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They experience the following [[roleplaying effect]]; whenever you experience an emotion, you experience it far more strongly than normal. You switch between one extreme emotion and another freely and without restraint. You are much more likely to question anything that restrains your behaviour, whether it is a law, an expectation of society, or a sign that says 'no entry' on it. You may respond to any roleplaying effect that attempts to dampen your expression of emotions, or to create feelings of calm, clarity or tranquility, with an exuberant, passionate burst of emotion such as anger, happiness or enthusiasm.
They experience the following [[roleplaying effect]]; whenever you experience an emotion, you experience it far more strongly than normal. You switch between one extreme emotion and another freely and without restraint. You are much more likely to question anything that restrains your behaviour, whether it is a law, an expectation of society, or a sign that says 'no entry' on it. You may respond to any roleplaying effect that attempts to dampen your expression of emotions, or to create feelings of calm, clarity or tranquility, with an exuberant, passionate burst of emotion such as anger, happiness or enthusiasm.


The enchantment can be removed by an [[Religious skills#Exorcism|exorcism]] ceremony regardless of strength. An [[Religious skills#Anointing|anointing]] ceremony with a strength of 2 or higher will replace (and end) this enchantment. The aura is not visible to a character using the [[Religious skills#Insight|insight]] ceremony
The enchantment can be removed by an [[Religious skills#Exorcism|exorcism]] ceremony regardless of strength. An [[Religious skills#Anointing|anointing]] ceremony with a strength of 2 or higher will replace (and end) this enchantment. The aura is not visible to a character using the [[Religious skills#Insight|insight]] ceremony.


{{Day Duration}}
{{Day Duration}}

Revision as of 13:07, 11 May 2014

Rules

Night Magnitude 2

Performing the Ritual

Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout.

This ritual is an enchantment. A target may only be under one enchantment effect at a time.

Effects

At the conclusion of the ritual, the target is infused with an aura of passionate energy.

They experience the following roleplaying effect; whenever you experience an emotion, you experience it far more strongly than normal. You switch between one extreme emotion and another freely and without restraint. You are much more likely to question anything that restrains your behaviour, whether it is a law, an expectation of society, or a sign that says 'no entry' on it. You may respond to any roleplaying effect that attempts to dampen your expression of emotions, or to create feelings of calm, clarity or tranquility, with an exuberant, passionate burst of emotion such as anger, happiness or enthusiasm.

The enchantment can be removed by an exorcism ceremony regardless of strength. An anointing ceremony with a strength of 2 or higher will replace (and end) this enchantment. The aura is not visible to a character using the insight ceremony.

The effect lasts until the end of the next battle, skirmish or quest the character participates in; or until the end of the current event, whichever is sooner.

Additional Targets

This ritual can affect additional characters from the same band. Each additional character increases the magnitude by 1. Additional characters must be present throughout.

Description

This ritual creates a powerful aura on the characters who participate in it. It is often described as being similar to being under the influence of certain narcotics. For the most part, the aura encourages joyful, positive behaviour - but it is just as likely to send an incautious person into a spiral of sadness and despair, or drive someone with repressed anger into a violent outburst. Some individuals relish the way the enchantment encourages them to question convention, or encourage them to indulge in their pleasures without worrying about the consequences until the next day.

Some students of Night magic view this ritual as an expensive narcotic to offer to the jaded and the bored, or to "help a party go with a bang". Others of a more mystical bent consider this enchantment to be a spiritual experience designed to free the mind from imposed restraints, or to achieve a cathartic release of pent-up frustrations. They view using this ritual 'for fun' as being an abuse of something much better suited to helping people explore philosophical truths about freedom and responsibility.

The enchantment can be emotionally and physically exhausting. Regardless of whether it is being used to explore philosophical concepts or simply for fun, it is usually cast at night to restrict the potential duration. On a few are occasions, subjects have made themselves very ill indeed by forgetting to eat or drink while filled with enthusiasm and in the grip of powerful emotions.

Common Elements

this ritual often involves a symbolic 'freeing' of the target from chains or bonds. Narcotics are a common element, as is the consumption of strong drink or herbal preparations. Fires that are stoked and made brighter, or music and dance that begins quietly and becomes faster and more exhuberant, are also regular components of this ritual.,

The rune Zorech is unsurprisingly a common element.