Command Person
Cantrip
This gives a target an idea. They do not have to carry it out, but they might if it makes sense. They might not realize it wasn’t their idea if it seems like something they might come up with.Great
This gives the target a command, and they are under a compulsion to carry it out. The command must be one that they can consciously carry out; you can’t force them to fall asleep or remember things they have locked away. This compulsion lasts a number of turns equal to your Magic Power, but you may extend the duration with concentration. Or you can incorporate the cantrip into a weapon attack. Alternatively, you can incorpoate it into a social roll to add 1 to the social pressure inflicted and the target rolls their social defense to avoid the effects. If they don't beat your roll, they won't notice you used a spell.Superior
This drains the target of a number of Spirit equal to your Magic Power unless they comply with your request, in addition to all the effects of the great version. The target cannot have a breakdown if they refuse to comply, though they can still take trauma. Alternatively you can add a compulsion as per the great version into a weapon attack or social roll.Ultimate
This allows you to control the target completely, even forcing them to do things they can’t consciously do. It lasts as long as you concentrate.Remove these ads. Join the Worldbuilders Guild
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