Vitality of Rushing Water
(Created page with "==Rules== {{Season|Spring|12}} ===Performing the Ritual=== {{Casting time|2}} The ritual targets a character who must be present throughout. {{enchantment}} ===Effects=== T...") |
m (→Effects) |
||
Line 14: | Line 14: | ||
* The target is under a [roleplaying effect]]: they feel healthy, vital and full of energy. They also have a greatly increased appetite, feeling the need for significantly more food and drink than they might normally require. | * The target is under a [roleplaying effect]]: they feel healthy, vital and full of energy. They also have a greatly increased appetite, feeling the need for significantly more food and drink than they might normally require. | ||
{{Day Duration}} | |||
===Additional Targets=== | ===Additional Targets=== |
Revision as of 14:56, 11 March 2013
Rules
Spring Magnitude 12
Performing the Ritual
Performing this ritual takes at least 2 minutes of roleplaying. The 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
This ritual has three effects:
- The target gains an additional rank of the fortitude skill.
- When the target is under the effect of venom, their bleed time is reduced by three minutes instead of being reduced to zero. If they possess the unstoppable skill they can use it normally while subject to venom.
- The target is under a [roleplaying effect]]: they feel healthy, vital and full of energy. They also have a greatly increased appetite, feeling the need for significantly more food and drink than they might normally require.
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 who are part of the same banner. Each additional character increases the magnitude by 9. Additional characters must be present throughout the ritual.
Description
The supernatural vitality offered by this ritual helps a seriously injured person cling to life, but it's real benefit lies in the way it helps to survive exposure to supernatural venom. It is a powerful protection when facing enemies who employ tactics that include venom, such as the Druj or the Navarr, or creatures whose presence or attacks can be dangerously toxic such as hydras or plaguewulfs.
The Vitality of Rushing Water offers some protection to even the weakest constitution, but it is increasingly effective the tougher the subject is to start with. The protection can be further enhanced through the use of potions or items such as the Ivory Aketon, Boarskin Vest or Pilgrim's Shield.
In some circles this ritual is called The Mark of Abraxus, after the Abraxus Stone.
Common Elements
As with many enchantments, ritualists often mark the targets of the ritual in some way. Common elements include shared consumption of a drink or herbal preparation; painting a rune or symbol on the face or chest of the target; or securing a woven woven favour, braid or protective amulet to the target. Branches or leaves from hardy plants or those associated with good health, such as the oak, ivy or mistletoe, are sometimes woven together and worn on the head or wrists or in the hair; amber or even ambergelt jewelry might also be used to signify the protection offered by the ritual.
The idea of washing or purifying is another element that works well with this ritual. Fresh and salt water alike have resonance with a ritual designed to offer protection from dangerous impurities. Some ritualists perform a ceremonial washing of hands, while more vigorous rituals might involve pouring water over the head of the targets.
Evocations of runes such as Bravash, Rhyv, Feresh or Cavul are all common, as is the constellation of The Fountain; a scene involving The Doctor or The Witch; or the strength and vitality of potent creatures such as hydras, boars or bears.