Friday 13 October 2023

Wizardry: Mind Control Spells I

Wizardry: Mind Control Spells I

According to my estimates, the mind control college based on the spells from the Player's Handbook will be the biggest one, as pretty much the entire Enchantment magic school goes there. Sleep and Owl's Wisdom have appeared in my first wizardry post and are here for convenience. Antipathy is similar to the GURPS Avoid spell. Initially, I was basing it on Mind Control, but an Affliction that afflicts Dread is much more simple and cheap. About five times cheaper and actually affordable, which is nice. Charm is a combination of Charm Person and Charm Monster. This was a surprisingly difficult one to stat up. Afflicting Sense of Duty (Caster) is not allowed, as it's a self-imposed mental disadvantage. It seemed that the only option was to go with Mind Control with Conditioning Only limited to only adding Sense of Duty (Caster), but that would require two Quick Contests and the subject to be restrained. And this is not how this spell is supposed to be used! Instead, I went with Mind Control with One Emotion Only (from GURPS Horror), and I decided to count friendship/loyalty as an emotion. This allowed me to create a spell that works similar to how the original spell works, that isn't convoluted, and that is affordable to your normal spellcaster. Nice! Mass Charm is an area version of the same spell, but with a much longer duration. Useful for cult leaders. Also, why is there only Mass Charm Monster, but not Mass Charm Person in PHB? Feels strange.

  
    Antipathy
    Keywords: Area (Leveled), Resisted (Will).
    Full Cost: 33 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 1 hour.
    Range: Touch.
    Duration: 8 hours, fleeing creatures cannot reenter for 3 minutes.
 
    You cause a location to emanate magical vibrations that repel a specific kind of sapient (IQ 6+) creature, as defined by you. The kind of creature to be affected must be named specifically—for example, red dragons, hill giants, wererats, lammasus, cloakers, or vampires. A creature subtype (such as goblinoid) is not specific enough.
The spell’s area is hemispherical in shape.
    When casting this spell, note your margin of success. Entering creatures of the selected group will feel an intense unease, an urge to be somewhere else. Each second, they make a Will roll penalized by your margin of success. If the victim loses, he must flee the area as soon as possible and becomes unable to reenter the area for three minutes.
    Statistics: Affliction 1 (Will; Accessibility, Only one adjustable class of creatures, -50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 3 FP, -15%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [33]. Additional levels add Area Effect (+50%) [+5].
  
    Cause Fear
    Keywords: Resisted (Will).
    Full Cost: 33 points for level 1 + 11 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    The subject, who must be a sapient (IQ 6+) creature, becomes frightened. If the caster wins in the Quick Contest of skill versus the subject’s Will, roll 3d for the result of a Fright Check, as usual, and add the caster’s margin of victory. The victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by this caster’s Cause Fear for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Cause Fear 4, the subjects must make Fright Checks at 3.
    Statistics: Terror (Active, +0%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Presence, +25%; Requires Gestures, -10%; Requires Magic Words, -10%) [33]. Additional levels add 1 to the Fright Check [+11].
 
Charm
Keywords: Resisted (Will).
Full Cost (Touch): 30 points.
Full Cost (Short-Range): 40 points.
Full Cost (Ranged): 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 90 minutes.
 
This spell makes a sapient (IQ 6+) creature regard you as its trusted friend and ally. If you or your allies threaten or attack the subject, the charm is broken. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You still need to convince him to perform the desired actions normally.
If you tie or lose, the subject can sense coercion coming from you. In addition, you cannot try to affect him again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; One Emotion Only, Friendship, -80%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. The Short-Range version replaces Melee Attack, Reach C, -30% with Short-Range 1, -10% [+10]. The Ranged version removes Short-Range 1, -10% [+5].
 
Mass Charm
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 110 points for level 1 + 25 points/additional level.
Full Cost (Ranged): 115 points for level 1 + 25 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 4 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 days.
 
This spell makes sapient (IQ 6+) creatures in the area regard you as their trusted friend and ally. If you or your allies threaten or attack the subjects, the charm is broken for that particular subject. The spell does not enable you to control the charmed subjects as if they were automata, but they perceive your words and actions in the most favorable way. You still need to convince them to perform the desired actions normally. The caster may omit any creatures from the effect.
The spell’s area is a 4-yard-high cylinder.
If you tie or lose, each unaffected subject can sense coercion coming from you. In addition, you cannot try to affect him again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Costs Fatigue, 4 FP, -20%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; One Emotion Only, Friendship, -80%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Short-Range 1, -10%; Takes Extra Time 1, -10%) [110]. The Ranged version removes Short-Range 1, -10% [+5]. Additional levels add Area Effect (+50%) [+25].
 

    Owl’s Wisdom
    Keywords: Buff.
    Full Cost (Self): 18 points for level 1 + 18 points/additional level.
    Full Cost (Touch): 32 points for level 1 + 18 points/additional level.
    Full Cost (Short-Range): 35 points for level 1 + 18 points/additional level.
    Full Cost (Ranged): 40 points for level 1 + 18 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 3 minutes.
 
    You increase the subject’s IQ by 1 per level of this spell for three minutes. This affects the IQ-based skills, Will, Per, etc. Note that this increase of IQ will not affect casting rolls for spellcasters using such magic systems as Ritual Path Magic or Incantation Magic. The target must be a sapient (IQ 6+) creature.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Owl’s Wisdom, +180%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [18]. Additional levels add further Owl’s Wisdom to the Advantage enhancement (+180%) [+18]. Note: Each level of “Owl’s Wisdom” is IQ 1 (Magical, -10%) [18]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Accessibility, Only sapient beings, -10%; Based on IQ, Own Roll, +20%; Malediction, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+14]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

 
Sleep
Keywords: Resisted (Will).
Full Cost (Touch): 28 points.
Full Cost (Short-Range): 31 points.
Full Cost (Ranged): 36 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 second.
 
The subject falls asleep for one second, if he fails to resist. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired. Upon waking up, the subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires gestures, -10%; Requires magic words, -10%; Sleep, +150%; Takes Extra Time 1, -10%) [28]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

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