Wizardry: Mind Control Spells VII
Rage in D&D is a buff, but here it is a Resisted spell that you really shouldn't cast on your allies. Scare is an area version of Cause Fear. The former is cheaper than the latter, but the latter is a Resisted spell, while Scare simply forces a Fright Check. Sympathy creates a zone that attracts specific creatures. Touch of Idiocy is an IQ debuff.
Keywords: Resisted (Will).
Full Cost (Short-Range): 24 points.
Full Cost (Ranged): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 minute.
Statistics: Affliction 1 (Will; Accessibility, Sapient beings only, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Berserk (6) with Battle Rage, +30%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [21]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Keywords: Area (Fixed).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
You strike fear into the hearts of sapient creatures. You can target any area within 50 yards and affect everyone within a 10-yard radius. Those in the area must roll a Fright Check, applying any Magic Resistance as a bonus. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Scare 4, the subjects must make Fright Checks at -3.
Statistics: Terror (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Presence, +25%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [30]. Additional levels add -1 to the Fright Check [+10].
Sympathy
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 27 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 1 hour.
Range: Touch.
Duration: 8 hours.
You cause a location to emanate magical vibrations that attract a specific kind of sapient (IQ 6+) creature, as defined by you. The kind of creature to be affected must be named specifically—for example, red dragons, hill giants, wererats, lammasus, cloakers, or vampires. A creature subtype (such as goblinoid) is not specific enough.
The spell’s area of effect is hemispherical in shape.
When casting this spell, note your margin of success. Entering creatures of the selected group will feel elated and pleased to be in the area. The compulsion to stay in the area or touch the object is overpowering. Each second, they make a Will roll penalized by your margin of success. If the victim loses, he must stay in the area. If he succeeds, he gets a chance to leave it, but must roll to resist again on his next turn.
Statistics: Affliction 1 (Will; Accessibility, Only one adjustable class of creatures, -50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 3 FP, -15%; Disadvantage, Obsession (Stay in the area) with no self-control roll, +12%; Extended Duration on Persistent, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/180, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [27]. Additional levels add Area Effect (+50%) [+5].
Touch of Idiocy
Keywords: Resisted (Will).
Full Cost: 23 points.
Casting Roll: Skill. Use DX or unarmed combat skills to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
Your touch mentally weakens a sapient victim, if he fails to resist with Will. The victim temporarily loses 4 IQ. 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 beings, -10%; Attribute Penalty, IQ-4, +40%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [23].
When casting this spell, note your margin of success. Entering creatures of the selected group will feel elated and pleased to be in the area. The compulsion to stay in the area or touch the object is overpowering. Each second, they make a Will roll penalized by your margin of success. If the victim loses, he must stay in the area. If he succeeds, he gets a chance to leave it, but must roll to resist again on his next turn.
Statistics: Affliction 1 (Will; Accessibility, Only one adjustable class of creatures, -50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 3 FP, -15%; Disadvantage, Obsession (Stay in the area) with no self-control roll, +12%; Extended Duration on Persistent, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Melee Attack, Reach C, -30%; Malediction 1, +100%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/180, -40%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [27]. Additional levels add Area Effect (+50%) [+5].
Touch of Idiocy
Keywords: Resisted (Will).
Casting Roll: Skill. Use DX or unarmed combat skills to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
Your touch mentally weakens a sapient victim, if he fails to resist with Will. The victim temporarily loses 4 IQ. 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 beings, -10%; Attribute Penalty, IQ-4, +40%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [23].
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