Charm Moves
Abjuration
Put up magical defenses to protect yourself or others,
Name your targets and then one abjuration from this list, Roll+Charm.
- Protect:: Reduce all damage they take by 2.
- Ward: Name an element, all damage taken from it is halved.
- Crown: Grants immunity to psychic harm, mind reading, and charm
- Seal: Next spell targeting them will be broken, but the effect is cancelled thereafter.
- Wall: Next incoming physical damage attack be halved, but the effect is cancelled thereafter.
10+: You cast the spell without issue, taking immediate effect.
7-9: You cast the spell, but choose one consequence:
- Your abjuration has a weird complication that affects everyone targeted while active.
- Your abjuration is fleeting, and after 2 turns will end at the GM's discretion
- Your abjuration only affects one target, decide which.
Abjurations persist until you dispel them. You may create more, but must roll -1 per Abjuration.
Perks
Ritual of Injunction
Add this to your list of Abjuration spells.
• Creates a circle of magic at the target location or centered on the target, following them. Name a specific type of creature that can't come within Reach of the circle.
Orb of Invulnerability
Add this to your list of Abjuration spells.
• Creates a person-sized orb. Those who step inside will receive immunity to a harm you name, while inside.
Grand Abjuration
When you cast from the Abjuration School, on a 12+, you may choose two spells from the list instead of one, and apply them to all targets.
Arcane Protection
Whenever you cast a spell, on a 10+, gain 1 HP.
Buffering Magic
When you are silenced, your spell is blocked, or you miss a spell-casting roll, you gain 2 HP.
Magical Mishaps
When you Saving Throw against magic, treat a miss as a 7-9.
Alluring Dance
Captivate a target with an alluring dance. Roll+Charm.
10+: Choose 2.
7-9: Choose 1.
- They freeze, and cannot move until they suffer harm.
- They treat you like a friend until proven otherwise.
- They are silenced, and unable to cast any spells.
- They are terrified, and will flee to avoid you.
- They are clingy, and cannot get farther than Melee range from you.
The effect continues as long as you dance through your turns, and ends when the target takes damage or leaves Near range, or breaks line of sight.
While dancing, take -1 to other moves you make.
Perks
Resist Desire
When you are subject to mind control or magic that influences your feelings, you may choose to take 1d6 damage (ignores armour) and ignore the influence.
It's Showtime!
Alluring Dance: You can target all enemies in Near range with line-of sight, but the effect only lasts one turn.
Eyes On Me
Alluring Dance: 10+: Additional Option: The enemy is exposed, giving +1 forward to an ally using Attack.
Seductive Finish
Alluring Dance: Inflict 1d2 Lust stacks onto a target of your choice when you stop dancing on your terms.
Wild Dancing
Alluring Dance: Your dance affects additional enemy targets of the GM's choice. 10+: 1d3 7+: 1d2
Private Confessional
Alluring Dance: In Melee range, ask your target any one question and get an honest response, once per target.
Arcane Arts
Weave a song or music into a basic magical effect. Choose up to two targets and one effect, Roll+Charm.
- Healed for 1d6+2.
- +1d4+1 physical damage forward, not consumed on a miss.
- Their mind is shaken clear of one enchantment.
- Armor +1 until hit once.
10+: Your targets hear the song gets the selected effect.
7-9: Choose one.
- Your song hits one less target.
- Your song hits an unintended target or attracts unwanted attention.
- You are restricted from Arcane Arts for 2 turns.
Perks
Power Ballad
Arcane Arts: 7-9: Armor+ also heals for 1d4. 10+: Armor+ is 2 and heals for 1d4.
Eldritch Tones
Arcane Arts: 10+: Damage boost is 1d6+1 and healing to 1d8+2.
Perfect Rhythm
Arcane Arts: 10+: Removing an enchantment removes two or a debility.
Inverse Chords
Arcane Arts: 10+: Name an enemy target to apply the opposite of your desired effect.
Fortissimo
Arcane Arts: Restrict Arcane Arts for 1 additional turn to name an additional target.
Invigorate
Arcane Arts: 10+ When you heal someone, they take 1d3 forward to their next damage roll.
Bend Light
When you convince natural lights to bend to your will, choose one and Roll+Charm.
- Assault: Temporarily blind or stun a group within Near range.
- Wall: Create a wall of light that blocks off one passageway.
- Flood: Fill an area with light.
- Evacuate: Shroud an area in darkness.
- Focus: Melt a small inanimate object like a laser.
10+: The chosen effect works perfectly.
7-9: The effect works. You may move about, but maintaining the effect requires your attention.
Creating another effect with Bend Light cancels the first.
Perks
Little Light
You can always create a small torch of light by your hand, you do not need to cast a spell or use Bend Light.
Lighted Exit
Bend Light: Additional Option: Pathway: The light leads you to an exit.
Glass Eye
Bend Light: Additional Option: Telescope: Bend light in such a way that allows you to see a great, but unobstructed distance.
Second Light
Bend Light: 10+: You can cast a second effect without cancelling the first. 7-9: In exchange for restricting Bend Light for 2 turns.
Light Mastery
Light may be used in any move or spell where common elemental effects are specified.
Light Cloak
Bend Light: Additional Option: Invisibility: Create cover by concealing a target by bending light around it.
Bewitching Curse
When you look someone in the eyes and place a curse on them, choose two effects from the list and roll Charm.
10+: The curse lasts until you lift it or cast another in it's place.
7-9: The curse is short-lived and will soon be gone.
Your curse may be obvious or subtle, but your victims always know who has done this to them. These are your options:
- Agony: Your victim takes +1d4 damage from attacks.
- Frailty: Your victim’s attacks deals -1d4 damage.
- Chains: Your victim’s upper body is immobile.
- Shackles: Your victim's lower body is immobile.
Perks
Advanced Curses
Bewitching Curse: Additional Effects:
- Betrayal: Your victim’s allies regard it as a threat.
- Ignorance: Your victim cannot think or speak clearly.
- Darkness: Your victim cannot see you.
- Truth: Your victim’s intentions and secrets cannot be kept hidden from you.
Killing Curse
Betwitching Curse: If someone is defeated while under the effect of a curse, take +1 forward to casting another.
Wicked Words
Bewitching Curse: 10+: Choose an additional target or second curse.
Silent Damnation
Bewitching Curse: You can curse someone without leaving cover.
From Within
Bewitching Curse: Additional Option: Transfer a debility or status ailment to an enemy.
Withering Flowers
Bewitching Curse: Additional Effects:
- Drain: Half of the damage dealt to them will be restored to their attackers health, once.
- Petals: The target will drop something important without realizing it.
Call Outsider
Call forth an unnatural or otherworldly creature from another plane, declare its purpose. Roll+Charm.
7-9: You've summoned the creature. Hold 2 control.
10+: You've summoned the creature. Hold 3 control.
The creature will have an appearance related to it's purpose, the GM will define the details. The behavior of the outsider is determined by the GM. It may be friendly, hostile, mischievous, bored or anything else.
As long as you retain control, it will stay within Near range of you.
You lose one control when:
- You give the creature a direct command.
- The creature takes damage.
The outsider does not need to roll in order to act, and will typically act on it's own. It's damage is the same as your strongest equipped weapon. It may have a unique set of abilities, specific to its nature and purpose.
When your control is exhausted, the outsider will be freed, gaining self control equal to what you summoned it with.
When it would take damage, reduce its control by 1. Once exhausted it will returns from whence it came.
Only one outsider may be present at a time. Summoning another will remove the first.
Perks
Dial-A-Demon
Call Outsider: 7-9: You may specify the appearance of the summoned outsider. 10+: To an exact specification.
Personal Savior
Call Outsider: You may sacrifice 1 hold to reduce incoming damage you would take by half.
Control Freak
Call Outsider: Gain +1d2 hold on summoning.
Maid-To-Order
Call Outsider: 10+: You may specify one of the outsider's abilities. Generally, a specific move.
Pulling Strings
Call Outsider: You can re-roll call-outsider to regain control of a freed outsider.
Spiritual Connection
Call Outsider: You may take half the damage the creature would, in exchange for retaining control.
Call Shadows
When you call upon the shadows, choose one of the following and Roll+Charm.
- Watch: See, hear and whisper to a target you know or have a connection to (hair, clothing, etc).
- Ensnare: Name a target in line of sight in near shadows. They're ensnared, hindering their sight and movement. The grasp on them ends if they are harmed.
- Cloak: Envelop yourself in shadows and silence, moving unseen and unnoticed for an hour as long as you don't act conspicuously or cause harm.
- Impostor: Steal the shadow of someone you know or can see. Theirs is gone and and you may use their shadow to mimic their appearance.
- Encroach: Illusions to emerge from the shadows in a place you can see. They may move and speak but are otherwise insubstantial.
10+: The shadows obey you.
7-9: The shadows obey you, but the GM chooses one.
- The shadows are particularly faint: the effect is fleeting or weak.
- You draw unwanted attention, and your magic & intentions become evident to anyone who would care to know.
- The shadows make a demand: Take -1 ongoing to moves made in darkness or shadows until you fulfill the demand. This can stack.
Any ongoing effects are immediately canceled if exposed to enough sunlight or sacred light.
Perks
Abyssal Link
Call Shadows: Call shadows will not break cover if you're already in it. Even on failure, you may suffer a debility instead of exposure.
Shadow Step
Call Shadows: Additional Option: Step: Enter into a dark patch of shadow and out of another one within Long range. You must go completely through or not at all.
Perfectly Dark
Call Shadows: Additional Option: Envelop: Surround the area in deep twilight, reducing visibility and making the area subject to the use of Call Shadows if used again.
Shadow Hand
Call Shadows: Additional Option: Extend: Put a limb or other body part into a dark patch of shadow and have it come out another within Long range. Objects you can hold can come through while held.
Shady Limbs
Call Shadows; Additional Option: Generate: Gain a temporary limb from yourself or your shadow of your choice. It can perform moves on your behalf, and bears your equipment. Treat it as an extension of your character. You can roll for more than one at -1/limb.
Abyssal Artefacts
Call Shadows: Additional Option: Copy: Name a unique object you can see to manifest a shadowy, replica of it. It loses any magical attributes, abilities or effects, but is otherwise physically and functionally identical.
Changeling
Change your appearance to that of a different humanoid form, Name your intended species and attributes. Roll+Charm. 10+: Choose two. Changeling is restricted two turns. 7-9: Choose one. Changeling is restricted three turns.
- Scaling - Easily climb up walls or cliffs without needing to defy danger.
- Jumping - Leap small buildings in a single bound - and land safely.
- Night Vision - See in the dark.
- Waterbreathing - Breathe underwater.
- Convincing - You are a perfectly convincing member of that race.
- Stronger - Deal 25% more damage, take 25% more damage.
- Rigid - Deal 25% less damage, take 25% less damage.
You may not impersonate a specific person of that race, but may describe the resulting appearance. The effect will fade if you take significant (GM determined) damage.
Perks
Impostor
Changeling: Additional Option: Impostor: Perfectly duplicate someone you've met or seen during the session, or take on the full appearance of an alter-ego you describe.
Abyssling
Changeling: You may use changeling without breaking the effect cover.
Shadowling
Changeling: You may immediately roll Stealth after using changing. An additional consequence is not suffered for failure.
To Blood
Changeling: You may retain the form even if you take significant damage.
Ageling
Changeling: You may change your visible age as well.
Shelled
Changeling: You may drop your form instead of taking damage.
Channel Divinity
When you channel the power of the gods to assist yourself or an ally. Roll+Charm.
10+: Choose Two
7-9: Choose One
- Remove an ailment.
- Remove a debility.
- Remove Lust.
- Heal them for 1d6 HP (Stacks 2x)
- Grant them +1 Forward to a Basic Move
- Next time they would be reduced to 0 HP, they keep 1
Perks
Bottled Miracles
Channel Divinity: Blessings can be turned into small, tangible, consumable items, or ammended to an existing consumable until end of session.
Divine Confession
Channel Divinity: Additional Option: Compel an enemy to blurt out or briefly direct their attention to something they really truly want, once.
Divine Protection
Channel Divinity: 7+: If attacked while using Divine Protection, take half damage. 10+: Take no damage.
Divine Retribution
Channel Divinity: Additional Option: Transfer one ailment, debility, or healed damage back to it's source.
Supreme Blessing
Channel Divinity: Roll -1 to have your blessings apply up to 3 targets. Roll -2 for up to 5.
Solemn Prayer
Channel Divinity: Restrict 2 turns to choose an additional option.
Create Illusion
Beguile the senses with magic, choose an illusion from this list, roll+Charm.
- Masque: Disguise a creature or object as something else, specify what. It must be of the same size, and only fools sight.
- Obscure: Turns the target blurry. When they take damage, flip a coin. On tails, nullify the damage and end this spell.
- Paint: Spray a target with vibrant colors, and roll 1d4 to cause one: blindness, surprise, deafness, or confusion.
- Hide: Touch a target to turn them invisible. This does not affect any other sense, and ends if they attack.
- Render: Create a convincing but stationary illusion at the target location, either a sound, image, or scent.
10+: You form the illusion without issue, and it takes effect.
7-9: You're successful, but choose one:
- Your illusion has unconvincing elements that will only fool someone for a short time.
- Your Illusion will fade if touched.
- Create Illusion is Restricted 3 turns, and you may not create a second one.
Illusions persist until you dispell them. You may create additional illusions, at a cost of -1 per additional illusion.
Perks
Terrifying Phantasm
Create Illusion: Additional Option: Dread: You can create a illusion out of the target's nightmares. They can choose to run away in terror or take your damage. Sleeping targets do both.
Mass Hallucination
Create Illusion: Additional Option: Stage: Alter the world within Near range. Describe the new environment, tell us all about the climate and weather and creatures. Ends with combat, your defeat, or when you leave.
Imaginary Friend
Create Illusion: Additional Option: Imaginary Friend: You summon an imaginary friend that only you can see, and you can ask it to go examine something or someone distant and return with a little bit of information about what's ahead.
Puppeteer
Create Illusion: Additional Option: Puppet: You can create a lifelike image that can move, has a scent, and even talks.
Greatest Trick
Create Illusion:12+: The illusion is very real, and very much permanent. Do not take the -1 ongoing penalty for the spell. But be careful, it may have a mind of it's own.
Multitasking
Create Illusion: You can create two illusions without taking a penalty.
Divine Ward
Call upon divine forces to repel un-natural, extra-planar creatures, Roll+Charm.
7-9: As long as you maintain the effect, such creatures will stay outside of Melee range.
10+: You also momentarily daze these creatures and cause weaker unnatural or extra-planar creatures to flee.
Aggression breaks the effects and they are able to act as normal.
Intelligent creatures may still find ways to harry you from afar.
Examples of un-natural or extra-planar creatures: Angels, demons, elementals, fey, undead, eldritch things, beings of unnatural darkness, chaos, or corruption.
Perks
Last Rites
You can put defeated creatures to rest, preventing them from being raised from the dead. Doing so also removes a fair amount their influence from the world.
Planar Navigator
You are able to see, interact with, and damage extra-planar creatures. You must remain on your plane to do it, and cannot exclusively strike the other without damaging what is in yours (including people!)
Ward Monsters
Divine Ward: Your ward is effective against monsters as well. Examples include; Mutants, intelligent beasts, corrupted animals, were-beasts.
Ward Nature
Divine Ward: Your ward is effective against natural creatures. Examples: Land and sea animals, dragons, plantoid creatures.
Ward Obscura
Divine Ward: Your ward is effective against obscura. Examples include: Androids, machines, spirits, lesser demigods, magical automata.
Ward Person
Divine Ward: Your ward is effective against sentient people as well. Examples include: Humans, anthros, aliens.
Enchantment
When you enchant the mind and body, choose one effect and a target.
Single target: roll+charm, 2-3: roll+charm-1 4+: roll+charm-2
- Command: Name a one-word action. If it won't harm them, they'll do it.
- Embolden: Strengthen what they already feel, compelling them to act on their instincts single-mindedly.
- Imbue: Name and force them to feel a strong emotion towards a second object or location, drowning out other emotions.
- Lull: Cause them to fall asleep or stand entranced. They awake as normal: loud noises, jolts, pain.
- Lure: Name a creature or type of creature and they will be friendly, attracted, and drawn to the target or location.
10: The effect works without issue.
7-9: The effect works, but choose 1:
- The effect has an unusual extra effect or a particular stipulation, the GM will explain.
- The effect is only temporary and fleeting, the GM has control over its duration but it will last at least two turns.
- The effect is particularly weak, and only applies while they're in your presence.
Enchantments persist until you dispell them. You may create more, at a cost of -1 per enchantment.
Perks
Feeble Mind
Enchantment: Additional option: Enfeeble: Their intellect and personality are compromised. They cannot think or speak clearly. Treat them as if they have the Dumb and Ugly debilities.
Memory Manipulation
Enchantment: Additional option: Memento: Alter their memories to your liking, stating what they do and don't remember. This false memory remains in place for the duration, but you must cast again to make further changes.
Soothsayer
Enchantment: Add 1 to maximum target counts.
Mastery of Manipulation
Discern Realities: Additional options:
- How can I gain their eternal loyalty?
- How are they vulnerable to me?
- Who do they trust most?
Greater Enchantment
Enchantment: 12+: The spell cast is permanent and the effect is intensified. There is no additional cost to re-use enchantment.
Mindflayer
Enchantment: Maintain up to three effects without taking -1.
Healing Font (Draft)
Name one or two non-self targets within Near range and heal them over time. Roll+Charm. 10+: Choose 1: 7+: Restricted 3 turns. Choose 1:
- Heal them for 1d3 for 3 turns.
- Remove a debility and make them immune to that debility for 3 turns.
Targets must stay within Near range of the caster for the effect to continue. The effects of Healing Font do not stack. You may apply Healing Font on more targets without cancelling others.
Perks
Reverse Font
Healing Font: Additional Option: Heal 50% of the last elemental damage they took, and reduce damage by that element 50% for 3 turns.
Extended Font
Healing Font: Additional Option: Heal them for 1d3 over 5 turns.
Bold Font
Healing Font: Additional Option: Heal them for 1d4 over 3 turns.
Wide Margins
Healing Font: You may name an additional target.
Wider Margins
Healing Font: You may name an additional target.
Healing River
Healing Font: Your targets may be within Long range.
Iron Will
Resist addiction, mind control, and other mental effects or temptations, including sexual ones, Roll+Charm.
10+: You completely resist the effect, and gain immunity to it until combat ends.
7-9: You completely resist the effect, this time.
You may restrict using Iron Will for one turn to take another action against your oponent in retaliation.
Perks
Alluring Counter
Iron Will: 10+: You can take an action without restricting the move.
Broken Chains
Iron Will: 10+: Heal one of your debilities, as well. If you have none, then the next debility you would acquire is nullified.
Excess Arousal
When you use a sexual move on someone else, you may transfer 1 stack of Lust from yourself onto them.
Fair Play
Iron Will: 10+: Reflect any incoming sexual debility to your opponent.
Pleasure Denial
When you gain Horniness and it's more than 1, reduce the amount by 1. If you take sexual damage of any kind, reduce the amount by 1.
Who Am I Kidding?
Iron Will: 7+: Take 1 forward if you use a sexual move immediately afterwards.
Rousing Performance
Perform for your allies. Roll+Charm.
10+: Distribute 3 Inspiration to your allies.
7-9: Distribute 2 Inspiration to your allies.
You and your allies may spend Inspiration once per turn, to:
- Persevere: Ignore a debility for a particular move.
- Survive: Keep 1 HP when they would be reduced to 0 HP.
- Hurry: Reduce a move's restriction by 1.
- Repeat: Re-roll their damage and take the better result.
Perks
Street Performer
Rousing Performance: +1 Inspiration to distribute.
Stentorian Voice
Aid: Aid can always given when used when in Near range, through words alone.
March
Rousing Performance: If anyone amongst you holds Inspiration, and anyone amongst you defeats an opponent, gain one Inspiration to distribute.
Center Stage
Rousing Performance: Instead of distributing Inspiration, name an effect to apply to all allies in Near range on their next turn.
Swan Song
Rousing Performance: +3 Inspiration in exchange for restricting the use of Rousing Performance until combat ends. Additionally, all inspiration fades when combat ends.
Combat Bard
Rousing Performance: 7-9: You may either deal your damage or avoid a counterattack. 10+: Fuck it; both.
Silver Tongued
When you use lies, bluster, or deception to avoid suspicion or get out of trouble, Roll+Charm.
10+: Hold 3 Nerve, and you're smooth.
7-9: Hold 2 Nerve, but you've earned some scrutiny.
Spend Nerve for 1 to:
- Move about or maneuver unchallenged.
- Withstand direct scrutiny or questioning.
- Direct suspicion or attention elsewhere.
- Ensure that no one realizes your passing-by.
You lose all Nerve if you drop the facade or use Silver Tongued again. Silver Tongued options don't last long, and they don't prevent someone from realizing later that they've been played.
Perks
Renegotiate
Parley/Negotiate: Once per target per session, when an NPC makes a demand, you can convince them to request something else.
Speak Softly with a Big Stick
Parley: With dangerous-looking allies at your back, take 1 to the roll.
Impostor Syndrome
Silver Tongued: Instead of taking holds, you can claim to be another identity, career or title entirely, and it will stick.
Traitorous Type
When you betray someone who trusted you, take 1 forward after it all blows over.
Real Political
Silver Tongued: When speaking to a mob, you may whip them into a frenzy and choose from these options instead:
- Bring people forward and deliver them.
- Bring forward all their precious things.
- Fall into an orgy of uninhibited emotion.
- Go quietly back to their lives.
Nothing But Lies
When you Parley using lies, bluster, or deception, on a hit, you can also gain 1 Nerve to use a Silver Tongued option immediately.