Also known as Charming, Beguilement, and the Evil Eye, Enchantment is concerned with controling the emotions, thoughts, and actions of others. Its most elementary spells (Emotion Circle) allow the magician to manipulate the a victim's emotional state, enhancing or dulling existing emotions or even replacing one emotional state with another. Its spells of middle power (Thought Circle) allow the magician to partially subvert a conscious mind by producing false sensory input, erasing memories, or inserting false knowledge. The most powerful spells (Action Circle) utterly eliminate free will, forcing the victim to take unwanted actions, destroying her consciousness, or gradually reducing her to a will-less husk like a victim of Fair Folk ravishment.
Enchantment is one of the most feared areas of magical study, and many cultures will execute anyone caught practicing its arts. Because of this and because it must often be employed against wary targets, it is the path with the least outward sign of its having been used. Often, several seconds of eye contact is sufficient to beguile another, and in most other cases, spells are concealed in musical performances or casual conversation.
Freeze the Heart
Cost: 5 motes
Prerequisite Spells: None
The magician can conceal this spell in conversation or another performance. If the target is unwilling, the magician must make a Manipulation + Conviction roll against a difficulty equal to the target's Temperance. If the magician scores more successes, the victim's emotions become dulled until the end of the scene. The target is incapable of channelling Willpower through Virtues or regaining Heroism or Essence granted by stunts and suffers a +1 difficulty penalty to all Social checks. To the victim's advantage, she will not gain Limit from violating her Virtues (though a Solar's Limit Break condition is too compelling to ignore), gains 2 dice on all magical attempts to resist emotional manipulation, and imposes a +2 difficulty penalty on all opponents' attempts to manipulate his emotions by means of Abilities. A target who knows or has good reason to suspect that he has been beguiled can spend a point of temporary Willpower to break this spell with a single action.
Emotional Fixatation
Cost: 5 motes
Prerequisite Spells: None
The magician can conceal this spell in conversation, a performance, or a few seconds of eye contact. If the target is unwilling, the magician must make a Manipulation + Conviction roll against a difficulty equal to the target's Temperance. If the magician scores more successes, the victim becomes swept away by her current emotions until the end of the scene, even if circumstances would otherwise demand a dramatic shift in her emotional state, such as witnessing a brutal murder in the middle of a celebration. One of the target's appropriate Virtues related to the emotion in question is counted as 2 higher (even if this would raise it above 5) for purposes of resisting magical emotion manipulation and channeling Willpower through that Virtue, but the other three Virtues are counted as 1 lower for the same purposes (to a minimum of 1). Mundane attempts to manipulate the victim by appeals to the related Virtue receive bonus dice equal to the magician's Conviction, while attempts to appeal to other Virtues suffer a +2 difficulty penalty. If the target of this spell is an Exalted who gained a point of Limit during the turn before this spell was successfully cast on her, she gains one point of Limit per turn for a number of turns equal to the rating of the Virtue that caused her to gain Limit. A target who knows or has good reason to suspect that he has been beguiled can spend a point of temporary Willpower to break this spell with a single action.
Irrepressible Sympathy
Cost: 10 motes
Prerequisite Spells: Freeze the Heart, Emotional Fixation
The magician can conceal this spell in a conversation, a performance, a few seconds of eye contact, or even a handful of words scribbled on a page (provided the target can read). If the target is unwilling, the magician must make a Manipulation + Conviction roll against a difficulty equal to the target's Temperance. If this roll succeeds, until the end of the turn, the target will feel emotions of the magician's choice as her own. This can add and/or subtract a number of points from one of the victim's effective Virtues for purposes of channeling Willpower or resisting magical emotion manipulation at the magician's whim, though the total number of points the magician may add or subtract cannot exceed the Enchanter's Conviction. So, a magician with a Conviction of 3 could subtract 3 points from one Virtue, add 3 to one Virtue, add 1 to 3 Virtues, add 1 to one Virtue and subtract 2 from another, etc... Mundane attempts to appeal to an affected Virtue add dice equal to the amount of the increase or suffer a difficulty penalty equal to the amount of the decrease. Once per turn, the magician may alter the distribution of the Virtue points at his disposal as a reflexive action. A target who knows or has good reason to suspect that he has been beguiled can spend a point of temporary Willpower to break this spell with a single action.
Victim of False Logic Beguilement
Cost: 15 motes
Prerequisite Spells: Irrepressible Sympathy
The magician must make eye contact with the target during the turn in which this spell is cast. The magician must succeed a Manipulation + Conviction roll against a difficulty equal to the target's Intelligence. If this roll succeeds, the magician makes a single statement of fact, and the victim will believe it until the end of the scene no matter how illogical it may be. If the target is presented with immediately contradictory evidence of the magician's statement after the first turn, she can spend a point of temporary Willpower to break this spell with a single action. Attempting to force the target to commit suicide by means of this Charm is futile, but magicians have been known to make statements that resulted in victims believing suicide to be the best course of action. This spell is especially potent when paired with Words Stronger Than Truth or illusions that support the magician's statement of fact.
Words Stronger Than Truth
Cost: 15 motes
Prerequisite Spells: Irrepressible Sympathy
This spell can be concealed in a conversation. The magician must succeed a Manipulation + Conviction roll against a difficulty equal to the target's Intelligence. If this roll succeeds, until the end of the scene, the magician's words and descriptions actually become more real to the victim than reality itself. The magician must describe the situation to the victim in a language the target understands in order to make this illusion interactive. If the magician does not continue to speak to the target or if the target is prevented from hearing the magician's words, the illusion does not react to the victim's actions unless the magician's words are once again able to reach the target's ears. This personal illusion, while it does not inflict any direct damage, might indirectly cause harm to the target. A victim might walk off a cliff she thinks is a staircase, for example. If the target possesses knowledge that directly contradicts the illusion ("There can't be a Manse here. The geography is all wrong."), she may spend a point of temporary Willpower to break this spell as a single action. This spell is especially potent when paired with Victim of False Logic Beguilement or if the target is made too emotionally involved in the situation to employ reason effectively (such as by means of Emotional Fixation or Irrepressible Sympathy).
Fading Memory Method
Cost: 12+ motes
Prerequisite Spells: Victim of False Logic Beguilement, Words Stronger Than Truth
The magician must make eye contact with the target during the turn in which this spell is cast. The magician must succeed a Manipulation + Conviction roll against a difficulty equal to the target's Intelligence. If this roll succeeds, the victim completely forgets the events of a number of previous turns equal to the magician's Conviction. For every 4 additional motes spent on this effect, more of the victim's memories are erased. For 4 additional motes, the victim completely forgets the events of a number of previous minutes equal to the magician's Conviction. For 8 additional motes, this number becomes hours. For 12 additional motes, this number becomes days. And so forth, thereafter erasing weeks, months, and years of memories. Note that unless the magician uses some other magic to plant false memories in the subject's mind, this blank spot in his memory will likely terrify the victim. While some careful planning can allow the victim to explain away the memory loss ("I must have fallen asleep on my shift."), unmistakable signs might make it more difficult to arrange this ("Where did I get these bruises and what happened to my uniform?").
Dominance and Submission
Cost: 20+ motes
Prerequisite Spells: Fading Memory Method
The magician must make eye contact with the target during the turn in which this spell is cast. The target is dragged into a contest of wills with the magician to retain free will. The magician and the victim roll a contested Willpower check, and either may channel a point of temporary Willpower through a relevant Virtue to add dice to this check. If the magician is victorious, the victim must obey all non-suicidal orders the mage gives him until the end of the scene. If the victim rolls more successes, he retains free will. If the magician botches her Willpower check or the target achieves 5 more successes than the magician, the magician must instead obey all non-suicidal commands given her by her intended victim until the spells effects ends For every 5 additional motes the magician spends on this spell, its duration is extended. For 5 additional motes, it lasts one day. For 10 additional motes, it lasts a week. And so forth, thereafter lasting a month, a season, a year, a decade, etc... If the victim gains control over the magician, the extended duration still applies. Anyone whose Essence exceeds the magician's may spend a point of temporary Willpower at any time, up to once per turn, to force another contest of wills in an effort to free herself from the magician's control.
Ritual of the Soul Drinker
Cost: 30 motes
Prerequisite Spells: Dominance and Submission
This ritual requires three hours to perform and has no effect on an unwilling subject, though one enthralled by means of Dominance and Submission can be ordered to submit to this terrible spell. The magician may reduce the target's temporary Willpower, Permanent Willpower, Attribute, Health Levels, or Virtue, up to a number of combined points of these traits equal to the magician's Conviction. Anyone whose Essence exceeds the magician's may roll a reflexive Essence check to resist this spell's effects even if under beguilement.