Site Index > Rules > Gameplay > Spell Rules > Compulsion Spells > Pin |
Pin | |
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Spell Name: | Pin
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School: | Compulsion
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Spell Level: | 3
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Duration: | Medium (10 Minutes)
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Range: | Tag Bag
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Target: | Character(s) Hit
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Flag: | No
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Dispel: | Yes (Condition)
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Spell Description: | Creates 2 tag bags that call for Pin.
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Prerequisite: | A level 2 Compulsion spell
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Scroll Information | |
Scarce: | No |
One of the cheapest and most efficient ways to remove an enemy combatant from a fight.
Description
Pin causes the target's mind and legs to become disconnected, locking them in one place. It is useful for making it difficult for an enemy combatant to hurt you or your allies; they can still defend themselves, but even that can be quite difficult if they don't have their own allies around.
Effect
Creates 2 tag bags that call for Pin.
Detailed Interactions
- Pinned targets are unable to reach you if you stand out of their weapon range, making them perfect targets for offensive casters or ranged weapon users.
Sample Incants
Septly
By the Scholar’s power of mind over matter I cast Pin!
Neutral
Fairest fight I cannot win, time for me to cheat with Pin!
Evil
Let the hands of Nox’s creations grip your feet with Pin!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Pin | Yes | Yes | 12 | Item casts Pin. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Pin Calls
A character who has the Pinned condition must keep their feet planted firmly where they were when the condition began for 10 minutes. If that character was on their knees or sitting at the time the 'Pin!' hit them, they should remain in that position. Should the character take a Leg Wound while Pinned it is ok for them to go to their knees and stay there for the remainder of the Pinned duration.
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 3 Spells | Pin Calls | 2 Tag Bag Spells
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