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Pin Undead | |
Last Updated: | January 2022 |
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Spell Name: | Pin Undead
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School: | Necromancy
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Spell Level: | 2
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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: | Generate 4 tag bags that call for 'Pin Undead!.
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Prerequisite: | A level 1 Necromancy spell
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Scarce: | No |
Pin is a powerful tool for removing enemies from a fight, and this bypasses the compulsion immunity most undead possess.
Description
The caster brings forth energy that allows them to stop undead in their tracks.
Effect
Generates 4 tag bags that call for 'Pin Undead!'.
Detailed Interactions
- Compulsion immunity: While undead are typically immune to compulsion effects, this low-level spell bypasses that immunity due to its specific targeting. It also generates more tag bags than the compulsion school version.
Sample Incants
Septly
From righteous rest you have fled, cease your running with Pin Undead!
Neutral
As shambling masses come forth, I cast Pin Undead!
Evil
Darkness raised you from your bed, obey me as I cast Pin Undead!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Pin Undead | Yes | Yes | 8 | Item casts Pin Undead. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The Pinned Condition
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
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 2 Spells | Pin Calls | Undead | 4 Tag Bag Spells
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