Example Requests Creature Very Simple Request Basic Request Would not normally do Against the creature’s nature Paladin Provide healing to an injured person Protect an innocent from danger, hunt a monster in the area Ignore minor criminal activity, hide a creature of dubious guilt Attack teammates, slaughter the innocent, renounce her religion, desecrate a temple Evil-aligned professional thief Steal a simple, unattended object, visit a tavern Share non-compromising information, teach someone thieving skills Donate a few coins to charity, reveal secret plans, stab their co-conspirators in the back Give up their most valuable magic items, reveal their greatest secrets, turn themselves in for their crimes Bear Grab fish from a stream Calm down and not attack an unassuming target Ignore a humanoid sitting in its den Ignore the kidnapping of its cubs Orc bandit Mug a weak, unguarded target Join a raid on a town, or the hunting of a monster Help run a farm, ignore a rich-looking target, fight a target where survival is uncertain Fight a target where survival is unlikely, join a raid against its own people Ancient dragon Eat an annoying humanoid Eat an unassuming humanoid Give up a valuable item Give up its hoard Middle-aged farmer Eat lunch Give a kind stranger a meal and a hayloft to sleep in House and feed a squadron of questionable men, help a team of adventurers as a cook and porter on their quests House wanted criminals, allow the kidnapping of his family, take up arms and become a soldier Minor Charm: As the lesser charm, but the request can be a basic request and the duration can be up to 1 hour. If you choose, you can also specify conditions the creature should wait for, (e.g., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed. Major Charm: As the minor charm, but the duration is 1 hour per talent you posses in the mind sphere and for very simple requests the target gets disadvantage on the saving throw. Greater Charm: As the major charm, but the target obeys any course of action so long as the suggestion is not obviously fatal or against the target’s nature. Powerful Charm: As the greater charm, but the target also gets disadvantage on the saving throw for basic requests and suggestion can be anything that isn't obviously fatal. Ultimate Charm: As the powerfull charm, but the target obeys any instruction, even obviously fatal ones and the target also gets disadvantage on the saving throw for requests that it would not normally do. Suicidal actions Suicidal actions are almost always against a creature nature. But even beyond that, the drive to live is so powerfull that certain charms make explicit exceptions for actions that are obviously fatal. The GM may decide that for certain creatures (like a member of a suicide cult or a magical creature created with the explicit intent to be expendable) suicidal actions fall in a lesser category and that such creatures can, for instance, be given fatal instructions with the greater suggestion charm. General Mind Talents Expanded Charm You may affect creatures with an intelligence of 3 or lower and creatures of a different creature type from yourself with your charm ability (creatures immune to the charmed condition remain immune to your charm ability).

Expert Mindmage Prerequisites: 5 levels in classes that grant access to spheres You may use the major version of each charm you have access to. If you have 9 or more levels in classes that grant access to spheres, you may also use the Greater version of those charms. Master Mindmage Prerequisites: Expert Mindmage, 13 levels in classes that grant access to spheres You may use the powerful versions of each charm you have access to. If you have 17 or more levels in classes that grant access to spheres, you may also use the ultimate version of those charms. Instill Charm You can imbue a fluid or small portion of food with your charms. You use the charm ability as normal, but targeting the consumable instead of a creature. The consumable must be in hand, and you may only imbue one consumable at a time, even if you can affect multiple creature with your charms. Any individual consumable can only be imbued with a charm once. The consumable remains potent until you complete a long or a short rest. Upon consumption, the target becomes affected by the charm as if it was used on them. If the charm allows for a saving throw, the target has disadvantage on it. Lesser charms used in this way are not limited to only being used once per target. All spell points must be spent and all variables of the charms effect must be chosen at the time the instilled liquid is created. Invasive Charm Prerequisites: 6 talents in the mind sphere Your mental abilities are particularly invasive, able to slip past your enemies defenses with ease. Whenever a creature makes a wisdom or intelligence saving throw against one of your sphere abilities, it must roll a d4 and subtract the number rolled from the saving throw. Mass Charm When using a charm, you may spend an additional spell point to charm an additional number of creatures equal to your casting ability modifier. Each target must be within range and must be affected by the same charm. Once created, each charm is considered a separate sphere effect. Mental Cloud Prerequisites: Mass Charm Whenever you use the charm ability, you may spend an additional 2 spell points to manifest the charm as a literal cloud of mental energy. The cloud is a sphere with a radius of up to 10 feet + 5 feet per 5 talents you posses in the mind sphere, centered on a point within range of your charm ability and lasts for 1 minute per talent you posses in the mind sphere or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The cloud is visible, but does not obscure sight or grant concealment. Whenever a legal creature enters this cloud (including allies, enemies, or even yourself) or begins their turn inside it, they become subject to the charm and may attempt a saving throw if allowed by the charm. A creature can only be affected by the cloud once, even if it spends multiple turns inside the area of effect. All variables of the charms effect must be chosen at the time the cloud is created. Mind Sense Prerequisites: Read Mind Casting Time: 1 action

1 action Range: Self

Self Components: S, V

S, V Duration: Instantaneous

Instantaneous Spell Point Cost: 0 SP As an action, you can attempt to detect the presence of thinking creatures you can't see. You know the location of any thinking creature within a radius of 30ft + 30 ft for every 5 levels you have in classes that grant access to spheres. This ability penetrates most barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks it. You can't detect creatures that are immune to your charm ability. Creatures detected by this ability are valid targets for the charm ability even if you can't see them. If you have 10 or more levels in classes that grant access to spheres, you may spend a spell point to search for a specific mind in a much larger area. You can look for any single creature that you have previously detected using the base detect thoughts action, if the creature is within 1 mile and not behind barriers that would block the base ability you immediately learn its location. Ranged Mind Double the range of your charm ability. You may select this talent twice, the effects stack. Sphere Specialization (Mind) Prerequisites: 5 levels in classes that grant access to spheres. Your mana limit is 1 higher for abilities from the mind sphere, but 1 lower for abilities from other spheres. If you have multiple Sphere Specialization talents, the higher mana limit applies to all spheres you have the sphere specialization talent for and the lower mana limit applies to all spheres you do not have the sphere specialization talent for.

Silver Tongue Whenever you make a Charisma (Intimidate), Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check you may spend a spell point to forgo rolling the d20 and get a 10 on the die. Subtlety If a target succeeds on a saving throw against one of your charms, they must immediately attempt a Wisdom saving throw. If they fail this second saving throw, they do not realize they were the subject of an attempted mental assault. Thrallbirth Prerequisites: Mind Control, Amnesia, Inception, 15 levels in classes that grant access to spheres Casting Time: 1 hour

1 hour Range: Touch

Touch Components: S, V, M

S, V, M Duration: Instantaneous

Instantaneous Spell Point Cost: 8 SP You may spend 8 spell points in an elaborate ritual that strips all semblemce of free will from a creature with 15 or fewer maximum hit points. Once the ritual is complete the target follows any order you give it to the best of its abilities and absent any explicit instructions will do whatever it believes you would want it to do. Creatures that are invalid targets for your Charm ability are unaffected by this ability. This ability has material components, a stone altar and an intricately etched glass sphere set in precious metals worth at least 500gp. Each such sphere can only be used for one instance of this ability and the thralls free will is restored if the sphere is ever destroyed. Otherwise, the effect is permanent unless removed by a wish spell or similarly powerfull magic. By completing a second ritual you can transfer control of any thrall (even those not created by you) to yourself or another creature within 30ft. This ritual takes 10 minutes and does not cost any spell points, but requires that you have the glass sphere used as a material component for the ability that created the thrall. Zeitgeist Prerequisites: Mass Charm, Ranged Mind, 13 levels in classes that grant access to spheres You may spend additional spell points to affect entire communities with your charms. You may spend 2, 3, or 4 spell points to target 200, 2000 or 5000 creatures within 1, 2 or 3 miles (respectively). If the charm allows a saving throw, every individual in range with 15 or fewer maximum hit points automatically fails their saving throw, while everyone with more hit points gets advantage on their saving throw. If there are more targets that can be targeted by the charm in the area than the maximum number of creatures that can be affected, only the closest 200/2000/5000 targets are affected. When used this way, increase the casting time of the charm by 10 minutes.

Charm Talents Amnesia You may reach into a subject’s memory and remove information and awareness of people, places, things, or events. Lesser Charm: The target must make a Wisdom saving throw. On a failed save, they lose any recollection of what happened in the last round, back to the beginning of your previous turn. A reminder of the events, such as witnessing a similar action taken by one of the involved creatures or distinctive items being used in the same fashion or someone informing them about the event, allows the target to attempt a new wisdom saving throw to recall the forgotten memories. If the inception charm is used on the target, the caster immediately becomes aware that the targets mind was tampered with and may choose to restore the removed memories instead of applying the charms normal effect. The target may also have their memory restored through the Life sphere’s Restore Essence talent or the Dispel Magic spell. Dispel Magic and Sphere abilities When using dispel magic or similar spells that care about the level of spell, you treat sphere abilities as spells of a level equal to the number of spell points spent on that ability -1. For example, a minor charm would typically cost 2 spell points and count as a first level spell. Sphere abilities on which 1 or fewer spell points were spent count as cantrips for this purpose. Minor Charm: As the lesser charm, but the ability now affects all memories from a time up to 10 minutes in the past and the effect may only be dispelled by the Inception charm if the number of spell points spent on that ability is greater than the number of spell points spend on this charm. Major Charm: As the minor charm, but you may now have the target lose all memory of a single person, location, item, or event, such as the identity of someone they talked to, or a robbery they participated in. The total time of the removed memories cannot be greater than 5 minutes per talent you posses in the mind sphere. In addition, you may specify a code word or phrase that will immediately restore the targets memories. The target needs to be able to hear the code phrase in order for the memories to return, but the phrase does not need to be in a language they understand. Greater Charm: As the major charm, but the total duration of removed memories increases to 1 hour per talent you posses in the mind sphere and the target no longer gets a new Wisdom save when something reminds them of the lost memories. Powerful Charm: As the greater charm, but the total duration of removed memories increases to 1 day per talent you posses in the mind sphere and the memories may only be restored through the Life sphere’s restore essence talent if the caster also possesses the restore mind talent (dispel magic and the inception charm work as normal). Ultimate Charm: As the powerful charm, but the total duration of removed memories is no longer limited. If you remove more than one year's worth of memories, the target gets an additional saving throw for each year of memories you remove. If the target fails their initial saving throw but succeeds on any of the subsequent saving throws the ability fails, but the target falls unconcious for 1d6 hours and randomly loses bits and pieces of their memory (the GM determines what memories are lost). This version of the ability has casting time of 10 minutes and a material component: an ornately carved ivory sphere worth at least 250 gp. Each such sphere can only be used for one instance of this ability and the removed memories return if the sphere is ever destroyed. Otherwise, the memories can only be recovered by the code phrase (if you choose to set one) or a wish spell. Other: If you have access to the greater inception charm, you may fill in the gaps left in the targets mind with fabricated memories. This works exactly like the greater version of the inception charm, except that the duration of the falsified memories is equal to to the duration of the removed memories. You do not have to pay the spell point cost (or expend an action) for the inception charm, but you increase the cost of the amnesia charm by one spell point. Removing or dispelling the falsified memories does not automatically restore the removed memories or vice versa. You may only combine the two charms in this way if the duration of the altered memories is no longer than 24 hours Calm You may suppress emotions in hostile creatures and calm them down. You may deny raging creatures their battles or joyous creatures their revelry. Lesser Charm: You surpress any strong emotions in the target. For up to 1 minute while you are concentrating you can suppress any effect causing a target to be charmed or frightened. When the ability ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Major Charm: As the lesser charm, but in addition you may have the target make a Wisdom saving throw or lose any desire to fight or engage in revelrous behavior for the duration of the ability. It will not attack creatures it is hostile towards and will not seek out confrontation on its own. This indifference ends if you or any of your companions take any hostile actions towards the target or any of its allies. Greater Charm: Like the minor charm, but the target is no longer able to care about their allies being attacked. You may now take hostile actions against the targets allies without ending the ability. In addition, the ability now lasts for up to 10 minutes while concentrating. Powerful Charm: Like the major charm, but on a failed saving throw the target now loses the desire to act in any way whatsoever. The target takes no actions and will not defend itself or its friends even if attacked. Candor You compel words of honesty in your subject, bringing truth to their voice. Lesser Charm: The target must make a Charisma saving throw. On a fail the target is compelled to speak only what they believe to be true. This does not compel them to speak, but it does prevent any words they do say from being intentionally dishonest. You are not informed of whether or not the target succeeded or failed on their saving throw. The target is aware that this charm was used on them whether they succeed on the saving throw or not and can avoid answering questions to which they would normally respond with a lie. This ability lasts until the end of your next round. Major Charm: As the lesser charm, but you know whether or not the target succeeded or failed on their saving throw and the duration is increased to 10 minutes. Greater Charm: The target must make a Charisma saving throw or be compelled to truthfully answer a single question directly put to it. You know whether or not the target succeeded or failed on their saving throw. The target has to answer truthfully, but is not required to volunteer additional information beyond the immediate scope of the question and may give deliberately misleading or unhelpful answers. A successful save makes the target immune to this ability for 24 hours. Powerful Charm: The target must make a Charisma saving throw or be compelled to truthfully answer any questions asked of it for 1 hour. The target may not give deliberately misleading answers, nor can they withhold information tangentially related to the question if they believe their questioner would want to know. A successful save makes the target immune to this ability for 24 hours. Cerebral Strike You unleash a storm of psychic energy that invades and harms the mind of your target. Lesser Charm: The target takes 1d4 psychic damage per talent you posses in the mind sphere. Note: This is a lesser charm, so once you use it on a creature, you cannot use this version of the charm on it again until you complete a long rest Minor Charm: As the lesser charm, but the target also gains disadvantage on your choice of Intelligence, Wisdom, or Charisma saving throws until the end of your next turn. Major Charm: As the minor charm, but the damage increases to your casting ability modifier + 1d6 per talent you have in the mind sphere. Greater Charm: Like the major charm, but the disadvantage applies to ability checks as well as saving throws and lasts for 10 minutes. Powerful Charm: Like the greater charm, but the target also must make an Intelligence saving throw. On a failed save, the targets intellect and personality shatter, their Intelligence and Charisma scores become 1, they cannot cast spells, activate magic items, understand language or communicate in any intelligible way. The target can, however, still identify their friends, follow them and even protect them. This effect lasts for 1 minute and the saving throw is not subject to disadvantage inflicted by the cerebral strike charm. Ultimate Charm: Like the powerfull charm, but the duration of the reduced ability scores is no longer limited. Instead, the target may make a new intelligence saving throw every 30 days, on a succes the ability ends. The effect can also be removed by the Life sphere’s Restore Essence talent or the Dispel Magic spell.

Dreamscape You may create and enter a dream world. Lesser Charm: You create a quasi-real extraplanar space, a dreamscape, which consists of a 10-foot cube + another 10-foot cube for every character level you posses. You can arrange the layout, the ambient light level, temperature and basic design of the dreamscape as you choose, but you do not have fine control over the details of the dreamscape and the specifics of how it appears will shift based on your current state of your mind (eg. you can choose to have the dreamscape appear as a castle, but not a specific castle and if you are worried or stressed it may appear to be under siege or shrouded in shadows). The dreamscape continues to exist for 1 day or until you spend an action to destroy it. You may only have one dreamscape active at a time. Whenever you fall asleep while the dreamscape exists, you may enter the dreamscape and interact with it using a copy of your body and any items that you are carrying. While you are in the dreamscape, you have no way of interacting with the real world other than by waking up, but you may otherwise take any actions you would normally be able to do. Regardless of how you spend your time in dreamspace, you gain the normal benefits of sleep upon waking up. This charm has a range of Self. Minor Charm: As the lesser charm, but you may choose, as an action, to enter or leave the dreamscape while you are awake. You may now also take a number of other creatures equal to the number of talents you posses in the mind sphere with you. You can only take willing or unconscious creatures with you and all creatures need to be wihtin 30ft of you at the time you enter the dreamscape. When a conscious creature enters a dreamscape, their body in the real world falls unconscious. Taking any damage immediately pulls a creature out of the dreamscape and back into the real world and if you leave the dreamscape any other creatures inhabiting the dreamscape at that time are also forced back into their real bodies. Major Charm: As the minor charm, but you may now pull unwilling creatures into your dreamscape. Unwilling creatures can make a Wisdom saving throw to prevent being dragged into the dreamscape. Once inside, any creature that chooses to may make a Wisdom saving throw at the end of each of their turns. On a success the creature tears appart the dreamscape, forcing any creatures currently inhabiting it to return to their real bodies. Greater Charm: As the major charm, but the number of creatures you can take with you in the dreamscape is no longer limited. Additionally, when an unwilling creature makes their saving throw to escape from your dreamscape, you may make a Wisdom save to keep the dreamscape intact. On a success, the creature escapes, but any other creatures currently inhabiting the dreamscape remain behind. Powerful Charm: As the greater charm, but your dreamscape becomes a true demiplane, allowing objects and people to physically enter it. When you use this ability, you may create a blurry, translucent doorway on a flat solid surface you can see within range connected to a similar door inside your dreamscape. Objects and creatures that pass through the door physically enter into your dreamscape. Creatures that enter this way do not fall unconscious and unwilling creatures do not get saving throws to escape back into the real world. Objects or creatures that are physically present in a dreamscape can only leave through the doorway they entered through or by using abilities that allow you to traverse between planes (such as the planeshift spell). When the ability ends creatures and objects still physically present in the dreamscape are ejected into the real world at the location of the door. Ultimate Charm: As the powerful charm, but the dreamscape becomes permanent (it no longer collapses after 1 day). Whenever you use the ultimate or powerful dreamscape charm you may choose to anchor the dreamscape to a new point in the physical world instead of creating a new dreamscape. In that case, the previous entrance to the dreamscape dissapears and a new door appears on a flat solid surface you can see within range. You still cannot have more than one dreamscape active at a time. This version of the ability has casting time of 10 minutes and a material component: a pendant in the shape of a door made of precious metals and gemstones worth at least 1000 gp that is consumed when this ability is used. Enthrall You may manipulate a creature's mind to make them view you more favorably. Lesser Charm: You attempt to charm your target. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, the target can't attack you or target you with harmful abilities or magical effects. This effect immediately ends if you or your companions do anything harmful to the target, but otherwise lasts as long as you concentrate, up to 10 minutes. When the ability ends, the creature knows it was charmed by you. Minor Charm: As the lesser charm, but while the effect lasts, the target gains the charmed condition and regards you as a friendly acquaintance. The effect now lasts for 1 hour unless you or your companions take any hostile actions towards the target. Major Charm: As the minor charm, but the effect lasts for one hour per talent you posses in the mind sphere unless you or your companions take any hostile actions towards the target.

Greater Charm: As the major charm, but the target regards you as someone they hold dear, such as a beloved family member, a lover or a good friend. Ultimate Charm: As the greater charm, but the target regards you as someone they have a deep adoration and loyalty towards. They will tend to accept request from you that aren't against their nature without question and will defend you even from their own allies. Domination Prerequisites: Enthrall, Project Thoughts You may take direct control of a creature's mind, forcing it to do your bidding. Major Charm: The target must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. Greater Charm: As the major charm, but the ability requires concentration and lasts up to one minute. Additionally, you can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Powerful Charm: As the greater charm, but the effect lasts up to one hour. Ultimate Charm: As the powerfull charm, but the effect lasts up to one hour per talent you posses in the mind sphere. Geas Prerequisites: Inception You can embed a magical command in the targets mind, forcing it to carry out some service or refrain from some action or course of activity as you decide. Major Charm: The target must make a Wisdom saving throw. On a fail, you may give the creature your instructions and it becomes charmed by you for 1 day. While the creature is charmed this way, if it acts in a manner directly counter to your instructions it takes 1d10 psychic damage for every two talents you posses in the mind Sphere and the ability ends. You can issue any command that the target can understand as long as it isn't against the creatures nature. You can end the spell early by using an action to dismiss it, otherwise the Geas is treated as a curse and can only be dispelled by spells or abilities that allow you to remove curses. The casting time of this charm is 1 minute. Greater Charm: As the major charm, but the duration is 30 days and you can issue any command that isn't obviously fatal (even if it is against the target's nature). Additionally, the ability does not end after the target takes damage from it. Powerful Charm: As the major charm, but the duration is 1 year and the ability cannot be removed except by abilities on which 8 or more spell points were spend or spells seventh level or higher. Ultimate Charm: As the powerful charm, but the ability is permanent unless removed by a ninth level spell or an ability on which at least 10 spell points were spend. Inception You may add trivia, knowledge, and memories to a person’s mind, whether or not this information is grounded in fact. Lesser Charm: You may insert a rumor or similarly vague piece of information into the targets mind. The target makes a Wisdom saving throw. On a fail, they remember the information as something they “heard somewhere” or “read once”, though they cannot recall the exact source of the information.

If the amnesia charm is used on the target, the caster immediately becomes aware that the targets mind was tampered with and may choose to remove the false memories instead of applying the charms normal effect. The false memory can also be removed through the Life sphere’s Restore Essence talent or the Dispel Magic spell. The target does not automatically believe the false memories, they just believe that they've heard or read it somewhere. An illogical or incoherent memory, such as implanting rumors of an armed squirrel rebellion threatening a nearby town, is dismissed, perhaps as a bizarre dream. Minor Charm: As the lesser charm, but the information can relate to things within the targets own experience, such as small details about friends’ lives or small bits of memorized knowledge like the exact location of a hidden entrance to a dungeon. This ability does not remove conflicting existing memories, though the faked memories are fresher in the targets mind than the real ones and will be recalled more easily. For example: a guard who knows the real password to a door, but has a false password implanted with this charm will likely try the false password first before recalling the actual password. In addition, the effect may only be dispelled by the amnesia charm if the number of spell points spent on that ability exceeds the number of spell points spend on this charm. Major Charm: Like the minor charm, but you may specify a code word or phrase that will immediately remove the implanted memories. The target needs to be able to hear the code phrase in order for the memories to be removed, but the phrase does not need to be in a language they understand. The target has no indication that the memories are removed until they try to recall them. Greater Charm: As the minor charm, but you may now craft memories of events that the target participated in. The total time of the falsified memories cannot be greater than than 5 minutes per talent you posses in the mind sphere. Whenever the target is confronted with new evidence that conflicts with the falsified memories they may make an Intelligence saving throw. On a success the target realizes that the memories are false, though the memories themselves persist. If the falsified memory involves the target doing anything they would not normally do or something that is against their nature they immediately realize the memories are false, without requiring conflicting evidence or a saving throw. Illogical or incoherent memories can still be dismissed by the target as a dream or delusion, though in that case the target may not immediately realize the memories are false. In addition, the effect may only be dispelled by the amnesia charm if the number of spell points spent on that ability exceeds the number of spell points spend on this charm. Powerful Charm: As the greater charm, but the duration of the modified memories can be up to 1 hour per talent you posses in the mind sphere and the memories may only be removed through the Life sphere’s restore essence talent if the caster also possesses the restore mind talent (dispel magic and the amnesia charm work as normal). In addition, you may leave a subtle compulsion to believe the falsified memories in the targets mind. For 1 hour after using this ability the target has disadvantage on Intelligence saving throws to disbelief the falsified memories. Ultimate Charm: As the powerful charm, but you may weave entire fabricated lives into the targets mind. The duration of the fabricated memories can now be up to 2 years per talent you posses in the mind sphere. If you have access to the powerfull version of the amnesia charm, you may remove an equal duration of memories as per that version of the charm. If not, the target remembers living both lives but is not automatically able to distinguish which is the real version of events. The target does not posses any training or skills they acquired in the falsified memories (though they might believe that they do). This version of the ability has casting time of 1 hour, can only be used on willing targets and has a material component: an ornately carved ebony sphere worth at least 250 gp. Each such sphere can only be used for one instance of this ability and the ability ends if the sphere is ever destroyed. Otherwise, the targets mind can only be restored by uttering the code phrase (if you choose to set one) or a wish spell. Mental Parasite You can send a piece of your mind into your target to see the world through their eyes. Lesser Charm: The target must make a Wisdom Saving throw. On a fail, you establish a mental link to the target that lasts for one hour.

While the link is active, you may use an action to see through the targets eyes until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. For each time you use this charm, you may take control of the targets senses for a total number of rounds equal to the number of talents you posses in the mind sphere. Minor Charm: As the lesser charm, but the link lasts until you complete a long rest and you gain access to all the targets senses, not just sight. This includes any special senses (like blindsight) that the target has. Major Charm: As the minor charm, but when you spend an action to use the targets senses the connection remains active for as long as you concentrate on it. The link now lasts for 1 day per talent you posses in the mind sphere and the total time you may take control of the targets senses is 1 minute per talent you posses in the mind sphere. Additionally, the target is now considered to be within range of your charm ability as long as both of you are on the same plane and the target has disadvantage on saving throws against your charms. Greater Charm: As the major charm, but the link now lasts for 1 week per talent you posses in the mind sphere and the total time you may take control of the targets senses is 1 hour per talent you posses in the mind sphere. Addionally, you may now specify an event the target may experience (such as meeting a specific person or entering a specific place) upon which the connection becomes active. You can still spend an action to activate the link manually. Ultimate Charm: As the greater charm, but the link is now permanent unless dispelled by the Life sphere’s Restore Essence talent, the Dispel Magic spell or a similar effect and the total time you may take control of the targets senses is no longer limited. Mind Shield You can shield the minds of yourself and others from mental attacks. Lesser Charm: The target's mind becomes shielded against hostile intrusions for 1 minute. During this time, whenever the target makes a Wisdom or Intelligence saving throw, they can roll a d4 and add the number rolled to the the saving throw. The target is automatically aware that they are under the effect of this charm. Major Charm: As the lesser charm, but the effect lasts until you complete a long rest and the target also gains resistance against psychic damage. Powerfull Charm: As the major charm, but the creature becomes completely immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells and the charmed condition. Ninth level spells and abilities on which 10 or more spell points were spend ignore this effect. Ultimate Charm: As powerfull charm, but ninth level spells and abilities on which 10 or more spell points were spend no longer pierce the shield. Even wish spells and effects of similar power used to affect the target's mind or to gain information about the target are foiled. Project Thoughts You inject your thoughts into the minds of others, sending messages over great distances. Lesser Charm: You send a short message of twenty-five words or less to a creature that you can see within range. The creature hears the message in its mind and recognizes you as the sender if it knows you. There is no limit to the number of times you may use this lesser charm per day on the same target. Minor Charm: As the lesser charm, but the range is 1 mile and the ability does not require line of sight. Additionally, the target can immediately send a second message of 25 words or less as an answer. Major Charm: As the minor charm, but you can send the message across any distance and even to other planes of existence. If the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. Additionally, the ability now enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. Greater Charm: As the major charm, but you establish a direct psychic link to the target that allows you to communicate back and forth for a duration of up to ten minutes. You are no longer limited to 25 words per message. In addition, if the target is willing, you may use the targets senses (as per the major Mental Parasite charm) and they may use yours as long as the link is active. Powerful Charm: As the greater charm, but the link lasts until you complete a long or short rest. Puppeteer You mentally pull and tug at the target’s muscles and influence the physical motions made by their limbs and extremities. Lesser Charm: The target makes a wisdom saving throw, on a fail you gain partial control over their motions for as long as you concentrate, up to 6 rounds. Whenever the target attempts to make an attack you may use your reaction to give them disadvantage on the attack roll. Minor Charm: As the lesser charm, but your control over the target is strong enough to impede larger motions. Whenever the target attempts to use their movement or cast a spell or ability with a somatic component while within range of your charm ability you may use your reaction to make their motions jerky and inaccurate. Spells or abilities they were in the process of casting fail and have no effect and if they were in the process of moving they fall prone and the movement is wasted.

Major Charm: As the minor charm, but the duration of the effect is 1 minute and you may prevent the target from moving entirely. Whenever the target attempts to make an attack, use their movement, cast a spell with a somatic component or use an ability with a somatic component while within range of your charm ability you may use your reaction to cause them to become paralyzed until the start of their next turn. Spells or abilities they were in the process of casting fail and have no effect, attacks they were in the process of making automically miss and if they were in the process of moving they fall prone and the movement is wasted. While paralyzed by this ability, the target can still speak, casts spells or use abilities that do not have somatic components and concentrate on existing spells and abilities, but they cannot take any actions that require control of their limbs. Each turn while the target is paralyzed in this manner, you may use your bonus action to prolong the paralysis until the start of your next turn (the paralysis still ends if the ability ends). Additionally, if you posses the ventriloquist charm talent, you may spend an additional spell point to also wrest control over the targets speech as per the major ventriloquist charm for the duration of this ability. Greater Charm: As the major charm, but your control over the target is precise enough for you to move their body in jerky, shambling movements. While the target is within range of your charm ability and paralyzed by this charm, you may use your action to make the target attack a creature within range, use an item, interact with an object or use the the dodge, grapple, hide or shove action in a way you choose. The targets motions are unnatural enough that it is clear to others that something strange is going on. Powerful Charm: As the major charm, but you may wrest full control of the target's body. The duration of the ability is now one hour per talent you posses in the mind sphere and initiating the charm no longer requires concentration. Your control now also lasts until you deliberately release it or the ability ends. While the target is under the effect of this charm and within range, you may have the target gain the paralysis condition as a bonus action on your turn or as a reaction to them attempting to make an attack, use their movement, cast a spell with a somatic component or use an ability with a somatic component. This requires concentration and the target is freed from the paralysis when you lose concentration, though the charm itself does not end and you may have them gain the paralyzed condition again by spending a bonus action or reaction as normal. While the target is paralyzed by this ability, you can use your action to take direct control of the target. Until the end of your next turn, the target takes no actions on its own and during its turn you can force it to move, attack, use items, interact with objects or use the dash, disengage, dodge, grapple, hide or shove actions in a way you choose. You are also able to force the target to take other purely mundane actions (subject to GM approval), but you cannot force the target to use spells, sphere abilities or other types of innate magic, as such abilities are always tied to the creatures mind in some way. Likewise, most class features and innate monster abilities require a particular state of mind or are slighlty supernatural in subtle ways and as such cannot be used while under the influence of this charm. While you are in direct control of the target you may also force them to use a reaction to make an attack of opportunity, but this requires you to use your own reaction as well. The targets movements are no longer shambling or unnatural and could be mistaken for actions the target has taken on their own, though the target can still verbally inform its allies of what is happening. While you are in control of the targets body, any Dexterity (Acrobatics), Strength (Athletics), Dexterity (Stealth) or Dexterity (Sleight of Hand) checks the target make use your proficiency bonus (if applicable) and the targets ability modifier. If you have acces to the greater ventriloquist charm, you may spend an additional spell point to also wrest control over the targets speech as per that version of the charm for the duration of this ability. While the target is under the influence of both charms, you have complete control over every part of the targets body. There is no longer any outward indication that the target is not in control of their actions.

Ultimate Charm: As the Powerful charm, but the duration is 1 day per talent you posses in the mind sphere. If you have access to the powerful ventriloquist charm, you may wrest control over the targets speech as per that version of the charm for the duration of this ability, this does not cost an additional spell point. Read Mind Lesser Charm: The target makes a wisdom saving throw. On a fail, you get a sense of the targets emotional state, but not any specific thoughts. For instance, you'd learn that your target is angry, but not why they are angry or whom they are angry with. Creatures with an Intelligence of 3 or lower or those that don't speak any language are unaffected by this charm. Minor Charm: As the lesser charm, but the target does not get a saving throw to prevent you detecting its emotional state, the effect lasts for 1 minute per talent you posses in the mind sphere and you are also able to read the surface thoughts of the target (what is most on its mind in that moment). Questions verbally directed at the target creature naturally shape the course of its thoughts, so this ability is particularly effective as part of an interrogation. Additionally, as an action, you can attempt to probe deeper into the targets mind. The target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any) and one thing that loom large in its mind (such as something it worries over, loves, or hates). If it succeeds, the ability ends. Either way, the target knows that you are probing into its mind and can use its action on its turn to make an Intelligence check contested by your Intelligence check. If it succeeds, the ability ends. Major Charm: As the minor charm, but when you probe the targets mind you may also search for and view a single memory the target has that is less than a day old. Greater Charm: As the major charm, but the duration is 1 hour per talent you posses in the mind sphere and you may search for memories that are less than a year old. Powerful Charm: As the major charm, but the entirity of the targets mind opens up to you. When probing the targets mind you can extract any single memory or any piece of information the target knows. Ventriloquist You can tamper with a mind’s language center, impeding or altering the flow of words. Lesser Charm: You can tug on the strings of conversation, altering the sounds of words, inserting or negating vocalizations as you see fit. The target makes a wisdom saving throw. On a fail, you gain partial control over their speech for up to 6 rounds as long as you concentrate. Whenever the target attempts a Charisma (Intimidate), Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check that relies on speech while they are within range of your charm ability you may use your reaction to give them disadvantage on the check. Minor Charm: As the lesser charm, but your control is strong enough that the target cannot speak unless you allow it. Whenever the target attempts to speak, cast a spell with a verbal component or use an ability with a verbal component while within range of your charm ability you may use your reaction to silence them until the start of their next turn. Spells or abilities they were in the process of casting fail and have no effect. Major Charm: As the minor charm, but the duration of the ability is 10 minutes, using the ability no longer requires concentration and you may wrest full control of the target’s speech. While the target is silenced by this ability, you may force them to speak whatever words you want. While the target is controlled this way, their speech becomes out monotone and rigid, making it clear to others that something strange is going on. Your control now lasts until you deliberately release it or the ability ends. While the target is under the effect of this charm and within range, you may silence the target as a bonus action on your turn or as a reaction to them attempting to speak or use a spell or ability with a verbal component. This requires concentration and the target loses the silenced condition when you lose concentration, though the charm itself does not end and you may silence them again by spending a bonus action or reaction as normal. Greater Charm: As the major charm, but the duration is one hour per talent you posses in the mind sphere and your control over the targets speech is greater still. The words you put into their mouth are spoken with the exact intonation and speech patterns the target normally has. The target still has control over the rest of their body and may gesture to make it clear that something is wrong. Additionally, while you are speaking through the target, any Charisma (Intimidate), Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) checks the target makes use your ability modifier and proficiency bonus (if applicable) instead of those of the target. Powerful Charm: As the greater charm, but the duration is one day per talent you posses in the mind sphere.