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{{Template:Core Rule Header}} | {{Template:Core Rule Header}} | ||
==Demoralize== | ==Demoralize== | ||
Sometimes, the way to win a war is to dissuade the enemy yourself. Your self-confidence dictates your victory, and if you don't have much left, then you must control your opponent's. While this spell is not permanent, it does put your opponents in a tight spot of confusion, doubt, and hesitation–perfect when you're just about to strike your attack. While it could turn the tides of war, it must not be used extensively. Not only will it take a toll on your magic, but your overreliance on the spell may be the end of you. | |||
Learn this spell at your risk, and only use it when the situation calls for it. | |||
==Charge Use== | ==Charge Use== |
Latest revision as of 03:41, 15 October 2021
Dicey Dangers, Core Rule | Game by Joel Hills |
Demoralize
Sometimes, the way to win a war is to dissuade the enemy yourself. Your self-confidence dictates your victory, and if you don't have much left, then you must control your opponent's. While this spell is not permanent, it does put your opponents in a tight spot of confusion, doubt, and hesitation–perfect when you're just about to strike your attack. While it could turn the tides of war, it must not be used extensively. Not only will it take a toll on your magic, but your overreliance on the spell may be the end of you.
Learn this spell at your risk, and only use it when the situation calls for it.
Charge Use
Hero makes a Social Skill Check for each success, Before an Enemy would use a Threat Dice, Roll a d6, on a 5 or 6 discard the Threat Dice