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E-Mod 1.8 Readme - [Spell] Mind Control

Mind Control

A powerful group indeed. One can turn thy enemies into the most loyal of allies or bring total chaos to all who approach you. (Changed as of the Build 5 version) One of my personal favorite groups. :D

Fear Spell

Casting Cost: Spell Level
Upkeep Cost: Level of wits loss per/30sec
Target: Enemy/Friendly
Subject Defenses: Resisted by target's perception vs. caster's appearance, Can be warded, Can be spell tapped.

Description: This spell will cause your subject to run from you in fear and they will also loose some of their wits. The subject will remain fearful of you for as long as he/she can see you and as for as long as you maintain upkeep. You can only maintain one Fear Spell at a time. On a critical success this can only be resisted by a ward or spell tap and the subject will take double their losses in wits. On a critical failure the cost goes up to 10 and you end up being struck with fear. NOTE: If the subject's wits drops to 1 or below, they will faint.

Valor Spell

Casting Cost: Spell Level
Upkeep Cost: Level of wits increase per/30sec
Target: Self
Subject Defenses: Can be spell tapped.

Description: This spell will increase your wits stat equal to your skill level. You can cast this multiple times, but each cast will require more upkeep. On a critical success the amount of increase doubles and on a critical failure the costs doubles and you loose some wits for a duration of 30 seconds. NOTE: If your wits drops to 1 or below from bad crits you will faint.

Foolishness Spell

Casting Cost: Spell Level
Upkeep Cost: Level of intelligence loss per/30sec
Target: Enemy/Friendly
Subject Defenses: Resisted by target's perception vs. caster's manipulation, Can be warded, Can be spell tapped.

Description: When cast on a subject it will reduce their intelligence stat equal to your skill level. This comes in handy when you need to disrupt a spell caster. You can cast this multiple times, but each cast will require more upkeep. You can only maintain one Foolishness Spell at a time. On a critical success the subject will loose twice the amount and on a critical failure you will pay double and loose some intelligence for a duration of 30 seconds. NOTE: If your intelligence drops to 1 or below from bad crits you will fall unconscious.

Daze Spell

Casting Cost: 15
Upkeep Cost: 10 per/15sec
Target: Enemy/Friendly
Subject Defenses: Resisted by target's wits vs. caster's manipulation, Can be warded, Can be spell tapped.

Description: This spell will cause the subject to wander around mindlessly and be unable to do much of anything else. Can only maintain on at a time. The subject will remain dazed for as long as you pay upkeep. On a critical success the subject can only resist with a ward or spell tap. On a critical failure you pay double cost and end up dazed yourself for a duration based on your skill. The higher your skill level the quicker you recover.

Chaos Spell

Casting Cost: 10 (+ 4 per subject affected)
Upkeep Cost: No upkeep, must recast
Target: Surrounding Enemies
Subject Defenses: Resisted by target's wits vs. caster's manipulation, Can be warded, Can be spell tapped.

Description: This spell will cause all enemies around you to run in fear for a short duration based on your skill level. All surrounding subjects who are affected by this will loose some of their wits. On a critical success the surrounding enemies can only resist by ward or spell tap. On a critical failure cost doubles and you will loose some wits for a duration of 30 seconds. NOTE: If the subject's wits drops to 1 or below, they will faint.

Loyalty Spell

Casting Cost: 10
Upkeep Cost: 6 per/30sec
Target: Enemy/Friendly
Subject Defenses: Resisted by target's perception vs. caster's charisma, Can be warded, Can be spell tapped.

Description: When successfully cast on an enemy they will become your faithful servant until you either cancel your upkeep or the subject dies. While the subject is affected by this spell they will follow you into combat if they are capable of fighting as well as through out a chronicle. So that means they should transition to other levels with you. On a critical success the subject can only resist with a ward or spell tap and on a critical failure the cost increases by 12 and you end up dazed for a duration based on your skill level. The higher it is the quicker you recover. NOTE: Clients do not get this transition affect. Instead their servants will remain near the exit they went through and will wait there until the master returns or until the client's loyalty upkeep is canceled.

Enslave Spell

Casting Cost: 30
Upkeep Cost: 12 per/30sec*
Target: Enemy/Friendly
Subject Defenses: Resisted by target's perception vs. caster's appearance, Can be warded, Can be spell tapped.

Description: This spell will turn the subject into your loyal servant. You will be able to control them whenever you right click the Enslave Effect icon. This effect will end if the subject dies or is on another level when you try to use this. So make sure the subject is with you whenever you want to control them. On a critical success the subject can only resist with a ward or spell tap. On a critical failure the cost doubles and you are hit with daze for a duration based on your skill level. The higher it is the quicker you will recover. THIS SPELL WILL NOT MAKE THE SUBJECT FOLLOW YOU OR TRANSITION LEVELS WITH YOU!

*NOTE: The cost in upkeep is only paid whenever you possess the subject with enslavement.

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