Friday, 22 December 2023

Wizardry: Mind Control Spells V

Wizardry: Mind Control Spells V

Let's have some more mind control spells (there's still quite a few left). Deep Slumber is an area variant of Sleep with a longer duration. Dominate is a long-lasting mind control effect. Enthrall is something bards could use. Feeblemind is a long-lasting IQ debuff.
 
Deep Slumber
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 42 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 47 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
Subjects in the area fall asleep. After the duration runs out, they can be woken normally, but they will not necessarily wake up right away, especially if already tired. Upon waking up, a subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings, and the caster may omit any creatures from the effect. The affected area is cylindrical in shape and has a height of 4 yards.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sleep, +150%; Selective Area, +20%; Takes Extra Time 1, -10%) [42]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add more Area Effect (+50%) [+5/level].
 
Dominate
Keywords: Resisted (Will).
Full Cost (Touch): 85 points.
Full Cost (Short-Range): 95 points.
Full Cost (Ranged): 100 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 days.
 
You can send telepathic commands to a sapient subject. If the subject fails to resist, he will obey your every command to the exclusion of everything else. In effect, the subject temporarily acquires Slave Mentality (p. B154). Any order that goes against the subject’s values or sense of self-preservation triggers another resistance roll, possibly at a bonus.
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, 3,000x, +140%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Puppet, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [85]. 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].


    Enthrall
    Keywords: Area (Leveled), Resisted (Will).
    Full Cost: 34 points for level 1 + 5 points/additional level.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP to cast, 1 FP per 10 minutes to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.
 
    If you have the attention of a group of sapient creatures that share a language with you, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for the entire casting time. Thereafter, those affected give you their undivided attention, ignoring their surroundings. The caster may omit any creatures from the effect. The area of effect is hemispherical in shape.
    The effect lasts as long as you speak or sing. Those enthralled by your words take no action while you speak or sing and for 9 more seconds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully resist or become enthralled.
    If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends.
    Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures that share a language with the caster, -30%; Area Effect, 2 yards, +50%; Aura, +80%; Based on Will, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Daze, Variant, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Hearing-Based, -20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/20, Only after the performance ends, -20%; Requires Concentrate, -15%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 2, -20%) [34]. Additional levels add Area Effect (+50%) [+5].
 
 
Feeblemind
Keywords: Resisted (Will).
Full Cost (Touch): 32 points.
Full Cost (Short-Range): 35 points.
Full Cost (Ranged): 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 5 hours.
 
The sapient victim suffers temporary IQ loss equal to your margin of victory (maximum -10). Lower all skills and spells based on IQ by a like amount. IQ reductions also apply to Will and Perception.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Attribute Penalty, IQ-10, +100%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Requires Gestures, -10%; Requires Magic Words, -10%) [32]. 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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