Mind Over Matter

Questions and suggestions for new spells, changes to spells and the magic system

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Mind Over Matter

Postby Joshua_Jericho on Mon Oct 05, 2020 7:33 pm

We were discussing this in the OOC - this is the current Illusion Sphere spell, Mind Over Matter.

Mind over Matter:
Level required: 10
Class required: Bard, Mage, Magi, Entertainer
Casting method: clomagatk
Defending method: clomagdef

Description: Class restrictions: Bard, Mage, Magi, Entertainer, Nature . X3

If you've ever wished you could trick your enemy into believing they were somewhere else, now is the time to do it. The spell itself must be sung or hummed to come into existence, the words matter only in the creation of what you are trying to get your enemy to see. With but a simple sound of the casters singing voice, he can make a barren area appear to be a lush valley or perhaps the edge of a mountain. Now, this truly isn't real, but to the spell casters enemy, it is what he sees that matters, not what reality dictates. This spell is rather handy to confuse, and make one fear. Sometimes illusions hurt more than the reality we can touch.

:MECHANICS: This spell takes two rounds to cast and is set free at the end of the second round, however if the spell is interrupted such as a successful hit against the caster the spell is lost and must be recast. The caster must spend an immediate 8 stamina and begin a chanting song or hum. The words will matter in how you create the illusion within the mind of your opponent and what they may see. If you are in the forest and wish your opponent to believe they are in the Inn, you begin with your hum... And then the words. It doesn't have to sound pretty nor rhyme. A !clomagatk is rolled vs !clomagdef. If the opponent loses, the spell will last 2 rounds for every slot of the spell used even after the humming or singing ends. Keep in mind as well, that the location they want their opponent to see must be a KNOWN location of the Caster. Beware the Illusionist for he can take you from your world, into his own.


Problems :
  • Despite being a Battle spell, it seems to have no actual dice-based battle effects.
  • High cost (two round cast, stamina cost)
  • Slightly confusing

However, it's a really fun RP/Fluff spell, with a ton of potential for awesome (role)play. So here's a slightly amended version that, IMHO, makes a bit more sense within the current game.

Mind over Matter:
Level required: 10
Class required: Bard, Mage, Magi, Entertainer
Casting method: clomagatk
Defending method: clomagdef

Description: Class restrictions: Bard, Mage, Magi, Entertainer.

"The mind is its own place, and can in itself can make a heaven of hell, a hell of heaven..." - Aleander, Court Illusionist to Adraxis the Cruel

This spell can transport any who hear it into another world of the caster's own devising, pulling their minds into a fantasy - or a nightmare. Sticks and stones may break their bones, but words have a power all their own...

:MECHANICS: This spell takes two rounds to cast, and centres on the caster's voice. It starts with a chant, a hum, even a whistle - it doesn't have to rhyme, or even have words, but it must have at least an attempt at rhythm and musicality. In the first round, the caster starts singing, or chanting, and spends an immediate 8 stamina. In the second, they release the spell, and roll a single !clomagatk in the usual way. Anyone within earshot must immediately roll a !clomagdef. If they fail, they fall under the spell's influence. To any outside observer, this is similar to enchanted sleep - slumping where they stand or sit.

The caster must now choose whether to continue singing or not. Singing consumes 1 stamina per 3 slots used every round, and counts as the caster's action for dice purposes. Every two rounds, anyone under the effects of the spell can roll to escape it by repeating their !clomagdef against the same initial !clomagatk. Once either a target has succeeded in their defence roll, or the caster has stopped singing, the illusion gradually collapses, lasting for a further one round per 2 slots invested in the initial casting. Any hostile action against someone under this spell will immediately wake them.

Earshot is loosely defined to allow for varying conditions - a deaf character suffers no effect, for example. The maximum range is a circle of radius 50 feet around the caster under 'ideal' conditions, up to 75 feet for those with enhanced hearing. A character could choose to keep their voice to a whisper to minimise the range, or project to the whole Inn to maximise it.

Important Note : Any sexual imagery in the spell, or sexual actions upon the stunned characters, requires OOC consent.


Thanks for reading, folks!

JJ
Since I can't figure out how to change display name...player of Catiline, Umber and Saphamira! Often around on IRC GMT evenings and weekends.
Joshua_Jericho
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