Difference between revisions of "A House Divided"

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{{Spell
 
{{Spell
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|essence=compulsory
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|school=ruin
 
|xp=2
 
|xp=2
|time=2 rounds per school rank
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|time=2 rounds per spell rank
 
|distance=Near
 
|distance=Near
|target=One creature
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|target=Creature
|ability=Persuasion
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|save=[[Mind Control]]
|save=Mind Control
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|description=Like a house of cards, one's enemies will crumble if the support falls.  This spell alters the target's perception of friend and foe.  By physically and psychologically cordoning off an enemy from his/her allies, the mage makes friends of enemies.  
|description=Like a house of cards, one’s enemies will crumble if the support falls.  This spell alters the target’s perception of friend and foe.  By physically and psychologically cordoning off an enemy from his/her allies, the mage makes friends of enemies.  
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|level1=The target will always subconsciously attempt to move in the opposite direction of allies.  The target will not abandon the fight simply because of this: they simply wish to fight alone.
|level1=The target is rendered oblivious to the cries and actions of comrades.  The target still hears and sees everything going on in the fight, but it is glossed over without consideration.
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|level2=The target is struck with "friendship amnesia" and thinks his former allies are strangers, with a neutral disposition towards them.
|level2=As per level one, plus the target will always subconsciously attempt to move in the opposite direction of allies.  The target will not abandon the fight simply because of this: they simply wish to fight alone.  
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|level3=The target is rendered completely oblivious to the cries and actions of comradesThe target still hears and sees everything going on in the fight, but it is glossed over without consideration.
|level3=The target is now considered to automatically resist the magical actions of friendsSpells that comrades cast to benefit them no longer have any effect.
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|level4=The target turns against his/her allies and counts them amongst his/her enemies.  The target will believe in his/her mind that their allies have gone over to the wrong side!  In game terms, this means that the target will attack former comrades as well as other enemies, with no preference to either except who poses the most immediate threat.   
|level4=As per level three, plus the target turns against his/her allies and counts them amongst his/her enemies.  The target will believe in his/her mind that their allies have gone over to the wrong side!  In game terms, this means that the target will attack former comrades as well as other enemies, with no preference to either except who poses the most immediate threat.   
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|level5=The target turns against his/her allies and believes their former enemies friends.  Essentially the target simply begins to fight for the opposing side for the duration of the spell.  No amount of talking can make the target snap out of the spell before it ends.   
|level5=As per level three, plus the target turns against his/her allies and believes their former enemies friends.  Essentially the target simply begins to fight for the opposing side for the duration of the spell.  No amount of talking can make the target snap out of the spell before it ends.   
 
 
}}
 
}}

Latest revision as of 22:23, 29 July 2013

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a compulsory essence
This is a ruin spell
Rarity 2
AP 4
Target Creature
Distance Near
Lasts 2 rounds per spell rank
SaveMind Control

Like a house of cards, one's enemies will crumble if the support falls. This spell alters the target's perception of friend and foe. By physically and psychologically cordoning off an enemy from his/her allies, the mage makes friends of enemies.

Intensity Effects

  1. The target will always subconsciously attempt to move in the opposite direction of allies. The target will not abandon the fight simply because of this: they simply wish to fight alone.
  2. The target is struck with "friendship amnesia" and thinks his former allies are strangers, with a neutral disposition towards them.
  3. The target is rendered completely oblivious to the cries and actions of comrades. The target still hears and sees everything going on in the fight, but it is glossed over without consideration.
  4. The target turns against his/her allies and counts them amongst his/her enemies. The target will believe in his/her mind that their allies have gone over to the wrong side! In game terms, this means that the target will attack former comrades as well as other enemies, with no preference to either except who poses the most immediate threat.
  5. The target turns against his/her allies and believes their former enemies friends. Essentially the target simply begins to fight for the opposing side for the duration of the spell. No amount of talking can make the target snap out of the spell before it ends.