Spell
Release
- Type
- Combat spells
- Cost (wounds)
- 3
- Effect
- Removes a charm from a character fighting against the party.
Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.
How it plays
Release breaks a Charm on a character who is fighting the party: a Vampire's, or an Evil talisman's. The charmed character must resist, and if they fail the spell works, so high-resistance characters are harder to free. It costs 3, so keep it for a character worth the price.
- Costs 3 wounds of the caster's own strength, and the spell can't be cast if that would kill the caster.
- Combat only, and only from the second rank (rule 10.4).
- The target resists it on a 1K6 roll at or under its resistance, which negates the spell (rule 11.0).
| Resistance | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Lands | 83% | 67% | 50% | 33% |
Figures come straight from the rulebook tables and rules, before any magic items or bonuses.
In Citadel of Blood
Known in Citadel of Blood as Redemption.
Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)