Revision as of 22:34, 15 March 2013 by Rafferty (talk | contribs) (Created page with "==Rules== {{Season|Day|12}} ===Performing the Ritual=== {{Casting time|2}} The target character must have the magician skill.and be present throu...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Rules

Day Magnitude 12

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. The target character must have the magician skill.and be present throughout. During the ritual the target must be marked on one hand with a depiction of the rune Sular, the rune Ophis, or an open eye.

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

Effects

During the ritual, one of the target's palms must be painted, marked or tattooed with the Sular tune, the Ophis or a direct depiction of an open eye.

Three times during the duration of the enchantment the target can call REPEL with a rod when they hit a target, following the rules for a heroic call. They can only make this call if the hand marked with the eye is free and open and the symbol is visible; it cannot be in a pocket, gloved or otherwise concealed.

If at any point the image on the palm is disrupted (such as by being washed away in rain), the effects of the ritual immediately end.

The ritual also ends immediately if the target wields a two-handed weapon, pole-arm, pike, bow or crossbow; wields a weapon in the marked hand; wields a staff, pr uses a shield or buckler. The hand

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.

Additional Targets

This ritual can affect additional characters from the same coven. Each additional character increases the magnitude by 8. Additional characters must be present throughout.

Description

This ritual allows the target to wield mystic powers for a short time, provided they are prepared to honour a pact with the Day Eternal Kimus to present it's sigil when they invoke the power to drive their opponents away. This ritual is not popular - the ability it provides comes at the cost of a great deal of versatility - but for the scholars of Day it sometimes provides much-needed battlefield effectiveness at minimal cost. Even though the target must keep one hand free, the power of the ritual comes from solid strikes with a rod, not direct spellcasting, so a magician under this enchantment can take to the battlefield in full harness should they wish ... provided they leave one gauntlet behind.

This ritual sees most use among the enchanters of dawn, especially those who lack other battlefield spells and can wear full armour and still wield useful magical attacks.

Common Elements

In addition to the mark on the hand, the rune Ophis is often marked on the rod of the target.