Enfeeble

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Enfeeble

Spell Information

Necromancy School

Spell Name: Enfeeble

School: Necromancy

Spell Level: 4

Duration: Medium (10 Minutes)

Range: Tag Bag

Target: Character(s) Hit

Flag: No

Dispel: Yes (Condition)

Spell Description: Prevent targets from casting spells or rituals.

Prerequisite: A level 3 Necromancy spell

Scroll Information

Scarce: No

A spell similar to silence but significantly more powerful with fewer disadvantages.

Description

Assault the target with restrictive energy, stifling their magical abilities.

Effect

Creates 2 tag bags that call for 'Enfeeble!'

Detailed Interactions

  • Only I get to cast around here: Enfeeble disrupts ALL spell and ritual casting for 10 minutes. As a necromancy spell it is especially effective against creatures resistant to compulsion.

Sample Incants

Septly

I've had enough of your evil, it's time to cast Enfeeble!

Neutral

Enough of your tricks, I hope that this Enfeeble sticks!

Evil

It's fun to watch you squirm, I'll Enfeeble you worm!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Enfeeble

Epic Only Epic Only 16 Item casts Enfeeble. May be taken multiple times. Can be cast 1/event for each time taken.

References

The Enfeebled Condition

A target who is Enfeebled can't cast any spells or perform any rituals for 10 minutes. This includes spells or rituals that the target can cast with no incantation.

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

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be 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.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

Categories: Spells | Necromancy Spells | Level 4 Spells | Enfeeble Calls | 2 Tag Bag Spells


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Page last modified on January 29, 2025, at 10:36 PM
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