Monday 8 January 2024

Wizardry: Mind Control Spells VIII

Wizardry: Mind Control Spells VIII

Mind Fog creates a cloud of will-sapping gas. Modify Memory removes memories or adds new ones. Nightmare sends a nightmare to the subject over a long distance. The final arcane spells from Player's Handbook! This does not mark the end of Wizardry, but it is a great milestone, as I've done the bulk of the work. After this, I'll take on the divine and druidic spells from the same book, but those should not take too long.
  
    Mind Fog
    Keywords: Area (Fixed).
    Full Cost: 40 points.
    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 30 seconds, the Will decrease lasts for 3 minutes.
 
    You may fill a four-yard-radius area with will-sapping gases. This gives -2 to all vision rolls made through it. The initial attack roll places the effect. It then drifts from that point with the wind. Additionally, every sapient creature that inhales the gas, loses 4 levels of Will for 3 minutes, if he fails a Will roll to resist.
    Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 4 yards, +100%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Decreased Will 4, +20%; Drifting, +20%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Agent, +50%) [32] + Obscure Vision 2 (Area Effect, 4 yards, +50%; Drifting, +20%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8].
  
    Modify Memory
    Keywords: Resisted (Will).
    Full Cost: 10 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.
 
    You can erase memories of a sapient creature or add false ones. Roll a Quick Contest of skill vs. the subject’s Will (if the subject is willing, just make a skill roll). This roll is at a -1 penalty per full -5 points of disadvantages to be changed. Memories can be altered by adding Delusions or Amnesia. If you win, the alterations take place permanently, though therapy or more Modify Memory can undo the changes in the future. Player characters who get rid of starting disadvantages this way may need to buy them off; consult the GM.
    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%; Accessibility, Only to modify memory, -20%; Conditioning Only, -50%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Slow and Sure, 10 minutes, +70%) [10].
  
    Nightmare
    Keywords: Resisted (Will).
    Full Cost: 44 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Unlimited (long-distance).
    Duration: 1 day or until awakened.
 
    You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. In addition to taking range penalties, this spell requires you to be familiar with the subject. Your casting roll is at -2 if you know the subject well, -4 if you’ve met him firsthand only for a short time, -7 if you’ve only heard of the subject. If you have the subject’s likeness, such as a picture, your casting roll is at +1. If you have his body part, such as a lock of hair, you get an additional +1. The sleeping sapient subject gets the Nightmares (p. B144) disadvantage until he awakens (or for 24 hours, if he sleeps for a very long time). Upon awakening the subject loses 1 FP that he can only recover through sleep. On a roll of 17 or 18, he is left shaking, and is at -1 to all skill and Perception rolls for the entire day. If the subject is awake during the casting, the spell fails.
    Creatures who don’t sleep (such as most elves) or dream are immune to this spell.
    Statistics: Affliction 1 (Will; Accessibility, Only on sapient sleepers, -30%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Familiarity penalties instead of targeting, +50%; Costs Fatigue, 1 FP, -5%; Disadvantage, Nightmare (No Self-Control Roll, x2.5), +12%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 3, +200%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [44].
 


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