Description: Heartbonding is connecting one's emotions to the heart of another in order to access their power. It takes great magic to impose a heart bond between any two people or things, but some are born with the ability to bond with another. These are usually empaths or similar--sin eaters especially.
Heartbonded pairs experience everything together--like sin eaters. They both feel pain when one feels pain; they feel each other's emotions powerfully; they both feel aroused when one is aroused; they hear each other's thoughts partly; they share experiences totally. Furthermore, one's sins affect both's souls, though only partly.
There are three ways to Bond: Master/Slave, Equals, Unstable. In Master/Slave, the Master takes the emotions of the Slave. This is a very secure bond that the Master can break at will. Equals means both share emotions at a reduced score, and either can sever the bond. Unstable means neither can sever the bond, but it can break at random, and who has what emotions is random, evershifting.
Familiars: Some heart mages, complete or not, take on familiars. This is not entirely common, as animal emotions are not as useful, not very easily controlled, and often affect the mood of the mage.
Bonding: Master/Slave bonding is often not consensual. Equals has to be. Unstable can be either. The chart below shows what happens at different success rates for each.
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SF |
Master weakly enslaved |
| |
EF |
Master totally enslaved |
| |
SS |
Unpredictably unstable |
| |
Tie |
Exceptionally unstable |
Emotions: In a Master/slave relationship, the Master gets the slave's emotions at a bonus (+3 or more) and the slave gets the Master's at a penalty (-3 or more). In an Equal relationship, both get each other's emotions. Using the other's emotion takes no penalty. In an Unstable relationship, it varies.
Spheres:
As unto medium's spheres.
Fatigue: Fatigue is shared between both in the bond. It does not reduce, but is shared totally by both.
If focusing occurs, fatigue goes up a level. Special to exceptional, etc.
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| |
Power |
Exceptional success |
Special success |
Normal success |
Tie |
Normal failure |
Special failure |
Exceptional failure |
| |
25 |
-16/1 hour |
-19/1 hour |
-22/1 hour |
-25/1 hour |
PEL |
PEL |
Death |
| |
24 |
-13/1 hour |
-16/1 hour |
-19/1 hour |
-22/1 hour |
-25/1 hour |
PEL |
PEL |
| |
23 |
-10/1 hour |
-13/1 hour |
-16/1 hour |
-19/1 hour |
-22/1 hour |
-25/1 hour |
PEL |
| |
22 |
-7/1 hour |
-10/1 hour |
-13/1 hour |
-16/1 hour |
-19/1 hour |
-22/1 hour |
-25/1 hour |
| |
21 |
-4/1 hour |
-7/1 hour |
-10/1 hour |
-13/1 hour |
-16/1 hour |
-19/1 hour |
-22/1 hour |
| |
20 |
-1/1 hour |
-4/1 hour |
-7/1 hour |
-10/1 hour |
-13/1 hour |
-16/1 hour |
-19/1 hour |
| |
19 |
-7/30 minutes |
-10/30 minutes |
-13/30 minutes |
-16/30 minutes |
-19/30 minutes |
-22/30 minutes |
-25/30 minutes |
| |
18 |
-4/30 minutes |
-7/30 minutes |
-10/30 minutes |
-13/30 minutes |
-16/30 minutes |
-19/30 minutes |
-22/30 minutes |
| |
17 |
-1/30 minutes |
-4/30 minutes |
-7/30 minutes |
-10/30 minutes |
-13/30 minutes |
-16/30 minutes |
-19/30 minutes |
| |
16 |
-7/10 minutes |
-10/10 minutes |
-13/10 minutes |
-16/10 minutes |
-19/10 minutes |
-22/10 minutes |
-25/10 minutes |
| |
15 |
-4/10 minutes |
-7/10 minutes |
-10/10 minutes |
-13/10 minutes |
-16/10 minutes |
-19/10 minutes |
-22/10 minutes |
| |
14 |
-1/10 minutes |
-4/10 minutes |
-7/10 minutes |
-10/10 minutes |
-13/10 minutes |
-16/10 minutes |
-19/10 minutes |
| |
13 |
-7/1 minute |
-10/1 minute |
-13/1 minute |
-16/1 minute |
-19/1 minute |
-22/1 minute |
-25/1 minute |
| |
12 |
-4/1 minutes |
-7/1 minute |
-10/1 minute |
-13/1 minute |
-16/1 minute |
-19/1 minute |
-22/1 minute |
| |
11 |
-1/1 minute |
-4/1 minutes |
-7/1 minute |
-10/1 minute |
-13/1 minute |
-16/1 minute |
-19/1 minute |
| |
10 |
-7/30 seconds |
-10/30 seconds |
-13/30 seconds |
-16/30 seconds |
-19/30 seconds |
-22/30 seconds |
-25/30 seconds |
| |
9 |
-4/30 seconds |
-7/30 seconds |
-10/30 seconds |
-13/30 seconds |
-16/30 seconds |
-19/30 seconds |
-22/30 seconds |
| |
8 |
-1/30 seconds |
-4/30 seconds |
-7/30 seconds |
-10/30 seconds |
-13/30 seconds |
-16/30 seconds |
-19/30 seconds |
| |
7 |
-7/9 seconds |
-10/9 seconds |
-13/9 seconds |
-16/9 seconds |
-19/9 seconds |
-22/9 seconds |
-25/9 seconds |
| |
6 |
-4/9 seconds |
-7/9 seconds |
-10/9 seconds |
-13/9 seconds |
-16/9 seconds |
-19/9 seconds |
-22/9 seconds |
| |
5 |
-1/9 seconds |
-4/9 seconds |
-7/9 seconds |
-10/9 seconds |
-13/9 seconds |
-16/9 seconds |
-19/9 seconds |
| |
4 |
-1/3 seconds |
-4/3 seconds |
-7/3 seconds |
-10/3 seconds |
-13/3 seconds |
-16/3 seconds |
-19/3 seconds |
| |
3 |
none |
-1/3 seconds |
-4/3 seconds |
-7/3 seconds |
-10/3 seconds |
-13/3 seconds |
-16/3 seconds |
| |
2 |
none |
none |
-1/3 seconds |
-4/3 seconds |
-7/3 seconds |
-10/3 seconds |
-13/3 seconds |
| |
1 |
none |
none |
none |
-1/3 seconds |
-4/3 seconds |
-7/3 seconds |
-10/3 seconds |
Best and Worst Emotions by Sphere: Some emotions give a bonus to casting for that sphere (usually +3).
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| |
Sphere |
Best Emotion |
Worst Emotion |
| |
Chaos |
Confusion |
Righteousness |
| |
Cosmos |
Sense of place |
Patience |
| |
Pestilence |
Disdain |
Compassion |
| |
Destruction |
Destructive urge |
Creativity |
| |
Earth |
Repression |
Openness |
| |
Knowledge |
Curiosity |
Disinterest |
| |
Famine |
Frustration |
Satisfaction |
| |
Harvest |
Satisfaction |
Frustration |
| |
Music |
Harmony |
Separateness |
| |
Order |
Righteousness |
Confusion |
| |
Creation |
Creativity |
Destructive urge |
| |
Death |
Acceptance |
Yearning |
| |
Silence |
Separateness |
Harmony |
| |
Meta |
Meta-emotion |
Common emotion |
| |
Fauna |
Ferality |
Determination |
| |
Healing |
Compassion |
Disdain |
| |
Truth |
Sincerity |
Dishonesty |
| |
Weather |
Exultation |
Dejection |
| |
Celebration |
Happiness |
Sorrow |
| |
Luck |
Uncertainty |
Certainty |
| |
Time |
Patience |
Sense of place |
| |
Fate |
Certainty |
Uncertainty |
| |
Undeath |
Unease |
Acceptance |
| |
Vision |
Inspiration |
Frustration |
| |
Travel |
Wanderlust |
Comfort |
| |
Change |
A change of heart |
An abiding emotion |
| |
Balance |
Balance |
Imbalance |
| |
Metal |
Shaped emotion |
Raw emotion |
| |
Might |
Arrogance |
Realization |
| |
Wisdom |
Understanding |
Puckishness |
| |
Mischief |
Puckishness |
Understanding |
| |
Connection |
Connectivity |
Disconnection |
| |
Hunt |
Determination |
Ferality |
| |
Insight |
Introspection |
Extroversion |
| |
Skill |
Realization |
Arrogance |
| |
Family |
Familial affection |
Familial hatred |
| |
Story |
Adventurousness |
Boredom |
| |
Force |
Raw emotion |
Shaped emotion |
| |
Nightmare |
Fear |
Sleepiness |
Casting: How it works!
You need to Bond first and foremost. Find a willing or unwilling partner. If you are of a race with empathic bonding powers, utilize your natural bonding ability. If not, find a way to bond.
Unstable bond? Great! Every unstable bond is different, so determine how yours works. Do you have a sphere you want and an emotional level you need? Great! Convert emotion, then cast!
Equal bonds? Great! Do you have a sphere and emotional level you want? Great! Convert emotion, then cast!
Master/slave bond? Great! Master, do you have a sphere and emotional level you want? Great! Convert emotion, then cast! Don't want the fatigue? Roll will to force it all on your slave at double the rate! Failure means you get it at double, though!
slave/Master bond? Sorry! Slave, do you have a sphere and emotional level you want? Great! Convert emotion, then cast at -3 to -6 if you're ready! Don't want the fatigue? Too bad!
Failure:
See here.
Sensing:
See here.
Auras:
See here.