HYPNOTISE

Torbranazite

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:

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old tongue words here

Item Creation:-

description of items and their creation

Item Vocals:

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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