Hearthfire Circle
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===Effects=== | ===Effects=== | ||
At the completion of the ritual, all [[contributors]] recover all lost hits. Each limb crippled by [[Combat#IMPALE|impale]] or [[Combat#CLEAVE|cleave]] is restored, and the effect of [[Magic overview#VENOM|venom]] is removed from each contributor. | At the completion of the ritual, all [[Magic overview#Contributors|contributors]] recover all lost hits. Each limb crippled by [[Combat#IMPALE|impale]] or [[Combat#CLEAVE|cleave]] is restored, and the effect of [[Magic overview#VENOM|venom]] is removed from each contributor. | ||
==Description== | ==Description== |
Revision as of 23:03, 8 March 2013
Rules
Spring Magnitude 6
Performing the Ritual
Performing this ritual takes at least 2 minutes of roleplaying.
Effects
At the completion of the ritual, all contributors recover all lost hits. Each limb crippled by impale or cleave is restored, and the effect of venom is removed from each contributor.
Description
This potent spell restores an individual, or more commonly an entire coven of spring magicians, to full health. It is an effective battlefield spell both for covens who risk danger to heal their allies, and for those who take the field to fight alongside the warriors of the Empire. While the ritual is useful to any magician, the magnitude reflects the fact that it is most effective when performed by a group of Spring ritualists working together and sharing the healing energy among themselves.
Like all such rituals that rely on the power of the coven bond to grant them additional potence, the effects of the ritual are greater the more members of the coven are present and able to participate fully in the performance.
Common Elements
This ritual is very old; in pre-Imperial times it was widely practiced by covens of many nations, especially among the Steinr, Marchers and the Varushka. The ritual often includes things that evoke or symbolise ideas of safety, home and the hearth. Consequently fires, wholesome food, drink and music are all common elements used in the performance of this ritual. Where food and drink are used, they are often passed from person to person among the coven-mates, sometimes in an intricate pattern reminiscent of a dance.
A coven of Marcher landskeepers might include a bushel of grain taken from the recent harvest, or even good beer made from the same; a circle of Hakima are likely to engage in drumming and singing together with favoured friends and families; a school of cabalists will share dark bread and honey; a League Troupe or band of mountebanks may repeat their coven oath and touch rings together to reinforce the strength provided by their guild; and a coven of Navarr vates are likely to use small amounts of blood or red paint to trace designs on the hands or faces of their companions.
The important thing is to reinforce the bond between members of the coven, and evoke healing power through such elements as the runes Rhyv, Cavul or even [{Queros]].
Overview
This table lists all the Spring magic rituals that are part of Imperial lore.
Ritual | Explanation | Magnitude |
---|---|---|
Blessing of New Spring | Increase wealth gained from a farm for three seasons and serves as a foundation for other farm rituals. | 2 |
Blood of the Hydra | Repairs ruined limbs. | 2 |
Hands of Sacred Life | Heal lost hits. | 2 |
Turns the Circle | Rots a body. | 4 |
Fan the Flame of New Life | Makes a couple fertile. | 6 |
Hearthfire Circle | Provides powerful healing to a patient. | 7 |
Call Down Lightning's Wrath | Lets a battle mage call STRIKEDOWN with a staff by casting an offensive spell. | 8 |
Chirurgeon's Healing Touch | Target gains two stay with me uses each day for a season. | 8 |
Churning Cauldron of Bravash | Creates new herbs. | 8 |
Merciless Wrath of the Reaver | Adds three ranks to a military unit that takes any independent action during the next season. | 8 |
Fountain of Life | Target can cast heal, purify and restore limb as if they knew them for a season. | 10 |
Rampant Growth | Grants additional money and herbs to the production of a forest. | 10 |
Touch of Vile Humours | Grants the ability to call VENOM with any weapon or implement once per day. | 11 |
Blood and Salt | Increases the amount of plunder gained by a fleet using the privateering action. | 12 |
Madyn's Gift | Creates new doses of realmsroot | 12 |
Unending Cascade of Blood's Fire | Grants a magician the ability to repeatedly use magical venom. | 14 |
Vitality of Rushing Water | Reduces the effectiveness of venom for a season. | 14 |
Skin of Bark, Blood of Amber | Target gains three ranks of endurance for a season. | 15 |
Anathemic Call of Bug and Briar | Curses a target and halves the production of their farm, forest or garden resource for a year. | 16 |
Irrepressible Monkey Spirit | Target gains two unstoppable or relentless uses each day for a season. | 17 |
Hands of the Healer | Target casts heal faster for a season. | 19 |
Fire in the Blood | Grants 1 rank of Spring lore, and additional prowess with venomous rituals for a season, at the cost of lasting venom. | 20 |
The Forest Remains | Grants two uses of SHATTER each day with a great weapon, for a season. | 22 |
Curse of Gangrenous Flesh | A year-long curse of venom. | 40 |
Foam and Spittle of the Furious Sea | Curses a coastal territory with terrible storms that harm navies and fleets. | 40 |
Regrow the Land's Heart | Replenishes a territory damaged by war or disaster | 40 |
The Dance of Navarr and Thorn | Extends or repairs trods. | 40 |
Thunderous Deluge | Curses a territory with catastrophic storms that harm businesses and farms. | 46 |
Fetid Breath of Teeming Plague | Allows the use of an area-of-effect venom call. | 50 |
Rising Roots that Rend Stone | Breaches a fortification on the battlefield. | 50 |
Rivers of Life | Curses a territory halving casualties suffered by campaign armies. | 50 |
Rivers Run Red | Curses a territory doubling casualties suffered by campaign armies. | 50 |
Mountain Remembers Its Youth | Curses a territory with tremors and clouds of poisonous gasses. | 60 |
Forge the Wooden Fastness | Creates a temporary supernatural fortification in wooded territory. | 100 |
Thunderous Tread of the Trees | Curses a territory, causing vegetation to become hostile and animate | 120 |
Hallow of the Green World | Enchants the Empire with power drawn from the Spring realm. | 210 |
This table lists all the Spring magic rituals that are part of Urizen lore
Ritual | Explanation | Magnitude |
---|---|---|
Good Green Oak | Grants one rank of endurance for a season | 6 |
Wellspring of the High Peak | Trades measures of ambergelt with an eternal to produce Spring vis | 6 |
A Goblet of Stars | Enchants a physick with the ability to use any healing herb as if it were true vervain | 8 |
Fountain's Bounty | Enchants a mana site to produce additional herbs, forest materials, and money | 12 |
Woven Strands of Life | Transforms a mana site into a herb garden for a season that receives additional production | 14 |