Elementalist Spell Specification

Class: Charmer

3. Interrogate

Charm Domination Spell: requires Domination to be achieved over a Charm Link by a Charmer Wp Battle

BTS: n/a

ULT: 120 hours

Materials: none / a mirror or other reflective surface if Cast on self

Actions: stare deep into Target's eyes

Effect of Throw:

-1 to 8 Insanity

9 to 11 read false memories

12 to 15 No Effect

³ 16 Interrogate @ strength = T: i.e.

Chance of identifying Mental Blocks or Hypnotic Suggestions = (T of Interrogate) / (T of Block / Suggestion) * 100%

Chance of probing through / reading Mental Blocks or Hypnotic Suggestions = (T of Interrogate) / (T of Block / Suggestion) * 75%

Chance of removing Mental Blocks or Hypnotic Suggestions = (T of Interrogate) / (T of Block / Suggestion) * 50%

Range: 10d ft -d(d-1)/2

Success establishes a Charm Link from Caster to Target and initiates a Wp Battle, with the Caster attacking at:

    (Caster's Wp) - ((Target's Wp)+((SL squared)/25)+(SL))

and the Target attacking at:

    (Target's Wp) - (Caster's Wp)

Alternatively, the Caster may first Cast Charm Person (or its equivalent for another type of Target Being), use its M (improved by his Experience pluses on the Spell) to achieve Domination, then Cast this Spell.  The Wp Battle is suspended as between Caster and Target whilst a Charm Domination Spell (such as this Spell) is being Cast, thus protecting the Caster from being Backcharmed.  See the General Notes for Charmer Spells for further details.

If the Target Dominates the Caster in the Wp Battle, the Target may Interrogate the Caster.

Duration: the Charm Link lasts whilst the winner of the Wp Battle maintains a line of sight within Range and heavy concentration. The line of sight is not broken by something passing across it, unless the target's body is totally obscured.

Notes:

  1. Targets the mind of a single living Target Being.
  2. Interrogate allows the Target's memories to be freely read without resistance during the Duration.  It does not involve questions and answers.  The Target's mind is passive, and may be read like a book.
  3. The Target will not necessarily remember everything he has experienced, especially older memories.  The DM may make a Mr check at his discretion to determine whether a particular experience is remembered.  Animals in particular may not remember much, as they tend to live exclusively in the present.
  4. The memories are as the Target experienced them.  The Caster does not need to speak the Target's language to read them, but memories of conversations or writing read will be in the language the Target heard or read them (or translated them into in his mind), so the Caster will not be able to follow them except to the extent he too speaks the language.
  5. Interrogate may also be used to identify, probe through, read the conditions attaching to and/or remove Mental Blocks and/or Hypnotic Suggestions as above.  The Spell may  be used to make multiple such attempts during its Duration, but its T decays by n(n+1)/2 for the nth attempt at doing the same thing.
  6. It will take some time to read memories and examine Mental Blocks and/or Hypnotic Suggestions.  This can typically take between 1 min to 1 hr.
  7. See the General Notes for Charmer Spells for further details.