Bind Undine
Gift Details
Types
Gift Requires
Refresh
Effect Description
Once you have asserted your dominion over an elemental, the creature is bound to serve you.
Requires:
Any two Gifts which have both the “Water” and “Journeyman” descriptors
Elemental Apprentice
Literacy
Mystic: Elementalism
Elementalist’s Trappings: Blue
Successfully finding an Undine and winning a contest to bind it
Character Development
Winning a contest of your Mind & Leadership vs. the elemental’s Mind & Undine Trait
In order to buy this Gift, you must first successfully confront a Undine, strongly present your Beryl Necklace, and then roll a contest of your Mind & Leadership die vs. the elemental’s Mind & Undine Trait. If you are successful, the Undine is bound to you, dormant inside your Talisman.
If you tie the contest, or worse, you may not try again until you buy at least one more Mark in Swimming Skill.
X (Special)
Action “Rally to call forth a Water Elemental” Declare a Rally action, and then bring your Beryl Necklace forth. The dormant Undine appears in any
appropriate spot Near you.
If the elemental is Near you, you may order it back into your headband, with a Rally action. If the elemental is healthy, you may Refresh this Gift at your next cycle. If the elemental is Hurt, Injured, Sick, etc., then you may not Refresh this Gift until the elemental has healed over time, at the normal rate. Dormancy is the best rest possible – it counts as a nice bed and a square meal.
The elemental is a character under the control of the Game Host. It acts after you take your turn in the sequence. You will have to use the Rally action to give it orders (although that action also counts as a Rally).
If not rebound, then after eight hours of being released, and each full hour thereafter, roll your Mind die. If you roll a 1, the Undine becomes unbound. You will have to bind it again, by winning the contest, as above. (You may also have to track it down, for it will find someplace else to become dormant.)
Source
Pg. No. 295