Cthangband Mindcrafting
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Mindcrafting is a form of magic. It does not depend on any other
entity, charm, or spirit, and can be done without books. The power
comes from or through the caster, and is in the form of "chi". The
one thing that will impede the power is to wear a helmet that does
not either confer ESP or raise the wearer's wisdom. That will reduce
the amount of chi the caster can use.
Mindcrafting is useful because it requires nothing to carry, and has
some potent abilities. It has relatively few abilities compared to most
of the other sorts of Cthangband magic, but these abilities gain power
and utility as the caster becomes more skillful, giving it versatility,
although not so much as other forms.
Simply knowing mindcrafting at a high level is useful, since anybody
with a mindcrafting skill of 80% or more automatically possesses ESP.
To use a mindcrafting ability, type "P" in the original keyset or
"^m" in the roguelike, select the power, select the target (if
necessary), and things will happen. The caster must not be confused,
and it is advisable to have enough chi for the casting. Although
the caster can use mindcrafting abilities when low on chi, there
are consequences.
These are the various mindcrafting abilities:
- Precognition (0% skill, 1 Chi)
- 0% skill: detect nearby monsters.
- 10% skill: detect nearby monsters and traps.
- 30% skill: detect nearby monsters, traps, and secret doors.
- 40% skill: detect nearby monsters, traps, secret doors, and
give a mental image of the surroundings.
- 50% skill: detect nearby monsters, traps, secret doors, give
a mental image of the surroundings, and confer ESP for a while.
- 60% skill: detect everything nearby, give a mental image of
the surroundings, and confer ESP for a while (characters of skill of
80% or more have ESP anyway, of course).
- Neural Blast (2% skill, 1 Chi)
This skill fires a blast of mental energy at a target, doing damage
based on the caster's skill modified by the nature of the target's
mind. With increasing skill, the blast may affect some sort of area
rather than just one creature.
- Minor Displacement (6% skill, 2 Chi)
Teleports the caster a short distance. If the caster's skill is 50%
or more, it will allow the caster to choose his or her destination.
- Major Displacement (14% skill, 6 chi)
Teleports the caster a long distance. If the caster has a skill of
60% or more, it also teleports nearby creatures randomly.
- Domination (18% skill, 7 chi)
Charms one or (at 60% skill) a group of creature, making it or them
your temporary ally.
- Pulverise (22% skill, 7 chi)
Creates a telekinetic wave that bursts into a damaging ball of sound
energy at the desired target. (Despite the name, it doesn't do
anything to walls.)
- Character Armor (26% skill, 12 Chi)
Provides additional protection for the character in the form of
increased armor class, and can provide additional temporary
resistance to damage.
- 30% skill: resist acid.
- 40% skill: resist acid and fire.
- 50% skill: resist acid, fire, and cold.
- 60% skill: resist acid, fire, cold, and electricity.
- 70% skill: resist acid, fire, cold, electricity, and poison.
- Psychometry (30% skill, 12 Chi)
Psychometry gives a feel for the nature of a potentially magical
item. At 80% skill, it identifies its name and nature.
- Mind Wave (36% skill, 10 Chi)
Tries to kill a nearby monster (or, at 50% skill, all visible
monsters) by directly attacking its or their brains.
- Adrenaline Channeling (46% skill, 15 Chi)
Clears pain and fear from the mind, negates stunning, recovers hit
points, allows the caster to move faster for a time, and makes the
caster feel heroic. At 70% skill, the caster feels exceptionally
heroic.
- Psychic Drain (50% skill, 10 Chi)
Sends a ball of psychic disruption that channels the chi of other
creatures back to the caster.
- Telekinetic Wave (58% skill, 20 Chi)
Sends out a wave of telekinetic force that hurts all nearby
creatures.
All contents of these pages
Copyright 2000 by David H. Thornley.