Magical forces are universal.
The difference between Elemental and Mental Magic is the degree of refinement.
Mental Magic makes use of forces filtered through the mage's consciousness, attuning them to thought processes and emotions.
The raw power of the elements is not used in Mental Magic, rather finesse and subtlety.
Confusion 7 + INT 1 Stack 10 Phases This spell is identical in effect to the Confusion spell under Water.
Fear 5 + KV 3 Stack 10 Phases Fear causes the victim to run from any animal or human he sees, including his friends.
He will avoid combat if possible, but if surrounded will go on the offensive, lashing out at the closest friend or foe.
While under the influence of Fear the victim's CS and DB are increased by 1.
Fear Aura 1 InfStack 1 Hour Fear Aura forms an invisible cloud about the caster.
Each casting gives one .point' of Fear.
Any person coming within 10 hexes of the caster whose KV is less than the Fear points in the spell must make a Resist Roll.
Failure means the person will fear the caster.
This causes victims to give in to any demands, providing no personal hardship or possibility of injury is involved.
Victims will be anxious to please.
If there is hardship or possibility of injury, the spell is broken.
When the victim moves out- side 10 hexes from the caster, the spell endures 10 minutes.
Insanity INT x WILL 10 Stack Permanent This permanently rearranges the victim's personality to suit the caster.
Cast once a week, no real effects are noticeable until the fifth stack is accomplished.
At that point and beyond, new personality quirks and mood shifts become apparent.
By the tenth stack, the caster has implanted one specific desired personality change.
The Insanity can be reversed using the same spell in a constructive manner but at double cost.
Mental Control 4/7/9/10/15 InfStack 1 Hour This spell forces others to do the mage's bidding.
A special Resist Roll is used for this spell:
DSL is the difference in MGSL plus one half the difference in WILL charac- teristics.
After the first casting, each stack adds one to the DSL.
This not only in- creases the chances of affecting the target, but improves the chances of the victim following orders (see below).
The standard costs are for small birds/ sheep or goats/ horses/cats or dogs/men.
Only one victim can be controlled at a time.
The lower forms of life (insects and such), have an MGSL of -7 and WILL of 18 (pure instinct being hard to alter).
Higher forms of life (mammals, birds, reptiles, and fish) have an MGSL of -2 and WILL that varies from 12 to 16, the less intelligent species having the higher WILLs.
Anything of near human intelligence has at least a MGSL ofO.
The chance of the victim following an order depends on the danger involved and how thoroughly he is controlled.
Below is a table ofDSL versus chance of obedience.
The first number is for orders involving no personal danger, the second for orders involving personal danger, and the third for orders that will probably result in death.
DSL Chance DSL Chance DSL Chance -5-0 70/30/00 3-4 99/70/40 10-12 99/95/70 1-1 90/50/15 5-6 99/80/50 13-15 99/99/80 2-2 95/60/30 7-9 99/90/60 16-20 99/99/85 The victim rolls this chance.
If less than or equal to the number is rolled (00-99), the victim obeys the command.
If the roll is higher, the victim refuses and breaks the Mental Control.
“Once controlled, the victim remains under control even when out of the mage's sight.
The control is broken if the victim moves outside the mage's maximum casting range (range for memorized target).
Stun 8 + WILL 3 Stack 2 Phases This spell is identical in effect to the Stun spell under Fire.
Telepathy 3 x INT 1 Stack 10 Phases Telepathy is used to read the surface thoughts and emotions of the target.
For low intelligence beings only pictures can be read.
Insects and similar creatures have no real intelligence and are useless for telepathy.
Birds, sheep.
and goats have intel- ligences ranging from 1 to 2;
horses, cats, and dogs from 2 to 4;
apes range from 2to 6.
Willpower 6 10 Stack 5 Minutes Uke the Willpower spell under Fire, this spell temporarily raises the WILL charac- teristic by one.
This increases the KV and decreases susceptibility to Mental Control and other Will based spells.
This increase is for defense only, it will not improve a mage's natural WILL for use with offensive casting of Mental Control.
08.08-mental_magic.txt