Tuesday 1 August 2017

Sorcery: Mind Control Spells IX

Sorcery: Mind Control Spells IX

And here we have some stray mind control spells. Coma induces a coma. Mind-Killer is a very expensive spell that makes the subject give up on his life. Mind-Whip is a telepathic attack. Pacify is useful against berserkers or bullies.

Coma
Keywords: Resisted (Will).
Full Cost: 52 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spells induces a coma in a sapient creature. The victim collapses, profoundly unconscious, and will likely die in days unless treated; see Mortal Conditions (p. B429).
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Coma, +250%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [52].


Mind-Killer
Keywords: Resisted (Will).
Full Cost: 63 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

This spell can slay any sapient living creature (IQ 6+). It coerces the subject to will his own death.
A subject who fails to resist submits to the spell and is overcome with terrible pain (-6 penalty to all DX, IQ, skill, and self-control rolls) for one minute, and after that suffers a heart attack. General countermagic – such as Counterspell or Dispel Magic – is ineffective, but this spell can be ended prematurely with Remove Curse.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient living beings, -20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Fixed Duration, +0%; Heart Attack limited with Onset, 1 minute, +270%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Terrible Pain, +60%) [63].

  
Mind-Whip
Keywords: Resisted (Will).
Full Cost: 19 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

You can deliver a no-frills telepathic stab to a sapient living creature (IQ 6+), causing actual damage. If the subject fails to resist, he takes damage equal to your margin of victory (maximum 10 points)! DR does not protect against this damage.
Statistics: Toxic Attack 10 points (Accessibility, Only on sapient living beings, -20%; Damage cannot exceed margin of victory, -50%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [19].

Pacify
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 52 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

Every sapient (IQ 6+) being in the area when the spell is cast must resist or become unwilling to take further offensive action unless first subjected to it, which breaks the spell. In effect, they acquire the Pacifism (Self-Defense Only) disadvantage (p. B148), recover instantly from all aggressive traits (including Berserk), stop interpreting mental disadvantages in ways that demand violence, and ignore orders to engage in hostilities.
For the purposes of this spell, “offensive action” – on behalf of both the subjects and those who interact with them – constitutes not merely attacks but any use of items or abilities that could inflict FP or HP loss, affliction, or inconvenience. Those under the spell’s influence are free to use active defenses, assist unaffected allies with helpful items or abilities, leave, summon aid, etc. Provided that a subject is left in peace, he’ll return the favor, but if he’s offered violence, this ends the spell on him, though not on others. To exploit this to get a friend to “snap out of it” calls for actual injury (at least 1 HP), as the magic gives the perception that any lesser hurt was a forgivable accident.
The basic (52-point) version of this spell covers a two-yard radius. For each additional 5 points, you may double this radius; e.g., four yards for 57 points, 8 yards for 62 points, or 16 yards for 67 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Pacifism (Self-Defense Only), +15%; Fixed Duration, +0%; Malediction 2, +150%; Negated Disadvantage, Berserk, +200%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, 15%; Terminal Condition, Injury, -10%; Variable Area, +5%) [52]. Additional levels add Area Effect (+50%) [+5].

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