Difference between revisions of "Lure of Flames"

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|cost= 1 Rouse Check
 
|cost= 1 Rouse Check
 
|dicepool=Intelligence + Blood Sorcery
 
|dicepool=Intelligence + Blood Sorcery
|system=* Lure of Flames uses the following system:
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|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 for 2 hours before sunrise, then she set it on fire and waits until it stops burning. The resultant 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.
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** 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. When the sorcerer opens her hand, cold bright flames manifest on her palm. This is treated as a Ranged attack with +1 modifier that deals Aggravated Health Damage to Vampires. A botch on the casting or attack burns the caster for 3 points of Aggravated damage, a critical success on the casting grants a +1 to the attack. Both the target and the sorcerer must contend with terror frenzy once the attack is released, even if it fails. Vampires within 3 meters of a Lure of Flames target and/or area must success in a fire induced terror frenzy check difficulty equal to the ritual level. Vampires who take damage from the ritual have the difficulty increased by 1.
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** 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=One use per success on the ritual roll.
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|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:

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