Enchantment is the magic of controlling and perceiving others’ emotions and desires. Thaumaturges trained in this type of magic can affect the feelings of people and animals. These abilities can also be used on living supernatural beings such as ghouls and werewolves. The emotions of spirits, ghosts, vampires and other dead or otherwise inhuman things are sufficiently alien that they are immune to the effects of Enchantment.
The two-dot version allows a magician to cause a target to feel a relatively simple emotion. These feelings are more a suggestion than a mandate, though they are apt to be heeded if they make sense for the individual and situation. (Causing someone to feel sad when walking into a decrepit old house is reasonable and likely to be dismissed as a natural reaction, whereas making someone feel sadistic glee at the funeral of a sibling almost certainly causes the subject to question from whence the emotion came.) In all cases, the emotions produced are very general and are applied by the target to the immediate situation. For example, if a subject is made angry while talking to an employee, the target becomes angry with the employee, but does not suddenly become angry with someone the target had not been thinking about or talking to. A character can be made to feel angry, but not angry at a particular person who is not present. Producing murderous rage in someone who is both naturally aggressive and already quite angry can have dramatic results. If the target speaks with multiple people, the magician has no way to determine whether the target turns angry with everyone or with only a specific individual. This ritual can provide a magician with one or two bonus dice in a Social situation with the subject (depending upon how well the emotion produced fits the situation), or the ritual penalizes the target’s Composure by one or two as he is overcome with passion.
Dice Pool: Manipulation + Empathy versus Composure + Supernatural Advantage (extended and contested roll)
Ritual Length: One minute
Duration: One scene
Suggested Equipment: Food or drink that the magician touches during the ritual and that the target them consumes (+1), sample of the target’s blood (+1), the emotion is the most reasonable reaction to the target’s current circumstances (+1)
Possible Penalties: The emotion is completely inappropriate to the setting (–1), the target meditates regularly (–1), the target restrains her emotions regularly (–1) Ritual Details: The caster must focus on either the target or a magical connection to the target and then perform an action relating to the emotion, such as concentrating on the desired feeling, whispering a description of the emotion while tying a knot in a piece of thread, dripping candle wax on a sigil representing the emotion or burning a piece of paper with the desired emotion written on it.
Characters who have the four-dot version can perform the above ritual, and also gain the ability to exert more precise control over a target’s emotions and desires. In addition to being able to fill targets with rage or to make them sad, this ritual can cause a target to become angry with someone he had not seen or spoken to in several weeks, or to be in a crowd of people and suddenly fall in love with a specific person. If this ritual succeeds, the target feels these emotions, but may rapidly dismiss them if they are completely inappropriate or nonsensical. Someone working for a boss she likes and respects is likely to feel no more than annoyance or mild anger, but she still becomes angry at him. Similarly, filling a committed teetotaler with a desire for a drink isn’t likely start him on a lengthy drinking binge.
One of the major limitations of this ritual is that while a thaumaturge can produce emotions and desires in a target, she cannot control or even predict how he will respond. Causing the subject to feel rage at a particular person can result in the target yelling at the person, physically attacking him or attempting to drown his rage in drink or some similar intense or self-destructive activity. A single target can be subject to only one of these rituals at a time. Causing a subject to feel a second emotion immediately negates the impact of the first.
Dice Pool: Manipulation + Persuasion versus subject’s Composure + Supernatural Advantage (extended and contested roll)
Ritual Length: 10 minutes
Duration: One day
Suggested Equipment: A sample of the target’s blood (+1), a photograph or video of the target feeling the desired emotion (+1), an object the target touched while feeling that emotion (+1)
Possible Penalties: The emotion is completely inappropriate to the setting (–1), the target meditates regularly (–1), the target restrains her emotions regularly (–1) Ritual Details: The details of this performance are very similar to the lower dot version, except that the ritual is considerably more detailed and extensive. The caster typically uses various props involving colors, shapes, scents and materials representing the desired emotion — say, hearts and roses for love or dark blues and dead flowers for sorrow.