Hypnotism

With this proficiency, the wizard can hypnotize another character, placing him into a relaxed state in which he is susceptible to suggestions. The subject must be willing and must know he is being hypnotized. Only human, demi-human, and humanoid characters may be hypnotized, and the hypnotist and subject must be able to understand one another’s language.

It takes about five minutes to hypnotize someone in a reasonably calm or peaceful environment. Once hypnotized, the subject is willing to do almost anything that isn’t very dangerous or against his alignment. However, a hypnotized subject can be fooled into thinking he’s doing one thing when he’s actually doing something else. Hypnotism can have the following effects:

  • A character can be induced to remember things he has forgotten by reliving a frightening or distant event.
  • A character can be made calm and unafraid in the face of a specific situation that he has been prepared for, gaining a +2 bonus to saving throws versus fear effects or morale checks.
  • A character can be cured of a bad habit or addiction (but not of curses, physical diseases, or magical afflictions.)

Hypnotism can’t increase a character’s attributes, give him skills he does not normally possess, let him do things that are beyond his capabilities, or give him information he couldn’t possibly know. As a guideline for adjudicating effects, the hypnotism proficiency is substantially weaker than magical commands or directions, such as charm person, command, or hypnotism. Spells magically compel a person to obey the caster’s will; a well-phrased hypnotic command is nothing more than a strong suggestion.

Class Grouping

Wizard

Slot Cost

1

Attribute

Charisma

Modifier

-2


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