Site Index > Rules > Gameplay > Spell Rules > Compulsion Spells > Weaken |
Weaken | |
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Spell Name: | Weaken
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School: | Compulsion
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Spell Level: | 1
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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 Weaken.
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Prerequisite: | None
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Scroll Information | |
Scarce: | No |
A useful spell for softening the blows against frontline fighters.
Description
This spell halves a target's might, causing their attacks to do less damage.
Effect
Creates 2 tag bags that call for Weaken.
Detailed Interactions
- Weaken is best used for very specific targets who are attacking for very large damage numbers, such as Fatvaks or Minotaurs.
Sample Incants
Septly
May the awe of the Scholar’s knowledge strike you with Weaken!
Neutral
Light this night with a fiery beacon, I cast for magic a spell of Weaken!
Evil
May this magic shrivel your bones and corrupt your flesh with Weaken!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Weaken | Yes | Yes | 4 | Item casts Weaken. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Weaken Calls
A character who has the Weakened condition has their Might and Accuracy halved (rounded down, minimum 1). This also reduces their maximum might and accuracy based on what weapons they are wielding.
A character fighting with two weapons or weapon and shield is normally capped at 2 Might. If they have enough Might to deal 4 damage before the cap they still only deal 1 damage while Weakened and fighting in those styles. |
Characters using a great weapon can halve their Might in order to add 'Slay' to an attack. They can also halve their Accuracy while using a bow to add 'Pierce!' to an attack. If they are Weakened their Might or Accuracy (respectively) are halved twice (rounding down each time) if they wish to take advantage of these weapon features. |
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 1 Spells | Weaken Calls | Two Tag Bag Spells
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