Possession
Possession | |
---|---|
Type | Major Utility Spell |
Fields | Control, Communicate, Disable, Shadow, Transform |
Cost | Highest Cost C5: 90 rupees |
Possession is a powerful and versatile spell. This is a Major treasure. A character who has never gained a Major treasure may gain this treasure normally. Otherwise, the character must first acquire Major Gain specifically to gain this treasure.
After concentrating for a few seconds, the caster can transform himself into a dark mist which hovers just over the ground. The mist occupies more space than the caster's body did, and can travel through the air at a jogging speed. It cannot leave a solid walking surface, and cannot travel to places the caster's body wouldn't normally fit. The caster can only maintain the form of mist for about a minute, during which time he must possess a being, or return to his normal form.
If this mist comes into contact with another being, the mist enters the target and the caster assumes control of the target's body. The possessor may leave the host whenever he so chooses, leaving the victim temporarily nauseous. Exiting is a process taking roughly ten seconds, causing the caster to eventually reappear as mist, then resume his previous form. The caster may only use the host body's treasures while possessing it, not his own, and if the body were to die during possession, the caster would die as well. The caster may also communicate telepathically with the host and attempt to extract information (with varying success) from the target's mind.
There is always a visual cue that betrays the host's nature, some clue that hints to its possession. Perhaps the body's shadow is that of the possessor, the eyes change color, or the skin itself takes on a pale tint; the cue varies from possession to possession, and cannot be predicted or controlled by the caster. While the clue need not be obvious, it should be plain enough to alert a suspicious watcher. If the host is unwilling to be possessed, the possessor must continually engage it in a battle of wills to continue control; if he were to ever lose this fight, he would be immediately and forcibly ejected from the host and left stunned, exposed, and vulnerable, for approximately 10 seconds. If the host is willing to be possessed, there is no need for the caster to struggle against it. If the possessed being is ever successfully struck or affected by a treasure of the Light field, his ability to fight back is greatly weakened, and he will almost invariably be forced out by an unwilling victim.
After a possession has ended with failure, the caster cannot attempt to possess the same creature again for at least 24 hours. After a possession has ended for any reason, the caster cannot attempt to possess any creature for at least 1 minute, due to the strain on his magic power.
Dungeon bosses or NPCs cannot be possessed; they are assumed to either be magically warded or possess a willpower too strong to overcome. Similarly, Possession can never be used in The Arena, unless deemed otherwise by the Arena Lord. If you wish to cast this on a Player Character, please don't be a jerk; ask the player's permission before seizing control. While this can make for interesting interactions, it's only fair to have the player's consent before possessing their character.
Like any mind-controlling effect, casting Possession is considered a crime in Hyrule.