Wednesday 21 February 2018

Sorcery: Mind Control Spells XI

Sorcery: Mind Control Spells XI

Here we have four mind control spells converted from D&D/PF. Three of them are variants of the Terror spell that use different Fright Check tables.
   
Awe
Keywords: Area (Fixed).
Full Cost: 42 points for level 1 + 14 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

You strike awe into the hearts of sapient (IQ 6+) beings. You can target any area within 100 yards and affect everyone within a 10-yard radius – this is not selective and (unlike most Area spells) you cannot reduce the area! Those in the area must roll a Fright Check, applying any Magic Resistance as a bonus. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Awe variant table from GURPS Powers, page 85.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Terror 4, the subjects must make Fright Checks at -3.
This spell is not Resisted; the chance to succeed at the Fright Check takes the place of a normal resistance roll.
Statistics: Terror (Awe; Accessibility, Only sapient beings, -10%; Presence, +25%; Ranged, +40%; Sorcery, -15%) [42]. Additional levels add -1 to the Fright Check [+14].

Calm Emotions
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.

You can calm down a single creature. Only creatures with a racial IQ 6+ or less can be affected. This spell stops Berserk and prevents the subject from doing any destructive actions (he can still defend himself). Should the creature be attacked or injured, the compulsion breaks.
Statistics: Mind Control (Accessibility, IQ 6+ creatures only, -10%; Accessibility, Only to calm down, -30%; Emotion Control, -50%; Independent, +70%; Sorcery, -15%) [33].
   
Confusion
Keywords: Area (Fixed).
Full Cost: 42 points for level 1 + 14 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

You confuse sapient (IQ 6+) minds. You can target any area within 100 yards and affect everyone within a 10-yard radius – this is not selective and (unlike most Area spells) you cannot reduce the area! Those in the area must roll a Fright Check, applying any Magic Resistance as a bonus. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Confusion variant table from GURPS Powers, page 85.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Terror 4, the subjects must make Fright Checks at -3.
This spell is not Resisted; the chance to succeed at the Fright Check takes the place of a normal resistance roll.
Statistics: Terror (Confusion; Accessibility, Only on sapient beings, -10%; Presence, +25%; Ranged, +40%; Sorcery, -15%) [42]. Additional levels add -1 to the Fright Check [+14].

Crushing Despair
Keywords: Area (Fixed).
Full Cost: 42 points for level 1 + 14 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

You cause sapient (IQ 6+) beings to experience crushing despair. You can target any area within 100 yards and affect everyone within a 10-yard radius – this is not selective and (unlike most Area spells) you cannot reduce the area! Those in the area must roll a Fright Check, applying any Magic Resistance as a bonus. Low Self-Image gives -3 to the check and to all Will rolls to recover. Chronic Depression similarly gives -2 for a self-control number of (15), -4 for (12), -6 for (9), and -8 for (6). Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Despair variant table from Pyramid #3-92, page 29.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Terror 4, the subjects must make Fright Checks at -3.
This spell is not Resisted; the chance to succeed at the Fright Check takes the place of a normal resistance roll.
Statistics: Terror (Despair; Accessibility, Only on sapient beings, -10%; Presence, +25%; Ranged, +40%; Sorcery, -15%) [42]. Additional levels add -1 to the Fright Check [+14].

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