Sunday, 8 March 2020

Treasure: Magic Weapons II

Treasure: Magic Weapons II

And the second half of the magic weapons from the Dungeon Master's Guide for D&D 3.5. This one covers specific magic weapons and artifact weapons. Not much left in terms of magic items!

Assassin’s Dagger

Assassin’s Dagger – as an enchanted item (using Sorcery)
This dagger (p. LT67) of Puissance 2 (+2 to thrust damage) grants a +3 bonus when attacking vitals, eliminating the hit location penalty in normal situations.
Statistics: Higher Purpose 3 (Attack vitals with this weapon; Cosmic, Allows multiple levels, +50%; Magical, -10%) [21] + Striking ST+4 (Magical, -10%; One Attack, This weapon, -60%) [6] (KYOS: 2). Weapon, Metal, x0.45; 13 EP (KYOS: 11 EP).
            TL3 Price: 2 x ($70 + 13 x $320) = $8,460.
            TL3 Price (KYOS): 2 x ($70 + 11 x $320) = $7,180.

Dagger of Venom

Dagger of Venom – as an enchanted item (using Sorcery)
This dagger (p. LT67) deals 1d follow-up toxic damage.
Statistics: Toxic Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%) [4]. Weapon, Metal, x0.45; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.

Dwarven Thrower

Dwarven Thrower – as an enchanted item (using Sorcery)
This SM-1 warhammer (p. LT70) can be used as a throwing weapon. Add +1 to ST when figuring throwing distance, and +1 per die of damage when throwing this weapon (use normal swing-based damage of the warhammer, not the values from p. B355). Use the better of DX and Throwing to hit. In addition, this weapon deals an additional 3d follow-up crushing damage against giants. The weapon immediately disappears after hitting something and reappears in the thrower’s hands. All described powers can be used only by dwarves.
Statistics: Crushing Attack 3d (Accessibility, Only against giants, -30%; Follow-Up, This weapon when thrown, +0%; Magical, -10%) [9] + Unusual Training (Throwing Art, Only this weapon) [1] + Throwing Art (H) DX [4] modified by Magical, -10%. The returning enchantment is based on the Returning Weapon imbuement skill and is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Weapon, Metal, Racial restriction, x0.4; 16 EP.
            TL3 Price: 2 x ($100 + 16 x $320) = $10,440.

Flame Tongue

Flame Tongue – as an enchanted item (using Sorcery)
This longsword (p. LT66) gives off light as a torch. It does an additional 3d of follow-up (p. B105) burning damage. The wielder will find the weapon hot to the touch, but not uncomfortable to use. In addition, it can be used to cast Flame Jet 4 (Pyramid #3-63, p. 8) once per day.
Statistics: Burning Attack 3d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [12] + Flame Jet 4 (Limited Use, 1/day, -40%) [12] + Illumination (Magical, -10%) [1]. Weapon, Metal, x0.45; 12 EP.
            TL3 Price: 2 x ($70 + 12 x $320) = $7,820.
  
Frost Brand

Frost Brand – as an enchanted item (using Sorcery)
This thrusting greatsword (p. LT70) does an additional 1d of follow-up (p. B105) burning damage. This damage is from extreme cold, not fire; it will never set anything ablaze. The wielder will find the weapon cool to the touch, but not uncomfortable to use. This greatsword sheds light as a torch when the temperature drops below 0°F. The frost brand allow the wielder to cast Extinguish Fire 1 (Pyramid #3-63, p. 7). It also continually protects the wearer from damage (both HP and FP) from fire. The wielder and all his gear gain DR 5 against fire, including effects that bypass normal DR to cause direct, internal damage.
Statistics: Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [4/5=1] + DR 5 (Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [18] + Extinguish Fire 1 [15] + Illumination (Accessibility, Only when the temperature is below 0°F, -20%; Magical, -10%) [1] + Internal DR 5 (Limited, Cold, -40%; Magical, -10%) [3]. Weapon, Metal, x0.45; 18 EP.
            TL3 Price: 2 x ($100 + 18 x $320) = $11,720.

Hammer of Thunderbolts

Hammer of Thunderbolts – as an enchanted item (using Sorcery)
This SM+1 warhammer (p. LT70) can be used as a throwing weapon. Add +1 to ST when figuring throwing distance, and +1 per die of damage when throwing this weapon (use normal swing-based damage of the warhammer, not the values from p. B355). Use the better of DX and Throwing to hit. The weapon immediately disappears after hitting something and reappears in the thrower’s hands.
On hit, it produces a loud sound that fills a 4-yard-radius area around the struck target. Everyone within must resist with HT; Protected Hearing gives +5, Hard of Hearing gives +4. The wielder must roll as well, if he is within the area, but at +5. Everyone who fails to resist is physically stunned. On subsequent turns, they can roll HT to recover.
In addition, if the wielder is wearing a belt of giant strength and gauntlets of ogre power, an additional power is unlocked. When this hammer strikes a giant, the giant must roll against HT or suffer a heart attack. The HT roll gets a bonus equal to DR, if the hammer did not penetrate it, but DR with Tough Skin does not count.
This hammer has DR 12.
Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Link, +10%; Hearing-Based, +150%; Magical, -10%; No Signature, +20%; Nuisance Effect, Loud, -5%) [37] + Affliction 1 (HT; Accessibility, Only against giants, -30%; Accessibility, Only when wearing a belt of giant strength and gauntlets of ogre power, -20%; Heart Attack, +300%; Follow-Up, This weapon, +0%; Magical, -10%) [34] + Protected Hearing (Accessibility, Only versus own thundering warhammer, -80%) [1] + Unusual Training (Throwing Art, Only this weapon) [1] + Throwing Art (H) DX [4] modified by Magical, -10%. The returning enchantment is based on the Returning Weapon imbuement skill and is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Weapon, Metal, Unnaturally Tough, x0.5; 52 EP.
            TL3 Price: 2 x ($1,500 + 52 x $320) = $36,280.

Holy Avenger

Holy Avenger – as an enchanted item (using Sorcery)
This cold iron longsword (p. LT66) has its magical function unlocked only in the hands of a creature with divine powers granted by a good-aligned deity. In such hands, it acts as if enchanted with Puissance 3 (+6 to swing damage, +3 to thrust damage), grants Magic Resistance 2 (Improved) (p. B67) and the ability to cast Remove Curse (GURPS Thaumatology: Sorcery, p. 21).
Statistics: Magic Resistance 2 (Improved, +150%; Magical, -10%) [10] + Remove Curse [65] + Striking ST+6 (Magical, -10%; One Attack, This weapon, -60%) [9] (KYOS: 2). Weapon, Metal, Alignment Restriction, x0.4; 34 EP (KYOS: 31 EP).
            TL3 Price: 2 x ($300 + 34 x $320) = $22,360.
            TL3 Price (KYOS): 2 x ($300 + 31 x $320) = $20,440.

Javelin of Lightning

Javelin of Lightning – as an enchanted item (using Sorcery)
This javelin (LT, p. 77) becomes a Stroke of Lightning 4 when thrown (use Thrown Weapon (Spear) to hit). It is consumed in the attack.
Statistics: Stroke of Lightning 4 (Single Use, x1/5) [8]. Weapon, Wooden, x0.35; 3 EP.
            TL3 Price: 2 x ($300 + 3 x $320) = $1,980.

Life-Drinker

Life-Drinker – as an enchanted item (using Sorcery)
This great axe (p. LT70) is favored by undead and constructs, who do not suffer its drawback. When this axe strikes a living being, the victim must roll against HT or suffer from a temporary loss of ST, DX, IQ, and HT equal to its margin of failure (maximum -10) for 3 minutes. The HT roll gets a bonus equal to DR, if the axe did not penetrate it, but DR with Tough Skin does not count. The wielder, if he is a living creature, must roll against HT after each attack too or suffer from a temporary loss of ST, DX, IQ, and HT equal to its margin of failure (maximum -10) for 1 minute. Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected.
Statistics: Affliction 1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10, DX,-10, HT-10, +200%; Backlash, Attribute Penalty, ST-10, DX,-10, HT-10, Penalty cannot exceed margin of failure, Only if the wielder is a living being, -50%; Fixed Duration, +0%; Follow-Up, This weapon, +0%; Magical, -10%; No Signature, +20%; Penalty cannot exceed margin of failure, -50%) [20]. Weapon, Metal, x0.45; 9 EP.
            TL3 Price: 2 x ($50 + 9 x $320) = $5,860.

Luck Blade

Luck Blade – as an enchanted item (using Sorcery)
This shortsword (p. LT69) in enchanted to perform accurate strikes and enhance the wielder’s luck. It gets +1 to skill rolls to hit and grants the wielder the Luck advantage (p. B66). In addition, a luck blade may contain up to three Wishes that can be activated with no casting roll.
Statistics (0 wishes): DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck (Magical, -10%) [14]. Weapon, Metal, x0.45; 9 EP.
Statistics (1 wish): DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck (Magical, -10%) [14] + Wish (No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Weapon, Metal, x0.45; 30 EP.
Statistics (2 wishes): DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck (Magical, -10%) [14] + 2 x Wish (No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Weapon, Metal, x0.45; 52 EP.
Statistics (3 wishes): DX+1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck (Magical, -10%) [14] + 3 x Wish (No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Weapon, Metal, x0.45; 73 EP.
            TL3 Price (0 wishes): 2 x ($50 + 9 x $320) = $5,860.
            TL3 Price (1 wish): 2 x ($200 + 30 x $320) = $19,600.
            TL3 Price (2 wishes): 2 x ($1,500 + 52 x $320) = $36,280.
            TL3 Price (3 wishes): 2 x ($7,000 + 73 x $320) = $60,720.

Mace of Smiting

Mace of Smiting – as an enchanted item (using Sorcery)
This adamantine mace (p. LT65) does an additional 3d of follow-up (p. B105) crushing damage with no knockback or blunt trauma to constructs and outsiders.
Statistics: Crushing Attack 3d (Accessibility, Constructs and outsiders only, -20%; Follow-Up, This weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%) [6]. Weapon, Metal, x0.45; 3 EP.
            TL3 Price: 2 x ($30 + 3 x $320) = $1,980.

Mace of Terror

Mace of Terror – as an enchanted item (using Sorcery)
On command, this mace (p. LT65) the wielder’s clothes and appearance to transform into an illusion of darkest horror such that creatures that see the wielder must make an immediate Fright Check at -3. The victims get +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by this mace of terror for one hour. The wielder may use this ability up to three times per day.
Statistics: Terror (-3) (Sight; Limited Use, 3/day, -20%; Magical, -10%; Requires a command word, -10%) [36]. Weapon, Metal, x0.45; 17 EP.
            TL3 Price: 2 x ($100 + 17 x $320) = $11,080.

Nine Lives Stealer

Nine Live Stealer – as an enchanted item (using Sorcery)
This longsword (p. LT66) has its magical function unlocked only in the hands of a creature with divine powers granted by an evil-aligned deity. In such hands, it acts as if enchanted with Puissance 3 (+6 to swing damage, +3 to thrust damage), and has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. When this sword strikes a living creature, the creature must roll against HT or suffer a heart attack. The HT roll gets a bonus equal to DR, if the hammer did not penetrate it, but DR with Tough Skin does not count. Successful resistances are not considered to be uses for the purpose of the use limit.
Statistics: Affliction 1 (HT; Heart Attack, +300%; Follow-Up, This weapon, +0%; Magical, -10%; Nine Successful Uses Ever, -10%) [38] + Striking ST+6 (Magical, -10%; One Attack, This weapon, -60%) [9] (KYOS: 2). Weapon, Metal, Alignment Restriction, x0.4; 19 EP (KYOS: 16 EP).
            TL3 Price: 2 x ($100 + 19 x $320) = $12,360.
            TL3 Price (KYOS): 2 x ($100 + 16 x $320) = $10,440.

Oathbow

Oathbow – as an enchanted item (using Sorcery)
This straight composite bow (p. LT76) is of elven make. It whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout "Swift death to those who have wronged me." Against such a sworn enemy, the bow has +3 on to-hit and damage rolls. However, the bow takes a -1 on to-hit and damage rolls against all foes other than the sworn enemy, and the wielder takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath.
Statistics: Higher Purpose 3 (Slay sworn enemies; Cosmic, Multiple levels, +50%; Magical, -10%; Temporary Disadvantage, DX-1, To hit anyone else, -10%) [20]. Weapon, Wooden, x0.35; 7 EP.
            TL3 Price: 2 x ($50 + 7 x $320) = $4,580.

Rapier of Puncturing

Rapier of Puncturing – as an enchanted item (using Sorcery)
This rapier (p. LT68) weakens living opponents by draining their blood upon a successful attack. A struck opponent must make an HT roll to resist, gaining a bonus equal to his DR if the dagger didn’t penetrate it (DR with Tough Skin does not count). The victim suffers temporary ST and HT loss equal to his margin of failure (maximum -10). Lower all skills based on HT and ST by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings, -10%; Attribute Penalty, ST-10, HT-10, +100%; Fixed Duration, +0%; Follow-Up, This weapon, +0%; Magical, -10%; No Signature, +20%; Penalty cannot exceed margin of failure, -50%) [15]. Weapon, Metal, x0.45; 7 EP.
            TL3 Price: 2 x ($50 + 7 x $320) = $4,580.
            TL4 Price: 2 x ($100 + 7 x $365) = $5,310.

Screaming Bolt

Screaming Bolt – as an enchanted item (using Sorcery)
This bolt screams when fired, forcing anyone hearing it (except the firer) to make a Fright Check. The victims get +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by screaming bolts for one hour.
Statistics: Terror (Hearing; Magical, -10%) [27]. Weapon, Projectile, x0.12; 4 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
  
Shatterspike

Shatterspike – as an enchanted item (using Sorcery)
This longsword (p. LT66) deals an additional 4d of follow-up (p. B105) crushing damage when attacking objects (unattended, wielded, or worn).
Statistics: Crushing Attack 4d (Accessibility, Only against objects, -40%; Follow-Up, This weapon, +0%; Magical, -10%) [10]. Weapon, Metal, x0.45; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.

Slaying Arrow (Dragon)

Slaying Arrow (Dragon) – as an enchanted item (using Sorcery)
This arrow carries a follow-up Affliction. A dragon struck by this arrow must make an HT roll. If the arrow did not penetrate the creature’s DR, the creature gets a bonus to this roll equal to DR on the struck location. Ignore DR with the Tough Skin limitation for this purpose. If the creature fails to resist, it suffers a heart attack.
Statistics: Affliction 1 (HT; Accessibility, Only on dragons, -50%; Follow-Up, This projectile, +0%; Heart Attack, +300%; Magical, -10%) [34]. Weapon, Projectile, x0.12; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.

Shifter’s Sorrow

Shifter’s Sorrow – as an enchanted item (using Sorcery)
This silver (p. B275) double-ended sword (LTC2, p. 18) deals an additional 1d of follow-up (p. B105) cutting damage when attacking shapechangers in their non-native form.     
Statistics: Cutting Attack 1d (Accessibility, Only against shapeshifted creatures, -40%; Follow-Up, This weapon, +0%; Magical, -10%) [4]. Weapon, Metal, x0.45; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.

Sun Blade

Sun Blade – as an enchanted item (using Sorcery)
This thrusting bastard sword (p. LT66) has its magical function unlocked only in the hands of a creature with divine powers granted by a good-aligned deity. In such hands, it gives off light as a torch, deals an additional 2d follow-up burning damage to evil-aligned creatures and 4d follow-up burning damage to creatures native to the Negative Energy Plane. In addition, it grants the wielder the ability to cast Light 1 (GURPS Thaumatology: Sorcery, p. 19).
Statistics: Burning Attack 2d (Accessibility, Only against unholy creatures, -50%; Follow-Up, This weapon, +0%; Magical, -10%) [6] + Burning Attack 4d (Accessibility, Only against creatures from the Negative Energy Plane, -50%; Follow-Up, This weapon, +0%; Magical, -10%) [12] + Light 1 [11]. Weapon, Metal, Alignment Restriction, x0.4; 12 EP.
            TL3 Price: 2 x ($70 + 12 x $320) = $7,820.

Sword of Life Stealing

Sword of Life Stealing – as an enchanted item (using Sorcery)
This black iron longsword (p. LT66) has vampiric properties. This converts the injury the wielder inflicts with the weapon into a “life force drain” that can heal his own injuries. For every full 3 HP of injury the weapon inflicts on a living victim, the wielder heals 1 HP. He can’t raise his HP above normal.
Statistics: This enchantment is based on the Vampiric Weapon imbuement skill and is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Weapon, Metal, x0.45; 5 EP.
            TL3 Price: 2 x ($100 + 16 x $320) = $10,440.

Sword of the Planes

Sword of the Planes – as an enchanted item (using Sorcery)
This longsword (p. LT66) in enchanted to perform accurate strikes, and this property gets amplified on other planes. It gets +1 to skill rolls to hit on the Material Plane, but on any Elemental Plane this bonus increases to +2 (the +2 bonus also applies on the Material Plane when the weapon is used against elementals). It gets +3 to skill rolls to hit on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, gets a +4 bonus to hit.
Statistics: DX+1 (Accessibility, Only attacks with this weapon, -80%; Accessibility, Only on the Material Plane, -5%; Magical, -10%) [4/5=1] + DX+2 (Accessibility, Only attacks with this weapon, -80%; Accessibility, Only on the Elemental Planes or against elementals, -20%; Magical, -10%) [8/5=2] + DX+3 (Accessibility, Only attacks with this weapon, -80%; Accessibility, Only on the Astral Plane or the Ethereal Plane or against creatures native to those planes, -20%; Magical, -10%) [12/5=3] + DX+4 (Accessibility, Only attacks with this weapon, -80%; Accessibility, Only on other planes or against outsiders, -20%; Magical, -10%) [16]. Weapon, Metal, x0.45; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.

Sword of Subtlety

Sword of Subtlety – as an enchanted item (using Sorcery)
This shortsword (p. LT69) grants a +3 bonus when attacking vitals, eliminating the hit location penalty in normal situations.
Statistics: Higher Purpose 3 (Attack vitals with this weapon; Cosmic, Allows multiple levels, +50%; Magical, -10%) [21]. Weapon, Metal, x0.45; 10 EP.
            TL3 Price: 2 x ($50 + 10 x $320) = $6,500.

Sylvan Scimitar

Sylvan Scimitar – as an enchanted item (using Sorcery)
This large falchion (p. LT65), when used outdoors in a temperate climate, does an additional 1d of follow-up (p. B105) cutting damage.
Statistics: Cutting Attack 1d (Accessibility, Only outdoors in a temperate climate, -30%; Follow-Up, This weapon, +0%; Magical, -10%) [5]. Weapon, Metal, x0.45; 3 EP.
            TL3 Price: 2 x ($30 + 3 x $320) = $1,980.
    
The Saint’s Mace

The Saint’s Mace – as an enchanted item (using Sorcery)
This relic appears to be a simple, well-used cudgel, but its simple appearance hides great power. It glows with dim light. This mace (p. LT65) ignores DR (Not vs. Lawful) and DR (Not vs. Good) of some creatures, such as slaads, demons, devils, etc., and deals additional damage to creatures with Vulnerability to axiomatic and holy weapons. It does an additional 1d of follow-up (p. B105) crushing damage with no knockback or blunt trauma to undead creatures. In addition, it allows the wielder to cast Sunbolt 3 (GURPS Thaumatology: Sorcery, p. 19).
This mace has DR 12.
Statistics: Axiomatic Touch (Magical, -10%) [1] + Crushing Attack 1d (Accessibility, Undead only, -30%; Follow-Up, This weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Visible, -10%) [1] + Holy Touch (Magical, -10%) [1] + Sunbolt 3 [12]. Weapon, Metal, Unnaturally Tough, x0.5; 5 EP.
            TL3 Price: 2 x ($50 + 5 x $320) = $5,220.

Trident of Fish Command

Trident of Fish Command – as an enchanted item (using Sorcery)
This trident (p. LT69) allows the wielder to cast Fish Command. In addition, he becomes able to speak with any aquatic animal.
Statistics: Fish Command [33] + Speak With Animals (Magical, -10%; Specialized, All aquatic animals, -40%) [13]. Weapon, Metal, x0.45; 21 EP.
            TL3 Price: 2 x ($150 + 21 x $320) = $13,740.

Trident of Warning

Trident of Warning – as an enchanted item (using Sorcery)
This trident (p. LT69) allows the wielder to locate aquatic dangers by pointing the trident and directing ultrasound at them in water. This costs 1 FP per minute. The sound beam is directed straight ahead and 30° to left and right. The base range is 2,000 yards. The resolution is five millimeters in water. The user can spot small objects and determine their shape, but he must make a Sense-3 roll to distinguish details (for example, to recognize a face). By taking an Aim maneuver, the wielder can lock onto objects and determine their precise range and speed; this gives him +3 to hit them with aimed ranged attacks.
Statistics: Sonar (Accessibility, In water, ‑30%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Restricted Arc, 60°, ‑75%; Targeting, +20%) [4]. Weapon, Metal, x0.45; 2 EP.
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.

NEW SORCERY SPELL
 
    Fish Control
    Keywords: Resisted (Will).
    Full Cost: 18 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single fish – or of one square yard of a swarm of smaller fish. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only fish with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for fish with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Fish only, -50%; Sorcery, -15%) [18].

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