Difference between revisions of "Warp Ward"
m (1 revision) |
|
(No difference)
|
Latest revision as of 19:10, 3 January 2014
Level 5 Thaumaturgy, based on Hermetic principles.
This subtle ritual is based on study of wards in general, and principles learned in study of Suppress Ward. It is designed to allow the thaumaturge to gain access to protected areas and objects without being affected by the protecting rituals. Effectively, it attunes the caster to the ward as if he had originally been included in its casting.
System: Hanging magics that can be affected are the same as those affected by the level 1 ritual Detect Ward. In addition, In order to successfully attune himself, the thaumaturge must have knowledge of the exact ritual he is attempting to warp.
The ritual is an extended roll (1 roll per hour for small 10' radius circles and localized wards, 1 additional hour per roll per additional 10' radius), and costs 3 of the caster's blood points per roll, which must be painted on in an attempt to change the underlying pattern of the ward itself. When the caster accumulates double the successes of the original caster, he has successfully attuned himself to the ward. If the roll fails, the caster is subject to the full effects of the ward, and looses all accumulated successes. If the roll is botched, the caster is immediately subject to double the normal effects of the ward, the owner of the ward is alerted to the tampering, and the caster must succeed in a courage roll at 8 to ever deal with this ward again in any way. This ritual may be used to attune another to a ward, at the cost of an item significant to or symbolic of the subject, as well as three points of the caster's blood per roll. A successful conclusion of the ritual mystically destroys all blood spent, but a failure leaves it splashed around in quite a mess... oops.
Part of the Ward Breaking Series