Affect the Psyche
Loosening the Tongue (6 Essence)
The victim of this Rosicrucian spell doesn't merely feel compelled to answer questions truthfully; he actively desires to tell you everything he knows about pretty much everything. Fortunately, in this state the victim is also highly suggestible and can easily be directed to focus on pertinent information; unfortunately, he is also highly distractable and will frequently wander off topic. Success levels rolled equal the Invocations duration x 10 minutes.
Scream (2 Essence per Willpower of the target)
Pressured by his friend Aegan to find non-lethal means of subduing opponents (or clearing out a room), Iorlas Peregrine created this effect to show a glimpse of the actuality of existence to everyone in an area the size of a barroom. It works by removing the surface layers of reality, the self-induced illusions that everything is all right, to show the target how things really are. To an untrained mind, this glimpse is quite nerve-wracking and frequently paralyzing, but to someone whose concepts of existence are well-developed, this experience is much less effective [that is to say people with exceptionally high Perception (upwards of 5)]. Essentially, this effect induces a Fear reaction in the target requiring a modified Fear Test (Perception + Willpower + 1d10).
Farsight
Animal Senses (Variable Essence)
Each casting of this effect of Farsight enhances the mage's choice of one sense. Casting costs 2 Essence per use, plus an hour per each extra point of Essence. Each Success Level rolled gives a +2 Perception Bonus to the affected sense.
Bookmark (5 Essence)
A relatively mundane use of the Farsight Invocation, this effect allows the mage the opportunity to read in a distant location that he knows well, such as his own library, even if the book is closed. Locations less well known, a close friends library for example, demand a -2 roll modifier, but other locations - the local bookstore or a unknown persons library place more onerous penalties on the casting mage (from -3 to -9).
The base range is 1 mile x Perception + the level of the Invocation, and the range may be increased at 1 Essence per mile. However, increasing the range adds +1 penalty per mile.
Lesser Curse
He Who Hesitates is Lost (5 Essence)
This curse creates a fog of Essence to muddle a trackers mind. Anytime a decision must be made about choosing a path to follow at a crossroads (and even the smallest overgrown of split paths will suffice), the tracker must make a resisted Perception Test against the Invoked Essence or be lost and follow the wrong path although he may think it the right path. While the spell is active, the cursed victim takes a -1 penalty per SL of the magicians Invocation Task.
Lesser Healing
Endorphin High (7 Essence)
Endorphins (not dolphins) make the target feel really, really good (well, I guess dolphins can do that too). This type of high can be so subtle that if the target is taken by surprise, he is unlikely to even consciously notice the effect. Also, the effect of an endorphin high varies widely from person to person; for example, someone who often exercises strenuously will be accustomed to endorphins and may simply feel happy, on the other hand someone who does not exercise may have an extreme reaction (can we say orgasmic, kids? I thought we could.) to a sudden rush of the hormone.
Lesser Illusion
Globe of Light (1 Essence)
Creates a sphere of light that may at the Casters behest range in power from a single candle to that of a table lamp (roughly 2100 lumens). For an extra Essence point, the light may be as intense as 100,000 lumens (approximately that of a high powered halogen light), bright enough to blind for about 30 seconds if viewed directly. Duration for any Illusion is standard as described in the main body of the Invocation.
Greater Invocations
Amnesia (also called Who ARE You?) (Variable Essence)
Pre-requisites: Affect the Psyche
This effect scrubs away the long term memories of a target, generally only destroying the characters personal history. The Invocation requires a Resisted Task vs the doubled Willpower of the Target. The base cost is 5 Essence per Willpower of the victim; to destroy skills, also the cost is an extra 2 Essence per Intelligence of the target.
The Curse of Entropy
Pre-requisites: Affect the Psyche, Lesser Curse
Suicidal Despair (15 Essence)
This curse opens the targets mind to the presence of decay in all things in the world, the moment by moment death of all things. Rather than killing the victim, the purpose of the Entropic Curse is insanity; suicide is merely a hoped for side effect. The primary effect requires an Invocation + Willpower roll vs. the targets Willpower.
Death Curse
Pre-requisites: Lesser Curse
Induce Hanta Plague (Variable Essence)
This effect recreates the symptoms of the Hanta virus in a target without the actual virus being present and is not contagious. Creating the Hanta Plague effect costs equal to the Essence Pool of the victim plus 20 points.
The symptoms can be split into five phases; febrile, hypotensive, oliguric, diuretic and phases.
* Febrile phase: Symptoms include fever, chills, malaise, headaches, nausea, abdominal and back pain, as well as gastro-intestinal problems. These symptoms normally occur for 3-7days.
* Hypotensive phase: This occurs when the blood platelet levels drop and symptoms can lead to tachycardia and hypoxemia. This phase can last for 2 days and.
* Oliguric phase: This phase lasts for 3-7 days and is characterized by the onset of renal failure and proteinuria occurs.
* Diuretic phase: This is characterized by diuresis of 3-6L per day, which can last for a couple of days up to weeks.
* Cardiopulmonary phase: This phase is signified by tachycardia and tachypnoea, leading to cardiovascular shock until death within hours.
Note: as a magically created disease, the curse cannot be cured by Mundance methods. The curse must be lifted or rendered inactive through some other means for the victim to survive. Magical healing (ie. the Lesser and Greater Healing Invocations) will not work; the curse, itself, must be lifted, whether by a Necromancer of great skill and power (at minimum a skill of 5 and Death Mastery 5).
Greater Illusion
Shadow Man (6 Essence)
Pre-Requisites: Lesser Illusion
This Spell animates ones shadow and gives it the benefit of the 3rd dimension. Iorlas Peregrine originally created the Shadow Man as a sparring/fencing partner but later found other uses (mostly as a servant or lab assistant) for it. The Shadow Man is a relatively simple programmed automaton and can be given as many as three skills after which it responds to verbal commands for the duration of the spell.
Opinions?
(I have just added several new Effects and am working on a few new Invocations, including a new Death Curse, as well.)
Hail to the Burger King, Baby! Ook! Ook! -Anastas
"Mark Miller licks goats!"
Going to war over religion is basically killing each other to see who has the better imaginary friend. - Richard Jeni
USS Lynx | Currently Running: Nothing online
Loosening the Tongue (6 Essence)
The victim of this Rosicrucian spell doesn't merely feel compelled to answer questions truthfully; he actively desires to tell you everything he knows about pretty much everything. Fortunately, in this state the victim is also highly suggestible and can easily be directed to focus on pertinent information; unfortunately, he is also highly distractable and will frequently wander off topic. Success levels rolled equal the Invocations duration x 10 minutes.
Scream (2 Essence per Willpower of the target)
Pressured by his friend Aegan to find non-lethal means of subduing opponents (or clearing out a room), Iorlas Peregrine created this effect to show a glimpse of the actuality of existence to everyone in an area the size of a barroom. It works by removing the surface layers of reality, the self-induced illusions that everything is all right, to show the target how things really are. To an untrained mind, this glimpse is quite nerve-wracking and frequently paralyzing, but to someone whose concepts of existence are well-developed, this experience is much less effective [that is to say people with exceptionally high Perception (upwards of 5)]. Essentially, this effect induces a Fear reaction in the target requiring a modified Fear Test (Perception + Willpower + 1d10).
Farsight
Animal Senses (Variable Essence)
Each casting of this effect of Farsight enhances the mage's choice of one sense. Casting costs 2 Essence per use, plus an hour per each extra point of Essence. Each Success Level rolled gives a +2 Perception Bonus to the affected sense.
Bookmark (5 Essence)
A relatively mundane use of the Farsight Invocation, this effect allows the mage the opportunity to read in a distant location that he knows well, such as his own library, even if the book is closed. Locations less well known, a close friends library for example, demand a -2 roll modifier, but other locations - the local bookstore or a unknown persons library place more onerous penalties on the casting mage (from -3 to -9).
The base range is 1 mile x Perception + the level of the Invocation, and the range may be increased at 1 Essence per mile. However, increasing the range adds +1 penalty per mile.
Lesser Curse
He Who Hesitates is Lost (5 Essence)
This curse creates a fog of Essence to muddle a trackers mind. Anytime a decision must be made about choosing a path to follow at a crossroads (and even the smallest overgrown of split paths will suffice), the tracker must make a resisted Perception Test against the Invoked Essence or be lost and follow the wrong path although he may think it the right path. While the spell is active, the cursed victim takes a -1 penalty per SL of the magicians Invocation Task.
Lesser Healing
Endorphin High (7 Essence)
Endorphins (not dolphins) make the target feel really, really good (well, I guess dolphins can do that too). This type of high can be so subtle that if the target is taken by surprise, he is unlikely to even consciously notice the effect. Also, the effect of an endorphin high varies widely from person to person; for example, someone who often exercises strenuously will be accustomed to endorphins and may simply feel happy, on the other hand someone who does not exercise may have an extreme reaction (can we say orgasmic, kids? I thought we could.) to a sudden rush of the hormone.
Lesser Illusion
Globe of Light (1 Essence)
Creates a sphere of light that may at the Casters behest range in power from a single candle to that of a table lamp (roughly 2100 lumens). For an extra Essence point, the light may be as intense as 100,000 lumens (approximately that of a high powered halogen light), bright enough to blind for about 30 seconds if viewed directly. Duration for any Illusion is standard as described in the main body of the Invocation.
Greater Invocations
Amnesia (also called Who ARE You?) (Variable Essence)
Pre-requisites: Affect the Psyche
This effect scrubs away the long term memories of a target, generally only destroying the characters personal history. The Invocation requires a Resisted Task vs the doubled Willpower of the Target. The base cost is 5 Essence per Willpower of the victim; to destroy skills, also the cost is an extra 2 Essence per Intelligence of the target.
The Curse of Entropy
Pre-requisites: Affect the Psyche, Lesser Curse
Suicidal Despair (15 Essence)
This curse opens the targets mind to the presence of decay in all things in the world, the moment by moment death of all things. Rather than killing the victim, the purpose of the Entropic Curse is insanity; suicide is merely a hoped for side effect. The primary effect requires an Invocation + Willpower roll vs. the targets Willpower.
Death Curse
Pre-requisites: Lesser Curse
Induce Hanta Plague (Variable Essence)
This effect recreates the symptoms of the Hanta virus in a target without the actual virus being present and is not contagious. Creating the Hanta Plague effect costs equal to the Essence Pool of the victim plus 20 points.
The symptoms can be split into five phases; febrile, hypotensive, oliguric, diuretic and phases.
* Febrile phase: Symptoms include fever, chills, malaise, headaches, nausea, abdominal and back pain, as well as gastro-intestinal problems. These symptoms normally occur for 3-7days.
* Hypotensive phase: This occurs when the blood platelet levels drop and symptoms can lead to tachycardia and hypoxemia. This phase can last for 2 days and.
* Oliguric phase: This phase lasts for 3-7 days and is characterized by the onset of renal failure and proteinuria occurs.
* Diuretic phase: This is characterized by diuresis of 3-6L per day, which can last for a couple of days up to weeks.
* Cardiopulmonary phase: This phase is signified by tachycardia and tachypnoea, leading to cardiovascular shock until death within hours.
Note: as a magically created disease, the curse cannot be cured by Mundance methods. The curse must be lifted or rendered inactive through some other means for the victim to survive. Magical healing (ie. the Lesser and Greater Healing Invocations) will not work; the curse, itself, must be lifted, whether by a Necromancer of great skill and power (at minimum a skill of 5 and Death Mastery 5).
Greater Illusion
Shadow Man (6 Essence)
Pre-Requisites: Lesser Illusion
This Spell animates ones shadow and gives it the benefit of the 3rd dimension. Iorlas Peregrine originally created the Shadow Man as a sparring/fencing partner but later found other uses (mostly as a servant or lab assistant) for it. The Shadow Man is a relatively simple programmed automaton and can be given as many as three skills after which it responds to verbal commands for the duration of the spell.
Opinions?
(I have just added several new Effects and am working on a few new Invocations, including a new Death Curse, as well.)
Hail to the Burger King, Baby! Ook! Ook! -Anastas
"Mark Miller licks goats!"
Going to war over religion is basically killing each other to see who has the better imaginary friend. - Richard Jeni
USS Lynx | Currently Running: Nothing online
