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Rites
Survival Rites 
  
Follow the Prey  
Requires:         Tracking Rite Type: Survival
Preparation Time: 1 Minute Duration: Constant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
After performing a one minute rite of preparation a referee can allow the person casting the rite to follow the tracks of a person that has passed in this place in the last day.  This rite will not always work (since the referee needs to know where the person went) but if it fails the Wyrd will not be spent.  
If the person stops following the tracks to fight or use any other active skill the rite will end.
 
Sight of the Past  
Requires:         Tracking Rite Type: Survival
Preparation Time: 1 Minute Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
After performing a one minute rite the tracker can receive a vision of a powerful event in the past of this location.  The tracker cannot choose when this event is, for that is up to the spirits of the land to remember.  If there is nothing that the spirits remember – then the rite fails but the Wyrd will not be spent. 
  
Trackless Step  
Requires:         Tracking Rite Type: Survival
Preparation Time: 1 Minute Duration: Constant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
After performing a one minute rite of preparation and telling a referee the person casting this rite leaves no tracks. If the person stops to fight or use any other active skill the rite will end.
  
Wipe the Slate  
Requires:         Tracking Rite Type: Survival
Preparation Time: 1 Minute Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
After performing a one minute rite of preparation and telling a referee all tracks in the area are removed.  During this rite the tracker must roleplay the removal of the tracks in the area.   This also allows the removal of any tracking information in an information box.
 
Trap the Bird  
Requires:         Trapping Rite Type: Survival
Preparation Time: 5 Minute Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Black
 
The trapper may perform a five minute rite during which they set up a snap trap and any cotton trip wires that are needed.  The wyrd card should have Trap the Bird – “Through Trap” filled out on it and tied to a part of the trap with black ribbon.   If the trap is set off the person will take 1 point of Through damage to their chest.  The person setting off the trap should check the wyrd card OOC to find out the effect and then rip the wyrd card in two. 
  
Piercing Bite  
Requires:         Trapping, Trap the Bird Rite Type: Survival
Preparation Time: 10 Minute Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Black
 
The trapper may perform a ten minute rite during which they set up a snap trap and any cotton trip wires that are needed.  The wyrd card should have Piercing Bite – “Impale Trap” filled out on it and tied to a part of the trap with black ribbon.   If the trap is set off the person will take 1 point of Impale Damage to their chest.  The person setting off the trap should check the wyrd card OOC to find out the effect and then rip the wyrd card in two.
  
The Snake’s Jaws  
Requires:         Trapping, Trap the Bird, Handle Poison Rite Type: Survival
Preparation Time: 1 Minute Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Black
 
The trapper may perform a ten minute rite during which they set up a snap trap and any cotton trip wires that are needed.  The wyrd card should have Trap the Bird – “Through Trap” filled out on it and tied to a part of the trap with black ribbon and the poison card should be attached to it with green ribbon.  If the trap is set off the person will take 1 point of Through Damage to their chest.  They will also take the effects of the poison if they take a wound.  The person setting off the trap should check the wyrd card OOC to find out the effect and then rip the wyrd card in two.
  
 The Assassins’ Touch   
Requires:         Handle Poison Rite Type: Survival
Preparation Time: None Duration: 30 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
The poisoner should apply the poison to an object whilst wearing gloves and inform a referee.  Everyone who touches the object will suffer the affects of the poison. This effect lasts for thirty minutes or ten minutes after the item is first touched.
 
Banner of Vengeance
Requires:         Handle Poison, The Assassin’s Touch Rite Type: Survival
Preparation Time: 2 Minutes Duration: 30 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue and Green
 
The poisoner should perform a 2 Minute rite and apply a poison to the banner pole, and inform a referee.  A Wyrd card should be filled in and the green and blue ribbons should be attached to the banner. Everyone from another Kingdom who touches the object will suffer the effects of the poison. This effect lasts for thirty minutes after which the Wyrd cards should be ripped up and the ribbons removed
  
The Last Meal   
Requires:         Handle Poison Rite Type: Survival
Preparation Time: Instant Duration: 30 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
The poisoner should apply the poison to an item of food or drink.  Everyone who eats the food or drinks the liquid will take the effects of the poison.  This effect lasts for thirty minutes or ten minutes after the first person has eaten or drank from the liquid. 
 
 
Lore Rites 
  
Learn the Secrets   
Requires:         Sage Rite Type: Lore
Preparation Time: 1 Minute Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
By performing a one minute rite around an item you may ask one question of a non-magickal, inanimate object.  A referee will give you the response.  The object will only answer from its perspective. 
  
Learn the Mysteries   
Requires:         Aura Reading Rite Type: Lore
Preparation Time: 1 Minute Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
By performing a one minute rite around an sacred or infernal relic you may find out what its powers are.  A referee will give you the answer. 
   
Silver Tongue  
Requires:         Aura Reading, Fae Rite Type: Lore
Preparation Time: 1 Minute Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
The caster must perform a one Minute rite on a person who is conscious and conversing with them; at the end of this they may call “Pact Living”. Once a pact has been established they are unable to take any offensive action against the caster for ten minutes. The caster uses a point of wyrd as soon as they cast this rite.
 
Spirit’s Watchful Cloak
Requires:         Aura Reading Rite Type: Lore
Preparation Time: 1 Minute Duration: 1 hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
The Caster must perform a one minute rite around another person. At the end of the rite they must fill in the Wyrd card and tie a blue ribbon to the target.  The caster gains a 2 point warding for the next hour.  At the end of the hour the warding disappears and they should tear the Wyrd card in two.
 
Fian’s Warding
Requires:         Aura Reading, Spirit’s Watchful Cloak, Fian Rite Type: Lore
Preparation Time: 1 Minute Duration: 1 hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
The Caster must perform a five minute rite on themselves. At the end of the rite they must fill in the Wyrd card and tie a blue ribbon to the target.  The caster gains a 3 point warding for the next hour.  At the end of the hour the warding disappears and they should tear the Wyrd card in two. If they wear heavy armour whilst casting the rite or put it on afterwards the rite will end but the Wyrd is still used.
 
The Scribes Curse 
This rite has two uses.  
Requires:         Literacy Rite Type: Lore
Preparation Time: 1 Minute Duration: Permanent
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
The first allows a scribe to seal a written deal that has been signed or marked by the two parties involved.  The deal should be marked and the wyrd card marked out of character by the signatories. 
The Wyrd card should be kept with the writing and checked at GOD before the end of the event. 
 
Requires:         Literacy Rite Type: Lore
Preparation Time: 1 Minute Duration: Month
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
The second use allows the scribe to perform a one minute rite around a written deal created as above that has been broken the scribe can curse the person who broke this deal. 
 
This curse will last until the next full moon - and although not generally life threatening it will hinder the oath breaker. 
  
Bind the wound   
Requires:         Treat Wounds Rite Type: Lore
Preparation Time: 30 Seconds Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
By performing a thirty second rite on a person, it will heal one wound and their endurance is restored to full.  Any wound state that is generated by the wound is also removed.
 
Purge the Poison   
Requires:         Treat Wounds Rite Type: Lore
Preparation Time: 30 Seconds Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
By performing a thirty second on a poisoned person they can have the Venom and Bane effects removed.  
 
Cure the Malady   
Requires:         Treat Wounds Rite Type: Lore
Preparation Time: 1 Minute Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
By performing a Minute long rite on a diseased person they can have the Blight effect removed.  
  
Restore the broken Body   
Requires:         Treat Wounds, Bind the Wounds, Purge the Poison, Cure the Malady Rite Type: Lore
Preparation Time: 30 Seconds Duration: Instant
Wyrd Cost: 1 Wyrd Ribbon Needed: No
 
By performing a one minute rite on a living person it will heal any wounds, restore all their endurance to and remove all the Venom, Bane and Blight effects they are under.
 
 
Herbalism Rites 
Requires:         Herbalism 
  
Like all rites the effects only last until dawn – and if the potions are not used by dawn then they are spoilt. A herbalist can spend his Wyrd in the morning and prepare their potions if they want. 
Creating a Herbal Potion takes ten minutes at least.  Each one should have a green ribbon tied to the potion with the filled in Wyrd card on it. 
Herbal Potions should be a selection of herbs and seeds that are wrapped up in a cloth square and tied with the ribbon. 
  
Tanner’s Oil 
Requires:         Herbalism Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Green
Application Time: 1 Minute Effect Duration: Instant
 
Tanner’s Oil will restore a suit of leather armour to full strength.  This will take 1 Minute.
  
Spiders Venom 
Requires:         Herbalism, Handle Poison Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Green
Application Time: 30 Seconds Effect Duration: 10 Minutes
 
Applying Spiders Venom to a weapon will take thirty seconds.  The ribbon from the potion and the wyrd card should be tied to the weapon.  The next blow struck by the weapon will call “VENOM” 
If the venom is used by a character without the Handle Poison skill then it is wasted.  If not used within ten Minutes this poison is wasted.
  
Potion of Truth   
Requires:         Herbalism Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Green
Application Time: 30 Seconds Effect Duration: Instant
 
A Potion of Truth takes thirty seconds to apply to a crippled, bound or unconscious character.  The next question that the character is asked they must answer truthfully, the person applying the potion should use the “Truth Tell” call.  If they are not asked a question within the next Minute then the potion is wasted. 
  
Potion of Fortitude   
Requires:         Herbalism, Healing Poultice Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Green
Application Time: 30 Seconds Effect Duration: Hour
 
Using a potion of fortitude will take thirty seconds.  The Wyrd card and ribbon should be tied to the person who drank the potion.  For the next hour their endurance is increased by one.  However, after the ten Minutes they should then rip the Wyrd card in two and untie the ribbon. Drinking a second potion of Fortitude will have no effect whilst the first is in place.  At the end of the hour they will lose the additional point of endurance – this will only reduce their endurance down to the maximum allowed.
  
Nightshade Poultice   
Requires:         Herbalism, Handle Poison, Spiders Venom Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 2 Wyrd Ribbon Needed: Green
Application Time: 30 Seconds Effect Duration: 10 Minutes
 
Notes:  This Poultice requires 2 Wyrd to cast. Applying a Nightshade Venom to a weapon will take thirty seconds.  The ribbon from the potion and the wyrd card should be tied to the weapon.  The next blow struck by the weapon will call “BANE”.  If not used within ten Minutes this poison is wasted.
If the poison is used by a character without the Handle Poison skill then it is wasted. 
  
Physicians Purgative 
Requires:         Herbalism, Healing Poultice Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Green
Application Time: 30 Seconds Effect Duration: Instant
 
Using a Physicians Purgative will take thirty seconds to apply.  It will remove a poison from a character; however that character will then be Crippled for one minute afterwards. 
  
Healing Poultice   
Requires:         Herbalism, Healing Poultice Rite Type: Herbalism
Preparation Time: 10 Minutes Duration: Dawn
Wyrd Cost: 1 Wyrd Ribbon Needed: Green
Application Time: 30 Seconds Effect Duration: Instant
 
Using a healing poultice will take thirty seconds to apply it to a person.  It will restore that person to full endurance.  This does not heal any wounds.
 
 
Crafting Rites 
  
Protect the Steel   
Requires:         Craft Iron Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a suit of metal armour and tying a blue ribbon to it, the wearer of the armour gains a 1 point warding.  The Wyrd card should be filled in and given to the wearer of the armour.  At the end of the hour the warding disappears and they should tear the Wyrd card in two.
  
Strengthen the Links
Requires:         Craft Iron, Protect the Steel Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a suit of metal armour and tying a blue ribbon to it, the wearer of the armour can ignore any crush effect for the next hour.  The Wyrd card should be filled in and given to the wearer of the armour. After the hour the ribbon can be removed and the card should be torn in two. 
 
Solarian Grit   
Requires:         Craft Iron, Strengthen the Links, Solaria Rite Type: Crafting
Preparation Time: 5 Minutes Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a five minute rite on a suit of metal armour and tying a blue ribbon to it, the wearer of the armour can ignore any crush effect for the next hour. In addition the wearer of the armour gains a 2 point warding.  The Wyrd card should be filled in and given to the wearer of the armour.  At the end of the hour the warding disappears and they should tear the Wyrd card in two. The Wyrd cards should be filled in and given to the wearer of the armour. After the hour the ribbon can be removed and the card should be torn in two. 
 
Sharpen the Blade   
Requires:         Craft Iron Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a bladed weapon – (sharpening maces, staffs and clubs will not have any effect) – and tying a blue ribbon to it – the weapon can strike for Through once per Minute.   The Wyrd card should be filled in and given to the bearer of the weapon. After the hour, the ribbon can be removed and the card should be torn in two. 
  
Piercing Blow   
Requires:         Craft Iron Sharpen the Blade Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a spear and tying a blue ribbon to it – the weapon will strike with it’s next blow for Impale.  The Wyrd card should be filled in and given to the bearer of the weapon. After the first blow being struck or when an hour has passed the ribbon can be removed and the card should be torn in two. 
  
Blacksmiths Might   
Requires:         Craft Iron Sharpen the Blade Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a polearm and tying a blue ribbon to it – the weapon will strike with its next blow for Crush.  The Wyrd card should be filled in and given to the bearer of the weapon.  After the first blow being struck or when an hour has passed the ribbon can be removed and the card should be torn in two.  
  
Tanner’s Gift   
Requires:         Craft leather Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a suit of light armour and tying a blue ribbon to it, the wearer of the armour gains a 1 point warding.  The Wyrd card should be filled in and given to the wearer of the armour.  At the end of the hour the warding disappears and they should tear the Wyrd card in two.
  
Strengthen the Hide   
Requires:         Craft Leather, Tanner’s Gift Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a suit of light armour and tying a blue ribbon to it, the wearer of the armour can ignore any impale or through effect for the next hour.  The Wyrd card should be filled in and given to the wearer of the armour. After the hour the ribbon can be removed and the card should be torn in two. 
 
Armour of Badb
Requires:         Craft Leather, Strengthen the Hide, Ulidia Rite Type: Crafting
Preparation Time: 5 Minutes Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a five minute rite on a suit of light armour and tying a blue ribbon to it, the wearer of the armour can ignore any through or impale effect for the next hour. In addition the wearer of the armour gains a 2 point warding.  The Wyrd card should be filled in and given to the wearer of the armour.  At the end of the hour the warding disappears and they should tear the Wyrd card in two. The Wyrd cards should be filled in and given to the wearer of the armour. After the hour the ribbon can be removed and the card should be torn in two. 
 
Brace the Boards 
Requires:         Craft wood Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a shield and tying a blue ribbon to it, the shield can withstand the next crush effect that hits it.  The Wyrd card should be filled in and given to the bearer of the shield. After a crush blow has been used on the shield or when an hour has passed the ribbon can be removed and the card should be torn in two.  
  
Archer’s Despair 
Requires:         Craft wood Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a shield and tying a blue ribbon to it, the shield can withstand the next impale effect that hits it.  The Wyrd card should be filled in and given to the bearer of the shield. After a impale blow has be used on the shield or when an hour has passed the ribbon can be removed and the card should be torn in two.  
 
Reinforce the Grain   
Requires:         Craft wood, Brace the Boards, Archer’s Despair Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a shield and tying a blue ribbon to it, the shield can withstand any crush and impale effect for the next hour.  The Wyrd card should be filled in and given to the bearer of the shield. After the hour the ribbon can be removed and the card should be torn in two. 
  
 Bowyer’s Gift 
Requires:         Craft Wood Rite Type: Crafting
Preparation Time: 1 Minute Duration: 1 Hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite on a bow and tying a blue ribbon to it – the weapon will strike with it’s next blow for Impale.  The Wyrd card should be filled in and given to the bearer of the weapon. After the shot is fired or within one hour the ribbon can be removed and the card should be torn in two. 
 
 
Combat Rites 
  
Pierce the Barricade   
Requires:         Archery (except xbow) Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a thirty second rite and tying a blue ribbon to your arm you can fire with a bow for impale.  The Wyrd card should be filled in. This shot needs to be fired within the next ten minutes or it is lost. After the shot is fired the ribbon can be removed and the card should be torn in two. 
 
Archer’s Fury
Requires:         Archery (except xbow), Pierce the Barricade Rite Type: Combat
Preparation Time: 1 Minute Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite and tying a blue ribbon to your arm you can fire with a bow for impale.  The Wyrd card should be filled in. Once a minute for the next ten Minutes you may fire the bow for impale. After the shot is fired the ribbon can be removed and the card should be torn in two. 
   
Deflect the Crushing Blow   
Requires:         Shield Rite Type: Combat
Preparation Time: 1 Minute Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a one minute rite and typing a blue ribbon to your arm, you can withstand any crush and impale effect on your shield for the next ten minutes.  The Wyrd card should be filled in.  After ten minutes the ribbon can be removed and the card should be torn in two. 
 
Block the Swordsman’s Blade   
Requires:         Heavy Armour Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a thirty second rite and typing a blue ribbon to your arm, you gain a 1 point warding for the next ten minutes.  You must be wearing heavy armour.  The Wyrd card should be filled in. At the end of the ten Minutes or if they caster stops wearing heavy armour the warding disappears and they should tear the Wyrd card in two.
      
The Ranger’s Leather   
Requires:         Light Armour Mastery Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a thirty second rite and typing a blue ribbon to your arm, you gain a 1 point warding for the next ten minutes.  You must be wearing leather armour.  The Wyrd card should be filled in. At the end of the ten Minutes or if they caster stops wearing leather armour the warding disappears and they should tear the Wyrd card in two.
  
The Duelist's Strike 
Requires:         Weapon Expert – Axe, Mace or Sword Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a thirty second rite and tying a blue ribbon to your arm you can strike with your Axe, Mace or Sword for Disarm.  The Wyrd card should be filled in, this blow needs to be struck to have an effect within the next ten minutes or it is lost. After the blow is struck the ribbon can be removed and the card should be torn in two. 
 
 
The Bleeding Wound
Requires:         Weapon Expert – Axe, or Sword
Varkarna Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a thirty second rite and tying a blue ribbon to your arm you can strike with your Axe or Sword for Mortal.  The Wyrd card should be filled in. This blow needs to be struck to have an effect  within the next ten Minutes or it is lost. After the blow is struck the ribbon can be removed and the card should be torn in two. 
  
Spearman’s Thrust   
Requires:         Weapon Expert –Spear Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
By performing a thirty second rite and typing a blue ribbon to your arm you can strike with your spear for Impale.  The Wyrd card should be filled in. This blow needs to be struck to have an effect  within the next ten Minutes or it is lost. After the blow is struck the ribbon can be removed and the card should be torn in two. 
  
Crushing Blow   
Requires:         Weapon Expert – Polearm Rite Type: Combat
Preparation Time: 30 Seconds Duration: 10 Minutes
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
By performing a thirty second rite and typing a blue ribbon to your arm you can strike with your polearm for crush.  The Wyrd card should be filled in. This blow needs to be struck to have an effect  within the next ten Minutes or it is lost. After the blow is struck the ribbon can be removed and the card should be torn in two. 
  
Gift of the Winter Queen  
Requires:         Endurance, Hinterlands Rite Type: Combat
Preparation Time: 5 Minutes Duration: 1 hour
Wyrd Cost: 1 Wyrd Ribbon Needed: Blue
 
The Hinterlanders are used to cheating death.  By performing a five minute rite and typing a blue ribbon to your arm you will have a wound healed the first time that you are in the Crippled or Unconscious states for one minute.  The Wyrd card should be filled in.  This needs to be within one hour or the Rite is wasted. After the wound is healed the ribbon can be removed and the card should be torn in two. 
 
 
Naturae Rites 
 
Skin of Nature (minor) 
Requires:         Naturae Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae’s skin hardens and grants the Naturae 2 global AV.  This counts as partial light armour.  
This does not stack with any other armour worn, and cannot be cast if the Naturae is wearing armour. 
The armour can be repaired using any healing magick or rites that would heal endurance, rather than by craft skills. 
  
Skin of Nature (lesser) 
Requires:         Naturae Skin of Nature (minor) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae’s skin hardens and grants the Naturae 4 global AV.  This counts as full light armour.  
This does not stack with any other armour worn, and cannot be cast if the Naturae is wearing armour. 
The armour can be repaired using any healing magick or rites that would heal endurance, rather than by craft skills. 
  
Skin of Nature (greater) 
Requires:         Naturae Skin of Nature (lesser) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae’s skin hardens and grants the Naturae 6 global AV.  This counts as partial heavy armour.  
This does not stack with any other armour worn, and cannot be cast if the Naturae is wearing armour. 
The armour can be repaired using any healing magick or rites that would heal endurance, rather than by craft skills.   
  
Skin of Nature (true) 
Requires:         Naturae Skin of Nature (greater) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae’s skin hardens and grants the Naturae 8 global AV.  This counts as full heavy armour.  
This does not stack with any other armour worn, and cannot be cast if the Naturae is wearing armour. 
The armour can be repaired using any healing magick or rites that would heal endurance, rather than by craft skills.   
Inner Strength (minor) 
Requires:         Naturae Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae blood hardens inside them and they gain a point of endurance for the duration of the rite.  This can be healed as normal until the rite wear’s off at which point it is lost again.  At the end of the rite they will lose the additional point of endurance – this will only reduce their endurance down to the maximum allowed.
  
Inner Strength (lesser) 
Requires:         Naturae Inner Strength (minor) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae’s blood hardens inside them and they gain 2 points of endurance for the duration of the rite.  This can be healed as normal until the rite wear’s off at which point it is lost again.  This does not stack with any other Inner Strength rite and the highest one known is active. At the end of the rite they will lost the additional points of endurance – this will only reduce their endurance down to the maximum allowed. 
  
Inner Strength (greater) 
Requires:         Naturae Inner Strength (lesser) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
The Naturae’s blood hardens inside them and they gain 3 points of endurance for the duration of the rite.  This can be healed as normal until the rite wear’s off at which point it is lost again.  This does not stack with any other Inner Strength rite and the highest one known is active. At the end of the rite they will lost the additional points of endurance – this will only reduce their endurance down to the maximum allowed. 
   
The Sylphs’ Shadow 
Requires:         Air Element Naturae, Inner Strength (lesser) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
During the period of this rite the Naturae may call a “Life Pact” to any living creature once a minute.  This includes Demons, Fae, Humans, Yo’Tan, Shadowkith and other Naturae.  But this does not include Shadow Creatures or Risen. 
  
The Troll’s Might 
Requires:         Rock Element  Naturae, Inner Strength (minor), Skin of Nature (minor) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
During the period of this rite the Naturae may strike for “Strikedown” once a minute with any two handed weapon.
  
The Naiad’s Touch 
Requires:         Water Element  Naturae, Inner Strength (lesser) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
During the duration of this rite the Naturae may cast the “Bind the Wounds” rite unlimited times.  Each time however the Naturae will take a point of endurance damage.  The Naturae may not use this Bind Wounds ability on any Naturae including themselves. 
  
The Dryad’s Voice 
Requires:         Wood Element Naturae, Skin of Nature (lesser) Rite Type: Naturae
Preparation Time: 1 Minute per rite Duration: 30 Minutes
Wyrd Cost: 1 Wyrd total Ribbon Needed: Blue
 
During the duration of this rite the Naturae may use the “Truth Tell” call on anyone that speaks to them for over a Minute.  This should be placed into a sentence and the person cast upon should reveal the truth because they trust the caster rather than the fact they feel tricked. 
 
     
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