Disengage

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Disengage

Spell Information

Compulsion School

Spell Name: Disengage

School: Compulsion

Spell Level: 1

Duration: Short (1 Minute)

Range: Tag Bag

Target: Character(s) Hit

Flag: No

Dispel: Yes (Condition)

Spell Description: Creates 4 tag bags that call for Disengage.

Prerequisite: None

Scroll Information

Scarce: No

A useful trick for avoiding conflict with others.

Description

Clouding the mind, the caster (influencer) of disengage compels others to pay no attention to them.

Effect

Create 4 tag bags that call for Disengage.

Detailed Interactions

  • Disengage is useful for avoiding fights before or even while they happen.
  • Because it is a low power point cost spell that generates many tag bags Disengage is a useful tool for defeating the protections of Aegis magic, such as Aura of Reflection.

Sample Incants

Septly

With the power of the Scholar, I cast Disengage!

Neutral

Reading from this simple page shall cast the spell of Disengage!

Evil

The Dark One grants you the pitiful a chance to flee, so I cast Disengage!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Disengage

Yes Yes 4 Item casts Disengage. May be taken multiple times. Can be cast 1/event for each time taken.

References

Disengage Calls

A character with the Disengaged condition cannot make any attacks against the source of the condition (referred to here as the influencer) for one minute. They also will attempt to avoid approaching the influencer, attempting to stay at least 5 feet away at all times if possible. The character with the Disengaged condition is free to attack other people (even if those people are within 5 feet of the influencer) and take other actions.

If at any time the influencer attacks the Disengaged character the Disengaged condition ends immediately. Should the influencer move within 5 feet of the Disengaged character with an unsheathed weapon or active spell tag bag this will also end the condition. Characters who have the Disengaged condition should be avoiding the influencer, so this should only ever happen if the influencer is deliberately moving towards the Disengaged character. Deliberately using the avoidance of the Disengaged condition to trap someone into a corner will also break the Disengaged condition.

After the condition ends the character is fully aware they were under a Compulsion effect. Prior to that they might be aware, but they won't care enough to think about it/ 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 1 Spells | Disengage Calls | 4 Tag Bag Spells


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