From: Grimoire of Celestial Exile 81402
Tier Level: 2
Description: The caster projects a barrier formed from pure empathy and rejection. For 1 minute, any enemy attempting to strike the caster or an adjacent ally must make a Wisdom Saving Throw. On a failure, they are overwhelmed by a sudden, intense memory of a time they were abandoned or rejected. They lose their action and cannot attack the caster until the start of their next turn. If they succeed, they take 2d6 Psychic damage as they force their way through the emotional barrier to land the blow.
- Cost: 3 Mana Boost.
- Duration: Concentration, up to 1 minute. Roleplay:
- Action: You clutch the Grimoire to your chest, the “Star-Shadow” cover glowing with a pulsing, defensive blue rhythm. You look at your attacker with profound pity rather than fear.
- Chant (Silent): You mouth the name of Lira-Vo, and a single tear of liquid light falls from your eye, expanding into a translucent dome.
- Visual: The barrier isn’t a wall of force, but a haze of grey rain and phantom images of the attacker’s own loved ones turning their backs on them.
Lore of the Rejected Shield
Aegis of the Forsaken Heart 10492 is known in the margins of the Grimoire as “The Second Paradox of Lira-Vo.” The lore posits a simple, devastating truth: The strongest wall in existence is not made of stone or force, but of the emotional distance between two people who once loved one another.
When Lira-Vo attempted to merge the logic of the Spire with the sorrow of the Sanctum, she discovered that “Rejection” is a fundamental force of the universe, equal and opposite to “Attraction” (Gravity). This spell weaponizes that force. It does not block a sword with a shield; it blocks the intent to strike with the overwhelming memory of abandonment.
It pulls the specific memory of the attacker’s greatest heartbreak—a parent walking away, a lover closing a door, a prayer going unanswered—and manifests it as a psychic barrier. To strike the caster, the enemy must physically push through the sensation of their own heart breaking. It is considered a cruel spell by the Spire’s standards, as it forces enemies to relive their trauma, but the Sanctum views it as a mercy—a moment of forced reflection in the heat of violence.
The Use
This is a Tier 2 Defensive Aura designed for “squishy” casters who find themselves surrounded, or for a support character trying to protect a wounded ally. It serves two distinct purposes:
- Action Denial: Against low-Wisdom enemies (brutes, beasts, impulsive warriors), it effectively stuns them. They raise their weapon, see the face of their disappointed father, and simply cannot bring themselves to swing.
- Psychic Retribution: Against high-Wisdom enemies (clerics, disciplined soldiers) who can push past the emotion, it functions as a “Thorns” effect. They succeed in attacking, but the mental strain of crushing that emotional memory snaps back, dealing unavoidable psychic damage.
Because it is limited to Once Per Day, it is usually reserved for the “Turning Point”—that moment when the caster is cornered and needs to buy time for the rest of the party to rally.
Specific Stats & Mechanics
- Tier: 2 (Protective Emotion-Weaving)
- School: Abjuration / Enchantment Hybrid
- Mana Boost Cost: 3
- Casting Time: 1 Action
- Range: Self (emanating a 10-foot radius Aura) OR Touch (protecting one adjacent ally).
- Duration: Concentration, up to 1 minute.
- Frequency: 1 Use per Day (The emotional toll on the caster is too high to repeat).
Tier 2 Scaled Values:
- Save DC: 14 Wisdom Save (or Caster’s Spell Save DC, whichever is higher).
- Effect on Failure: The attacker’s Action is wasted. They lose the attack and any Multi-attacks for that turn. They cannot move closer to the caster for the rest of the turn.
- Effect on Success: The attack roll proceeds as normal, but the attacker automatically takes 2d6 Psychic Damage (no save against this damage).
- Immunity: Constructs and creatures with Intelligence lower than 4 are immune (they lack the capacity for complex heartbreak).
Requirements:
- Skill: Insight (Trained) or Performance (Trained) — to properly project the emotion.
- Item: Must clutch the Grimoire of the Celestial Exile with at least one hand.
- Condition: The caster must be capable of feeling emotion (cannot be under the effects of Mind Blank or Calm Emotions while casting).
Market Cost (Scroll Form – Rare Variant):
- Buying: 400 Gold.
- Selling: 150 Gold.
- Note: Scrolls of this spell are often dampened with dried tears and are illegal in some “Lawful” jurisdictions that ban emotional manipulation magic.
Tags: Psychic-Defense, Crowd-Control, Emotional-Thorns, Abjuration, Insight-Based, Lira’s-Tear, Memory-Magic, Sorrow-Shield, Action-Denial, Aura-of-Regret
Roleplay & Tactics
The Caster’s Experience: This spell requires you to be vulnerable. You are not putting up a wall of steel; you are baring your throat and daring the universe to hurt you, shielded only by pity.
- The Sensation: You feel a profound wave of grief that is not your own. As enemies approach, you taste their tears and hear their pulse. You feel incredibly heavy, as if you are underwater.
- The Posture: You do not flinch. You stand perfectly still, staring into the eyes of the attacker with a look of “I forgive you,” which is often more terrifying than rage.
The Victim’s Experience:
- The Failure: The Orc raises his axe. Suddenly, the caster’s face shifts. It looks like his mother, the day she exiled him from the clan. His arms go numb. The axe feels wrong in his hands. He just wants to go home.
- The Success: The Paladin raises her sword. She sees her fallen brother standing in front of her. She knows it is an illusion. She grits her teeth, tears streaming down her face, and strikes anyway. The sword connects, but her mind screams in agony (2d6 damage) as she violates her own memory.
Tactical Applications:
- The “Eye of the Storm”: Cast this and walk calmly into a choke point or a doorway. Enemies attempting to block you will find themselves unable to strike, allowing you to body-block for your team without taking damage.
- The Rogue’s Shadow: Stand adjacent to your party’s highest damage dealer (usually a Rogue or Ranger). If enemies try to peel off to hit you (the healer/caster), they lose their actions. If they ignore you, you are free to support.
- The “Mercy” Tank: Use this against high-damage, low-Wisdom “Brute” monsters (like Ogres or Giants). These creatures often have terrible Wisdom saves. You can effectively tank a Giant for 10 rounds simply by making it too sad to smash you.
- Breaking Concentration: Even if an enemy spellcaster tries to use a melee touch attack (like Inflict Wounds), the “Damage on Success” feature creates a Concentration check for them immediately, potentially ruining their spell even if they manage to hit you.

Activation Perception of “Aegis of the Forsaken Heart”
Standard Senses
Sight (Visual)
- What is Perceived: A tear of liquid light expanding into a dome of grey rain and spectral phantoms.
- Description: As the tear falls from the caster’s eye, it doesn’t hit the ground; it shatters in mid-air, expanding instantly into a translucent, spherical dome. The air inside the dome desaturates to a melancholic sepia tone. Outside the barrier, swirling mists form the indistinct, ghostly shapes of people—the specific loved ones of whoever is looking at the barrier—turning their backs and walking away into the fog.
- Positives: The visual distortion creates a clear “safe zone” boundary, allowing allies to know exactly where the protection ends.
- Negatives: The fog and spectral figures can slightly obscure vision of distant enemies, potentially hiding a sniper or ambusher behind the veil of “memory.”
Sound (Auditory)
- What is Perceived: The dampening of battle noise replaced by the “Sounds of Departure.”
- Description: The clash of steel and roar of magic are muffled, as if heard from underwater. In their place, the caster hears the distinct, magnified sounds of abandonment: the click of a door latch closing, footsteps walking away on wet pavement, the silence of an empty house, and the quiet sobbing of the attacker.
- Positives: Provides an eerie auditory radar; the caster can hear an enemy approaching by the sound of their “heartbreak” getting louder.
- Negatives: The suppression of normal combat sounds makes it difficult to hear verbal commands from allies or the approach of enemies who are immune to emotion (like constructs).
Touch (Tactile/Somatic)
- What is Perceived: A crushing weight in the chest and the chill of a cold rain.
- Description: The caster feels a sudden, sharp tightness in their chest, mimicking the physical sensation of a broken heart (Takotsubo cardiomyopathy). The skin feels damp and cold, as if standing in a freezing drizzle, even if the weather is dry and hot. The Grimoire feels like it is vibrating with a slow, heavy thrum against the ribs.
- Positives: The physical weight grounds the caster, making them harder to shove or knock prone physically.
- Negatives: The chest pain can cause shallow breathing, making strenuous physical activity (like running) feel more exhausting than usual.
Smell (Olfactory)
- What is Perceived: The scent of nostalgia and decay.
- Description: The metallic scent of blood is overpowered by the smell of “The Past.” It smells like old books, dust, fading perfume or cologne (specific to the attacker’s lost love), and the sharp, ozone smell of a storm that has just finished raining.
- Positives: The scent is distinct and unnatural, alerting the caster if the spell is beginning to fade (the scent sours).
- Negatives: The smells are deeply evocative and distracting, potentially triggering the caster’s own involuntary memories if they lose focus.
Taste (Gustatory)
- What is Perceived: Salt and ash.
- Description: The caster’s mouth fills with the taste of salty tears, followed by the dry, chalky taste of ash—symbolizing the burning of bridges and the end of relationships.
- Positives: A constant reminder of the spell’s active status.
- Negatives: The bitter taste makes it difficult to drink potions or speak clearly without swallowing first.
Extra-Sensory Perceptions
The Empathic Echo (Psychic)
- What is Perceived: The raw trauma of the attacker.
- Description: The moment an enemy targets the caster, the caster feels the enemy’s intent not as anger, but as a desperate plea to be seen. When the enemy fails their save, the caster feels a “snap” in the ether—the sensation of a connection being severed. When the enemy succeeds and takes damage, the caster feels a sympathetic jolt of guilt.
- Positives: Grants profound tactical insight into the enemy’s will; you know instantly who is weak-willed (easy to stun) and who is fanatical (will push through).
- Negatives: The “emotional bleed” is dangerous. The caster risks absorbing the enemy’s depression, which can linger as a mood debuff after the battle ends.
The Wall of Regret (Spatial/Proprioception)
- What is Perceived: The air around the caster becoming “solid” with rejection.
- Description: The caster no longer feels like they are standing in empty space. The air within the 10-foot radius feels viscous and resistant to outsiders, like trying to push two magnets together by the same pole. The caster feels the “repulsion” force physically pushing enemies away.
- Positives: Grants a “sixth sense” for spacing; the caster knows exactly when someone enters their 10-foot zone without looking.
- Negatives: Creates a sense of profound isolation. Even allies inside the zone feel “distant,” making it harder to touch or heal them emotionally, as the barrier filters out connection.
Temporal Dilation (Chrono-Sense)
- What is Perceived: The moment of impact stretching into eternity.
- Description: When an attack is intercepted by the barrier, time seems to slow down for the caster. They see the blade stop inches from their face, vibrating as it fights the emotional current. They have time to study the regret in the attacker’s eyes before time snaps back to normal.
- Positives: Allows for calm, precise decision-making in the heat of melee.
- Negatives: Can cause “combat lag,” where the caster reacts to the slow-motion visual and swings too late or too early in real-time.
Fragment of Shield of No-More-Love
(Excavated from the Mud-Tablets of the Weeping Valley)
Here is the speaking of the Time-That-Was, before the two books became the One-Truth.
It is said the Girl-Who-Sewed-The-Stars [Lira-Vo] walked in the Place-Between. The High-Tower [Celestial Spire] was behind her. The Deep-Hole [Silent Sanctum] was before her. She carried the weight of the Logic and the weight of the Tears.
Came then the Man-Of-Iron-Teeth. He was a walker of war. He did not know the books. He knew only the cut. He saw the Girl. He saw the gold on the books. He said, “I will eat the gold. I will spill the red water of the Girl.”
The Girl looked at the Man-Of-Iron-Teeth. The High-Tower in her head said: “Burn him with fire. Fire is the answer to meat.” The Deep-Hole in her head said: “Hide in the dark. Dark is the answer to eyes.”
But the Girl was tired. She did not want to burn. She did not want to hide. She looked at the Man-Of-Iron-Teeth, and she saw with the Eye-That-Unblinks. She did not see a warrior. She saw a small boy standing in the rain. She saw the day the door closed. She saw the back of the woman who walked away and never turned around.
The Man raised his iron tooth [sword]. He screamed the scream of killing.
The Girl did not raise a shield of wood. She did not raise a shield of light. She clutched the books to her heart-meat. She felt the Great-Ache. She remembered the Word-Of-Leaving. She cried one tear. It was not water. It was the liquid of the Star-That-Is-Alone.
The tear fell. It did not hit the dust. It grew. It became a house of grey rain. It became a wall of “No.”
The Man-Of-Iron-Teeth swung his weapon. He wanted to break the Girl. But when the iron touched the grey rain, the Man stopped. He did not stop because he was weak. He stopped because the air was thick with the Memory-Of-Goodbye. To push the sword was to push his mother away again. To cut the Girl was to cut the last thread that held him to the warm-place.
His arm shook. The iron became heavy as a mountain. He looked at the Girl. He did not see a victim. He saw the Ghost-Of-His-Love. He cried out, “Do not look at me with those eyes! Do not make me remember the silence!”
He tried to strike again. He forced his will against the wall. Crack. It was not his bone that broke. It was his Want. The pain of the mind-sting [Psychic Damage] struck him. He fell to his knees. He dropped the iron tooth. He covered his eyes to stop seeing the backs of the walking-away people.
The Girl walked past him. She did not hurt him. She left him in the rain of his own making. She wrote in the book: The hardest stone to break is the stone that is already broken.
Moral of the Story: Do not fear the sharp blade of the enemy, for steel can only cut the skin; fear instead the shield of the one who knows your sorrow, for to strike them is to open the oldest wound in your own soul.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Spell: Aegis of the Forsaken Heart (Lira’s Paradox) Cost: 8 Magic Points; 1D6 Sanity points. Casting Time: 1 round. Duration: 1D6+1 Rounds.
Overview & Mechanics: This spell creates a psychokinetic barrier fueled by the caster’s own capacity for grief. It is a powerful defensive ward against sentient creatures, though useless against mindless horrors (like Shoggoths).
- Opposition: When an entity attempts to attack the caster or a protected ally within touch range, they must win an Opposed POW Roll against the caster.
- Failure (Attacker Loses): The attacker is overcome with a hallucination of profound rejection. They cannot complete the attack and lose their action for the round. They must make a Sanity Roll (0/1).
- Success (Attacker Wins): The attacker pushes through the emotion and resolves the attack. However, the psychic feedback shreds their mind. The attacker immediately takes 1D6 damage (ignores armor) and loses 1 Magic Point as the barrier saps their will.
- Deep Magic: If the caster sacrifices a personal memento of a lost loved one during casting, the Opposed POW roll becomes Hard for the attacker.
Blades in the Dark
Ritual: The Wall of Regret Tier: II (requires a Ritual action or Setup). Stress Cost: 2 Stress to activate, +1 Stress per minute (maintenance) to sustain.
Overview & Mechanics: A Whisper or Cultist ability that weaponizes the Ghost Field’s emotional resonance.
- Action Roll: Attune (Risky position / Standard effect).
- Effect: You manifest a haze of grey rain and spectral phantoms around yourself or a teammate.
- Protection: Anyone attempting to harm the protected target must resist a Potent Mental Force.
- NPCs: Standard enemies hesitate or turn away, refusing to strike. Elite enemies or Master NPCs can strike but suffer Level 2 Harm: “Heartbroken” or “Psychic Shock” immediately after.
- PCs (PvP): If a PC attacks the protected target, they must make a Resolve Resistance Roll. If they fail, they cannot attack. If they resist, they take the stress cost of the resistance and suffer the backlash (Level 2 Harm).
- Consequence: On a partial success or failure, the “Forsaken” emotion bleeds into the caster, filling their mind with intrusive thoughts (mark 2 ticks on a “Despair” clock or take Level 2 Harm: “Obsessive Grief”).
Dungeons & Dragons (2024 / 5th Edition)
Spell: Aegis of the Forsaken Heart Level: 3rd-Level Abjuration Casting Time: 1 Action Range: Self (10-foot radius) Components: V, S, M (A tear or a drop of salt water) Duration: Concentration, up to 1 minute
Overview & Mechanics: A defensive aura that punishes attackers with crowd control or damage.
- Aura: You project an aura of empathy and rejection in a 10-foot radius.
- Trigger: Whenever a creature within the aura attacks you or a friendly creature also within the aura, the attacker must make a Wisdom Saving Throw.
- Failure: The creature is overwhelmed by memories of abandonment. The attack is lost, and the creature’s Action is wasted. The creature cannot move closer to you until the start of its next turn.
- Success: The creature manages to strike, but the psychic feedback deals 2d6 Psychic damage to the attacker immediately after the attack roll is resolved (hit or miss).
- Immunity: Constructs and Undead are immune to this spell.
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Psychic damage increases by 1d6 for each slot level above 3rd.
Knave (1e / 2e Compatible)
Spell: Shield of the Broken Heart School: Illusion / Thaumaturgy
Overview & Mechanics: A spell contained within a heavy, tear-stained page of the Grimoire.
- Casting: The caster reads the page aloud.
- Effect: For the next 10 minutes (or one dungeon turn), the caster is surrounded by a spectral grey rain.
- Defense: Any intelligent enemy trying to attack the caster must make a Wisdom Save (Target DC 15 + Caster’s INT bonus).
- Failed Save: The enemy bursts into tears or stands frozen in regret. They lose their turn.
- Successful Save: The enemy attacks normally but takes damage equal to the caster’s Level (psychic feedback) as the barrier shatters against their mind.
- Restriction: The spell ends immediately if the caster makes an attack roll or casts an offensive spell (similar to Sanctuary). It is purely for defense or parley.
Fate Core System
Stunt: Shield of the Forsaken Heart Requires: Empathy or Will (Good +3 or higher). Cost: 1 Fate Point per scene to activate the aura.
Overview & Mechanics: This stunt functions as a magical defensive stance that weaponizes emotional trauma.
- Action: Create an Advantage (using Empathy or Will).
- Aspect: Upon activation, you place the Situation Aspect Aura of Absolute Rejection on your zone.
- Effect: Any enemy in the zone attempting to attack you or an ally must first overcome a Fair (+2) Obstacle using Will.
- Failure (The Enemy Falters): The enemy cannot complete the attack. Their action is consumed by a flashback of abandonment.
- Success (The Enemy Pushes Through): The attack proceeds, but the enemy takes 2 shifts of Mental Stress immediately as the psychic feedback tears at their resolve.
- Success with Style: The enemy attacks normally and ignores the feedback.
Numenera & Cypher System
Ability: Aegis of the Forsaken Tier: 2 Cost: 3 Intellect Points Duration: 1 minute
Overview & Mechanics: A defensive Esotery that assaults the mind of the attacker.
- Action: Enabler (activated as part of another action) or Action to initiate.
- Effect: You project a field of psionic sorrow. For the duration, any creature attempting to attack you must make an Intellect defense roll (Difficulty equal to the ability level, usually 4 or 5).
- Failure: The creature is overwhelmed by grief and loses its action. It cannot attack you this round.
- Success: The creature manages to attack, but the mental exertion inflicts 3 points of Intellect damage (ignores Armor) on the attacker immediately.
- Immunity: Constructs and automatons are immune to this ability.
Pathfinder (2nd Edition Remaster)
Spell: Aegis of the Forsaken Heart Rank: 3 Traits: Auditory, Emotion, Enchantment, Mental, Visual Traditions: Occult Cast: [two-actions] Somatic, Verbal Range: Self (10-foot emanation) Duration: Sustained up to 1 minute Saving Throw: Will
Overview & Mechanics: You surround yourself with a swirling aura of grey rain and psychic projections. Whenever a creature within the emanation attempts a Strike or casts a hostile spell against you or an ally within the emanation, it must attempt a Will save.
- Critical Success: The creature is unaffected and takes no damage.
- Success: The creature takes 2d6 mental damage but can proceed with its action.
- Failure: The creature is Stunned 1 (losing the action it was about to take) and cannot target you or your allies until the start of its next turn.
- Critical Failure: The creature is Stunned 2 and takes 2d6 mental damage.
- Heightened (+1): The mental damage increases by 1d6.
Savage Worlds (Adventure Edition)
Power: Aegis of the Forsaken Heart (Base Power: Sanctuary) Rank: Seasoned Power Points: 3 Range: Touch Duration: 5 (Concentration)
Overview & Mechanics: This is a specialized Trapping of the Sanctuary power with a damaging retaliation component.
- Trappings: “Lira’s Paradox.” A dome of translucent rain and weeping spirits.
- Effect: Enemies targeting the caster or the recipient must make a Spirit roll.
- Failure: The attacker cannot attack the protected target and their Action is lost (they shake with grief or hesitation).
- Success: The attacker pushes through and may attack, but they immediately suffer 2d6 damage (non-lethal, psychic strain) as the barrier lashes back at their mind. This damage ignores Armor but not Toughness.
- Modifier – Area Effect (+2 PP): The power affects all allies within a Medium Blast Template centered on the caster.
Shadowrun (Sixth World / 6th Edition)
Spell: Aegis of the Forsaken Heart Category: Manipulation (Mental) Type: Mana Range: Self (Area) Damage: Stun Duration: Sustained Drain Value: 5
Overview & Mechanics: This spell creates a psychometric field around the caster that forces potential aggressors to confront their own traumas.
- The Cast: The mage casts the spell, sustaining it (taking a -2 penalty to other actions unless focused). The spell creates a mana-field with a radius in meters equal to the caster’s Magic attribute.
- The Trigger: Any sentient entity attempting to take a hostile Combat Action against the caster or an ally within the field must engage in an Opposed Test: Willpower + Logic (Attacker) vs. Magic + Sorcery (Caster).
- Attacker Fails: The attacker is overcome by a hallucination of rejection. They lose their Major Action for the phase (though they may still take Minor Actions like moving away).
- Attacker Wins: The attacker pushes through the vision and may complete their attack. However, the psychic backlash inflicts Stun Damage equal to the caster’s Magic rating (unresisted).
- Glitch: On a glitch, the caster accidentally broadcasts their own traumas, suffering a -2 dice pool penalty to all Social tests for the duration.
Starfinder (1st Edition Enhanced)
Spell: Aegis of the Forsaken Heart School: Enchantment (Compulsion, Mind-Affecting) Level: Mystic 2, Technomancer 2 Casting Time: 1 Standard Action Range: Personal Area: 10-ft.-radius emanation Duration: 1 minute (D) Saving Throw: Will partial; Spell Resistance: Yes
Overview & Mechanics: You project a holographic or psychic overlay of tragic memory.
- Aura: Enemies within 10 feet of you who attempt to attack you or an ally in the aura must make a Will Saving Throw before rolling their attack.
- Failure: The creature is overwhelmed by grief. Their action is wasted (the attack is lost), and they are Staggered for 1 round.
- Success: The creature resists the compulsion and attacks normally. However, the mental strain of bypassing the barrier deals 2d6 damage (Mind-Affecting) to them immediately.
- Resolve Point: You may spend 1 Resolve Point when casting to increase the damage on a successful save to 3d6.
Traveller (Mongoose 2nd Edition)
Psionic Power: Aegis of the Forsaken Heart Talent: Telepathy (Advanced) Learning DM: -2 Cost: 4 PSI Points + 1 per round maintenance Range: Personal (Short radius)
Overview & Mechanics: A telepathic shield that broadcasts a signal of “Do Not Harm/Abandonment.”
- Check: Difficult (10+) Telepathy check to initiate.
- Trigger: When a biological enemy declares an attack against the psion within Short range.
- Opposed Check: The attacker must make an INT or PSI check (whichever is higher) opposed by the Psion’s Effect.
- Attacker Fails: The attacker halts immediately. They cannot fire or strike this round, paralyzed by a sudden memory of loss.
- Attacker Succeeds: The attack proceeds. However, the psionic feedback scorches the attacker’s mind. The attacker takes 2D damage, applied directly to their INT characteristic (bypassing armor).
- Robots/Drones: This power has no effect on automated systems.
Warhammer Fantasy Roleplay (4th Edition)
Spell: Lira’s Weeping Wall Lore: Witchcraft (or Lore of Light) CN (Casting Number): 6 Range: You Target: AoE (Willpower Bonus yards) Duration: Willpower Bonus Rounds
Overview & Mechanics: A somber ritual that surrounds the caster in a grey, weeping mist.
- Effect: You create a zone of magical sorrow. Any Living Creature attempting to attack you or an ally within the zone must first pass a Challenging (+0) Willpower Test.
- Failure: The attacker bursts into tears or freezes in regret. They gain 1 Stunned Condition and the attack action ends immediately.
- Success: The attacker forces their blade through the mist. They may resolve the attack, but immediately suffer 1d10 Wounds (ignoring Toughness Bonus and Armor Points) as the magic lashes their mind.
- Psychology: If the attacker Fails the Willpower test by 3 or more degrees of failure (SL -3), they also gain the Broken condition, fleeing the battle in despair.
