Tuesday, 10 March 2020

Treasure: Artifacts

Treasure: Artifacts

Finally, we can take care of the artifacts from the Dungeon Master's Guide for D&D 3.5. Some of the items have such effects that either cannot be properly represented with advantages or can be represented, but cost so much that the price will break the bottom of the inherent value table and bankrupt a medieval multimillionaire. That is, those items should be used as major rewards, epic treasures, etc., but not as items to craft or sell. Statblocks for those are omitted (or maybe I'm just being lazy). That's another milestone reached - now all the treasure has been ported over to GURPS. I think I'm done with all the core books already: spells, spellcasting traditions/classes, monsters, treasure, special materials, crafting. Time to move on to something else. Maybe finish the mind flayer-related monsters.

Book of Infinite Spells
This work bestows upon any character the ability to use the spells within its pages. However, any character not already able to use spells gains has -1 to ST, DX, IQ, and HT for as long as the book is in her possession or while she uses its power. A book of infinite spells contains 2d+22 pages. The nature of each page is determined by a 1d roll: 1-3, arcane spell; 4-6, divine spell.
Determine the exact spell randomly.
Once a page is turned, it can never be flipped back—paging through a book of infinite spells is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed. When the last page is turned, the book vanishes.
Once per day the owner of the book can cast the spell to which the book is opened. If that spell happens to be one that the character can cast via her own spellcasting abilities, she can cast it up to four times per day. The pages cannot be ripped out without destroying the book. Similarly, the spells cannot be cast as scroll spells, nor can they be copied into a spellbook—their magic is bound up permanently within the book itself.
The owner of the book need not have the book on her person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.
Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions. The owner knows this and may even benefit from the turning by gaining access to a new spell. The chance of a page turning depends on the spell the page contains and what sort of spellcaster the owner is.

Condition
Chance of Page Turning (on 2d roll)
Caster employing a spell that she can cast via her own spellcasting abilities
2
Caster employing a spell that she cannot cast normally
2-3
Nonspellcaster employing a divine spell
2-4
Nonspellcaster employing an arcane spell
2-5

Deck of Many Things
A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.
Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.
Plaque
Tarot Card
Playing Card
Summary of Effect
Balance
XI. Justice
Two of spades
Change alignment instantly.
Comet
Two of swords
Two of diamonds
Defeat the next monster you meet to gain 10 CP.
Donjon
Four of swords
Ace of spaces
You are imprisoned.
Euryale
Ten of swords
Queen of spades
-1 penalty on all DX, HT, IQ, and Will rolls to resist harmful abilities henceforth.
The Fates
Three of cups
Ace of hearts
Avoid any situation you choose… once.
Flames
XV. The Devil
Queen of clubs
Enmity between you and an outsider.
Fool
0. The Fool
Joker (with trademark)
Lose 10 CP and you must draw again.
Gem
Seven of cups
Two of hearts
Gain you choice of twenty-five pieces of jewelry or fifty gems.
Idiot
Two of pentacles
Two of clubs
Lose IQ (permanent). You may draw again.
Jester
XII. The Hanged Man
Joker (without trademark)
Gain 10 CP or two more draws from the deck.
Key
V. The Hierophant
Queen of hearts
Gain a major magic weapon.
Knight
Page of swords
Jack of hearts
Gain the service of a fighter.
Moon
XVIII. The Moon
Queen of diamonds
You are granted 1d/2 wishes.
Rogue
Five of swords
Jack of spades
One of your friends turns against you.
Ruin
XVI. The Tower
King of spades
Immediately lose all wealth and real property.
Skull
XII. Death
Jack of clubs
Defeat dread wraith or be forever destroyed
Star
XVII. The Star
Jack of diamonds
Immediately increase one primary attribute by 1.
Sun
XIX. The Sun
King of diamonds
Gain beneficial medium wondrous item and 10 CP.
Talons
Queen of pentacles
Ace of clubs
All magic items you possess disappear permanently.
Throne
Four of staves
King of hearts
Gain Charisma 2 plus a small keep.
Vizier
IX. The Hermit
Ace of diamonds
Know the answer to your next dilemma.
The Void
Eight of swords
King of clubs
Body functions, but soul is trapped elsewhere.
Balance: The character must change her mental disadvantages to be as furthest away from her original mental disadvantages. This must not increase her point value.
Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains 10 CP.
Donjon: This card signifies imprisonment — either by the an imprisonment spell that hides his body and soul in a nonspatial place or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards.
Euryale: The medusalike visage of this card brings a curse that only the fates card or a deity can remove. The -1 penalty on all DX, HT, IQ, and Will rolls to resist harmful abilities is otherwise permanent.
Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 6d days.
Fool: The loss of CP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester.
Gem: This card indicates wealth. The jewelry is all gold set with gems, each piece worth $1,500, the gems $750 value each.
Idiot: This card causes the drain of 1 point of IQ immediately. The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s hand.
Knight: The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character, and is built on 50% of the character’s point value.
Moon: This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the Wish and must be used within a number of days equal to the number received. They do not require a casting roll.
Rogue: When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.
Ruin: As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost.
Skull: A dread wraith appears. The character must fight it alone—if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived.
Star: The attribute to be increased is chosen by the character.
Sun: Determine a useful magic item randomly.
Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people’s eyes, gaining Charisma 2. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour).
Vizier: This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any single problem or answer fully any question upon her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely.

The Void: This black card spells instant disaster. The character’s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. Draw no more cards.

Sphere of Annihilation
A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.
A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character’s ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of an IQ-6 roll. If the roll succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.
Control of a sphere can be established from as far away as 15 yards (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control rolls each second. For as long as a character maintains control (does not fail a roll) in subsequent seconds, he can control the sphere from a distance of 15 yards + number of yards equal to IQ. The sphere’s speed in second equals the margin of success on the character’s control roll.
If a control roll fails, the sphere slides a number of yards equal to the margin of failure in the direction of the character attempting to move it.
If two or more creatures vie for control of a sphere of annihilation, the rolls become a Quick Contest.

Should a Create Planar Gate spell be cast upon a sphere of annihilation, there is a 50% chance (1-3 on d6) that the spell destroys it, a 40% chance (4-5) that the spell does nothing, and a 20% chance (6) that a gap is torn in the spatial fabric, catapulting everything within a 64-yard radius into another plane. If a rod of cancellation touches a sphere of annihilation, they negate each other in a tremendous explosion. Everything within a 16-yard radius takes 2d×10 burning damage. Dispel Magic, Remove Curse, and Disjunction have no effect on a sphere.

Talisman of Pure Good

Talisman of Pure Good – as an enchanted item (using Sorcery)
A good (one with divine powers granted by a good deity) divine spellcaster who possesses this item cast Underworld Imprisonment on an evil (one with divine powers granted by an evil deity) divine spellcaster.
A neutral divine spellcaster that touches the talisman takes 2d burning damage per second (ignoring DR). An evil divine spellcaster that touches the talisman takes 4d burning damage per second (ignoring DR). All other characters are unaffected.
            Statistics: Burning Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility, Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Underworld Imprisonment (Accessibility, Only against evil divine spellcasters, -80%) [63]. Amulet, Alignment Restriction, x0.45; 59 EP.

            TL3 Price: 2 x ($2,000 + 59 x $320) = $41,760.
   
Talisman of Reluctant Wishes

Talisman of Reluctant Wishes – as an enchanted item (using Sorcery)
A talisman of this sort appears the same as a stone of controlling earth elementals. Its powers are quite different, however. This stone, once taken, forces the possessor to make a Will roll. If the possessor fails, then the talisman acts as a stone of weight (loadstone). The possessor becomes proportionately slower than he was, reducing his Move in all mediums to 0.4x of his original values (round down, minimum 1), but not his Basic Speed. Unlike Disadvantage (Lame), this even affects subjects who slither, fly, swim, etc. If it is thrown away or smashed, disappears, but the possessor takes 3d injury.
If the possessor succeeds, the talisman remains with the character for 5d hours, or until a Wish (the Will roll is considered to be a casting roll, so a new one is not required) is made with it, whichever comes first. It then disappears.
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%; Slower Move, 0.4x, +40%) [52] + Wish (Will instead of IQ, -0%; Single Use, x1/5) [46]. Gem, Carried, x0.5; 49 EP.
            TL3 Price: 2 x ($1,000 + 49 x $320) = $33,360.

Talisman of the Sphere

Talisman of the Sphere – as an enchanted item (using Sorcery)
This small adamantine loop on a chain is useless to those unable to cast arcane spells. Character who cannot cast arcane spells take 4d burning damage (ignoring DR) per second merely touching the talisman of this sort. However, when held by an arcane spellcaster, this talisman gives him a +6 bonus on IQ rolls made to control a sphere of annihilation (see above).
            Statistics: Burning Attack 4d (Accessibility, Only against characters unable to cast arcane spells, -30%; Accessibility, Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [76] + IQ+6 (Accessibility, Only for sphere of annihilation control rolls, -80%; Magical, -10%) [24]. Amulet, Requires Sorcery, x0.45; 45 EP.
            TL3 Price: 2 x ($700 + 45 x $320) = $30,200.

Talisman of Ultimate Evil

Talisman of Ultimate Evil – as an enchanted item (using Sorcery)
An evil (one with divine powers granted by an evil deity) divine spellcaster who possesses this item cast Underworld Imprisonment on a good (one with divine powers granted by a good deity) divine spellcaster.
A neutral divine spellcaster that touches the talisman takes 2d burning damage per second (ignoring DR). A good divine spellcaster that touches the talisman takes 4d burning damage per second (ignoring DR). All other characters are unaffected.
            Statistics: Burning Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility, Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Underworld Imprisonment (Accessibility, Only against good divine spellcasters, -80%) [63]. Amulet, Alignment Restriction, x0.45; 59 EP.
            TL3 Price: 2 x ($2,000 + 59 x $320) = $41,760.

  
The Shield of the Sun

The Shield of the Sun – as an enchanted item (using Sorcery, indestructible shields)
This heavy large shield (LT, p. 116), emblazoned with the symbol of the sun, allows the wielder to cast spells as if she had Divine Empowerment 15 (The Shining One). The Pact limitation will force the wielder to undertake a quest on behalf of the deity every three months.
In addition, it grants the wielder a +3 bonus to Block with this shield, Magic Resistance 3 (Improved) (p. B67). The shield also has additional DR 10 against energy attacks.
A chaotic or evil divine spellcaster (one with divine abilities granted by a chaotic or evil deity) that touches the shield takes 4d burning damage per second (ignoring DR). All other characters are unaffected.
Statistics: Burning Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility, Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Divine Empowerment 15 (Limited Scope, The Shining One, -40%) [60] + DR 10 (Directional, Front, -20%; Limited, Energy, -20%; Magical, -10%; Requires a Shield Roll, -10%) [20] + Enhanced Block 3 (This shield only; Magical, -10%) [14] + Magic Resistance 3 (Improved, +150%; Magical, -10%) [15]. Shield, x0.7; 123 EP.
            TL3 Price: 2 x ($300,000 + 123 x $320) = $678,720.

The Shield of the Sun – as an enchanted item (using Sorcery, destructible shields)
This heavy large shield (LT, p. 116), emblazoned with the symbol of the sun, allows the wielder to cast spells as if she had Divine Empowerment 15 (The Shining One). The Pact limitation will force the wielder to undertake a quest on behalf of the deity every three months.
In addition, it grants the wielder a +3 bonus to Block with this shield, Magic Resistance 3 (Improved) (p. B67). The shield also has additional DR 10 against energy attacks.
A chaotic or evil divine spellcaster (one with divine abilities granted by a chaotic or evil deity) that touches the shield takes 4d burning damage per second (ignoring DR). All other characters are unaffected.
Statistics: Burning Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility, Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Divine Empowerment 15 (Limited Scope, The Shining One, -40%) [60] + DR 10 (Directional, Front, -20%; Limited, Energy, -20%; Magical, -10%; Requires a Shield Roll, -10%) [20] + Enhanced Block 3 (This shield only; Magical, -10%) [14] + Magic Resistance 3 (Improved, +150%; Magical, -10%) [15]. Large Shield, x0.4; 70 EP.
            TL3 Price: 2 x ($5,000 + 70 x $320) = $54,800.
  
The Moaning Diamond

The Moaning Diamond – as an enchanted item (using Sorcery)
The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell Shape Earth 3. The possessor of such a stone need but utter a few words of summoning and spend 1 FP, and an earth elemental (worth 150% or less of your point value) comes to the summoner. The summoning words require 4 seconds to speak. You can only summon an elemental this way when standing on earth or stone. Only one elemental can be called at a time. If the elemental was dismissed or dispelled, then you have to wait five minutes before you can summon one again. If the elemental was slain, then you have to wait a day before the next summoning.
See GURPS Magic, p. 55 or GURPS Dungeon Fantasy 9 – Summoners, p. 27 for statistics of earth elementals.
            Statistics: Ally (Earth Elemental; Built on 150%; Constantly; Conjured, +100%; Costs 1 FP, -5%; Environmental, Earth or stone, -10%; Magical, -10%; Maximum Duration, 10 minutes, -40%; Special Abilities, +50%; Takes Extra Time 2, -20%) [66] + Shape Earth 3 (Limited Use, 3/day, -20%) [63]. Stone, x0.4; 52 EP.
            TL3 Price: 2 x ($1,500 + 52 x $320) = $36,280.

The Orbs of Dragonkind

The Orbs of Dragonkind – as an enchanted item (using Sorcery)
            Each of these fabled orbs contains the essence of an ancient dragon of a different variety (one for each of the major ten different chromatic and metallic dragons). The bearer of an Orb can dominate dragons of its particular variety, gaining the ability to cast Dragon Master. A character possessing an Orb of Dragonkind and all her gear gains DR 40 against the breath weapon—but only the breath weapon—of the dragon variety keyed to the Orb, and immunity to other effects of the breath weapon. Finally, a character possessing an Orb can herself use the breath weapon of the dragon in the Orb three times per day.
            Black Dragon Breath (Acid): 12d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.
            Blue Dragon Breath (Electricity): 12d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
            Brass Dragon Breath:
-          Fire Breath: 2d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.
-          Sleep Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or fall asleep for 10 seconds times margin of failure.
            Bronze Dragon Breath:
-          Electric Breath: 12d burning surge, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. This breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
-          Repulsion Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll Will or be compelled to keep a distance of at least 11 yards from the user for 10 seconds times margin of failure. If outside forces bring the victim and the user closer together than that, the victim must move away as fast as he can, by the most direct route possible. He may do nothing else until he is beyond the range. If he cannot put at least 11 yards of distance between himself and the user, this ability will render him helpless!
            Copper Dragon Breath:
-          Acid Breath: 12d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 1 yard.
-          Slowing Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or have their Basic Move in all mediums decreased to 0.4x of its original value (minimum 1) for 10 seconds times margin of failure.
            Gold Dragon Breath:
-          Fire Breath: 13d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.
-          Weakening Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5 penalty to ST for 10 seconds times margin of failure.
            Green Dragon Breath (Acid): 11d corrosion, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.
            Red Dragon Breath (Fire): 13d burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.
Silver Dragon Breath:
-          Cold Breath: 13d non-incendiary burning, costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.
-          Paralyzing Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. Creatures who breathe the gas must roll HT or be paralyzed for 2 seconds times margin of failure.
White Dragon Breath (Cold): 12d burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards.
All Orbs of Dragonkind can be used to communicate mentally with the possessors of the other Orbs as if using Telesend (p. B91). At any time, the owner of an Orb may take a Concentrate maneuver and make a Per roll with the range penalties given under Long-Distance Modifiers (p. B241) to sense the presence of dragons around her. For dragons of the Orb’s particular variety, the roll gets a +5 bonus. If the roll succeeds to detect a dragon of the Orb’s variety, the wielder can determine the exact location and age of the creature (allowing to use Dragon Master from afar). The bearer of one of these Orbs earns the enmity forever of all dragonkind for profiting by the enslavement of one of their kin, even if she later loses the item.
Each Orb also has an individual power that can be invoked.
Black Dragon Orb: Personal Hawk Flight 1.
Blue Dragon Orb: Great Haste.
Brass Dragon Orb: Teleport.
Bronze Dragon Orb: Scrying 10.
Copper Dragon Orb: Suggestion.
Gold Dragon Orb: The owner of the gold Orb can call upon any power possessed by one of the other Orbs—including Dragon Master and breath weapon abilities but breath weapon immunity—but can only use each individual power once per day. She can use Dragon Master on any other possessor of an Orb instead of an actual dragon.
Green Dragon Orb: Apportation 10.
Red Dragon Orb: Wall of Fire 4.
Silver Dragon Orb: Major Healing.

White Dragon Orb: Resist Cold (Pyramid #3-63, p. 9).

NEW SORCERY SPELL

Dragon Master
Keywords: Resisted (Will).
Full Cost: 283 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Two days.

This spell allows the caster to mentally dominate a particular type of dragons (red, gold, white, etc.), chosen when they learn this spell, that the caster can see, touch, or sense with another spell. The casting roll takes the range penalties given under Long-Distance Modifiers (p. B241). If the dragon fails to resist (this spell ignores Magic Resistance, Mind Shield, and other similar defensive abilities), it will obey every command of the caster until freed, effectively gaining the Reprogrammable (p. B150) disadvantage with the caster as the master. If the caster attempts to force the dragon to act against its principles, roll another Quick Contest. Roll immediately before the principles would be violated, not when the caster gives the command. If the dragon wins, it breaks free.
If the caster fails to control the dragon, they cannot attempt to control that subject again for 24 hours, and the dragon feels a sense of mental coercion emanating from the caster.
Statistics: Mind Control (Accessibility, Dragons of a Particular Type Only, -60%; Cosmic, Irresistible Attack, +300%; Extended Duration, x1,000, +120%; Fixed Duration, +0%; Independent, +70%; Long-Range 1, +50%; Sorcery, -15%) [283].


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