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DFRPG / Re: Non-lawbreaking curses
« on: April 29, 2011, 09:23:06 AM »But in the end you aren't replacing their will with your own. You're causing an effect, but it's still up to them how they choose to deal with that effect. They could choose to ignore the visions. They could choose to find a person to get rid of them. They could choose to go nuts. It's all up to them. To compel is to force a specific action. The statement the book makes is "Here, enthralling is any effort made to change the natural inclinations, choices, and behaviors of another person." That's just not happening here. All of those are still intact and working. While there is a likely response of going nuts, they could do anything.
At a spell strength of 14 this is just not the case. For most mortals there is just no choice of defending because they will never manage to generate the shifts to break the illusion. They are damned to watch and there is nothing they can do about it. How will they find a person to get rid of them? Who will listen to them? They will probably end up in a mental ward classified as schizophrenicly disordered or something, while the nightmare illusion torments them for the rest of their lifes probably driving them insane for real. In a way they are compelled to go insane on their own. Thats making an effort to change someone.
Generally you are right though. That's what I said all along. These might or might not be construed lawbreakers. The problem I had was, that Belial666 categorically stated that they weren't. In my games most of them would be. I think the statement was misleading.