Monday 1 January 2024

Wizardry: Mind Control Spells VI

Wizardry: Mind Control Spells VI

Mind Control is another huge college with many unconverted spells. Fear is a cone attack that causes Fright Checks. The underlying mechanics are a total mess, but I think I got the statline right. Lesser Gear implants an obsession, and Geas/Quest expands the obsession repertoire with tasks that the subject cannot feasibly accomplish. Heroism is a small buff with a drawback. Insanity turns the subject permanently insane.

    Fear
    Keywords: Cone.
    Full Cost: 36 points for level 1 + 12 points/additional level.
    Casting Roll: Skill. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.

    An invisible cone of terror causes each sapient creature hit to roll a Fright Check (p. B360). Each 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 Fear for one hour. Each additional level of this spell imposes -1 to the Fright Check. For example, with Fear 4, the subjects must make Fright Checks at -3.
    This is a 5-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
    Statistics: Terror (Accessibility, Sapient creatures only, -10%; Active, +0%; Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Presence, +25%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [36]. Additional levels add -1 to the Fright Check [+12].

    Geas/Quest
    Keywords: Resisted (Will).
    Full Cost (Short-Range): 47 points.
    Full Cost (Ranged): 52 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 10 minutes.
    Range: Unlimited (-1/yard) – Unlimited (standard).
    Duration: Three weeks or until fulfilled.

    A Geas/Quest places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The subject must be a sapient creature that can hear and understand your command. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity, even something the subject cannot feasibly complete.
    The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. He must make this command his first priority at all times. He is free to decide how to go about it, however, and may approach the situation intelligently. In effect, he has an Obsession (p. B146) with no self-control roll.
    Once the subject accomplishes the goal, the geas ends. The only way to remove the geas before then is with Remove Curse or Break Enchantment; Dispel Magic has no effect.
    Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Accessibility, Must share a language, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 3 FP, -15%; Extended Duration, 10,000x, +160%; Fixed Duration, +0%; Hearing-Based, -20%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable Enhancement, +125%) [47]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Note: Variable Enhancement provides +25% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

    Heroism
    Keywords: Buff.
    Full Cost (Self): 12 points.
    Full Cost (Touch): 26 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 30 minutes.

    This spell imbues a single sapient creature with great bravery and morale in battle. The subject adds 4 level to his Will whenever he makes a Fright Check or must resist the Intimidation skill (p. B202) or a supernatural power that induces fear. He also subtracts 1 from all Intimidation rolls made against him. However, this bravery makes the subject overconfident. Treat this as having Overconfidence (p. B148) with a self-control number of 12.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Heroism, +70%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [12]. Note:Heroism” is Fearlessness 4 (Magical, -10%; Temporary Disadvantage, Overconfidence (12), -5%) [7]. 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 on sapient beings, -10%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+14].

    Insanity
    Keywords: Resisted (Will).
    Full Cost (Short-Range): 44 points.
    Full Cost (Ranged): 49 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (-1/yard) - Unlimited (standard).
    Duration: Permanent.

    This spell turns a sapient subject permanently insane. The subject gains Phantom Voices (Annoying) (p. B148) and Berserk (6) with the Battle Rage enhancement (p. B124). This spell cannot be dispelled by Dispel Magic, but Remove Curse, Break Enchantment, or a specialized spell that removes insanity will do so.
    Statistics: Affliction 1 (Will; Accessibility, Only sapient creatures, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Disadvantage, Berserk (6), Battle Rage, +30%; Disadvantage, Phantom Voices (Annoying), +5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [44]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

    Lesser Geas
    Keywords: Resisted (Will).
    Full Cost (Short-Range): 43 points.
    Full Cost (Ranged): 48 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 4 seconds.
    Range: Unlimited (-1/yard) – Unlimited (standard).
    Duration: Three weeks or until fulfilled.

    A Lesser Geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The subject must be a sapient creature that can hear and understand your command. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity that the person could feasibly, realistically accomplish; “destroy every tree in the world” would not be valid but “destroy every tree in this town” would be.
    The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. He must make this command his first priority at all times. He is free to decide how to go about it, however, and may approach the situation intelligently; e.g., rather than grabbing an axe, he could contact a temp agency to hire a small army of woodcutters. In effect, he has an Obsession (p. B146) with no self-control roll.
    Once the subject accomplishes the goal, the geas ends. The only way to remove the geas before then is with Remove Curse or Break Enchantment; Dispel Magic has no effect.
    Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Accessibility, Must share a language, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 3 FP, -15%; Extended Duration, 10,000x, +160%; Fixed Duration, +0%; Hearing-Based, -20%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable Enhancement, +65%) [43]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Note: Variable Enhancement provides +13% of enhancements (+130%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +65%.




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