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	<title>Menhirs Fate Wiki - User contributions [en]</title>
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	<updated>2026-07-09T09:47:44Z</updated>
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	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=3235</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=3235"/>
		<updated>2026-07-08T18:55:50Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Fix extension on Stun rite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found [[Sphere Resonances#Athria|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
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 Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Shared Rites==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name = Memory Storm *&lt;br /&gt;
|level = 1&lt;br /&gt;
|cast_time = 30 seconds&lt;br /&gt;
|time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
|extension = 1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
|effect = When casting this rite, the caster chooses between Air or Water for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rise, my friend!&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the effect duration by 5 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, are immune to all roleplay effects and poison and retain access to all known skills. However, they cannot use any abilities that require Faith. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used May the Gods Witness Me cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ghostly Shove*&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Stagger|Stagger]] once during the duration on hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Death´s Mark (Hex)&lt;br /&gt;
| level = 2&lt;br /&gt;
| cost = 1 Air or Water Flicker&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| extension = Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- You are able to see the bones of living people inside their flesh. This may be horrifying or fascinating.&lt;br /&gt;
- You pick up random strong memories from an unknown source, causing brief episodes of fear/anger/grief over something no-one else can see.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Flashing before your Eyes*&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds, if ranged 1 minute&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = 1 Flicker of Air or Water for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through focus, if ranged 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Stun|Stun]] once during the duration on hit with their focus, or if ranged lets them call Stun at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Whispers of the Dead&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| cost = 1 Air or Water Flicker&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of questions you may ask by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect = The Weaver touches a dead target’s skull or head with their focus and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Goodbye Old Friend&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may remove one memory from the target. The target must be willing to give up the memory and write the memory on a piece of paper with a maximum of 300 words.&lt;br /&gt;
The paper must be handed to a referee, as the memory is being given to the Athria sphere. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Laden with Memory&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the word count by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver manipulates memory itself and transfers one into an object. Only another Athria weaver can unlock the message by performing this rite over the chosen object again.&lt;br /&gt;
OC note: If you perform this rite, please come to the Menhir tent to collect a card to attach to the chosen item. On the card, the caster can leave a message representing the imbued memory with a maximum of 10 words. When another Athria weaver unlocks this memory from an item, they should roleplay receiving the memory written on it, and may remove the card from the item if they wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Feast of Flesh&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants the target the ability that it may consume vital parts of a corpse (someone in Terminal state or dead, and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration.&lt;br /&gt;
&lt;br /&gt;
Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players. The same corpse cannot be used repeatedly for this rite.&lt;br /&gt;
&lt;br /&gt;
You may still roleplay consuming a corpse where an enemy has died even if they have disappeared to respawn.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Bonemender&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = 1 Water flicker to reconstitute a dusted Underdweller (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver can call [[Rules/Calls#Full_heal|Full Heal]] on an Underdweller. An underdweller that has turned to a pile of dust as a result of Rise, my Friend! can start the process of being reconstituted into a skeleton with this rite, using one Water flicker - this will not allow revival in Haven or surroundings but the skeleton may be usable when returned to the Shroud of Morvalis.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Reaper&#039;s Grasp&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Curse|Curse]] on a target within 10 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Death&#039;s Macabre &lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants three targets the ability to use the call [[Rules/Calls#Stun|Stun]] once. This must be delivered using a Weapon or a Focus. This ability cannot be stacked multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Getting_Started/Discover_Menhirs_Fate&amp;diff=2782</id>
		<title>Getting Started/Discover Menhirs Fate</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Getting_Started/Discover_Menhirs_Fate&amp;diff=2782"/>
		<updated>2026-07-06T18:13:35Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{GettingStartedHero|phase=2|title=Discover Menhirs Fate|subtitle=Now you know what LARP is. Let&#039;s talk about &#039;&#039;our&#039;&#039; game: the world, the community, and what makes Menhirs Fate the kind of place you&#039;ll want to come back to.}}&lt;br /&gt;
&lt;br /&gt;
{{GettingStartedChecklist&lt;br /&gt;
|title=What you&#039;ll cover&lt;br /&gt;
|1=Learn what makes Menhirs Fate special&lt;br /&gt;
|2=Get a first glimpse of the world of Elandra and the gathering at Haven&lt;br /&gt;
|3=Understand what&#039;s expected of you, and what you can expect in return&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== What Makes Menhirs Fate Special ==&lt;br /&gt;
&lt;br /&gt;
At its core, Menhirs Fate is a &#039;&#039;&#039;PvE game&#039;&#039;&#039;. That means Player versus Environment. The nine nations of Elandra face a common enemy in the Corruption, and the foundation of the entire game is &#039;&#039;&#039;working together&#039;&#039;&#039; to overcome a threat that no single nation could face alone.&lt;br /&gt;
&lt;br /&gt;
That shapes everything about how MF plays. The stories, the quests, the battles, the politics: they&#039;re all built around cooperation, alliance, and collective problem-solving. You&#039;ll stand shoulder to shoulder with players from across the field, pooling your skills and your wits against whatever the world throws at you.&lt;br /&gt;
&lt;br /&gt;
There are systems in place for player-versus-player conflict if it arises through roleplay, but PvP is heavily discouraged and carries real in-game consequences. The game&#039;s heart beats strongest when players are united, and you&#039;ll find that the community reflects that. People look out for each other, both in character and out.&lt;br /&gt;
&lt;br /&gt;
MF is also built with the belief that &#039;&#039;&#039;everyone&#039;&#039;&#039; should be able to step into this world and have an incredible time, regardless of experience, background, or ability. Inclusivity and accessibility are priorities at every level of the game&#039;s design.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat is never mandatory.&#039;&#039;&#039; If swinging a sword isn&#039;t your thing, there is a wealth of non-combatant (non-com) content waiting for you. MF runs incredible non-com quests and activities, including modular dungeons where you step into entirely new environments to solve puzzles, unravel mysteries, and piece together forgotten knowledge. Politics, trade, diplomacy, faith, magic, exploration: there are dozens of ways to engage with the game without ever picking up a weapon.&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;ve never held a foam sword or you&#039;ve been LARPing for twenty years, Menhirs Fate is designed to meet you where you are and give you space to play your way.&lt;br /&gt;
&lt;br /&gt;
{{GettingStartedTip|label=Good to know|text=MF&#039;s mission is to create a safe, inclusive, and exhilarating environment where players can explore new personas, engage in thrilling quests, and build lasting friendships. It&#039;s the foundation everything else is built on.}}&lt;br /&gt;
&lt;br /&gt;
== The World of Elandra ==&lt;br /&gt;
&lt;br /&gt;
The game is set in &#039;&#039;&#039;Elandra&#039;&#039;&#039;, a rich fantasy world shaped by centuries of history, powerful gods, and ancient magic. Nine nations share this land, each with their own culture, traditions, politics, and way of life.&lt;br /&gt;
&lt;br /&gt;
But Elandra is under threat. A force known as &#039;&#039;&#039;the Corruption&#039;&#039;&#039; has been gnawing at the edges of the world, stealing memories and swallowing lands whole. An effect called &#039;&#039;&#039;the Fading&#039;&#039;&#039; has erased much of Elandra&#039;s history from living memory. Entire eras have been forgotten. Knowledge that was once common is now rare and precious.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s where it gets clever. The Fading means &#039;&#039;&#039;you don&#039;t need to know everything&#039;&#039;&#039; to play. Your character can be just as confused about the world&#039;s history as you are. Discovery and rediscovery are central themes of the game, so being new is actually an advantage. You get to experience the wonder of uncovering the world&#039;s secrets for the first time, right alongside your character.&lt;br /&gt;
&lt;br /&gt;
== Haven: Where the Nations Gather ==&lt;br /&gt;
&lt;br /&gt;
At the heart of each event is &#039;&#039;&#039;Haven&#039;&#039;&#039;, the neutral ground where all nine nations come together. Think of it as a bustling crossroads: nation camps arranged around a shared central space, with guild headquarters, gathering areas, and all sorts of activity happening at once.&lt;br /&gt;
&lt;br /&gt;
Haven is where deals are struck, alliances are forged, arguments are had, and stories unfold. It&#039;s where you&#039;ll find the [[Guilds|Guilds]] that drive much of the game&#039;s organised play, and where you&#039;ll bump into characters from every corner of Elandra.&lt;br /&gt;
&lt;br /&gt;
The central areas of Haven are designated as combat-free zones during normal play, so there&#039;s always somewhere safe to have a conversation, grab a drink (in character, naturally), or just take in the atmosphere.&lt;br /&gt;
&lt;br /&gt;
== What to Expect, and What&#039;s Expected of You ==&lt;br /&gt;
&lt;br /&gt;
Menhirs Fate runs on a simple social contract. The game gives you an incredible experience, and in return, everyone chips in to make that experience work.&lt;br /&gt;
&lt;br /&gt;
=== What you can expect from MF ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A safe environment.&#039;&#039;&#039; Safety is taken seriously at every level. There are referees (refs) on hand throughout the event, medics available, an out-of-character welfare zone, and a clear system of safety calls that anyone can use at any time. If something doesn&#039;t feel right, there is always someone to talk to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An inclusive community.&#039;&#039;&#039; MF welcomes players of all backgrounds, abilities, and experience levels. [[Accessibility]] is a priority: the site is designed for wheelchair and mobility access, accessibility devices never need to look &amp;quot;in character&amp;quot;, and there are support systems in place for a wide range of needs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Help when you need it.&#039;&#039;&#039; You won&#039;t be left to figure things out on your own. Refs, crew, nation leaders, and experienced players are all there to help newcomers find their feet.&lt;br /&gt;
&lt;br /&gt;
=== What MF expects from you ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Respect for others.&#039;&#039;&#039; Treat your fellow players, the crew, and the game world with respect. [[Conduct|The conduct policy]] exists to keep everyone safe and having fun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A willingness to contribute.&#039;&#039;&#039; This includes things like [[Crew:A Guide to Monstering|monstering]] (playing as creatures and NPCs for a portion of the event), which keeps the game alive for everyone. This is part of the “social contract” of our game – for a 2 hour slot you get to be the enemy for your fellow players and contribute to the world beyond Haven. We &#039;&#039;&#039;require all players&#039;&#039;&#039; to take part, we have lots of roles – including non-combat, so please come along, it’s lots of fun! &lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;must let us know&#039;&#039;&#039; if you are unable to perform your Monster Slot, please email contact@menhirsfate.com&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good sportsmanship.&#039;&#039;&#039; Call your hits honestly, play fair, and remember that the goal is shared fun, not personal victory.&lt;br /&gt;
&lt;br /&gt;
== OC and IC: Two Sides of the Game ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ll hear two terms a lot at MF: &#039;&#039;&#039;OC&#039;&#039;&#039; (Out of Character) and &#039;&#039;&#039;IC&#039;&#039;&#039; (In Character).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IC&#039;&#039;&#039; is when you&#039;re playing as your character. You&#039;re speaking in their voice, making their decisions, reacting to events as they would. This is the core of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OC&#039;&#039;&#039; is when you step outside the game. It might be to deal with something practical, check on a friend&#039;s wellbeing, or simply take a break. There are clear signals for this: raising a finger in the air means you&#039;re temporarily OC and can&#039;t be interacted with in the game.&lt;br /&gt;
&lt;br /&gt;
The line between OC and IC is respected by everyone. If someone is OC, you leave them be. If a safety call is made, the game pauses. No exceptions.&lt;br /&gt;
&lt;br /&gt;
{{GettingStartedTip|label=Don&#039;t worry|text=Switching between OC and IC feels natural very quickly. Within an hour of your first time-in, you&#039;ll be doing it without thinking. And if you need to step OC for any reason, nobody will judge you for it.}}&lt;br /&gt;
&lt;br /&gt;
== Where to Learn More ==&lt;br /&gt;
&lt;br /&gt;
This page is just the overview. There&#039;s much more to discover about Elandra, its magic, its gods, and its history across the wiki:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Elandra]]&#039;&#039;&#039; for the full world overview&lt;br /&gt;
* &#039;&#039;&#039;[[The Corruption]]&#039;&#039;&#039; for more on the threat facing the world&lt;br /&gt;
* &#039;&#039;&#039;[[The Gods]]&#039;&#039;&#039; for the pantheon of Elandra&lt;br /&gt;
* &#039;&#039;&#039;[[The Spheres]]&#039;&#039;&#039; for the magical system&lt;br /&gt;
* &#039;&#039;&#039;[[Conduct]]&#039;&#039;&#039; for the full conduct policy&lt;br /&gt;
* &#039;&#039;&#039;[[Accessibility]]&#039;&#039;&#039; for detailed accessibility information&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;gs-cta&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;gs-cta-text&amp;quot;&amp;gt;Time to find your nation. The nine await.&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Getting Started/Choose Your Nation|&amp;lt;span class=&amp;quot;gs-cta-btn&amp;quot;&amp;gt;Next: Choose Your Nation &amp;amp;#10148;&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{GettingStartedNav|current=2|prevlink=Getting Started/Welcome to LARP|prevtitle=Welcome to LARP|nextlink=Getting Started/Choose Your Nation|nexttitle=Choose Your Nation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2722</id>
		<title>Rules/Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2722"/>
		<updated>2026-07-06T13:32:05Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Clarify interaction of enchantment and shatter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character may use a variety of calls to inflict extra effects when attacking enemies or helping friends. These can be delivered via a weapon, such as a sword or magical focus, or at range by clearly indicating the target (pointing, adding a description or name).&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
There are two types of damage you can inflict and they are mutually exclusive as you can only have 1 Call per attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal damage&#039;&#039;&#039; is the first damage type. Anything inflicted by striking someone with a LARP weapon of any kind (or larp-safe Focus) is normal damage. This has no special properties and happens automatically with no need to call it. All calls that deal damage deal this damage type except for Elemental Blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental&#039;&#039;&#039; is the 2nd damage type. This can either be Earth, Fire, Water, Air or Spirit. These damage types do need to be called so that your enemy can react appropriately when hit. You cannot have multiple elemental damage types in a single Call. This damage type is always expressed as Elemental Blast (e.g Fire Blast).&lt;br /&gt;
&lt;br /&gt;
== Calls List ==&lt;br /&gt;
When delivered by a weapon or focus, calls inflict 1 point of damage as well as their effect. Some calls may only be delivered under certain conditions – e.g. Crush can only be delivered by a weapon with a blunt appearance, Rend can only be delivered by a weapon with a sharp appearance.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Crush&lt;br /&gt;
| effect = This call must be delivered with a Blunt Weapon if delivered by weapon. If the character is in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they aren&#039;t in at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stun&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|effect=The character is unable to defend themselves, attack or cast spells for 10 seconds. If they have a shield they must lower it to the side of their body, and they may move at no more than a slow walk/shuffle. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ensnare&lt;br /&gt;
| duration = 10 seconds&lt;br /&gt;
| effect = The character is unable to move from the spot (no more than a pace in each direction). This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rend&lt;br /&gt;
| note = All Arrows and Bolts in Menhirs Fate do the Rend call automatically – if you are hit by an arrow or bolt, take Rend.&lt;br /&gt;
| effect = This call must be delivered by a Sharp Weapon if delivered by weapon (it can also be delivered by any focus). If the character is not in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they are wearing at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing. Please do not attempt to parry arrows.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Taunt&lt;br /&gt;
|duration=At least 10 seconds&lt;br /&gt;
|effect=Anger rages through the character, they will charge and attack the caller if possible – they may instead attack anyone who gets in the way. You must continue to fight and roleplay safely while under the effects of Taunt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stagger&lt;br /&gt;
|note=All Thrown Weapons in Menhirs Fate do Stagger automatically – if you are hit by a thrown weapon, take Stagger away from the weapon.&lt;br /&gt;
|effect=The character is thrown away from the caller – take at least 3 large steps. You may choose to roleplay more than this effect if you wish (e.g. fall to the ground after the three large steps, run away further). If it is not safe or possible to take 3 large steps, the character is instead pinned against the obstacle for at least five seconds and cannot attack during that time. This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Smite&lt;br /&gt;
|effect=Lose all hit points and enter a critical state. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Obliterate&lt;br /&gt;
|effect=If your character is hit by this, they immediately die with no death count and with no critical state or terminal state. This is a very rare call. If weapon or focus strike is parried or blocked by a shield, this call does nothing. This call cannot be mitigated by Rebound or Resist. If it makes contact or is delivered as a ranged call, then the effect happens. This call may be gained through very powerful weavings against named foes and may on a rare occasion happen elsewhere in game for exceptional circumstances but it is a very rare call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Poison&lt;br /&gt;
|duration=Default 30 minutes (varies)&lt;br /&gt;
|effect=Upon taking this call, the character has the number of minutes in the call to find an antidote, with a default of 30. If after this time they have not received an antidote, they will enter their terminal state, skipping the critical state. Normal healing will not remove the poison effect, but continues to work on other injuries as normal. If weapon or focus strike is parried or blocked by a shield, this call does nothing. The Advanced Physician skill allows you to spend 30 seconds to reset the duration of the poison call. The standard time is 30 minutes and thus the call for it will be POISON 30. Any other variation on this call will represent the time duration you have to take an antidote. E.g Poison 10 means you have ten minutes, Poison 1 means you have one minute, etc.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|effect=The weapon, focus or shield hit by this is destroyed until mended. It cannot be used to fight or defend yourself. If you accidentally block or parry with a destroyed weapon or shield, then you take the effects as if they had hit you. Shattered items may be sheathed or put away and do not have to be dropped – dropping the weapon is not ideal to protect players and physreps. If an enchanted item is Shattered, its effects cannot be used until it is Mended.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Resist&lt;br /&gt;
|effect=A character calling this is completely unaffected by the effect and has resisted it. This does count as taking the effect for skill expenditure.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Calls ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Antidote&lt;br /&gt;
|effect=Cures all poison on the character, as well as addictive effects from consumables.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rebound&lt;br /&gt;
| effect = If a person responds to an effect with this call, the effect instead is redirected to the caller. This will protect the user from an effect delivered by a mass call, but everyone else in range still takes the mass call.&lt;br /&gt;
 &lt;br /&gt;
Rebound does not work on automatic calls generated via Ranged Weapons or Thrown Weapons, or calls that affect the caller only, such as Resist or Regeneration. &lt;br /&gt;
 &lt;br /&gt;
You also cannot rebound calls that you read from cards, eg as an item side effect, a wound effect, or part of a Hex.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Overload&lt;br /&gt;
|effect=Any weaver struck by this call will immediately take damage equal to their hit points (including any hit points gained though armour or effects) and enter a critical state. Please note that each weaver also will also roleplay this differently depending on the sphere they are aligned to. Some example effects are listed on the relevant rites page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Curse&lt;br /&gt;
| duration = 5 minutes or end of encounter&lt;br /&gt;
| effect = When affected by this call, you cannot use any calls, perform rites or ceremonies, or be affected by beneficial calls – e.g. Antidote, Heal Wounds, Regeneration, I&#039;ve Seen Worse. You can still use consumables with instant effects e.g. restore health and antidote potions, or be healed by a physician. These effects will fade in five minutes or at the end of the encounter, unless you are told otherwise by a ref.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|effect=If you have the means to make this call, you may spend three seconds making a conspicuous show of recovery and then loudly call &amp;quot;Regeneration&amp;quot; to restore 3 hit points to your character. This call can also be made while in a critical state, but must be made as soon as you hit the ground.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=I&#039;ve Seen Worse&lt;br /&gt;
|cast_time=10 seconds&lt;br /&gt;
|effect=This takes 10 seconds of first aid or encouragement roleplay to call, and will restore one other character from critical state to one hit point. This can only be done to someone else, it cannot be done to yourself.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Execute&lt;br /&gt;
|cast_time=5 seconds&lt;br /&gt;
|effect=Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and shout the call &#039;Execute&#039;. This will immediately kill the target. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mend&lt;br /&gt;
|effect=The spell fixes an item that has been shattered. It will sometimes work on objects broken by other means than the Shatter call, but cannot remake an item from nothing, such as one destroyed completely by a Rite.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blast&lt;br /&gt;
|effect=This call does one point of the specific damage type. e.g. Fire Blast would do one point of fire damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|effect=The target&#039;s critical state count pauses for as long as the caller has contact to the target (touch via focus, actual touch or hovering within touch range if the target does not want to be touched) and maintains constant vocals. If the target is under the effects of any other effect (poison/curse etc) the effect is paused, but will return at the end of the Ceremony. If this is called with a number, e.g. Refuge 5, the refuge continues for that number of minutes after the caller is interrupted or moves away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Full Heal&lt;br /&gt;
|effect=Restores all hit points to the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mass&lt;br /&gt;
|range=5 metres&lt;br /&gt;
|effect=The effect hits all targets within 5 metres. If it is Rebounded but you did not call the Rebound, you still take the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Shrine_Tenders&amp;diff=2668</id>
		<title>Shrine Tenders</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Shrine_Tenders&amp;diff=2668"/>
		<updated>2026-07-05T19:47:12Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Proofread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Shrine tent is for the faithful of Haven to pray and give Faith to the [[The Gods|gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character. &lt;br /&gt;
&lt;br /&gt;
This is also where priests come to commune with their gods, perform [[Rules/Faith Skills/Entreaty|petitions]], ask for [[Rules/Faith Skills#Divine Inspiration|divine inspiration]] on problems they may have, debate miracles or sit quietly in reflection. Sometimes the Shrine tent is available as a location to channel entreaties when the Menhir is not available.&lt;br /&gt;
&lt;br /&gt;
The Shrine tent is also the place where you can find the Shrine Tenders. These are priests who are duty bound to the gods to aid the faithful of Haven in the fight against the corruption. &#039;&#039;&amp;lt;small&amp;gt;OOC these are crew who can help anyone with an interest in the Faith / God side of the game&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters may also use the shrines in this space to place loose offerings of Faith in the shrines &#039;&#039;&amp;lt;small&amp;gt;by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine&amp;lt;/small&amp;gt;&#039;&#039;. Characters may also write prayers to the gods at the shrines too but these will be burned by the Shrine Tenders at the end of the event. &lt;br /&gt;
&lt;br /&gt;
==== Miracles ====&lt;br /&gt;
One of the key things that occurs in the shrine tent during Haven is all interested faithful characters will gather to debate which of the miracles that the gods have offered them are to be accepted. The time this debate happens may change from event to event around when the monstering slots are for each nation, so that all people who wish to attend, can attend. The debate is moderated by the shrine tenders to ensure all get an equal say and opportunity.&lt;br /&gt;
&lt;br /&gt;
The time for the debate at the upcoming event is: Saturday 5pm - 6pm. &lt;br /&gt;
&lt;br /&gt;
It may finish earlier but the shrine tenders will endeavour to make sure it does not overrun. People are encouraged to find priests and discuss the options before this time but this is the time where the decision will be made. Anyone is free to attend.&lt;br /&gt;
&lt;br /&gt;
[[Rules/Faith Skills/Miracles#Past Miracle Options|Current and past miracle options can be found here]] &lt;br /&gt;
&lt;br /&gt;
==== Divine Inspiration ====&lt;br /&gt;
Priests who can perform the [[Rules/Faith Skills#Divine Inspiration|divine inspiration]] ceremony will need to perform their ceremony in the Shrine tent. &#039;&#039;&amp;lt;small&amp;gt;Submissions should take the form of a piece of paper with your character ID, name, patron god and the question, and be handed directly to a Shrine Tender, following the rules of Divine Inspiration.&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Once the question has been submitted alongside the prerequesite faith, it will take some time for the patron god to compile a response. In the timetable below there are timings detailed about when a response might be expected if it was submitted before certain deadlines. &lt;br /&gt;
&lt;br /&gt;
Some questions may require the god to consider it for longer, or find the information out themself. This may mean a response is delayed between events. &lt;br /&gt;
&lt;br /&gt;
==== Shrine tent timetable: ====&lt;br /&gt;
To make sure these timings are easy to understand, we have put these into a schedule below. &lt;br /&gt;
&lt;br /&gt;
This timetable is by no means exhaustive, there will likely be many other things occuring around the shrine tent but this is a summary of the relevant times and deadlines for supporting time limited ceremonies.&lt;br /&gt;
&lt;br /&gt;
===== Friday =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Time&lt;br /&gt;
!Activity&lt;br /&gt;
|-&lt;br /&gt;
|23:00&lt;br /&gt;
|Deadline for submitting divine inspirations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Saturday =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Time&lt;br /&gt;
!Activity&lt;br /&gt;
|-&lt;br /&gt;
|10:00&lt;br /&gt;
|Responses available from Friday night questions&lt;br /&gt;
|-&lt;br /&gt;
|13:00&lt;br /&gt;
|Deadline for submitting Saturday evening divine inspirations&lt;br /&gt;
|-&lt;br /&gt;
|17:00&lt;br /&gt;
|Responses available from Saturday morning questions&lt;br /&gt;
|-&lt;br /&gt;
|17:00 - 18:00&lt;br /&gt;
|Miracle debate&lt;br /&gt;
|-&lt;br /&gt;
|22:00 - 23:00&lt;br /&gt;
|Miracle ceremony (Menhir schedule dependant)&lt;br /&gt;
|-&lt;br /&gt;
|23:00&lt;br /&gt;
|Deadline for submitting Sunday divine inspirations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Sunday =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Time&lt;br /&gt;
!Activity&lt;br /&gt;
|-&lt;br /&gt;
|10:00&lt;br /&gt;
|Responses available from Saturday questions&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2662</id>
		<title>Rules/Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2662"/>
		<updated>2026-07-05T12:47:35Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: fix rebound update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character may use a variety of calls to inflict extra effects when attacking enemies or helping friends. These can be delivered via a weapon, such as a sword or magical focus, or at range by clearly indicating the target (pointing, adding a description or name).&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
There are two types of damage you can inflict and they are mutually exclusive as you can only have 1 Call per attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal damage&#039;&#039;&#039; is the first damage type. Anything inflicted by striking someone with a LARP weapon of any kind (or larp-safe Focus) is normal damage. This has no special properties and happens automatically with no need to call it. All calls that deal damage deal this damage type except for Elemental Blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental&#039;&#039;&#039; is the 2nd damage type. This can either be Earth, Fire, Water, Air or Spirit. These damage types do need to be called so that your enemy can react appropriately when hit. You cannot have multiple elemental damage types in a single Call. This damage type is always expressed as Elemental Blast (e.g Fire Blast).&lt;br /&gt;
&lt;br /&gt;
== Calls List ==&lt;br /&gt;
When delivered by a weapon or focus, calls inflict 1 point of damage as well as their effect. Some calls may only be delivered under certain conditions – e.g. Crush can only be delivered by a weapon with a blunt appearance, Rend can only be delivered by a weapon with a sharp appearance.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Crush&lt;br /&gt;
| effect = This call must be delivered with a Blunt Weapon if delivered by weapon. If the character is in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they aren&#039;t in at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stun&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|effect=The character is unable to defend themselves, attack or cast spells for 10 seconds. If they have a shield they must lower it to the side of their body, and they may move at no more than a slow walk/shuffle. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ensnare&lt;br /&gt;
| duration = 10 seconds&lt;br /&gt;
| effect = The character is unable to move from the spot (no more than a pace in each direction). This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rend&lt;br /&gt;
| note = All Arrows and Bolts in Menhirs Fate do the Rend call automatically – if you are hit by an arrow or bolt, take Rend.&lt;br /&gt;
| effect = This call must be delivered by a Sharp Weapon if delivered by weapon (it can also be delivered by any focus). If the character is not in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they are wearing at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing. Please do not attempt to parry arrows.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Taunt&lt;br /&gt;
|duration=At least 10 seconds&lt;br /&gt;
|effect=Anger rages through the character, they will charge and attack the caller if possible – they may instead attack anyone who gets in the way. You must continue to fight and roleplay safely while under the effects of Taunt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stagger&lt;br /&gt;
|note=All Thrown Weapons in Menhirs Fate do Stagger automatically – if you are hit by a thrown weapon, take Stagger away from the weapon.&lt;br /&gt;
|effect=The character is thrown away from the caller – take at least 3 large steps. You may choose to roleplay more than this effect if you wish (e.g. fall to the ground after the three large steps, run away further). If it is not safe or possible to take 3 large steps, the character is instead pinned against the obstacle for at least five seconds and cannot attack during that time. This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Smite&lt;br /&gt;
|effect=Lose all hit points and enter a critical state. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Obliterate&lt;br /&gt;
|effect=If your character is hit by this, they immediately die with no death count and with no critical state or terminal state. This is a very rare call. If weapon or focus strike is parried or blocked by a shield, this call does nothing. This call cannot be mitigated by Rebound or Resist. If it makes contact or is delivered as a ranged call, then the effect happens. This call may be gained through very powerful weavings against named foes and may on a rare occasion happen elsewhere in game for exceptional circumstances but it is a very rare call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Poison&lt;br /&gt;
|duration=Default 30 minutes (varies)&lt;br /&gt;
|effect=Upon taking this call, the character has the number of minutes in the call to find an antidote, with a default of 30. If after this time they have not received an antidote, they will enter their terminal state, skipping the critical state. Normal healing will not remove the poison effect, but continues to work on other injuries as normal. If weapon or focus strike is parried or blocked by a shield, this call does nothing. The Advanced Physician skill allows you to spend 30 seconds to reset the duration of the poison call. The standard time is 30 minutes and thus the call for it will be POISON 30. Any other variation on this call will represent the time duration you have to take an antidote. E.g Poison 10 means you have ten minutes, Poison 1 means you have one minute, etc.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|effect=The weapon, focus or shield hit by this is destroyed until mended. It cannot be used to fight or defend yourself. If you accidentally block or parry with a destroyed weapon or shield, then you take the effects as if they had hit you. Shattered items may be sheathed or put away and do not have to be dropped – dropping the weapon is not ideal to protect players and physreps.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Resist&lt;br /&gt;
|effect=A character calling this is completely unaffected by the effect and has resisted it. This does count as taking the effect for skill expenditure.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Calls ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Antidote&lt;br /&gt;
|effect=Cures all poison on the character, as well as addictive effects from consumables.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rebound&lt;br /&gt;
| effect = If a person responds to an effect with this call, the effect instead is redirected to the caller. This will protect the user from an effect delivered by a mass call, but everyone else in range still takes the mass call.&lt;br /&gt;
 &lt;br /&gt;
Rebound does not work on automatic calls generated via Ranged Weapons or Thrown Weapons, or calls that affect the caller only, such as Resist or Regeneration. &lt;br /&gt;
 &lt;br /&gt;
You also cannot rebound calls that you read from cards, eg as an item side effect, a wound effect, or part of a Hex.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Overload&lt;br /&gt;
|effect=Any weaver struck by this call will immediately take damage equal to their hit points (including any hit points gained though armour or effects) and enter a critical state. Please note that each weaver also will also roleplay this differently depending on the sphere they are aligned to. Some example effects are listed on the relevant rites page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Curse&lt;br /&gt;
| duration = 5 minutes or end of encounter&lt;br /&gt;
| effect = When affected by this call, you cannot use any calls, perform rites or ceremonies, or be affected by beneficial calls – e.g. Antidote, Heal Wounds, Regeneration, I&#039;ve Seen Worse. You can still use consumables with instant effects e.g. restore health and antidote potions, or be healed by a physician. These effects will fade in five minutes or at the end of the encounter, unless you are told otherwise by a ref.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|effect=If you have the means to make this call, you may spend three seconds making a conspicuous show of recovery and then loudly call &amp;quot;Regeneration&amp;quot; to restore 3 hit points to your character. This call can also be made while in a critical state, but must be made as soon as you hit the ground.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=I&#039;ve Seen Worse&lt;br /&gt;
|cast_time=10 seconds&lt;br /&gt;
|effect=This takes 10 seconds of first aid or encouragement roleplay to call, and will restore one other character from critical state to one hit point. This can only be done to someone else, it cannot be done to yourself.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Execute&lt;br /&gt;
|cast_time=5 seconds&lt;br /&gt;
|effect=Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and shout the call &#039;Execute&#039;. This will immediately kill the target. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mend&lt;br /&gt;
|effect=The spell fixes an item that has been shattered. It will sometimes work on objects broken by other means than the Shatter call, but cannot remake an item from nothing, such as one destroyed completely by a Rite.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blast&lt;br /&gt;
|effect=This call does one point of the specific damage type. e.g. Fire Blast would do one point of fire damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|effect=The target&#039;s critical state count pauses for as long as the caller has contact to the target (touch via focus, actual touch or hovering within touch range if the target does not want to be touched) and maintains constant vocals. If the target is under the effects of any other effect (poison/curse etc) the effect is paused, but will return at the end of the Ceremony. If this is called with a number, e.g. Refuge 5, the refuge continues for that number of minutes after the caller is interrupted or moves away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Full Heal&lt;br /&gt;
|effect=Restores all hit points to the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mass&lt;br /&gt;
|range=5 metres&lt;br /&gt;
|effect=The effect hits all targets within 5 metres. If it is Rebounded but you did not call the Rebound, you still take the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=2648</id>
		<title>Other game rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Other_game_rules&amp;diff=2648"/>
		<updated>2026-06-27T15:36:19Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Clarify effects restrictions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Critical State, Terminal State, Dying ==&lt;br /&gt;
When a character has zero hit points remaining, the character enters a Critical state.&lt;br /&gt;
&lt;br /&gt;
While in a Critical state a person must get in a prone position (get on the ground) and may not move unaided, make weapon or focus attacks, nor may they cast any rites or use any other skills or mechanical effects that do not specifically state they can be used while in the Critical state. They remain conscious and may cry out for help, or make any noise.&lt;br /&gt;
&lt;br /&gt;
If someone asks you if your character has lost any hit points and if the character is in a Terminal or Critical state, you should answer them truthfully out of character.&lt;br /&gt;
&lt;br /&gt;
=== Bleed Count ===&lt;br /&gt;
All characters &amp;quot;bleed out&amp;quot; in a critical state for 120 seconds (2 minutes) before entering a Terminal State.&lt;br /&gt;
&lt;br /&gt;
This can only be extended by certain boons, and the [[Fire Rites#Warming Hearth|Warming Hearth]] fire rite.&lt;br /&gt;
&lt;br /&gt;
Only a Referee or other Game Team member may ask what your current bleed count is, and you must answer truthfully.&lt;br /&gt;
&lt;br /&gt;
=== Terminal State &amp;amp; Character Death ===&lt;br /&gt;
Once a character&#039;s bleed count has elapsed, they are in a Terminal State and cannot be healed. &lt;br /&gt;
&lt;br /&gt;
This follows the same rules as being in a critical state, and the character may choose to die whenever they decide (within the day), or when a referee tells them. Upon a character&#039;s death they cannot be resurrected, although their ghost may be returned to interact with. They are dead, and that character cannot return barring exceptional circumstances (which will be communicated by the Game Team). &lt;br /&gt;
&lt;br /&gt;
If your character does die for any reason you may stay in character as your dead character&#039;s body as long as you want on the main field, or until the end of the encounter if not retrieved from an excursion. Please find a Referee at the earliest opportunity, and give them your Account ID (PID) or Character Name to register the death.&lt;br /&gt;
&lt;br /&gt;
Once your character is dead, please hold your hand in the air to signify you are Out of Character, and go to OC Customer Service to create your new character.&lt;br /&gt;
&lt;br /&gt;
== Mobility and Critical States ==&lt;br /&gt;
Even if you are a non-combatant, you could still end up in a critical state due to a variety of effects such as magic or curses from the gods. If your mobility prevents you from lowering yourself to the ground, you are not obligated to do so. However you must still roleplay that your character is in a critical state in whatever way is safe and sensible for you. Please be understanding if your roleplay is very convincing and someone assumes you have suffered an OC injury!&lt;br /&gt;
&lt;br /&gt;
== Execute ==&lt;br /&gt;
Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and call Execute loudly. This will immediately kill the target. This cannot be done subtly.&lt;br /&gt;
Please avoid:&lt;br /&gt;
&lt;br /&gt;
* Head hits&lt;br /&gt;
* Hitting vulnerable areas&lt;br /&gt;
* Throat slitting&lt;br /&gt;
* Using non-LARP-safe weapons, e.g. arrows&lt;br /&gt;
* Stabbing with a weapon that is not thrust-safe, e.g. a sword&lt;br /&gt;
&lt;br /&gt;
== Moving characters ==&lt;br /&gt;
If a character is willing or critical/terminal, they can be moved either by 1 person using 2 empty hands or by 2 people using 1 empty hand each. Please note: if you wish to forcibly take ANY character inside a tent etc then a Referee must be present.&lt;br /&gt;
&lt;br /&gt;
When moving a character do not attempt to carry them out of character for safety reasons. Allow them to stand up of their own volition and then continue roleplaying carrying them.&lt;br /&gt;
&lt;br /&gt;
A hand is &amp;quot;empty&amp;quot; when it is not carrying a weapon - you may sheath a sword or stow a bow/shield in a sling if able, but most 2-handed weapons can&#039;t be stowed away to move a character. You may also not give your weapon to a critical character in order to carry them by yourself.&lt;br /&gt;
&lt;br /&gt;
== Apothecary and consumable potions ==&lt;br /&gt;
A character may only have one ongoing effect from a Consumable at one time (except Poison, which you can have in addition to anything else). If a character has a gained a skill from a Consumable and then uses another Consumable, the previous effect will be immediately cancelled and replaced with the new effect.&lt;br /&gt;
&lt;br /&gt;
== In-Character theft ==&lt;br /&gt;
A character may steal game items only, during time in. To do so they must inform a referee at the time of doing so or immediately after. Then they must go to the Treasure Hunters Guild to register the stolen item. &lt;br /&gt;
&lt;br /&gt;
Items that can be stolen are:&lt;br /&gt;
&lt;br /&gt;
* Special items, handsels, apothecary consumables or enchanted objects - designated by a ribbon or card - take the physrep back to lost property at OC Customer Service immediately and keep &#039;&#039;&#039;only&#039;&#039;&#039; the ribbon or card.&lt;br /&gt;
* In game coins&lt;br /&gt;
* In game resource cards (such as Flicker and Essence)&lt;br /&gt;
&lt;br /&gt;
A player &#039;&#039;&#039;may not&#039;&#039;&#039; steal other players physreps unless they fit in the above categories, so they may not steal things such as mundane weapons and armour. A player may only steal items that they know to be IC.&lt;br /&gt;
&lt;br /&gt;
Example: Jess Bobbins finds a bag of coins, they may only take the coins. The bag must be left behind as it is not a game item.&lt;br /&gt;
&lt;br /&gt;
The rules around IC theft should keep OC medication safe because only specific items can be stolen. However, not all players may remember this, so you might want to keep your medications with only other OC items and/or put a tag on the bag or pouch that says there are OC medications in there. &lt;br /&gt;
&lt;br /&gt;
Please also remember that deliberately putting IC resources in a container that is marked as containing OC medication in order to discourage the IC resources being looked at or found is a breach of the rules around distinguishing between IC and OC interactions, as set out in the Behavioural Guidelines Policy.&lt;br /&gt;
&lt;br /&gt;
== How many Magic items and how many effects can a person have? ==&lt;br /&gt;
People in the world of Menhirs Fate can only have a few magical effects upon them at once. When a person hits the limit of magical effects upon them, an additional effect may replace the existing one or not at the player&#039;s choice. A character may have: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; ongoing effect provided by a Rite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; ongoing effect empowering a Focus through a rite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; magical effect originating from a Weaving&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; personal boon originating from an Entreaty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three&#039;&#039;&#039; Enchanted objects they are actively using. An item generated through a weaving item does not count towards your three enchanted items. This is for items generated through the enchantment skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; Apothecary consumable with a duration (other than Poison) - consumable with instantaneous effects like Heal Wounds can be used as often as you want&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; Poison - use the shortest duration if you are hit by a shorter duration poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One&#039;&#039;&#039; special item from a Weaving or Entreaty&lt;br /&gt;
&lt;br /&gt;
As many Boons from other sources, Curses, Hexes, and divine or malign effects  as they take - there are no limits on these.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Rules Changes ==&lt;br /&gt;
Any character can re-spend their XP if your build isn&#039;t working for you - either between events or at the Customer Service desk.&lt;br /&gt;
&lt;br /&gt;
If you need to refer to things that have changed in the rules to explain previous IC events, you can use the catchphrase &amp;quot;The winds of magic have changed&amp;quot;. If someone uses this phrase or similar wording, you should assume that any discrepancies are due to an OC rules change and not pursue them IC.&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2647</id>
		<title>Rules/Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2647"/>
		<updated>2026-06-27T15:33:16Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Add ceremonies to curse effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character may use a variety of calls to inflict extra effects when attacking enemies or helping friends. These can be delivered via a weapon, such as a sword or magical focus, or at range by clearly indicating the target (pointing, adding a description or name).&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
There are two types of damage you can inflict and they are mutually exclusive as you can only have 1 Call per attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal damage&#039;&#039;&#039; is the first damage type. Anything inflicted by striking someone with a LARP weapon of any kind (or larp-safe Focus) is normal damage. This has no special properties and happens automatically with no need to call it. All calls that deal damage deal this damage type except for Elemental Blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental&#039;&#039;&#039; is the 2nd damage type. This can either be Earth, Fire, Water, Air or Spirit. These damage types do need to be called so that your enemy can react appropriately when hit. You cannot have multiple elemental damage types in a single Call. This damage type is always expressed as Elemental Blast (e.g Fire Blast).&lt;br /&gt;
&lt;br /&gt;
== Calls List ==&lt;br /&gt;
When delivered by a weapon or focus, calls inflict 1 point of damage as well as their effect. Some calls may only be delivered under certain conditions – e.g. Crush can only be delivered by a weapon with a blunt appearance, Rend can only be delivered by a weapon with a sharp appearance.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Crush&lt;br /&gt;
| effect = This call must be delivered with a Blunt Weapon if delivered by weapon. If the character is in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they aren&#039;t in at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stun&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|effect=The character is unable to defend themselves, attack or cast spells for 10 seconds. If they have a shield they must lower it to the side of their body, and they may move at no more than a slow walk/shuffle. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ensnare&lt;br /&gt;
| duration = 10 seconds&lt;br /&gt;
| effect = The character is unable to move from the spot (no more than a pace in each direction). This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rend&lt;br /&gt;
| note = All Arrows and Bolts in Menhirs Fate do the Rend call automatically – if you are hit by an arrow or bolt, take Rend.&lt;br /&gt;
| effect = This call must be delivered by a Sharp Weapon if delivered by weapon (it can also be delivered by any focus). If the character is not in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they are wearing at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing. Please do not attempt to parry arrows.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Taunt&lt;br /&gt;
|duration=At least 10 seconds&lt;br /&gt;
|effect=Anger rages through the character, they will charge and attack the caller if possible – they may instead attack anyone who gets in the way. You must continue to fight and roleplay safely while under the effects of Taunt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stagger&lt;br /&gt;
|note=All Thrown Weapons in Menhirs Fate do Stagger automatically – if you are hit by a thrown weapon, take Stagger away from the weapon.&lt;br /&gt;
|effect=The character is thrown away from the caller – take at least 3 large steps. You may choose to roleplay more than this effect if you wish (e.g. fall to the ground after the three large steps, run away further). If it is not safe or possible to take 3 large steps, the character is instead pinned against the obstacle for at least five seconds and cannot attack during that time. This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Smite&lt;br /&gt;
|effect=Lose all hit points and enter a critical state. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Obliterate&lt;br /&gt;
|effect=If your character is hit by this, they immediately die with no death count and with no critical state or terminal state. This is a very rare call. If weapon or focus strike is parried or blocked by a shield, this call does nothing. This call cannot be mitigated by Rebound or Resist. If it makes contact or is delivered as a ranged call, then the effect happens. This call may be gained through very powerful weavings against named foes and may on a rare occasion happen elsewhere in game for exceptional circumstances but it is a very rare call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Poison&lt;br /&gt;
|duration=Default 30 minutes (varies)&lt;br /&gt;
|effect=Upon taking this call, the character has the number of minutes in the call to find an antidote, with a default of 30. If after this time they have not received an antidote, they will enter their terminal state, skipping the critical state. Normal healing will not remove the poison effect, but continues to work on other injuries as normal. If weapon or focus strike is parried or blocked by a shield, this call does nothing. The Advanced Physician skill allows you to spend 30 seconds to reset the duration of the poison call. The standard time is 30 minutes and thus the call for it will be POISON 30. Any other variation on this call will represent the time duration you have to take an antidote. E.g Poison 10 means you have ten minutes, Poison 1 means you have one minute, etc.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|effect=The weapon, focus or shield hit by this is destroyed until mended. It cannot be used to fight or defend yourself. If you accidentally block or parry with a destroyed weapon or shield, then you take the effects as if they had hit you. Shattered items may be sheathed or put away and do not have to be dropped – dropping the weapon is not ideal to protect players and physreps.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Resist&lt;br /&gt;
|effect=A character calling this is completely unaffected by the effect and has resisted it. This does count as taking the effect for skill expenditure.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Calls ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Antidote&lt;br /&gt;
|effect=Cures all poison on the character, as well as addictive effects from consumables.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Rebound&lt;br /&gt;
|effect=If a person responds to an effect with this call, the effect instead is redirected to the caller. This will protect the user from an effect delivered by a mass call, but everyone else in range still takes the mass call. Rebound does not work on automatic calls generated via Ranged Weapons or Thrown Weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Overload&lt;br /&gt;
|effect=Any weaver struck by this call will immediately take damage equal to their hit points (including any hit points gained though armour or effects) and enter a critical state. Please note that each weaver also will also roleplay this differently depending on the sphere they are aligned to. Some example effects are listed on the relevant rites page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Curse&lt;br /&gt;
| duration = 5 minutes or end of encounter&lt;br /&gt;
| effect = When affected by this call, you cannot use any calls, perform rites or ceremonies, or be affected by beneficial calls – e.g. Antidote, Heal Wounds, Regeneration, I&#039;ve Seen Worse. You can still use consumables with instant effects e.g. restore health and antidote potions, or be healed by a physician. These effects will fade in five minutes or at the end of the encounter, unless you are told otherwise by a ref.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|effect=If you have the means to make this call, you may spend three seconds making a conspicuous show of recovery and then loudly call &amp;quot;Regeneration&amp;quot; to restore 3 hit points to your character. This call can also be made while in a critical state, but must be made as soon as you hit the ground.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=I&#039;ve Seen Worse&lt;br /&gt;
|cast_time=10 seconds&lt;br /&gt;
|effect=This takes 10 seconds of first aid or encouragement roleplay to call, and will restore one other character from critical state to one hit point. This can only be done to someone else, it cannot be done to yourself.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Execute&lt;br /&gt;
|cast_time=5 seconds&lt;br /&gt;
|effect=Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and shout the call &#039;Execute&#039;. This will immediately kill the target. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mend&lt;br /&gt;
|effect=The spell fixes an item that has been shattered. It will sometimes work on objects broken by other means than the Shatter call, but cannot remake an item from nothing, such as one destroyed completely by a Rite.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blast&lt;br /&gt;
|effect=This call does one point of the specific damage type. e.g. Fire Blast would do one point of fire damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|effect=The target&#039;s critical state count pauses for as long as the caller has contact to the target (touch via focus, actual touch or hovering within touch range if the target does not want to be touched) and maintains constant vocals. If the target is under the effects of any other effect (poison/curse etc) the effect is paused, but will return at the end of the Ceremony. If this is called with a number, e.g. Refuge 5, the refuge continues for that number of minutes after the caller is interrupted or moves away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Full Heal&lt;br /&gt;
|effect=Restores all hit points to the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mass&lt;br /&gt;
|range=5 metres&lt;br /&gt;
|effect=The effect hits all targets within 5 metres. If it is Rebounded but you did not call the Rebound, you still take the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Enchanting&amp;diff=2646</id>
		<title>Rules/Enchanting</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Enchanting&amp;diff=2646"/>
		<updated>2026-06-27T15:32:14Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Revert polearms to Air to match crafter handouts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Enchant&#039;&#039;&#039;ing skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Enchanter&lt;br /&gt;
|xp=3xp&lt;br /&gt;
|effect=This skill allows you to make use of the Enchanting Skill and create items that have magical effects. When you select the Enchanter skill you are able to pick three effects from the [[Enchanting#Enchanting_table|Enchanting table]] below. (Please make sure you select an item to enchant as one of these picks or you will not be able to make anything)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Enchanter Mastery&lt;br /&gt;
|xp=1xp&lt;br /&gt;
|effect=Enchanting mastery gives you another pick from the Enchanting table.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Item Designer ===&lt;br /&gt;
The [https://www.menhirsfate.com/item-designer/ Item Designer] is a helper tool that will calculate Reagent costs for you and allow you to share your designs.&lt;br /&gt;
&lt;br /&gt;
=== What is enchanting? ===&lt;br /&gt;
Enchanting is the skill of creating magical items by combining abilities and resources. Each ability or effect has a base cost, and adding additional abilities increases the cost. These creations are tied to specific elemental Spheres, which affect the final resource cost.&lt;br /&gt;
&lt;br /&gt;
==== What is a enchanted item ====&lt;br /&gt;
&lt;br /&gt;
* Enchanted items can grant you access to abilities you do not have access to or more uses of abilities you do have.&lt;br /&gt;
* Enchanted items last for a year.&lt;br /&gt;
&lt;br /&gt;
=== What do I need to Enchant an Item? ===&lt;br /&gt;
The Enchanting of items requires Essence. The type of Essence needed will depend on the item you wish to create and you may need several different types in order to create it. Depending on the item, the amount of Essence needed will also vary. Essence is an ingredient that can be found via several sources in-game, and can be supplied through your base character resource, but there are also many other in-game ways of finding Essence.&lt;br /&gt;
&lt;br /&gt;
=== How do I enchant an Item? ===&lt;br /&gt;
To make an enchanted item in Menhirs Fate there are a few simple steps to follow.&lt;br /&gt;
&lt;br /&gt;
# Pick Your Base Abilities:&lt;br /&gt;
#* After buying the Enchanter skill, choose 3 base abilities, items, or skills. These initial picks will dictate the type of item you can enchant. &lt;br /&gt;
#* You can add more base abilities, items or or skills at the cost of 1 XP per ability. This will give you a broader spectrum for creating items.&lt;br /&gt;
# Creating the Enchantment:&lt;br /&gt;
#* Visit an Enchanting Station which can be found in the City Centre, to perform the required roleplay. Please make sure you have the required Essence in advance of this, as you will need to hand it to the referee looking after this station.&lt;br /&gt;
#* Roleplay the creation of the item. This may take up to five minutes and may include any thematic roleplay.&lt;br /&gt;
#* A referee will check your item and approve it; please hand over the required Essence to the referee at this point. Once approved, they’ll print a ribbon for your item and provide you with a card detailing the enchantment.&lt;br /&gt;
#* &#039;&#039;&#039;Important&#039;&#039;&#039;: You must have the ribbon on the item and the card with you to use its effects.&lt;br /&gt;
#* The enchantment lasts for 1 year before it fades.&lt;br /&gt;
# Only 1 person may contribute their skills to a use of the Enchanting skill. Any number of people may roleplay having contributed but we will only take into account 1 person’s skills. Once created a Item is final. No further effects can be added.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
=== What you can enchant ===&lt;br /&gt;
The items you can make are determined by choices made when purchasing the Enchanter and Enchanter mastery skills. Picking a base item lets you make that item with any of the effects you have chosen to learn.&lt;br /&gt;
&lt;br /&gt;
==== What it costs ====&lt;br /&gt;
To work out the cost for a Item you begin by choosing what base item you are making e.g. a One-handed Weapon. These are aligned to different elements show on the Enchanting table further down the page. The Base item does not add to the cost. All it determines is the initial alignment. Next you choose the effects. Each effect has an alignment of its own (Fire, Earth, Air, Water and Spirit) and a cost in Essence e.g. the Crush effect costs 4 Earth essence.&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
&#039;&#039;Jess decides to make a Sword that allows a user to use Stagger 1/encounter The first step is working out the Essence needed for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alignment of Base item (One Handed weapon) – Air&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Stagger call – 3 Air Essence&lt;br /&gt;
&lt;br /&gt;
Total cost before Reagent – 3 Air Essence&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
&#039;&#039;Jess Bobbins decides to make a Two-handed Weapon that allows a user to use Crush and 2 uses per encounter fuel to be able to use the call two more times, and it has a medium roleplaying effect.&#039;&#039; &#039;&#039;The first step is working out the Essence needed for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alignment of Base item (Two-handed Weapon) – Fire&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Crush call – 4 Earth Essence&lt;br /&gt;
&lt;br /&gt;
1 use per encounter – 1 Fire Essence&lt;br /&gt;
&lt;br /&gt;
1 use per encounter – 1 Fire Essence&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Medium roleplaying effect – 1 Air Essence&lt;br /&gt;
&lt;br /&gt;
Total cost before Reagent – 4 Earth Essence, 2 Fire Essence and 1 Air Essence&lt;br /&gt;
&lt;br /&gt;
==== Reagent ====&lt;br /&gt;
All Enchanted items require a Reagent to hold the magics together. Each time you add an effect, spend an extra Spirit Essence to hold it all together and this increases incrementally per effect added. This amount of Spirit Essence also increases by 1 if it does not match the alignment of the previous step. This means you may find optimal ways of creating a Magic item to use the least amount of Spirit Essence. The online tool for Enchanting can help with this and will be available with the Enchanting refs at the event.&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagent to hold the magical One-handed Weapon together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Weapon is aligned to Air and Stagger is aligned to Air.&lt;br /&gt;
&lt;br /&gt;
One-handed Weapon (Air) to Stagger (Air) costs 1 Spirit essence. The base Spirit to bind the effect together and no additional cost due to the effects aligning.&lt;br /&gt;
&lt;br /&gt;
This means the total cost of the item would be 3 Air Essence and 1 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagents to hold the magical Two-handed Weapon together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two handed Weapon is aligned to Fire, Crush is aligned to Earth, 1/per encounter is aligned to Fire and Medium roleplaying effects are aligned to Earth.&lt;br /&gt;
&lt;br /&gt;
Two handed Weapon (F) to Crush (E) costs 2 Spirit Essence. The base Spirit to bind the effects together plus the additional cost due to them not Aligning.&lt;br /&gt;
&lt;br /&gt;
Crush (E) to 1/per encounter (F) costs 3 Spirit Essence. It also does not align and so costs 2 Spirit Essence due to being the 2nd effect added to the potion and 1 more due to the lack of alignment.&lt;br /&gt;
&lt;br /&gt;
1/per encounter (F) to 1/per encounter (F) costs 4 Spirit Essence. It also does align and so costs 3 Spirit Essence due to being the 3rd effect added to the potion.&lt;br /&gt;
&lt;br /&gt;
1/per encounter (F) to Medium roleplaying effect (A) costs 5 Spirit Essence. It does not align and so costs 5 Spirit Essence due to being the 4th effect added to the potion and 1 more due to the lack of alignment.&lt;br /&gt;
&lt;br /&gt;
This item will have a reagent cost of 14 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
This means the most efficient total cost of the item would be 5 Earth Essence, 2 Fire Essence and 14 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enchanting Table&lt;br /&gt;
!Base Item&lt;br /&gt;
!Effect&lt;br /&gt;
!Cost&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clothing (Water)&lt;br /&gt;
|[[Rules/Calls#Antidote|Antidote]]&lt;br /&gt;
|5 Water&lt;br /&gt;
|1/day&lt;br /&gt;
|-&lt;br /&gt;
|Light Armour (Air)&lt;br /&gt;
|[[Rules/Calls#Rebound|Rebound]] 1/encounter&lt;br /&gt;
|4 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Medium Armour (Earth)&lt;br /&gt;
|[[Rules/Calls#Crush|Crush]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|Can only be applied to Blunt Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Armour (Fire)&lt;br /&gt;
|[[Rules/Calls#Blast|Elemental Blast]] 1/encounter&lt;br /&gt;
|2 spirit + 2 Air for range&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dagger (Water)&lt;br /&gt;
|[[Rules/Calls#Ensnare|Ensnare]] 1/encounter&lt;br /&gt;
|3 water + 2 air for range&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One handed weapon (Air)&lt;br /&gt;
|[[Rules/Calls#I&#039;ve Seen Worse|I&#039;ve seen Worse]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Two handed Weapon (Fire)&lt;br /&gt;
|[[Rules/Calls#Mend|Mend]] 1/encounter&lt;br /&gt;
|3 Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Polearm (Air)&lt;br /&gt;
|[[Rules/Calls#Regeneration|Regeneration]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Item (Water)&lt;br /&gt;
|[[Rules/Calls#Rend|Rend]] 1/encounter&lt;br /&gt;
|4 Fire&lt;br /&gt;
|can only be applied to Sharp weapons&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand (Water)&lt;br /&gt;
|[[Rules/Calls#Shatter|Shatter]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus One handed (Air)&lt;br /&gt;
|[[Rules/Calls#Stagger|Stagger]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus Two handed (Fire)&lt;br /&gt;
|[[Rules/Calls#Stun|Stun]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield/Buckler (Earth)&lt;br /&gt;
|[[Rules/Calls#Taunt|Taunt]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Thrown|Thrown]]&lt;br /&gt;
|2 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Proficiency]]&lt;br /&gt;
|4 Air&lt;br /&gt;
|Taking this potion requires you to get weapons checked and pass a bow competancy test with a Ref &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Regain Health&lt;br /&gt;
|3 Water&lt;br /&gt;
|This restores 3 Hit Points to the character 1/day&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| +1 use per encounter or day for this object &lt;br /&gt;
|1 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Toughness|Toughness]]&lt;br /&gt;
|2 Earth&lt;br /&gt;
|Can be stacked to make a stronger enchantment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Short Roleplaying effect&lt;br /&gt;
|Free when any other enchantment applied&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Roleplaying effect&lt;br /&gt;
|1 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Heavy Roleplaying effect&lt;br /&gt;
|2 Air&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roleplay effects ==&lt;br /&gt;
For additional Essence costs, you may add roleplay effects onto your items. These effects will last for the duration of the item and always be in effect on the character when holding the item. &lt;br /&gt;
&lt;br /&gt;
You may add roleplay effects to your items. These roleplay effects can activate either when the item is picked up or at an appropriately thematic moment. The user is able to choose. Light, medium or heavy roleplay effects may be added by spending additional Essence.&lt;br /&gt;
&lt;br /&gt;
==== Duration of the effects ====&lt;br /&gt;
&lt;br /&gt;
* Light effects are short-lived, lasting &#039;&#039;&#039;30 seconds&#039;&#039;&#039; &lt;br /&gt;
* Medium effects can last for &#039;&#039;&#039;30 mins&#039;&#039;&#039;&lt;br /&gt;
* Heavy effects last for &#039;&#039;&#039;3 hours&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Guide to writing role play effects ===&lt;br /&gt;
You may if you choose, add roleplay effects to your creations. While we do not wish roleplay effects to dictate to characters what they are thinking or feeling, we instead encourage you to describe the physical or environmental effects of the creation on the target so that it may allow them to interpret and act accordingly as their character sees fit. For example, your creation, rather than stating that the target is frightened, might instead describe that the character’s heart is racing and they feel a pit in their stomach or that every loud noise or sudden move is a shock to the senses. &lt;br /&gt;
&lt;br /&gt;
Other roleplay effects may include direct instructions for example “ you wish to seek out adventure”, sensory specific effects, like “ all colours seem brighter” or, “all sounds seem muffled” or they may include  perceived environmental factors such as “the air feels thin to you, the ground is moving”. &lt;br /&gt;
&lt;br /&gt;
==== Additional Notes ====&lt;br /&gt;
&#039;&#039;&#039;Consent and Collaboration&#039;&#039;&#039;: Heavy roleplay effects, in particular, should be discussed between players and Menhirs Fate Volunteer to ensure that they fit with ongoing narratives and are enjoyable for everyone involved. &lt;br /&gt;
&lt;br /&gt;
We will not approve any roleplay effects that we feel do not meet our standards for safety or codes of conduct. Some effects such as love potions etc are not allowed and must reflect the game’s community standards, your Enchantment and Apothecary Refs will not allow those effects to work. For this reason, please check with them before creating any roleplay effects.&lt;br /&gt;
&lt;br /&gt;
== Enchanting Schematics ==&lt;br /&gt;
Beyond the power of standardised enchanting skills are schematics. These may appear from a variety of sources in game and cannot be purchased as a skill. A schematic allows you to create unique items that can do things beyond the listed effects on the enchanting table. They require unique ingredients instead of the normal Essence but can be made by anybody with the Enchanting skill assuming they have taken the relevant base item e.g. a Schematic has appeared for a Weapon that needs to be made with the blood of a unique monster to be able to kill a particular enemy. The Schematic will allow anyone who can make a weapon item to use the blood to enhance it into an item that lets them use Obliterate on that target.&lt;br /&gt;
&lt;br /&gt;
=== Unique Items ===&lt;br /&gt;
There are other ways to gain particularly unique / unusual items within Haven. They may involve Weavings, or Entreaties to the gods that may imbue items, weapons, or armour with other special effects beyond the enchantments available normally.&lt;br /&gt;
You submit requests through augury forms / petitions which will be reviewed by Guardians / Shrine Tenders / Crafters before any unique item can be created.&lt;br /&gt;
&lt;br /&gt;
The Wyrd and divine power are fleeting and sometimes fickle. Unique items may not always turn out exactly as you envision, have drawbacks or limitations. Weavings or Entreaties employed function and are assessed as normal.&lt;br /&gt;
&lt;br /&gt;
If you wish to create items with mechanical effects through any Weaving or Entreaties you would need an appropriately enchanted item as a base to empower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: Results may differ from what was requested to keep it within the lore, themes, or rules of the game. Unique items are totally unique even from one another. Just because you made a unique item one way previously does not mean you can necessarily make more in the same way.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Example 1 =====&lt;br /&gt;
You may try to create a unique item to help you in a specific quest. For example to defeat a &#039;&#039;named&#039;&#039; champion of the Fallen who is very heavily armoured and resists Crush. To empower a unique item that might help you defeat this foe, you would need to start with a blunt weapon enchanted with Crush to have the Weaving or Entreaty further empower the unique item to achieve your goals.&lt;br /&gt;
&lt;br /&gt;
===== Example 2 =====&lt;br /&gt;
You may try to create a unique item that is empowered by one of the gods. For example: a divine relic that allows the user to perform Spiritual Reading as if they had that skill.&lt;br /&gt;
This would be creating a unique item with an effect beyond the enchantments available normally. In this example, to create this item, you would need to start with an enchanted base item with a god relevant RP effect. The length of the RP effect may affect the results of the unique item creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OC clarification: Anything that mimics Faith Ceremonies must come from an Entreaty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Weapons_and_Armour_Safety&amp;diff=2645</id>
		<title>Rules/Weapons and Armour Safety</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Weapons_and_Armour_Safety&amp;diff=2645"/>
		<updated>2026-06-27T15:28:09Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Re-checking weapons in cold weather&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Weapons &amp;amp; Armour =&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
* All weapons must be at least 8” (20 cm) long&lt;br /&gt;
* All weapons must be a phys-rep of a weapon&lt;br /&gt;
* Melee weapon components intended to be rigid (blades, handles, grips, etc.) must contain a solid core to maintain their shape.&lt;br /&gt;
* Some categories require you to use a set grip to fight with the weapon&lt;br /&gt;
* All weapons, bows, arrows, shields and armour, must be checked by a member of the weapon checking team&lt;br /&gt;
&lt;br /&gt;
=== Daggers/Foci ===&lt;br /&gt;
&lt;br /&gt;
* Must be between 8” and 24” Long&lt;br /&gt;
&lt;br /&gt;
=== One-Handed weapons/One handed Foci ===&lt;br /&gt;
&lt;br /&gt;
* Must be between 24” and 42” Long&lt;br /&gt;
* Flail length is measure from bottom of handle to head full stretched&lt;br /&gt;
* Flails must be made with Foam links if more then one link. One link can be a leather link.&lt;br /&gt;
&lt;br /&gt;
=== One-Handed Spear ===&lt;br /&gt;
&lt;br /&gt;
* Must be over 60” and up to 84” long&lt;br /&gt;
* You must hold the weapon within 6” of the center of the shaft&lt;br /&gt;
* Must be a phys-rep of a spear&lt;br /&gt;
* Must have a thrust-safe tip and only be used for thrusting&lt;br /&gt;
&lt;br /&gt;
=== Two Handed Weapon/Two-Handed Foci ===&lt;br /&gt;
&lt;br /&gt;
* Must be over 42” and up to 72” Long&lt;br /&gt;
* You must hold the weapon in both Hands&lt;br /&gt;
&lt;br /&gt;
=== Polearms/Polearm Foci ===&lt;br /&gt;
&lt;br /&gt;
* Must be between 72” and 84” long&lt;br /&gt;
* You Must hold the weapon in both hands with at least 18” separating them&lt;br /&gt;
* Can have Thrust-safe tip&lt;br /&gt;
&lt;br /&gt;
=== Pikes ===&lt;br /&gt;
&lt;br /&gt;
* Must be over 84” and up to 108” long&lt;br /&gt;
* You must hold the weapon in both hands with at least 18” separating them&lt;br /&gt;
* Must be a Phys-rep of a Pike&lt;br /&gt;
* Must have a thrust safe tip and only be used for thrusting&lt;br /&gt;
* Pikes count under polearm skill&lt;br /&gt;
* Pikes cannot be used to make any Calls&lt;br /&gt;
&lt;br /&gt;
=== Thrown Weapons ===&lt;br /&gt;
&lt;br /&gt;
* Must be between 8” and  36&amp;quot; long&lt;br /&gt;
* You cannot throw shuriken, rocks, or other small throwing weapons below that size&lt;br /&gt;
* Any core in a thrown weapon must be appropriate in weight and stiffness for its size, and non-rigid cores are preferred&lt;br /&gt;
* Throwing javelins in particular must have a “Collapsible” tip and a relatively lightweight core&lt;br /&gt;
* Please be mindful of avoiding the face when using thrown weapons&lt;br /&gt;
* You may only use thrown weapons every ten seconds&lt;br /&gt;
* You must not throw normal melee weapons.&lt;br /&gt;
&lt;br /&gt;
== Weapon Safety ==&lt;br /&gt;
&lt;br /&gt;
Weapons must meet the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* The rigidity of the foam must protect the core and must not have degraded and become too soft&lt;br /&gt;
* The layers of foam must be securely bonded to each other and not be delaminating&lt;br /&gt;
* The right kind of foam must be used. High-density foam is the basic material and low-density foam must be used appropriately in collapsible tip weapons or in large hammerheads. This stops weapons being too heavy and having too much momentum&lt;br /&gt;
* The whole length of the core must be held securely in place and must not be moving freely inside the weapon&lt;br /&gt;
* The tip reinforcement must not be protruding through the surface of the foam&lt;br /&gt;
* The core of the weapon must be made of an appropriate material such as fibreglass or carbon fibre - not of aluminium, wood or bamboo&lt;br /&gt;
* There must not be any protruding hard or sharp objects such as gems or studs&lt;br /&gt;
* There must be sufficient padding on the tip, guard and haft&lt;br /&gt;
* Pommels are preferred to be made of padding, we are allowing resin handles &amp;amp; pommels and wooden handles. This is not a striking area with any weapon&lt;br /&gt;
* The handle must be securely attached to the rest of the weapon and must not be loose&lt;br /&gt;
* The choice of former must be appropriate to the length of the weapon and must not be too heavy and rigid (especially for thrown weapons) or too light making the weapon ‘whippy’ (long weapons)&lt;br /&gt;
* A ref may request to re-check your weapon when the temperature drops, as they become stiffer in colder weather - you should be extra careful to pull your blows in colder weather&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
* A shield must be gripped by a handle held in the hand&lt;br /&gt;
* You can push with a shield. You are not allowed to shield barge other characters, or force someone out of your way. &#039;&#039;The aim of this is to allow people with shields to control and threaten an area but to do so safely in regards to other players.&#039;&#039;&lt;br /&gt;
* A shield that is simply strapped to the body does not protect the wearer. All blows that strike a slung shield are considered to hit the character wearing it.&lt;br /&gt;
* Each Shield type have maximum dimensions for a shield are based on the shape, listed below&lt;br /&gt;
* You may not strike with any shield regardless of size&lt;br /&gt;
&lt;br /&gt;
=== Shield Types (sizes) ===&lt;br /&gt;
&lt;br /&gt;
* Buckler&lt;br /&gt;
** Up to 15” (40cm) in Diameter&lt;br /&gt;
&lt;br /&gt;
* Round Shield&lt;br /&gt;
** Up to 40” (1m) Diameter&lt;br /&gt;
&lt;br /&gt;
* Tower shield&lt;br /&gt;
** Up to 40” by 24” (1m by 60cm)&lt;br /&gt;
&lt;br /&gt;
* Kite/Heater Shield&lt;br /&gt;
** Up to 48” by 24” (1.2m by 60cm)&lt;br /&gt;
&lt;br /&gt;
== Shield Safety ==&lt;br /&gt;
&lt;br /&gt;
* A rigid former may currently be used during events, but shields should preferably be of full-foam construction&lt;br /&gt;
* If you use a rigid former then there must be at least 6mm of high-density foam on the face and no protruding bolts&lt;br /&gt;
* The rim must be padded all round. Note that pipe lagging will quickly degrade will likely be insufficient after a relatively short time&lt;br /&gt;
* Handles must be securely fixed so that they do not cause the shield to “flap” from the arm/ hand&lt;br /&gt;
* Wing nuts must not be used to secure straps and any protruding bolts must be cut short&lt;br /&gt;
&lt;br /&gt;
== Bows/Crossbows ==&lt;br /&gt;
&lt;br /&gt;
=== Bows ===&lt;br /&gt;
&lt;br /&gt;
* Must have a draw weight less than 30lb on a 28” draw&lt;br /&gt;
* Must hold the weapon in both hands to shoot&lt;br /&gt;
* You must not block with your Bow&lt;br /&gt;
&lt;br /&gt;
=== Crossbows ===&lt;br /&gt;
&lt;br /&gt;
* Must have a 30lb or lower draw weight&lt;br /&gt;
* Must hold the weapon in both hands to shoot&lt;br /&gt;
* You must not block with your Crossbow&lt;br /&gt;
* You must be over 18 to use crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under UK law, participants under 18 years of age cannot be in possession of a crossbow unless under the supervision of a person who is 21 years of age or older. In terms of our game, this means that we do not permit participants under that age to use crossbows, except when supervised under controlled conditions (Such as a setup archery range, or a teaching session). &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battlefield, encounters and any combat does not count as controlled conditions. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Arrows and Bolts ==&lt;br /&gt;
&lt;br /&gt;
=== Arrow Shafts ===&lt;br /&gt;
&lt;br /&gt;
* The shaft must be made of fibreglass or wood. Carbon fibre, aluminium and dowel are not allowed&lt;br /&gt;
* The shaft must not be cracked or damaged&lt;br /&gt;
* Flights must be adequate to keep the arrow stable in flight and must be properly attached to the shaft&lt;br /&gt;
* Arrows must have a maximum draw position of 28” clearly marked if the possible draw length is greater than 28”&lt;br /&gt;
* The shaft must have a proper nock which is securely attached&lt;br /&gt;
&lt;br /&gt;
=== Arrowhead ===&lt;br /&gt;
&lt;br /&gt;
* The arrowhead must be at least 50mm across and have a circular cross-section&lt;br /&gt;
* The arrowhead must be securely attached and not move on the shaft&lt;br /&gt;
* The arrowhead must be the flat facing design, rounded arrowheads will not be allowed at Menhirs Fate&lt;br /&gt;
* The soft foam portion of the arrowhead must be open cell foam (often called furniture or upholstery foam), be at least 25mm at the thickest point and must collapse fully under firm pressure (so there must be no latex within 5-10 mm of the face)&lt;br /&gt;
* The arrowhead must have some kind of blocker between the shaft and the foam of the arrowhead to stop the shaft pushing through&lt;br /&gt;
&lt;br /&gt;
=== Not Acceptable ===&lt;br /&gt;
&lt;br /&gt;
* IDV tear-drop arrows are not usable at our events&lt;br /&gt;
* Archery Tag screw-on arrowheads are not usable at our events&lt;br /&gt;
* Domed arrowheads are not allowed; they must be flat&lt;br /&gt;
&lt;br /&gt;
== Bow Competency ==&lt;br /&gt;
&lt;br /&gt;
You must take your bow and your arrows to be checked by our weapon check team. You will be asked to demonstrate that you know how to use it safely: You will be required to string and destring your bow, and asked to demonstrate a full arrow or bolt check to show you understand our safety checks&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You may be asked to fire the weapon at a nearby target, and demonstrate your understanding of the bow safety rules. The aim of these checks is to ensure that you know how to use your bow or crossbow safely at our events. You may also be asked for proof of age, if using a crossbow.&lt;br /&gt;
&lt;br /&gt;
=== Full arrow check ===&lt;br /&gt;
&lt;br /&gt;
* Feel the foam on face of the arrow to check it is free from debris and the foam not waterlogged&lt;br /&gt;
* Feel the soft foam to check it is still firmly attached to the arrow head and that the head is securely attacked to the shaft&lt;br /&gt;
* Flex the shaft to ensure it is not cracked or split&lt;br /&gt;
* Feel each flight to check none are missing or loose&lt;br /&gt;
* Examine the nock to ensure it is not loose or split&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
&lt;br /&gt;
* The draw of a bow must be less than 30 lbs at 28” draw. Crossbows are also limited to 30lbs draw weight&lt;br /&gt;
* You must perform an full check of every arrow or bolt each time before you nock it&lt;br /&gt;
* You must not aim at the head, you must aim at the chest or below when shooting at your target&lt;br /&gt;
* You must reduce the draw of your bow when firing at targets closer than 3m away, you may not fire a crossbow at targets under 3m&lt;br /&gt;
* You must aim at the stomach or below when firing into a crowded melee or when aiming a bow at targets closer than 3m&lt;br /&gt;
* You must be able to see the area you are aiming for if you are arcing your shot&lt;br /&gt;
* You must not shoot through narrow openings or gaps, such as between branches, fences, or through hedges&lt;br /&gt;
* You must never attack with a bow or crossbow or use it to parry if your bow or crossbow is hit with melee or an arrow you take one point of damage&lt;br /&gt;
* You must have both hands free when using a bow or crossbow&lt;br /&gt;
* You must not have another arrow in you hand while shooting&lt;br /&gt;
* You must not put any arrows in your mouth&lt;br /&gt;
* You must be in full control of your weapon and aware of your aim while moving around with bow drawn&lt;br /&gt;
* Participants under 18 years of age cannot use a crossbow under any circumstances&lt;br /&gt;
&lt;br /&gt;
=== Archery cards ===&lt;br /&gt;
You will be given a card once you have shown you can competently use a bow or crossbow. It is vital this is kept with you and your bow at all times.&lt;br /&gt;
&lt;br /&gt;
It will include:&lt;br /&gt;
&lt;br /&gt;
* Your Player ID&lt;br /&gt;
* Your full name (not your character&#039;s name)&lt;br /&gt;
* Your date of birth&lt;br /&gt;
* The event the card was issued&lt;br /&gt;
* The name of the referee assessing you&lt;br /&gt;
&lt;br /&gt;
This card allows you to use any weapons-checked bow or crossbow, with permission from the owner, at Menhirs Fate. It expires a year after being issued.&lt;br /&gt;
&lt;br /&gt;
== Armour ==&lt;br /&gt;
&lt;br /&gt;
Light-weight flimsy materials such as cardboard, tin foil and paper cannot be counted as armour. You cannot use knitted wool or other fabric which is coloured to look like chain as armour either.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Armour can be constructed from EVA foam however LARP armour has the potential to be subject to damage in combat. As with armour constructed from other materials we will be checking that foam armour is robust and safe for both the wearer and other people. All Foam armour must be checked by the weapons check team.&lt;br /&gt;
&lt;br /&gt;
We are conscious that Larp Combat is a contact sport so Armour may not have Spikes or sharp points. (studs on leather armor is fine)&lt;br /&gt;
&lt;br /&gt;
=== Light Armour ===&lt;br /&gt;
&lt;br /&gt;
* Padded cloth or thin leather armour (between 1.5mm and 3mm).&lt;br /&gt;
* Must be Piece of armour Leather clothing or similar does not count&lt;br /&gt;
&lt;br /&gt;
=== Medium Armour ===&lt;br /&gt;
&lt;br /&gt;
* Leather or armour made to appear as if constructed from leather&lt;br /&gt;
* Must be 3mm or Thicker&lt;br /&gt;
&lt;br /&gt;
=== Heavy Armour ===&lt;br /&gt;
&lt;br /&gt;
* Metal armour or armour that looks like its metal&lt;br /&gt;
* No Sharp edges&lt;br /&gt;
&lt;br /&gt;
== Banner ==&lt;br /&gt;
&lt;br /&gt;
At Menhirs Fate we are allowing banners as we think they are great items for the fantasy setting.&lt;br /&gt;
&lt;br /&gt;
* Banners can have wooden poles&lt;br /&gt;
* Must follow the Menhir’s Fate Behaviour guidelines regarding iconography and symbols&lt;br /&gt;
* Banners can be taken on adventures but those that carry them must never engage in melee. Ranged magic may be used while holding a banner.&lt;br /&gt;
* Banners must never be used to parry blows&lt;br /&gt;
* Banners are unaffected to the shatter call&lt;br /&gt;
* Banners come under Item for enchanting. The rules for combat still apply and you may not use melee attacks while holding a banner.&lt;br /&gt;
* Banners should not be made with Larp safe materials as they are not safe to be used a weapons in combat. Banners should also not be attached to Larp weapons&lt;br /&gt;
&lt;br /&gt;
== Fighting safely ==&lt;br /&gt;
&lt;br /&gt;
* You must ensure your weapon has been checked by the weapon checking team at each event before you use it&lt;br /&gt;
* You must pull all of your blows so that they land with virtually no force&lt;br /&gt;
* You must avoid hitting the groin, neck or face&lt;br /&gt;
* You must avoid hitting the breasts or head where there is an alternative target&lt;br /&gt;
* You must not strike another character with the pommel or hilt of your weapon&lt;br /&gt;
* You must not thrust with any weapon unless it is a thrust-safe polearm&lt;br /&gt;
* You must not throw a weapon unless it is a throwing weapon&lt;br /&gt;
* You must use the specified grip for a two-handed weapon&lt;br /&gt;
* You must drop a flail if becomes entangled in your opponents weapon or costume&lt;br /&gt;
* You must not attempt to parry an arrow or bolt with a weapon&lt;br /&gt;
* You must not grab or trap an opponent’s weapon when they are wielding it&lt;br /&gt;
* You must follow the bow-safety guidelines if you use a bow or crossbow&lt;br /&gt;
* You must not partake in combat if you are drunk&lt;br /&gt;
* You must not take camping knives on quests, skirmishes or battles under any circumstance.&lt;br /&gt;
&lt;br /&gt;
Banned items cannot be used either for reasons of safety or because they are unsuitable for the campaign. The traders are permitted to sell these items but only on the condition that they are collected at the end of the event if purchased during time in. Items sold before time in may be stored in tents or cars and not brought out during time in. You must not carry these items on site in an IC area.&lt;br /&gt;
&lt;br /&gt;
== Banned items ==&lt;br /&gt;
&lt;br /&gt;
* Real weapons, including bayonets, re-enactment weapons, real world grappling hooks and any sort of non-replica firearm&lt;br /&gt;
* Modern or futuristic items such as chainswords or power armour as well as novelty items.&lt;br /&gt;
* No fireworks or pyrotechnics of any sort may be brought onto the site without the prior permission&lt;br /&gt;
* Any item deem inappropriate by Menhirs Fate&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2644</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2644"/>
		<updated>2026-06-27T15:13:42Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Make it clear you can eat despawned monsters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found [[Sphere Resonances#Athria|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
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 Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Shared Rites==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name = Memory Storm *&lt;br /&gt;
|level = 1&lt;br /&gt;
|cast_time = 30 seconds&lt;br /&gt;
|time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
|extension = 1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
|effect = When casting this rite, the caster chooses between Air or Water for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rise, my friend!&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the effect duration by 5 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, are immune to all roleplay effects and poison and retain access to all known skills. However, they cannot use any abilities that require Faith. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used May the Gods Witness Me cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ghostly Shove*&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Stagger|Stagger]] once during the duration on hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Death´s Mark (Hex)&lt;br /&gt;
| level = 2&lt;br /&gt;
| cost = 1 Air or Water Flicker&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| extension = Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- You are able to see the bones of living people inside their flesh. This may be horrifying or fascinating.&lt;br /&gt;
- You pick up random strong memories from an unknown source, causing brief episodes of fear/anger/grief over something no-one else can see.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Flashing before your Eyes*&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds, if ranged 1 minute&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = Every Flicker of Air or Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through focus, if ranged 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Stun|Stun]] once during the duration on hit with their focus, or if ranged lets them call Stun at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Whispers of the Dead&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| cost = 1 Air or Water Flicker&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of questions you may ask by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect = The Weaver touches a dead target’s skull or head with their focus and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Goodbye Old Friend&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may remove one memory from the target. The target must be willing to give up the memory and write the memory on a piece of paper with a maximum of 300 words.&lt;br /&gt;
The paper must be handed to a referee, as the memory is being given to the Athria sphere. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Laden with Memory&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the word count by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver manipulates memory itself and transfers one into an object. Only another Athria weaver can unlock the message by performing this rite over the chosen object again.&lt;br /&gt;
OC note: If you perform this rite, please come to the Menhir tent to collect a card to attach to the chosen item. On the card, the caster can leave a message representing the imbued memory with a maximum of 10 words. When another Athria weaver unlocks this memory from an item, they should roleplay receiving the memory written on it, and may remove the card from the item if they wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Feast of Flesh&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants the target the ability that it may consume vital parts of a corpse (someone in Terminal state or dead, and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration.&lt;br /&gt;
&lt;br /&gt;
Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players. The same corpse cannot be used repeatedly for this rite.&lt;br /&gt;
&lt;br /&gt;
You may still roleplay consuming a corpse where an enemy has died even if they have disappeared to respawn.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Bonemender&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = 1 Water flicker to reconstitute a dusted Underdweller (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver can call [[Rules/Calls#Full_heal|Full Heal]] on an Underdweller. An underdweller that has turned to a pile of dust as a result of Rise, my Friend! can start the process of being reconstituted into a skeleton with this rite, using one Water flicker - this will not allow revival in Haven or surroundings but the skeleton may be usable when returned to the Shroud of Morvalis.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Reaper&#039;s Grasp&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Curse|Curse]] on a target within 10 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Death&#039;s Macabre &lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants three targets the ability to use the call [[Rules/Calls#Stun|Stun]] once. This must be delivered using a Weapon or a Focus. This ability cannot be stacked multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2643</id>
		<title>Athria Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Athria_Rites&amp;diff=2643"/>
		<updated>2026-06-27T15:09:49Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Added Athria Stun to ritecaller list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Athria sphere resonances can be found [[Sphere Resonances#Athria|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
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 Athria sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* Health and life continuously leech out of you to fuel the failed rite.&lt;br /&gt;
* You are overcome with intense debilitating sorrow.&lt;br /&gt;
* You are relentlessly attacked by vengeful spirits who died nearby.&lt;br /&gt;
* You are filled with immense guilt and self-judgement, along with a need to punish yourself.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Athira sphere to perform a 10 second Rite that allows them to Identify/Find objects with memory resonance (Carded items), dim a memory, or seance style attempt to talk to dead people &#039;&#039;(This ability does not deliver “plot” and will often return nonsensical or even wrong information entirely. It is designed to let Spellweavers flavour their RP- interactions and is not powerful enough to replicate the effects of rites like Whispers for the Dead).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
==Shared Rites==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name = Memory Storm *&lt;br /&gt;
|level = 1&lt;br /&gt;
|cast_time = 30 seconds&lt;br /&gt;
|time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
|extension = 1 Flicker of relevant element for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
|effect = When casting this rite, the caster chooses between Air or Water for the damage type. The weaver may call Air [[Rules/Calls#Blast|Blast]] or Water [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Air Blast or Water Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rise, my friend!&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the effect duration by 5 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may choose a willing target who is currently in their terminal state. That target is now classed as an Underdweller. They have a maximum of 5 hit points, are immune to all roleplay effects and poison and retain access to all known skills. However, they cannot use any abilities that require Faith. An Underweller is the same character and so has all their previous memories. The target is free to roleplay this how they choose. If the target is reduced to 0 hit points, they immediately turn to dust and do not enter a critical or terminal state again. They also turn to dust at the end of the rite’s duration, if not already destroyed. A character who has used May the Gods Witness Me cannot be affected by this rite, as they immediately die and do not enter a terminal state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ghostly Shove*&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Stagger|Stagger]] once during the duration on hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Death´s Mark (Hex)&lt;br /&gt;
| level = 2&lt;br /&gt;
| cost = 1 Air or Water Flicker&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| extension = Every extra Flicker of Air expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay- based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options: &lt;br /&gt;
- You are able to see the bones of living people inside their flesh. This may be horrifying or fascinating.&lt;br /&gt;
- You pick up random strong memories from an unknown source, causing brief episodes of fear/anger/grief over something no-one else can see.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Flashing before your Eyes*&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds, if ranged 1 minute&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = Every Flicker of Air or Water expended in the rite increases the duration by 5 minutes – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through focus, if ranged 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Stun|Stun]] once during the duration on hit with their focus, or if ranged lets them call Stun at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Whispers of the Dead&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| cost = 1 Air or Water Flicker&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of questions you may ask by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
|range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
|effect = The Weaver touches a dead target’s skull or head with their focus and may ask the target one question to which it must respond truthfully if it can answer. Once the rite has been used it can’t be used again on that target. This rite does not require a ref, but do speak with one if there is any confusion or need for assistance. Please note, this rite does not work on underdwellers.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Goodbye Old Friend&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may remove one memory from the target. The target must be willing to give up the memory and write the memory on a piece of paper with a maximum of 300 words.&lt;br /&gt;
The paper must be handed to a referee, as the memory is being given to the Athria sphere. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Laden with Memory&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the word count by 1. (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver manipulates memory itself and transfers one into an object. Only another Athria weaver can unlock the message by performing this rite over the chosen object again.&lt;br /&gt;
OC note: If you perform this rite, please come to the Menhir tent to collect a card to attach to the chosen item. On the card, the caster can leave a message representing the imbued memory with a maximum of 10 words. When another Athria weaver unlocks this memory from an item, they should roleplay receiving the memory written on it, and may remove the card from the item if they wish.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Feast of Flesh&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Water expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants the target the ability that it may consume vital parts of a corpse (someone in Terminal state or dead, and requiring at least 30 seconds roleplay) to restore all their lost hit points. Each target may do so once within the rite’s duration.&lt;br /&gt;
Note: This Rite does not destroy or remove a corpse. It will be damaged in some capacity by the ritual but recognisable and it will still be visible for other players. The same corpse cannot be used repeatedly for this rite.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Bonemender&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = 1 Water flicker to reconstitute a dusted Underdweller (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver can call [[Rules/Calls#Full_heal|Full Heal]] on an Underdweller. An underdweller that has turned to a pile of dust as a result of Rise, my Friend! can start the process of being reconstituted into a skeleton with this rite, using one Water flicker - this will not allow revival in Haven or surroundings but the skeleton may be usable when returned to the Shroud of Morvalis.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Reaper&#039;s Grasp&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Curse|Curse]] on a target within 10 meters.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Death&#039;s Macabre &lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Air expended in the rite increases the duration by 5 minutes (Each Flicker also increases the rite level by 2).&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants three targets the ability to use the call [[Rules/Calls#Stun|Stun]] once. This must be delivered using a Weapon or a Focus. This ability cannot be stacked multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=2642</id>
		<title>Rules/Vigour Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Vigour_Skills&amp;diff=2642"/>
		<updated>2026-06-27T15:06:42Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Add short recharge time to Harrier Backstab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vigour Skills operate on a series of skill levels representing a character&#039;s skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.&lt;br /&gt;
&lt;br /&gt;
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do [[Rules/Calls|Calls]] and other abilities. Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes.&lt;br /&gt;
&lt;br /&gt;
Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.&lt;br /&gt;
&lt;br /&gt;
A Focus cannot be used to deliver Calls gained from a Vigour ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you use a Vigour call from the list below and the target doesn&#039;t take a call and doesn&#039;t explicitly stop it affecting them then you don&#039;t expend your use of Vigour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vigour and XP ==&lt;br /&gt;
To buy into any Vigour line costs &#039;&#039;&#039;4xp&#039;&#039;&#039;. This allows you to access 1 of the level 1 abilities. Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Upgrade.&lt;br /&gt;
&lt;br /&gt;
You may also buy an extra use of a level 2 ability you have already bought. This costs &#039;&#039;&#039;3xp&#039;&#039;&#039;. This skill is called [Skill line] Mastery.&lt;br /&gt;
&lt;br /&gt;
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.&lt;br /&gt;
&lt;br /&gt;
== Vigour in Haven ==&lt;br /&gt;
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear &#039;encounter&#039; boundary. This is reduced to 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect&lt;br /&gt;
&lt;br /&gt;
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the &#039;Nature&#039;s Rest&#039; rite area effect.&lt;br /&gt;
&lt;br /&gt;
== Vigour skills ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Toughness&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=1XP (+1XP per level)&lt;br /&gt;
|effect=Adds one base hit point per level.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Thrown&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=2xp&lt;br /&gt;
|effect=This skill allows a character to use [[Rules/Weapons_and_Armour_Safety#Thrown_Weapons|Thrown]] weapons. These weapons always inflict [[Rules/Calls#Stagger|Stagger]] and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Ranged Weapon Proficiency&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|xp=4xp&lt;br /&gt;
|effect=This skill allows a character to use a [[Rules/Weapons_and_Armour_Safety#Bows|Bow]] or [[Rules/Weapons_and_Armour_Safety#Crossbows|Crossbow]]. These weapons always inflict [[Rules/Calls#Rend|Rend]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Weapon Master ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; cannot use with a [[Rules/Weapons and Armour Safety#Pikes|Pike]]; [[Rules/Weapons and Armour Safety#Bows/Crossbows|bows/thrown]] weapons cannot make any calls other than their standard calls. &lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Catch Breath&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=Recharges if you enter a critical state&lt;br /&gt;
|effect=You may use [[Rules/Calls#Regeneration|Regeneration]] once when not in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Clear Out&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|effect=When a nearby ally (within 5m) enters [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], call [[Rules/Calls#Stagger|Stagger]] twice on the next 2 hits or shield blocks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Precision Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (depending on your weapon physrep) on torso hit only.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Signature Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Weapon Master&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Resist [[Rules/Calls#Shatter|Shatter]] on one chosen weapon (you may change weapon choice between events).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Vanguard ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; [[Rules/Weapons and Armour Safety#Polearms/Polearm Foci|polearms]] only; cannot make any calls with a [[Rules/Weapons and Armour Safety#Pikes|pike]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Make Space&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if you enter a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on next hit when an enemy makes it past your polearm&#039;s point, once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Backup Weapon&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=Recharges if your polearm is shattered again&lt;br /&gt;
|effect=While your polearm is shattered, you may call [[Rules/Calls#Stun|Stun]] once with a 1 handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Dazzling Strike&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stun|Stun]] on any hit (not to shield).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Drive Them Back&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Vanguard&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on hit on two adjacent enemies (you do have to hit both of them sequentially).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harrier ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; [[Rules/Weapons and Armour Safety#One-Handed weapons/One handed Foci|1h weapons]] (optionally ambi), no [[Rules/Weapons and Armour Safety#Heavy Armour|heavy armour]], no shield larger than a [[Rules/Weapons and Armour Safety#Shields|buckler]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Backstab&lt;br /&gt;
| sphere = Vigour&lt;br /&gt;
| level = 1&lt;br /&gt;
| restriction = Harrier&lt;br /&gt;
| recharge = Recharges after five seconds have passed&lt;br /&gt;
| effect = You may call [[Rules/Calls#Rend|Rend]] on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Riposte&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=Recharges after landing a torso hit on an enemy&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on Block.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shake it off!&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Harrier&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] from critical state or 5 secs of Appropriate Roleplay to call [[Rules/Calls#I&#039;ve_Seen_Worse|I&#039;ve Seen Worse]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Weapon Snap&lt;br /&gt;
| sphere = Vigour&lt;br /&gt;
| level = 2&lt;br /&gt;
| restriction = Harrier&lt;br /&gt;
| recharge = 1/encounter&lt;br /&gt;
| effect = You may call [[Rules/Calls#Shatter|Shatter]] when striking a weapon or focus with the weapons in your primary and off-hand simultaneously. (Using a buckler in your off hands prevents use of this ability as you cannot strike with any shields including bucklers)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bulwark ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Must use a [[Rules/Weapons and Armour Safety#Shields|shield]] (incompatible with Harrier even if your shield is small)&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Over Here&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when the original taunted target enters a [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=[[Rules/Calls#Taunt|Taunt]] target on hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Brace&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=Recharges when you next lose a hit point to a melee blow&lt;br /&gt;
|effect=[[Rules/Calls#Stagger|Stagger]] on shield hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Push Forward&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Stagger|Stagger]] on one hit and then call [[Rules/Calls#Shatter|Shatter]] on the next hit within ten seconds. The [[Rules/Calls#Shatter|Shatter]] is wasted if your second hit is on a person rather than a valid shatter target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hold the Line&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Bulwark&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=[[Rules/Calls#Regeneration|Regeneration]] on entering [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]], you do not have to get on the ground or stop defending with your shield for this instance of entering critical state.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Brute ==&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; must be using a [[Rules/Weapons and Armour Safety#Two Handed Weapon/Two-Handed Foci|two handed weapon]]&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Hard Head&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=Recharges when you go [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to take [[Rules/Calls#Rend|Rend]] or [[Rules/Calls#Crush|Crush]] as [[Rules/Calls#Stun|Stun]] once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blood for Blood&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=1&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|effect=After taking an offensive call, your next hit can call [[Rules/Calls#Stagger|Stagger]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Mighty Blow&lt;br /&gt;
| sphere = Vigour&lt;br /&gt;
| level = 2&lt;br /&gt;
| restriction = Brute&lt;br /&gt;
| recharge = 1/encounter&lt;br /&gt;
| effect = Call [[Rules/Calls#Shatter|Shatter]] but you [[Rules/Calls#Stagger|Stagger]] away from the opponent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Feud&lt;br /&gt;
|sphere=Vigour&lt;br /&gt;
|level=2&lt;br /&gt;
|restriction=Brute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Ranged [[Rules/Calls#Taunt|Taunt]] within 10m by pointing and yelling, you are also taunted by them until they reach rules/other-game-rules/#critical-state or end of encounter, you may call [[Rules/Calls#Crush|Crush]] or [[Rules/Calls#Rend|Rend]] (as per your weapon type) against them once.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2641</id>
		<title>Rules/Calls</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Calls&amp;diff=2641"/>
		<updated>2026-06-27T15:03:13Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Clarify scope of Rebound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character may use a variety of calls to inflict extra effects when attacking enemies or helping friends. These can be delivered via a weapon, such as a sword or magical focus, or at range by clearly indicating the target (pointing, adding a description or name).&lt;br /&gt;
&lt;br /&gt;
== Damage Types ==&lt;br /&gt;
There are two types of damage you can inflict and they are mutually exclusive as you can only have 1 Call per attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal damage&#039;&#039;&#039; is the first damage type. Anything inflicted by striking someone with a LARP weapon of any kind (or larp-safe Focus) is normal damage. This has no special properties and happens automatically with no need to call it. All calls that deal damage deal this damage type except for Elemental Blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental&#039;&#039;&#039; is the 2nd damage type. This can either be Earth, Fire, Water, Air or Spirit. These damage types do need to be called so that your enemy can react appropriately when hit. You cannot have multiple elemental damage types in a single Call. This damage type is always expressed as Elemental Blast (e.g Fire Blast).&lt;br /&gt;
&lt;br /&gt;
== Calls List ==&lt;br /&gt;
When delivered by a weapon or focus, calls inflict 1 point of damage as well as their effect. Some calls may only be delivered under certain conditions – e.g. Crush can only be delivered by a weapon with a blunt appearance, Rend can only be delivered by a weapon with a sharp appearance.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Crush&lt;br /&gt;
| effect = This call must be delivered with a Blunt Weapon if delivered by weapon. If the character is in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they aren&#039;t in at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stun&lt;br /&gt;
|duration=10 seconds&lt;br /&gt;
|effect=The character is unable to defend themselves, attack or cast spells for 10 seconds. If they have a shield they must lower it to the side of their body, and they may move at no more than a slow walk/shuffle. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Ensnare&lt;br /&gt;
| duration = 10 seconds&lt;br /&gt;
| effect = The character is unable to move from the spot (no more than a pace in each direction). This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rend&lt;br /&gt;
| note = All Arrows and Bolts in Menhirs Fate do the Rend call automatically – if you are hit by an arrow or bolt, take Rend.&lt;br /&gt;
| effect = This call must be delivered by a Sharp Weapon if delivered by weapon (it can also be delivered by any focus). If the character is not in at least partial coverage of heavy armour, they take damage equal to their current hit points and enter critical state. If they are wearing at least partial coverage of heavy armour, it does the regular 1 damage any strike does. If weapon or focus strike is parried or blocked by a shield, this call does nothing. Please do not attempt to parry arrows.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Taunt&lt;br /&gt;
|duration=At least 10 seconds&lt;br /&gt;
|effect=Anger rages through the character, they will charge and attack the caller if possible – they may instead attack anyone who gets in the way. You must continue to fight and roleplay safely while under the effects of Taunt.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Stagger&lt;br /&gt;
|note=All Thrown Weapons in Menhirs Fate do Stagger automatically – if you are hit by a thrown weapon, take Stagger away from the weapon.&lt;br /&gt;
|effect=The character is thrown away from the caller – take at least 3 large steps. You may choose to roleplay more than this effect if you wish (e.g. fall to the ground after the three large steps, run away further). If it is not safe or possible to take 3 large steps, the character is instead pinned against the obstacle for at least five seconds and cannot attack during that time. This call affects you if your shield, weapon or focus is hit, as well as if you are hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Smite&lt;br /&gt;
|effect=Lose all hit points and enter a critical state. If weapon or focus strike is parried or blocked by a shield, this call does nothing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Obliterate&lt;br /&gt;
|effect=If your character is hit by this, they immediately die with no death count and with no critical state or terminal state. This is a very rare call. If weapon or focus strike is parried or blocked by a shield, this call does nothing. This call cannot be mitigated by Rebound or Resist. If it makes contact or is delivered as a ranged call, then the effect happens. This call may be gained through very powerful weavings against named foes and may on a rare occasion happen elsewhere in game for exceptional circumstances but it is a very rare call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Poison&lt;br /&gt;
|duration=Default 30 minutes (varies)&lt;br /&gt;
|effect=Upon taking this call, the character has the number of minutes in the call to find an antidote, with a default of 30. If after this time they have not received an antidote, they will enter their terminal state, skipping the critical state. Normal healing will not remove the poison effect, but continues to work on other injuries as normal. If weapon or focus strike is parried or blocked by a shield, this call does nothing. The Advanced Physician skill allows you to spend 30 seconds to reset the duration of the poison call. The standard time is 30 minutes and thus the call for it will be POISON 30. Any other variation on this call will represent the time duration you have to take an antidote. E.g Poison 10 means you have ten minutes, Poison 1 means you have one minute, etc.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Shatter&lt;br /&gt;
|effect=The weapon, focus or shield hit by this is destroyed until mended. It cannot be used to fight or defend yourself. If you accidentally block or parry with a destroyed weapon or shield, then you take the effects as if they had hit you. Shattered items may be sheathed or put away and do not have to be dropped – dropping the weapon is not ideal to protect players and physreps.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Resist&lt;br /&gt;
|effect=A character calling this is completely unaffected by the effect and has resisted it. This does count as taking the effect for skill expenditure.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Calls ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Antidote&lt;br /&gt;
|effect=Cures all poison on the character, as well as addictive effects from consumables.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Rebound&lt;br /&gt;
| effect = If a person responds to an effect with this call, the effect instead is redirected to the caller. This will protect the user from an effect delivered by a mass call, but everyone else in range still takes the mass call.&lt;br /&gt;
&lt;br /&gt;
Rebound does not work on automatic calls generated via Ranged Weapons or Thrown Weapons, or calls that affect the caller only, such as Resist or Regeneration. &lt;br /&gt;
&lt;br /&gt;
You also cannot rebound calls that you read from cards, eg as an item side effect, a wound effect, or part of a Hex.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Overload&lt;br /&gt;
|effect=Any weaver struck by this call will immediately take damage equal to their hit points (including any hit points gained though armour or effects) and enter a critical state. Please note that each weaver also will also roleplay this differently depending on the sphere they are aligned to. Some example effects are listed on the relevant rites page.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Curse&lt;br /&gt;
|duration=5 minutes or end of encounter&lt;br /&gt;
|effect=When affected by this call, you cannot use any calls, perform rites, or be affected by beneficial calls – e.g. Antidote, Heal Wounds, Regeneration, I&#039;ve Seen Worse. You can still use consumables with instant effects e.g. restore health and antidote potions, or be healed by a physician. These effects will fade in five minutes or at the end of the encounter, unless you are told otherwise by a ref.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|effect=If you have the means to make this call, you may spend three seconds making a conspicuous show of recovery and then loudly call &amp;quot;Regeneration&amp;quot; to restore 3 hit points to your character. This call can also be made while in a critical state, but must be made as soon as you hit the ground.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=I&#039;ve Seen Worse&lt;br /&gt;
|cast_time=10 seconds&lt;br /&gt;
|effect=This takes 10 seconds of first aid or encouragement roleplay to call, and will restore one other character from critical state to one hit point. This can only be done to someone else, it cannot be done to yourself.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Execute&lt;br /&gt;
|cast_time=5 seconds&lt;br /&gt;
|effect=Any character may spend 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner on a character that is in a Critical or Terminal state, and shout the call &#039;Execute&#039;. This will immediately kill the target. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mend&lt;br /&gt;
|effect=The spell fixes an item that has been shattered. It will sometimes work on objects broken by other means than the Shatter call, but cannot remake an item from nothing, such as one destroyed completely by a Rite.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Blast&lt;br /&gt;
|effect=This call does one point of the specific damage type. e.g. Fire Blast would do one point of fire damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|effect=The target&#039;s critical state count pauses for as long as the caller has contact to the target (touch via focus, actual touch or hovering within touch range if the target does not want to be touched) and maintains constant vocals. If the target is under the effects of any other effect (poison/curse etc) the effect is paused, but will return at the end of the Ceremony. If this is called with a number, e.g. Refuge 5, the refuge continues for that number of minutes after the caller is interrupted or moves away.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Full Heal&lt;br /&gt;
|effect=Restores all hit points to the target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Mass&lt;br /&gt;
|range=5 metres&lt;br /&gt;
|effect=The effect hits all targets within 5 metres. If it is Rebounded but you did not call the Rebound, you still take the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Miracles&amp;diff=2640</id>
		<title>Rules/Faith Skills/Miracles</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Miracles&amp;diff=2640"/>
		<updated>2026-06-27T15:00:46Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: /* Current Miracles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:Miracles}}&lt;br /&gt;
Haven is a unique place. Created by the Gods as a place to allow the people of Elandra to fight back against the Corrupted. From here several interested priests have established a gathering of the Faithful from many Nations to help more formally guide the Faithful.&lt;br /&gt;
&lt;br /&gt;
Each time Haven moves the Gods will draw upon the power of Fate to produce a series of potential Miracles they can perform.&lt;br /&gt;
&lt;br /&gt;
== How to do a Miracle ==&lt;br /&gt;
&lt;br /&gt;
Performing a Miracle is very similar to performing an [[Entreaty]], but the priests that participate do not spend the Faith they bring – the power comes from the deity themselves, the priests simply have to be at the relevant combined threshold to show that the people of Elandra are behind this choice.&lt;br /&gt;
&lt;br /&gt;
There will be a limited number of Miracle slots at the Menhir. While the Gods and the Menhir are very powerful, even they have limits and will only be able to perform so many Miracles each time Haven materialises. The faithful of Haven will have to choose where they invest that power.&lt;br /&gt;
&lt;br /&gt;
The Miracle slots will be timetabled before the event for people to include in their own schedules and to allow discussion to happen beforehand. Miracles cannot be performed outside of the timetabled slots.&lt;br /&gt;
&lt;br /&gt;
== Current Miracles ==&lt;br /&gt;
&lt;br /&gt;
This event there will be 2 open slots for Miracles. Potential Miracles will be listed in the Shrine tent – here is a taster of what may be to come, but please check that it has not changed at the event:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is an example set of Miracles to give an idea of the scope of what may appear at the event - a full release of the event’s Miracles will be announced or confirmed closer to each event.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Miracle !! God !! Threshold !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Save the Scholar by sharing power || Hearth || 40 || The Scholar will receive power from the Hearth and no longer be in immediate danger of fading from the world&lt;br /&gt;
|-&lt;br /&gt;
| Shield the people of Nocturne || Guardian || 50 || The Corrupted armies attacking Nocturne will not be able to enter the city&lt;br /&gt;
|-&lt;br /&gt;
| Raise a way across the River || Traveller || 30 || Military units and armies will be able to cross the great river mouth between Avereaux and Urdrevan this season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith Skills]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=2639</id>
		<title>Rules/Faith Skills/Entreaty</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills/Entreaty&amp;diff=2639"/>
		<updated>2026-06-27T14:59:31Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Clarify entreaty participation requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Petition ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the conviction skill have access to this Ceremony. Characters may perform this Ceremony to commune with their dedicated god and discover the amount of Faith that is the “price” of an Entreaty. This Ceremony has a duration of 5 Minutes. This requires 1 Spirit Essence. The characters performing this Ceremony will need to complete the Petition form and take it to a member of the Faith team with the Essence requirement. The Faith team will provide a response containing the effects, costs in Faith or any other requirements and any other information about the Entreaty created through this Ceremony.&lt;br /&gt;
&lt;br /&gt;
== Entreaty ==&lt;br /&gt;
&lt;br /&gt;
No XP cost. All players who take the Conviction skill have access to this Ceremony.&lt;br /&gt;
&lt;br /&gt;
People with Conviction may spend Faith at the Menhir to perform an Entreaty with their Gods and ask for a Boon.&lt;br /&gt;
&lt;br /&gt;
=== What can I do with an Entreaty? ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Empower yourself&#039;&#039;&#039; - You can gain a boon to bolster or grant yourself skills which last up to a year. Please note, characters may only hold one such boon enhancement at a time.&lt;br /&gt;
* &#039;&#039;&#039;Empower an item&#039;&#039;&#039; - You can dedicate items to your God for effects aligned with their domain. Items may be enchanted up to a one-year duration with a specialist enchantment that are not covered by basic enchantments.&lt;br /&gt;
* &#039;&#039;&#039;Empower an area&#039;&#039;&#039; - Bless a small area in the name of your God, and let your fellow priests. The cost of this will be determined by the effect, its duration, and how long you wish to keep it before deployment. An area can only have one blessing effect at a time.&lt;br /&gt;
* &#039;&#039;&#039;Enquire of Divine Wisdom&#039;&#039;&#039; - Characters can use the Entreaty to ask their God a question. The answer is dependent on the God´s knowledge and how relevant the question is to their domain.&lt;br /&gt;
&lt;br /&gt;
=== What can I not do with an Entreaty ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Resurrect the dead&#039;&#039;&#039; – Although godly power is great, it stops just short of returning a character to life in their original state.&lt;br /&gt;
* &#039;&#039;&#039;Flying&#039;&#039;&#039; – You may gain wings aplenty, but sadly, no power in this world will give you flight.&lt;br /&gt;
* &#039;&#039;&#039;Immediate total annihilation&#039;&#039;&#039; – You can do some awful stuff if you put your mind to it, but deployment is the crucial factor here. You cannot simply ask a God to destroy a target from afar. Their power goes to helping Haven, the people within need to take care of external threats.&lt;br /&gt;
* &#039;&#039;&#039;Real world issues&#039;&#039;&#039; – The Gods cannot be used to suggest that things that affect a person’s out-of-character characteristics can be changed. We do not want a situation where someone with an out-of-character characteristic is asked in-character why they did not ask the Gods to change it.&lt;br /&gt;
* &#039;&#039;&#039;Time Travel&#039;&#039;&#039; – The Gods may share insight into the workings of the world if they so please, but they cannot move anyone through time to influence events from the past or future.&lt;br /&gt;
* &#039;&#039;&#039;Turn a character into a God&#039;&#039;&#039; – If you seek to join a God in their court, or become an Aspect, this cannot happen immediately. But characters are free to make their case and start the process if the God is willing.&lt;br /&gt;
==== What do I need to do to perform an Entreaty? ====&lt;br /&gt;
&lt;br /&gt;
As a brief overview, an Entreaty consists of 4 necessary parts:&lt;br /&gt;
&lt;br /&gt;
* Faith – Faith is an offering to the Gods, both showing a character&#039;s devotion and also empowering the Gods to perform miracles. In order to determine the faith cost of an Entreaty, a priest must first enact a ceremony called “Petition” to commune with the Gods through the Menhir and discover the cost. The given amount is the minimum to be met for an Entreaty to succeed.&lt;br /&gt;
* The place and time – Unlike ceremonies, Entreaties may only be performed around a Menhir fragment. As the great power of the Gods is often in high demand, the Guardians have created a system of dedicated time slots which priests can book for their Entreaty. There are four slots available per hour. Once a priest/priests feel confident that they have the required faith, they may now visit the Guardians at the Circle of Weavers and book a time slot for their Weaving. If there are no available slots at this gathering, your weaving will be transferred to a following event, and the Guardian team will work with you to make sure this works for you and your team.&lt;br /&gt;
* The Priest(s) – An Entreaty requires priests to do their work and communicate their intent to their God. All priests participating should be dedicated to the God they are addressing.&lt;br /&gt;
* Conviction – No amount of faith or goodwill will cause things to just happen; no crowd of priests standing motionless can reach a God. Once the priest(s) are gathered in the right place at the right time, they will be able to commune with their chosen God through the Menhir, and combine all these elements for a Entreaty to communicate their wish.&lt;br /&gt;
&lt;br /&gt;
===== Faith =====&lt;br /&gt;
&lt;br /&gt;
Faith is requested to empower a God to grant a character´s request. Every person in Elandria has their faith, and a priest might acquire it through the Dedication ceremony to then use in an Entreaty.&lt;br /&gt;
&lt;br /&gt;
The amount of faith needed is determined via performing the Petition ceremony. A character can only have one Petition open at a time.&lt;br /&gt;
&lt;br /&gt;
===== Timeslots =====&lt;br /&gt;
&lt;br /&gt;
If you wish to book a time slot during an event, pay a visit to the Circle of Weavers and speak to a Guardian. If there are time slots available, they will book your team in. Please inform a Guardian as soon as possible if your team can no longer make that time slot, as they are precious and may prevent others from having a chance to do a Weaving.&lt;br /&gt;
&lt;br /&gt;
If there are no slots available for this event, then you can book for the following event, and the Guardian team will do their best to help facilitate this for you.&lt;br /&gt;
&lt;br /&gt;
Between events, you may request a time slot for the following event via your nation support staff. Every nation will have an allotment of time slots for each event, however if these are not booked prior to the event then they will become available for people to use during the event. Booking a timeslot in this way is for exceptional cases only and most booking should be done in the field. It should not be used as a routine way of guaranteeing a slot.&lt;br /&gt;
&lt;br /&gt;
===== Alignment of an Entreaty =====&lt;br /&gt;
&lt;br /&gt;
All priests are dedicated to their primary God. Their God has a domain of what they are concerned with and what aspects of the world they interact with. Their domain should reflect the nature of the Entreaty. This does limit the concerns of the Gods to an extent - the Guardian is not for battlefield strategy, that would be the Warrior - even though both have a concept of fighting for those you hold dear.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;While the Warrior might grant a boon to enhance a character&#039;s strength in battle, the Guardian might grant a boon of wisdom to determine imminent threats. Both protect, but in the God&#039;s respective way.&lt;br /&gt;
&lt;br /&gt;
== Entreaty Process ==&lt;br /&gt;
&lt;br /&gt;
Priests must first check in with the Guardian on duty for their slot, who can always be found at the Menhir Fragment. If, for whatever reason, a guardian is not present on arrival, please wait for them or ask another staff member for assistance on getting them; your Entreaty cannot work without a Guardian present! The Guardian will check what Entreaty you are performing, each team member’s God and if the required faith has been collected. Once this is done, you will be given the go-ahead to begin, or told if some element is totally insufficient for the Entreaty to work.&lt;br /&gt;
&lt;br /&gt;
Each Entreaty is uniquely based on the participants, their way of worship and what they wish to achieve; however, there is a general guideline for how to go about doing one as follows:&lt;br /&gt;
&lt;br /&gt;
* Say what you are doing – Tell the chosen God what you want to achieve and how you intend to do it. There are no rules on how to do this, only that you must do it, and that if understanding is not achieved, you will not succeed.&lt;br /&gt;
* Present your offering – While the faith has to be handed over, characters can feel free to incorporate this into their Entreaty if they wish to do so; for example, as a ceremonial offering, as part of a narrative.&lt;br /&gt;
* Show your devotion – An Entreaty is a direct address of a God, and it should feel like one. This can be through chanting, the use of props, dance or whatever you fancy, but you must attempt to portray that you are beseeching a powerful being and show the relevant respect.&lt;br /&gt;
* Use all participants – In an Entreaty, there is no such thing as a bystander. It is not enough for one priest to do all the work while the rest stand around and watch. They must be proactively participating. This doesn’t mean everyone should be shouting prayers or chants at all times; it may be as simple as placing items in specific areas, or drawing the God´s symbol, or humming in harmony with another singer. Whatever it is, all priests must contribute to the Entreaty.&lt;br /&gt;
&lt;br /&gt;
== Doing an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The player must visit the Guardians and book a time slot.&lt;br /&gt;
&lt;br /&gt;
All participants of the Entreaty must have Conviction to the God the ceremony is dedicated to in order to provide their full amount of carried Faith - any who are Convicted of other gods can participate but may only contribute 1 Faith. Anyone who participates who is not Convicted to the deity must inform the Guardian before the Entreaty begins.&lt;br /&gt;
&lt;br /&gt;
The characters may now do an Entreaty to their God to ask for a boon. The first step is to complete a Petition (described in the section above this).&lt;br /&gt;
&lt;br /&gt;
In this ceremony, they may spend as much faith as they feel appropriate, but must meet the minimum given by the Weaving team. They should give the relevant amount of faith tokens to the Guardian before they begin. In the Entreaty, the character must state to which God they are doing the Entreaty to, and what they want from their God. They may not use Menhir to simply devote faith without asking for a boon as this is a ceremony already (Devotion) and is a waste of Menhir’s time.&lt;br /&gt;
&lt;br /&gt;
The success of the Entreaty will vary, depending on the following factors:&lt;br /&gt;
&lt;br /&gt;
* How much Faith they have devoted&lt;br /&gt;
* What Boon they have asked for&lt;br /&gt;
* If the Boon is relevant to the chosen God&#039;s domain&lt;br /&gt;
* How powerful the chosen God is&lt;br /&gt;
* How they have performed the Entreaty&lt;br /&gt;
&lt;br /&gt;
== The Marking of an Entreaty ==&lt;br /&gt;
&lt;br /&gt;
The Entreaty may vary in success anywhere from exceptional success to catastrophic failure. An Entreaty&#039;s overall success will be marked by a dedicated member of Menhirs Fate staff known as Guardians. The performance of an entreaty is assessed on three categories: expression, structure and cohesion.&lt;br /&gt;
&lt;br /&gt;
Expression - The emphasis in this area is not about how well a player can roleplay, instead it focuses on if the priests have expressed their intention. Priests should ensure the Menhir knows what they are trying to achieve and how, using their god, they intend to go about enacting their will.&lt;br /&gt;
&lt;br /&gt;
Ask yourself: “Have I stated what I want to do?”, “Have I stated how my sphere will go about doing this?”&lt;br /&gt;
&lt;br /&gt;
Structure - In this area, the Entreaty will be marked on how it is designed. Elements such as the narrative of an Entreaty are considered and if it suits your god.&lt;br /&gt;
&lt;br /&gt;
For example, two Entreaties wishing to complete the same task might look very different. An Entreaty to the Jester might be filled with bad jokes, silly puns, and slapstick comedy; an Entreaty to the Shadow would hold none of these elements, instead appearing darker and more secretive.&lt;br /&gt;
&lt;br /&gt;
Cohesion - The Entreaty will be marked on how the Priests work together. Does everyone play their part? Do all Priests show they wish to complete the Entreaty? Does the Entreaty run smoothly? Contributing to an Entreaty does not mean having to speak, it can include being an actor in some spoken through play or playing an instrument. The focus is that everyone is involved, big or small.&lt;br /&gt;
&lt;br /&gt;
Unlike Weavings, some Entreaties can be completed by one Priest. If you do bring additional Priests, they will be considered as part of the Cohesion element. Regardless of the marks for the Entreaty, these marks are never reflective on the player(s) and are never used in a negative manner.&lt;br /&gt;
&lt;br /&gt;
== What to Avoid Doing ==&lt;br /&gt;
&lt;br /&gt;
While every priest might express their faith differently,  there are certain things that you should try to avoid, as they may count against your Entreaty if not:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting your God&#039;&#039;&#039; - The Gods are powerful, ancient and active in the world. They allow the citizens of Elandria to request boons- disrespecting them while doing so and mocking their help will have consequences, and it is highly unlikely your Entreaty will succeed.&lt;br /&gt;
* &#039;&#039;&#039;Disrespecting Menhir&#039;&#039;&#039; – Menhir is an ancient and powerful sentient spirit, and it acts as a connection to the Gods. If you are rude to it or its Guardians, you will feel its wrath… and it’s highly unlikely your request/ Entreaty will reach your God.&lt;br /&gt;
* &#039;&#039;&#039;Changing the nature of your Entreaty&#039;&#039;&#039; – It is highly important that you do the Entreaty you set out to do, as negotiated with the guardians prior to starting. If your Entreaty appears to deviate from this brief; your Entreaty will fail.&lt;br /&gt;
* &#039;&#039;&#039;Exceeding the allotted time slot&#039;&#039;&#039; – Menhir Entreaties should take roughly &#039;&#039;&#039;five to eight minutes&#039;&#039;&#039;. The Fragment will have lighting and a bell toll that will warn the players when &#039;&#039;&#039;five&#039;&#039;&#039; minutes have passed. Taking up more of Menhirs&#039; precious time will cost you dearly and may mean that your Entreaty fails, or that you get expelled from the Fragment before even completing it. Take care to limit your Entreaty accordingly.&lt;br /&gt;
* &#039;&#039;&#039;Making modern or real-world references in your Entreaty&#039;&#039;&#039; – this should go without saying, as we encourage all players to fully immerse themselves in the Live role-play experience as a general rule. However, doing so in Menhir is particularly bad and will definitely count against your Entreaty. Please refrain from things like singing obviously modern songs, bringing your phones to the Fragment. This doesn’t include the use of accessibility aids such as glasses, wheelchairs, crutches or walking aids, although we will always celebrate attempts to blend them into the environment, you will not get penalised for having them.&lt;br /&gt;
* &#039;&#039;&#039;Active rebellion against the working &#039;&#039;&#039;–  This is an Entreaty, a declaration of will and intent. Any priest in the Fragment who openly expresses dissent (for example, saying “I don’t want to do this!” or actively looking bored or disinterested during the Entreaty) will have a negative effect on the Entreaty, which can in turn lead to an overall failure.&lt;br /&gt;
&lt;br /&gt;
===== The Result =====&lt;br /&gt;
&lt;br /&gt;
During each Entreaty, at least one guardian will be watching. They will assess the Entreaty and determine the result. This is a judgement based on several key criteria reflecting such as the relevance of the performance to the God addressed, and is NEVER a judgement on the Weavers themselves. There are 5 possible results:&lt;br /&gt;
&lt;br /&gt;
* Exceptional success – Your Entreaty went incredibly well! Not only have you managed to achieve your intended goal, but you may also receive a further beneficial effect that may benefit the priest themselves, their intended targets or their nation!&lt;br /&gt;
* Success – Your Entreaty succeeded! You will get the desired and intended effect that you asked for.&lt;br /&gt;
* Partial success – While this was a close attempt, you have not quite managed to achieve the desired result. You may get a limited or smaller effect than intended, or you may get the full effect, but with some unexpected negative effects as well.&lt;br /&gt;
* Failure –  Your Entreaty has not worked. There will be no positive or negative effects to this outcome. The faith has been used, and if you wish to repeat the Entreaty at a later time, a new petition will have to be performed.&lt;br /&gt;
* Catastrophic failure – Your Entreaty has failed very badly. Not only have you not succeeded in the intended outcome, but there will likely be some major negative effects that can cause trouble for either the priests themselves, their intended targets, or their nation! Depending on the severity, this may even include death.&lt;br /&gt;
&lt;br /&gt;
After each Entreaty, the Guardian will also deliver feedback to the team. This feedback will follow a set guideline and will be directed towards providing constructive advice on future Entreaties, not on subjective critique.&lt;br /&gt;
&lt;br /&gt;
===== Fragment Wards =====&lt;br /&gt;
&lt;br /&gt;
The Haven Menhir is a place of great power that is warded to keep others out while working your Entreaty. To begin, the priests must open the Fragment by simply expressing to Menhir that this is their will. Once the priest team is inside, they may choose to either raise the wards or leave them open.&lt;br /&gt;
&lt;br /&gt;
When the Fragments wards are raised, it will prevent all characters which are not part of the Entreaty (Guardians exempt) from passing into immediate space next to the Menhir. The wards are a transparent barrier of Wyrd, and while the wards are not themselves visible, when they are raised, there will be several props to represent this (glowing rocks at the side of the tent). If, for whatever reason, another priest or weaving team wishes to break into the wards to prevent the Entreaty from completing, they must meet the following requirements to breach the wards:&lt;br /&gt;
&lt;br /&gt;
A group of Weavers must make a consistent 30-second Rite that is uninterrupted, around the Weaving Circle tent. This may be performed by any weaver regardless of their sphere and is an ad lib Rite.&lt;br /&gt;
&lt;br /&gt;
All Weavers attempting to break the wards must be working together as a cohesive team.&lt;br /&gt;
&lt;br /&gt;
There must be at least double the number of Weavers attempting to break the ward than there are priests around the Fragment.&lt;br /&gt;
&lt;br /&gt;
If the ward breaking is successful, then the wards will drop. Either the priests inside the Fragment will leave of their own accord, or if this has not happened within the next 30 seconds, Menhir will expel all characters from the Fragment, repelling them away.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Fighting will not be tolerated within the Fragment.&lt;br /&gt;
&lt;br /&gt;
Please note, this is mostly for safety reasons, as there are many obstacles and props within the Fragment that we do not wish to be damaged by fighting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Faith Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2638</id>
		<title>Rules/Faith Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2638"/>
		<updated>2026-06-27T14:50:15Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Faith cost updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the [[The Gods|Gods]] can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.&lt;br /&gt;
&lt;br /&gt;
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded. &lt;br /&gt;
&lt;br /&gt;
As a priest you can hold a maximum of &#039;&#039;&#039;12 faith&#039;&#039;&#039;. The amount of faith you are currently holding is your &#039;Threshold&#039;, which can unlock ceremonies that you have bought separately. You may also contribute faith to [[Entreaty|Entreaties]] or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Faith is generated each event and then expires by the end of the event.&lt;br /&gt;
&lt;br /&gt;
== Prayer Shrines ==&lt;br /&gt;
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the [[The Gods|Gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.&lt;br /&gt;
&lt;br /&gt;
The Gods expend power to perform [[Miracles]] with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.&lt;br /&gt;
&lt;br /&gt;
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mechanic is a subtle one and intended to look at trends over time and to influence the Gods&#039; power. This may result in things such as more or stronger Miracle options appearing from Gods, as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ceremonies / Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Conviction&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=3XP&lt;br /&gt;
|effect=This gives you access to &#039;&#039;&#039;Dedication&#039;&#039;&#039; to gather faith and &#039;&#039;&#039;Bestowal&#039;&#039;&#039; to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties. You can only select one deity per event – this doesn&#039;t mean it&#039;s the only deity your character follows, it&#039;s just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you.&lt;br /&gt;
&lt;br /&gt;
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event. Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
A Character with Conviction can be Dedicated to another god in game. This will not change the god that they use for the purposes of any skill. Skill use will still work as from their Conviction god, but the dedication will grant them the appropriate Dedication effect listed below. &#039;&#039;This is intended to allow archetypes that follow multiple gods to represent those bonds.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Dedication Effects ===&lt;br /&gt;
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Jester|The Jester]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Restore 1 hit point to someone else (including someone in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]) via an artistic performance of at least one minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Hearth|The Hearth]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Refuge|Refuge]], which lasts while you continue to comfort and reassure the person you are protecting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = [[The_Muse|The Muse]]&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| recharge = 1/event&lt;br /&gt;
| effect = You may restore one use of a Vigour ability that can be used 1/encounter or is rechargeable with a short inspirational performance of at least 10 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Smith|The Smith]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Mend|Mend]] with 10 seconds roleplaying fixing the object.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Reaper|The Reaper]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Execute|Execute]] on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Warrior|The Warrior]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Stagger|Stagger]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Guardian|The Guardian]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Grant one call of [[Rules/Calls#Rebound|Rebound]] to one other person to be used when they choose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Scholar|The Scholar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Shadow|The Shadow]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Traveler|The Traveler]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Ensnare|Ensnare]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Justicar|The Justicar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Ensnare|Ensnare]] on melee hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The _Celebrant|The Celebrant]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bestowal ===&lt;br /&gt;
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same [[The Gods|deity]] (not exceeding the cap on the recipient), and one minute for one point of faith between different deities. This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person&#039;s connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Following&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=2xp (+1xp per level)&lt;br /&gt;
|effect=This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Threshold ==&lt;br /&gt;
Only people with the Conviction skill can enable the movement of Faith. This enables them to build up Faith that allows them to utilise abilities empowered by that power. Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the actual process is simple enough, as anyone with Conviction can both use the Dedicate and Bestowal ceremonies, these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conducting a Ceremony ==&lt;br /&gt;
&lt;br /&gt;
You may use any roleplaying you feel is appropriate for conducting a ceremony as long as it is clear you are doing something related to the gods. Unlike a Rite, you may move and block attacks while conducting a Ceremony, but you may not attack or make other game calls or use other game abilities while doing so. &lt;br /&gt;
&lt;br /&gt;
A ceremony is interrupted if you enter the critical state, or you interrupt it by pausing roleplay or making an attack or using another game call or ability. &lt;br /&gt;
&lt;br /&gt;
=== Purchased Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Threshold Requirement&#039;&#039;&#039;&lt;br /&gt;
|Minimum Ceremony Length&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spiritual Reading&lt;br /&gt;
|1&lt;br /&gt;
|30 seconds&lt;br /&gt;
|View soul state and number of Corruption points&lt;br /&gt;
|-&lt;br /&gt;
|Refuge&lt;br /&gt;
|2&lt;br /&gt;
|Special – begins immediately, lasts until interrupted ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] / move away / stop speaking)&lt;br /&gt;
|Call and sustain [[Rules/Calls#Refuge|Refuge]] as long as you continually perform the ceremony&lt;br /&gt;
|-&lt;br /&gt;
|Sanctified Strike&lt;br /&gt;
|3&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Smite|Smite]] by weapon or focus on next strike within 1 minute of ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse Corruption&lt;br /&gt;
|1*&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove Corruption points – 1 per Faith&lt;br /&gt;
|-&lt;br /&gt;
|Martyrs Gift&lt;br /&gt;
|5&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Full_Heal|Full Heal]] in exchange for going [[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]]. Spend the Faith instead for Mass Full Heal in exchange for going [[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]].&lt;br /&gt;
|-&lt;br /&gt;
|Turn Corruption&lt;br /&gt;
|6&lt;br /&gt;
|1 minute&lt;br /&gt;
|Become [[Rules/Calls#ensnare|ensnared]] and call [[Rules/Calls#Stagger|Stagger]] on every hit with a weapon or focus until you move.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Light&lt;br /&gt;
|7&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Stun|Stun]] on any target, or [[Rules/Calls#Stagger|Stagger]] on any three targets, as a ranged call from the location you ended the ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Excommunication&lt;br /&gt;
|10&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith&lt;br /&gt;
|-&lt;br /&gt;
|Divine Inspiration&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|Ask a deity a question&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Also requires Faith spend&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Spiritual Reading&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| threshold = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| effect = View soul state and number of Corruption points. You do not need a ref for this ceremony but may consult one if the target isn&#039;t sure of their soul state (usually Healthy unless they have been told otherwise) or corruption point total.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=2&lt;br /&gt;
|cast_time=Special – begins immediately, lasts until interrupted&lt;br /&gt;
|effect=You can call [[Rules/Calls#Refuge|Refuge]] on one person – make the call and the effect continues as long as you&#039;re actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] or breaking off to actively defend yourself will interrupt the effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Sanctified Strike&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may charge up a weapon or foci with a single call of [[Rules/Calls#Smite|Smite]] to be used on your next hit. The charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cleanse Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cost=1 Faith per Corruption point&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). &lt;br /&gt;
&lt;br /&gt;
You can cooperate with other priests to reach levels that are beyond your individual capacity, but you must pick one person to be the main performer of the ceremony, and those Convicted to different gods will only be able to contribute one faith rather than everything they are carrying.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Martyrs Gift&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Full_Heal|Full Heal]] once on a target in touch range and become [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical]] yourself. If you expend the 5 faith, you may call MASS Full Heal instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Turn Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=6&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Perform a 1 minute ceremony and take [[Rules/Calls#ensnare|Ensnare]]. While you refuse to move more than one pace from the spot, you may call [[Rules/Calls#Stagger|Stagger]] on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Light&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=7&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|range=5m&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Hold up a holy symbol in one hand and call [[Rules/Calls#Stagger|Stagger]] on three targets or [[Rules/Calls#Stun|Stun]] on one target within 5m. You can target anyone with this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Excommunication&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| threshold = 10&lt;br /&gt;
| cost = 2 Faith&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| effect = Bestow a malign &#039;boon&#039; on a target who is either willing or in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s. This &#039;boon&#039; can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event. This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Inspiration&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=12&lt;br /&gt;
|effect=Spend one Faith to ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir. It&#039;s entirely possible your deity will tell you they don&#039;t know or don&#039;t want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith Skills]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2637</id>
		<title>Camping information</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2637"/>
		<updated>2026-06-27T14:41:20Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
[[In character Camping guidelines]]&lt;br /&gt;
&lt;br /&gt;
[https://www.menhirsfate.com/tent-hire/ Tent Hire]&lt;br /&gt;
&lt;br /&gt;
OC camping is also available - look for the event map on the [https://www.menhirsfate.com/about/ About page]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2636</id>
		<title>Camping information</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2636"/>
		<updated>2026-06-27T14:38:12Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
[[In character Camping guidelines]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2635</id>
		<title>Camping information</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Camping_information&amp;diff=2635"/>
		<updated>2026-06-27T14:37:15Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;br /&gt;
[[In character Camping guidelines]]&lt;br /&gt;
&lt;br /&gt;
[[Tent Guidelines]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Fire_Rites&amp;diff=2634</id>
		<title>Fire Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Fire_Rites&amp;diff=2634"/>
		<updated>2026-06-26T05:00:54Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Fix elemental blast time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fire sphere resonances can be found [[Sphere Resonances#Fire|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload Effects ==&lt;br /&gt;
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 Fire sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You spontaneously burst into flames briefly and roll around trying to put them out&lt;br /&gt;
* Your blood boils &lt;br /&gt;
* You burn energy so fast within your body you collapse from exhaustion &lt;br /&gt;
* You suffer heat stroke and become desperate for water&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Fire sphere to perform a 10 second Rite that allows them to do small effects changing the colour of fire (OC with fire powders), colour of food cooked (OC with food dyes), or light a candle or small fire (OC with a fire lighting stick).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Heat Wave *&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| duration = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = 1 Fire Flicker for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = The weaver may call Fire [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Fire Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Furious Obsession *&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 Seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = instantaneous&lt;br /&gt;
| range = Taunt&lt;br /&gt;
| effect = The Weaver may call Taunt on 1 target within 10 meters of the weaver.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name=Scorching Fury (Hex) &lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| duration = 1 Hours&lt;br /&gt;
| extension = Every extra Flicker of Fire expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch though [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay-based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options:&lt;br /&gt;
– Your mind can be fickle like a flame, rising anger, shifting focus, focusing on next things to achieve.&lt;br /&gt;
– Occasionally, you feel as if you are walking on hot coals.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Consumed by Flame&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = 1 minutes&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Shatter|Shatter]] on their next hit with their focus. This only takes effect if it hits a weapon, focus or shield, but the charge is consumed on the next hit in any case.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = To the Ashes&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| cost = 1 Fire Flicker&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of items by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. This rite allows the Weaver to permanently destroy a magical or mundane item beyond any repair. This rite must be performed on and over the item.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Cleansing Touch&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may end a rite hex effect on the target. This may work on other hexes and effects but may have additional requirements to remove them (e.g. higher level, flicker expenditure, specific actions from the target, specific plot items to be present).&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Warming Hearth&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 5 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until sunrise&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver enchants their cooking fire to imbue the food with emboldening magic. The next 10 people eating a portion of the meal gain the following effect: The next time you enter critical state, your bleed time is extended by 30 seconds. &lt;br /&gt;
This effect cannot be stacked or cast multiple times on the same target. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Burn it out&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time=30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver can use the cleansing properties of fire to burn away the poison in a willing target’s veins and call [[Rules/Calls#Antidote|Antidote]]. The target goes into a critical state as a result due to the strain on the body.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Emotional Pyre&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of additional targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target +1 Hit Point until used or the end of the next encounter. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Relentless Flame&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range= Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target the ability to use the call [[Rules/Calls#Resist|Resist]] once against the calls [[Rules/Calls#Ensnare|Ensnare]] and [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Phoenix Rebirth&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self/Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target the ability to use the call [[Rules/Calls#Regeneration|Regeneration]] once.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Firebolt&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = 10 meters&lt;br /&gt;
| effect = The Weaver may choose a target within 10 metres and call [[Rules/Calls#Rend|Rend]].&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Empowering Flame&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time=30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = until the end of the next encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target one extra use of a level 2 Vigour power they have. This effect cannot be stacked multiple times on the same person, or performed more than once an encounter on the same person.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Pyre of Wrath&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range = 10 metres&lt;br /&gt;
|effect = The Weaver may call [[Rules/Calls#Taunt|Taunt]] on three targets within 10m.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Fire_Rites&amp;diff=2633</id>
		<title>Fire Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Fire_Rites&amp;diff=2633"/>
		<updated>2026-06-25T22:05:01Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Fix ritecaller marks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Fire sphere resonances can be found [[Sphere Resonances#Fire|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload Effects ==&lt;br /&gt;
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 Fire sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You spontaneously burst into flames briefly and roll around trying to put them out&lt;br /&gt;
* Your blood boils &lt;br /&gt;
* You burn energy so fast within your body you collapse from exhaustion &lt;br /&gt;
* You suffer heat stroke and become desperate for water&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Fire sphere to perform a 10 second Rite that allows them to do small effects changing the colour of fire (OC with fire powders), colour of food cooked (OC with food dyes), or light a candle or small fire (OC with a fire lighting stick).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Rites list ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Heat Wave *&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| duration = 1 minute, if ranged instantaneous&lt;br /&gt;
| extension = 1 Fire Flicker for ranged (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = The weaver may call Fire [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Fire Blast at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Furious Obsession *&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 Seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = instantaneous&lt;br /&gt;
| range = Taunt&lt;br /&gt;
| effect = The Weaver may call Taunt on 1 target within 10 meters of the weaver.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name=Scorching Fury (Hex) &lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| duration = 1 Hours&lt;br /&gt;
| extension = Every extra Flicker of Fire expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch though [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay-based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
Hex Options:&lt;br /&gt;
– Your mind can be fickle like a flame, rising anger, shifting focus, focusing on next things to achieve.&lt;br /&gt;
– Occasionally, you feel as if you are walking on hot coals.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Consumed by Flame&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = 1 minutes&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Shatter|Shatter]] on their next hit with their focus. This only takes effect if it hits a weapon, focus or shield, but the charge is consumed on the next hit in any case.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = To the Ashes&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| cost = 1 Fire Flicker&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of items by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. This rite allows the Weaver to permanently destroy a magical or mundane item beyond any repair. This rite must be performed on and over the item.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Cleansing Touch&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may end a rite hex effect on the target. This may work on other hexes and effects but may have additional requirements to remove them (e.g. higher level, flicker expenditure, specific actions from the target, specific plot items to be present).&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Warming Hearth&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 5 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until sunrise&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver enchants their cooking fire to imbue the food with emboldening magic. The next 10 people eating a portion of the meal gain the following effect: The next time you enter critical state, your bleed time is extended by 30 seconds. &lt;br /&gt;
This effect cannot be stacked or cast multiple times on the same target. &lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Burn it out&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time=30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver can use the cleansing properties of fire to burn away the poison in a willing target’s veins and call [[Rules/Calls#Antidote|Antidote]]. The target goes into a critical state as a result due to the strain on the body.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Emotional Pyre&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of additional targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target +1 Hit Point until used or the end of the next encounter. This effect cannot be stacked or cast multiple times on the same target.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Relentless Flame&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range= Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target the ability to use the call [[Rules/Calls#Resist|Resist]] once against the calls [[Rules/Calls#Ensnare|Ensnare]] and [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Phoenix Rebirth&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until the end of the next encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self/Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target the ability to use the call [[Rules/Calls#Regeneration|Regeneration]] once.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Firebolt&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of targets by 1. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = 10 meters&lt;br /&gt;
| effect = The Weaver may choose a target within 10 metres and call [[Rules/Calls#Rend|Rend]].&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Empowering Flame&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time=30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = until the end of the next encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver grants a target one extra use of a level 2 Vigour power they have. This effect cannot be stacked multiple times on the same person, or performed more than once an encounter on the same person.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Pyre of Wrath&lt;br /&gt;
| sphere = Fire&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| extension = Every Flicker of Fire expended in the rite increases the number of additional targets by 1 (Each Flicker also increases the rite level by 2)&lt;br /&gt;
|range = 10 metres&lt;br /&gt;
|effect = The Weaver may call [[Rules/Calls#Taunt|Taunt]] on three targets within 10m.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Enchanting&amp;diff=2573</id>
		<title>Rules/Enchanting</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Enchanting&amp;diff=2573"/>
		<updated>2026-05-29T11:31:00Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Fix polearm element&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Enchant&#039;&#039;&#039;ing skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Enchanter&lt;br /&gt;
|xp=3xp&lt;br /&gt;
|effect=This skill allows you to make use of the Enchanting Skill and create items that have magical effects. When you select the Enchanter skill you are able to pick three effects from the [[Enchanting#Enchanting_table|Enchanting table]] below. (Please make sure you select an item to enchant as one of these picks or you will not be able to make anything)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Enchanter Mastery&lt;br /&gt;
|xp=1xp&lt;br /&gt;
|effect=Enchanting mastery gives you another pick from the Enchanting table.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Item Designer ===&lt;br /&gt;
The [https://www.menhirsfate.com/item-designer/ Item Designer] is a helper tool that will calculate Reagent costs for you and allow you to share your designs.&lt;br /&gt;
&lt;br /&gt;
=== What is enchanting? ===&lt;br /&gt;
Enchanting is the skill of creating magical items by combining abilities and resources. Each ability or effect has a base cost, and adding additional abilities increases the cost. These creations are tied to specific elemental Spheres, which affect the final resource cost.&lt;br /&gt;
&lt;br /&gt;
==== What is a enchanted item ====&lt;br /&gt;
&lt;br /&gt;
* Enchanted items can grant you access to abilities you do not have access to or more uses of abilities you do have.&lt;br /&gt;
* Enchanted items last for a year.&lt;br /&gt;
&lt;br /&gt;
=== What do I need to Enchant an Item? ===&lt;br /&gt;
The Enchanting of items requires Essence. The type of Essence needed will depend on the item you wish to create and you may need several different types in order to create it. Depending on the item, the amount of Essence needed will also vary. Essence is an ingredient that can be found via several sources in-game, and can be supplied through your base character resource, but there are also many other in-game ways of finding Essence.&lt;br /&gt;
&lt;br /&gt;
=== How do I enchant an Item? ===&lt;br /&gt;
To make an enchanted item in Menhirs Fate there are a few simple steps to follow.&lt;br /&gt;
&lt;br /&gt;
# Pick Your Base Abilities:&lt;br /&gt;
#* After buying the Enchanter skill, choose 3 base abilities, items, or skills. These initial picks will dictate the type of item you can enchant. &lt;br /&gt;
#* You can add more base abilities, items or or skills at the cost of 1 XP per ability. This will give you a broader spectrum for creating items.&lt;br /&gt;
# Creating the Enchantment:&lt;br /&gt;
#* Visit an Enchanting Station which can be found in the City Centre, to perform the required roleplay. Please make sure you have the required Essence in advance of this, as you will need to hand it to the referee looking after this station.&lt;br /&gt;
#* Roleplay the creation of the item. This may take up to five minutes and may include any thematic roleplay.&lt;br /&gt;
#* A referee will check your item and approve it; please hand over the required Essence to the referee at this point. Once approved, they’ll print a ribbon for your item and provide you with a card detailing the enchantment.&lt;br /&gt;
#* &#039;&#039;&#039;Important&#039;&#039;&#039;: You must have the ribbon on the item and the card with you to use its effects.&lt;br /&gt;
#* The enchantment lasts for 1 year before it fades.&lt;br /&gt;
# Only 1 person may contribute their skills to a use of the Enchanting skill. Any number of people may roleplay having contributed but we will only take into account 1 person’s skills. Once created a Item is final. No further effects can be added.&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
&lt;br /&gt;
=== What you can enchant ===&lt;br /&gt;
The items you can make are determined by choices made when purchasing the Enchanter and Enchanter mastery skills. Picking a base item lets you make that item with any of the effects you have chosen to learn.&lt;br /&gt;
&lt;br /&gt;
==== What it costs ====&lt;br /&gt;
To work out the cost for a Item you begin by choosing what base item you are making e.g. a One-handed Weapon. These are aligned to different elements show on the Enchanting table further down the page. The Base item does not add to the cost. All it determines is the initial alignment. Next you choose the effects. Each effect has an alignment of its own (Fire, Earth, Air, Water and Spirit) and a cost in Essence e.g. the Crush effect costs 4 Earth essence.&lt;br /&gt;
&lt;br /&gt;
Example 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess decides to make a Sword that allows a user to use Stagger 1/encounter The first step is working out the Essence needed for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alignment of Base item (One Handed weapon) – Air&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Stagger call – 3 Air Essence&lt;br /&gt;
&lt;br /&gt;
Total cost before Reagent – 3 Air Essence&lt;br /&gt;
&lt;br /&gt;
Example 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins decides to make a Two-handed Weapon that allows a user to use Crush and 2 uses per encounter fuel to be able to use the call two more times, and it has a medium roleplaying effect.&#039;&#039; &#039;&#039;The first step is working out the Essence needed for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alignment of Base item (Two-handed Weapon) – Fire&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Crush call – 4 Earth Essence&lt;br /&gt;
&lt;br /&gt;
1 use per encounter – 1 Fire Essence&lt;br /&gt;
&lt;br /&gt;
1 use per encounter – 1 Fire Essence&lt;br /&gt;
&lt;br /&gt;
Alignment and cost of the Medium roleplaying effect – 1 Air Essence&lt;br /&gt;
&lt;br /&gt;
Total cost before Reagent – 4 Earth Essence, 2 Fire Essence and 1 Air Essence&lt;br /&gt;
&lt;br /&gt;
==== Reagent ====&lt;br /&gt;
All Enchanted items require a Reagent to hold the magics together. Each time you add an effect, spend an extra Spirit Essence to hold it all together and this increases incrementally per effect added. This amount of Spirit Essence also increases by 1 if it does not match the alignment of the previous step. This means you may find optimal ways of creating a Magic item to use the least amount of Spirit Essence. The online tool for Enchanting can help with this and will be available with the Enchanting refs at the event.&lt;br /&gt;
&lt;br /&gt;
Example 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagent to hold the magical One-handed Weapon together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One-handed Weapon is aligned to Air and Stagger is aligned to Air.&lt;br /&gt;
&lt;br /&gt;
One-handed Weapon (Air) to Stagger (Air) costs 1 Spirit essence. The base Spirit to bind the effect together and no additional cost due to the effects aligning.&lt;br /&gt;
&lt;br /&gt;
This means the total cost of the item would be 3 Air Essence and 1 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
Example 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jess Bobbins needs to add Reagents to hold the magical Two-handed Weapon together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two handed Weapon is aligned to Fire, Crush is aligned to Earth, 1/per encounter is aligned to Fire and Medium roleplaying effects are aligned to Earth.&lt;br /&gt;
&lt;br /&gt;
Two handed Weapon (F) to Crush (E) costs 2 Spirit Essence. The base Spirit to bind the effects together plus the additional cost due to them not Aligning.&lt;br /&gt;
&lt;br /&gt;
Crush (E) to 1/per encounter (F) costs 3 Spirit Essence. It also does not align and so costs 2 Spirit Essence due to being the 2nd effect added to the potion and 1 more due to the lack of alignment.&lt;br /&gt;
&lt;br /&gt;
1/per encounter (F) to 1/per encounter (F) costs 4 Spirit Essence. It also does align and so costs 3 Spirit Essence due to being the 3rd effect added to the potion.&lt;br /&gt;
&lt;br /&gt;
1/per encounter (F) to Medium roleplaying effect (A) costs 5 Spirit Essence. It does not align and so costs 5 Spirit Essence due to being the 4th effect added to the potion and 1 more due to the lack of alignment.&lt;br /&gt;
&lt;br /&gt;
This item will have a reagent cost of 14 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
This means the most efficient total cost of the item would be 5 Earth Essence, 2 Fire Essence and 14 Spirit Essence.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Enchanting Table&lt;br /&gt;
!Base Item&lt;br /&gt;
!Effect&lt;br /&gt;
!Cost&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Clothing (Water)&lt;br /&gt;
|[[Rules/Calls#Antidote|Antidote]]&lt;br /&gt;
|5 Water&lt;br /&gt;
|1/day&lt;br /&gt;
|-&lt;br /&gt;
|Light Armour (Air)&lt;br /&gt;
|[[Rules/Calls#Rebound|Rebound]] 1/encounter&lt;br /&gt;
|4 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Medium Armour (Earth)&lt;br /&gt;
|[[Rules/Calls#Crush|Crush]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|Can only be applied to Blunt Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Armour (Fire)&lt;br /&gt;
|[[Rules/Calls#Blast|Elemental Blast]] 1/encounter&lt;br /&gt;
|2 spirit + 2 Air for range&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dagger (Water)&lt;br /&gt;
|[[Rules/Calls#Ensnare|Ensnare]] 1/encounter&lt;br /&gt;
|3 water + 2 air for range&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One handed weapon (Air)&lt;br /&gt;
|[[Rules/Calls#I&#039;ve Seen Worse|I&#039;ve seen Worse]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Two handed Weapon (Fire)&lt;br /&gt;
|[[Rules/Calls#Mend|Mend]] 1/encounter&lt;br /&gt;
|3 Water&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Polearm (Earth)&lt;br /&gt;
|[[Rules/Calls#Regeneration|Regeneration]] 1/encounter&lt;br /&gt;
|4 Earth&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Item (Water)&lt;br /&gt;
|[[Rules/Calls#Rend|Rend]] 1/encounter&lt;br /&gt;
|4 Fire&lt;br /&gt;
|can only be applied to Sharp weapons&lt;br /&gt;
|-&lt;br /&gt;
|Focus Wand (Water)&lt;br /&gt;
|[[Rules/Calls#Shatter|Shatter]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus One handed (Air)&lt;br /&gt;
|[[Rules/Calls#Stagger|Stagger]] 1/encounter&lt;br /&gt;
|3 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus Two handed (Fire)&lt;br /&gt;
|[[Rules/Calls#Stun|Stun]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield/Buckler (Earth)&lt;br /&gt;
|[[Rules/Calls#Taunt|Taunt]] 1/encounter&lt;br /&gt;
|3 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Thrown|Thrown]]&lt;br /&gt;
|2 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Ranged Weapon Proficiency|Ranged Proficiency]]&lt;br /&gt;
|4 Air&lt;br /&gt;
|Taking this potion requires you to get weapons checked and pass a bow competancy test with a Ref &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Regain Health&lt;br /&gt;
|3 Water&lt;br /&gt;
|This restores 3 Hit Points to the character 1/day&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| +1 use per encounter or day for this object &lt;br /&gt;
|1 Fire&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Rules/Vigour Skills#Toughness|Toughness]]&lt;br /&gt;
|2 Earth&lt;br /&gt;
|Can be stacked to make a stronger enchantment&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Short Roleplaying effect&lt;br /&gt;
|Free when any other enchantment applied&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Medium Roleplaying effect&lt;br /&gt;
|1 Air&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Heavy Roleplaying effect&lt;br /&gt;
|2 Air&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roleplay effects ==&lt;br /&gt;
For additional Essence costs, you may add roleplay effects onto your items. These effects will last for the duration of the item and always be in effect on the character when holding the item. &lt;br /&gt;
&lt;br /&gt;
You may add roleplay effects to your items. These roleplay effects can activate either when the item is picked up or at an appropriately thematic moment. The user is able to choose. Light, medium or heavy roleplay effects may be added by spending additional Essence.&lt;br /&gt;
&lt;br /&gt;
==== Duration of the effects ====&lt;br /&gt;
&lt;br /&gt;
* Light effects are short-lived, lasting &#039;&#039;&#039;30 seconds&#039;&#039;&#039; &lt;br /&gt;
* Medium effects can last for &#039;&#039;&#039;30 mins&#039;&#039;&#039;&lt;br /&gt;
* Heavy effects last for &#039;&#039;&#039;3 hours&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Guide to writing role play effects ===&lt;br /&gt;
You may if you choose, add roleplay effects to your creations. While we do not wish roleplay effects to dictate to characters what they are thinking or feeling, we instead encourage you to describe the physical or environmental effects of the creation on the target so that it may allow them to interpret and act accordingly as their character sees fit. For example, your creation, rather than stating that the target is frightened, might instead describe that the character’s heart is racing and they feel a pit in their stomach or that every loud noise or sudden move is a shock to the senses. &lt;br /&gt;
&lt;br /&gt;
Other roleplay effects may include direct instructions for example “ you wish to seek out adventure”, sensory specific effects, like “ all colours seem brighter” or, “all sounds seem muffled” or they may include  perceived environmental factors such as “the air feels thin to you, the ground is moving”. &lt;br /&gt;
&lt;br /&gt;
==== Additional Notes ====&lt;br /&gt;
&#039;&#039;&#039;Consent and Collaboration&#039;&#039;&#039;: Heavy roleplay effects, in particular, should be discussed between players and Menhirs Fate Volunteer to ensure that they fit with ongoing narratives and are enjoyable for everyone involved. &lt;br /&gt;
&lt;br /&gt;
We will not approve any roleplay effects that we feel do not meet our standards for safety or codes of conduct. Some effects such as love potions etc are not allowed and must reflect the game’s community standards, your Enchantment and Apothecary Refs will not allow those effects to work. For this reason, please check with them before creating any roleplay effects.&lt;br /&gt;
&lt;br /&gt;
== Enchanting Schematics ==&lt;br /&gt;
Beyond the power of standardised enchanting skills are schematics. These may appear from a variety of sources in game and cannot be purchased as a skill. A schematic allows you to create unique items that can do things beyond the listed effects on the enchanting table. They require unique ingredients instead of the normal Essence but can be made by anybody with the Enchanting skill assuming they have taken the relevant base item e.g. a Schematic has appeared for a Weapon that needs to be made with the blood of a unique monster to be able to kill a particular enemy. The Schematic will allow anyone who can make a weapon item to use the blood to enhance it into an item that lets them use Obliterate on that target.&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2572</id>
		<title>Rules/Faith Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Rules/Faith_Skills&amp;diff=2572"/>
		<updated>2026-05-29T11:26:46Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: How to ceremony&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Faith is an intangible form of power linking Humanity to the Spirit Sphere. It is generated by and from human belief and willpower and can create a variety of effects that are linked to, but distinct, from magic. All Humans generate Faith and this is a powerful resource when pooled. Individuals can use it to perform ceremonies and the [[The Gods|Gods]] can use it to perform [[Miracles]]. Many darker entities desire Faith as well, wanting to harvest and use its power.&lt;br /&gt;
&lt;br /&gt;
Faith is represented in the field as a resource card. This is to track how much faith a person has currently gathered when needed and so that people can send it to a variety of sources. Despite this, in-character Faith is an intangible resource that cannot be physically traded. &lt;br /&gt;
&lt;br /&gt;
As a priest you can hold a maximum of &#039;&#039;&#039;12 faith&#039;&#039;&#039;. The amount of faith you are currently holding is your &#039;Threshold&#039;, which can unlock ceremonies that you have bought separately. You may also contribute faith to [[Entreaty|Entreaties]] or transfer it with Bestowal. You do not need a ref to transfer faith between players using the Dedication or Bestowal ceremonies.&lt;br /&gt;
&lt;br /&gt;
Faith is generated each event and then expires by the end of the event.&lt;br /&gt;
&lt;br /&gt;
== Prayer Shrines ==&lt;br /&gt;
Shrines to each of the Twelve are in the Faith tent at Haven for people to give Faith to the [[The Gods|Gods]]. These prayers may be roleplayed in a variety of ways and people can use this space for religious roleplay or for quieter moments depending on their character.&lt;br /&gt;
&lt;br /&gt;
The Gods expend power to perform [[Miracles]] with the most powerful known Miracle being Haven itself. It is unlikely they will be able to replicate something quite on this level but their power and existence depends on the flow of Faith from prayers.&lt;br /&gt;
&lt;br /&gt;
Characters may place loose offerings of Faith in the Shrines (by OC putting in the card(s) and IC performing a few moments of devotional thought or action at the shrine). Characters may also write prayers at the Shrines too but these will be burned by the Shrine tenders at the end of the event.&lt;br /&gt;
&lt;br /&gt;
Any player may deposit Faith in the boxes at the Shrines. We encourage people to talk to priest players and the Shrine tenders to explore the roleplay around Faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This mechanic is a subtle one and intended to look at trends over time and to influence the Gods&#039; power. This may result in things such as more or stronger Miracle options appearing from Gods, as well as other wider reaching effects on the Setting and Plot as that God has a bigger well of power to draw on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Ceremonies / Skills ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Conviction&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=3XP&lt;br /&gt;
|effect=This gives you access to &#039;&#039;&#039;Dedication&#039;&#039;&#039; to gather faith and &#039;&#039;&#039;Bestowal&#039;&#039;&#039; to transfer faith between priests. This must be purchased to unlock all Faith skills. You may also perform Entreaties. You can only select one deity per event – this doesn&#039;t mean it&#039;s the only deity your character follows, it&#039;s just the focus of your Conviction this event and the one that will provide effects to those you Dedicate during this event.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
This takes at least one minute per person being dedicated – and may take longer if the priest wants to do a longer ceremony. You can only be dedicated once per event. You must transfer at least one faith to the priest dedicating you.&lt;br /&gt;
&lt;br /&gt;
This will give you a minor RP effect and a minor mechanical bonus for the rest of the event, depending on the god – the list of bonuses may change from event to event. Characters with Conviction should make sure their Deity selection is correct before the character closing deadline, so that we can provide them with a reminder of the effect for the event to avoid confusion.&lt;br /&gt;
&lt;br /&gt;
A Character with Conviction can be Dedicated to another god in game. This will not change the god that they use for the purposes of any skill. Skill use will still work as from their Conviction god, but the dedication will grant them the appropriate Dedication effect listed below. &#039;&#039;This is intended to allow archetypes that follow multiple gods to represent those bonds.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Dedication Effects ===&lt;br /&gt;
These are the current set of Dedication effects – these may change before the event, so always consult an up to date copy, which should be available for characters with Conviction from the Bank.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Jester|The Jester]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Restore 1 hit point to someone else (including someone in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]]) via an artistic performance of at least one minute.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Hearth|The Hearth]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Refuge|Refuge]], which lasts while you continue to comfort and reassure the person you are protecting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = [[The_Muse|The Muse]]&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| recharge = 1/event&lt;br /&gt;
| effect = You may restore one use of a Vigour ability that can be used 1/encounter or is rechargeable with a short inspirational performance of at least 10 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Smith|The Smith]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Mend|Mend]] with 10 seconds roleplaying fixing the object.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Reaper|The Reaper]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You may call [[Rules/Calls#Execute|Execute]] on a willing target regardless of their current state, and gain one hit point in return (this can be done while you are in critical state).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Warrior|The Warrior]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Stagger|Stagger]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Guardian|The Guardian]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Grant one call of [[Rules/Calls#Rebound|Rebound]] to one other person to be used when they choose.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Scholar|The Scholar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Ask a ref or Guardian for a random vision from the vision pool – you can roleplay this being a flash of inspiration or something you have discovered through research that you suddenly know is relevant.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Shadow|The Shadow]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Go invisible for 10s (hold up a closed fist), you become visible if you attack, pick up or move something, touch anyone, are hit or make any call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Traveler|The Traveler]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Resist|Resist]] to [[Rules/Calls#Ensnare|Ensnare]] or [[Rules/Calls#Stun|Stun]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The_Justicar|The Justicar]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=Call [[Rules/Calls#Ensnare|Ensnare]] on melee hit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=[[The _Celebrant|The Celebrant]]&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|recharge=1/event&lt;br /&gt;
|effect=You (or someone you are in touch range of if you are not a Weaver) may extend a rite as if spending one flicker.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bestowal ===&lt;br /&gt;
Bestowal is how characters with Conviction transfer faith. This takes one minute for any amount of faith between priests of the same [[The Gods|deity]] (not exceeding the cap on the recipient), and one minute for one point of faith between different deities. This represents the meaningful transfer of an amount of the belief generated by characters. We encourage people to roleplay in a variety of ways and explore their connection to their God and the other person&#039;s connections during this time. Both priests count as performing the ceremony and cannot do this under an effect that prevents them from doing so.&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Following&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|xp=2xp (+1xp per level)&lt;br /&gt;
|effect=This skill allows a character to start the event with +1 faith each time they take it. This represents you Dedicating and receiving extra Faith from characters who do not attend Haven.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Threshold ==&lt;br /&gt;
Only people with the Conviction skill can enable the movement of Faith. This enables them to build up Faith that allows them to utilise abilities empowered by that power. Any character with Conviction can gather Faith up to a cap of 12 and they require differing amounts to be able to access those abilities. With the exception of Cleanse Corruption these abilities do not spend the Faith when used and the person remains empowered and can use the ability as directed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While the actual process is simple enough, as anyone with Conviction can both use the Dedicate and Bestowal ceremonies, these processes are a mechanical process describing your relationship with Faith and the Gods. We encourage people to experiment with religious roleplay and the Gods during these ceremonies and remind people that the durations are minimum requirement not a maximum!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conducting a Ceremony ==&lt;br /&gt;
&lt;br /&gt;
You may use any roleplaying you feel is appropriate for conducting a ceremony as long as it is clear you are doing something related to the gods. Unlike a Rite, you may move and block attacks while conducting a Ceremony, but you may not attack or make other game calls or use other game abilities while doing so. &lt;br /&gt;
&lt;br /&gt;
A ceremony is interrupted if you enter the critical state, or you interrupt it by pausing roleplay or making an attack or using another game call or ability. &lt;br /&gt;
&lt;br /&gt;
=== Purchased Ceremony ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Threshold Requirement&#039;&#039;&#039;&lt;br /&gt;
|Minimum Ceremony Length&lt;br /&gt;
|&#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spiritual Reading&lt;br /&gt;
|1&lt;br /&gt;
|30 seconds&lt;br /&gt;
|View soul state and number of Corruption points&lt;br /&gt;
|-&lt;br /&gt;
|Refuge&lt;br /&gt;
|2&lt;br /&gt;
|Special – begins immediately, lasts until interrupted ([[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] / move away / stop speaking)&lt;br /&gt;
|Call and sustain [[Rules/Calls#Refuge|Refuge]] as long as you continually perform the ceremony&lt;br /&gt;
|-&lt;br /&gt;
|Sanctified Strike&lt;br /&gt;
|3&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Smite|Smite]] by weapon or focus on next strike within 1 minute of ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse Corruption&lt;br /&gt;
|1*&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove Corruption points – 1 per Faith&lt;br /&gt;
|-&lt;br /&gt;
|Martyrs Gift&lt;br /&gt;
|5&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Full_Heal|Full Heal]] in exchange for going [[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]]. Spend the Faith instead for Mass Full Heal in exchange for going [[Other_game_rules#Critical_State,_Terminal_State,_Dying|Critical]].&lt;br /&gt;
|-&lt;br /&gt;
|Turn Corruption&lt;br /&gt;
|6&lt;br /&gt;
|1 minute&lt;br /&gt;
|Become [[Rules/Calls#ensnare|ensnared]] and call [[Rules/Calls#Stagger|Stagger]] on every hit with a weapon or focus until you move.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Light&lt;br /&gt;
|7&lt;br /&gt;
|30 seconds&lt;br /&gt;
|Call [[Rules/Calls#Stun|Stun]] on any target, or [[Rules/Calls#Stagger|Stagger]] on any three targets, as a ranged call from the location you ended the ceremony.&lt;br /&gt;
|-&lt;br /&gt;
|Excommunication&lt;br /&gt;
|10&lt;br /&gt;
|1 minute&lt;br /&gt;
|Remove all Boons, dedications and reduce the death count by 30s from a willing or critical state target – costs 2 Faith&lt;br /&gt;
|-&lt;br /&gt;
|Divine Inspiration&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|Ask a deity a question&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Also requires Faith spend{{SkillCard&lt;br /&gt;
| name = Spiritual Reading&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| threshold = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| effect = View soul state and number of Corruption points. You do not need a ref for this ceremony but may consult one if the target isn&#039;t sure of their soul state (usually Healthy unless they have been told otherwise) or corruption point total.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Refuge&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=2&lt;br /&gt;
|cast_time=Special – begins immediately, lasts until interrupted&lt;br /&gt;
|effect=You can call [[Rules/Calls#Refuge|Refuge]] on one person – make the call and the effect continues as long as you&#039;re actively chanting over them. You can do this as much as you like but can only keep it up on one person at a time, and you have to be clearly, continually performing a ceremony – going into [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] or breaking off to actively defend yourself will interrupt the effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Sanctified Strike&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=3&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=You may charge up a weapon or foci with a single call of [[Rules/Calls#Smite|Smite]] to be used on your next hit. The charge expires at the end of the encounter or when you next go through a rift if not used. Your character must believe the target is irredeemably corrupted – if you hit anyone else first, you may not call Smite and the effect is wasted.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Cleanse Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=1&lt;br /&gt;
|cost=1 Faith per Corruption point&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|effect=You may spend faith to cleanse corruption from a willing target – if they are not willing the ceremony fails (and still consumes the Faith). This removes one point per Faith spent, and you must remove all of them at once – if you attempt to remove too small an amount, the ceremony fails (with no expenditure). You can cooperate with other priests to reach levels that are beyond your individual capacity.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Martyrs Gift&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=5&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Call [[Rules/Calls#Full_Heal|Full Heal]] once on a target in touch range and become [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical]] yourself. If you expend the 5 faith, you may call MASS Full Heal instead.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Turn Corruption&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=6&lt;br /&gt;
|cast_time=1 minute&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Perform a 1 minute ceremony and take [[Rules/Calls#ensnare|Ensnare]]. While you refuse to move more than one pace from the spot, you may call [[Rules/Calls#Stagger|Stagger]] on hit, until you move or the encounter ends. Your character must believe the targets are corrupted in order to make the call.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Light&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=7&lt;br /&gt;
|cast_time=30 seconds&lt;br /&gt;
|range=5m&lt;br /&gt;
|recharge=1/encounter&lt;br /&gt;
|effect=Hold up a holy symbol in one hand and call [[Rules/Calls#Stagger|Stagger]] on three targets or [[Rules/Calls#Stun|Stun]] on one target within 5m. You can target anyone with this.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Excommunication&lt;br /&gt;
| sphere = Spirit&lt;br /&gt;
| threshold = 10&lt;br /&gt;
| cost = 2 Faith&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| effect = Bestow a malign &#039;boon&#039; on a target who is either willing or in [[Other_game_rules#Critical_State,_Terminal_State,_Dying|critical state]] at the end of the ceremony. This removes all other boons from the target, they no longer count as Dedicated, they cannot perform any Ceremonies, and their death count goes down by 30s. This &#039;boon&#039; can be removed by Dedication – but they can only be Dedicated if they have at least one Faith remaining, otherwise the effect will remain and cannot be removed until they generate more faith at the start of the next event. This may knock someone off a narrative track towards corruption or other non-divine ends if they are on one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
|name=Divine Inspiration&lt;br /&gt;
|sphere=Spirit&lt;br /&gt;
|threshold=12&lt;br /&gt;
|effect=You ask a question directly of your deity, of no more than 25 words. This must involve writing it down and handing a copy to the relevant crew at the Menhir or Shrines. You will receive the answer some time later – potentially the next event – while meditating at the shrines or Menhir. It&#039;s entirely possible your deity will tell you they don&#039;t know or don&#039;t want you to know. You can only have one question outstanding at a time; if you ask another question, it cancels your pending question.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Faith Skills]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
	<entry>
		<id>https://wiki.menhirsfate.com/index.php?title=Earth_Rites&amp;diff=2571</id>
		<title>Earth Rites</title>
		<link rel="alternate" type="text/html" href="https://wiki.menhirsfate.com/index.php?title=Earth_Rites&amp;diff=2571"/>
		<updated>2026-05-29T11:22:30Z</updated>

		<summary type="html">&lt;p&gt;Chessypig: Fix earth teahouse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Earth sphere resonances can be found [[Sphere Resonances#Earth|here]].&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
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 Earth sphere. Some examples include:&lt;br /&gt;
&lt;br /&gt;
* You feel yourself being swallowed and crushed by the Earth.&lt;br /&gt;
* Fungal spores grow in your throat and choke you.&lt;br /&gt;
* Your heart becomes motionless and stops beating.&lt;br /&gt;
* Your skin calcifies and turns to stone, the weight of which pulls you to the ground.&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Effects ==&lt;br /&gt;
A Spellweaver can call upon the power of the Earth sphere to perform a 10 second rite to connect with the world around them and cast Talk with plants/animals (same restrictions as talk to element), identify/find interesting natural objects (ie that have a card on with plot significance).&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Effects ==&lt;br /&gt;
* Ritecallers are trained to keep their cool and sharpen their focus even in combat. Any shared rite marked with this symbol &#039;&#039;&#039;*&#039;&#039;&#039; has its 30 second cast time reduced to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
== Shared Rites ==&lt;br /&gt;
&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Stone Avalanche*&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute, if ranged instantaneous&lt;br /&gt;
| duration = 5 minutes&lt;br /&gt;
| extension = An extra [[Resources#Flicker|Earth Flicker]] expended in the rite makes the rite ranged. (Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]], if ranged 10 metres&lt;br /&gt;
| effect = The weaver may call Earth [[Rules/Calls#Blast|Blast]] on their next hit with their focus. When used at range this lets the user call Earth Blast for 1 point of Earth damage at the end of the rite from their position. You may choose to not spend the flicker and use the melee version instead at the end of the rite if your target has moved out of range.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Reaching Sapling*&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = 1 minute&lt;br /&gt;
| extension = Cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Stagger|Stagger]] on their next hit with their focus.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Earth Embrace&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = until the end of the next encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self&lt;br /&gt;
| effect = The weaver may call [[Rules/Calls#Resist|Resist]] to the next [[Rules/Calls#Stagger|Stagger]] they take.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Restoration *&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Mend|Mend]] on an object.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Stone Soul&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| time_to_deliver = 10 minutes&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
This Hex must be delivered withing 10 minutes of performing the Rite&lt;br /&gt;
| duration = 1 hour&lt;br /&gt;
| extension = Every extra Flicker of Earth expended in the rite increases the duration by 15 minutes. (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Focus|Focus]]&lt;br /&gt;
| effect = To perform this Rite, please inform a referee before you begin. The weaver may hex the target. The effect of the hex can be selected from the options below or be discussed and designed with the target. OC consent must be given to any hexes modified in that way, and the hexes should be roleplay - based within the flavour of the sphere, and not influence game mechanics.&lt;br /&gt;
&lt;br /&gt;
If a hex is not delivered to the target within 10 minutes, the caster could choose to take it instead, or the caster could choose to go into overload.&lt;br /&gt;
&lt;br /&gt;
Hex Options: &lt;br /&gt;
– You feel the flow of life energy all around you, in every leaf, blade of grass, animal and gust of wind. The sensation can be almost overwhelming at times.&lt;br /&gt;
– You feel fascinated by the quality and origin of objects made of metals and minerals. Everything else feels ephemeral and fleeting by comparison.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spellweaver Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Tremorsense&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 1&lt;br /&gt;
| cast_time = 30 seconds&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self within 10 metres&lt;br /&gt;
| effect = What is hidden to the eye is apparent to the earth. The caster extends their senses through the ground and can detect invisible creatures (indicated by them having a fist in the air) within 10 metres of them.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Nature’s Rest&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 5&lt;br /&gt;
| cast_time = 2 minutes&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until Sunrise&lt;br /&gt;
| cost = 1 Earth Flicker&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch&lt;br /&gt;
| effect = Using this Rite a Weaver can empower a space such as a tent to continuously refresh their skills. Anyone within the designated space will refresh any used Vigour skills and regain any per encounter skill uses over 10 minutes, and recieve one temporary hit point which is lost first and cannot be healed.&amp;lt;br /&amp;gt; If you wish to perform this Rite then you need to go to the Weaving tent to pick up an effect card. This card will detail the effect of the Rite and any additional roleplaying effects that apply to anyone within the space. You may request additional cards to attach to multiple entrances to your tent.&amp;lt;br /&amp;gt; This Rite lasts until sunrise the next day at which point it will need to be refreshed.&amp;lt;br /&amp;gt; This may only be cast within a calm and peaceful atmosphere (not on a battlefield, near combat, etc).&amp;lt;br /&amp;gt; A Tent may only have 1 Rite that applies a restoration effect to a resource pool (Hit points, Vigour, Focus). A Tent may also have 1 Weaving effect in addition to a Rite Effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ritecaller Rites ==&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Stoneskin&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 2&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| duration = Until used or until the end of the encounter&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Self&lt;br /&gt;
| effect = This increases the casters current and maximum hit points by 3. Remember you can only be under one Rite effect at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Solid Stance&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Until used or until the end of the encounter&lt;br /&gt;
| extension = Every [[Resources#Flicker|Earth Flicker]] expended in the rite increases the number of additional targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = Self or touch through [[Rules/Combat_Rules#Foci|Focus]]&lt;br /&gt;
| effect = The Weaver grants three targets the ability to use the call [[Rules/Calls#Resist|Resist]] once against the calls [[Rules/Calls#Taunt|Taunt]] and [[Rules/Calls#Stagger|Stagger]], which may include themselves.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Earth&#039;s Grasp&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 3&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = 1 minute&lt;br /&gt;
| duration = 1 minute&lt;br /&gt;
| extension = This rite cannot be extended&lt;br /&gt;
| range = Touch through [[Rules/Combat_Rules#Foci|Focus]]&lt;br /&gt;
| effect = The Weaver can use [[Rules/Calls#Crush|Crush]] through their focus once within the minute.&lt;br /&gt;
}}&lt;br /&gt;
{{SkillCard&lt;br /&gt;
| name = Tangle of Thorns&lt;br /&gt;
| sphere = Earth&lt;br /&gt;
| level = 4&lt;br /&gt;
| cast_time = 1 minute&lt;br /&gt;
| time_to_deliver = Instantaneous&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| extension = Every [[Resources#Flicker|Earth Flicker]] expended in the rite increases the number of additional targets by 1 – (Each Flicker also increases the rite level by 2)&lt;br /&gt;
| range = 10 metres&lt;br /&gt;
| effect = The Weaver may call [[Rules/Calls#Ensnare|Ensnare]] on 3 targets within 1 meter of each other. The three targets must be within 10 meters of the Weaver.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Weaving Skills]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Menhirs Fate Wiki]]&lt;/div&gt;</summary>
		<author><name>Chessypig</name></author>
	</entry>
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