Incite the mob skill
Skill 'incite the mob', a clan skill of the Battleragers.
- Execution delay: 3 seconds.
- Costs: mana 60.
- Target: your opponent in a fight, or a character nearby.
Format: incite target
A cleric or paladin of the Battleragers points at someone and preaches against sorcery in the name of the Fury gods. The zone's warriors and guards within a few rooms hear the call, run over and attack the target.
Common folk can't tell a mage by class. They only see the spells glowing on someone: the more live spells the target carries, the bigger the crowd, up to four. A target with no spells on them draws no one, and neither do permanent effects or curses. Mobs with a destiny, shopkeepers, pets, casters and the undead never join, and sentinels only strike in their own room. The crowd stays inside the zone and gives up if the target gets too far away.
You can't incite against yourself, your group, your clan, the gods or anyone the gods protect from you. A refusal costs nothing. A sermon that goes ahead counts as an attack: you are in the fight from that moment, and in battle the target defaults to your opponent. After a sermon you need a few hours to catch your breath.
The target also carries a witch brand for a few hours, crowd or no crowd: every hour one more warrior may spot it and join the hunt, in whatever zone the target goes. In a city the guards take up the cry across the whole town and answer the sermon itself, but leave the hourly hunt to the warriors.
Only Battleragers whose power comes from the gods can learn it.
