Tuesday, 16 May 2017

Sorcery: Mind Control Spells VIII

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: 60 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent (until fulfilled).

Give a 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; 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%) [60]. Note: Variable Enhancement provides +13% 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: 42 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.

The caster can hijack a 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.
At level 1, Sensory Control requires skin-to-skin contact to initiate (but not to maintain). At level 2, you can use it at range; you are at -1 per yard of distance to the target. Replace this with normal range penalties (p. B550) at level 3, long-distance modifiers (p. B241) at level 4, and no range penalties at all at level 5.
Statistics: Illusion (Mental, +100%; Short-Range 2, -20%; Sorcery, -15%) [42].

Hallucination
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

The subject hallucinates (p. B429) for 1 minute.
Statistics: Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Hallucinating, +50%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, 15%) [32].
  
Oath
Keywords: Resisted (Will).
Full Cost: 57 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent (until fulfilled).

Give a willing 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 (Will; Accessibility, Only on willing subjects, -30%; 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%) [57]. Note: Variable Enhancement provides +13% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

No comments:

Post a Comment