This spell is a part of the Loss of Self spell chain and can be found in the Loss of Self rune stone.
What is perhaps the greatest tragedy of death, and one of the largest weights that keeps a soul tied to the physical world, is the regret over broken promises. Promises are meant to be an oath, sacred and unbreaking. Mankind has made such promises since the dawn of time, only to have them again and again go unfulfilled due to the end of their mortal life. The necromancer knows well of this regret. They have sat with Serenity as souls have left their body, only to be distraught over the vow they could not keep and the promises they broke. To the necromancer these things mean nothing. They know the finality of life. They are comfortable with its ending, seeing it as the book that must close for any other to open. But the necromancer isn't completely unsympathetic, they understand the fear, frustration, and despair well. Well enough, that they have learned how to use it when they must.Â
When the necromancer casts Promises Broken, they are casting it on a target that is meaning to bring them harm and disrupt their work. Calmly, the necromancer calls for Serenity and Serenity emerges from their runic soul. Serenity enters the mind of the target, offering them a promise of both power and peaceful rest should they leave the necromancer be. The target can attempt a Hard -1 Insight check here. Should they pass, they will see the spell for what it is and the spell will end right there. Should they fail, the target will be convinced of this promise and accept it.Â
Upon accepting the promise the target will turn away from the necromancer and may attack anyone else, including the necromancer's friends. They will do so with noticeable greater ease for the first round, having double offensive power and losing only half their Power per attack skill. The necromancer is not worried about this. Instead they watch on, knowing well the truth of promises and how they are broken when Serenity arrives.Â
Starting on round two and persisting for the remainder of the spell, the target too begins to understand. All of the Power they have spent is now taken from them in twice the amount. The target also now must make Normal Endure checks or fall asleep, a taste of the death to come. Their legs and limbs feel heavy with sleep, causing them to move at half their rate and their attacks more easily dodged with an Easy Evade. Should the target turn to attack the necromancer during the spell they will never hit and instead the damage meant for the necromancer is dealt to the target, Serenity not amused by the target breaking their own promise. When the spell finally ends, Serenity returns to the necromancer, and the target is stunned for 1 round weeping at the knowledge of all the promises they caused to be broken.Â
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