[quote=Fallenreaper] I tend to remember how hard it is to get a PC to be in IC, thus the runes are an option for those who PCs tend to be rather stubborn and at least need some protection until Players can figure out how to solve that problem. Whether the Players tend to keep that form of protect or chose to find a way IC of making it possible for their PCs to take the WCs (Warding Classes) is up the Players. Like with the Bloods, it has its strengths and weaknesses that all 3 GMs can play off of. Also, keep in mind that the higher level Psychomancy effects resulting in changing any PC’s mind aren’t instant- from what I understood between Lucius and his write up-take time to be fully affective. During that point, they are vulnerable to attack when their foe realizes what they are doing and can end up having their focus split between dodging to avoid an early grave and maintaining that effect. Like with any blood, doing multiple things at one time drains a lot of blood in long durations. Even a master vitamancer would have trouble healing self and others while remaining on the offensive because both the split focus and multitasking. It’s one of the Blood’s few laws (right now the 3 at the top of my mind) about magic, though they aren’t listed anywhere (might later on when the list is complete), I refer to them often in my explanations sometimes: To be honest, Leon, there’s a few ways to ward off Psychomancy. I’ll start with the Runes then move over to the others which are sadly beyond mortal and rarer forms of protection. (AKA GM decision and IC deliverance/gained only.) Alright Runes:Out of the ancient magic, Rune’s is closest to being like the Arcanite mageblood. That’s why it’s got a wide range of abilities that aren’t accessible by other magic, but at a high price. Namely a few of its flaws are…Val will be creating these Anti-Psychomancy Runes upon being asked IC or before mages head off to missions, which they either return them or keep said rune. Now before any of the mages in this blood worry about their Blood being useless against anyone wearing these, don’t. These runes are designed to protect from key aspects of Psychomancy and only triggered by those said aspects which If anyone is curious how then I can go into greater depth over it. (Damn it Lucius, you’re spreading…) The defense is likely different then the WC because they redirect the mage’s arcanite magic into the Rune itself, where the mage will find a fun old mental maze/puzzle which they can either fruitlessly explore/try to solve or chose to exit out without a problem. Even for a master Psychomancer the Rune’s defenses are rather frustrating as it defends against /redirects the magic influence related to those key powers-each ability with each class has its own arcanite signature allowing Runes to be more specific in what they prevent/allow/do- of Psychomancy into the Rune, rather than affect either mages’ mind at all. The second prevention is Divinity interference or result. God (or minor Goddesses) made items is extremely rare outside Plotline and while they are powerful there are extreme flaws to them. Depending on who made them then they can enhance or cancel out key blood classes, including the users own. Duuri is the Goddess of Psychomancy and anything she either blesses (good luck since you would have better luck finding a God item then this and it’s more of a curse then a blessing, Goddess of Insanity so it can’t be helped)or creates affects Psychomancy. Though usually each time the user relies on it, they risk suffering from one of her worshiped areas: Insanity; Mental illnesses; Cripples (Bodily or mentally). Some areas within Tiien, like Craggville (unless you’re a Noxomancer), can prevent/warp the uses any sort of magic while you’re in them. A fact that messes up many mages who’s source way to fight is magic since it can dampen the power or increase it, even sometimes making them backlash on their owners. :p Once you step out of range, the arcanite starts to work normally an the magic is at your normal levels. I’m tempted to make Midnight Island being a sort of a mine field with a wide range of fields which can randomly flux your mageblood’s power to either powerful or weak levels, canceling it out or turning it upon the mage themselves, all depending on where you’re standing in said mine field. :p On a side, funny note: I’m rather surprised no one attempted to swipe Val’s teleport rune as it current was sitting upon the table, unguarded. XD Not that there wasn't a nice little surprise if that had happened since no one knows how to use that rune properly. (Slightly different than other runes as it requires you to visualize where you want to go. :p) [/quote] So you need a rune to defend against key aspects of phsycomancy? Like per se, if one wanted to protect their thoughts from being read they would need to acquire a rune designed to block your thoughts from being read?