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{{Season|Autumn|40}}
{{Season|Autumn|40}}
===Performing the Ritual===
===Performing the Ritual===
{{Casting time|2}} The ritual targets a single mage [[Weapons & armour#Implements|implement]] which must be present during the ritual.
{{Casting time|2}} {{Target Character}} The target character must be a [[Rituals#Contributors|contributor]] participating in the performance of the ritual.


{{enchantment}}
===Effects===
===Effects===
This enchantment allows the target to call [[Calls#Mass Calls|MASS]] [[Calls#ENTANGLE|ENTANGLE]] once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.


The power of the ritual is stored in the [[Weapons & armour#Implements|implement]] targeted by the ritual. Any one of the [[Rituals#Contributors|contributors]] can unleash the power of the ritual while holding the implement to allow them to call [[Calls#MASS|MASS]] [[Calls#ENTANGLE|ENTANGLE]].
While under the effect of the enchantment, the target experiences a [[roleplaying effect]]: the target feels an urge to organise everyone around them, especially on the battlefield. The need for people to be in the correct "place" (literally or metaphorical) nags at them constantly. In a non-martial context, this effect urges them to try and arrange political promotions for their allies, and demotions for their enemies. During a fight, they find it hard not to shout orders at those nearby. The effect is particularly pronounced if the subject is of the [[cambion]] [[lineage]]; it is all too easy for them to overtly treat others as playing pieces to be moved around as suits their long-term goals.


The power of the ritual can be invoked only once.
{{Day Duration}} The power of the ritual can be invoked only ''once'' during this time.


{{Ten Minute Power}}
===Additional Targets===
 
The ritual can affect additional characters from the same [[Groups#Covens|coven]]. Each additional character increases the magnitude of the spell by 25. Additional characters must be present throughout, and each must [[Rituals#Contributors|contribute]] to the performance of the ritual.
===Additional Uses===
The ritual can be used to place more than one use into the target implement. Each additional use increases the magnitude of the spell by 25. Any uses left over are lost at the end of the ten minutes. You cannot charge up more than one implement with this ritual.


===Option===
===Option===
{{Ritual Substitution|[[Materials#Ambergelt|ambergelt]]|measures}}
{{Ritual Substitution|[[Materials#Ambergelt|ambergelt]]|measures}}
{{Mass Ref-effect}}


==Description==
==Description==
This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies. It binds them in place for a short time, allowing the magician's allies to overwhelm them if they act quickly. It is especially useful when used to support soldiers with [[Weapons & armour#Pole-arms|pole-arms]] against enemies with short weapons, or to pin down skirmishers so that [[Combat skills#Marksman|archers]] can devastate them with arrows or crossbow bolts.


This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies. It binds them in place for a short time, allowing the magician's allies to overwhelm them if they act quickly. It is especially useful when used to support soldiers with [[Warrior#Pole-arms|pole-arms]] against enemies with short weapons, or to pin down skirmishers so that [[Combat skills#Marskman|archers]] can devastate them with arrows or crossbow bolts.  
Of all the similar battlefield rituals, this is the easiest to perform, but it also requires the most strategic thinking if it is to have an impact. Unless the magician's allies are prepared to take advantage of the period of confusion the power of this ritual provides, then it is likely to be wasted. One place where the ritual excels is in capturing high-value targets; the ability to entangle a group of opponents from a distance (albeit a short distance) is a rare power usually unavailable to even the most powerful magician. The magic is also indiscriminate - it can be hurled into a group, entangling them all, and then the target can be picked out of the (hopefully) subdued unit. Finally, unlike rituals such as [[Howling Despite of the Yawning Maw]], the magic has no lasting effect on those caught by it - which means that it is less important to ensure no allies are caught in the area.
 
Like similar rituals, the attack is temporarily stored in a [[Weapons & armour#Implements|rod, staff or wand]], and then unleashed at the most tactical moment. I fall the similar battlefield rituals, this is the easiest to perform..


==Common Elements==
==Common Elements==
When performing this ritual, a coven often invokes symbols of binding, stagnation and hesitation. Some magicians weave invocations of doubt and uncertainty, while others evoke subtle forces intended to subvert the battle-plans oftheir enemies. Skirling pipe-music may often be involved, as might interweaving flutes. Sinuous dances are common, but so are things that bind - chains, threads, ropes, nets and even ribbons.
When performing this ritual, a coven often invokes symbols of binding, stagnation and hesitation. Some magicians weave invocations of doubt and uncertainty, while others evoke subtle forces intended to subvert the battle-plans of their enemies. Skirling pipe-music may often be involved, as might interweaving flutes. Sinuous dances are common, but so are things that bind - chains, threads, ropes, nets and even ribbons.
 
The focus of this ritual is an implement, and the role it plays in the ritual can be quite important. Some ritualists take it in turn to spin and twirl the implement, passing it back and forth as the strength of the ritual grows. Others place the implement in the middle of the ritual and move around it, touching it with their hands and magic as they increase the power of the ritual, or binding it in some way as their magic builds. Many covens create a specific implement for use in this ritual, usually a staff, and mark that staff permanently with runes of domination and mastery.


Other common elements in this ritual might include runes, especially [[Hirmok]]. Beasts such as spiders and great serpents that crush their prey may be mentioned, and some [[The Brass Coast|Freeborn]] use images of octopi, squid or even [[Mundane beasts#Kraken|kraken]] in their magic. The constellation of [[The Chain]] are sometimes invoked, as are the names of the Autumn [[Eternals]] know as the [[Lictors]].
Other common elements in this ritual might include runes, especially [[Hirmok]]. Beasts such as spiders and great serpents that crush their prey may be mentioned, and some [[The Brass Coast|Freeborn]] use images of octopi, squid or even [[Mundane beasts#Kraken|kraken]] in their magic. The constellation of [[The Chain]] are sometimes invoked, as are the names of the Autumn [[eternal|eternals]] known as the [[Lictors]].


<!--- flavour. --->
If the ritual draws additional power from the use of ambergelt, it is common to dissolve the material in strong alcohol and use it to paint runes on the target's clothing, [[Weapons_%26_armour#Mage_Armour|mage armour]]. and [[Weapons_%26_armour#Implements|implement]]. Such a solution sets quickly, leaving behind resinous, translucent runes and sigils.


[[Category:Autumn Ritual]]
[[Category:Autumn Ritual]]
[[Category:Rituals]]
[[Category:Rituals]]
[[Category:IC Text Required]]
[[Category:Mass Effect]]

Latest revision as of 15:48, 19 February 2022

Rules

Autumn Magnitude 40

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must be a contributor participating in the performance of the ritual.

This ritual is an enchantment. A target may only be under one enchantment effect at a time.

Effects

This enchantment allows the target to call MASS ENTANGLE once during the duration. The character must be able to cast spells to make this call - it explicitly will not work if they are wearing armour.

While under the effect of the enchantment, the target experiences a roleplaying effect: the target feels an urge to organise everyone around them, especially on the battlefield. The need for people to be in the correct "place" (literally or metaphorical) nags at them constantly. In a non-martial context, this effect urges them to try and arrange political promotions for their allies, and demotions for their enemies. During a fight, they find it hard not to shout orders at those nearby. The effect is particularly pronounced if the subject is of the cambion lineage; it is all too easy for them to overtly treat others as playing pieces to be moved around as suits their long-term goals.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner. The power of the ritual can be invoked only once during this time.

Additional Targets

The ritual can affect additional characters from the same coven. Each additional character increases the magnitude of the spell by 25. Additional characters must be present throughout, and each must contribute to the performance of the ritual.

Option

Any caster who has mastered the ritual may choose to substitute ambergelt for crystal mana when contributing to it. Every 2 measures of ambergelt spent counts as 1 crystal mana when contributing to the ritual.

OOC Note

If you enter a battle, skirmish or quest with one of these enchantments active on you, you must let a referee with a radio know about it shortly before or after your passage through the Sentinel Gate.

If you are expecting to deploy one of these effects, you are invited to bring this to the attention of any nearby referee or marshal shortly before you do so; they will then be able to assist the targets in taking the call correctly

Description

This battlefield ritual allows a powerful magical attack to be unleashed against a group of enemies. It binds them in place for a short time, allowing the magician's allies to overwhelm them if they act quickly. It is especially useful when used to support soldiers with pole-arms against enemies with short weapons, or to pin down skirmishers so that archers can devastate them with arrows or crossbow bolts.

Of all the similar battlefield rituals, this is the easiest to perform, but it also requires the most strategic thinking if it is to have an impact. Unless the magician's allies are prepared to take advantage of the period of confusion the power of this ritual provides, then it is likely to be wasted. One place where the ritual excels is in capturing high-value targets; the ability to entangle a group of opponents from a distance (albeit a short distance) is a rare power usually unavailable to even the most powerful magician. The magic is also indiscriminate - it can be hurled into a group, entangling them all, and then the target can be picked out of the (hopefully) subdued unit. Finally, unlike rituals such as Howling Despite of the Yawning Maw, the magic has no lasting effect on those caught by it - which means that it is less important to ensure no allies are caught in the area.

Common Elements

When performing this ritual, a coven often invokes symbols of binding, stagnation and hesitation. Some magicians weave invocations of doubt and uncertainty, while others evoke subtle forces intended to subvert the battle-plans of their enemies. Skirling pipe-music may often be involved, as might interweaving flutes. Sinuous dances are common, but so are things that bind - chains, threads, ropes, nets and even ribbons.

Other common elements in this ritual might include runes, especially Hirmok. Beasts such as spiders and great serpents that crush their prey may be mentioned, and some Freeborn use images of octopi, squid or even kraken in their magic. The constellation of The Chain are sometimes invoked, as are the names of the Autumn eternals known as the Lictors.

If the ritual draws additional power from the use of ambergelt, it is common to dissolve the material in strong alcohol and use it to paint runes on the target's clothing, mage armour. and implement. Such a solution sets quickly, leaving behind resinous, translucent runes and sigils.