No edit summary
 
(One intermediate revision by the same user not shown)
Line 9: Line 9:
You may call [[Calls#WEAKNESS|WEAKNESS]] against the target struck by your [[Weapons & armour#Implements|implement]].
You may call [[Calls#WEAKNESS|WEAKNESS]] against the target struck by your [[Weapons & armour#Implements|implement]].


WEAKNESS prevents the victim from making any calls for any reason. In addition, they cannot use any [[heroic skills]], [[religious skills]], cast any spells or contribute to any rituals. Only [[magic items]] or [[enchantment|enchantments]] that are "always on" will work (such as those that give you extra hits). They may otherwise move and fight normally.
WEAKNESS prevents the target from making any calls for any reason. In addition, they cannot use any [[heroic skills]], [[religious skills]], cast any spells or contribute to any rituals. Only skills, [[magic items]], or [[enchantment|enchantments]] that are "always on" will work (such as those that give you extra hits, wield a polearm, or fire a crossbow). They may otherwise move and fight normally.


You must assume that the target has taken the effect.
You must assume that the target has taken the effect.

Latest revision as of 11:50, 25 March 2024

Description

This spell is a potent malediction that can neutralise the most powerful enemy champion or render an archmage as powerless as a raw recruit.The debilitation imposed by this spell is more than mere lack of strength - it is a potentially lethal curse. The victim cannot concentrate on even the simplest spell, cannot inspire themselves to heroic action and cannot use the powers of any magic items they are bonded to.

It is particularly insidious in that it does not go away naturally; it can be removed with herbs by a skilled physick, or purged by a magician using the purify spell or a ritual such as Renewed Strength of the New Day. Otherwise, it lasts indefinitely.

Casting

Effects

You may call WEAKNESS against the target struck by your implement.

WEAKNESS prevents the target from making any calls for any reason. In addition, they cannot use any heroic skills, religious skills, cast any spells or contribute to any rituals. Only skills, magic items, or enchantments that are "always on" will work (such as those that give you extra hits, wield a polearm, or fire a crossbow). They may otherwise move and fight normally.

You must assume that the target has taken the effect.

The effect lasts until cured by the purify spell, or a similar potion or magic.

Sample Spellcasting Vocals

  • By what creeps, what crawls, by what does not; let all that grows recede and rot! - WEAKNESS
  • Oh mist-filled pits, dark, dank, unclear; touch all before me with frost-fingered fear! - WEAKNESS
  • Kyrop drain the strength from your bones - WEAKNESS!
  • Drowned Man drag you down in the darkness - WEAKNESS!
  • By magic's might, be stripped of all your powers - WEAKNESS!
  • May Winter's cold grip your hateful heart - WEAKNESS!
  • The winds of winter reap your strength for their hosts! - WEAKNESS Suggested by Lucas Palmer

Common Elements

  • Rune Magic: The rune of Weakness, Kyrop is unsurprisingly invoked in conjunction with this invocation.
  • Astronomancy: The Drowned Man, the astronomantic constellation associated with endings and with curses, is commonly invoked with the weakness spell.
  • Dramaturgy: A Dawnish witch might echo the terrifying roar of the chimera, or the dire spirit of the manticore when casting this spell.
  • Other traditions: This spell has a strong resonance for the realm of Winter.