Oracle Rites

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Overload

In addition to losing all hit points, the Weaver(s) immediately suffer a roleplay effect which they continue to roleplay for as long as they wish. The effect should be fitting for the Oracle sphere. Some examples include:

  • A flash of uncontrolled omniscience overwhelms and crushes your mind.
  • Nothing is real.
  • Your senses are all heightened beyond your ability to tolerate. A whisper is deafening, a candle is blinding, etc.
  • You are forced into deep sleep and ravaged by nightmares.

Rites list

The Shadow’s Projection

Cast time: 30 seconds

Level: 1

Duration: 5 minutes

Extension:  This rite cannot be extended 

Range: Self (Weaver who makes the Wyrd Draw if cast as a group)

Effect: To perform this rite, the character must first take cover and find a location out of combat. Upon completing the Wyrd Draw, the Weaver can extend their senses and observe from any location within the immediate area. While performing this rite you must put your finger in the air to show that you are projecting and cannot be interacted with, and can then move around within 10 metres from that location to observe and sense from any places of their choosing, including the other side of solid obstacles and inside containers. When the duration ends (or any time before), they return to their original location, lower their hand, and resume play. 

Divination 

Cast time: 2 minutes

Level:  2

Duration: Instantaneous  

Cost: 1 Fire or Air Flicker

Extension: Every Flicker increases the number of targets that can see the vision – (Each Flicker also increases the rite level by 2)

Range: Touch through Foci

Effect: To perform this Rite, please inform a referee before you begin. Upon completing your Wyrd draw you receive a vision from a vision pool, this may be collected from the Weaving tent, a field ref or Nation Support. The vision pools a player can choose from are Locational (Things that happen within Haven), Temporal (Things that are happening soon but in other places) and Esoterica (Things unconnected to a specific time or place).

Weal or Woe

Cast time: 2 minutes

Level: 3

Duration: Instantaneous 

Cost: 1 Fire or Air Flicker

Extension:  This rite cannot be extended 

Range: Self, Touch through Foci (Weaver who makes the Wyrd Draw if cast as a group)

Effect: Upon completing your Wyrd draw you may imbue a target, who must be present throughout the Rite, with a Dream or a Nightmare. The Weaver describes the scene to the target and overnight they experience the chosen scene. Upon waking up the character will experience a roleplaying effect associated with the Dream or Nightmare chosen from the following list:

All effects to be experienced periodically throughout the morning.

All Dream effects should be accompanied by the roleplay effect of feeling well-rested.

Dream:

  • Good morning, Sunshine – You wake up beaming with excitement and joy. No foulness could ruin your day. You have the extreme want to help others through their plights, and spread your love of life.
  • Accomplished – You feel a sense of great achievement. You feel you could move mountains, part oceans, construct cities. Though these feats remain confined to dreams, you embrace the day as another opportunity to show off your skills. March forth, headstrong, in search of challenges to conquer.
  • The artist within – Inspirations of creativity blossom inside you. You feel a want to create, to visit places of creation. Your hands wish to feel the mastery of a well-crafted blade, or perhaps you wish to taste the flavours of a perfectly mixed potion. If you know not the skill, then only answered questions can unlock the crafter within you.

All nightmare effects should be accompanied by the roleplay effect of having little or broken sleep.

Nightmare:

  • Sorry, I’m not all here – You have trouble paying attention to longer conversations and general surroundings as your day keeps occasionally being interrupted by the most vivid parts of your nightmare.
  • Phantom kin – You have distinct memories of a lost friend/family/relative, you don’t know who they are but you feel they have gone missing or are in great danger.
  • The end is nigh – Was your nightmare an omen of things to come? You believe a great horror, or disaster, will descend upon Haven or your nation. Your mind is locked on its impending occurrence, and cannot be convinced otherwise. Those who ignore your warnings are destined to suffer.

While this is not a PVP game, if you intend to use this Rite for PVP purposes you must follow all the PVP rules and talk to the Court of Daggers.

Memora’s Hand

Cast time: 1 minutes

Level: 3

Duration: Instantaneous 

Cost: 1 Fire or Air Flicker

Extension:  This rite cannot be extended 

Range: Touch through foci

Effect: Upon completing this rite you may place an item in a container. The item placed in a container imbued with Memora’s Hand cannot be interacted with nor can it interact with the world. The Weaver must write a note that is also placed in the container in the following format “The Item in this Bag will return at Day/Time” such as “The Apple in the Bag will return at Saturday/11:00am”
This bag cannot be used on any living creature. Please be careful with props and physreps and adhere to the usual conduct rules for theft.

Hazy Visage

Cast time: 1 minute

Level: 4

Duration: Until the hits are expended or the next sunrise

Extension: This rite cannot be extended

Range: Touch through foci

Effect: The target receives 3 bonus hit points which are lost before their current hit points. All calls still have their usual effects. These bonus hit points are not ‘true’ vitality and can not be healed when expended. If multiple castings of this rite target the same character, their bonus hit points can not go higher than 3 but they may use the longer duration for the effect.

Overwhelming Portents

Cast time: 30 Seconds

Level:  4

Duration: Instantaneous 

Extension: Every Flicker of Air increases the number of targets by 1 – (Each Flicker also increases the rite level by 2)

Range: 10 metres

Effect: Upon completing the Wyrd Draw, the Weaver may choose any 1 target(s) within 10 metres and call ’Overload’. If a target is a Weaver, they immediately suffer overload from their own sphere, regardless of whether they were conducting a rite. They can not tempt fate to avoid this overload. If a target is not a Weaver then the rite has no effect on them.

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