|Mana Type:||Life Magic|
|Spell Type:||battle / debilitation|
|Prep (min/max):||5 / 33|
|Skill Range (min/max):||80 / 800|
|Valid Spell Target:||PC, Creature|
|Description:||The Compel spell allows you to bring your will to bear upon a target to induce them to remove themselves from your presence. Unlike the brutal methods of other guilds, however, the Compel spell reinforces your will with a subtle but unyielding pattern of life mana. Creatures or people thus compelled find themselves elsewhere in a state of confusion, often unable to recall how they arrived or why they left. The most powerful wielders may find that the target believes he chose to leave himself -- never realizing that the impetus originated with the caster.|
|Effect:||forces target to leave room|
|Contest Type:||charm / willpower|
|Devices/Tattoos:||Tiny platinum crown studded with molten-core diamonds|
- Makes players or creatures leave the room the Empath is in, and prevents them from returning via some means for a while. This will be most effective on creatures, but will still have some utility versus players.
- Compel will be, which is the spell which holds the former "shoo away" mechanic that used to reside in Innocence. Innocence is meant to completely prevent an Empath from being attacked by non-undead creatures so long as the Empath doesn't take aggressive actions, so it's not really possible to target it from what I am imagining. It's something that works on the Empath more than on some individual creature. Compel is what you want for crowd control.
- Despawning is going away. Creatures who are successfully compelled will go away and will not come back, but they will still exist. This will have to work differently on players, to prevent abuse, but we're not prepared to discuss the PvP aspects right now.