Site Index > Rules > Gameplay > Spell Rules > Compulsion Spells > Terror |
Terror | |
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Spell Name: | Terror
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School: | Compulsion
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Spell Level: | 4
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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 Terror.
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Prerequisite: | A level 3 Compulsion spell
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Scroll Information | |
Scarce: | No |
Useful for when you need to remove someone completely from a fight.
Description
By inflicting psychological horror so severe the target can't even bring themselves to move, the caster is able to neutralize any threat the target may have posed.
Effect
Creates 2 tag bags that call for Terror.
Detailed Interactions
- Terror is a useful tool for taking an enemy completely out of a fight while leaving them vulnerable to attack later; let them stand around paralyzed while you deal with their allies and go back to finish them later.
- This can be more helpful than Banish for removing foes, as your allies can still see the target to attack them.
- The paralysis portion of the Terror is broken when your allies attack, but the target is still stationary and unable to cast spells.
Sample Incants
Septly
This fight was in error, feel the Scholar's wrath I cast Terror!
Neutral
You cannot flee the terror that is me!
Evil
Your painful death comes by Darkness, feel the Terror!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Terror | Epic Only | Epic Only | 16 | Item casts Terror. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Terror Calls
For 10 minutes a character with the Terrorized condition cannot move, speak, cast spells, draw weapons, etc., they must simply hold still, as motionless as possible, they are Helpless for as long as the Terrorized condition lasts. The victims only thought is to cower in fear, moving as minimally as possible. While under this effect the victim can also always hear anything the source of the 'Terror!' says even if they are a Spirit which you could not normally communicate with. They cannot understand them if they are speaking a different language though.
Standard out-of-game information calls such as 'No Effect' should still be made as normal when necessary.
If the character is hit by a weapon or a tag bag, the Terrorized condition (and the Helpless condition) ends immediately.
Additonally upon gaining the Terrorized condition the character also immediately gains the Disengaged condition for 1 minute, the Pinned condition for 10 minutes, the Silenced condition for 1 minute, and the Weakened conditions for 10 minutes. Each of these conditions are separate from the Terrorized condition. If the Terrorized condition is ended early that alone doesn't end these other conditions.
All of these conditions last for their normal durations starting the moment the character is hit with 'Terror!'. They would all end at once if something like 'Dispel Magic!' or Smelling Salts is used, both of which will get rid of all Compulsion spell conditions at once. Getting attacked breaks only the Terrorized condition and leaves the Disengaged, Pinned, Silenced, and Weakened conditions. |
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 4 Spells | Terror Calls | 2 Tag Bag Spells
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