4.2.13 Disorientation enchantments

Enchantment nature: Disorientation

Magical skill used: Air, Illusion, Life, Light, Projection; Projection magic is best.

Characteristic used: WP

Description: A disorientation enchantment is one that allows the caster to create confusion or amnesia in another character's mind or confuse or overload his/her senses. The duration of all disorientation spells is Instantaneous - they are an instantaneous attack.

Power: The power of a disorientation enchantment determines what effect the disorientation attack has on the target if it hits him/her. While disorientation enchantments do not do normal damage, a damage dice roll is used to work out the effect of the disorientation enchantment. The Power of the enchantment determines the basic value for the damage dice roll as a result of the enchantment. The basic value is equal to twice the Power of the disorientation enchantment. Hence, if the caster successfully hits a target with a Power 4 disorientation spell, the caster makes a dice roll using a basic value of 8 to determine how much basic damage is done by the disorientation.

For all disorientation enchantments, armour provides no protection, though magical resistance may protect the target from the effects of the disorientation enchantment. Targets can soak damage normally. The wound caused by the basic damage less damage resistance is used to determine the duration of the disorientation's effect, as follows:

Basic damage minus damage resistance Wound that would have been caused by equivalent attack Duration of target's disorientation instead
Zero or lower None None
up to 3 Scratch 1 combat action (i.e. 2 action points)
between 3 1/2 and 6 Light 1 combat turn
between 6 1/2 and 9 Medium 1 minute
between 9 1/2 and 12 Serious 10 minutes
between 12 1/2 and 15 Critical 2 hours
15 1/2 or higher Fatal 1 day

The minimum Power of a disorientation enchantment is 1.

Finesse: The finesse of a disorientation enchantment determines how likely the enchantment is to take effect on the target. The Finesse determines the basic value for the attack dice roll, to determine whether or not the disorientation successfully hits the target. The basic value is equal to twice the Finesse of the disorientation enchantment. Hence, if the caster launches a Finesse 5 disorientation spell, the caster makes the attack dice roll using a basic value of 10.

Limitations: The magical skill used restricts the nature of the disorientation. The referee should apply discretion, but the following list may help.

Skill Disorientation effects:
Air Sonic boom. The caster creates a loud blast of sound that causes temporary deafness.
Illusion Befuddle. The caster creates illusiory images that only the target can see, causing temporary blindness. The attack is a mental one, so the defender uses his/her Trance (including mental resistance) + WP in the defence dice roll.
Life Blindness. The caster causes temporary overload in the target's optic nerve, causing temporary blindness. The attack is a mental one, so the defender uses his/her Trance (including mental resistance) + WP in the defence dice roll.
Light Flash. The caster causes a bright burst of light in front of the target, causing temporary blindness.
Projection Confusion. The caster causes the target temporary amnesia; the target cannot remember who he/she is and is likely to be disoriented as a result. The attack is a mental one, so the defender uses his/her Trance (including mental resistance) + WP in the defence dice roll.

Examples:

Oriel, a healer, has a Life magic skill of 5 (with no specialism in disorientation) and a WP score of +1. In an alleyway, a drunken man lunges at her. She, therefore, seeks to temporarily blind him by casting a Disorientation enchantment with Power 4, Finesse 3, Range Adjacent hex (i.e. 2), Concealment 0 (the enchantment will be obvious), Duration Instantaneous (i.e. 0), Area of effect Single target (i.e. 0), Investment 0 = Difficulty 9 in total. Her basic value is 5 +1 = 6. She decides to use hand gestures and words when casting to give a modifier of +2, giving a basic value of 8. She rolls 2D+2, gets a 4 and a 3, making a dice roll result of 9. The enchantment succeeds. She then makes an attack dice roll using a basic value of 6 (twice the Finesse of the enchantment) - in the event, the disorientation hits the target. She then makes a damage dice roll using a basic value of 8 (twice the Power of the enchantment). She rolls 2D+2 and gets a 5 and a 3, making a dice roll result of 10. The drunken man has a ST of +2, but no mental resistance, so the net damage is 8, which means he is temporarily blinded for a minute, while Oriel makes her escape.