Difference between revisions of "Enchant Talisman"
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− | This ritual is the first taught to most Tremere once they have attained mastery of their first path. Create Talisman allows the thaumaturge to enchant a personal magical item (the fabled wizards staff) to act as an amplifier of her will and thaumaturgical might. A Tremere's talisman is a great source of personal pride, and any insult dir5ected against a talisman is an insult at the thaumaturge herself. Many talismans are laden with additional rituals (such as every ward known to the thaumaturge). The physical appearance of a talisman varies, but it must be a rigid object close to a yard long. Swords and walking sticks are the most common talismans, but some innovative or eccentric Tremere have enchanted violins, shotguns, pool cues and classroom pointers. | + | This ritual is the first taught to most Tremere once they have attained mastery of their first path. Create Talisman allows the thaumaturge to enchant a personal magical item (the fabled wizards staff) to act as an amplifier of her will and thaumaturgical might. A Tremere's talisman is a great source of personal pride, and any insult dir5ected against a talisman is an insult at the thaumaturge herself. Many talismans are laden with additional rituals (such as every ward known to the thaumaturge). The physical appearance of a talisman varies, but it must be a rigid object close to a yard long. Swords and walking sticks are the most common talismans, but some innovative or eccentric Tremere have enchanted violins, shotguns, pool cues and classroom pointers. |
− | '''System:''' This ritual requires six hours per night for one complete cycle of the moon, beginning and ending on the new moon. Over this time, the thaumaturge carefully prepares her talisman, carving it with Hermetic runes that signify her True Name and the sum total of her thaumaturgical knowledge. The player spends one blood point per night and makes an extended roll of Intelligence + Occult (difficulty 8), one roll per week. If a night's work is missed or if the four rolls do not accumulate at least 20 net successes, the talisman is ruined and the process must be begun again. | + | |
− | A completed talisman gives the thaumaturge several advantages. When the character is holding the talisman, the difficulty of all magic or Magick that targets her is increased by one. The player receives two extra dice when rolling for uses of the character's primary path, and one extra die when rolling for the character's ritual castings. If the talisman is used as a weapon, it gives the player an additional die to roll to hit. If the thaumaturge is separated from her talisman, a successful Perception + Occult roll (difficulty 7) gives her its location. | + | '''System:''' This ritual requires six hours per night for one complete cycle of the moon, beginning and ending on the new moon. Over this time, the thaumaturge carefully prepares her talisman, carving it with Hermetic runes that signify her True Name and the sum total of her thaumaturgical knowledge. The player spends one blood point per night and makes an extended roll of Intelligence + Occult (difficulty 8), one roll per week. If a night's work is missed or if the four rolls do not accumulate at least 20 net successes, the talisman is ruined and the process must be begun again. |
− | If a talisman is in the possession of another individual, it gives that individual three additional dice to roll when using any form of magic or magick against the talisman's owner. At the Storyteller's discretion, rituals that target the thaumaturge and use her talisman as a physical component may have greatly increased effects. | + | |
+ | A completed talisman gives the thaumaturge several advantages. When the character is holding the talisman, the difficulty of all magic or Magick that targets her is increased by one. The player receives two extra dice when rolling for uses of the character's primary path, and one extra die when rolling for the character's ritual castings. If the talisman is used as a weapon, it gives the player an additional die to roll to hit. If the thaumaturge is separated from her talisman, a successful Perception + Occult roll (difficulty 7) gives her its location. | ||
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+ | If a talisman is in the possession of another individual, it gives that individual three additional dice to roll when using any form of magic or magick against the talisman's owner. At the Storyteller's discretion, rituals that target the thaumaturge and use her talisman as a physical component may have greatly increased effects. | ||
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A thaumaturge may only have one talisman at a time. Ownership of a talisman may not be transferred - each individual must create her own. | A thaumaturge may only have one talisman at a time. Ownership of a talisman may not be transferred - each individual must create her own. | ||
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''Errata: The first writeup of this ritual allowed the caster to spend one willpower per roll (total of 4), and we have continued that tradition when creating our talismans.'' | ''Errata: The first writeup of this ritual allowed the caster to spend one willpower per roll (total of 4), and we have continued that tradition when creating our talismans.'' |
Revision as of 14:55, 13 January 2014
This ritual is the first taught to most Tremere once they have attained mastery of their first path. Create Talisman allows the thaumaturge to enchant a personal magical item (the fabled wizards staff) to act as an amplifier of her will and thaumaturgical might. A Tremere's talisman is a great source of personal pride, and any insult dir5ected against a talisman is an insult at the thaumaturge herself. Many talismans are laden with additional rituals (such as every ward known to the thaumaturge). The physical appearance of a talisman varies, but it must be a rigid object close to a yard long. Swords and walking sticks are the most common talismans, but some innovative or eccentric Tremere have enchanted violins, shotguns, pool cues and classroom pointers.
System: This ritual requires six hours per night for one complete cycle of the moon, beginning and ending on the new moon. Over this time, the thaumaturge carefully prepares her talisman, carving it with Hermetic runes that signify her True Name and the sum total of her thaumaturgical knowledge. The player spends one blood point per night and makes an extended roll of Intelligence + Occult (difficulty 8), one roll per week. If a night's work is missed or if the four rolls do not accumulate at least 20 net successes, the talisman is ruined and the process must be begun again.
A completed talisman gives the thaumaturge several advantages. When the character is holding the talisman, the difficulty of all magic or Magick that targets her is increased by one. The player receives two extra dice when rolling for uses of the character's primary path, and one extra die when rolling for the character's ritual castings. If the talisman is used as a weapon, it gives the player an additional die to roll to hit. If the thaumaturge is separated from her talisman, a successful Perception + Occult roll (difficulty 7) gives her its location.
If a talisman is in the possession of another individual, it gives that individual three additional dice to roll when using any form of magic or magick against the talisman's owner. At the Storyteller's discretion, rituals that target the thaumaturge and use her talisman as a physical component may have greatly increased effects.
A thaumaturge may only have one talisman at a time. Ownership of a talisman may not be transferred - each individual must create her own.
Errata: The first writeup of this ritual allowed the caster to spend one willpower per roll (total of 4), and we have continued that tradition when creating our talismans.