Also known as Charming, Beguilement, and the Evil Eye, Enchantment is concerned with controlling 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 paths, 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: 4 motes
Prerequisite Spells: None
The magician can conceal this spell in conversation or another performance. The target's emotions become dulled until the end of the scene. The target is incapable of channeling Willpower through Virtues or regaining Heroism or Essence granted by stunts and suffers a +1 difficulty penalty to all dice actions requiring concentration or quick reflexes. 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.
Hypnotizing Performance
Cost: 5 motes
Prerequisite Spells: Freeze the Heart
The magician can conceal this spell in conversation or another performance. All those who see or hear the magician find their attention drawn inexorably to him for as long as the performance lasts or until the end of the scene, after which the spell breaks. This spell has no effect on beings whose Heroism or Essence is higher than the magician's. 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.
Those hypnotized in this way are oblivious to most of the events transpiring around them (+2 difficulty to any Perception roll) unless a clear threat appears in their line of sight. They can take no action except to defend themselves from known attacks (including defensive Charms and Heroics) or to otherwise avoid known dangers. While they will not leave the area, heckle, speak, or otherwise do anything to interrupt the performance, they are no more likely to be swayed by the magician's arguments or inspired to leave him money than they normally would be.
Ludicrous Obstinance
Cost: 5 motes
Prerequisite Spells: Freeze the Heart
The magician can conceal this spell in conversation or performance. Until the end of the scene, the target is unswayed by appeals to emotion or emotional ties. Those attempting to convince the target to behave or think in a certain way without recourse to logic based on verifiable evidence suffer a dice pool penalty on these rolls equal to the magician's Conviction. The victim is more likely to heed the advice of one of the Fair Folk bearing tangible rewards and logical arguments, for example, than the pleas of his wife of thirty years. This spell has no effect on targets with an Essence or Heroism higher than the magician's. 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, though this can be tricky, given the nature of this spell's effects.
Fast Friendship
Cost: 4 motes
Prerequisite Spells: None
The magician can conceal this spell in conversation, a performance, or a few seconds of eye contact. Until the end of the scene, the target becomes far more likely to trust and like the magician. The magician gains a number of dice equal to his Conviction on all Charisma, Manipulation, and Appearance rolls related to interactions with the target. 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.
Manacles of Passion
Cost: 5+ motes
Prerequisite Spells: Fast Friendship
The magician can conceal this spell in conversation, a performance, or a few seconds of eye contact. Until the end of the scene, the target suffers from a condition identical to that of the Great Curse that troubles Solars, including a compulsion related to her Nature, a Limit Break Condition reflective of her personality and Primary Virtue (or highest Virtue), and Limit. If used against one of the Exalted, the target instead doubles the number of points of Limit gained from each incident. Spend 2 additional motes to increase the duration to 24 hours. Spend 5 additional motes to increase the duration of this spell to 7 days. Spend 8 additional motes to increase the duration of this spell to one month.
Unspeakable Terror
Cost: 5 motes
Prerequisite Spells: Fast Friendship
The magician can conceal this spell in conversation or performance. All those looking upon the magician or listening to her words must immediately make a Valor check. Those who succeed resist the effect, but those who fail flee the area in a blind panic for a number of minutes equal to the magician's Conviction. Terrified victims will attempt to put as much distance as possible between themselves and the magician, but they will not commit clearly suicidal acts to do so. Used in a crowded space, this magical mass-panic can result in injury and even death, both for the members of the crowd attempting to flee and the ones who stood their ground only to be trampled. Those whose Essence or Heroism is higher than the magician's may spend a point of temporary Willpower to resist this spell with a single action if he knows or has good reason to suspect that he has been beguiled.
Alternate Motivation
Cost: 6+ motes
Prerequisite Spells: Manacles of Passion
The magician can conceal this spell in conversation or performance. This spell causes the target to suffer a radical, albeit temporary, shift in his personality. Mechanically, the victim's Nature changes to match the desire of the magician and remains that way until the end of the scene. In addition to the result this will have on regaining Willpower and the compulsions of the Exalted, this should have other marked effects to be roleplayed by the player of the character. A kindly medicine woman (Caregiver), for example, might become self-destructive Martyr or a brutal Bravo. A victim is decidedly not himself while under the effects of this spell and is likely to experience guilt and anger once its effects end.
A target whose Essence or Heroism is higher than the magician's may spend a point of temporary Willpower to resist this spell with a single action if he knows or has good reason to suspect that he has been beguiled. Spend 3 additional motes to have this spell last 24 hours. Spend 5 additional motes to have this spell last 7 days.
Victim of False Logic Beguilement
Cost: 8 motes
Prerequisite Spells: Fast Friendship
The magician can conceal this spell in conversation or performance, but the magician must make eye contact with the target during the turn in which this spell is cast. 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. This spell has no effect on targets with a Heroism or Essence higher than the magician's unless they are willing participants in its effects.
Words Stronger Than Truth
Cost: 10 motes
Prerequisite Spells: Ludicrous Obstinance
This spell can be concealed in a conversation. 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 ("Wait a minute. A Manse doesn't hum with power."), 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. This spell has no effect on targets with a Heroism or Essence higher than the magician's, unless they are willing participants in its effects.
Fading Memory Method
Cost: 10+ motes
Prerequisite Spells: Victim of False Logic Beguilement
The magician must make eye contact with the target during the turn in which this spell is cast. The victim completely forgets the events of a number of previous turns equal to the magician's Conviction.
A target whose Essence or Heroism is higher than the magician's may spend a point of temporary Willpower to resist this spell with a single action if he knows or has good reason to suspect that he has been beguiled. For 3 additional motes, the victim completely forgets the events of a number of previous minutes equal to the magician's Conviction. For 6 additional motes, this number becomes hours. For 9 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?").
Shatter Identity
Cost: 12+ motes
Prerequisite Spells: Fading Memory Method
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). The target suffers from a condition similar to amnesia. He has no memory of his past history or friendships, though he loses none of his academic knowledge. He will cheerfully greet an enemy on the street or distrust a rough-looking ally he has known for years. This condition will persist for 24 hours.
A target whose Essence or Heroism is higher than the magician's may spend a point of temporary Willpower to resist this spell with a single action if he knows or has good reason to suspect that he has been beguiled. Spend 3 additional motes to have this spell last 7 days. Spend 5 additional motes to have this spell last one month.
Revise History
Cost: 12+ motes
Prerequisite Spells: Words Stronger Than Truth
This spell can be concealed in a conversation or performance. The magician can alter the target's memory of the events of the last scene (up to a number of hours equal to the magician's Conviction) by describing a revised version of what took place so long as it bears a significant resemblance to the events the victim remembers. An assassination attempt could be passed off as an elaborate practical joke in which one of the bodyguards even played dead, for example, but not as a dull parade in which nothing interesting happened. A scene that would normally live on for a long time in memory will still live on. The magician can only alter the reason why it was so memorable. If the victim is first affected by Fading Memory Method, revising his memories is much simpler, allowing the magician to transform a ruinous earthquake into a dull day.
While the number of memories the magician can alter with this spell is limited, the duration is permanent unless the victim is presented with a number of pieces of directly contradictory evidence equal to the magician's Conviction, twice that if the magician erased his original memories before implanting the revised history. Once this condition has been met, the victim's original memories return over a period of time equal to the length of the false memories.
A target whose Essence or Heroism is higher than the magician's may spend a point of temporary Willpower to resist this spell with a single action if he knows or has good reason to suspect that he has been beguiled. Spend 3 additional motes to revise up to 24 hours of memories. Spend 6 additional motes to revise of to 7 days of memories. Spend 9 additional motes to revise up to one month of memories. Spend 12 additional motes to revise up to one year of memories. Spend 15 additional motes to revise up to 10 years of memories.
Calcify Memory
Cost: 12 motes
Prerequisite Spells: Revise History
The magician must make eye contact with the target during the turn in which this spell is cast. Until the end of the scene, the victim is incapable of making new memories. He remembers the events of the previous turn, but not the one before that. This condition can be disastrous in many situations. Carrying on a conversation is extremely challenging, and the victim will have no memory of it afterward. The target is more easily ambushed in combat, especially if enemies employ wolf pack tactics.
Dominance and Submission
Cost: 14+ motes
Prerequisite Spells: Shatter Identity, Revise History
The magician can conceal the shaping of this spell in a conversation or performance but must make eye contact with the target during the turn in which this spell is cast. Until the end of the scene, the target must obey all non-suicidal orders the magician gives him until the end of the scene. The victim may twist these orders, especially if they are vague, but she must obey them even if they are demeaning, against her nature, or otherwise unpleasant. Thwarting an enchanter for an extended period of time is difficult and dangerous, since these magicians can be especially creative about giving increasingly unkind orders.
If the target's Essence or Heroism is higher than the magician's, both roll a contested Willpower check, instead. 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 magician gives him until the end of the scene. If the victim rolls more successes, he retains free will and the spell fails. 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.
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. For 4 additional motes, this spell lasts one day. For 8 additional motes, it lasts a week. For 12 additional motes, it lasts a month. And so forth, thereafter lasting a season, a year, a decade, etc... If the victim gains control over the magician, the extended duration still applies.
Guide the Rebellious Hand
Cost: 17 motes
Prerequisite Spells: Dominance and Submission
The shaping of this spell can be concealed in a conversation or performance. Until the end of the scene, the magician utterly controls the target's body. The target will attack, perform labor, or do any other physical task until the spell's duration ends, though a suicidal order allows the victim to make a Conviction check to escape this spell's grasp. The victim may reflexively spend a point of temporary Willpower to resist the magician's command for one turn.
If the target's Essence or Heroism is higher than the magician's, both roll a contested Conviction + Essence check. If the magician scores more successes, the spell takes hold. If the target scores as many or more successes, the spell fails. If the magician botches or the target scores 3 or more successes than the magician, the target instead gains control of the magician for the duration of the spell.
Dance of the Puppets
Cost: 20 motes
Prerequisite Spells: Guide the Rebellious Hand
This spell is identical to Guide the Rebellious Hand except it affects more targets. Anyone who hears the magician's voice or observes his actions during the turn when this spell takes effect is subject to its effects. This spell has no effect on targets whose Essence is higher than the magician's.
Ritual of the Soul Drinker
Cost: 17 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 at standard difficulty to resist this spell's effects even if under beguilement.