Charm (Tensura Supplement)

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Charm

Prerequisites: Vampire
Your dark charms are absolutely irresistible to the average beings you'll face.

As an action for 15 Soul Power, and 30 Magicules, you may attempt to charm a living creature that can hear you. It must make a Wisdom saving throw, and does so with advantage if being actively engaged. On failure, it is charmed by you for 8 hours, or until you or any allied creatures inflict damage on it. The charmed creature regards you as a friend. On a success, it is not charmed, and knows something has tried to influence it.

Additionally, you may suggest the charmed creature to take a course of action, and the suggestion must be worded to make the course of action sound reasonable. If the creature is charmed by this skill, it will consider your course of action and attempt to carry it out, given that it is reasonable. If it would not sound reasonable, the target may make a Wisdom saving throw. On failure it agrees to it regardless, as long as it wouldn't cause the creature harm. On a success, it simply kindly refuses. If for any reason the charmed effect ends, the suggested course of action would also be immediately stopped.

Additionally, you may attempt to alter the charmed creature's memories with suggestions, so that they recall events or details differently than what happened. You can modify any memory that happened within the last 24 hours, and no more than 10 minutes at a time. You can also, alternatively, permanently eliminate all memory of the event selected, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. Illogical modified memories are dismissed, and will not alter their memories. The GM may also deem a modified memory unfit to affect a creature. If for any reason the charmed effect ends, the suggested or altered memories would also immediately stop being changed, unless they were permanently eliminated. A creature may still make a Wisdom saving throw to attempt to recall these memories. On failure, they cannot recall it.


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