Pin Wild

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Pin Wild

Spell Information

Nature School

Spell Name: Pin Wild

School: Nature

Spell Level: 2

Duration: Medium (10 Minutes)

Range: Tag Bag

Target: Character(s) Hit

Flag: No

Dispel: Yes (Condition)

Spell Description: Give Wild creatures such as fae and animals the Pinned condition.

Prerequisite: A level 1 Nature spell

Scroll Information

Scarce: No

Pin can be a powerful tool for removing enemies from a fight.

Description

Slightly more specialized than the Compulsion school version, this spell allows the caster to stop Wild creature types who would otherwise be immune to compulsion spells.

Effect

Generates 4 tag bags that call for 'Pin Wild!'

Detailed Interactions

  • Compulsion Defenses:Because the call uses the 'Wild!' type modifier it does not count as a compulsion effect. That means it will work on any Wild creature, even those that are normally immune to compulsion spells.
  • Double the Pin: At a cost of only 2 power points compared to the normal 3 for Pin, this spell is a bit more specialized but generates twice as many tag bags as a standard pin spell.

Sample Incants

Septly

I conjure the elemental's gifts to secure I cast Pin Wild!

Neutral

Still your rage wild creature, I cast Pin Wild!

Evil

Nox will see you rot, Pin Wild upon all you lot!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Pin Wild

Yes Yes 8 Item casts Pin Wild. 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 | Nature Spells | Level 2 Spells | Pin Calls | Nature Creatures | 4 Tag Bags Spells


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