Difference between revisions of "Minor Gift"

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Level 3 Thaumaturgy, based on Spiritual Hermeticism.
 
Level 3 Thaumaturgy, based on Spiritual Hermeticism.
  
This ritual taps the world of the least of spirits, those creatures who's awareness and individuality is hardly more than that of the creatures or ideas they represent.  Minor animal spirits, the basest of elementals, and a few ephemera (idea spirits such as those representing war, pain, love, art, chess, etc.) qualify.  The ritual allows the caster to tap a specific spirit's abilities, allowing access to a charm based on the spirit's nature:  It might alter movement, making the caster faster (the long bounding strides of a deer), quieter (mouse), the blending ability of a chameleon, or temporarily add a relevant specialty in the case of ephemera, even if the caster's skill level is not normally great enough to possess a specialty in the relevant ability.
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This ritual taps the world of the least of spirits, those creatures who's awareness and individuality is hardly more than that of the creatures or ideas they represent.  Minor animal spirits, the basest of elementals, and a few ephemera (idea spirits such as those representing war, pain, love, art, chess, etc.) qualify.  The ritual allows the caster to tap a specific spirit's abilities, allowing access to a charm based on the spirit's nature:  It might alter movement, making the caster faster (the long bounding strides of a deer), quieter (mouse), the blending ability of a chameleon, or temporarily add a relevant speciality in the case of ephemera, even if the caster's skill level is not normally great enough to possess a speciality in the relevant ability.
  
 
'''System:'''  This ritual takes 1/2 hour to cast, and the target spirit must remain within sight during casting.  While casting, the caster must carry specially prepared items and dress in regalia appropriate to the spirit, and focus his will on some activity important to it.  Spirits with any concept of their own individuality cannot be affected against their will, and consent will usually come with a relatively high price, as the spirit basically gets nothing from the deal, though some ephemera might appreciate what is done with their gifts, and thus gain essence from it.  The exact effects are up to the Storyteller, typically a gift entails two dice or one difficulty, one die on a single virtue, or one specialty.
 
'''System:'''  This ritual takes 1/2 hour to cast, and the target spirit must remain within sight during casting.  While casting, the caster must carry specially prepared items and dress in regalia appropriate to the spirit, and focus his will on some activity important to it.  Spirits with any concept of their own individuality cannot be affected against their will, and consent will usually come with a relatively high price, as the spirit basically gets nothing from the deal, though some ephemera might appreciate what is done with their gifts, and thus gain essence from it.  The exact effects are up to the Storyteller, typically a gift entails two dice or one difficulty, one die on a single virtue, or one specialty.

Latest revision as of 19:50, 23 October 2014

Jamie's Esoterica

Level 3 Thaumaturgy, based on Spiritual Hermeticism.

This ritual taps the world of the least of spirits, those creatures who's awareness and individuality is hardly more than that of the creatures or ideas they represent. Minor animal spirits, the basest of elementals, and a few ephemera (idea spirits such as those representing war, pain, love, art, chess, etc.) qualify. The ritual allows the caster to tap a specific spirit's abilities, allowing access to a charm based on the spirit's nature: It might alter movement, making the caster faster (the long bounding strides of a deer), quieter (mouse), the blending ability of a chameleon, or temporarily add a relevant speciality in the case of ephemera, even if the caster's skill level is not normally great enough to possess a speciality in the relevant ability.

System: This ritual takes 1/2 hour to cast, and the target spirit must remain within sight during casting. While casting, the caster must carry specially prepared items and dress in regalia appropriate to the spirit, and focus his will on some activity important to it. Spirits with any concept of their own individuality cannot be affected against their will, and consent will usually come with a relatively high price, as the spirit basically gets nothing from the deal, though some ephemera might appreciate what is done with their gifts, and thus gain essence from it. The exact effects are up to the Storyteller, typically a gift entails two dice or one difficulty, one die on a single virtue, or one specialty.

The ritual roll determines the length of time the bond lasts;
1 success: 1 round or 1 extended action up to 5 minutes
2 successes: one scene
3 successes: one hour
4 successes: 3 hours
5+ successes: Until the following sunrise or sunset.


Part of the Spiritual Commune Series