Weaken

Site Index > Rules > Gameplay > Spell Rules > Compulsion Spells > Weaken

Weaken

Spell Information

Compulsion School

Spell Name: Weaken

School: Compulsion

Spell Level: 1

Duration: Medium (10 Minutes)

Range: Tag Bag

Target: Character(s) hit

Flag: No

Dispel: Yes (Condition)

Spell Description: Creates 2 tag bags that call for 'Weaken!'.

Prerequisite: None

Scroll Information

Scarce: No

A useful spell for softening the blows against frontline fighters.

Description

This spell reduces a target's might, causing their attacks to do less damage.

Effect

Creates 2 tag bags that call for 'Weaken!'.

Detailed Interactions

  • What Fatvack?: Weaken is best on very specific targets who are attacking for very large damage numbers, such as Minotaurs.
  • Nobody can defeat the rock: Unfortunately, you cannot cast Weaken on a boulder to avoid dying from it.

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

Cast Weaken

Yes Yes 4 Item casts Weaken. May be taken multiple times. Can be cast 1/event for each time taken.

References

The Weakened Condition

A target affected by the Weakened condition has their Might and Accuracy reduced to 1.

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 1 Spells | Weaken Calls | Two Tag Bag Spells


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on January 29, 2025, at 10:20 PM
Powered by PmWiki