Mind Blank

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Mind Blank

Spell Information

Compulsion School

Spell Name: Mind Blank

School: Compulsion

Spell Level: 5

Duration: Long (Game Day)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Makes a target immune to compulsion effects.

Prerequisite: A level 4 Compulsion spell

Potion

Name: Mind Blank

Item Level: 3

Scarce: Yes

Scroll Information

Scarce: No

This immunity spell protects a target's mind from being manipulated.

Description

The ultimate defense against any compulsion effects, this spell fortifies the target's mind against magical influence. This is particularly useful when dealing with a lot of Fae, or against humanoids seeking to manipulate you.

Effect

The target becomes immune to all compulsion effects.

  • This does not remove existing effects on the target.
  • This counts against the immunity cap.

Detailed Interactions

Sample Incants

Septly

The Scholar guards my mind from intrusion as I cast Mind Blank!

Neutral

Compulsion spells of lower rank, I resist them all with Mind Blank!

Evil

May the cloak of Darkness engulf my mind and protect me with Mind Blank!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Mind Blank

Epic Only Epic Only 20 Item casts Mind Blank. May be taken multiple times. Can be cast 1/event for each time taken.

References

Compulsion Calls Prevented

The following compulsion calls are prevented by Mind Blank, unless the call is prefaced by an Acid or Poison modifier or followed by a creature subtype :

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 5 Spells | Compulsion Defenses | Immunities


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