Sorcery: Memory Spells
Even though I have already converted spells that make the subject forget something, there are still some memory-related spells left. False Memory implants a delusion. Memorize temporarily imbues the caster with perfect memory. Recall makes the subject recall a fact. Remember Path makes the target always able to retrace his path.
False Memory
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Three days.
You can implant a temporary false
memory in the subject’s mind, adding him the Delusions (see p. B130)
disadvantage. If the subject is willing, no resistance roll is needed. If not, he
resists with Will and must be completely immobilized or otherwise under your
control while you cast the spell. Successful casting gets you inside of his
head. You must then win a second Quick Contest of IQ vs. Will – or make another
unopposed IQ roll, for a willing subject. You may substitute Brainwashing for
IQ, if better. You are at -1 per full -5 points of disadvantages applied. This
spell can only affect sapient beings.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to add Delusions, -40%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery,
-15%) [10].
Memorize
Keywords: Buff.
Full Cost: 11 points.
Casting Roll: None.
Range: Self.
Duration: 30 seconds.
All that the caster perceives at the time of casting (and for 30 seconds thereafter) is implanted perfectly in his memory, as if he had Photographic Memory (p. B51). The spell can be used to memorize maps, faces, an event, etc. It cannot be used to learn a skill or to retain a magically borrowed one.
The memory lingers perfectly for a day. After that, check IQ every day, at a cumulative -1 per day. On a critical success, the memory becomes permanent; on an ordinary success, the memory is still there. On an ordinary failure, the memory fades to the level that the caster would normally have of the event; on a critical failure, a false memory is created (still susceptible to eventual fading).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Memorize, +90%; Reduced Duration, 1/6, -15%; Sorcery, -15%) [11]. Note: “Memorize” is Photographic Memory (Magical, -10%) [9].
Recall
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: IQ. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
The subject recalls a single
forgotten or obscured fact or event as if he had Photographic Memory (p. B51).
The caster makes an IQ roll to restore the memory in question. Time penalties
apply, based on the time since the forgotten event occurred. Use Long-Distance Modifiers (p. B241) and
substitute “days” for “miles.” Eidetic Memory of the subject gives a +5 bonus; Photographic
Memory of the subject gives a +10 bonus (though individuals with Photographic
Memory will only need this spell to restore unnaturally removed memories). Only
a critical success allows a magically blocked memory to be recalled. A critical
failure could cause a false or distorted memory, or eradicate the memory beyond
hope of future recovery!
This is a Knowledge and a Mind
Control spell. When this spell is cast as a Mind Control spell, it can only
affect sapient creatures.
Statistics:
Affliction 1 (HT; Advantage, Recall, +90%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires IQ Roll,
-10%; Sorcery, -15%; Time-Spanning, Past, +50%) [21]. Note: “Recall” is Photographic Memory (Magical, -10%) [9]. When
used as a Mind Control spell, add Accessibility, Only on sapient beings, -10%
to Affliction. This makes the spell cost 20 points.
Remember Path
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject always knows which way
is north, and he can always retrace a path he has followed while the spell was
active, no matter how faint or confusing. This ability does not work in
environments such as interstellar space or the limbo of the astral plane, but
it does work underground, underwater, and on other planets. This gives +3 to
Body Sense and Navigation (Air, Land, or Sea).
Statistics:
Affliction 1 (HT; Advantage, Remember Path, +50%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21].
Note: “Remember Path” is Absolute Direction (Magical, -10%) [5].
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