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Mental Manipulations

August 24th, 2017

Joshua Zaback

Obscure Arcana Archive

I’ve always had a fascination with hypnotism—the idea that you can put someone into a trance and then have them perform incredible feats. While, of course, it is highly entertaining to make someone think they are a dog, hypnotism has also been credited with life improvement, such as quitting bad habits or enhancing one’s own abilities and even memory recollection. Since so many spells and abilities that have to do with hypnotism just make the target fascinated, I thought it would be fun to make some spells that do all those other things.

 

AUTOHYPNOTISM
School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, mesmerist 2, psychic 2, shaman 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration concentration  

You recite obscure mantras and focus your energies inward in order to empower yourself. When you concentrate on this spell, you can achieve one of the following things.

Focus: You gain a bonus on your AC and saving throws equal to 1 + 1 for every 2 rounds you concentrate on this spell (maximum 5).

Healing: You regain a number of hit points to 1d8 + your caster level (maximum +10). If this would put you over your maximum hit points, you gain 5 temporary hit points instead.

Strike: You may make a single melee attack as part of casting this spell. You gain a bonus on the attack equal to 1 + 1 for every 2 rounds you concentrate on this spell (maximum +5).

 

HYPNOTIC INTERROGATION
School enchantment (compulsion) [mind-affecting]; Level bard 4, inquisitor 4, mesmerist 3, psychic 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration concentration
Saving Throw Will negates; Spell Resistance yes

The target enters a trance-like state, as his deepest secrets are laid bare for you to examine. The target becomes fascinated as long as you continue to concentrate on the spell. Each round you concentrate on this spell, you may ask the target a question, and the target then receives another Will saving throw to end the spell. If he fails, then he answers the question honestly, to the best of his ability. The magic of this spell is such that it can even overcome memory modification, allowing the target to recall events clearly, even if he has been affected by modify memory, amnesia, or some similar effect.

 

MENTAL MODIFICATION
School enchantment (compulsion) [mind-affecting]; Level mesmerist 6, psychic 8
Casting Time 1 standard action
Components V, S, F (a golden pendent worth 3,000 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes

You use hypnotic magic in order to rewrite the target’s consciousness and force him to believe he is another creature. The subject receives a Will save to resist your hypnosis; if he fails, he becomes a pliable tool that you can force to act like whatever kind of creature you like. You can force the target to believe he is an animal or other low intelligence or mindless creature, replacing his own intellect with the instincts and mannerisms of some lesser creature. In such a case, the target retains knowledge of who his friends are and who his enemies are, but otherwise behaves as if he were that creature.

This spell can also be used to force the target to behave as though he were a specific individual, in which case the target does his best to imitate the chosen individual, adopting their mannerisms, speech patterns, and the like. This provides the target a +10 bonus on Disguise checks made to impersonate the individual. If the target’s knowledge of the subject is limited in some way, he may still be obviously recognized as someone else.