Wizardry
Novice
Core Rulebook

Description

The Mystic’s understanding of the labyrinth of the senses can make an enemy get lost inside its own mind. Confused enemies become paralyzed or lose their ability to separate friend from foe.

Action Type

Active

Range

Line of sight

Duration

Instant

Target

One creature

Effects by Level

Novice (Level 1)

Active. The Mystic can confuse an enemy with a successful [ResoluteResolute] test, making the enemy unaware of its actions. Roll 1D6 each turn until the Mystic breaks concentration or fails a [ResoluteResolute] test:
1–2, the target stands still, blinking stupidly;
3–4, the target attacks whichever of its allies is closest;
5–6, the target attacks whichever of its enemies is closest.
If there is any uncertainty regarding who is closest to the target, roll a die to decide.

Adept (Level 2)

Active. The Mystic can confuse an enemy without having to concentrate. The Confusion is ongoing until the Mystic fails a [ResoluteResolute] test, a test being made each turn.

Master (Level 3)

Active. The Mystic creates a Chain of Confusion. If the Mystic manages to confuse a target with a [ResoluteResolute] test, then it may continue with another target and so on, until the Mystic fails a test. Resolute is then tested each turn for each target to decide which of them remains confused.

Tradition: Wizardry
Level: Novice
Corruption Cost: 1
Source: Core Rulebook
Created by: Game Master
Created: August 13, 2025