Heroism

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Heroism

Spell Information

Compulsion School

Spell Name: Heroism

School: Compulsion

Spell Level: 4

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Temporarily set a target's Body to 10, with some bonus consequences.

Prerequisite: A level 3 Compulsion spell

Potion

Name: Heroism

Item Level: 2

Scarce: Yes

Scroll Information

Scarce: No

Bolster an individual to become considerably tougher.

Description

Using mental influence the caster coaxes great heights of valor from their target, allowing them to ignore pain and injury. This spell is helpful to carry fighters through tough encounters.

Effect

The target has their Body set to 10 for the duration.

  • While under this effect, the target cannot have their body healed by any means.
  • When the effect ends if the target has lost any body, they receive the Exhausted condition.

Detailed Interactions

  • While this seems like it would be better placed in the Battle school of magic, this spell is deliberately in the Compulsion school to make sure that compulsion-focused casters have something to use when fighting creatures that are immune to compulsion.
  • Heroism counters, and is countered by, the Cursed condition.
  • Heroism also pairs well with other spells.
    • Cast it with Abomination and although very expensive in terms of power point cost, the target will now take a minimum of 10 hits to injure.

Sample Incants

Septly

In the Scholar I place my trust, give me Heroism to do what I must.

Neutral

Though I may fall, with Heroism I give my all!

Evil

I call unto Grak, through his Heroism I can't hold back!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Heroism

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

The Exhausted Condition

A character with this condition may not move faster than walking speed, as they are too tired to move quickly. While the character has this condition:

  • Reduce their maximum Body by 1 (to a minimum of 0).
  • Reduce their maximum Might and Accuracy by 1 (to a minimum of 1).

This condition stacks with the Diseased condition.

The Exhausted condition is not a compulsion effect.

Condition Name

Effect Duration Common Sources Common Cures

Exhausted

Reduce your accuracy, might, and body by 1 each. You cannot move faster than walking speed. Event or until cured. Heroism Rejuvenation Elixir, Theriac, Catholicon

References

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 4 Spells | Body Points | Breaks Caps | Conditions


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