1 Rituals of Compulsion
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1Disengage
Level: 1
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes
Disengage creates a red ball of compulsive power that can be hurled at a target to prevent them from attacking you. When struck with this spell, a target will not engage the caster with physical or magical attacks for one minute. During this time they are free to attack other people or take other actions, and they do not forget that the caster cast a hostile spell on them.
If at any time the caster attacks the target, or even moves within five feet of the target with an unsheathed weapon or active spell, the effect is broken and the target is free to once again attack the caster if it wishes.
The target is also afflicted with a mild compulsion to avoid the caster. This is not the effect of a Fear spell, but does prevent the target from breaking the effects of Disengage simply by moving towards the caster when they unsheathe a weapon or cast another spell. If it is clear the caster is forcing the target to move closer to him or herself, the spell will break. It is impossible for the caster to herd the target around the battlefield with this spell, and any attempts to use Disengage in a hostile manner will break the effects of the spell.
1Weaken
Level: 1
Duration: Ten minutes
Range: Tag-Bag
Dispel: Yes
This spell creates a dart of focused magical energy that the caster can throw at a target sapping the target’s strength for the duration of the spell. A target hit by this dart strikes for half their normal damage (rounding down with a minimum of one) for the duration of the spell. For example, a character that normally hits for four points of damage is limited to two points while weakened. Additional Weaken spells will not further reduce the damage of the target. Only one Weaken spell can affect the character at one time. Weaken does not reduce damage caused by Battle Magic spells or Elemental Dart. Weaken does not reduce the damaged caused by thrown poisons, but toxins placed on a weapon or weapon enchantments (magic weapons, weapon with Enchant Weapon cast on them, etc.). If the dart strikes a weapon or shield the spell still takes full effect. The player is not allowed to pass Weaken darts off to other players or set a dart down (this includes dropping them) and doing so will cause the spell to disrupt. The Weaken dart must be thrown to activate so the caster may not simply touch a target with a dart to Weaken the target. One minute after casting this spell the Weaken dart automatically dispels and is wasted. A Purify Spirit spell will remove the effects of a Weaken spell.
2Charm
Level: 2
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes
This spell creates a shimmering dart of energy that the caster throws at a target in an attempt to transfix and charm it. A target that is hit by this dart is overcome with a powerful feeling of friendship towards the caster. If the dart strikes a target’s weapon or shield the spell still takes full effect. The spell lasts for ten minutes during which the target will not harm or conspire to bring harm to the caster. Charm does not allow the caster to issue commands to the charmed target or otherwise compel it to act in any other way. The charmed target will not act in a fashion that will bring harm to themselves or their party members in an attempt to protect the caster. For example, the caster cannot ask a charmed person to set their weapons down in the middle of a battle! In most cases, the charmed target will simply move away from the caster and leave them alone. The charm ends immediately if the caster attacks or facilitates an attack on the charmed target. For example, if the caster orders his or her party to attack the charmed target. Simply drawing a weapon or starting to cast an offensive spell in the presence of the charmed target does not warrant the charm being broken unless the caster directly voices their intention to attack the charmed player. A charmed target will not give up its possessions without good reason, though they might sell or barter them away to the caster for a better price than they would under normal circumstances.
2Silence
Level: 2
Duration: Ten Minutes
Range: Tag-Bag
Dispel: Yes
This spells manifests a small dart of magical energy that prevents a struck target from speaking for one minute. Spellcasters who are unable to speak their incants cannot cast spells. Players should still call damage in combat as normal, but may not call out to warn their allies or give messages to others. It is possible to still make noise through other means, such as banging two objects together.
3Pin
Level: 3
Duration: One Minute
Range: Tag-Bag
Dispel: Yes
This spell creates a focused dart of magic that can be directed at a target to firmly adhere both feet to the ground. The target is otherwise
unhindered and may turn and twist in any fashion they like so long as they do not move their feet. The surface the character is standing on has no effect on this spell it will adhere the target’s feet to anything, nor will standing on one foot, jumping in the air, or any other form of acrobatics, protect against this spell. It is assumed that the magic forces the player’s feet to the ground the moment the spell hits them. If
the player is on their knees the spell will adhere their knees to the ground in place of their feet. There is no way the target can tear their feet from the ground, dig their way out, cut off their feet, or remove their
shoes.
3Memory Loss
Level: 3
Duration: Permanent
Range: Tag-Bag
Dispel: Yes
A being struck by a Memory Loss dart
instantly loses all recollection of the events of the previous ten minutes. Memory Loss must be diagnosed to be removed, and becomes fully permanent at the end of the following event. Under these restrictions, it can be removed by Dispel Magic or another Memory Loss casting. The original caster does not need to diagnose it, and may remove it by successfully casting another Memory Loss to undo his casting. If the subject has been effected by several Memory Loss effects, they can all be diagnosed at once but each must be removed individually. Once permanent, it can no longer be Diagnosed or removed.
Physical damage remains, power points expended are still used, and items used or destroyed are still gone. The target will simply concoct some reason why things are the way they are, and no amount of logic or reasoning will ever make the subject remember the lost ten minutes. This spell takes some amount of cooperation from the target. Players who are failing to play in the spirit of this spell will be directed by a Game Master how to better roleplay their loss of memory.
4Fear
Level: 4
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes
This spell creates a focused dart of howling spirits that flit around and terrorize its target, frightening them away from the caster. A target that is hit by Fear is so gripped with terror that they must flee without hesitation from the caster’s sight until the spell ends, at which time they may return. The victim is not permitted to hide behind an obstacle or another player to avoid the sight of the caster; they must flee with all possible speed. If other players try to block the fleeing player, they will attack friend or foe without mercy or restraint in their attempt to continue escaping. The target will flee in a direction even if it means possible harm or death. For example a fleeing target would run straight into a pit if it were the only viable avenue of escape. It is legal for the caster to chase after the target forcing them to continue running if they feel it is necessary. If for some reason all possible means of escape are blocked, such as in a locked room, the target will fall to the ground helpless and should role-play digging through the very floor to attempt escape! If at any time the caster attacks the target the spell immediately ends and the target is free to act as normal. Other players may attack the target without ending the spell though the target is permitted to attack back assuming the attackers are blocking their route of escape. The fleeing target will not stop to make use of magic objects or spells while they are running; they must wait for the spell to end.
4Stun
Level: 4
Duration: Ten Minutes
Range: Tag-bag
Dispel: Yes
This spell creates a dart of focused magical
energy that the caster can throw at a target, stunning it. A target hit by this dart falls to the ground paralyzed. If the dart strikes the target’s weapon or shield the spell still takes full effect. While stunned, the target may take no actions (move, speak, cast spells, draw weapons, etc.) and must simply fall to
the ground and act stunned. The player is not allowed to call out or make any other noise while stunned. If at any time the stunned player is attacked, the stun
immediately wears off and they are free to act. The player is not allowed to pass stunning darts off to other players (unless the magic hands spell is used) or set a dart down (this includes dropping them) and doing so will dispel the dart. The stunning dart must
be thrown to activate so the caster may not simply touch a target with a dart to stun them. One minute after casting this spell the stunning dart automatically dispels if not cast and is wasted.
5Dominate
Level: 5
Duration: Ten Minutes
Range: Tag-Bag
Dispel: Yes
This spell creates a softly glowing pink dart of concentrated willpower. A target struck with a Dominate spell falls under the direct control of the caster, much in the same manner as an Undead under the control of a Lesser Command spell. Only three commands are legal to use with the controlled being. They are, “Attack”, “Defend”, or “Move”. See the spell description for Lesser Command for full explanation of these commands.
In addition, living creatures who are Dominated are allowed to deal themselves a killing blow at any time to represent their final act of defiance to their controller, or to avoid taking an action they cannot morally accept, such as murdering someone.
5Mind Blank
Level: 5
Duration: Game Day
Range: Touch
Dispel: Yes
This spell creates a powerful magic field around the caster (or target he/she selects) that absorbs Compulsion attacks, including Compulsion spells and any Compulsion-based attacks or abilities of creatures such as fae. The spell lasts for a game day, negating any number of spells or attacks. The player is required to announce “No effect” in a loud voice when they use this immunity to ignore a compulsion attack. Characters protected by this spell are required to wear a blue armband as described in the chapter on magic and spell use. This spell is considered an 'immunity' spell for rules purposes.