Pin Calls

Site Index | > Combat Rules | > Combat Calls | > Spell Calls | > Pin Calls

Pin Calls

A character affected by pin must keep their feet both firmly adhered to the ground for the next 10 minutes. The victim is otherwise unhindered and may turn and twist in any fashion they like so long as they do not move their feet. Nothing can prevent the character affected by pin from being attached to the ground by both feet. The only exception is that if the character is on their knees when the pin hits they will have their knees pinned instead of their feet.

If the pin was caused by a spell it represents the belief that you can't move your feet. When the pin come from a creature ability or an alchemy compound like a tanglefoot bag, it represents a substance keeping the character from moving their feet.

The pin call never inflicts damage.

Unless modified by another call (such as poison) pin is a compulsion spell effect. Compulsion spells do not count as compulsion spells if there is a type listed, such as dominate undead.

Related Rules

Poison Attacks Are Not Spells

When the poison call is added to any attack even a spell effect such as pin that attack no longer counts as a spell. This means that immunities to spell or compulsion effects no longer apply. The attack is now a poison effect.

Source of Call Description Call

Pin Traps targets feet to the ground. 'Pin'

Categories: Combat Rules | Terminology | Pin Calls | Combat Calls | Spell Calls | Compulsion Calls

Page last modified on January 10, 2022, at 10:24 PM
Powered by PmWiki