Sorcery: Mind Control Spells VII
Will they ever end? Avoid makes an area unattractive to subjects. Lure compels the subjects to reach the area's center. Will Lock imposes a command to not cross the area's border. Glib Tongue makes everything the caster says seem to be what the subject wants to hear, but the caster has no clue what he is saying!
Avoid
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 128 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 hour.
Makes the subject area unattractive to
all sapient (IQ 6+) creatures except the caster. Entering characters will feel
an intense unease, an urge to be somewhere else. The spell resists attempts to enter
its area (roll caster’s IQ vs. searcher’s Will). Victims won’t be aware of the
repulsion if it can act in a subtle way (e.g., you just felt like sitting in
front rather than in the middle...).
This is a subtle spell, and GMs
should roll in secret to see if it works. If it does, the victims should not be
told “You can’t look in that closet,” but just “you see nothing.” The spell
made them think they had checked the closet, or made each searcher think that
another one had checked it... and so on.
If the subject resists, he cannot be
affected by this spell again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to compel the subject to avoid the area, -60%; Area Effect, 2 yards, +50%;
Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%;
Persistent, +40%; Rationalization, +20%; Sorcery, -15%) [128]. Additional
levels add Area Effect (+50%) [+25].
Glib Tongue
Keywords: Resisted (Will).
Full Cost: 8 points.
Casting Roll: Will.
Range: Self.
Duration: 1 minute.
The caster can mystically make anything
he says be what the subject (who must be a sapient creature) wants to hear.
Whatever the caster says, even total gibberish, will find hearty agreement.
However, the caster won’t have a clue what the target thinks he’s saying... GMs
may give up to +3 on reaction rolls, depending on how cleverly the PC roleplays
this. Everyone he wishes to affect resists with Will, at a bonus based on their
distance from the caster (use the bonus under Size on the Size and Speed/Range Table, p. B550). If a subject
resists, the caster have his attention, but he hears what he wants to hear from
the caster.
Anyone who fails rolls on the
Reaction Table (p. B560) with a +3 bonus – or the caster can add +3 to an
Influence Roll (p. B359) against that person. All other modifiers, such as
situational modifiers, apply.
Statistics: Charisma
3 (Nuisance Effect, Caster is unaware of what he is saying, -20%; Requires Will
vs. Will Roll, -15%; Selective Area, +20%; Short-Range 2, -20%; Sorcery, -15%)
[8].
Lure
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 125 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 hour.
Each sapient (IQ 6+) being who steps
within this spell’s area of effect feels compelled to approach the center of
the affected region. The GM should roll the creature’s resistance in secret and
then tell the unlucky victim that he “feels curious about the chest” or some
such subtle hint. Once the victim has reached the center, he is immune to the spell
until he leaves the affected area (if he returns, he will once again be
“attacked” by the spell).
If the subject resists, he cannot be
affected by this spell again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient creatures, -10%; Accessibility,
Only to compel the subject to reach the center, -60%; Area Effect, 2 yards,
+50%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%;
Nuisance Effect, Ends as soon as completed, -5%; Persistent, +40%;
Rationalization, +20%; Sorcery, -15%) [125]. Additional levels add Area Effect
(+50%) [+25].
Will Lock
Keywords: Area (Leveled), Resisted ((ST+Will)/2).
Full Cost: 115 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 day.
Creates a circular zone that traps sapient
(IQ 6+) creatures inside at the moment of its creation. The barrier is purely
mental, working on the wills of the people trapped. For this reason, the
subjects must be aware they are being circled – if they are not, the Will Lock
has no effect on them.
If you tie or lose, the subjects can
sense coercion coming from you. In addition, you cannot try to affect them
again within 24 hours. The spell can also be broken if an outside party scuffs
the circles away.
Statistics:
Mind Control (Accessibility, Caster must encircle the area somehow, -25%; Accessibility,
Only on sapient creatures, -10%; Accessibility, Only to prevent the subjects
from crossing the border, -60%; Accessibility, Subjects must be aware of being
encircled, -10%; Area Effect, 2 yards, +50%; Based on (ST+Will)/2, +20%; Extended
Duration, 1,000x, +120%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%;
Terminal Condition, Circle being erased, -10%) [115]. Additional levels add
Area Effect (+50%) [+25].
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