Enchantment
The power to control another's thoughts, not just their body, is a potent one. While some question the moral implication of robbing a sentient creature of there free will, none can argue it's effective.
|
Table of Contents
Command Possession Modify Memory |
Command
|
Force your will upon another's mind.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 1 round per caster level.
Action Points: 5 AP
Cool Down: 1 Round
Range: 20m
Rank 1
Command - The Target and the Caster make opposed Willpower tests. If the target succeeds the spell fails. If the caster succeeds the target obeys a single word command for one round per level. If the command would put themselves or someone they care for in danger they may make additional Willpower tests each time this risk comes into effect to break free.
|
Rank 2
Concentrated Caster - If the caster wishes they can extend the spell, maintaining it for 1AP per round. Cooldown changes to the length of the spell's maintenance +1.
|
Rank 3
Complex Command - The instructions issued with the spell is now a sentence long, no more than 10 words long.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 1 round per caster level.
Action Points: 5 AP
Cool Down: 1 Round
Range: 20m
Rank 1
Command - The Target and the Caster make opposed Willpower tests. If the target succeeds the spell fails. If the caster succeeds the target obeys a single word command for one round per level. If the command would put themselves or someone they care for in danger they may make additional Willpower tests each time this risk comes into effect to break free.
|
Rank 2
Concentrated Caster - If the caster wishes they can extend the spell, maintaining it for 1AP per round. Cooldown changes to the length of the spell's maintenance +1.
|
Rank 3
Complex Command - The instructions issued with the spell is now a sentence long, no more than 10 words long.
|
Rank 4
(Level 5 and higher)
Many Minds- Add an additional 2AP to affect another target, up to the caster's Willpower modifier.
|
-- Or --
| |
Crush Mind - The caster can end the spell early, inflicting 1d5 plus the remaining rounds of the spell's duration.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
Domination - As long as the spell is active the target obeys orders perfectly. Any threats to themselves or loved ones still allow another Willpower test.
|
-- Or --
| |
Mental Rebuke - Once per battle, to a single target, this spell can be used in response to an attack that inflicts damage or a negative effect for 2 AP.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Broken Will - The spell is extended to 1 hour per caster level. No additional Willpower tests to break free can be made, regardless of circumstances.
|
-- Or --
|
Completely Enthrall - The target gains a +20 to their Willpower test. If they still fail they must serve the Caster for a year The caster can only control a number of targets equal to their Willpower modifier. If they use this one any additional target the spell immediately ends.
|
Posession
|
Take direct control of another target, eventually merging with them.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: While maintained
Action Points: 4AP
Cool Down: 1 rounds
Range: Touch
Rank 1
Possess - The Target and the Caster make opposed Willpower tests. If the target succeeds the spell fails. If the caster succeeds the target becomes a puppet, while the caster's normal body collapses. This costs 2AP per round to maintain. The caster's body cannot move or defend itself at all and takes full damage from attacks. The Caster's weapon Skill, Ballistic Skill, Willpower, Fellowship and Intelligence ae used.
|
Rank 2
Easier Maintenance - The cost to maintain the spell is reduced by 1.
|
Rank 3
Reduced Cooldown - Reduce cooldown by 1.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: While maintained
Action Points: 4AP
Cool Down: 1 rounds
Range: Touch
Rank 1
Possess - The Target and the Caster make opposed Willpower tests. If the target succeeds the spell fails. If the caster succeeds the target becomes a puppet, while the caster's normal body collapses. This costs 2AP per round to maintain. The caster's body cannot move or defend itself at all and takes full damage from attacks. The Caster's weapon Skill, Ballistic Skill, Willpower, Fellowship and Intelligence ae used.
|
Rank 2
Easier Maintenance - The cost to maintain the spell is reduced by 1.
|
Rank 3
Reduced Cooldown - Reduce cooldown by 1.
|
Rank 4
(Level 5 and higher)
Split Actions - The caster can split their AP between the two bodies.
|
-- Or --
| |
Erase Memory - The target cannot remember the time under the caster's control.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
Knock Out - Upon leaving the target's body they are rendered senseless for 1d5 rounds.
|
-- Or --
| |
Merge - The caster merges with the target, leaving nothing behind to harm.
|
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Body Leaper - Jump to another target for 2 AP when the current host is knocked out, or to leave and use the Knock Out talent.
|
-- Or --
|
Modify Memory
|
Implant or change a new memory, sowing confusion.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: Upkeep
Action Points: 5 AP
Cool Down: 3 rounds
Range: 30m
Rank 1
Modify Memory - The caster create a memory, no more than one minute long, ad implants it in the target. This is limited, as it cannot replace another memory, which might create a conflict. The target gets a Willpower test to realize the memory is false. The spell costs 2AP each round to maintain.
|
Rank 2
Collective False Memory - Add 2 AP per additional target, with a maximum number of targets equal to the caster's willpower modifier.
|
Rank 3
Easy Maintenance - Reduce the Upkeep cost by 1 AP.
|
Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: Upkeep
Action Points: 5 AP
Cool Down: 3 rounds
Range: 30m
Rank 1
Modify Memory - The caster create a memory, no more than one minute long, ad implants it in the target. This is limited, as it cannot replace another memory, which might create a conflict. The target gets a Willpower test to realize the memory is false. The spell costs 2AP each round to maintain.
|
Rank 2
Collective False Memory - Add 2 AP per additional target, with a maximum number of targets equal to the caster's willpower modifier.
|
Rank 3
Easy Maintenance - Reduce the Upkeep cost by 1 AP.
|
Rank 4
(Level 5 and higher)
Replace Memory - A memory of equal length can be replaced when the new memory is inserted. This is restored when the fake memory fades.
|
-- Or --
| |
Forget - Instead of implanting a new memory, the target forgets up to the last five minutes. They make a Willpower test for each minute until they pass or all five minutes are gone.
|
Rank 5
(Level 10 and higher)
(Level 10 and higher)
Permanent Change - The length of the implanted memory is halved, but if the caster succeeds on a Willpower test it is permanent.
|
-- Or --
| |
Rank 6
(Level 15 or higher)
(Level 15 or higher)
Erase - Once per month, when a target is on the verge of death, the Caster can choose to erase who they were. The target gets +20% to there Willpower test to resist, or can choose to accept. The character is effectively a new person, with no abilities or memories relating to there old life, and retains only basic social skills such as language, muscle memory, and the like. they effectively become a level 1-5 character, rolling a 1d5 to decide, with no relation to there previous talents - although there tats remain the same.
|
-- Or --
|
|
|
|