Title: Chapter 16: Mind Control Author: Star_ Pastebin link: http://pastebin.com/gVG7uQUL First Edit: Monday 10th of November 2014 03:09:54 PM CDT Last Edit: Last edit on: Saturday 24th of January 2015 03:53:05 PM CDT Chapter 16: Mind Control   ~*~*~*~*~*~*~'     Keen (Sense) [SL 7] {FP 3} Base dmg: N/A This spell is actually multiple spells that must be learned seperately. The most common variant are Keen Sight, Keen Hearing, Keen Taste and Keen Smell. The spell functions by improving the brain's ability to process the incoming signals of that sense, giving a +1 bonus to all Per checks with that sense per point of energy invested. One of the more benign spells of this college, Keen Sense is a very handy and valuable spell for guards and detectives that need to be aware of minute detail in their work. Many high end magical detectives will have this and other Mind Control spells to aid in their job.   Dull (Sense) [SL 7] {FP 3} Base dmg: N/A The inverse of Keen (sense), this spell inhibits the brain's ability to properly process signals from the appropriate sense, giving a penalty of -1 per point of invested energy to Per checks using that sense. This spell is very subtle, and affected targets usually do not notice they are under it's effect, since their senses technically still function equally well but their brain processes them less effectively and more likely to ignore important stimuli.  A handy spell for thieves and spies, Dull Sense can help someone trying to remain undetected not be spotted. The way the spell functions is much more subtle and therefore good in not raising alarm than say, a blindness spell, so it is favored when needing to sneak past a guard without alerting anyone.   Fear [SL 8] {FP 4} Base dmg: N/A Prerequisites: Sense Emotions or Int 11+ The subject(s) are instilled with a significant sense of fear and dread. Any failing to resist this spell are shaken, or frightened if you cast with a critical success or the subject failed resist with a critical failure.  While unpleasant, some Equestrians consider this and other fear spells to be effective nonlethal ways of dealing with threats, and use the spells as such. This spell only inflicts relative mild fear, but it can still cause a significant effect on a battlefield to break up enemy morale. This is also the stepping stone to more advanced fear spells.   Bravery [SL 8] {FP 4} Base dmg: N/A The subjects of this spell feel filled with bravery and heroism. They gain an immediate reroll on their resistance if they are currently under the effect of a fear spell and a +4 to Will against future fear effects. If a subject affected by this spell fails a resist roll against a fear effect, this spell ends automatically for them. They may also tend to act overly brave and even reckless.  Again a more legitimate Mind Control spell, mastering Fear can allow a military commander to fight it more effectively and bolster his troops when morale faulters in the face of danger. It's therefor a good spell to pack as a leader of any group that might be facing overwhelming or terrifying odds.   Berserker [SL 8] {FP 4} Base dmg: N/A The subject flies into a foaming rage, attacking the nearest enemy with full force. The subject cannot cast spells while berserk, nor do anything else that requires strong concentration. He gains a +4 bonus to any rolls to resist pain or unconsciousness and a +2 virtual Str bonus to damage in melee. His distraction though lowers his Re by 1. When all enemies in sight are defeated, the subject will continue to attack the nearest living creatures, even friends, until nothing is left, and will then set out to hunt for more enemies until the spell wears off. He may reroll his resist every time he is forced to attack a friend or perform a similar deed that goes against his moral code (such as attacking someone begging for mercy).  Highly looked down upon in Equestrian society, Berserk finds almost no use by it's inhabitants. It can be an interesting insight into the magical functions of rage, though. It may enjoy higher popularity in other more war-like cultures. Unpleasantness aside, the spell is both good as a buff for one's own party (since you can end the spell before your warrior attacks you) and an offensive attack if you hit an enemy undetected and that way pit them against each other.   Daze [SL 8] {FP 4} Base dmg: N/A You inject a magical roadblock of sorts into the subject's consciousness, causing them to look and act relatively normal, but not notice anything going on around them or remember it later! They are effectively dazed. Any injury or other shock snaps them out of the daze and back to full alertness. A great nonlethal self defense spell, Daze's uses is only limited by the imagination. It can quickly defuse a mugging, allow a thief to walk right past a guard's nose without being noticed, or makes for a great dorm room prank when combined with some imagination.   Fascinate [SL 8] Base dmg: N/A The caster makes deep eye contact with the subject who is then fascinated as long as the eye contact is maintained. Darkness breaks eye contact! If the caster knows this spell at at least SN 8, he may cast this spell as a Blocking spell when an enemy enters melee range, and may also move slowly (Move 1) while maintaining eye contact. Each meter the caster moves allows the subject to reroll resist! Any attack against the subject automatically breaks the spell. Fascinate is a nice, fancy enchantment spell to show off or also get out of a hairy situation. The possibly strongest part of this spell is the ability to cast it as an immediate action if in melee, so a wizard can instantaneously defuse an advancing warrior, even if it isn't his turn! If combined with some allies, it can also be quite deadly, giving them a well prepared first strike against a fascinated enemy. This spell is taught from time to time since it is non lethal and useful.   Forgetfulness [SL 8] Base dmg: N/A You find and selectively block of the memories of a certain fact, skill or spell in the mind of your subject. While Forgetfulness lasts, the subject cannot use the spell in question, only use the skill on default (if untrained checks are allowed) or cannot recall the fact specified. If a forgotten spell is a prerequisite for another spell the subject knows, the other spell CAN still be cast due to faint instinctive memories, but at a -2 penalty per missing prerequisite. Another spell where a caster's ingenuity is asked for, eliminating the memory of a critical event or blocking a vital ability can be devastating to a foe if done in the right situation. Lowering the SN to make Forgetfulness castable within one turn can make it into a highly effective offensive spell. Despite it's use as a weapon, it is relatively commonly taught since it is a perfect way to learn more about how memory works on a magical level.