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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