Fascinating Ways

Copyright Helen Mazarakis and W. Alexander McCollum © 2004

Edited by Peter Mork for The Guild Companion

Spell
Area
Duration
Range
Type
1. Audience Feel
audience
C
100'
I
2. Peppy Performance
10'/R
C
self
U
3. Seductive Performance
caster
10 min/level
self
U
4. Desire to Dance
1 target
C
50'
Fm
5. Persuasive Way
caster
10 min/level
self
U
6. Empathy
1 target
100'
I
7. Fascination II
self
U
8. Fascinate
1 target
1 hr/5 failure
50'
Fm
9. Pump It Up
10'/R
C
self
U
10. Truthful Tale
1 target
C
10'
Fm
11. Torch Song
1 target
1 hr/5 failure
50'
Fm
12. Fascination V
self
U
13. Pied Piper
1 target
C
10'/level
Fm
14. Invite Confidence
caster
10 min/level
self
U
15.
16. Exhilarate
10'/R
C
self
U
17. Fascination X
self
U
18. Fandom
1 target
1 day/5 failure
50'
Fm
19. Conviction
1 target
varies
10'
Fm
20. Torch Song True
1 target
1 hr/5 failure
50'
Fm
25.
30. Emote
1 target
1 day/5 failure
50'
Fm
40.
50. Mass Fascination
self
U

1. Audience Feel. Caster learns the general mood in the room (boredom, pleasure, irritation, excitement, etc.).
2. Peppy Performance.
All allies who are within the radius are given a bonus of +10 to physical or artistic maneuvers (as approved by GM). [See Notes below for audience and performance requirements.]
3. Seductive Performance.
Caster adds an element to his performance that gives him a +15 to seduction maneuvers on anyone in the audience.
4. Desire to Dance.
The target is overcome by the need to dance along, for as long as the caster is performing. Target cannot use a shield but can parry.
5. Persuasive Way.
Caster is performing just the right way for these folks—giving him a +15 to influence maneuvers on any member of the audience for the duration.
6. Empathy.
Caster gains knowledge of the emotions of one audience member.
7. Fascination II.
Caster may influence two audience members with any of the Fm spells on this list.
8. Fascinate.
Target is amazed by the caster's performance. He believes the caster is infatuating, charming, and enigmatic. Target must seek to please and befriend the caster for the duration.
9. Pump It Up.
As Peppy Performance, except bonuses are +15.
10. Truthful Tale.
The caster seems honest, open, and ingenuous. Everything he says is believable and any lie detection maneuvers against the caster operate at -75.
11. Torch Song.
The caster can project one emotion—love, hate, melancholy, grief, jealousy, desire, etc.—on the target. The caster cannot choose the focus of the emotions (e.g., "I want him to fall in love with her") but can choose the emotion.
12. Fascination V.
As Fascination II, except caster may influence five targets.
13. Pied Piper.
The target is drawn to the source of the music and must seek it out. He will follow the caster (RR may be modified, or target may be allowed repeated RRs by the GM, depending on the target's feelings about the destination).
14. Invite Confidence.
The caster seems trustworthy as he performs (it must be a performance that inspires that kind of feeling, e.g., tale telling, singing a heroic song, acting out a relevant sketch, etc.) He gains a +25 to influence skills for one minute per level.
16. Exhilarate.
As Peppy Performance, except bonuses are +20.
17. Fascination X.
As Fascination II, except ten targets may be influenced.
18. Fandom.
Target is completely devoted to the caster due to the performance. He will carry out any task(s) that is (are) not completely foreign to him.
19. Conviction.
The caster has completely convinced the target of some ideal, belief, story, etc. with his performance. This will last until someone provides irrefutable evidence to the contrary and successfully completes a relevant Sheer Folly maneuver.
20. Torch Song True.
As Torch Song, except the caster can name the focus of the emotion.
30. Emote.
Caster can produce any emotion in the target. Target is overwhelmed by the emotion and must take immediate and consistent action dictated by such for the duration.
50. Mass Fascination.
As Fascination II, except it affects a number of targets equal to the caster's level.

Notes
All of the spells on this list (with the exception of Audience Feel and Empathy) require a successful performance maneuver. The target(s) must witness the majority of the performance (i.e., in the audience for most of the show and able to hear or see the performance as appropriate). The GM may want to adjust the results of the spell according to the performance roll (e.g., a bonus for an absolute success, a penalty for a near success).