Disciplines of Control (Water)

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Jewel
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Disciplines of Control (Water)

Post by Jewel » Tue Apr 20, 2021 6:47 am

Influence

Manipulate Emotion
TN: 10
Range: 20’
Area of Effect: One Target
Duration: One Hour
Raises: Range (+5’), Area of Effect (+1 target), Area of Effect (+1 Target)
Effect: This adjustment of the Seal allows for a sahir to tinker with the emotions of their targets. After the spell is cast it may be resisted with a contested Willpower roll against the target. Assuming the sahir succeeds, they may then adjust the emotional state of their target to one emotion of their choice. Though the spell has a limited duration, after the effect is done, the target will have no idea that their emotions were manipulated unless the emotion in question was heavily manipulated.

Implant Memories
TN: 15
Range: 20’
Area of Effect: One Target
Duration: Permanent
Raises: Range (+5’), Effect (+5 TN to dispell), Effect (Additional memory added or deleted)
Effect: A sahir may implant or even delete memories from within the mind of their target. The sahir must first have eye contact with their target while they cast in order to have any effect. This spell allows for the sahir to look through a target’s recent thoughts and add or delete one. This spell cannot add or delete memories that have already been “stored” (within your next post) but it may be enough to nudge a person down the path they are wanted to go down. In addition while you may change a memory, you may not change how that person perceives the memory. This spell may be resisted, with the Sahir rolling their School Rank/Water and the target rolling Insight Rank/Willpower. If the target successfully resists, the spell fails. No deletion or addition is truly permanent however, and another sahir may cast this spell to remove these false memories or unlock the true memories at any time.

Control Mind
TN: 20
Range: 20’
Area of Effect: One Target
Duration: Concentration
Raises: Range (+5’), Area of Effect (+1 target per two raises)
Effect: The sahir need only adjust the Seal and bark an order, and whomever he desires will obey him. This spell allows the sahir to directly control the actions of another. The sahir states their order before they make their spellcasting roll, and after they have succeeded in that they must make a contested Willpower roll with their target. If they succeed on this roll as well, the target must obey the command as long as the spell continues. The target may leave the range of this spell after it has been cast, but if they are more than one mile away from the Sahir another contested Willpower roll must be made every minute to maintain the control. Also the target may make the contested roll once again every hour that they are enthralled to take control again. In addition, some sliver of self-preservation remains and the order given cannot be one that directly causes harm to the target, though you may order them into a dangerous situation. Any time the target suffers Wounds they are entitled to a new Contested Willpower Roll against the Sahir to break control.


Illusions

In the Mind's Eye
TN: 10
Range: 100’
Area of Effect: 10 cubic feet
Duration: One Hour
Raises: Range (+20’), Area of Effect (+5 cubic feet), Duration (+10 minute), Effect (Additional sense per two raises)
Effect: The sahir may alter a single detail of a scene around them. Though this effect has no substance to it, a clever application can often mean the difference between life and death. This spell affects only one sense, but raises could include all of the senses, though any tactile illusion would still have no substance. In addition illusions cannot be fixed upon a person. While you could create the illusion of a cloak over someone, once that person begins to move the illusion would quickly be seen for what it is. Finally, you cannot use this spell to make something disappear, merely to conceal. Additionally, any sahir who believes themselves under the effect of an illusion may cast this spell to dispel the affecting illusion, the TN for doing so is the TN of the spell that was cast.

Dust to Dust
TN: 15
Range: 100’
Area of Effect: One Target
Duration: Ten minutes
Raises: Range (+10’), Duration (+10 minutes), Effect (Additional sense)
Effect: More than one poor fool has been driven mad by this particular spell. The skilled sahir may, instead of creating an illusion for all to see, create an illusion in the mind of one target. The sahir and his target must make a contested Willpower roll. Upon a success the Sahir may change one detail of the scene. Though only one person is affected, the spell is far more real to them and much harder for them to realize the illusion for what it is. These spells have much more substance to them, as they are able to adapt to situations more fluidly. A stone wall would not stop a person suffering from this illusion, but it would trip them up. They will feel the blow of a phantom sword, and even see their blood pouring from them, though they are in reality still uninjured. This spell will continue even if the target has moved outside of the Sahir’s range. This spell may be dispelled by another sahir who has this spell as per Create Illusion.

Dream Magic
TN: 20
Range: 500’
Area of Effect: One Target
Duration: 2 hours
Raises: Range (+50’), Duration (+10 minutes), Effect (Older memories)
Effect: This spell permits a sahir to invade a person’s sleeping mind and fill it with what the sahir desires. This spell requires two hours of ritual preparation as well as a sympathetic link to the desired target. In addition the target must be sleeping when the spell is cast or the spell will fail, and if the target awakens the spell will be ended immediately. Upon being cast, the sahir will be able to walk through the target’s memories and view them. Generally speaking the memories viewable are no more than a week old, though with raises a sahir can go back further. Another side effect of this spell is that the Sahir may change the dreams of the sleeping target, requiring thirty minutes of time to adjust the person’s dreams as they see fit. This does allow the caster to give the target such bad dreams that they do not get a full night’s rest and thus do not refresh their Void points or heal wounds for the night. Regardless of what actions the sahir take, the target will remember dreaming of the Sahir in question.


Transformation

Stealing the Skin
TN: 10
Range: Personal
Area of Effect: One Target
Duration: One Hour
Raises: Duration (+10 minutes), Effect (Additional trait, maximum of 3 traits)
Effect: Man has looked upon animals and envied their abilities since time immemorial. For a sahir with this spell, there is no envy, for they may borrow some of those abilities. The sahir may exchange one of their parts for the part of an animal, receiving the commensurate benefits. Borrowing the nose of a hound to track or the claws of a leopard for combat or climbing are two common uses of this spell. The only limitations of this spell are that it cannot grant flight and that you can only gain the traits of a beast which you have personally witnessed and studied for one hour. In addition you cannot recreate mystical properties of creatures such as fire breath or mystical immunities.

Heart of the Beast
TN: 15
Range: Personal
Area of Effect: Personal
Duration: One Hour
Raises: Duration (+30 minutes), Effect (double or halve size per raise)
Effect: This spell allows for a sahir to transform their body into the form of an animal while retaining their human intellect. Unless raises are called this form must be roughly of equal size to you. While in this animal form you retain all of your mental traits and your Void Ring. All of your physical traits change to the standard for that creature however. Any change in Ring will not affect your Insight Rank in any way however. While in this animal form you lose access to all school techniques and spellcasting abilities. You may end the effects of this spell at any time as a Simple Action.

Claylike Form
TN: 20
Range: Personal
Area of Effect: Personal
Duration: One Hour
Raises: Duration (+30 minutes), Effect (double or halve size per raise), Effect (Specific Person for Five Raises)
Effect: With a slight but important variation in Hakhim’s Seal to the previous spell, a sahir is able to instead take on a much wider variety of forms than before, allowing you to take on the shape of a jinn, a salamander, or even stranger creatures if you have seen them. This spell allows you to take on the shape of any other creature, though you must still be of comparable size to yourself unless you call raises. You may take the form of any mythical creature which you have studied for a period of one hour. With this spell a sahir is still capable of using school techniques and casting spells while transformed. However the previous limitation that you must have personally seen and studied the sentient that you are taking on the shape of still applies. In addition, you gain none of their magical abilities, only mundane ones. Finally, for five raises you may take on the shape of a specific person, imitating their appearance and their voice. The effect will last under basic scrutiny but it is not perfect. If you are closely inspected or questioned by someone who knows the creature well you may be discovered. You gain a +2k2 bonus to any Acting skill roll while pretending to be a specific person. You may end the effects of this spell at any time as a Simple Action.
GM • City of Stories

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