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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

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