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Hypnotism

From Mizahar Lore

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Image:Scroll2.png "The weak want what the strong want them to want."
- From the Treval Codex
Hypnotism
Personal magic
Full nameHypnotism
AvailabilityThroughout Mizahar
Learned fromUsers, books
Key conceptSuggesting and manipulating minds with presence and charisma
UsesMental conditioning, persuasion, hallucinations and more
RisksAlienation, serious personality disorders, somatic trauma


Hypnotism is a discipline of personal magic centered on the control and manipulation of others. The wizard unleashes their own Djed through their personal charisma and force of will; they use any means of expression such as eyes, voice, presence and mannerism, in order to induce effects in the minds of those around them. Closer contact with the victim grants more opportunities to affect them in various ways, ranging from simple subliminal suggestions to inducing emotional responses and even full-fledged mind control. Hypnotism is not as simple as controlling another, though; a Hypnotist who does not understand people will never be able to manipulate someone. The true Hypnotist has an intimate knowledge of how people's minds work, and what buttons need to pressed to cause the desired reaction.

Overview

Hypnotism is an ancient form of magic. It is sometimes said that the first city-states in the early historical era of humanity were born thanks to accomplished Hypnotists rallying the people under the command of chosen leaders. Hypnotism has certainly been a tool of control for millennia now, and one giving wizards a bad reputation. Not only are Hypnotists dangerous, but the very nature of this discipline calls for ambitious, charismatic and assertive practitioners. Of course, there have been Hypnotists using this magic for more selfless purposes, investigating ailing minds with hypnosis and discovering things buried deep in the souls of men.

From a theoretical point of view, Hypnotism expands the wizard's sphere of influence thanks to his Djed. All creatures have such a sphere around them, some kind of immediate personal territory as a consequence of their aura - a majority of their fellows will not enter this sphere willingly, and they will instinctively tend to reject things entering it without permission. A Hypnotist can extend and strengthen their influence well past these boundaries, by aiding himself with stares, words and actions. An individual finding himself surrounded by the Hypnotist's sphere of charisma is more likely to be influenced. Depending on how the Hypnotist wishes to be perceived, and what he does to accomplish this, others will be affected in different ways. Sometimes the manipulation is subtle, sometimes not; the best strategy depends largely on the target and the goal to be obtained.

Hypnotic power

The nature of Hypnotist control is often misunderstood by non-wizards, and sometimes by non-Hypnotist wizards as well. The mystique around the "unstoppable" powers of Hypnotism is mostly fueled by the Hypnotists themselves, who are by far the best wizards at promoting fear of their abilities. In truth, Hypnotism cannot turn just any mind around on a whim. It will not convert a steadfast Syliran Knight into a bloodthirsty follower of Rhysol on the spot, no matter how skilled the Hypnotist. It will not automatically turn a mother against her own child, or make people do what they do not want to do. People always do what they want (or they think they do). The Hypnotist, if he plays his cards right, can make people believe they want something different than what they thought they wanted. This is an amazing power, but only in the hands of the shrewd.

How they do so is the true art of Hypnotism. They are artists of the mind, trained to recognize its strengths and weaknesses. They know most people wear armor around their true selves. People wear masks to hide their true feelings, desires and things they will not openly confess to. Hypnotists seek to slip through the gaps in the armor to get to someone's true nature. They play on people's weaknesses and fears, and entice their greed and secret cravings. They know that the moment someone believes you can give them what they want, they are your slaves. Hypnotists can make veiled suggestions charged with charisma, or attempt to overwhelm someone with the power of personality. Different targets will react differently; only experience can teach how a character type should be approached. A weak-willed man can be enslaved with a simple overwhelming display of charisma, but greater people will not be so easily impressed. Patience and information are the Hypnotist's best friends.

Hypnotists revel in the contact with people. More people means more opportunities for manipulation, as well as a greater chance of finding a weak link that is easier to manipulate. A skilled master Hypnotist could walk into a village one day, and leave a war zone behind the next day. He could do this by simply using his influence and saying the right things at the right time. He would play on the secret rivalries and grudges among the villagers, make innocent remarks on how someone looked at someone else funny, how someone's wife was smiling a lot at a certain someone, how someone's crop was taller than the others for some reason. Then he would pick off an invidual that he deemed weak-willed and convince him that all of his troubles were another villager's fault. All the Hypnotist would actually do is give this man a weapon and watch him carry out the murder, then talk the shocked villager into committing suicide. The next morning there would be two people dead, everyone a suspect. More of his craft unleashed, and the Hypnotist would just sit back and watch the mass hysteria unfold.

The downside of Hypnotism is that it becomes less effective the moment someone realizes they are being manipulated. Hypnotists do not try to control everyone, but only those that seem to be worth the time and effort. While most people have a weakness, no matter how well hidden, there are some who are just impossible to steer. When it comes to this, the best the Hypnotist can do is resort to more brutal methods such as inducing fear or even flashes and hallucinations with their presence. Even though these methods will probably not win a battle, they can give pause or at least distract an attacker.