House of the New Zodiac

GLOG Wizard - Mesmerist

A GLOG class for Cairn, inspired by Against The Wicked City's Mesmerist class.


Mesmerist

"Mesmerism works no miracles, but it often effects great wonders."

Perk

You have Advantage against Mind-control effects (e.g. Charm Person, Sleep, etc).

Drawback

You are highly empathic: if an ally receives direct damage to their WIL save, you suffer the same damage.

Cantrips

  1. Empathic Read: With a touch, you can sense a creature's strongest current emotion.
  2. Magnetic Touch: You can make metallic objects stick to your hand as if lightly glued. This lasts as long as you concentrate and only works on one object at a time.
  3. Mesmerize: R: 5m per [dice]. T: person. D: [dice] x 10 mins. After meeting a target's eyes for one round, you can attempt to put them in a trance: they must pass a WIL Save or become Mesmerized. While Mesmerized, they have Disadvantage on WIL Saves against you, and any damage against them is Enhanced. The effect stops if the target takes any damage, if you do anything other than talking and casting, or if the target passes a WIL Save of any sort.

Spells

  1. Sleep: R: 10m. T: person. D: [dice] rounds. Target must pass a WIL save or fall asleep. The effect stops if the target takes any damage.

  2. Soothing Touch: R: touch. T: person. D: 0. Target is relieved of [dice] stress or [dice] fatigue.

  3. Suggestion: R: 5m. T: mesmerized person. D: [dice] hours. You can imprint a simple command on a target's mind (e.g. break the heirloom vase in the hall; leave the doors unlocked tonight). Once the Mesmeric state ends, they will carry it out if this does not bring obvious harm to them or to the ones they care about. If asked, they will not be able to answer why they did it.

  4. Charm Person: R: 5m. T: person. D: [dice] hours. Target must pass a WIL save or start regarding you as a good friend. If 4 [dice] are expended, the effect is permanent.

  5. Vital Transference: R: touch. T: person. D: 0. You can transfer a maximum of [sum] STR between your target and you (up to maximum STR).

  6. Suppress Pain: R: 5m. T: person. D: [dice] x 10 mins. Target will temporarily stop feeling pain: if they take Critical Damage to their STR, they will only Save once the effect ends, but they will do so with Disadavantege.

  7. Absent Patient: R: [dice] x 1km. T: person. D: 0. You can cast Mesmeric spells on any person that you have previously Mesmerized. You will not know if the spells have been successful or not.

  8. Magnetize Fluid: R: touch. T: [dice] bottles. D: 24 hours. You can magnetize the fluid inside a bottle; for the next 24 hours, it replenishes 1 Fatigue.

  9. Clairvoyance: R: 5m. T: mesmerized person. D: [dice] x minutes. You can relocate the senses of a mesmerized person to another location within [dice] x 1km. During this state, they will truthfully answer any questions about what they are seeing and hearing. For each minute they spend in this state, they take 1d6 direct WIL damage.

  10. Summons: R: [dice] x 1km. T: person. D: 0. You can summon a person you have previously mesmerized to your position: they must pass a WIL save or be imbued with a desperate desire to come over to you. They will become intuitively aware of where you are and will ignore anything to come to you. If they pass the WIL save, the link will break and it will be as if you've never Mesmerized them.

  11. Command: R: 5m. T: mesmerized person. D: [dice] x 10 minutes. You can give orders to a Mesmerized target: they must pass a WIL save or follow them blindly, even if this puts them or their loved ones in harm's way.

  12. Spiritism: R: 5m. T: mesmerized person. D: [dice] minutes. You can open the mind of a Mesmerized person, allowing them to see the Spirit World in its full magnetic glory. They will be able to see and hear ghosts of people who passed, and will truthfully serve as an intermediary in a conversation with them. For each minute they spend in this state, they take 1d8 direct WIL damage.

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