Prototype Play Test 4 – Spells of Imposition

Getting others to agree or be obedient by overcoming their will.

Change of Approach for Test 4

During these play tests a general feeling has built up that the casting descriptions should not be so specific. By making them detailed it tends to make people stick to the described castings and not improvise. However its the casting detail where we discover the complexity of the spell being cast.

There are general principles however of range, duration, and difficulty that can surround and support improvised rulings.

For this play test we are dropping the specific example castings entirely, even for the previous detailed ones, to see how play goes with just the enfolding specific structures and spell intents. Please give feedback as to how this works for your play style, particularly if you are a game master.

General Rules

A spell is cast on one or more targets. Its intent is to get them to act in some way, agree to an idea or change their emotions. Targets with sorcery profession or specialisation in spells of imposition turn this in to a struggle.

Where a struggle occurs with multiple spell casters or multiple targets then the rules for the struggle are weakest link for the casting side of the struggle and best of the best for the target side of the struggle.

If a target is willing to receive an imposition then there is no need to test the spell casting, it may be considered an automatic success with the standard casting time and requirements.

Focus must be available to maintain spell effects as usual. If a group has produced the effect then each member of the casting group must keep a focus engaged in the maintaining of the spell. If a member of the group drops out then a struggle opportunity occurs between the remaining group and the targets.

Generally to maintain imposed focus requires some kind of contact between caster and target if they are beyond line of sight.

Residual vulnerability or resistance occurs after a spell of imposition has been used against a target, willing or unwilling. Such vulnerability or resistance has an effect on the difficulty of casting against the target in future attempts by the same caster. It lasts for a time beyond the termination of the spell as indicated below. If a group is involved then each member of a target group has the same vulnerability or resistance toward each member of the casting group.

If a target has such a spell cast on them again, while carrying a previous vulnerability or resistance to the same caster, then the new effect replaces the old.

Cast ResultEffect for new future Impose AttemptsDuration
Inc-4 DN to impose on target5 weeks
Xtra-2 DN to impose on target5 days
Scs-1 DN to impose on target24 hours
FailNo effect
Mis+4 DN to impose on target5 weeks
DisTarget is immune to impose attempts1 year

Where a spell is cast on a player character, and it would make the character behave in ways they would prefer not to, then ask the PC to describe how they wish to act and how they will act if the imposition holds. Then they make a save using determination against a DN based on the caster’s success (Scs DN 14, Xtra DN 15, Inc DN 17). Any success amount allows the PC to act as they described they wished to, otherwise they act the other way.

A casting can be held using focus until the effect of the imposition is properly fulfilled.

A casting can try to add others to an existing effect for the same spell at +1 complexity. On a success the targets become part of the group being held to the same imposition, supported by a single focus.

If the new targets resist the imposition then the existing imposed targets get to attempt a resisting struggle.

Details

Specialisation is Spells of Imposition.

Specific Spells for this specialisation that can be learned:

  • Agree (make the target agree to a proposal)
  • Befriend (make the target consider the caster a friend)
  • Bestill (stop the target’s movement and actions)
  • Confuse (make it hard for the target to make choices or recall things).
  • Command (have the target perform a single stated task)
  • Encourage (bonus of +2 aptitude to uses of the determination attribute while the spell continues)
  • Forbid (prevent the target from taking a specific action)
  • Forget (make the target forget a specific recent event or piece of knowledge. The spell must be focused for a day to become permanent)
  • Frighten (degrading of aptitude by -2 when the determination attribute is used, and a push to force targets to flee or hide in subsequent moments)
  • Enhance (transfer aptitude of +2 to a target where the caster has aptitude for the task)

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