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The Compulsion School | |
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This school focuses primarily on controlling the actions of others. It can be very powerful against those who are not able to defend against it, but many creatures are immune to its abilities.
Description
Compulsion is the school of scholars and tricksters, hosting spells that affect the target’s mind in strange ways. It is highly aggressive but none of the spells directly cause damage; instead, practitioners opt to create effects such as stuns and mind crippling fear.
Compulsion is favored because armor and body points offer a target no protection from its effects. Because of this, it's very useful in defeating powerful foes like trolls or experienced adventurers who do not have Mind Blank or similar defenses.
Practitioners of compulsion should be aware that it isn't very useful against mindless creatures, such as the Undead, Constructs and the like.
Common symbolism for compulsion includes chains, pendants, and the color gold.
Compulsion is commonly associated with the Scholar and Darkness.
Compulsion Spells
Spell Name | School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite |
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Disengage | Compulsion | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Creates 4 tag bags that call for Disengage. | None
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Weaken
| Compulsion | 1 | Medium (10 Minutes) | Tag Bag | Character(s) hit | Creates 2 tag bags that call for Weaken. | None
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Charm
| Compulsion | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Charm. | A level 1 Compulsion spell
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Silence
| Compulsion | 2 | Short (1 Minute) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Silence. | A level 1 Compulsion spell
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Pin
| Compulsion | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Pin. | A level 2 Compulsion spell
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Memory Loss
| Compulsion | 3 | Special | Tag Bag or Touch | Character(s) Hit or Touched | Causes or cures 2 instances of Memory Loss. | A level 2 Compulsion spell
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Heroism
| Compulsion | 4 | Medium (10 Minutes) | Touch | Character | Temporarily set a target's Body to 10, with some bonus consequences. | A level 3 Compulsion spell
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Terror
| Compulsion | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Terror. | A level 3 Compulsion spell
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Dominate
| Compulsion | 5 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Dominate. | A level 4 Compulsion spell
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Mind Blank
| Compulsion | 5 | Long (Game Day) | Touch | Character | Makes a target immune to compulsion effects. | A level 4 Compulsion spell |
References
Casting Magic
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.
School Master
This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Scholar RP Skill).
Characters can become masters of every school they qualify for.
Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.
A Master of a School is the only one who can benefit from a Master's Staff.
Categories: Spells | Compulsion Spells | Schools
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