Tuesday 2 January 2024

Wizardry: Communication and Empathy Spells II

Wizardry: Communication and Empathy Spells II

Let's have some C&E spells. Dream sends a message to a sleeping person. Glibness makes you much more persuasive. Magic Mouth leaves a delayed message with a triggering condition. Message establishes a two-way communication with another creature. Mind Blank protects against mind-affecting effects.

    Dream
    Keywords: None.
    Full Cost: 7 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Unlimited.
    Duration: Indefinite.

    You send a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. If the subject is not asleep, the spell fails. Then you enter a trance, appear in the intended recipient’s dream, and deliver the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body.
    If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
If the subject does not wish to receive the message, he can break the spell with a successful Dreaming roll.
    Creatures who don’t sleep (such as most elves) or don’t dream cannot be contacted by this spell.
    Statistics: Avatar (Magical, -10%) [1] + Telesend (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires Magic Words, -10%; Visible, -10%) [6].

    Glibness
    Keywords: Buff.
    Full Cost: 16 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: 30 minutes.

    Your speech becomes fluent and more believable. You get a +3 bonus to Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire, and a +3 bonus to resist verbal Influence roll attempts.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Glibness, +140%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [16]. Note:Glibness” is Talker 3 (Magical, -10%) [14].

    Magic Mouth
    Keywords: Area (Special).
    Full Cost: 18 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Permanent until triggered.

    This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message can be up to about a minute long. The caster may specify either a named individual or a class of individuals (e.g., “priests of O’m”); in the latter case, the subject is the first such person to enter the area. At that point, the subject (only!) hears the message once. The spell then ends.
    The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, Magic Mouth can be placed upon a tree, rock, or any other object or creature.
    The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: “Speak only when a venerable female human carrying a sack sits cross-legged within a distance of one foot.” Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises (footsteps, metal clanking) or to a specific noise or spoken word (when a pin drops, or when anyone says “Boo”). Actions can serve as triggers if they are visible or audible. For example, “Speak when any creature touches the statue” is an acceptable command if the creature is visible.
    The size of the area where the triggering effect can occur is determined when the spell is cast. First, roll against skill (plus Talent) to cast the spell, applying range penalties if the area is distant. If successful, look up the margin of success in the “Size” column of the Size and Speed/Range Table (p. B550); the corresponding linear measurement is the maximum radius of the area. The caster may always choose a smaller area.
    Statistics: Telesend (Accessibility, Must be places on a creature or object, -5%; Audible, -10%; Costs Fatigue, 1 FP, -5%; Delay, Triggered, Subject entering area, +50%; Hearing-Based, -20%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%; Visible, -10%) [18].

    Message
    Keywords: None.
    Full Cost: 12 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Indefinite.

    This spell allows the caster and their subject to speak quietly without fear of eavesdroppers, even in noisy environments. Each will hear the words of the other clearly, regardless of the surrounding din. Other beings trying to listen in will hear only a meaningless murmuring. Those with Lip Reading (p. B205) can use that skill to decipher the subject’s conversation with a successful roll, if they are within range, as both subjects must still vocalize the words despite others not being able to understand them.
    Once the spell is cast, no further concentration is required. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line, however.
    Statistics: Mind Reading (Accessibility, Only vocalized words, -20%; Hearing-Based, -20%; Link, +10%; Magical, -10%; Nuisance Effect, Can be blocked, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Telecommunication, -20%) [6] + Telesend (Accessibility, Only vocalized words, -20%; Costs Fatigue, 1 FP, -5%; Hearing-Based, -20%; Link, +10%; Magical, -10%; Nuisance Effect, Can be blocked, -10%; Nuisance Effect, Cannot maintain multiple contacts, -10%; Nuisance Effect, Detectable as a buzz, -5%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%) [6].

    Mind Blank
    Keywords: Buff.
    Full Cost (Self): 35 points.
    Full Cost (Touch): 50 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 15 hours.

    The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Mind Blank, +270%; Costs Fatigue, 2 FP, -10%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [15]. Note:Mind Blank” is Immunity to Mind Control (Magical, -10%) [35]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].




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