Enchantment

Boost Mind (Enchantment, Cost, Persistent, Requires Charm): Cast this spell on a willing target in your zone. The target’s mental skills (Intelligence, Wisdom, Charisma) are raised by 1. Multiple castings of this spell on a single target don’t stack, but it does stack with the effects of Idiocy

Charm(Enchantment, Trickster, Persistent): Choose a target in your zone. Make an Overcome action, your Charisma vs. target’s Intelligence. If successful, this allows you to place one of the following aspects on another character: Easily Influenced, Drowsy, Distracted. You can invoke this once for free, twice if your Overcome action succeeds with style. The same character may not be targeted by this spell more than once in a scene. Depending on its use, this spell might be an infraction.

Compulsion(Enchantment, Cost, Per Scene, Requires Provoke Emotion): Select a target in your zone, make an Overcome roll (caster’s Charisma vs. target’s Intelligence). If successful, choose one benefit from this list (choose two for success with style):

  • The target must truthfully answer one question
  • The target must drop what it’s holding
  • The target must speak a short sentence that you prescribe

Forget(Enchantment, Trickster, Cost, Per Scene, Requires Provoke Emotion and two other enchantment spells or trickster spells): Choose one target in your zone, make an Overcome action (caster’s Charisma vs. target’s Intelligence). If your overcome action succeeds, the target forgets everything that’s happened in this scene up until the action after you cast the spell. Depending on its use, this spell might be an infraction.

Fortress of the Mind (Enchantment, Abjuration, Cost, Persistent, Requires Mind Shield): As with Mind Shield, but you may designate up to four willing creatures in your zone (may include yourself ) that benefit. Multiple castings of this spell or combinations with Mind Shield do not stack.

Grant Emotion (Enchantment, Trickster, Cost, Persistent, Requires Charm): Cast this spell on a willing target in your zone. That target chooses one of the following benefits:

  • Courage: May ignore aspects related to fear or despair.
  • Serenity: May ignore aspects related to confusion or anger.

Idiocy(Enchantment, Persistent): Select a target in your zone. Make an Overcome action, your Charisma vs. the target’s Intelligence. If successful, reduce the target’s Intelligence, Wisdom, and Charisma skills by 1 for the remainder of the scene (or until the spell is dispelled). Success with Style reduces them by 2. The target’s mental stress track is unaffected.

Ignore Pain(Enchantment, Cost, Persistent, Requires Charm): Cast this spell on a willing target in your zone. That target then chooses one of their consequence aspects; that consequence cannot be invoked or compelled during this scene.

Mind Blast (Enchantment, Cost, Requires Compulsion): Choose a target in a zone you can see. Make an attack, caster’s Charisma +2 vs. target’s Intelligence, the attack does mental stress.

Mind Shield(Enchantment, Abjuration, Cost, Persistent, Requires Charm): Spend an action to activate this spell. Once active, you gain a +2 to oppose enchantment and illusion spells this scene. Multiple castings of this spell do not stack with one another.

Provoke Emotion(Enchantment, Trickster, Persistent, Requires Charm): Select a target in your zone. Make an Overcome action, your Charisma vs. the target’s Intelligence. If successful, choose an aspect from this list to the target: Crushing Despair, Crippling Terror, Burning Rage, or devise your own based on a powerful emotion. The aspect may be invoked once for free, twice if you succeed with style. Depending on its use, this spell might be an infraction.

Enchantment

Adventures in Freeport and Beyond josh61980