Tazekar's Path
Gift Details
Types
Gift Requires
Refresh
Effect
Action “replace your missing trappings”
Effect Description
X (Battle)
Action “ready an Faint Mirage” Exhaust this Gift, then use the Attack action to call forth the standard attack of Tezekar Ways, the Faint
Mirage.
Once used, the spell is spent and you must Refresh the Gift before you may use the Attack again. Using this ability is an attack. Your Gift of Pacifist Exhausts immediately (if it’s not already Exhausted).
X (Battle)
Stunt “call upon the Tazekar spirits”
You may call upon the spirits of a desert for a specific blessing. Declare what it is you’re looking for. Roll 2d6 vs. 3, and count the successes. (There are numerous Gifts that will grant you bonus dice.)
The more successes you score, the greater the boon you can request. Here are some suggestions:
No successes: Nothing.
One success or more: Dispel any Unreal effect on a target, up to Medium Range. Or, grant a d8 assist bonus to a target’s Deceit dice, up to Medium Range.
Two successes or more: Remove the On Fire condition from up to five targets, up to Medium Range.
Or, ask that your dreams tonight be prophetic, to give you some insight into your future. Or, call forth a date fruit, to appear in your hand.
Three successes or more: Declare a target Near you. Before that target’s next Respite, the next time they Fail or Botch a roll, they get one chance to call upon spirits and immediately claim a bonus 2d6. (There’s a risk of unholy powers.)
Or, increase the winds in the desert.
Or, spread a blanket or other rectangular cloth before the wind while casting this spell. The cloth attaches to four points in the air, as if to an imaginary mast, and catches its own the wind. Up to 12 people who walk behind this sail have their overland movement doubled for the next 24 hours.
Four successes or more: Sets up a shimmering, distracting mirage as of water or an oasis in the distance. When casting, you may declare certain individuals immune to this mirage. Until the next day, when those who are not immune first set eyes upon the mirage, they must roll Mind, Will, Inquiry, and Supernatural vs. 3. If they score 3 or more successes, they see the mirage for what it is. If they score 2 successes, they are Confused for the rest of this scene. If they score 1 success, they are Confused until their next respite. If they score no successes, they are Confused until cured.
Confused characters will tend to wander toward the mirage and to say all kinds of crazy things. Or, summon an Air, Earth, or Fire Elemental from the desert sand. (Sorry, no Water.) This elemental is made of a dust devil (Air), sand (Earth), or brushfire (Fire) and cannot leave the desert. It will disappear at the the start of the next chapter.
Or, summon an Water Elemental from a desert’s oasis. This elemental cannot leave the oasis proper, which is an area of such arbitrary shape and size that I would try to explain to you why it is, but since this is magic, you wouldn’t understand me if I tried.
It will disappear at the the start of the next chapter.
Five successes or more: Open a bridge past this world and into the realm of spirits. Such a journey is dangerous and not without consequence.
Source
Pg. No. 749