Sunder Mind

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Sunder Mind
Category

Mental

Cost

4

ID?Use this ID to wish for the mutation
(example: mutation:MentalBlast)

MentalBlast

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

no

Sunder Mind

You sunder the mind of an enemy, leaving them reeling in pain.

For up to 10 rounds, you engage in psychic combat with an opponent, dealing damage each round.
Taking any action other than passing the turn will break the connection.
Each round you make a mental attack vs mental armor (MA).
Damage increment: (level based)
After the tenth round, you deal bonus damage equal to the total amount of damage you've done so far.
Range: sight
Cooldown: 80 rounds

Sunder Mind is a mental mutation that can be used on any visible creature, dealing mental damage over a period of ten rounds.

Using Sunder Mind on a target will cause both the user and the target to become "locked in psychic battle", a status condition that prevents any other creatures from using Sunder Mind on those afflicted. The psychic battle will continue for ten rounds, so long as the user takes no other action besides passing their turn. After six rounds, both the user and the target will suffer a nosebleed, dealing damage over time. On the tenth round, the target will suffer additional damage equal to the total damage done during the previous 9 rounds; if this kills the target, their head will explode.

As it deals mental damage, Sunder Mind must penetrate a creatures Mental Armor in order to deal damage.

Advancement Table

Mutation Level Damage


Mutation Level Damage



Mutation Level Damage



Formulas

The following formulas are used to determine damage based on mutation level.

Odd levels
1d3 + (Level/2)
Even levels
1d4 + (Level-1/2)