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dom6:charm

Charming

Charming is a when you flip a unit or commander's allegiance to your nation. It is distinct from Enslavement in that, if you charm a commander, they remain a commander after the fact. This has many advantages; magic skills are readily used, magic items and gems aren't dropped, and the fellow can understand the vague directions that are your five-turn scripts.

Methods of Charming:

  • Seduction and its many varieties, which happen outside of battle but may result in battle if they fail
  • Charm (glamour 33, Thaumaturgy 7, affects one unit, does not affect the Mindless, Penetration 11)
  • Charm Animal (nature 22, Thaumaturgy 5, affects one unit, only affects Animals, Penetration 7)
  • Hellbind Heart (blood 22, 1bloodslave, Blood Magic 5, affects one unit, does not affect the Mindless, Penetration 11)
  • Soul Transaction (blood 11glamour 11, 1bloodslave, Blood Magic 6, affects one unit, does not affect the Mindless, Penetration 15)
  • Welcome Sign (holy 11fire 11, Divine Magic, affects one unit, Penetration 7, Jomon only)
  • Apostasy (holy 33, Divine Magic, affects one unit, only affects Sacreds, Penetration 7, Sceleria & Lemuria only)

Seduction and Soul Transaction are geared around keeping the targets, while keeping anyone charmed by the others can be somewhat difficult. Seduction avoids a battle entirely if it succeeds. Soul Transaction, on the other hand, has the target rout and makes them Invisible if it works. There's an additional impediment to Soul Transaction, in that the Penetration roll must also go against the target's Morale. For other spells that charm targets, the charmed target continues to fight, which can very well get them killed.

Charming is always somewhat risky for the charmer, due to the intimate nature of Seduction and the mostly-short range of the spells. It's also difficult to get a specific target charmed, due to the randomness involved in targeting.

dom6/charm.txt · Last modified: 2024/05/08 00:40 by fenrir