Sorcery: Mind Control Spells VIII
Last Mind Control spells, finally! Great Geas imposes any Obsession on the subject. Hallucination gives random hallucinations, while Great Hallucination allows the caster to actively alter the subject's perception. Oath works similarly to Great Geas, but on a willing subject.
Great Geas
Keywords: Resisted (Will).
Full Cost: 59 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent (until
fulfilled).
Give a sapient subject a command to
do one specific thing. It can even be something a person could not feasibly,
realistically accomplish; “destroy every tree in the world” would be valid.
If the subject fails to resist, he
must make this command his first priority at all times. He is free to decide
how to go about it, however, and may approach the situation intelligently;
e.g., rather than grabbing an axe, he could contact a temp agency to hire a
small army of woodcutters. In effect, he has an Obsession (p. B146) with no
self-control roll.
Once the subject accomplishes the
goal, the geas ends. The only way to remove the geas before then is with Remove
Curse (GURPS Thaumatology: Sorcery,
p. 21); Dispel Magic (GURPS Thaumatology:
Sorcery, p. 21) has no effect.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent,
+150%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable
Enhancement, +125%) [59]. Note:
Variable Enhancement provides +25% of enhancements (+250%) but is limited by
“Accessibility, Only for Obsession with no self-control roll” (-50%) for a net
+125%.
Great Hallucination
Keywords: Resisted (Will).
Full Cost: 39 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.
The caster can hijack a sapient subject’s
senses, controlling what he sees, hears, smells, etc. If the caster wins a
Quick Contest of IQ vs. the subject’s Will (using normal range penalties), he
can feed him any images he wishes. The subject might see himself stranded on a
cliff side, in a crowded city street, in the middle of a lake, etc. The only
limits are the fiendishness of the caster’s imagination and the judgment of the
GM. The caster doesn’t control his subject’s thoughts, however; the subject may
choose to act on what he believes were his last correct sensory impressions (at
-10 to any actions if he can’t see the real world).
This spell requires constant
concentration. When the caster stops, the subject regains his senses immediately.
The caster can affect more than one person at once, but he is at -1 for every
subject already under his control.
Statistics:
Illusion (Accessibility, Only on sapient beings, -10%; Mental, +100%;
Short-Range 2, -20%; Sorcery, -15%) [39].
Hallucination
Keywords: Resisted (Will).
Full Cost: 31 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.
Sapient subject hallucinates (p.
B429) for 1 minute. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Fixed Duration, +0%; Hallucinating, +50%; Malediction 2, +150%; No
Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [31].
Oath
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent (until fulfilled).
Give a willing sapient subject a command to do one specific thing. It can
even be something a person could not feasibly, realistically accomplish;
“destroy every tree in the world” would
be valid, but the subject must speak the oath.
The subject must make this command his
first priority at all times. He is free to decide how to go about it, however,
and may approach the situation intelligently; e.g., rather than grabbing an
axe, he could contact a temp agency to hire a small army of woodcutters. In effect,
he has an Obsession (p. B146) with no self-control roll.
Once the subject accomplishes the
goal, the oath ends. The only way to remove the oath before then is with Remove
Curse (GURPS Thaumatology: Sorcery,
p. 21); Dispel Magic (GURPS Thaumatology:
Sorcery, p. 21) has no effect.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Cosmic, Immune to Dispel
Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Sorcery, -15%; Variable Enhancement, +125%) [44]. Note: Variable Enhancement provides +23%
of enhancements (+250%) but is limited by “Accessibility, Only for Obsession
with no self-control roll” (-50%) for a net +125%.
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