This spell is a part of the Fang spell chain and can be found in the Fang rune stone.
The vampire's charm is perhaps the most misunderstood of its abilities. Those who have never experienced it imagine it as something obviously supernatural, as a glow, a compulsion that announces itself, something the victim can identify and push back against with sufficient willpower. Those who have experienced it describe something altogether more unsettling. They describe it as not a force applied from outside but a pull felt from within, as if the desire to move closer was always there and something simply gave it permission to act. Pain understands this intimately. It has always known that the most effective suffering is the kind the target participates in willingly.
When the necromancer casts Vampiric Charm, Pain radiates outward from them in a 4x4 space, settling over everyone within it be it ally and enemy alike, for Pain has never been selective about who it touches. Each target feels it immediately as something they cannot quite name. A pull. An interest. An awareness of the necromancer that is slightly too sharp to be comfortable and slightly too compelling to dismiss. Each round every target within the area must make a Hard Mental Balance check. Those who fail find themselves compelled, moving toward the necromancer by the most direct path available with their full move rate, unable to bring themselves to attack the source of this feeling even if they reach them. The compulsion does not feel like compulsion, it feels like wanting, which is considerably worse. Those who succeed resist the pull but find they cannot fully escape it either, Anxiety takes hold for the round, their attention constantly dragging back toward the necromancer no matter how hard they try to focus elsewhere, increasing the difficulty of all their checks by one level as their concentration fractures.
The necromancer pays for this. Pain does not make anyone desirable for free. Each round Vampiric Charm is maintained the necromancer loses Vitality equal to their Arcana, Pain drawing from the necromancer's own life to sustain the unnatural pull it has created. Pain will not kill the necromancer however, should Vitality reach 5, Pain will take no more. The necromancer accepts this without complaint. They are well aware that what they are doing with this spell is something that should not be possible, and Pain charges accordingly. The necromancer is wise to have a purpose ready for those who come to them. Vampiric Strain waiting. A trap beneath the feet. Something to make the approaching worth the cost of the approach.
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