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− | === Sidebar: Not all truths are secret ===
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− | The World of Darkness has many unique phenomena that may be called Magic; which one was practised by King Solomon? The answer is Ceremonial Magic (see ''Second Sight''), but you should not feel prevented from giving (or adapting) the rituals to other magical traditions or even outright supernatural beings.
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− | === Compel Djinn (OO) ===
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− | Instant Action
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− | Cost 1 Willpower
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− | A Sorcerer who knows a Djinn’s true name or possesses its Anchor may give a Djinn commands. These commands simply cannot be disobeyed but the Djinn is free to twist their meaning at will.
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− | === Enchant Weapons (OO) ===
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− | Extended Action, 10 minutes per roll
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− | Cost: 1 Willpower
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− | A Sorcerer can enchant weaponry with an extended roll of Intelligence and the lower of Crafts and Occult. Enchanted weapons deal Aggravated damage to Djinn but otherwise have no benefits. It takes one success per point of Size and the enchantment lasts for Intelligence + Skill days. The enchantment must be on the part of the weapon that will connect with the Djinn. Mostly this means that you enchant bullets rather than guns.
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− | === Unravel the Working (OOO) ===
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− | Instant Action
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− | No Cost
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− | A Sorcerer who knows a Djinn’s true name or is in possession of their anchor can roll Wits + Occult to counter a Djinn’s Workings. This takes an Instant Action and the Sorcerer’s Successes deduct from the Djinn’s Successes. A sorcerer may declare they wish to unravel a Working at any point in a turn but this will use their Action for the turn.
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− | === Construct the Seal of Solomon (OOO or OOOOO) ===
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− | Extended Action, 1 minute per roll
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− | Cost: 1 Willpower per roll.
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− | A Sorcerer can turn any hollow container into a powerful prison for a Djinn. The Sorcerer rolls Intelligence and the lower of Crafts or Occult to create a prison. To trap a Djinn it must enter under its own power (and can do so regardless of size, as though the Seal of Solomon were an anchor) although deception, threats or even Compelling may be used to get the Djinn within.
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− | A Djinn may try to escape the prison with an extended Strength + Brawl or Intelligence + Occult roll. Either way it costs 1 Willpower per roll and the Djinn must exceed the Sorcerer’s successes on construction. Though a Djinn may gain more willpower while imprisoned (such as through rest) only the Willpower points they had when they entered the Seal may be used to try and escape.
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− | A Seal of Solomon must in some way have an opening: A basket or lamp probably just has a simple lid while a ring may have some clever mechanism. Once a Djinn is trapped, opening the Seal permanently breaks its power and frees the Djinn. It is usually advised that one secure an Oath before opening a Seal.
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− | If a Sorcerer takes the 5 dot version of this Ritual they may convert a Seal of Solomon into an Anchor. Once the Djinn is trapped the Sorcerer rolls an extended Intelligence + Occult – Naphsha. It again costs one point of Willpower per roll. Once the Sorcerer accumulates Successes equal to the Djinn’s Stability an Anchor is formed, breaking the Djinn’s link to their old Anchor if they had one. Aside from the benefits of possessing a Djinn’s Anchor, this will prevent a Djinn attempting to escape. The creation of an Anchor can take place at the same time as a Djinn’s escape attempt, perhaps leading to a desperate race between the two.
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− | Opening an Anchor will free a Djinn as normal but it will remain the Djinn’s anchor afterwards.
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| == Jaffar, Legendary Sorcerer == | | == Jaffar, Legendary Sorcerer == |
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