Chelsea's Researched Rituals

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Chelsea Etitameh

This write-up is NOT COMPLETE

Rings

General

This series of rituals enchants a number of rings to form them into one cohesive set that serve to keep their wearers connected and aware of each other.

  • Each ring is a simple, though well-crafted, hematite band, and the enchantments upon it last only until it physically breaks, which typically happens after 6 to 18 months of normal wear.
  • While one person may be included in more than one set of rings, each set may only contain 5 rings, and thus may only connect 5 people.
  • All people who will be included in the set must be present at the time of the enchanting, and each must contribute a bit of their essence (Blood, Glamour, Quintessesnce, Gnosis, Pathos; whichever they most often use for casting their magics) to the casting, as a way of attuning the rings into that particular set.
  • Only one active power from a ring may be used in any one round. Thus, a wearer may choose to telepathically communicate with a wearer of another ring in her set, but then cannot cast through any ring in the set until the following round. (This does not include the report of danger to another wearer of a ring; this is an automatic power, not a consciously activated one.)
  • Wearers may choose to remove their rings with no ill effects, but will not be able to use any of the powers of their rings until they are again worn.

Rank 1

Each ring in the set will activate -- via a squeeze upon its wearer's finger, which will vary in strength according to the amount of danger the wearer is in -- when any one wearer is in imminent danger. The wearer can easily determine which of the people she is connected with is in danger by merely turning her attention to the ring upon her finger. Dangers of things such as looking a fool or losing a possession do not count for this effect; rather, the danger must be physical or semi-permanently mental (such as Psychic Assault or Absorb the Mind [rank 7 Mytherceria]). Transitory mental impairments, such as Dread Gaze, frenzy, Riddle Phantastique or Steal the Mind (ranks 5 & 6 Mytherceria), would not trigger the warning.

Rank 2

Each ring can now be used to scry upon any other ring in its set, and can also direct its wearer to any other ring in its set.

Rank 3

Each ring now possesses a 2 Arcane rating (applies ONLY to the ring, and NOT to its wearer), and will self-destruct and notify the wearers of the other rings in its set if any attempt is made to forcibly remove it from the finger of its rightful wearer.

Rank 4

Each ring now allows telepathic communication with the wearers of other rings in its set. Wearers of these rings may choose to focus magical powers (Fae cantrips, Kindred disciplines [yes, including blood magic], Garou gifts, etc.) through any ring in the set, so long as other qualifications of casting are met.

Rank 5

Each ring allows its wearer to teleport instantaneously to any one other ring in its set. This ability may only be used once per 24 hour period. Rings which have been endowed with this level of enchantment will only break at the will of their wearers (removing the liability of natural breakage after 6-18 months; of course, stronger magic can negate this added strength).

Rank 6

This ritual enriches and enhances the telepathic bonds allowed by the Rank 4 ritual of this series. Rings with this ritual in place may be used to communicate with any number of others in ring sets at a time, superceding the one-ring-use-per-action rule of the series. In fact, wearers who are included in more than one set of rings may even choose to participate in such conversations with each of their ring sets in the same round.