Site Index > Rules > Gameplay > Spell Rules > Compulsion Spells > Memory Loss |
Memory Loss | |
| |
Spell Name: | Memory Loss
|
---|---|
School: | Compulsion
|
Spell Level: | 3
|
Duration: | Special
|
Range: | Tag Bag or Touch
|
Target: | Character(s) Hit or Touched
|
Flag: | No
|
Dispel: | Yes, Conditionally
|
Spell Description: | Causes or cures 2 instances of Memory Loss.
|
Prerequisite: | A level 2 Compulsion spell
|
Scroll Information | |
Scarce: | No |
For when you just don't want yourself or others remembering something.
Description
Used offensively, Memory Loss can take away a target's memories of recent events and leave them susceptible to suggestion.
This spell is conveniently a cure for itself; if a target is diagnosed to have the Lost Memories condition, this spell will also remove it.
Effect
You may perform 2 actions in any combination from the following list:
- Create 1 tag bag calling for Memory Loss.
- Inflict 1 instance of Memory Loss by touching a helpless or willing target.
- Remove 1 instance of the Lost Memories condition from someone that has been diagnosed.
Detailed Interactions
- A character can cast Memory Loss on themselves.
- Memory Loss only cures the Lost Memories condition. It has no effect on the Destroyed Memories condition.
- Unfortunately, this spell will not remove your character's memories of the embarrassing things they did in high school as those happened more than 10 minutes ago.
Sample Incants
Septly
With the intellect of the Scholar within me I cast Memory Loss!
Neutral
It’s a shame that our paths had to cross, so I cast Memory Loss!
Evil
May the Dark Lord siphon your thoughts with Memory Loss!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
|
---|---|---|---|---|
Cast Memory Loss | Yes | Yes | 12 | Item casts Memory Loss. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Memory Loss Calls
When a character gains the Lost Memories condition they immediately lose all memory of the last 10 minutes. They will do everything they can to rationalize what happened in that time period to bring them from the point they do remember to the present. The key element is that they will not notice the missing time unless it is forcefully brought to their attention. If they are forced to become aware of the missing time, no amount of logic or reasoning will cause them to remember the missing time. They can only be made aware that a perido fo time is missing. This can be likened to being black out drunk.
If this condition is revealed with a Diagnosis effect, it may then (and only then) be removed with either an application of the Memory Loss spell or an appropriate 'Dispel!' call.
A character can be affected by this condition any number of times. When a character is under multiple Lost Memory conditions, they can all be Diagnosed at once, but each instance of the condition must be removed separately. When removing just one condition when multiple are present a character should state which one chronologically is being removed, (for example: 'the first one', or 'the one that took place at 2pm').
This condition does not wear off at the end of an event. Should the condition last until the end of 2 events the lost memories are permanently lost (and then this condition ends).
Condition Name | Effect | Duration | Common Sources | Common Cures
|
---|---|---|---|---|
This character's memories have been altered so they have forgotten 10 minutes of time. | Permanent after the next event. | The Memory Loss spell | The Memory Loss or Dispel Magic spells |
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.
Cateogries: Spells | Compulsion Spells | Level 3 Spells | Memory Loss Calls | 2 Tag Bag Spells
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
|