Friday 10 November 2023

Wizardry: Mind Control Spells II

Wizardry: Mind Control Spells II

More mind control spells. Command is a very limited and short-lived mind control compulsion. Confusion and Crushing Despair are variants of Cause Fear.
 
    Command
    Keywords: Resisted (Will).
    Full Cost: 38 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: 1 second.
 
    Give a sapient subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect.
    Examples:
    “Drop it!” – the subject drops whatever he was holding.
    “Look!” – the subject looks in the direction the caster indicates.
    “Wait!” – the subject takes the Wait maneuver on his next turn.
    If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, the spell has no effect.
    If you lose your initial casting roll, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
    Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, At most two words, -20%; Costs Fatigue, 1 FP, -5%: Fixed Duration, +0%; Independent, +70%; Magical, -10%; Reduced Duration, 1/180, -40%; Requires Magic Words, -10%) [38].
  
    Confusion
    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 confused. If the caster wins in the Quick Contest of skill versus the subject’s Will, roll 3d for the result of a Fright Check (use the Confusion variant table from p. P85), 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 Confusion for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Confusion 4, the subjects must make Fright Checks at 3.
    Statistics: Terror (Confusion; 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].
 
    Crushing Despair
    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 despaired. If the caster wins in the Quick Contest of skill versus the subject’s Will, roll 3d for the result of a Fright Check (use the Despair variant table from page 29 of Pyramid #3-92), 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 Crushing Despair for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Crushing Despair 4, the subjects must make Fright Checks at 3.
    Statistics: Terror (Despair; 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].
 
    Daze
    Keywords: Resisted (Will).
    Full Cost: 28 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: 6 seconds.
 
    You daze a sapient creature. If the subject is standing, it remains upright, but can do nothing. If the subject is struck, slapped, or shaken, it recovers on its next turn. After that, the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
    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%; Daze, +50%; Fixed Duration, +0%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/30, -30%; Requires gestures, -10%; Requires magic words, -10%) [28].

No comments:

Post a Comment