While the Arts of Sorcery and Enchantment were originally derived from Naming, both are easier to cast because they bear greater restrictions.
This is a characteristic of these types of magick and the limit of their effective RNG,
rather than a RNG of “sight,” as discussed previously, which applies only to Glamourie and Naming and the odd Divination, both are generally limited to “touch” in application, and often referred to as “Touch-magicks”. A “Touch-magick” dweomer may be manifested in the touch of either hand (as the word “touch” implies), or in both hands, as the caster dictates when casting the magick, OR it can be administered as a Kiss, or an Embrace, however the caster specifies at the time the charm is cast.
In a side-note, the clergy are all in the habit of greeting guests, friends, allies and fellow clergymen with the “Kiss of Peace”, and by the same gesture the nobility commonly extend and receive the hospitality of a house. In addition, all lords are accustomed to a kiss on the hand bearing the noble signet ring as a gesture of respect and humility from their subjects and social inferiors who seek to curry favor, and all bishops and higher clergy (abbots, priors, archbishops, high prelates, etc.), princes and lords in the hierarchy of the Church are accustomed to the same habit. Such persons of high dignity simply accept such gestures as their due, unless they have reason to mistrust the one making the gesture or doubt the sincerity of those who offer it. These facts may be manipulated to the Sorcerer’s advantage. In the same vein, relationships are taken more personally in the period of the game, even casual ones, as long as social class and bad blood of some kind, an Embrace is common and commonly expected, especially among kin. No matter how distant the tie, all are called cousin so long as an impression of amity is being conveyed.
Touches or Kisses landed upon opponents too great in (modified) STA to be affected are still considered spent in the attempt, while those that do not make direct contact with the target’s flesh remain in reserve until that condition is met. The Embrace differs from the Touch and Kiss only in that it requires both the caster’s arms to be fully extended in encircling the one Embraced to the greatest extent he may, practically speaking.
At the practitioner’s option, a single glove (if the Touch is confined to a single hand) or a pair of gloves may be donned to contain the power of the dweomer and prevent its discharge until he doffs it/them again, bringing the Touch back into play.
In a side-note, gloves are commonly worn by those who can afford them when out of doors, according to their rank, by the affluent and by their servants, and by others in service as a point of pride, and commonly given as gifts, especially among those who ride and hunt to protect their hands from the chafing of the reins. For a Wizard or other practitioner who dresses well to wear gloves is not unusual in the least, nor seem exceptional unless he is indoors at home or being received in the house of those believing themselves to be his friends, when hat and gloves would be taken as he entered (unless he were so definitely their social superior he could decline surrendering them without offense or prejudice). These facts may be manipulated to the caster’s advantage.
Regardless of how it is to be administered, in wielding any of the “Touch” magicks, the caster must make true flesh to object or flesh to flesh contact.
The Hedge Wizard’s or Hearth Witch’s effective reach with a “Touch” magick can be considered effectively extended through any the wand, rod, or staff with which it was cast (as applicable). The same is true of any other Talisman held in hand used to cast such charms.
IF the practitioner is attempting to use a Touch magick in a tactical situation, a successful roll “to hit” on d100 is required to determine whether he has succeeded in touching his target but ONLY once the target(s) becomes aware of the danger that lies in his touch.
The touch might initially be interpreted as a taunt to get the target to make a rash attack in reprisal, but only after the dweomer manifests and 5 Pulses have passed for the effect to be observed by those facing the victim (presuming the effects of the dweomer makes a visible difference), and another 5 Pulses passed for a cry of warning, the balance of the opponents warned and put on their guard.
This roll “to hit” is a simple CRD check (same as used to modify the use of weapon skills), adding the Brawling/Grappling/Wrestling SL to the AV, if applicable.
IF a Touch dweomer is tied-off when cast, the caster has until the dweomer DUR (as allowed by the POT, normally) expires to use the power held in hand, BUT he is only allowed one (1) use of the dweomer. It is considered spent after that, having no link to the caster to sustain it for further uses. The DUR of the dweomer on the victim(s) is equal to that which the caster has to use the dweomer, but is counted from the point in time when the target was Touched.
IF the DUR of a Touch dweomer is open-ended, maintained at the caster’s pleasure, the Touch may be used up to (POT) times with a single casting, until its power is completely discharged or the caster dismisses it, whichever occurs first.
In this case, the dweomer endures on the victims as long as the caster wishes, or until he dismisses it. Regardless of the number of times the caster avails himself of the power of the dweomer, or the point in time when the object or target or victim is “Touched” or “Kissed” with the dweomer, the dweomer continues to affect all targets until the caster is satisfied with the results. He may NOT recover the ability to cast another charm in its place, however, until the dweomer’s last charge is expended, but must concentrate on it to maintain it.
The practitioner who is carrying a “Kiss” form of a “Touch” magick must not allow food or drink to pass his lips, or he ends up eating his own charm, to be affected by it normally. Either the food gets Enchanted, or it carries the Sorcery into his system.
IF the caster still carries additional uses/charges of the Touch dweomer in hand or lips or embrace, and wishes to release any victim from suffering in the clutches of that dweomer, those remaining charges must first be dismissed. After doing so, he may still retain his link to the dweomer, and all the victims that remain locked in the dweomer’s grip, individually, until death takes them or the caster releases them or he dismisses the dweomer entirely. He is merely dismissing any remaining power that would have allowed him to inflict the charm on further targets. Having released the potential to use the dweomer again, the caster may release one, a few, or all of his victims from it when and as he wishes, but ONLY if he is maintaining the DUR at his pleasure. He simply may not release any of them while he maintains his hold on the potential to use the “Touch” further.