mage with this spell can generate that sensation, regardless of whether or not it is genuine. This sort of normally spontaneous connection can make a chosen person feel more at ease in the mage’s presence and may help to lay the groundwork for a friendship, love affair or even just a con.
Incognito Presence (Mind ••)
Despite the spell’s name, the mage is not forgotten by those who witness her passing or otherwise interact with her. Rather, they sense nothing special about her and so are as apt to dismiss her presence as they are that of anyone else. On the street, they take no more notice of her than they would were she just a Sleeper, and are likely to forget.
Memory Hole (Mind ••)
By compartmentalizing his mind, the mage can make it so that even he does not remember certain thoughts hidden
within his mind (whether temporarily or permanently), allowing for convincing lies to even a polygraph or telepathic scan.
Mental Shield (Mind ••)
The mage can erect a mental shield to protect himself. He can defend his thoughts, shielding them against the notice of others. This may mean concealing his mind from any kind of detection, blatantly preventing others from reading any of his thoughts or just concealing particular thoughts.
GM Note: Houserules say that some aspects of this can be duplicated by Heroic Willpower.
Misperception (Mind ••)
The willworker can protect herself from harm by manipulating the perceptions of others and convincing them that she is slightly displaced from her actual location, causing an attacker to momentarily believe that the mage is a half-step to the left, for example. Alternately, the caster might project subtle but persistent suggestions, compelling enemies to hesitate at critical moments and turn blows astray. A fatal shot to the chest could be turned into a graze, or a crippling blow to the leg might be reduced to a painful strike that leaves the leg functional. Such magic is of no help in dealing with attacks that cover a wide area (such as explosives) or those that don’t depend on the mage being exactly where she appears to be (like a fall from a high ledge)
Opening the Lidless Eye (Mind ••)
Cast the ability to see Mind Magic on others.
Voice from Afar (Mind ••)
The mage can employ limited telepathic projection. This mental communication carries no supernatural compulsion with it and a recipient knows that he does not think the thoughts for himself, unless he is mentally disturbed or inclined to believe that he might hear voices. Such communication may serve as the carrier of an empathic projection (see “Emotional Urging,” p. 207).