Sunday 12 February 2017

Sorcery: Mind Control Spells

Sorcery: Mind Control Spells

Mind control magic is a traditional thing for the spellcasters, but the printed sourcebooks are lacking in Mind Control spells. Let's look at GURPS Magic and make some more, starting with the easier ones! Berserker turns any person into a mad warrior. Bravery makes the subject brave, but overconfident. Mass Daze, Mass Sleep, and Sleep disable creatures temporarily. Panic makes the enemies run away in fear. Rear Vision lets the subject be aware of surprise attacks from behind. Strengthen Will and Weaken Will increase and decrease the subject's Will score, respectively.

Berserker
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The victim gains the Berserk (6) disadvantage (p. B124) for the duration of this spell. He goes berserk in any combat situation, regardless of whether he was wounded or not. This only affects sapient (IQ 6+) creatures.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Berserk, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [30]. Note: “Berserk” is Berserk (6) (Battle Rage, +50%) [-30].

  
Bravery
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You make the subject braver. The subject adds 4 level to his Will whenever he makes a Fright Check or must resist the Intimidation skill (p. B202) or a supernatural power that induces fear. He also subtracts 1 from all Intimidation rolls made against him. However, this bravery makes the subject overconfident. Treat this as having Overconfidence (p. B148) with a self-control number of 12. The spell can only affect sapient (IQ 6+) beings.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Bravery, +70%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Note: “Bravery” is Fearlessness 4 (Magical, -10%; Temporary Disadvantage, Overconfidence (12), -5%) [7].

Mass Daze
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 39 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Creatures in the area are dazed for 3 minutes. If a subject is standing, he remains upright, but can do nothing. If the subject is struck, slapped, or shaken, he recovers on his next turn. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover. You can omit any creatures from the effect. This spell can only affect sapient (IQ 6+) creatures.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sorcery, 15%) [39]. Additional levels add Area Effect (+50%) [+5].

Mass Sleep
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 48 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Creatures in the area fall asleep for 3 minutes, if they fail to resist. After this, they can be woken normally, but they will not necessarily wake up right away, especially if already tired. Upon waking up, each subject is stunned (p. B420) and may roll vs. Will once per second to recover. You can omit any creatures from the effect. This spell can only affect sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sleep, +150%; Sorcery, 15%) [48]. Additional levels add Area Effect (+50%) [+5].


Panic
Keywords: Area (Leveled), Resisted (IQ).
Full Cost: 35 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Those in the area leave the area immediately and become unwilling to enter it. You may reduce the area effect if you wish to. This spell can only affect sapient (IQ 6+) beings.
Statistics: Affliction 1 (IQ; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [35]. Additional levels add Area Effect (+50%) [+5].

Rear Vision
Keywords: Buff.
Full Cost: 39 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject becomes able to see all around him, as if he had the 360° Vision advantage (p. B34). He does not grow extra eyes, but he still needs eyes. If he’s blindfolded or blinded, he will become unable to see. This spell can only affect sapient (IQ 6+) beings.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Rear Vision, +280%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Rear Vision” is 360° Vision (Magical, -10%; Panoptic 1, +20%) [28].

Sleep
Keywords: Resisted (Will).
Full Cost: 42 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The subject falls asleep for 3 minutes, if he fails to resist. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired. Upon waking up, the subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings.

Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sleep, +150%; Sorcery, 15%) [42].

Strengthen Will
Keywords: Buff.
Full Cost: 16 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You increase the target’s Will by 1 per level of this spell for 3 minutes. This spell only affects sapient (IQ 6+) creatures.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Strengthen Will, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16]. Additional levels add further Strengthen Will to the Advantage enhancement (+50%) [+5]. Note: Each level of “Strengthen Will” is Will 1 (Magical, -10%) [5].

  
Weaken Will
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The victim suffers temporary Will loss equal to your margin of victory (maximum -10). Lower all skills based on Will by a like amount. This spell only affects sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Will-10, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50% Sorcery, 15%) [27].

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