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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
- Pinned condition: The paralysis portion of the Terror is broken when your allies attack, but the target is still Pinned unless the condition is fixed by something such as Smelling Salts.
- Just stay there for a few minutes: '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.
- Easy targeting: This can be more helpful than 'Banish!' for removing foes, as your allies can still see the target to attack them.
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
The Terrorized Condition
Upon gaining the Terrorized condition, the target is paralyzed with fear. They cannot move, speak, cast spells, draw weapons, etc. They must simply hold still, as motionless as possible, for as long as the Terrorized condition lasts or until removed.
If the target is hit by a weapon attack or tag bag, the terrorized condition is immediately broken and they can react appropriately.
Whenever a character gains the Terrorized condition, they also gain the Pinned condition. This condition persists even if the Terrorized condition is removed, either until the duration ends or it is removed another way (such as with Smelling Salts).
Standard out-of-game information calls such as 'No Effect' should still be made as normal when necessary.
While under this effect the victim can always hear anything the source of the Terror says, even if they are a Spirit which you could not normally communicate with. The victim cannot understand the source if they are speaking a language the victim does not know.
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 | Compulsion Spells | Level 4 Spells | Terror Calls | 2 Tag Bag Spells
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