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 (Touch): 23 points.
Full Cost (Short-Range): 33 points.
Full Cost (Ranged): 38 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - 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:
“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%; Melee Attack, Reach C, -30%; Reduced Duration, 1/180, -40%; Requires Magic Words, -10%) [23]. 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].
Keywords: Resisted (Will).
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.
Crushing Despair
Keywords: Resisted (Will).
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.
Keywords: Resisted (Will).
Full Cost (Short-Range): 23 points.
Full Cost (Ranged): 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 seconds.
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 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/30, -30%; Requires gestures, -10%; Requires magic words, -10%) [20]. 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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