Emisimancy

Introduction
Emisimancy, named after the Goddess of Will, Emis, is a Forbidden Magic offering the user control over an opponent's mind. While it lacks much strength in combat, it can offer infinite utility to the user in influencing those around them.

The Stages of Power
Below are the stages of power of Emisimancy. While not every Emisimantic ability is represented on the list, it gives a general understanding on the power level respective of an Emisimancer's level.

Mind Influence Roll: The chance to influence someone's mind with Emisimancy is generally calculated based on level. Take the level of both the Emisimancer and his opponent and add them up. Then roll between 1 and the given number. If you receive any number within the limits of the Emisimancer's level, his attack will succeed. If the given number exceeds the Emisimancer's level however, the opponent resists the ability. (E.g, A level 7 Emisimancer attempts to mind control a level 3 opponent. Roll between 1-10, if you receive any number between 1 and 7 then its successful. Numbers 8-10 however result in a failure.)

Level 1:

Description: At level 1, the Emisimancer has just barely begun to understand the functionalities of his magic. He can somewhat influence the emotions and opinions of others, such as making a person more inclined to agree to an offer being made.

Disorient - Disorient an enemy's mind with a 2 in 3 chance, causing them to have a 1 in 2 chance to miss their attacks for 2 turns. If an attack is missed, it has a 1 in 2 chance to hit an additional nearby enemy of the Emisimancer. Does not work on Ultimate abilities.

Level 2:

Description: The Emisimancer has more of an understanding of his magic. He gains more of an ability to manipulate the enemy's sensory system.

Minor Hallucination - Attempt to cause an enemy to see a hallucination. If successful, 2 possible outcomes can happen. 1, the enemy cowers in fear for 1 turn, or 2, the enemy becomes Disoriented for 1 turn.

Level 3:

Description: At level 3, the Emisimancer gains a deeper understanding of the mind's sensory system, allowing him to manipulate the sense of touch.

Curse of Pain - Attempt to inflict an enemy with a Curse of Pain, causing them to feel an intense pain for 1-3 turns. Every turn under the pain, the enemy takes 5% Maximum Health damage and has a 1 in 5 chance to pass out for the rest of the fight. A unit above the level of the Emisimancer cannot pass out.

Level 4:

Description: At level 4, the Emisimancer can just barely begin to influence the overall functionality of the opponent's mind.

Touch of Insanity (Passive): Give your damaging attacks and abilities a 1 in 10 chance to cause the enemy to fall asleep.

Level 5:

Description: The Emisimancer now gains the ability to fully take control of an enemy's mind.

Mind Control - Attempt to control an enemy unit, causing them to follow your commands for the duration of the Mind Control. The enemy has an attempt to resist the Mind Control every turn, for turns equal to their level (E.g, a Level 5 unit has 5 turns to resist the Mind Control). If the enemy fails to resist the Mind Control, they will be controlled indefinitely by the Emisimancer. The chance to resist the Mind Control is done with a Mind Influence Roll. The total number of units mind controlled by the Emisimancer is equal to the sum of all the mind controlled enemy units, as long as it is a number less or equal to the Emisimancer's level. (E.g, A level 15 Emisimancer can mind control 3 level 5 units.) After level 20, the Emisimancer can mind control an infinite amount of units, and the aforementioned level rule only limits the amount of units that can be controlled if they are at least half the Emisimancer's level. (E.g, A level 20 Emisimancer can control infinite level 5 units, yet can only control 2 level 10 units at once.) An Archon can however control infinite amounts of units regardless of their level, unless they are also an Archon.

Level 6:

Hysteria (Disorient: Level 2) - The Emisimancer attempts to influence an enemy's mind causing them to turn against their allies for 1-3 turns. During this duration, they fight as they normally would, using any abilities or Ultimates available to them. Hysteria is not considered a form of Mind Control, and so will not fall under any of the Emisimancer's Mind Control limitations.