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Old 08-25-2020, 11:38 AM   #1
Engurrand
 
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Join Date: Dec 2010
Location: Wormtooth Nation
Default [MH] [RPM] Do Charms Have to Break?

Quick question about the definition of a charm.
Charms are described as typically small breakable objects (jewelry is common) with a conditional ritual woven into the object with special preparation such that when the object breaks the spell activates, or in reverse, such that the spell activates when cast and the object breaks when the spell is disrupted or defeated.

So, could you make a charm with a conditional ritual such that the ritual activates when the object is manipulated in some way other than breaking?
For example,
  1. a keyboard charmed such that it activates a spell when the word abracadabra is typed
  2. a string encharmed to activate a spell when the string is swung through a particular pattern (possibly requiring a roll against Dance)
  3. or a wand encharmed such as to activate its spell when waved in just such a way (possibly requiring an attack roll or a roll against Musical Performance Conducting or whatnot).

As I understand it, these are clear-cut examples of using conditional rituals, but do they qualify for a bonus from special preperation with a high quality charms kit and therefor count against your limit of concurrent charms? Could you carry fifteen such pieces of string with identical rituals on them (or fifteen typewriters)?

Thanks. My witch doesn't love the idea of getting punched in the charm puch and having every spell go off at once. :)
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charms, conditional rituals, ritual path magic, rpm

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