Coercive Magic Spells

Coercive magic attempts to directly intervene in the cognitive processes of the target. This is heavily resisted by any intelligent being and nearly impossible to non-intelligent creatures. Once the spell is successfully cast, the power therein must overcome the target's resistance to having his thinking changed for him. The caster rolls the same number of die required to cast the spell, adding one for each level of advanced training in that spell. This time the caster must roll equal to or greater than the target's Wisdom attribute for success.


Awaken

Fatigue: 1(+)
Range: 0 Area of affect: [Magic] ft.
Duration: none Difficulty: Simple (D2)

Causes all creatures within the area to wake from normal sleep. When the caster desires that creatures within that radius remain asleep (at least due to the effects of the spell) he may specify those creatures (1) who are to remain asleep or (2) who are to Awaken. For each creature so specified it will cost him one additional (+1) Fatigue point. The creature's to be awoken do not have to be overcome, unless they are in an Enchanted Sleep or Drug induced stupor. In these cases they must overcome the Drug or Enchantment. Roll to overcome as usual but the target number is 30 minus the creatures Intelligence.

Charm Person

Fatigue: 1
Range: visual Area of affect: visual
Duration: [Charm] hours Difficulty: Charm vs. Charm

Invokes the power of magic to reinforce the Charm of the caster. First determine all aspects of the usual Charm test. The difficulty rating of the Charm Person spell is then determined by subtracting the Caster's Charm from the recipient's Charm. The resulting number is the base difficulty of the spell. Roll to cast the spell as usual, no roll to overcome is necessary. The Charm will last for as long as the caster is in visual range of the recipient plus one hour per Charm attribute point.

Sleep

Fatigue: 1(+)
Range: visual Area of affect: [Magic] ft.
Duration: special Difficulty: Simple (D2)

Causes all creatures within an area equal in diameter to the Magic rating of the caster to fall into normal sleep. Victims will remain in this state until (1) physically awakened, simple (D2) versus Constitution, (2) magically awakened, see above or (3) all lost Fatigue points are naturally restored. The natural duration of the spell may be increased by one hour per additional fatigue point spent by the caster per affected creature. Note that unfatigued targets will not fall asleep without this additional expenditure of fatigue points.

Charm Small Animals

Fatigue: 2
Range: visual Number affected: [skill level]
Duration: [Magic] hours Difficulty: Challenging (D3)

Allows the caster to soothe the natural fears of natural animals of less than 100 lbs. Animals so affected will neither attack nor flee but will remain tolerant of the caster's affections. They may (75%) become somewhat affectionate, purring, rubbing against, etcetera. If the caster is attacked while animals are under affect of this spell, the animals will defend the castor until 50% hit point loss is sustained, at which point they will flee. A number of animals equal to the caster's skill may be affected (minimum 1).

Clumsiness

Fatigue: 2
Range: visual Number affected: 1 creature
Duration: 1d6 * 10 seconds Difficulty: Challenging (D3)

Confuses the mind in such a way as to induce uncoordination and clumsiness in movement. The result in combat is to increase any attackers combat percentages by +20% and increase the difficulty rating of any physical task by +2D.

Hold Small Animal

Fatigue: 2
Range: visual Number affected: 1d10+[skill level]
Duration: 1d6 + 1 minutes Difficulty: Challenging (D3)

Causes all animals of less than 100 lbs. to maintain a distance to the caster of not less than [Magic] in feet. If the caster approaches affected animals, they will either fall back an equivalent distance or flee (50%/50%).

Muscle Spasm

Fatigue: 2
Range: touch Number affected: 1
Duration: [Magic] seconds Difficulty: Simple (D2)

Disrupts the concentration of combatants and the like such that a —10% to hit or a +1 Difficulty penalty is incurred.

Command Small Animal

Fatigue: 3
Range: visual Number affected: [skill level]
Duration: [Magic] hours Difficulty: Difficult (D4)

Allows the caster to gain full control over animals of less than 100 lbs. Animals so affected will understand the caster's commands and obey his orders. A number of animals equal to the caster's level of advanced skill may be affected (minimum 1). To wrest such control away from another requires testing against the caster of the spell rather that of the animal.

Hold Large Animal

Fatigue: 3
Range: visual Number affected: [skill level]
Duration: 1d3 + 1 minutes Difficulty: Challenging(D3)

Causes animals of less than 3,000 lbs. weight to maintain a distance to the caster of not less than [Magic] in feet. If the caster approaches affected animals, they will fall back an equivalent distance 25% of the time, flee 50% of the time or charge 25% of the time, (roll percentile 1-25 fall back, 26-75 flee, 76-100 charge).

Command Large Animal

Fatigue: 4
Range: visual Number affected: 1
Duration: 1(+) weeks Difficulty: Difficult (D4)

Allows the caster to gain control over one animal of up to 3,000 lbs. weight. The animal understands and obeys all orders given by the castor loyally. Each week after the initial success of the spell the castor must make a Magic test at a difficulty equal to the number of weeks passed since the initial success. Failure in this test indicates that the animal has freed himself from the effects of the spell.

Hold Person

Fatigue: 4
Range: visual Number affected: [skill level]
Duration: 1d3 + 1 minutes Difficulty: Difficult(D4)

Causes all sentient, living beings of manlike race to maintain a distance to the caster of not less than [Magic] in feet. If the caster approaches affected individuals, they will fall back an equivalent distance. Individual victims that know this spell may resist its effects with a successful Wisdom test at Difficult(D4) difficulty.

Summon Animal

Fatigue: 4
Range: n/a Number affected: 1 large or 1d6 small
Duration: none Difficulty: Difficult(D4) / Strenuous(D5)

Calls animals of a particular specified species to the caster. The variable difficulty levels indicate (1) the difficulty in calling an animal(s) recently located by the caster (within the last 30 minutes or so) and (2) the difficulty in calling an animal(s) whose location is not known (such animals will arrive in 1d100 minutes). One large animal or 1d6 small animals will be affected by the summoning. All animals so summoned may be Charmed (q.v.) by the caster at one difficulty level less than usual.

Hold Monster

Fatigue: 5
Range: visual Number affected: [skill level] * 2
Duration: 1d3 + 1 minutes Difficulty: Strenuous(D5)

Causes all creatures of a magical or semi-intelligent (Intelligence less than 15) nature to maintain a distance to the caster of not less than [Magic} in feet. If the caster approaches affected creatures the spell is broken.

Word of Power: Deafen

Fatigue: 4
Range: [Magic]*[skill level] ft. Number effected: [skill level]* 2
Duration: 1d6 + 1 minutes Difficulty: Difficult(D4)

Completely deafens the victim such that he is entirely unable to hear any sounds.

Word of Power: Stun

Fatigue: 5
Range: [Magic]*[skill level] ft. Number effected: [skill level]* 3
Duration: 1d10 minutes Difficulty: Strenuous(D5)

Causes a brain "bash" such that the victim is knocked to the ground and loses consciousness. A mount and rider count as one creature for purposes of the number affected limit, though each would be targeted separately.

Berserker Rage

Fatigue: 6
Range: visual Number affected: [skill level]
Duration: [Magic]*6 min. Difficulty: Tasking(D6)

Forces a human or manlike victim to fight with Berserker Rage (as per that Tactical Combat Skill). Effects may be offset/dispelled by a successful Fear Spell (q.v.).

Bravery

Fatigue: 6
Range: touch Number affected: [skill level]
Duration: [Magic] min. Difficulty: Tasking(D6)

Girds the psychic will of the recipient so that he/she/it can withstand the Fear generated by that spell (q.v.) or by the emanations of supernatural beings such as Dæmons or Undead or the natural fear of dangerous or fearsome foes.

Confusion

Fatigue: 6
Range: visual Number affected: [skill level]
Duration: [Magic] min. Difficulty: Tasking(D6)

Confuses the judgment of living creatures such that their actions become random and uncoordinated. Affected creatures will attack each other 25% of the time, mill about aimlessly 50% of the time and attack the castor's party 25% of the time (roll percentile 1-25 attack each other, 26-75 mill about, 76-100 attack castor's party). Two small animals or one larger creature may be affected per level of skill training. Note that there is 3d20 second delay between casting and effect.

Fear

Fatigue: 6
Range: visual Number affected: [skill level]
Duration: [Magic]*2 min. Difficulty: Tasking(D6)

Attacks the psychic will of living creatures such that they must successfully test against Constitution with difficulty equal to the caster's Advanced Training Points for that casting or become demoralized. Failure causes varying reactions dependent on the difference between the test die roll and the Constitution attribute:

Roll–Con. Effect
1-5 Delay Actions: the victim will question his original plans or tactics for the next turn, resuming his activity in the following turn.
6-12 Stand with Trepidation: the victim will immediately take a defensive posture/tactic, no attacks are possible until/unless the caster or casters party initiates hostile activity.
13-20 Orderly Retreat: the victim will retreat in a controlled and orderly fashion, maintaining alert surveillance of the castor/castor's party.
21+ Flee: the victim initiates an immediate full speed exit from the area of threat. Two small animals or one larger creature may be affected per level of skill training.

 

Hate

Fatigue: 6
Range: visual Number affected: 1
Duration: 1+1d6 days Difficulty: Strenuous(D5)

Causes a single victim to despise a randomly selected target or target population to the point of making an attack to kill. The caster has little ability to direct this hate, as the spell actually attempts to amplify existing emotional conditions within the victim at the time. To simulate this effect, percentile dice are rolled after the successful casting of the spell and overpowering of the victim to determine the affect:

Roll Affect Party
01-20 Any enemy of the victim of the caster's choosing, except the caster (victim will immediately attack the Affect with his/her most powerful capability, spell, weapon, etc.).
21-40 Any companion, fellow or member of the victim's party of the caster's choosing (victim may make a Wisdom test with difficulty equal to [12 — Ethics] to NOT attack the Affect).
41-60 Everybody, except the caster (victim may make a Wisdom test with difficulty equal to [12 — Ethics] to NOT attack a friendly Affect).
61-80 Anyone of the caster's choosing (victim may make a Wisdom test with difficulty equal to [12 — Ethics] to NOT attack a friendly Affect).
81-90 Caster (victim will immediately attack the caster with his/her most powerful capability, spell, weapon, etc.)
91-10 Self (victim must make a Wisdom test with difficulty equal to [10–Ethics] to prevent his own suicide).

The effects of this spell cease upon the demise of the affect

Love

Fatigue: 6
Range: visual Number affected: [skill level]
Duration: 2d6 days Difficulty: Strenuous(D5)

Causes a single victim to fall passionately in love with the target of the caster's choice. Attempts to cause Love for a creature of different (human) race are made at difficulty Tasking(D6). Attempts to cause Love for a creature of different species or an inanimate object are made at difficulty Hopeless(D7). Difficulty levels should be increased when a natural enmity exists between the victim and Affect. These amorous effects will linger for 2d6 days.

Hypnotize

Fatigue: 4
Range: visual Number affected: 1
Duration: 1d6 hrs Difficulty: Victim's Intelligence

Causes a single victim to fall into a lucid trance in obedience to the caster's command. The person so mesmerized will not do anything against his basic nature, Ethics or Morals but will otherwise obey his master.


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updated on:   11 Feb 1999