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===Effects===
===Effects===


Once each day the target can call [[Combat#IMPALE|impale]] when wielding a [[Combat#One-handed Spears|one-handed spear]], following the rules for a [[Combat#Heroic calls|heroic call]]. The target should give a loud bellow, roar, howl or cry when they use this ability.
Once each day the target can call [[Calls#IMPALE|impale]] when wielding a [[Warrior#One-handed Spears|one-handed spear]], following the rules for a [[Warrior#Heroic calls|heroic call]]. The target should give a loud bellow, roar, howl or cry when they use this ability.


In addition, the target experiences a powerful [[roleplaying effect]]; they feel strongly inclined to take immediate, bloody vengeance on anyone they think has wronged them, their friends or their family. They also tend to suffer from short fuses and sudden attacks of savage temper.
In addition, the target experiences a powerful [[roleplaying effect]]; they feel strongly inclined to take immediate, bloody vengeance on anyone they think has wronged them, their friends or their family. They also tend to suffer from short fuses and sudden attacks of savage temper.
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[[Category:Summer Ritual]]
[[Category:Summer Ritual]]
[[Category:Rituals]]
[[Category:Rituals]]
[[Category:IC Text Required]]
[[Category:Descriptive Text Required]]

Revision as of 21:33, 18 January 2015

Rules

Summer Magnitude 30

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 possess the weapon master skill.

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

Effects

Once each day the target can call impale when wielding a one-handed spear, following the rules for a heroic call. The target should give a loud bellow, roar, howl or cry when they use this ability.

In addition, the target experiences a powerful roleplaying effect; they feel strongly inclined to take immediate, bloody vengeance on anyone they think has wronged them, their friends or their family. They also tend to suffer from short fuses and sudden attacks of savage temper.

The effect lasts until the start of the next Profound Decisions Empire event.

Additional Targets

This ritual can affect additional characters from the same banner. Each additional character increases the magnitude by 18. Additional characters must be present throughout.

Description

This ritual allows a warrior to strike a devastating blow with a one-handed spear that penetrates all but the strongest armour, piercing flesh and shattering bone. It brings with it a strong urge to take righteous vengeance against those who have wronged the target, fanning feelings of wrath and anger. The enchantment is often associated with the Eternal Hayaak the lord of Grypyhons, who demonstrates a stormy temper and a strong sense of natural justice, revenge and an ability to hold grudges for a long period of time.

The spell is sometimes called Horn of the Unicorn, especially by the Navarr and those few Dawnish ritualists who know the ritual. It is also known as the Narwhal's Harpoon in Wintermark and as the Stance of Harnessed Wrath by the Urizen battle magicians who use it to allow their allied sentinels to deliver pin-point, devastating strikes

Common Elements

As an enchantment this ritual often involves giving the target a token or marking them or their weapon in some way. A toast may also be appropriate, especially one in which the target recalls their reasons for seeking the enchantment, or those who have wronged them in some way who will be made to pay (although many priests take a dim view of that kind of behaviour). This ritual often includes the use of the runes Verys or Feresh and invocations of gryphons, narwhals or unicorns.