Difference between revisions of "Lure of Flames"
Jump to navigation
Jump to search
m |
|||
(2 intermediate revisions by 2 users not shown) | |||
Line 8: | Line 8: | ||
|cost= 1 Rouse Check | |cost= 1 Rouse Check | ||
|dicepool=Intelligence + Blood Sorcery | |dicepool=Intelligence + Blood Sorcery | ||
− | |system= | + | |system=Lure of Flames uses the following system: |
** Ingredients: A pound of charcoal dust. | ** Ingredients: A pound of charcoal dust. | ||
− | ** Process: The caster mixes the charcoal dust with his own Vitae in a bowl while chanting | + | ** Process: The caster mixes the charcoal dust with his own Vitae in a bowl while chanting during sunrise (which usually require a roll to avoid falling asleep), then she lets a single ray of sunlight in, which ignites the contents of the bowl and forces a Terror Frenzy roll (Difficulty 3). If the caster fails the Frenzy roll, the Ritual ends. If the caster does not enter Frenzy, they make the Ritual roll and continue chanting until the fire dies. The resulting ashes can be collected. Upon necessity, the vampire cuts her palm and grabs a fistful of ashes, concentrating on the fire that once was, calling back its spirit. Once complete, the cold flame will not manifest until the sorcerer opens her fist and channels, however long that takes. |
− | ** System: Each success on the ritual roll grants one use of the ashes | + | ** System: Each success on the ritual roll grants one use of the ashes, which conjure up a bright, cold flames on her palm. The flames do not harm the caster and give off no heat while held in the caster's hand. The caster may 'release' the flames with Composure + Occult. This counts as a Ranged attack with the effective range of a shotgun that deals Aggravated Damage equal to the margin with a +1 Damage modifier, +2 on a Critical Win. A Total Failure on the attack roll results in 2 Aggravated Health Damage, flames exploding in their hand, and must also resist a Terror Frenzy at Difficulty 2 Released flames are able to set items around ablaze, causing Fear Frenzy at Storyteller’s discretion. Fire created this way is treated as normal fire with no special properties. The ashes are potent until the following dawn, or until expended, whichever comes first. |
− | |duration= | + | |duration= |
|related= | |related= | ||
|author=[[User:Sharei|Sharei]] | |author=[[User:Sharei|Sharei]] | ||
|othercred= | |othercred= | ||
}} | }} |
Latest revision as of 09:28, 19 October 2021
Blood Sorcery Ritual •••
With this ritual, the sorcerer conjures an eerie flame in her palm that sheds light but offers no warmth and does not provoke frenzy in other vampires. When she releases it at a target within sight, however, it burns like any ordinary fire and is beyond her control.
- Cost: 1 Rouse Check
- Dice Pool: Intelligence + Blood Sorcery
- System: Lure of Flames uses the following system:
- Ingredients: A pound of charcoal dust.
- Process: The caster mixes the charcoal dust with his own Vitae in a bowl while chanting during sunrise (which usually require a roll to avoid falling asleep), then she lets a single ray of sunlight in, which ignites the contents of the bowl and forces a Terror Frenzy roll (Difficulty 3). If the caster fails the Frenzy roll, the Ritual ends. If the caster does not enter Frenzy, they make the Ritual roll and continue chanting until the fire dies. The resulting ashes can be collected. Upon necessity, the vampire cuts her palm and grabs a fistful of ashes, concentrating on the fire that once was, calling back its spirit. Once complete, the cold flame will not manifest until the sorcerer opens her fist and channels, however long that takes.
- System: Each success on the ritual roll grants one use of the ashes, which conjure up a bright, cold flames on her palm. The flames do not harm the caster and give off no heat while held in the caster's hand. The caster may 'release' the flames with Composure + Occult. This counts as a Ranged attack with the effective range of a shotgun that deals Aggravated Damage equal to the margin with a +1 Damage modifier, +2 on a Critical Win. A Total Failure on the attack roll results in 2 Aggravated Health Damage, flames exploding in their hand, and must also resist a Terror Frenzy at Difficulty 2 Released flames are able to set items around ablaze, causing Fear Frenzy at Storyteller’s discretion. Fire created this way is treated as normal fire with no special properties. The ashes are potent until the following dawn, or until expended, whichever comes first.
- Duration:
Related Content
Credits
Author: Sharei
Other Credits:
Enable comment auto-refresher