Charm

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Charm

Spell Information

Compulsion School

Spell Name: Charm

School: Compulsion

Spell Level: 2

Duration: Medium (10 Minutes)

Range: Tag Bag

Target: Character(s) Hit

Flag: No

Dispel: Yes (Condition)

Spell Description: Creates 2 tag bags that call for Charm.

Prerequisite: A level 1 Compulsion spell

Scroll Information

Scarce: No

Charming people is a good temporary solution for avoiding combat, and useful for manipulating people.

Description

Charm occludes the target's mind, making them believe that the caster is a friend and should be trusted. Useful for avoiding fights or getting information out of targets.

Effect

Creates 2 tag bags that call for Charm.

Detailed Interactions

  • Keep in mind that the subject will remember that they were charmed after the spell wears off.
    • If you can accomplish your goal before the charm wears off, combining this spell with Memory Loss can help counter this by making the target forget a spell was cast.

Sample Incants

Septly

The Scholar has some questions for you, so it's time to lay on the Charm.

Neutral

My friends and I, we mean you no harm, so listen intently as I now cast Charm!

Evil

May Grak mock your weak will as I cast Charm!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Charm

Yes Yes 8 Item casts Charm. May be taken multiple times. Can be cast 1/event for each time taken.

References

Charm Calls

A character with the Charmed condition will instantly become friends with the condition's source (refered to here as the 'influencer'). In some unusual situations there will be no obvious source of the Charmed condition. When this happens a character becomes influenced by the first person they see. The Charmed condition lasts for 10 minutes.

The Charmed person will go out of their way to assume things to the benefit of the influencer. They will act like the two are long time friends and do what they can to assist the person. You can also always hear the influencer even if they are a Spirit which you could not normally communicate with. However, this does not allow the Charmed individual to understand languages they do not speak.

The Charmed character is not subject to commands, they still need to be convinced to do things just like any friend. A Charmed character will not act in a fashion that will bring harm to themselves or their other friends. Charmed characters will not give up their possessions without good reason, though they might sell or barter them away at a better price than they would otherwise.

The Charmed condition ends immediately if the influencer attacks or directs an attack at the Charmed character. This includes telling others to attack the Charmed character. Simply drawing a weapon or starting to cast an offensive spell does not break the Charmed condition unless direct intent to attack to the Charmed character is voiced aloud.

After the condition ends the character is fully aware they were under a Compulsion effect. Prior to that they might be aware if it was done very obviously, but they won't care enough to think about it or bring attention to it.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

Categories: Spells | Compulsion Spells | Level 2 Spells | Charm Calls | Two Tag Bag Spells


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