Monday, 15 May 2017

Sorcery: Mind Control Spells VII

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: 133 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 hour.

Makes the subject area unattractive to all 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 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%) [133]. 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 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: 130 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 hour.

Each 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 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%) [130]. Additional levels add Area Effect (+50%) [+25].

Will Lock
Keywords: Area (Leveled), Resisted ((ST+Will)/2).
Full Cost: 120 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 day.

Creates a circular zone that traps anyone 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 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%) [120]. Additional levels add Area Effect (+50%) [+25].

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