Index | Above Us The Waves? | Creating a Character | Sorcery Power | Compelling
Attribute Tips for Compelling
Psyche is absolutely crucial, especially when the character engages in the mind to mind contacts needed for conjuring mental adjustments and enhancements.
Compelling Abilities
The effectiveness of each Compelling depends on two factors. First, the more time spent issuing the Compelling the longer it’s likely to last. Second, the closer a Compelling is to the victim’s own mindset, the less chance that the victim will attempt to resist. All Compelling can be dispelled through magic, or by some drastic “resetting” like walking the Pattern.
These are just a few of the many possibilities. If you have other ideas, ask the GM
Geas
The victim is given an overwhelming desire to accomplish some task, or obey some leader. The more time put into inserting the Geas, the longer it is likely to last. Likewise, the closer the Geas to the victim’s own natural desires, the stronger the compulsion. For example, if you spend an hour weaving a Corwin-killing Geas into a manticore, a beast that lives for killing anyway, the Geas is likely to last indefinitely. The same Corwin-killing Geas inserted in five minutes in one of
Julian’s hellhounds might last a few days. A Corwin-killing Geas inserted into Corwin’s son Merlin wouldn’t last long, and would likely evaporate as soon as it was questioned.
On the other hand, the duration of an ice cream-eating Geas (“you like ice cream, you want ice cream”) put into Merlin would depend on how much time was spent with the Compelling.
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False Memory
A memory, either created by the Conjurer, or taken from someone else through a Psychic impression, is inserted into the mind of the character. It’s also possible to lay a neutral or blank memory over an existing memory, effectively creating a temporary forgetfulness. The more remote the false memory, and the less it jars with the victim’s experiences and other memories, the more likely it is to last. For example, inserting a distant memory of childhood (being frightened by someone, or befriended by a particular creature), which would be foggy anyway, is a lot easier to pull off than trying to replace last night’s dinner conversation.
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Artificial Personality
The Conjurer can “map” a new personality onto the body of the victim. While the personality can be a creation of the Conjurer, you can get a much more detailed personality if you base it on a Psychic impression from another mind. The closer the new personality is to the old, the more likely it is to last. For example, a Conjurer could get the Psychic impression of one of Florimel’s hounds, Blitzen, and then map that personality onto one of Jasra’s Netzach beasts, so the beast will think of itself as Blitzen and will respond to Flora’s whistle. This kind of match is nearly perfect, since both creatures have the same kind of self-image, and will likely last until it is magically dispelled.
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Conjuring Artifacts & Creatures with Compelling
Creating an artifact or creature designed to transmit Compelling is a way to assure long-term effectiveness. For example, a piece of jewelry might be set up with two Compellings, one that urges possession (“I’m an important necklace, you feel safe when I’m on your neck, when I’m not around your neck your life is in danger”), and a second that conveys the Conjurer’s wishes.
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Mind Links and High Compelling
As with Sorcery’s invasive spells, inserting the mental modifications of High Compelling into a victim requires some form of mind to mind Psychic link. The mental link can be achieved in the usual ways; by a physical touch, by a Trump contact, by a Logrus Tendril, etc.
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Combining High Compelling with Spell Casting
Since Compelling takes a long time, it’s a lot faster to create invasive spells that will instantly transmit a Compelling. Such spells will be based on lynchpins that name the target and name the Compelling. See Mandor’s “Imperatives” spell for an example.
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