Fourth Wing Signet Ideas #17
"Influence" is a bit of a catch-all for the varying levels of strength this signet can have, but at its heart that is what the signet focuses around. An intinnsic signet by nature, Influence enables the wielder (Influencer) to alter the mind of another to, essentially, do their bidding.
The weakest and most basic version of this signet is unable to truly affect the mind of the target; at its weakest, the Influencer is only able to plant the seed of an idea, and only through prolonged pressure can that seed grow. Pressure can come in the form of repeated use of the signet, or through external, social means wherein the Influencer might socially manipulate their target. Despite being the weakest form, this version of the signet is also the most difficult to trace, as it does not require directly altering an individual's mental state.
This version often goes unnoticed, and most often manifests as a secondary signet.
The next step up is typically labelled as Manipulation, wherein an Influencer might be able to manipulate and plant thoughts into the mind of a target, still driving the target to make their own decisions and retain control of their body, but against the weak-minded it is exceptionally effective. Most often it requires a touch or a gesture, with training often advancing the signet to a dangerous level where it requires neither.
This version could be equated with the infamously famous Jedi Mind Trick.
Persuasion is the third form the signet can take, and though it is far less common it has still appeared multiple times in the past century alone. Persuasion often requires skin-to-skin contact to be effective, though past records indicate some individuals were able to train it to a level where it needed no contact. Persuasion enables the Influencer to speak a command, and the target experiences an urgent need to follow the command. Although it is difficult to break, targets have been known to defy Persuasion in the case where it violates their personal morals - if someone refuses to harm others, an Influencer cannot persuade them to break this personal code.
Those who develop Persuasion beyond needing touch are often executed, as this strays into the more dangerous territory of uncontrollable intinnsics.
Where Persuasion fails to break an individual's moral code, Compulsion has no such difficulties. Compulsion is the strongest form of an Influence signet, wherein the Influencer is able to simply command an individual, and that individual will obey. It manifests almost immediately after the Influencer first begins channeling, though in its untrained form requires physical touch. Compulsion is assessed on a case-by-case basis, but more often than not an Influencer who manifests a Compulsion signet will be executed, as that level of control over an individual is extremely dangerous.
Influence signets are rarely suitable for combat, but can be effective in training and leadership ranks. Many Influencers tend to find themselves in espionage or intelligence, as one hallmark of an Influencer in any form is that their targets are unaware they have been affected by the signet. Notably, those who might find themselves frequently in the company of an Influencer tend to find the Influencer is able to "weaken" any shields they might have, eventually being able to slip ideas through.
Influence signets manifest most often in those who show manipulative or controlling tendencies and strong ambition, often with younger dragons who might be bonding for their first or second time.