About: Hypnotism   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Hypnotism is a mind control method used mainly by Jews and gypsies for the purpose of forcing innocent church-going Republicans to do their bidding. It has been used for thousands of years to destroy different means of society all over Earth, as well as on Mars. (Note: Hypnotism does not affect women and Chinese people.)

AttributesValues
rdfs:label
  • Hypnotism
rdfs:comment
  • Hypnotism is a mind control method used mainly by Jews and gypsies for the purpose of forcing innocent church-going Republicans to do their bidding. It has been used for thousands of years to destroy different means of society all over Earth, as well as on Mars. (Note: Hypnotism does not affect women and Chinese people.)
  • Level: , Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: Several living creatures, no two of which may be more than 30 ft. apart Duration: 2d4 rounds (D) Saving Throw: Will negates Spell Resistance: Yes
  • Some characters have Hypnotise as a skill, whilst many creatures have a hypnotic attack, causing the victim to become transfixed and helpless. The test is made against the victim's WP, usually only once during an encounter or combat sequence. If successful, the character cannot be affected by hypnotic suggestion for the rest of the encounter; if unsuccessful, the character is held rigid and totally helpless, unable to move or fight. This lasts for so long as the attacker remains staring at (or otherwise transfixing) the victim. If distracted (such as being damaged in combat), the effect is lost and the hypnotised character returns to normal in the following round. Creatures can usually only hypnotise one victim at a time.
  • Hypnotism was a Shosuro Tejina spell which allowed the caster to fascinate the target through gestures and doning incantation, causing them to stop and stare blanky at the ninja.
  • Hypnotism is a technique incorporated into book the fourth, The Miserable Mill. When Foreman Flacutono trips Klaus and breaks his glasses, Klaus is sent to Dr. Orwell to have them repaired. While there, Dr. Orwell forces Klaus into an extended hypnotic state. When he returns to the lumbermill, Violet and Sunny notice that Klaus is constantly tired, obeys Flacutono's every whim, and makes simple mistakes such as calling Violet "Veronica." The next day he even goes so far as to severely injure Phil, a fellow employee. In the process of the accident, Klaus becomes himself again, but is immediately sent to Dr. Orwell a second time. When the children realize that Klaus is under hypnosis, Violet and Sunny search the library for a way to break his trance. They discover that while under hypnosis,
Attack
  • Intelligence vs. Will
dcterms:subject
Hit
  • Choose one of the following effects
dbkwik:dnd4/proper...iPageUsesTemplate
dbkwik:l5r/property/wikiPageUsesTemplate
dbkwik:shaiya/prop...iPageUsesTemplate
dbkwik:uncyclopedi...iPageUsesTemplate
dbkwik:freed20/pro...iPageUsesTemplate
Range
  • Ranged 10
Origin
  • Wizard Attack 1
Name
  • Hypnotism
Keywords
  • Arcane, Charm, Enchantment, Implement
W
  • the target uses a free action to make a melee basic attack against a creature of your choice, with a +4 power bonus to the attack roll. OR you slide the target up to 3 squares
flavor
  • Your piercing gaze and whispered word let you seize momentary control of your enemy's mind.
Target
  • One enemy
Action
  • Standard Action
Usage
  • At-Will
abstract
  • Hypnotism is a mind control method used mainly by Jews and gypsies for the purpose of forcing innocent church-going Republicans to do their bidding. It has been used for thousands of years to destroy different means of society all over Earth, as well as on Mars. (Note: Hypnotism does not affect women and Chinese people.)
  • Level: , Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Area: Several living creatures, no two of which may be more than 30 ft. apart Duration: 2d4 rounds (D) Saving Throw: Will negates Spell Resistance: Yes
  • Hypnotism is a technique incorporated into book the fourth, The Miserable Mill. When Foreman Flacutono trips Klaus and breaks his glasses, Klaus is sent to Dr. Orwell to have them repaired. While there, Dr. Orwell forces Klaus into an extended hypnotic state. When he returns to the lumbermill, Violet and Sunny notice that Klaus is constantly tired, obeys Flacutono's every whim, and makes simple mistakes such as calling Violet "Veronica." The next day he even goes so far as to severely injure Phil, a fellow employee. In the process of the accident, Klaus becomes himself again, but is immediately sent to Dr. Orwell a second time. When the children realize that Klaus is under hypnosis, Violet and Sunny search the library for a way to break his trance. They discover that while under hypnosis, Klaus will obey any order that is accompanied by a key word. They also read that another specific word will break the trance completely. The girls rush back to find Klaus about to cause another accident, this time a fatal one. They notice that Flacutono is controlling him with the word "lucky", and when Violet recalls that Klaus's first trance was broken when someone said the word "inordinate", she is able to return Klaus to his normal self. While the exact process of succumbing Klaus to hypnosis is not explained, it is inferred to be some sort of scientifically viable procedure (as opposed to one induced by magic, etc.).
  • Some characters have Hypnotise as a skill, whilst many creatures have a hypnotic attack, causing the victim to become transfixed and helpless. The test is made against the victim's WP, usually only once during an encounter or combat sequence. If successful, the character cannot be affected by hypnotic suggestion for the rest of the encounter; if unsuccessful, the character is held rigid and totally helpless, unable to move or fight. This lasts for so long as the attacker remains staring at (or otherwise transfixing) the victim. If distracted (such as being damaged in combat), the effect is lost and the hypnotised character returns to normal in the following round. Creatures can usually only hypnotise one victim at a time.
  • Hypnotism was a Shosuro Tejina spell which allowed the caster to fascinate the target through gestures and doning incantation, causing them to stop and stare blanky at the ninja.
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software