spell name: STORE PROGRAM | list name: Combat Reflexes | level: 1 | realm: Mentalism | type: closed mentalism | spell class: I | duration: - | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to store a sequence of actions which will occur sequentially from one casting. The caster may only store one action (also called slot) per five levels (round down). Each use of each of the subsequent spells requires one action (or slot). |
spell name: INSTANT ORIENTATION | list name: Combat Reflexes | level: 2 | realm: Mentalism | type: closed mentalism | spell class: I* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Caster is instantly made aware of all pertinent factors relating to the task being attempted (based upon perception rolls). This spell doesn't give any special perceptual powers, it just allows all normal perceptions to be utilized instantly. If caster misses one or more of his perception rolls, then he is without that information. For example, a caster teleports into a potentially hostile situation and immediately follows this with a stored program of Instant Orientation. The caster would appear at the teleport location, roll any applicable perception rolls (sight, hearing, etc.) for his instant orientation then be able to take appropriate action according to what he perceives. |
spell name: PARRY | list name: Combat Reflexes | level: 3 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to parry as he normally would (in one round), this includes parrying melee or missile attacks. |
spell name: STRIKE | list name: Combat Reflexes | level: 4 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to attack as he normally would, this includes melee or missile attacks and disarming attempts. Two weapon combo allows two attacks per strike slot. |
spell name: POWER | list name: Combat Reflexes | level: 5 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: This spell allows caster to increase the strength of a move or action by up to 1x per 10 levels of caster. For example, a 30th level caster does a sequence of Power-Strike-Strike-Parry-Parry- Parry. The first Strike does 4x damage, but the following strike does normal damage. Also, if this same character had cast a Power-Adrenal Moves (jump)-Strike-Parry-Parry-Parry, he would be able to jump 4x as far using his adrenal move skill. |
spell name: SPIN | list name: Combat Reflexes | level: 6 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to change facing (up to 180?) instantly. |
spell name: TUMBLING | list name: Combat Reflexes | level: 7 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to perform a variety of rolls (though only one per slot) and recover (return to his feet) safely. |
spell name: ACROBATICS | list name: Combat Reflexes | level: 8 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to perform an acrobatic maneuver and recover, changing his facing if desired. For example, caster could perform an in-air flip with a half twist. |
spell name: EVADE | list name: Combat Reflexes | level: 9 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Causes caster to perform unpredicted evasion maneuvers while performing other action(s) on this list. Caster's DB is affected after this action is initiated and this translates to a +l/level bonus to DB during the round this option is activated. |
spell name: CHANGE ACTION | list name: Combat Reflexes | level: 10 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows the caster to change the action following this one to any other action (after spending required PPs). The Change Action spell requires one available slot and must have a slot following it that is to be changed. |
spell name: ADRENAL MOVES | list name: Combat Reflexes | level: 11 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: This spell allows caster to utilize his adrenal moves with this list. The Adrenal Moves spell requires a slot. Caster must still roll to determine success or failure of the adrenal move and is effective for all of this round's following actions. Exception: A drenal Strength and Power may not be combined. |
spell name: COMER | list name: Combat Reflexes | level: 12 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to execute a turn of up to 180° with no loss in momentum. |
spell name: MISC MANEUVER | list name: Combat Reflexes | level: 13 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to perform a 'set' maneuver (chosen before round begins) during the round. This maneuver must be one that is normally completed within one round like eating 4 herbs, changing weapons etc. This maneuver may not be changed once the program is set into motion, but may be canceled before completion, if the unfinished portion of the program is canceled. |
spell name: BLOCK | list name: Combat Reflexes | level: 14 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to defend himself from one attack. The attack is at -10/lvl of caster. Attack must be specified as either missile or melee and will be at one-quarter effectiveness against the wrong attack (missile defense against melee attack etc.). During this action the defender may not move without sacrificing the benefit of the defense. |
spell name: CHANGE PROGRAM | list name: Combat Reflexes | level: 15 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to change the remainder of actions following this action to any other stored program (with the correct amount of actions, of course). For example, a mage does a stored program {Evade-Jump-Instant Orientation-Change Program- Strike-Strike-Strike). He begins his sequence-his DB is lowered, he jumps, reorients himself, then, after evaluating things (who he's near- who is doing what-what he has planned etc.) from his new perspective he may use the Change Program slot to recast another stored program (one with no more than three slots) which will take the place of the last three Strikes he had programmed. The PPs spent on the original sequence are lost and more PPs must be spent on the replacing sequence. |
spell name: PREDICT | list name: Combat Reflexes | level: 15 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster some insight into the best action(s) to take against a given target. After caster observes the target for one round, he may cast this spell and receive information based on a GM roll (use Reasoning bonus as modifier) regarding the best action(s) to accomplish a given end. This end must be relatively simple, e.g., attack or defend successfully, or which attack spell would be most effective against this target at this point in time. |
spell name: STATIC ACTION | list name: Combat Reflexes | level: 16 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to perform any static action normally requiring one round or less to perform. Any rolls regarding success or failure of the action still apply (and don't forget applicable modifications to the static action roll [in melee, lighting, difficulty, etc.]). For example, a caster using this spell as part of a program could quickly scan a page of text, perform sleight of hand, etc. |
spell name: MOVEMENT | list name: Combat Reflexes | level: 17 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to perform an entire round's movement during one action slot. Movement rate and direction must be specified before round commences. Exhaustion points are spent as normal so it is possible for the caster to easily become exhausted through the use of this spell. If caster does become exhausted, then normal exhaustion rules apply (-100 to all activities until rested). |
spell name: ASSURED INITIATIVE | list name: Combat Reflexes | level: 18 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Caster is able, through the use of this spell, to gain his ability to strike first against an opponent. In the case where two or more combatants have Assured Initiative, all have even- up initiative at the very beginning of the round. With this spell in operation, the caster is able to perform an action immediately prior to the spell action phase of the round. |
spell name: OPEN MANEUVER | list name: Combat Reflexes | level: 19 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to perform any maneuver (completed in one round or less). This maneuver may be determined at the time of action, not the time of program initiation. Note: combat and defensive actions are not considered maneuvers for purposes of this list. |
spell name: SPELL PROGRAM | list name: Combat Reflexes | level: 20 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows caster to cast a spell (completed in one round or less) while under the sway of programmed action(s). Spell to be cast must be chosen at the time of program initiation. In the case of spells that require more than one round of casting time the caster may string up to three of these Spell Programs together to provide ample casting time. |
spell name: IMPASSE | list name: Combat Reflexes | level: 25 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: 1 round | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows the caster to remain untouchable to all physical attacks directed at him during one round, however the caster can perform no other action during the round that this spell is in effect. This spell requires all actions available in the round it is cast. |
spell name: INEVITABILITY | list name: Combat Reflexes | level: 30 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows the caster to have one 'perfect attack' which will ignore target's DB. However, the caster will also be defenseless (no DB). |
spell name: AUTO ENGAGEMENT PROGRAM | list name: Combat Reflexes | level: 50 | realm: Mentalism | type: closed mentalism | spell class: F* | duration: varies | range: self | area of effect: self | sourcebook: spell user's companion |
description: Allows the caster to use the most appropriate single or combinations of actions on this list. This spell basically allows the caster to use and change at will any of the lower-level spells on this list. Power points must be spent for this spell and for any spells used during the round. This spell will only last 1 round or shorter. |