Untitled - The Secrets of the Mind & Body Shaping
Untitled - The Secrets of the Mind & Body Shaping
Untitled - The Secrets of the Mind & Body Shaping
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some levels are set aside for Penetration.<br />
As <strong>the</strong> charms are built into <strong>the</strong> effect at<br />
creation, <strong>the</strong> effect cannot affect a target<br />
that is not covered by <strong>the</strong> charms, unlike<br />
a spell using charms, which merely loses<br />
<strong>the</strong> bonus. <strong>The</strong> trigger action must also<br />
incorporate <strong>the</strong>se charms, so <strong>the</strong> effect<br />
cannot have an environmental or linked<br />
trigger, though <strong>the</strong> maga may still restrict<br />
who can use <strong>the</strong> device.<br />
Example: Mari Amwithig’s parens builds<br />
her an enchanted fl ute with several invested effects<br />
using Symbolic Magic. One <strong>of</strong> <strong>the</strong>m is an effect<br />
that allows her to speak with animals (InAn20).<br />
This incorporates three charms: “this animal can<br />
fl y” (aspect), “dark” (aspect), and “one hears<br />
only what one wants to hear” (adage), which<br />
gives him a +10 bonus to his Lab Total (three<br />
charms and two different categories, doubled).<br />
This limits <strong>the</strong> effect to dark animals that can fl y,<br />
and nei<strong>the</strong>r she nor <strong>the</strong> animal will hear something<br />
<strong>the</strong>y do not wish to hear. If she has an Arcane<br />
Connection to <strong>the</strong> animal, she receives a +3 bonus<br />
to her Penetration Multiplier. To activate <strong>the</strong> fl ute,<br />
she must play a song about fl ying, darkness, and<br />
hearing what one wants to hear.<br />
A maga with this Virtue can also<br />
add charm bonuses to her talisman. Like<br />
attuning it to an effect associated with its<br />
shape or material, <strong>the</strong> maga can modify<br />
her talisman to act as a charm in particular<br />
circumstances, increasing her Casting<br />
Total whenever those circumstances<br />
apply, as with Charm Magic. A talisman<br />
may be attuned to as many charms as she<br />
likes, but only one charm may be attuned<br />
each season, and no more charms than<br />
her score in Faerie Magic may be incorporated<br />
into a single effect.<br />
A maga with Symbolic Magic may<br />
design permanent charms that o<strong>the</strong>r characters<br />
may use, creating symbolic representations<br />
or integrating <strong>the</strong> effects<br />
<strong>of</strong> Arcadian Travel or Story Magic into<br />
objects that characters without those<br />
Mysteries can carry. <strong>The</strong> wielder activates<br />
<strong>the</strong> charm instead <strong>of</strong> <strong>the</strong> maga who<br />
designed it, and so must spend <strong>the</strong> necessary<br />
Confi dence Point, or concentrate<br />
upon <strong>the</strong> trod’s destination, when <strong>the</strong><br />
charm is used.<br />
Finally, <strong>the</strong> maga gains <strong>the</strong> ability to<br />
design ritual spells that use a new Symbol<br />
Range, Duration, and Target, described<br />
below. Each ritual requires that she make<br />
a symbolic representation that identifi es<br />
Mystery Cults<br />
Symbol Range, Duration, & Target<br />
Symbol (Range): You can affect<br />
something represented by a symbol as<br />
if you had an Arcane Connection to<br />
it, essentially allowing you to create<br />
an Arcane Connection to your target.<br />
This spell must be a ritual, but is o<strong>the</strong>rwise<br />
equivalent to Arcane Connection<br />
range. If <strong>the</strong> symbol does not uniquely<br />
describe <strong>the</strong> target, <strong>the</strong> spell fails, since<br />
an Arcane Connection must be specifi<br />
c to a single target (unless cast with<br />
Target: Symbol).<br />
Symbol (Duration): <strong>The</strong> effect lasts<br />
as long as <strong>the</strong> symbol does (and <strong>the</strong> symbol<br />
must be a physical object, so that<br />
a poem or song, for example, must be<br />
written down). If <strong>the</strong> symbol is broken,<br />
<strong>the</strong> target through at least three different<br />
charms (this requires Faerie Magic 3 and<br />
a Characteristic + Ability roll against an<br />
Ease Factor <strong>of</strong> 12 to design <strong>the</strong> symbol).<br />
For example, a portrait designed to affect<br />
<strong>the</strong> Faerie Queen <strong>of</strong> Irencillia at Symbol<br />
Range might include a “queen” (character)<br />
charm, a “winter” (event) charm, and a<br />
“faerie” (character) charm. To use Symbol<br />
Range, Duration, and Target toge<strong>the</strong>r in<br />
one spell would require a total <strong>of</strong> nine<br />
charms (requiring Faerie Magic 9).<br />
If any <strong>of</strong> <strong>the</strong> charms do not apply<br />
when <strong>the</strong> ritual is cast, <strong>the</strong> spell fails; if any<br />
<strong>of</strong> <strong>the</strong> conditions associated with <strong>the</strong>se<br />
charms cease to apply while <strong>the</strong> spell is<br />
still active, <strong>the</strong> effect ends immediately.<br />
Each use <strong>of</strong> a symbol requires a<br />
unique ritual spell. However, if <strong>the</strong> charms<br />
are described broadly enough, <strong>the</strong> same<br />
ritual can be used again in different circumstances.<br />
For example, <strong>the</strong> ritual spell<br />
described above could affect a human<br />
queen with faerie blood when cast in<br />
winter, so long as new “queen,” “winter,”<br />
and “faerie” charms were fashioned to<br />
identify her.<br />
Heirs to Merlin<br />
At <strong>the</strong> inauguration <strong>of</strong> House Ex<br />
Miscellanea in 817, <strong>the</strong>re was a great<br />
party <strong>of</strong> non-Hermetic wizards from <strong>the</strong><br />
British Isles who accompanied Pralix to<br />
99<br />
erased, falls apart, dies, or is o<strong>the</strong>rwise<br />
damaged, <strong>the</strong> spell ends. If <strong>the</strong> target<br />
changes so that any <strong>of</strong> <strong>the</strong> qualities <strong>of</strong><br />
<strong>the</strong> symbol no longer apply, <strong>the</strong> spell is<br />
interrupted, but <strong>the</strong> effects return once<br />
<strong>the</strong>se qualities are true again — unlike<br />
<strong>the</strong> Until (Condition) Duration, this<br />
effect can outlive <strong>the</strong> caster. It is <strong>the</strong><br />
same level as Year, and requires a ritual<br />
to cast.<br />
Symbol (Target): You affect all targets<br />
represented by <strong>the</strong> symbol within<br />
range <strong>of</strong> <strong>the</strong> spell. It is calculated at<br />
<strong>the</strong> same level as Boundary, though it is<br />
essentially a large Group, and modifi ers<br />
according to <strong>the</strong> size <strong>of</strong> <strong>the</strong> target apply.<br />
It must be cast as a ritual.<br />
<strong>the</strong> Rhineland and participated in her<br />
welcoming ceremony as <strong>the</strong> thirteenth<br />
House. Among <strong>the</strong>se were a Welsh seer<br />
named Emrys and his six-year-old son<br />
Ambrosius. Emrys had forseen that his<br />
son would die while still a child, but made<br />
a pact with <strong>the</strong> faeries <strong>of</strong> his homeland to<br />
trade his own life instead. He had long<br />
served as a magical advisor to a faerie<br />
court, and by order <strong>of</strong> <strong>the</strong> faerie king he<br />
was granted a stay <strong>of</strong> seven years and a<br />
day (<strong>the</strong> remaining time his son would<br />
have lived) to see to <strong>the</strong> boy’s future<br />
before taking his place in <strong>the</strong> Halls <strong>of</strong> <strong>the</strong><br />
Dead.<br />
Emrys was interested in his son’s joining<br />
House Merinita: at <strong>the</strong> same Tribunal<br />
that Emrys swore <strong>the</strong> Oath, Quendalon<br />
announced his House’s new dedication to<br />
Faerie. <strong>The</strong> jewel-eyed Primus listened to<br />
<strong>the</strong> seer’s story, accepted his charge, and<br />
took <strong>the</strong> boy back with him to Irencillia.<br />
Emrys went with <strong>the</strong>m, remaining long<br />
enough to see his son settled and formally<br />
adopted as Quendalon’s apprentice, before<br />
returning to Wales to face his end. It was<br />
said that afterward, those with Second<br />
Sight could sometimes see <strong>the</strong> spirit <strong>of</strong><br />
Emrys watching over <strong>the</strong> boy during <strong>the</strong><br />
summer months.<br />
Ambrosius <strong>of</strong> Merinita obviously had<br />
strong faerie heritage (his mo<strong>the</strong>r was a<br />
faerie enchantress, or so it was said) and<br />
had already demonstrated signs <strong>of</strong> potent<br />
supernatural abilities before Quendalon