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The Sigil Mal at Riess- An initiation and construct of Sorcery in the [[Jeweled_Amber]] game.  
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The Sigil Mal at Riess- An initiation and construct of Sorcery in the [[Jeweled_Amber]] game.  
  
 
==Mal at Riess==
 
==Mal at Riess==
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==='''Advantages and Disadvantages of the Sigil===
 
==='''Advantages and Disadvantages of the Sigil===
 
   
 
   
'''Advantages to Mal at Riess sorcery.'''
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*'''Advantages to Mal at Riess sorcery.'''
  
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It is a fairly easy way to begin learning Sorcery.  A person with Human or Chaos level Psyche can manage complicated sorcery. Practitioners with Human or Chaos Psyche and Endurance can easily use Mal at Riess powered spells.  They are far less powerful then those of pattern or Logrus level but are not to be disregarded in a fight.  Despite the lack of inherent power levels a well used spell can be just as dangerous.
  
*It is a fairly easy way to begin learning Sorcery.  A person with Human or Chaos level Psyche can manage complicated sorcery. Practitioners with Human or Chaos Psyche and Endurance can easily use Mal at Riess powered spells.  They are far less powerful then those of pattern or Logrus level but are not to be disregarded in a fight.  Despite the lack of inherent power levels a well used spell can be just as dangerous.
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There is little to no danger in assaying the Sigil.  It does not have the dangers of Broken Pattern or Pattern sorcery.
*There is little to no danger in assaying the Sigil.  It does not have the dangers of Broken Pattern or Pattern sorcery.
 
*While an initiate of the Sigil can not shadow-walk in a manner similar to Pattern adapts the bearer of a Sigil imprint can sense the direction of other Sigils and may follow paths though shadow toward them.  In time and with practice they can learn which version of the sigil is where.
 
*One of the greatest advantages to the Riess, and one reason higher order sorcerers take it, is that spells hung on a Riess rack do not degrade in the same manner as other High order initiations. This causes their spells to be called "rugged".  Spells on a Mal at Riess rack do not deteriorate.  The stability of a spell frame is a strong advantage and why many high order sorcerers of other initiations often assay the Mal at Riess to hang less power oriented spells.  Spells that function without a need to attack other power sources do well.  Spells such as invisibility, Ease-drop, Long Eye, Levitate, fly, and transmute non-magical items can be hung and left indefinitely on a Mal at Riess frame.
 
  
'''Disadvantages to Mal at Riess Sorcery.'''
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While an initiate of the Sigil can not shadow-walk in a manner similar to Pattern adapts the bearer of a Sigil imprint can sense the direction of other Sigils and may follow paths though shadow toward them.  In time and with practice they can learn which version of the sigil is where.
  
*A sorcerer can rack 12 or more spells on a pattern rack.  The Mal at Riess practitioner rack may contain 4 to 6 spells. A Master's rack can hold 8.
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One of the greatest advantages to the Riess, and one reason higher order sorcerers take it, is that spells hung on a Riess rack do not degrade in the same manner as other High order initiations. This causes their spells to be called "rugged"Spells on a Mal at Riess rack do not deteriorate. The stability of a spell frame is a strong advantage and why many high order sorcerers of other initiations often assay the Mal at Riess to hang less power oriented spells. Spells that function without a need to attack other power sources do well.  Spells such as invisibility, Ease-drop, Long Eye, Levitate, fly, and transmute non-magical items can be hung and left indefinitely on a Mal at Riess frame.  
*The Sigil is a lesser initiation, and while its spells may be considered rugged for the sake of use and longevity the inscription on the user can be erased in many ways.  
 
*sigil holder, having walked a higher order initiation such as the pattern, mark, or Logrus, for the first time will have their Mal at Riess wiped away but they may retake it and reinstall the sigil. A master, having created an inscription of the sigil of his own, will not have his imprint removed by taking a higher initiation but there are sometimes complications between the two imprint.
 
*Mal at Riess and trump artistry work well together for communication but not for transportation.  Also, after a trump conversation both communicants have headaches only lessened by their Psyche.  
 
  
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*'''Disadvantages to Mal at Riess Sorcery.'''
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A sorcerer can rack 12 or more spells on a pattern rack.  The Mal at Riess practitioner rack may contain 4 to 6 spells. A Master's rack can hold 8. 
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The Sigil is a lesser initiation, and while its spells may be considered rugged for the sake of use and longevity the inscription on the user can be erased in many ways.  When a wearer of the sigil, and not yet a master having created a sigil inscription, assays the broken pattern or the Pattern, or the Logrus for that matter, the sigil is erased.  A master, having created an inscription of the sigil of his own, will not have his imprint removed by taking a higher initiation but there are sometimes complications between the two imprint.
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Mal at Riess and trump artistry work well together for communication but not for transportation.  Also, after a trump conversation both communicants have headaches only lessened by their Psyche.
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'''Transfer of the Sigil's Mastery'''
 
'''Transfer of the Sigil's Mastery'''
  
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*Channel Power for Attack.  Raw power can be channeled to act as primal assaults to the level of the wielder's psyche
 
*Channel Power for Attack.  Raw power can be channeled to act as primal assaults to the level of the wielder's psyche
  
*'''Mal at Riess Tattoos'''
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*'''Mal at Riess Tattoos'''''
  
 
One of the common uses of Mal at Riess sorcery is the creation of tattoos of power.  
 
One of the common uses of Mal at Riess sorcery is the creation of tattoos of power.  
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==='''''Mal at Reiss Imprint'''''===
 
==='''''Mal at Reiss Imprint'''''===
*Imprint-10 pips.  2 to 8 spells depending on power level
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*Imprint-15 pips
*Advanced Imprint 20 pips.  5 to 15 spells depending on power level
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*Advanced Imprint 30 pips
*Master Level Imprint-40 pips.  Must assay the Sigil in [[Cogswell Manor]]9 to 18 spells depending on power level.
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*Master Level Imprint-60 pips.  Must assay the Sigil in [[Cogswell Manor]]
*Sigil Master-80pips.  Must have Master Level Imprint, and create a Mal at Riess construct.
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*Sigil Master-90pips.  Must have Master Level Imprint, and create a Mal at Riess construct

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