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		<id>http://exalted.xi.co.nz/w/index.php?action=history&amp;feed=atom&amp;title=Sorcery%2FKraken</id>
		<title>Sorcery/Kraken - Revision history</title>
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		<updated>2026-04-09T17:57:19Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=75056&amp;oldid=prev</id>
		<title>Kraken: speeling corrections</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=75056&amp;oldid=prev"/>
				<updated>2010-04-06T09:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;speeling corrections&lt;/p&gt;
&lt;a href=&quot;http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;amp;diff=75056&amp;amp;oldid=38846&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Kraken</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=38844&amp;oldid=prev</id>
		<title>Kraken: Finally got it right ^^;</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=38844&amp;oldid=prev"/>
				<updated>2007-01-14T22:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;Finally got it right ^^;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;*Back to [[Kraken]]&lt;br /&gt;
&lt;br /&gt;
== Emerald Circle ==&lt;br /&gt;
&lt;br /&gt;
==== Lantern of Scintillating Spirits ====&lt;br /&gt;
'''Cost:''' 15m&lt;br /&gt;
&lt;br /&gt;
The sorceror holds out his hands and begins to cast the spell. As he&lt;br /&gt;
finishes his casting, he claps his hands together, and there appears&lt;br /&gt;
before him an indistinct golden form, which holds a brass lantern on&lt;br /&gt;
the end of a short stick. The lantern is elaborately decorated with a&lt;br /&gt;
design unique to each sorceror, reflecting something of his self&lt;br /&gt;
image. The flame that burns within the lantern is always coloured in&lt;br /&gt;
hues that reflect the dominant colours of the Sorceror's anima.&lt;br /&gt;
&lt;br /&gt;
The light from the lantern illuminates dematerialised spirits of all&lt;br /&gt;
kinds within the Caster's Essence+Occult yards from the lantern,&lt;br /&gt;
showing them as a indistinct golden form - visible enough to fight&lt;br /&gt;
without difficulty, though harder to identify. In addition, the light&lt;br /&gt;
from the lantern has a strange, euphoric effect on the spirits of&lt;br /&gt;
Creation. Unless the spirit succeeds at a Willpower roll, difficulty&lt;br /&gt;
of the Caster's Essence this effect overwhelms them somewhat,&lt;br /&gt;
inflicting a 2 dice penalty on all tasks requiring concentration or&lt;br /&gt;
reasoned thought.&lt;br /&gt;
&lt;br /&gt;
The servant remains within the Caster's Occult in yards of the Caster,&lt;br /&gt;
or designated master. While it obeys instructions in Old Realm, it&lt;br /&gt;
rarely needs them as it does it's best to remain in an unobtrusive,&lt;br /&gt;
but still useful position. If attacked, it is immune to all attacks&lt;br /&gt;
that cannot kill gods and those that can destroy it utterly leaving&lt;br /&gt;
just the lantern lying on the ground. If someone not its master&lt;br /&gt;
attempts to take the lantern, it resists with the caster's Occult in&lt;br /&gt;
dice and if it is bereft of its lantern at the end of a scene, it&lt;br /&gt;
vanishes. Anyone using an alternate method of spirit sight upon it&lt;br /&gt;
finds that the spirit's true form is the indistinct golden haze.&lt;br /&gt;
Lantern and spirit both fade into golden mist at the next time the sun&lt;br /&gt;
rises or sets&lt;br /&gt;
&lt;br /&gt;
==== Loyal Protector's Regalia ====&lt;br /&gt;
'''Cost:''' 25m&lt;br /&gt;
&lt;br /&gt;
Being a sorceror is a dangerous task, few would argue with that. But&lt;br /&gt;
being responsible for the safety of a sorceror, to guard them as they&lt;br /&gt;
consort with demons, fair folk and other, stranger beings is no less&lt;br /&gt;
dangerous. Many sorcerors, of course, select demons or elementals as&lt;br /&gt;
their guards but for some that is simply not practical. Demonic&lt;br /&gt;
soldiers are rarely suitable escorts for a visit to court and even&lt;br /&gt;
elementals only add to the distrust a sorceror already suffers from.&lt;br /&gt;
But those of mortal stock needs arms and equipment ... and it's better&lt;br /&gt;
of course, if they match.&lt;br /&gt;
&lt;br /&gt;
To cast this spell, the sorceror first marks out a circle a few metres&lt;br /&gt;
across with sigils for protection, loyalty rewarded and creation. If&lt;br /&gt;
he desires at this stage he should also set out ingots of precious&lt;br /&gt;
metal and bolts of fine cloth - while the spell can incorporate them&lt;br /&gt;
if they are present, conjouring such luxury is beyond the Emerald&lt;br /&gt;
Circle. At dawn, he should call his chosen protectors to him, no more&lt;br /&gt;
than his Occult score, and they stand naked at designated points on&lt;br /&gt;
the circle, arms outstreatched. The sorceror himself stands at the&lt;br /&gt;
centre of the circle and works his magic for six hours.&lt;br /&gt;
&lt;br /&gt;
As the sun reaches his zenith, there is a blinding flash of light from&lt;br /&gt;
the sorceror, and his protectors find themselves clad in armour and&lt;br /&gt;
with a weapon and shield at their sides. The armour is a suit of&lt;br /&gt;
Exceptional Lamellar armour, with the caster's personal device over&lt;br /&gt;
the heart. The weapon is most typically an Exceptional Straight Sword&lt;br /&gt;
with the caster's personal device on the pommell. The shield is a&lt;br /&gt;
Target Shield, and again, bears the caster's device. If gold or other&lt;br /&gt;
luxurious materials were present in the circle, these will be&lt;br /&gt;
incorporated into the design as trim or a fine cloak - if not, the&lt;br /&gt;
magic does its best with lacquer and cotton. The items created by this&lt;br /&gt;
spell are set in the instant of its completion - no different from any&lt;br /&gt;
other item, though with a lack of tool marks. This means that&lt;br /&gt;
countermagic will have no effect, though also that they require&lt;br /&gt;
maintenence as any other armour or weapon might.&lt;br /&gt;
&lt;br /&gt;
==== Myriad Tongue Appropriation ====&lt;br /&gt;
'''Cost:''' 10m&lt;br /&gt;
&lt;br /&gt;
To cast this spell requires a willing participant or a target that is&lt;br /&gt;
restrained or very recently dead. At the conclusion of the spell, a&lt;br /&gt;
gem must be pressed to the target's throat. The target's voice is&lt;br /&gt;
sucked into the spell, where it is visible as a faint, twisting sliver&lt;br /&gt;
of light that looks particularly beautiful when used with precious&lt;br /&gt;
gemstones. The target looses the use of their voice for a complete&lt;br /&gt;
cycle of the sun if exalted, or five cycles if mortal. By swallowing&lt;br /&gt;
the gem produced by the spell, a person may speak with the captured&lt;br /&gt;
voice for a week.&lt;br /&gt;
&lt;br /&gt;
==== Terrible Crystalline Razor ====&lt;br /&gt;
'''Cost:''' 15m&lt;br /&gt;
&lt;br /&gt;
The caster holds her weapon in front of herself and calls on the&lt;br /&gt;
ultimate cold of the furthest North. As she completes the spell, a&lt;br /&gt;
whirlwind of ice spirals down from the sky, coating her weapon in a&lt;br /&gt;
sheath of ice that glistens in the sun. The surface of the ice is&lt;br /&gt;
wickedly barbed and cruel, refracting the light in odd ways, and is&lt;br /&gt;
cold enough to cause breath to steam if blown across it. This magical&lt;br /&gt;
ice lasts until the sun next crosses the horizon even in the heat of&lt;br /&gt;
the South before melting off the weapon, even in a blizzard.&lt;br /&gt;
&lt;br /&gt;
While the weapon is wrapped in the ice it is impossible the sheath in&lt;br /&gt;
a normal sheath and will cause numbness if the blade or head is held.&lt;br /&gt;
The caster adds her Essence to the raw damage of every attack that she&lt;br /&gt;
makes with the weapon. In addition, any injury with the weapon causes&lt;br /&gt;
a numbing cold to spread outward from the wound, slowing the enemy and&lt;br /&gt;
causing him to loose a dice from all actions for the rest of the&lt;br /&gt;
scene. These penalties do acrue with successive hits, but only up to a&lt;br /&gt;
maximum penalty of the caster's essence.&lt;br /&gt;
&lt;br /&gt;
== Sapphire Circle ==&lt;br /&gt;
&lt;br /&gt;
==== Scale In Her Eyes ====&lt;br /&gt;
'''Cost:''' 30m&lt;br /&gt;
&lt;br /&gt;
The air must be clear and the stars shining to cast this spell.&lt;br /&gt;
&lt;br /&gt;
The caster gathers a scale of her most devoted troops and annoints&lt;br /&gt;
their forehead and palms with oil she has blessed. The troops then&lt;br /&gt;
spar with each other, while the sorceror performs a ritual, burning a&lt;br /&gt;
small sacrifice to each of the five Maidens. The ritual takes five&lt;br /&gt;
hours - one for each maiden - beginning with Venus and ending, of&lt;br /&gt;
course, with Saturn. As each ritual is completed, the oil on the&lt;br /&gt;
soldier's foreheads and palms flashes with the colour of the maiden.&lt;br /&gt;
At the conclusion of the ritual, a scant few seconds after the&lt;br /&gt;
sacrifice to Saturn, the oils pulse through each of the five colours&lt;br /&gt;
and then turn white and spread over the surface of the skin, and when&lt;br /&gt;
they have covered the entire body there is a brilliant flash. When&lt;br /&gt;
those present can see again, they find themselves clad in amour and&lt;br /&gt;
with weapons in their hands.&lt;br /&gt;
&lt;br /&gt;
The weapon and armour created are of Perfect quality, and are&lt;br /&gt;
typically a suit of Lamellar and a straight sword, though if any of&lt;br /&gt;
the chosen scale are Martial Artists, then they will instead find&lt;br /&gt;
themselves with arms compatiable with the style they practice, even if&lt;br /&gt;
that means they are wearing merely a gi. In addition to its consumate&lt;br /&gt;
quality, the equipment is blessed by the five maidens. Journey's&lt;br /&gt;
Blessing grants a die to Survival rolls for travelling at speed, and&lt;br /&gt;
in addition tassels and cords will not get snagged on passing&lt;br /&gt;
undergrowth. Serenity's Blessing eases the hurts of the wearer,&lt;br /&gt;
allowing them to ignore wound penalties for a scene, if they commit a&lt;br /&gt;
wp point. Mars' Blessing adds 2 to the soak values of the armour,&lt;br /&gt;
granting a soak if it merely a gi and acts to protect the armour from&lt;br /&gt;
damage, at least a little. Secret's Blessing negates a die of&lt;br /&gt;
penalties for sneaking in armour, or adds a die if there is no&lt;br /&gt;
penality. Ending's Blessing adds 2 to the damage of the weapon, though&lt;br /&gt;
only against those Outside of Fate or who have commited crimes against&lt;br /&gt;
Heaven.&lt;br /&gt;
&lt;br /&gt;
While the equipment created is real, the blessings fade after&lt;br /&gt;
Calibration and may be dispelled with Sapphire Countermagic&lt;br /&gt;
&lt;br /&gt;
== Adamant Circle ==&lt;br /&gt;
&lt;br /&gt;
==== Rainament Of Sol Invictus ====&lt;br /&gt;
'''Cost:''' 60m&lt;br /&gt;
&lt;br /&gt;
While her troops parade around of her, the sorceror sings a&lt;br /&gt;
battle-hymn to the Unconquered Sun, calling on him, luna and the five&lt;br /&gt;
maidens to watch over and protect the troops she has gathered before&lt;br /&gt;
her. This process begins at dawn, and continues throughout the day.&lt;br /&gt;
While it must started with clear skies, the magic will keep the sky&lt;br /&gt;
clear thereafter, at least from natural storms and weather magics of&lt;br /&gt;
the Terrestrial Circle. At dusk, assuming the sky has been kept clear&lt;br /&gt;
and the troops have been marching all day, the spell ends with a final&lt;br /&gt;
glorious flame from the sun that pours over the assembled troops,&lt;br /&gt;
burning away their existing garments and replacing them with the&lt;br /&gt;
Rainament of Sol Invictus.&lt;br /&gt;
&lt;br /&gt;
This spell effects 1000 troops per dot of the sorceror's Essence and&lt;br /&gt;
they must actually be an army with a Drill of at least 2 (Equivalent&lt;br /&gt;
in training to a good militia), though this training does not have to&lt;br /&gt;
be natural - Conscription through a Charm or Spell is just as valid,&lt;br /&gt;
so long as it lasts the duration of the ritual.&lt;br /&gt;
&lt;br /&gt;
As the twilight dies away, each man and woman in the army finds&lt;br /&gt;
themselves equiped beyond compare, their clothing and equipement of&lt;br /&gt;
before now gone - though items made of the MMs are unharmed. The&lt;br /&gt;
troops will be equiped according to their role in the army assembled -&lt;br /&gt;
if the sorceror is not the general, then she should be present, to&lt;br /&gt;
direct the drill appropriately. This extends to things such as unit&lt;br /&gt;
leaders gaining appropriately ornate helms, relays recieving banners -&lt;br /&gt;
the army could be marched off to war the very next day. A rank and&lt;br /&gt;
file trooper finds himself clad in gleaming plate, the general's&lt;br /&gt;
device over his heart and his unit insignia engraved on his back. In&lt;br /&gt;
his hand he carries a blade perfectly balanced for him, and on his&lt;br /&gt;
other arm, a sturdy shield is strapped, bearing the device of the&lt;br /&gt;
nation for which he fights. All of this equipment is Perfect and more&lt;br /&gt;
than that, it is wrapped with a little of the magic. It will rarely&lt;br /&gt;
become uncomfortable, except in the deepest South, the blade will be&lt;br /&gt;
nigh unbreakable, at least to any stresses it's weilder is likely to&lt;br /&gt;
put it through. Each finds a talisman around their neck, protecting&lt;br /&gt;
them from many foes beyond Creation that Solars call on their troops&lt;br /&gt;
to fight. The ST may determine how these blessings affect the army's&lt;br /&gt;
marching speed and effectiveness in battle, but the overall impact&lt;br /&gt;
should be significant. Archers, cavalrymen, skirmishers - they too&lt;br /&gt;
will find equipment suited to their roles. In addition, a basic&lt;br /&gt;
baggage train will be formed, or at least the material components of&lt;br /&gt;
it, lacking people. No Solar requires his army to march without the&lt;br /&gt;
basic supplies that they need.&lt;br /&gt;
&lt;br /&gt;
While the equipment created will endure as long as it can, the more&lt;br /&gt;
mystical enhantments fade after a Season, or if the army finds itself&lt;br /&gt;
targeted by Adamant Countermagic - though backlash of such a spell is&lt;br /&gt;
unlikely to be too severe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;/div&gt;</summary>
		<author><name>Kraken</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=38846&amp;oldid=prev</id>
		<title>Kraken: New spells added.</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=38846&amp;oldid=prev"/>
				<updated>2007-01-14T22:24:44Z</updated>
		
		<summary type="html">&lt;p&gt;New spells added.&lt;/p&gt;
&lt;a href=&quot;http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;amp;diff=38846&amp;amp;oldid=38845&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Kraken</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=38845&amp;oldid=prev</id>
		<title>Kraken: minor corrections</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;diff=38845&amp;oldid=prev"/>
				<updated>2007-01-10T22:12:07Z</updated>
		
		<summary type="html">&lt;p&gt;minor corrections&lt;/p&gt;
&lt;a href=&quot;http://exalted.xi.co.nz/w/index.php?title=Sorcery/Kraken&amp;amp;diff=38845&amp;amp;oldid=38844&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Kraken</name></author>	</entry>

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