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A Charm is a command that convinces the target that the caster is their closest friend or beloved one, and makes them to fulfill most of the caster's wishes. The target will not perform tasks that the "closest friend" would never ask, such as "hang yourself" or "jump into the fire". The Charm stops working when the target is attacked by the caster,[1] or when a sudden noise or movement "awakes" the target.[2]

Oko Yrrhedesa[]

Magic cost: 3
Effect: Convinces the target that the caster is their beloved friend for 1d6 days
Misfortune: The mage loses their Magical Potential for a session

Wiedźmin: Gra Wyobraźni[]

Power cost: 10 or more
Modifier: 2
Skill cost: 20
Duration: 5 minutes + a minute for each additional Power Point spent
Casting: Gesture + Incantation
Magical defense: Yes
Effect: Convinces the target that the caster is their friend. Can be used to charm more people increasing the modifier by 1 and cost by 5 for each additional person
Breach: Cold Blood
Note: Cannot be cast during a fight

References[]

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