Illuminate the Higher Mind
Rules
Day Magnitude 3
Performing the Ritual
Performing this ritual takes at least 2 minutes of roleplaying. This ritual targets a character, who must be present throughout. The target character must have the magician skill.
This ritual is an enchantment. A target may only be under one enchantment effect at a time.
Effects
The target gains the ability to cast one spell as if they knew it. The spell is chosen during the ritual, and must be known to at least one character who contributes to the performance.
The effect lasts until the start of the next Profound Decisions Empire event.
Additional Targets
This ritual can affect additional characters from the same coven. Every two additional characters increase the magnitude by 3. Additional characters must have the magician skill and be present throughout; each target receives the ability to cast the same spell.
Description
Illuminate the Higher Mind provides spellcasting ability. Like Ascendance of the Highest Mind and Transcendent Mastery imprints precise knowledge of how the incantation is performed, it's effect and limitations, into the mind of the target. By using that knowledge they can perform the spell 'by rote'.
It is very useful for allowing a coven to expand their versatility; a common use is to allow members to perform useful spells such as heal or purify that might be useful in a coming battle. It's use is not limited to coven-mates however; some covens and magicians make a point of mastering as many incantations as possible, selling the ability to perform a useful spell to other magicians. For example, a coven might temporarily teach a band of Dawnish war-witches how to perform the venom spell when they must face an army of husks, or to give a Navarr magician-messenger the ability to perform the night pouch incantation to help them conceal valuable documents.
While it is often used by a coven, it is a simple enough ritual that a single scholar of Day magic might perform it; it might even be improvised if there is enough need. It is slightly more useful to a coven merely because there is likely to be a larger number of spells available among the contributors.
Common Elements
The ritual usually involves a symbolic transfer of knowledge between the character or characters who know the chosen spell, and the recipients. Often this mimics the master/apprentice or student/teacher relationships, and sometimes it involves the casting of the invocation to be taught.
Tokens marked with the rune Aesh may change hands, and there may be a symbolic (or very real) payment between student and teacher, especially in a Freeborn or League ritual. The Navarr may enact a merging or exchange of blood, but they are as likely to pass written scrolls from one to another.
In Varushka this ritual often involves a spoken oath from the recipient to use the spell granted responsibly; an oath which is often taken very seriously by the magician who is the source of the spell knowledge. Among Imperial orc warcasters a combination of copying the incantation down and an oath to use the spell for the good of the legion may be combined (often overseen by an oathwright). Some Imperial orcs ritualists call on an ancestor to inspire the target with the chosen spell, but this is rarely attemped unless the target is a shaman. In a similar way, some Highborn magisters seek to inspire their target so that one of their past lives may awaken enough to let them channel the chosen spell.