Difference between revisions of "A House Divided"

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{{Spell
 
{{Spell
 +
|school=charm
 
|xp=2
 
|xp=2
 
|time=2 rounds per school rank
 
|time=2 rounds per school rank
 
|distance=Near
 
|distance=Near
 
|target=One creature
 
|target=One creature
|ability=Persuasion
+
|ability=[[Persuasion|PSN]]
|save=Mind Control
+
|save=[[Mind Control Save]]
 
|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.  
 
|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.
 
|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.

Revision as of 01:07, 19 February 2008

This spell has a unknown essence
This is a charm spell
Rarity 2
AP 4
Target One creature
Distance Near
Lasts 2 rounds per school rank
SaveMind Control Save

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 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.
  2. 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.
  3. The target is now considered to automatically resist the magical actions of friends. Spells that comrades cast to benefit them no longer have any effect.
  4. 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.
  5. 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.