*** Bind the strings
Costs min. 1 Legend, 1 willpower, can spend additional Legend for extra dice.
Roll: Magic
Cause fatebinding connection between two targets.
Successes give pool to assign to the following thing
Targets: Spend a success to include additional targets in the casting. All targets chosen are fatebound at 1 point to the caster, 'cause hey, its magic!
Connections: used to create connections between targets other than the caster
Strength: strength of each connection - duration of the fatebond
Relationship: influences the nature of the bonds of fate. For example, setting two targets as enemies, making one target fall in love with another, etc.
This is theoretically a powerful spell, however, its effects are left to chance with the dice roll involved as successes allow more variables of fate to be determined. A more powerful mage will have more control over the ties of fate created. Essentially the only way to ensure intended results is through sacrifice... It is most easily used to bind a target more firmly to the caster, but without additional selections to constrain other factors, the caster might wind up with a powerful enemy for a day.
Notes:
Relationships:
Reciprocity would depend on the nature of the bond, I think. Like, in terms of relationships, you would only need one success to get someone to become a martyr for someone else, but you might need two to them them both to become Lovers for each other. You can't set relationships for heroes and gods.
As an aside to this question... If you *don't* set the relationships, the GM gets to pick ^-^ So.... you might successfully make two people become Lovers for each other, but then they are Catastrophe's for you if you don't have the successes to specify :V Fortunately, the default time for fatebinding is only a day.
New thought - I wonder if I am trying to do to much with one spell? maybe this should be broken in to a few different ones?
Costs min. 1 Legend, 1 willpower, can spend additional Legend for extra dice.
Roll: Magic
Cause fatebinding connection between two targets.
Successes give pool to assign to the following thing
Targets: Spend a success to include additional targets in the casting. All targets chosen are fatebound at 1 point to the caster, 'cause hey, its magic!
Connections: used to create connections between targets other than the caster
Strength: strength of each connection - duration of the fatebond
Relationship: influences the nature of the bonds of fate. For example, setting two targets as enemies, making one target fall in love with another, etc.
This is theoretically a powerful spell, however, its effects are left to chance with the dice roll involved as successes allow more variables of fate to be determined. A more powerful mage will have more control over the ties of fate created. Essentially the only way to ensure intended results is through sacrifice... It is most easily used to bind a target more firmly to the caster, but without additional selections to constrain other factors, the caster might wind up with a powerful enemy for a day.
Notes:
Relationships:
Reciprocity would depend on the nature of the bond, I think. Like, in terms of relationships, you would only need one success to get someone to become a martyr for someone else, but you might need two to them them both to become Lovers for each other. You can't set relationships for heroes and gods.
As an aside to this question... If you *don't* set the relationships, the GM gets to pick ^-^ So.... you might successfully make two people become Lovers for each other, but then they are Catastrophe's for you if you don't have the successes to specify :V Fortunately, the default time for fatebinding is only a day.
New thought - I wonder if I am trying to do to much with one spell? maybe this should be broken in to a few different ones?