The ability to control and command another is an incredible power,
especially if against their will. The uses of compelling someone to do
your bidding are uncountable, but all useful. This Manc transfixes its
victim, causing them to become trance-like and their mind open to
suggestion with implanted commands and suggestions. Once the commanding
phase has ended the victim will then either immediately follow those
commands or await the hidden trigger, depending upon the use to which
this Manc was applied. Forgetting memories and resisting future Hypnotise attempts are also another facet of this Manc.
When this Manc is cast upon a victim, that victim must immediately
Save Vs Paralyse or become entranced. They stop whatever they are doing
and will remain where they are and stare off into the distance their
eyes unseeing. Should they succeed this Save, they are isntead
momentarily dazed before recovering and then being immune to that
caster's Hypnotise spells for 16 Candles. If the Manc came from an item, however,
the item may immedately be used again and another Save made by the
victim. Only if the Manc comes from within the caster does the immunity
last the 16 Candles with a successful Save.
Once entranced, the victim will say or do nothing unless ordered to
by the controlling user. While still wearing the amulet or ring, or
while keeping within range of the spell, the user can ask any question
or give any command to the victim, assuming they can communicate
clearly. Language or senses problems can cause the Manc to entrance the
victim, but have no further effect, unless the user can find a way to
communicate with the victim. Assuming communication is not a problem,
the user can talk to or command the victim, and only if the question or
command is something that the victim is morally against revealing or
doing is a Save Vs Manc required. Success means the victim struggles
but refuses the question or command. This question or command may not
then be asked or commanded again without ths Manc being ended and
another Hypnotise being used. Failing the Save Vs Manc, means the
victim will answer the question as they understand it, or follow the
command. Unlike Mind Control, victim's retain their personality and
intellect, and will answer normally, albeit in a slightly day-dreamy
way. Commands are followed in a dazed-like state unless the command has
a trigger. The victim will perform the command to the best of their
ability, but always in a dazed-like state, although this in no way
effects their agility or speed and such. Again any command that attacks
their moral code causes an immediate Save Vs Manc to refuse and will negate the Manc.
The Duration lasts until they have completed the task, or the Mancer's Level x2 in Rounds has passed, whichever comes first.
Trigger commands are hidden commands, buried in the victim's unconscious mind. The user explains to the entranced victim the parameters of the command and the situation that triggers the command to take over the victim and make them complete it. Triggers may be meeting a specific person, arriving at a specific place, or at a specified time. It could also be when performing a specific action, or seeing a specified object or colour, or whatever. At the time of the trigger, the victim then enters the trance-like state and follows the command just as already described. Again, if the command is against their moral code, they get an instant Save Vs Manc, or they must follow it to the best of their abilities. It is often clear to others that something is different about the victim as they carry out the command.
Resist Hypnotise
This Manc can also be used as a defence against other users of
Hypnotise. Should someone be hypnotised with this Manc and the user
commands them to resist all Hypnotise attempts then future Hypnotise
attempts upon the victim by another item or user are resisted
completely. The maximum number of futuer attempts that are resisted is
equal to the Level of the Mancer's Manc that first laid the Hypnotise
command to resist.
Forget
This use of Hypnotise can also act like a Forget Manc, making the
victim forget something specific that is not too emotionally connected
with the victim, such as forgetting that a ship left harbour at a
specified time, or that they buried a sack for someone else at a
certain place upon being offered money to do so. However, in the
examples if the victim had seen the ship leave with their true love
aboard, or the sack contained a great treasure, they would probably be
too emotionally connected to forget that. Only one memory can be
supressed in this way. Attempts to bring the memory forward again is
treated in the same way as the resist Hypnotise.
Victims that have had a successful Hypnotise cast upon them can be
cured of this Manc with the use of a Free Movement when in the trance
state and when in the trance-like state and following the command.
Banish Manc or Restoration has no effect upon this Manc on a victim.
Another Hypnotise use can remove the Hypnotise as long as the orginal
Mancer's Level is lower than that of the removing Mancer's Level.
Forget can also negate any trigger-laid command as long as the victim
is told to forget the Hypnotise command specifically.
Spell Casting:-
Vocals:
old tongue words here
old tongue words here
Item Creation:-
description of items and their creation
Item Vocals:
old tongue words here
old tongue words here
ITEM | LEVEL | CHARGES | DURATION | RANGE | NOTES | VIRGIN | MAIDEN | |
Ring | 6 |
5 | 3 |
See Text |
5 Feet |
L.O.S. |
3 Movements |
1 Movement |
Amulet | 7 | 6 |
4 |
See Text | 10 Feet | L.O.S. | 1 Day | 2 Movements |
Spell |
8 |
7 | 4 | See Text | 10 Feet | Eye contact | - |
2 Movements |
Other | 14 | 12 |
D.O.I. |
D.O.I | D.O.I | D.O.I | D.O.I | D.O.I |
1 Round = 30 seconds