Mental Magic

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

Confusion 7 + INT 1 Stack 10 Phases

This spell is identical in effect to the Confusion spell under Water.

Fear

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

Fear Aura 1 Inf Stack 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 outside 10 hexes from the caster, the spell endures 10 minutes.

I'll hold my ground as long as they're in front of you and you're in front of me.
Dr. Buen-Scheuk

Insanity

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

Mental Control 4/7/9/10/15 Inf Stack 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 characteristics.

After the first casting, each stack adds one to the DSL.

This not only increases 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 of 0.

The chance of the victim following an order depends on the danger involved and how thoroughly he is controlled.

Below is a table of DSL 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
-5-0 70/30/00
1-1
2-2 95/60/30
3-4 99/70/40
5-6 99/80/50
7-9 99/90/60
10-12 99/95/70
13-15 99/99/80
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

Stun 8 + WILL 3 Stack 2 Phases

This spell is identical in effect to the Stun spell under Fire.

Telepathy

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 intelligences ranging from 1 to 2;

horses, cats, and dogs from 2 to 4;

apes range from 2 to 6.

Willpower

Willpower 6 10 Stack 5 Minutes

Like the Willpower spell under Fire, this spell temporarily raises the WILL characteristic 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.

Mental Magic [R-FRP4-8.1.8.8]

rhand_morningstar_missions/mental_magic.txt · Last modified: 2025/01/22 11:53 by robert
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