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− | ----<b><i>Shadowlands Circle Necromancy</b></i>
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− | <b>Cost:</b> 1 Willpower
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− | <b>Duration:</b> Instant
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 3
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charms:</b> None
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− | A Solar’s true power is in sorcery. Nevertheless, it is possible for them to learn its dark sister art, Necromancy. Indeed, during the First Age, they were the first to discover it, in the aftermath of the Primordial War. It is not evil in and of itself, but with the power of the Deathlords and the Malfeans bent towards finding new converts, it is certainly dangerous. Note that this Charm, like Sorcery Charms, only allows the character to cast a single Shadowlands Circle spell. The actual spell itself has an Essence cost, often very high, that the character must pay to actualize it. This cost is listed in the spell’s description. Shadowlands Circle Necromancy can never be part of a Combo. This Charm, of course, is based on the Charm of the same name in Abyssals.
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− | <i>In Second Edition, this is a no-cost Permanent Charm that is functionally identical to Terrestrial Circle Sorcery, save that it permits the character to make Shadowlands Circle Necromancy actions.</i>
| + | *IsawaBrian/SolarOccultPower -- Shardstasis? What was I THINKING? |
− | | + | *IsawaBrian/SolarOccultSorcery |
− | ----<b><i>Labyrinth Circle Necromancy</b></i> | + | *IsawaBrian/SolarOccultSpirit |
− | <b>Cost:</b> 2 Willpower
| + | *Isawabrian/SolarOccultThaumaturgy |
− | <b>Duration:</b> Instant
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 4
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− | <b>Minimum Essence:</b> 4
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− | <b>Prerequisite Charms:</b> Shadowlands Circle Necromancy
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− | The power of Solars is great, and although they are attuned to the vibrancy of life and the holiness of the Unconquered Sun, that power can allow them to delve into the depths of secrets perhaps better left uncovered, drawing the power of Labyrinth Circle Necromancy from them. Labyrinth Circle Necromancy can never be part of a combo. This Charm, of course, is based on the Charm of the same name in Abyssals.
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− | <i>In Second Edition, this is a no-cost Permanent Charm that is functionally identical to Celestial Circle Sorcery, save that it permits the character to make Labyrinth Circle Necromancy actions.</i>
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− | ----<b><i>Transcendent Occult Prowess</b></i>
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− | <b>Cost:</b> None
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− | <b>Duration:</b> Permanent
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− | <b>Type:</b> Special
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charms:</b> All-Encompassing Sorcerer’s Sight
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− | The mystical knowledge of Creation is now second-nature to the character. His mind naturally follows the unintuitive paths of the occult as though they were simple logic. Subtract two from the difficulty of all Occult rolls (minimum difficulty one). This Charm is based off Neph’s suggestion on the wiki; I just expanded on it.
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− | <i>In Second Edition, this Charm requires all three Occult Excellencies, Occult Essence Flow, and Infinite Occult Mastery. It subtracts two from all external penalties to the character's Occult rolls. This never affects DVs.</i>
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− | ----<b><i>Cutting Beyond the Veil</b></i>
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− | <b>Cost:</b> 5 motes, 1 Willpower
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− | <b>Duration:</b> One Scene
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charms:</b> Ghost-Eating Technique
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− | The character energizes her aura, and that of her weapon’s, with her Solar Shard. As a result, until the end of the scene, she may attack unmanifested spirits as though they were manifested normally. If the Solar does not have Spirit-Detecting Glance, All-Encompassing Sorcerer’s Sight, or a similar method of perceiving spirits, she will be at a +2 difficulty to hit (Transcendent Occult Prowess does not affect this difficulty, but Transcendent Archery, Brawl, Martial Arts, Melee, and Thrown Prowesses will, depending on the attack used). Spirits killed by Cutting Beyond the Veil suffer similar fates to those killed by Spirit-Cutting Attack; they may regenerate, but the process is very long (potentially decades) and very painful.
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− | <i>In Second Edition, this Charm functions differently.</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 5, Essence 4; <b>Type:</b> Permanent</i>
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− | <i><b>Keywords:</b> None</i>
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− | <i><b>Prerequisite Charms:</b> Ghost-Eating Technique</i>
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− | <i>One of the provinces of a Lawgiver is to maintain control over the interactions between the spiritual and the physical planes of reality, both to adjudicate between spirits and mortals, and to bring Order and Holiness to the darkness and the unholy. Often, this requires that a Solar be able to attack incorporeal foes, sometimes in great multitudes. Solars can develop their own personal control of essence to the point that attacking the non-physical is second nature. By spending two non-committed motes, the character may use Spirit-Cutting Attack, Ghost-Eating Technique, and similar Instant-duration Charms that permit her to interact with dematerilalized entities as non-Charm actions for a number of DV refreshes equal to her permanent Essence. This does not in any way grant the ability to see these spirits.</i>
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− | ----<b><i>Demon-Slaying Practice</b></i>
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− | <b>Cost:</b> 8 Motes, 1 Willpower
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− | <b>Duration:</b> One Scene
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Essence:</b> 4
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− | <b>Prerequisite Charms:</b> Cutting Beyond the Veil
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− | This deadly Charm was developed, as the name implies, during the First Age to deal permanently with escaped demons. It was not often used; demons were simply seen as being too valuable to destroy completely. Nevertheless, the effects of powerful rogue demons who could not be tamed necessitated the development of a more sophisticated version of Ghost-Eating Technique. This Charm actually decreased in use with the decadence of the Solars- demons were now seen as the tools of preference, to be stolen from enemies, not destroyed.
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− | Effectively, until the end of the scene, the character becomes a hungry vortex for spirit Essence. The Solar’s “event horizon” does not extend far beyond his own Essence-aura, although it can be taken to an enemy by means of an arrow or thrown weapon. Any blow struck by the character while under the effects of this Charm deal aggravated damage to unmaterialized spirits and drains away motes of the spirit’s Essence equal to twice the character’s permanent Essence, which are added to the character’s own store of motes. Drained motes that would take the character above his normal maximum are still drained but dissipate without benefit to the Solar. A dematerialized spirit killed by a blow made while under the effects of this Charm is dead forever; this will turn a Yozi into a Malfean. Materialized entities are no longer vulnerable to these effects. Just like its precursor, spirits recognize this Charm and hate and fear it.
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− | <i>In Second Edition, this Charm functions differently.</i>
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− | <i><b>Cost:</b> 6m, 1wp; <b>Mins:</b> Occult 5, Essence 5; <b>Type:</b> Simple</i>
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− | <i><b>Keywords:</b> Combo-Basic</i>
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− | <i><b>Duration:</b> One Scene</i>
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− | <i><b>Prerequisite Charms:</b> Ghost-Eating Technique, Spirit-Repelling Diagram</i>
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− | <i>This deadly Charm was developed, as the name implies, during the First Age to deal permanently with escaped demons. It was not often used; demons were simply seen as being too valuable to destroy completely. Nevertheless, the effects of powerful rogue demons who could not be tamed necessitated the development of sophisticated ways of managing non-corporeal Essence. For the rest of the scene, the character gains a discount to all uses of Spirit-Cutting Attack, Ghost-Eating Technique, and similar Instant-duration Occult charms permitting interaction with dematerialized beings equal to the Solar's permanent Essence per DV refresh. For example, if a Solar has Essence 3, he may make a flurry of 3 free Spirit-Cutting Attacks, or one free Ghost-Eating Technique, one free Spirit-cuttingAttack and one full price Ghost-Eating technique, etc., between each DV refresh.</i>
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− | ----<b><i>Hidden Wisdom</b></i>
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− | <b>Cost:</b> 1 mote per die
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− | <b>Duration:</b> Instant
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− | <b>Type:</b> Supplemental
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− | <b>Minimum Occult:</b> 1
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− | <b>Minimum Essence:</b> 1
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− | <b>Prerequisite Charms:</b> None
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− | The character attunes herself to the unseen world of Essence, giving her greater mastery of it. For every mote spent on this Charm, add one die to her Attribute + Occult dice pool. This may not more than double her base Attribute + Occult dice pool.
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− | <i>In Second Edition, this Charm is very different:</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 5, Essence 2; <b>Type:</b> Permanent</I>
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− | <I><b>Keywords:</b> None</b></I>
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− | <I><b>Prerequisite Charms:</b> Artist of the Soul</I>
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− | <I>Thaumaturgy is the art of using the natural resonance of Creation to achieve certain aims. Solars are Creation’s rulers, and thus, their commands are natural to it. When the Solar uses Thaumaturgy, she may expend one extra mote (which may not be paid for with sacrifices) to make her work undetectable to most forms of ordinary essence sight or thaumaturgy. Deliberate opposition by Charms that either specifically detect something -- such as wards -- or are extremely effective, such as All-Encompassing Sorcerer’s Sight, may contest this with the usual UF:IO rules.</I>
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− | ----<b><i>Peerless Sage Method</b></i>
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− | <b>Cost:</b> 3 mote per success
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− | <b>Duration:</b> Instant
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− | <b>Type:</b> Supplemental
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− | <b>Minimum Occult:</b> 1
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− | <b>Minimum Essence:</b> 1
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− | <b>Prerequisite Charms:</b> None
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− | Essence may master Essence. This is one of the fundamental principles of Occult mastery, and it is one that a Solar would do well to learn. A master occultist may bend additional Essence to his will in order to produce more spectacular results when using Essence. This will also help this character understand the principles of magic better, as it can be used to charge his mind with the power of the hidden world. To use this Charm, the player first makes a regular Attribute + Occult roll for the character. Then the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Occult roll. Each success bought in this fashion costs 3 motes of Essence.
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− | <i>In Second Edition, this Charm is very different:</i>
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− | <i><b>Cost:</b> 8m, 1 wp; <b>Mins:</b> Occult 5, Essence 5; <b>Type:</b> Simple</I>
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− | <I><b>Keywords:</b> Combo-Basic, Obvious</b></I>
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− | <I><b>Duration:</b> One Scene</b></I>
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− | <I><b>Prerequisite Charms:</b> Solar Circle Sorcery</I>
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− | <I>Solars are the peerless masters of Essence, and those who dare dispute them must be prepared to struggle for doing so. When this Charm is active, the Solar’s spells are no longer instantly disrupted by Countermagic of the same circle. Instead, the Solar and the counterspelling sorcerer must roll a UF:IO contest of Essence + Occult. If the counterspelling sorcerer does not triumph, the countermagic motes are wasted and the Solar’s spell takes effect anyway. Higher-level countermagic-- such as Celestial against Terrestrial-- still functions as normal.</I>
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− | ----<b><i>Artist of the Soul</b></i>
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− | <b>Cost:</b> None
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− | <b>Duration:</b> Permanent
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− | <b>Type:</b> Special
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− | <b>Minimum Occult:</b> 2
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− | <b>Minimum Essence:</b> 1
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− | <b>Prerequisite Charms:</b> Hidden Wisdom
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− | Mortal thaumaturgy is rarely of interest to Solar Exalted. It is simply too weak, too limited for their purposes. Nevertheless, its subtle effects are available to Solars, just like any other mortal path. Indeed, the powerful ties that Solars have to Essence make it remarkably easy for them to master the Arts of Thaumaturgy. Once this Charm is purchased, the character is considered to have learned and specialized in all possible permutation of the Arts, effectively gaining 4 bonus dice to any roll involving the Arts. This does not count as a bonus from Charms; it is considered indistinguishable from ordinary Thaumaturgic learning.
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− | <i>In Second Edition, this Charm instead dramatically increases the capability of characters to learn Degrees. Its Minimums are therefore increased to Occult 3, Essence 2. Its Prerequisite Charm is now any Occult Excellency. If the costs for thaumaturgy are unchanged or increased in the campaign for Solars, they require one third (round down) the ordinary costs. If they have been reduced, treat this as being a 1 bp discount on each Degree purchase (with the note that no Degree dots are free; if this discount would reduce a cost to 0, the character instead receives 2 Degree dots for every 1 bp spent.). Furthermore, training times are reduced from months to weeks, and from weeks to days if Occult is Caste or Favored. Finally, the character is considered to always be one dot higher in a degree than she has purchased, to a maximum of Master.</i>
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− | ----<b><i>Sage of the Unseen</b></i>
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− | <b>Cost:</b> None
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− | <b>Duration:</b> Permanent
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− | <b>Type:</b> Special
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− | <b>Minimum Occult:</b> 2
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− | <b>Minimum Essence:</b> 2
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− | <b>Prerequisite Charms:</b> Artist of the Soul
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− | Continuing his development along the path of mastery of thaumaturgy, the Solar’s advanced grasp of Essence allows him to far surpass mortal learning in the Sciences. From the point of the purchase of this Charm on, he treats the Sciences just like languages are treated for Linguistics- he knows a number of Sciences equal to his Occult at a level equal to his Occult, and he has full knowledge of all possible rituals and formulae for them (not counting the disparate Rituals not included under sciences). Effectively, Occult Sciences have become intuitive for him.
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− | <i>In Second Edition, this Charms' Minimums are increased to Occult 4, Essence 2. It permanently halves the Essence costs to disregard Resources costs for Thaumaturgical rituals.</i>
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− | ----<b><i>Guide to the Inner Paths</b></i>
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− | <b>Cost:</b> None
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− | <b>Duration:</b> Permanent
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− | <b>Type:</b> Special
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− | <b>Minimum Occult:</b> 3
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− | <b>Minimum Essence:</b> 2
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− | <b>Prerequisite Charms:</b> Sage of the Unseen
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− | This Charm is the final development of Thaumaturgy for a Solar. She now will always know a number of Rituals for free equal to her Intelligence times her Occult. She may learn new Rituals upon watching, reading about, or otherwise observing about them only once for a cost of 1 XP.
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− | <i>In Second Edition, this Charm's Minimums are increased to Occult 4, Essence 3. The character may now add applicable Occult specialties together with Degrees for Thaumaturgical rituals. These bonus dice are not considered Charm dice for the purposes of maximums. Neither non-Degree Occult Specialties nor Degrees may exceed a contribution of +3 individually, so the maximum number of dice that can be added in this way to any one roll is +6.</i>
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− | ----<b><i>Superlative Assistant Teaching</b></i>
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− | <b>Cost:</b> 15 Motes, 3 Willpower
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− | <b>Duration:</b> One Month
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Performance:</b> 5
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− | <b>Minimum Lore:</b> 4
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− | <b>Minimum Essence:</b> 3
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− | <b>Prerequisite Charms:</b> Tiger-Warrior Training, All-Encompassing Sorcerer’s Sight, Power-Awarding Prana
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− | Sometimes, it is quality, rather than quantity, that are necessary for the mortal servants of an Exalt. During the First Age, before the proscription of Thaumaturgy, this Charm was developed as a means of sidestepping the decades-long process of developing Essence control in mortals. This Charm affects a number of mortals equal to the Exalted’s permanent Essence. After one month of time spent under the Solar’s tutelage, and being exposed to his Essence, the weak Essence within the mortals will awaken further, and they will develop Essence Awareness.
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− | This will also work on God-Bloods, granting them Awakened Essence. If used on mortals or God-Bloods who are already capable of utilizing their Essence, they will develop further Merits under the care of the Solar. This can never directly raise the Essence of a Mortal or God-Blood- such requirements must be met ahead of time. This will also never impart Charms, Abilities, Backgrounds, etc.; just Merits.
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− | <i>In Second Edition, this Charm does not require Performance or Tiger-Warrior Training. It requires Occult 5, Lore 5, Essence 5, Legendary Scholar Curriculum, and Occult Essence Flow. It is Obvious, Touch, and Training. It affects an organized social group or military unit with a Magnitude no greater than the Solar's Essence. In addition to granting Essence Awareness or Awakened Essence (or the equivalent) Merits and their further development, it now also increases by one either Occult, Lore, Perception, Wits, Charisma, Thaumaturgical Degrees, or Willpower for every invocation of use. Abilities and Attributes are limited to a maximum of 4 or the character's own, whichever is lower; Degrees are limited to 2 or the character's own, whichever is lower; and Willpower is limited to 7 or the character's own, whichever is lower. If the trained character does not qualify for an increase in Essence-utilization, they may still receive the other benefits; this Charm still does not automatically increase Essence. Three or more applications of this power on the same individual extra will almost certainly result in the graduation of that character to heroic mortal status, at the very least.</i>
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− | ----<i>Because the following Chain of Charms require Power-Draining Whisper and/or Power-Disrupting Blow, I am including a brief conversion for those two Charms. Both are Obvious and Sustained; Power-Disrupting Blow is Combo-OK. Power-Disrupting Blow now requires Essence 6 in addition to Occult 6. It never requires 10 motes of Peripheral Essence or 1 permanent Willpower, the upkeep being the listed 7 motes, 1 wp. Both have a Speed of 6 and a DV penalty of -1 as normal, and must be maintained at each iteration as a simple Charm use. They are otherwise unchanged.</i>
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− | <i>The Sustained Keyword means that at each iteration of effect, the Charm must be sustained with a full simple Charm use, though the Solar does not need to concentrate during these iterations (and thus his DV will not suffer beyond the standard -1 penalty or whatever is assigned by the Charm.</i>
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− | ----<b><i>Mind-Leeching Chant</b></i>
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− | <b>Cost:</b> 1 Willpower; plus 8 motes per turn
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− | <b>Duration:</b> Varies
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Essence:</b> 5
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− | <b>Prerequisite Charms:</b> Power-Draining Whisper
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− | The Solar begins to chant out mystic patterns corresponding to the influence of the Will upon the world, creating a drain on a single target’s attempts to use his will. The character must be within a number of yards of the target equal to her Essence. The Solar’s player and the target’s player must both make Willpower + Occult rolls: If the Solar’s player scores more successes, then for the turn when this Charm is used and in every subsequent turn in which the character spends 8 motes of Essence, the chosen subject of the Charm must pay twice as much Willpower every time he invokes Willpower. If the target scores more successes, then the Charm fails to function.
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− | While this Charm does not require continuous concentration by the by the Solar, only the continued expenditure of Essence, it does count as the use of a simple Charm every turn. The Charm will be nullified if the Solar using it is rendered unconscious or killed. This Charm may never be used as a part of a Combo, nor may it be used on a target with a higher Essence than the character.
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− | <i>In Second Edition, this Charm is Obvious and Sustained.</i>
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− | ----<b><i>Power Vortex Song</b></i>
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− | <b>Cost:</b> 5 motes, 1 Willpower; plus 8 additional motes per turn
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− | <b>Duration:</b> Varies
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 5
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− | <b>Minimum Essence:</b> 6
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− | <b>Prerequisite Charms:</b> Power-Draining Whisper
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− | Now the Solar can bring the whispered arcane patterns of Essence into an awe-inspiring song, creating a vortex of energy around him. This vortex draws in all Essence around the character, refueling his own stocks and making it hard for others to use Charms and similar Essence-based abilities. All Essence-wielding individuals within a number of yards equal to the Essence of the character (including his allies and those who enter the circle later) must make a Willpower roll with a difficulty equal to the Solar’s permanent Essence. Those that succeed are immune to the effects of this instance of the Charm unless they step out of the Charm’s field of effect and back in. Those that fail must pay twice as much Essence to use any Charms or other Essence-fueled abilities on this turn and on any subsequent turn in which the Exalt spends 8 motes of Essence. The character receives half of the extra motes spent in this way! If any character botches the roll, the number is quadrupled, and the character still gains half the excess. Round all numbers down, but the character gains a minimum of 1 Essence.
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− | <i>For example, if Arianna invokes Power Vortex Song, and the two Immaculate Monks attacking her fail their rolls, they are subject to its effects. For the first turn, and each subsequent turn after, so long as Arianna continues to pay the five mote cost, the Monks must pay double the normal cost to use their abilities. If one Monk invokes Bottomless Depths Defense, he must spend 12 motes and 1 Wilpower. Arianna will receive half of the extra 6 motes, or 3 motes of Essence as the motes drain into the center of her Vortex. If one of the Monks had botched, he would have had to have spent 24 motes and 1 Willpower, and Arianna would have received 9 motes!</i>
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− | While this Charm does not require continuous concentration by the by the Solar, only the continued expenditure of Essence, it does count as the use of a simple Charm every turn. The Charm will be nullified if the Solar using it is rendered unconscious or killed. This Charm may never be used as a part of a Combo, nor may it be used on a target with a higher Essence than the character.
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− | <i>In Second Edition, this Charm functions differently:</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 5, Essence 6; <b>Type:</b> Permanent</i>
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− | <i><b>Keywords:</b> None</i>
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− | <i><b>Prerequisite Charms:</b> Power Draining Whisper, Mind-Leeching Chant</i>
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− | <i>Now the Solar can bring the whispered arcane patterns of Essence into an awe-inspiring song, creating a vortex of energy around him. This vortex operates on all Essence-wielders or those who exert themselves mentally within the area of effect save the Exalt triggering the effect. For an additional temporary willpower spent at activation and an additional 3 motes of essence per iteration of refresh, the Solar may use Power Draining Whisper or Mind-Leeching Chant in an area of effect equal to his Essence in yards. Instead of a contested roll, all individuals within that area of effect must make a Willpower roll against the Solar's permanent Essence or be subject to its rules as normal. This roll is made only once; failure results in the full cost so long as the vortex is sustained. If they succeed, they are immune unless they exit or are removed from the area of effect and re-enter later. Anyone entering the area of effect so long as it is sustained must make this roll. This is compatible with all other modifications to Power-Draining Whisper and/or Mind-Leeching Chant unless otherwise stated.</i>
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− | ----<b><i>Essence Blocking Strike</b></i>
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− | <b>Cost:</b> 15 motes, 2 Willpower.
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− | <b>Duration:</b> Multiple Days
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− | <b>Type:</b> Supplemental
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− | <b>Minimum Occult:</b> 7
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− | <b>Minimum Essence:</b> 7
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− | <b>Prerequisite Charms:</b> Power Vortex Song, Power-Disrupting Blow
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− | By striking the target with her bare hand, the character using this Charm makes it impossible for her target to make any directed use of Essence, potentially for days on end! It must be used with a successful barehanded attack (which need do no damage but must penetrate the target’s block of dodge) and is specifically permitted to be used as a part of a Combo with Charms of other Abilities. For each day that the character wishes to extend the use of this Charm, 15 motes is added to the <i>committed total</i> so by the third day, 45 motes will be committed. 2 Willpower must also be spent every day.
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− | The target – whether he is an Exalt, a spirit, one of the Fair Folk or anything else- will be unable to use any Essence-driven powers and must react on a purely physical level. Note that creatures that are magically aflame or that have magical venom are not restricted by this Charm, as such prodigies are expressions of their fundamental beings, and this attack bars only the working of magic. Likewise, this Charm cannot stop Lunar shapeshifting or the display and use of anima banners. Should the Solar invoking the Charm be rendered unconscious or killed, the magic is broken.
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− | <i>In Second Edition, this Charm functions differently:</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 6, Essence 6; <b>Type:</b> Permanent</i>
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− | <i><b>Keywords:</b> None</i>
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− | <i><b>Prerequisite Charms:</b> Power Vortex Song, Power-Disrupting Blow</i>
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− | <i>This Charm dramatically increases the duration of the Solar's Power-Disrupting Blow at the cost of immense commitments of Essence. By doubling the essence cost and initial willpower cost of the Power-Disrupting Blow, and committing them, the iterations at which the Charm must be maintained become days-long rather than between DV refreshes. If any other modifications increase the cost of the charm, they are doubled as well, except for other doublings; instead, each of those increase the multiplication factor by 1 (ie, 2 doublings are x3, 3 are x 4, 4 are x 5, etc.). Although the willpower cost for this Charm is paid only once, each payment of Essence for this Charm is added to the committed total, so that typically the first day costs 14 motes, the second 28, the third 42, and so on. At essence 8, this time period increases to weeks for this price, though the character does have the option to use a different modification for an even longer time period; see below. This Charm is compatible with other modifications to Power-Disrupting Blow unless otherwise stated.</i>
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− | ----<b><i>Disruptive Mental Aria</b></i>
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− | <b>Cost:</b> 8 motes, 2 Willpower committed; plus 10 additional motes per turn
| |
− | <b>Duration:</b> Varies
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 6
| |
− | <b>Minimum Essence:</b> 6
| |
− | <b>Prerequisite Charms:</b> Power Vortex Song, Mind Leeching Chant
| |
− | The harmonics of the mind can be disrupted by sufficient application of Essence. The Solar using this Charm creates a field of mental static around himself that makes it very difficult to focus willpower. All targets (including the character’s allies and those that later step into the circle of effect) within the Solar’s Essence in yards must make a Willpower roll with a difficulty equal to the Solar’s permanent Essence. Those that succeed are immune to the effects of this instance of the Charm unless they step out of the Charm’s field of effect and back in. Those that fail must pay twice as much Willpower for any circumstances that they invoke their Will, whether for a Charm, a Combo, Channelling a Virtue, or buying a success. A character that botches cannot spend Will at all.
| |
− | | |
− | While this Charm does not require continuous concentration by the by the Solar, only the continued expenditure of Essence, it does count as the use of a simple Charm every turn. The Charm will be nullified if the Solar using it is rendered unconscious or killed. This Charm may never be used as a part of a Combo, nor may it be used on a target with a higher Essence than the character.
| |
− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 6, Essence 6; <b>Type:</b> Permanent</i>
| |
− | <i><b>Keywords:</b> None</i>
| |
− | <i><b>Prerequisite Charms:</b> Power Draining Whisper, Mind-Leeching Chant</i>
| |
− | <i>The workings of Essence and the mastery of willpower are closely related for virtually all Essence-wielders. An accomplished Solar may thus disrupt both at the same time with an overwhelming mental song, causing chaos to the mind and spirit of the target. By spending an additional 5 motes of essence when activating and sustaining Power-Draining Whisper, the affected will suffer the effects of both Power-Draining Whisper and Mind-Leeching Chant at the same time. This is compatible with all other modifications to Power-Draining Whisper and/or Mind-Leeching Chant unless otherwise stated.</i>
| |
− | | |
− | ----<b><i>Disharmony of Essential Nature Attack</b></i>
| |
− | <b>Cost:</b> 10 motes, 2 Willpower
| |
− | <b>Duration:</b> Multiple Turns
| |
− | <b>Type:</b> Supplemental
| |
− | <b>Minimum Occult:</b> 7
| |
− | <b>Minimum Essence:</b> 7
| |
− | <b>Prerequisite Charms:</b> Disruptive Mental Aria, Essence Blocking Strike
| |
− | By merely striking her foe, the Solar can set up terrible discord between the flows of Essence within and the essential magical nature of her target. This disharmony will not only prevent the expenditure of Essence on Charms and other Essence-driven powers, but it will stop expressions of fundamental being in their foes. This will not disrupt permanent conditions- venom that is already magical remains so, the target does not lose Ox-Body health levels, nor will a Lunar be vulnerable to shapeshifting. However, beings struck cannot express conscious fundamental aspects of their being, such as Lunar shapeshifting or an Anima banner’s display/use. A Sidereal struck by this attack will be unable to pray for Sidereal Astrology effects while under this effect, although previous effects remain. This will break (with no paradox) a Resplendent Destiny, but has no effect on Arcane Fate. Otherwise, the effects are the same as those of Power-Disrupting Blow- the target cannot use any Essence-driven powers and must respond in a purely physical manner.
| |
− | | |
− | This Charm must be maintained each turn at a cost of 10 motes and 2 temporary Willpower, which counts as the use of a Charm for the turn. This Charm explicitly may be used in a combo with Charms from other Abilities. It must be used with a successful barehanded attack, which need do no damage but must penetrate the target’s block or dodge. If the Solar utilizing this Charm be rendered unconscious or killed, the magic is broken. This Charm can only be used by Solars and has no Abyssal version.
| |
− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 7, Essence 7; <b>Type:</b> Permanent</i>
| |
− | <i><b>Keywords:</b> None</i>
| |
− | <i><b>Prerequisite Charms:</b> Disruptive Mental Aria, Essence Blocking Strike </i>
| |
− | <i>By shaping her Power-Disrupting Blow into a stacked core of power, the Solar can set up terrible discord between the flows of Essence within and the essential magical nature of her target. This costs twice as much Essence and willpower as usual. If any other modifications increase the cost of the charm, they are doubled as well, except for other doublings; instead, each of those increase the multiplication factor by 1 (ie, 2 doublings are x3, 3 are x 4, 4 are x 5, etc.).</i>
| |
− | | |
− | <i>This disharmony will not only prevent the expenditure of Essence on Charms and other Essence-driven powers, but it will stop expressions of fundamental being in their foes. This will not disrupt permanent conditions- venom that is already magical remains so, the target does not lose Ox-Body health levels, nor will a Lunar be vulnerable to shapeshifting. However, beings struck cannot express conscious fundamental aspects of their being, such as Lunar shapeshifting or an Anima banner’s display/use. A Sidereal struck by this attack will be unable to pray for Sidereal Astrology effects while under this effect, although previous effects remain. This will break (with no paradox) a Resplendent Destiny, but has no effect on Arcane Fate. Otherwise, the effects of the Power-Disrupting Blow are the same as normal. This modification is compatible with all other modifications of Power-Disrupting Blow except where otherwise stated.</i>
| |
− | | |
− | ----<b><i>Mystic Static Shout</b></i>
| |
− | <b>Cost:</b> 2 Willpower; plus 10 motes per turn.
| |
− | <b>Duration:</b> Varies
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 7
| |
− | <b>Minimum Essence:</b> 7
| |
− | <b>Prerequisite Charms:</b> Disruptive Mental Aria
| |
− | The arcane patterns of this Charm, once vocalized, causes near total disruption of the target’s ability to utilize power. The character must be within a number of yards of the target equal to his Essence. The Solar and her target must both make Essence + Occult rolls; if the Solar’s player scores more successes then for the turn when this Charm is used and in every subsequent turn in which the character spends 10 motes of Essence, the chosen subject of the Charm must pay twice as much Essence and Willpower to use any ability that would require those costs. If the target scores more successes, then the Charm fails to function.
| |
− | | |
− | While this Charm does not require continuous concentration by the Exalt, only the continued expenditure of Essence, it does count as the use of a simple Charm every turn. The Charm will be nullified if the Solar using it is rendered unconscious or killed. This Charm may never be used as a part of a Combo, nor does it affect beings with an Essence equal to or greater than the character.
| |
− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> 15m, 2 wp; <b>Mins:</b> Occult 6, Essence 6; <b>Type:</b> Simple (Speed 5)</i>
| |
− | <i><b>Keywords:</b> Combo-OK, Obvious</i>
| |
− | <I><b>Duration:</b> Instant</I>
| |
− | <i><b>Prerequisite Charms:</b> Magic-Shattering Strike</I>
| |
− | <I>The Lawgiver vocalizes the arcane patterns of dominance and destruction together, howling a discordant assault upon the air. The Solar gains the ability to disrupt charms and sorcery as per Magic-Shattering Strike with the pure power of her essence. Instead of a normal attack, the character’s player rolls Perception + Occult with (her Essence) in bonus successes against the target’s highest MDV. If the attack is successful, total her successes + (her permanent Essence + Occult). If this number is at least three times the minimum Essence requirement of the weakest power affecting the target, the Solar will shatter that effect instantly. If more than one power is affecting the target qualifies, the Solar may choose which if she knows which to choose, otherwise the Storyteller should select, tending towards the lowest but keeping in mind any stunts used for Mystic Static Shout</I>
| |
− | | |
− | ----<b><i>Forceful Magical Block</b></i>
| |
− | <b>Cost:</b> 1 permanent Willpower, plus 20 essence and 2 Willpower committed per year
| |
− | <b>Duration:</b> Multiple Years
| |
− | <b>Type:</b> Supplemental
| |
− | <b>Minimum Occult:</b> 8
| |
− | <b>Minimum Essence:</b> 8
| |
− | <b>Prerequisite Charms:</b> Disharmony of Essential Nature Attack, Mystic Static Shout
| |
− | A single barehanded attack is all the Solar who knows this Charm requires to create a terrible disruption of her target’s capability to use Essence. It must be used with a successful barehanded attack (which need do no damage but must penetrate the target’s block of dodge) and is specifically permitted to be used as a part of a Combo with Charms of other Abilities. The permanent Willpower point and the first 20 essence and 2 Willpower are spent at this time. Unlike most Charms, the temporary Willpower spent on this Charm is considered Committed, and may not be recovered until the Charm ends. For each year that the character wishes to extend the use of this Charm, 20 motes and 2 Willpower are added to the <i>committed total</i> so by the third year, 60 motes and 6 Willpower will be committed.
| |
− | | |
− | The target – whether he is an Exalt, a spirit, one of the Fair Folk or anything else- will be unable to use any Essence-driven powers and must react on a purely physical level. Note that creatures that are magically aflame or that have magical venom are not restricted by this Charm, as such prodigies are expressions of their fundamental beings, and this attack bars only the working of magic. Likewise, this Charm cannot stop Lunar shapeshifting or the display and use of anima banners. Should the Solar invoking the Charm be rendered unconscious or killed, the magic is broken.
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− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 8, Essence 8; <b>Type:</b> Permanent</i>
| |
− | <i><b>Keywords:</b> None</i>
| |
− | <i><b>Prerequisite Charms:</b> Disharmony of Essential Nature Attack</i>
| |
− | <i>By forging the very core of her will into a single, unadulterated strike of pure power, the Solar can cause such a shock to the system of a magical being as to virtually destroy all capabilities of that being for years! By expending twice the amount of essence and willpower, and expending a </i>permanent<i> willpower dot, the Solar may make the iterations of sustaining for a Power-Disrupting Blow in years rather than between DV refreshes. If any other modifications increase the cost of the charm, they are doubled as well, except for other doublings; instead, each of those increase the multiplication factor by 1 (ie, 2 doublings are x3, 3 are x 4, 4 are x 5, etc.). This Charm is not compatible with Essence-Blocking Strike, but otherwise is compatible with all other modifications to Power-Disrupting blow unless otherwise stated.</i>
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− | | |
− | ----<b><i>Energy Spiral Scream</b></i>
| |
− | <b>Cost:</b> 10 motes, 2 Willpower, plus 12 motes per turn
| |
− | <b>Duration:</b> Varies
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 8
| |
− | <b>Minimum Essence:</b> 8
| |
− | <b>Prerequisite Charms:</b> Mystic Static Shout
| |
− | This powerful Charm fully manifests disruptive Essence patterns around the character, affecting everyone within his permanent Essence in yards. Essence and mental strength bleed from the affected at any potential opportunity, and much of the excess drains directly into the center- to the character. All characters within the affected area (including the character’s allies and those that enter the area later) must make a Willpower roll at a difficulty equal to the Solar’s permanent Essence. Those that succeed are immune to this instance of the Charm unless they leave and re-enter the area. Those that fail must spend twice the amount of Essence and/or Willpower that they ordinarily would in order to use any effect that requires such a cost. A character who botches must spend four times normal. In either event, the Solar receives half the amount of extra motes or Willpower spent, round down. The Solar will receive at least 1 essence and/or 1 Willpower if the correct type is spent.
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− | | |
− | While this Charm does not require continuous concentration by the Exalt, only the continued expenditure of Essence, it does count as the use of a simple Charm every turn. The Charm will be nullified if the Solar using it is rendered unconscious or killed. This Charm may never be used as a part of a Combo, nor does it affect beings with an Essence equal to or greater than the character.
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− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 8, Essence 8; <b>Type:</b> Permanent</i>
| |
− | <i><b>Keywords:</b> None</i>
| |
− | <i><b>Prerequisite Charms:</b> Disharmony of Essential Nature Attack</i>
| |
− | <i>The character's capability to disrupt the flow of others' essence or will transforms from a wasteful diversion into an efficient siphon. By doubling the cost of a Power-Draining Whisper or Mind-Leeching Chant, the Solar may absorb half of the lost motes or willpower, up to their normal maximum in either category. If any other modifications increase the cost of the charm, they are doubled as well, except for other doublings; instead, each of those increase the multiplication factor by 1 (ie, 2 doublings are x3, 3 are x 4, 4 are x 5, etc.). This is fully compatible with any other modifications of Power-Draining Whisper or Mind-Leeching Chant except where otherwise stated.</i>
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− | | |
− | ----<b><i>Self-Denying Strike</b></i>
| |
− | <b>Cost:</b> 20 motes, 2 Willpower
| |
− | <b>Duration:</b> Multiple Days
| |
− | <b>Type:</b> Supplemental
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− | <b>Minimum Occult:</b> 8
| |
− | <b>Minimum Essence:</b> 8
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− | <b>Prerequisite Charms:</b> Disharmony of Essential Nature Attack, Energy Spiral Scream
| |
− | The Solar using this Charm now has the capability to produce long-term disruptions of a being’s essential nature. By making a barehanded attack, which need do no damage, but must penetrate the target’s block or dodge, she can block the target’s capability to use any Essence-driven or otherwise magical abilities. Charms fail, lunars become fixed in their Base Form, animas do not flare, Sidereal Astrological Prayers do not reach the pattern spiders, Sorcery does not function, and so on. This will not affect permanent Charms or the natural abilities of an Exalted, such as Arcane Fate or accelerated healing.
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− | | |
− | This Charm must be maintained each day at a cost of 20 motes and 2 temporary Willpower. Like other Charms in this particular branch, the motes invested are considered committed for the entire duration. This Charm explicitly may be used in a combo with Charms from other Abilities. It must be used with a successful barehanded attack, which need do no damage but must penetrate the target’s block or dodge. If the Solar utilizing this Charm be rendered unconscious or killed, the magic is broken. This Charm can only be used by Solars, and there is no Abyssal version.
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− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> 5m, 2 wp, 1 lhl; <b>Mins:</b> Occult 6, Essence 6; <b>Type:</b> Simple (Speed 5, DV-0)</i>
| |
− | <i><b>Keywords:</b> Combo-OK, Obvious</i>
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− | <I><b>Duration:</b> One Scene</I>
| |
− | <i><b>Prerequisite Charms:</b> Sorcerer’s Burning Chakra, Rings of Spiritual Frailty, at least 10 Charms in a given (Ability)</I>
| |
− | <I>When it is necessary, a Solar can sacrifice her own power in order to deny others mastery. This Charm was initially developed in the early First Age as a means of dealing with corrupt and clever behemoths and toxic magical traps left behind by the Primordials. As the Solars became more and more paranoid and corrupt, the idea of deliberately weakening oneself, even in defense, became anathema. Preemptive strikes and paranoid first line defenses were the order of the day, but a desperate Lawgiver might still learn or use Self-Denying Strike.</I>
| |
− | <I>If the Solar is vexed by magical effects, she may strike certain chakra points on her own body, disrupting her own flow of essence to shed all magical effects within a certain power range. By spending 5 motes, 2 willpower, and taking an unsoakable lethal health level of damage, the Solar may opt to deny herself the use of an entire Ability worth of Charms for one scene in order to remove many or all ongoing effects on her person. This does not affect effects that are not targeted on the Solar directly or are continuous in application coming from another source, such as the fear aura of a Dawn’s anima. The Solar must know at least 10 charms in the given ability to shed its use; inactive chakras are no help. All negative ongoing magical powers based on an Essence rating (innate abilities; use Essence of wielder or Background level for manses, artifacts, etc., whichever is higher) or Essence rating minimums (charms and so forth) lower than the highest Essence Minimum of Charms the Solar forgoes are instantly nullified.</I>
| |
− | <I>This will never affect the Great Curse, the wrath of Heaven such as breaking an Eclipse’s oath or similar effects, and if a negative effect is necessary for an ongoing positive effect, its nullification will destroy the positive effect as well. If a Charm’s effects are mixed or its positivity-negativity is in dispute, the player chooses whether or not the effects are negated.</I>
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− | | |
− | ----<b><i>Solar Prerogative</b></i>
| |
− | <b>Cost:</b> 3 motes
| |
− | <b>Duration:</b> Instant
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 5
| |
− | <b>Minimum Essence:</b> 6
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− | <b>Prerequisite Charms:</b> Power Vortex Song, Ghost-Eating Technique
| |
− | This Charm was developed during the fall of the Solar Deliberative. It had been well known for a long time that Essence can draw Essence; Endurance Essence-Recovery Charms are based on that principle. However, Solar greed for more Essence to fuel great works and sorceries became overwhelming, and mere recovery was no longer enough. They felt little shame at this desire; indeed, they felt it was their right, as masters of power and Creation, to draw upon whatever source of Essence they desired. Hence, Solar Prerogative and its following Charms were developed.
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− | | |
− | Simply put, Solar Prerogative allows a Solar to create a tie between his Essence pool and someone else’s within his Essence in yards. The Solar’s player then rolls his Charisma + Occult at a difficulty equal to the target’s Permanent Essence. If the roll succeeds, the Solar drains his opponent of a number of motes of Essence equal to the Exalted’s Permanent Essence plus the number of extra successes rolled above the base difficulty. If the roll fails, nothing happens. If the roll botches, the Solar instead loses a number of Motes into the target’s pool equal to his Occult. This Charm cannot raise an Essence pool above its ordinary maximum, refill committed motes, or lower an Essence pool below 0. Any excess is either lost or not drained, respectively. This Charm drains Peripheral Essence first if possible.
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− | | |
− | <i>In Second Edition, this Charm is Obvious and Combo-OK. It has a Speed of 5. The target's Essence is considered to be his DV. Unlike First Edition version, there is no penalty for failure from the Solar.</i>
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− | | |
− | ----<b><i>Solar Dominance Method</b></i>
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− | <b>Cost:</b> 7 motes
| |
− | <b>Duration:</b> Instant
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 6
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− | <b>Minimum Essence:</b> 6
| |
− | <b>Prerequisite Charms:</b> Solar Prerogative
| |
− | Unsatisfied with merely draining Essence from their subjects, enemies, and anyone else they had the opportunity to drain, the decadent late-First Age Solars expanded their power to drink the mental strength of those around them as well. Solar Dominance Method allows the Exalted to drain Willpower from a target within her permanent Essence in yards. She and the target make contested Willpower + Occult rolls. If the Exalt wins, she drains a number of temporary Willpower points from her foe equal to the number of extra successes she gained on the roll. If the foe wins, nothing happens. If the Solar botches and her target succeeds, the target drains the Solar of one temporary willpower point. If the target botches, the Solar’s entire pool is refilled and the target loses all temporary Willpower plus a permanent point! The Solar does not gain the permanent point. This Charm cannot reduce a Willpower pool below 0 nor raise one above its usual maximum. Any excess is either lost or not drained.
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− | | |
− | <i>In Second Edition, this Charm is Obvious and Combo-OK. Instead of a contested roll, this is treated as a Charisma + Occult attack against the target's Dodge MDV with an Accuracy equal to the Solar's permanent Essence. Parry MDVs are usually inapplicable to this roll. Unlike First Edition version, there is no penalty for failure.</i>
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− | | |
− | ----<b><i>Mastery of Essence</b></i>
| |
− | <b>Cost:</b> 10 motes, 2 Willpower
| |
− | <b>Duration:</b> One Scene
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 6
| |
− | <b>Minimum Essence:</b> 7
| |
− | <b>Prerequisite Charms:</b> Solar Dominance Method
| |
− | By expanding on the principles of the Solar Prerogative and using knowledge gained from the use of Inferno Heart Meditation, the First Age Solars developed this Charm, an aggressive Essence drain. It creates a whirlpool of Essence around the Solar, leeching Essence from anyone with yards of the Exalt equal to her Permanent Essence. Effectively, the churning Essence becomes a powerful magnet for Essence, making motes that are not held on tightly drift towards the Solar. Anyone entering the zone must make a Willpower roll against a difficulty equal to the Exalt’s Permanent Essence rating. Those that fail will lose motes of Essence equal to the Solar’s Permanent Essence each round that they are in the area of effect. This effect drains peripheral Essence first if possible.
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− | | |
− | The Solar receives half (round down) of these drained motes; the others are wasted in transit. At least one mote will be received from each person within range. Anyone who succeeds cannot be affected by this instance of the Charm, even if they leave the area of effect and come back in later. The Solar has no control over who is affected by this Charm. This Charm will not raise an Essence pool above its normal maximum, nor lower one below 0. Any excess are lost or not drained.
| |
− | | |
− | <i>In Second Edition, this Charm is Obvious and Combo-Basic.</i>
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− | | |
− | ----<b><i>Drawing the Little Minds</b></i>
| |
− | <b>Cost:</b> 15 motes, 2 Willpower
| |
− | <b>Duration:</b> One Scene
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 7
| |
− | <b>Minimum Essence:</b> 7
| |
− | <b>Prerequisite Charms:</b> Mastery of Essence
| |
− | This Charm was, thankfully, rare and difficult to master during the First Age. Nevertheless, it was eagerly sought out by powerful and unethical sorcerers; Drawing the Little Minds charges the Solar’s mind and makes it impossibly strong. So strong, in fact, that the mental strength of those around that transcendent mind is drawn to feed it and sustain it. Anyone within a number of a yards equal to the Exalt’s permanent Essence must make a Willpower roll at a difficulty equal to the Solar’s Essence or begin to lose Willpower! Each turn that he is within that area, a target that fails will lose one temporary point of Willpower, which the Solar promptly gains. This will not raise temporary Willpower above its normal maximum, nor will it drain Temporary Willpower below 0.
| |
− | | |
− | Anyone who succeeds cannot be affected by this instance of the Charm, even if they leave the area of effect and come back in later. The Solar has no control over who is affected by this Charm.
| |
− | | |
− | <i>In Second Edition, this Charm is Obvious and Combo-Basic.</i>
| |
− | | |
− | ----<b><i>Lordly Grasp</b></i>
| |
− | <b>Cost:</b> 8 motes, 2 Willpower
| |
− | <b>Duration:</b> Instant
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 8
| |
− | <b>Minimum Essence:</b> 8
| |
− | <b>Prerequisite Charms:</b> Drawing the Little Minds
| |
− | The Solar creates an invisible fist of power around the soul of his target and squeezes, draining it of energy and strength. The Solar and his target (who must be within a number of yards equal to the Solar’s permanent Essence) make a contested Essence + Occult roll. If the target beats the Solar, Charm fails. If the Solar botches and the target scores at least one success, the Solar loses a number of motes of Essence equal to his Occult and one point of Temporary Willpower, which the target gains. If the Solar wins, then his target loses a number of motes of Essence equal to the Solar’s Essence and 1 temporary Willpower, plus an additional mote and willpower for every extra success the Solar has. All of these motes and Will drain into the Solar. This Charm cannot raise Essence pools or Willpower above their ordinary maximums, nor lower them below 0. Excess is lost or undrained. Peripheral Essence, if possible, is always drained first.
| |
− | | |
− | <i>In Second Edition, this Charm functions differently:</i>
| |
− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 8, Essence 8; <b>Type:</b> Permanent</i>
| |
− | <i><b>Keywords:</b> None</i>
| |
− | <i><b>Prerequisite Charms:</b> Drawing the Little Minds</i>
| |
− | <i>The Solar brutally extends his prerogative of power via targets' minds into their souls. By doubling the mote cost of Solar Dominance Method and adding a temporary willpower point cost, along with the usual willpower drained from the target, the target will also lose twice that amount in Essence, which is transferred to the Solar. At Essence 9 the Solar may achieve a similar combination effect with Drawing the Little Minds by doubling the mote and willpower cost of that Charm. All beings affected by Drawing the Little Minds will lose twice the Solar's permanent Essence in motes, half of which are transferred to the Solar.</i>
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− | | |
− | ----<b><i>Power-Stifling Assault</b></i>
| |
− | <b>Cost:</b> 30 Essence, 3 Willpower, 1 Permanent Essence
| |
− | <b>Duration:</b> Instant
| |
− | <b>Type:</b> Simple
| |
− | <b>Minimum Occult:</b> 9
| |
− | <b>Minimum Essence:</b> 9
| |
− | <b>Prerequisite Charms:</b> Self-Denying Strike, Lordly Grasp
| |
− | This incredible effect was considered one of the ultimate punishments during the First Age- a fate worse than death; sentencing a being to a lifetime without power- almost a mortal. With a simple barehanded attack, which need not do damage, but must be able to _have_ done damage, and penetrate the target’s parries or blocks, the Exalt can cut off her target from all use of Essence-driven Charms and abilities, except for Permanent Charms that do not require Essence and abilities innate to the target’s nature, as defined under Power-Draining Whisper. Perfect defenses- including against damage, such as Adamant Skin Technique- will protect against this Charm.
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− | | |
− | These effects can, with great difficulty, be cured Exalts and God-Blooded can typically be cured only by the most powerful representative of their lineage- a Celestine for Celestial Exalts, Celestial Half-Castes, and God-Blooded, one of the Five Elemental Dragons or Gaia for Terrestrials, Terrestrial Half-Castes, Elementals, and Elemental-blooded, Yozis for Demon-Blooded, Malfeans for Ghost-blooded, and so on. Interestingly enough, Malfeans cannot unlock Abyssals nor Yozis, Akuma. The Shards of both of those entities initially come from other beings, no matter how twisted or inverted they may be. Only the Unconquered Sun can unlock an Abyssal, and Infernal Exalts are treated as standard members of their Exalt type for unlocking. Possibly, Medicine 10 or higher Charms might also be able to unblock a target.
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− | The temporary Willpower and motes are spent to activate the Charm; the permanent Essence is only spent if the Charm actually takes full effect. Because of the strange nature of activation of this Charm it is impossible to redirect; it can only be negated. Any effect that would Perfectly redirect it will instead Perfectly negate it. Any being targeted by Power-Stifling Assault will instantly know what is happening and what the stakes are. This Charm can only be used by Solars, and there is no Abyssal version. This Charm cannot be used in a Combo.
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− | <i>In Second Edition, this Charm is Obvious-- of a transcendent level-- and requires Forceful Magical Block and Lordly Grasp as prerequisite Charms. It is of such unrelenting power that it cannot be developed directly as a modification of Power-Disrupting Blow and must be learned on its own.</i>
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− | ----<b><i>Fist of the Princes of the Earth</b></i>
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− | <b>Cost:</b> 20 motes, 3 Willpower
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− | <b>Duration:</b> One Scene
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 9
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− | <b>Minimum Essence:</b> 9
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− | <b>Prerequisite Charms:</b> Lordly Grasp, Power-Stifling Assault
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− | By surrounding himself with an immense spiral of rapidly-moving power, the Solar draws all power that surrounds him inwards. Any entity within the Solar’s permanent Essence in yards must make a Willpower roll against the Solar’s permanent Essence. If they succeed, they are immune to the effects of this instance of the Charm, even if they leave the area of effect and return later. If they fail, however, each turn they will lose a number of motes of Essence (from peripheral first if possible) equal to the Solar’s permanent Essence, and one temporary Willpower. The Solar receives half of the drained Essence (round down, minimum 1) and all of the willpower within the area of effect.
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− | <i>In Second Edition, this Charm functions differently:</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 7, Essence 7; <b>Type:</b> Permanent</i>
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− | <i><b>Keywords:</b> None</i>
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− | <i><b>Prerequisite Charms:</b> Mystic Static Shout, Supreme Perfection of Occult</I>
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− | <I>The Solar’s mastery of essence progresses to a terrifying level of power that shears the very soul of those whose power he destroys. When using Mystic Static Shout or Magic-Shattering Strike, the character may pay an additional 5 motes and 1 willpower to cause damage in addition to its magic-disrupting effects. For Magic-Shattering Strike, this means that the attack inflicts damage as normal; the Solar may opt to inflict lethal rather than bashing if the attack would ordinarily been bashing. For Mystic Static Shout, use the same total that would be compared against minimum Essence.</I>
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− | | |
− | ----<b><i>Freedom from Burden Blow</b></i>
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− | <b>Cost:</b> 1 Permanent Willpower, plus 30 motes and 2 Willpower committed per year
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− | <b>Duration:</b> Multiple Years
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− | <b>Type:</b> Supplemental
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− | <b>Minimum Occult:</b> 9
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− | <b>Minimum Essence:</b> 9
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− | <b>Prerequisite Charms:</b> Fist of the Princes of the Earth
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− | A Solar with this transcendent level of power over the occult world can cause devastating harm to the spiritual component of any being that she can strike. By making a successful barehanded attack (which need do no damage but must penetrate the target’s block of dodge), she can utterly negate all Essence-using Charms and other magical abilities- including innate effects such as Anima Banners and Sidereal Astrology, but not permanent effects. This Charm is specifically permitted to be used as a part of a Combo with Charms of other Abilities.
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− | The permanent Willpower point and the first 30 essence and 2 Willpower are spent at the time of the attack. Unlike most Charms, the temporary Willpower spent on this Charm is considered Committed, and may not be recovered until the Charm ends. For each year that the character wishes to extend the use of this Charm, 30 motes and 3 Willpower are added to the <i>committed total</i> so by the third year, 90 motes and 9 Willpower will be committed, making the third year a usual natural limitation.
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− | <i>In Second Edition, this Charm functions differently:</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 8, Essence 8; <b>Type:</b> Permanent</i>
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− | <i><b>Keywords:</b> None</i>
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− | <i><b>Prerequisite Charms:</b> Self-Denying Strike, Supreme Perfection of Occult</I>
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− | <I>If a Lawgiver is forced to limit herself in order to remove others’ ability to manipulate her, the least that her chakras, fully under her command, can do is to maintain a defense against further manipulations. The Solar’s mastery of the occult sciences progresses to the point where she can use stifled chakras as a continuous defense, aligning them against further disruption. If the character commits an additional 10 motes, raises the damage done to aggravated and takes and </I>commits<I> an additional health level (2 aggravated damage committed) when using Self-Denying Strike, no <b>new</b> negative effects may be added for the scene that have a duration on the Solar of longer than one action. Scene long benefits to an opponent that has an instant or continuously-applied effect (the fear aura of a dawn, for example, or the challenge of Righteous Devil Form) are still neither negated nor defended against. This is considered an unrolled, perfect defense.</I>
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− | ----<b><i>Shardstasis</b></i>
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− | <b>Cost:</b> 45 motes, 5 Willpower, 1 Permanent Essence
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− | <b>Duration:</b> Instant
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 10
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− | <b>Minimum Essence:</b> 10
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− | <b>Prerequisite Charms:</b> Freedom from Burden Blow
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− | This is perhaps the ultimate expression of Solar power over Essence. Only rarely used, even after its discovery in the First Age, Shardstasis is quite simply the total and utter imprisonment of the target’s spiritual side. It requires a burst from the Shard of the Exalt performing it, literally tearing some of its ‘surface’ material off in order to freeze the target. This requires an empty-handed blow (NO weapons of any kind) that strikes the target. While it need not do actual damage the blow must be capable of having caused damage- ie, perfect defenses against damage, like Adamant Skin Technique, will prevent this Charm from functioning, as of course will Perfect Parries or Dodges. The character spends the motes and temporary Willpower before the strike; the permanent Essence is only expended if the Charm takes effect. The empty-handed blow must penetrate all blocks or parries.
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− | Shardstasis’ effects vary by target. Most spirits, ghosts, fae and demons are instantly killed, never to reform again; this will turn a Primordial into a Malfean, but does not affect the Malfeans themselves. Elementals will find themselves locked into completely normal forms of whatever elements they come from; this is usually fatal for fire elementals. Dragon Kings become mindless Stalkers, despite having high Essence. God-blooded and Exalts instantly become mortal humans; the effects of all permanent Charms and similar abilities are instantly held in suspension.
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− | It IS possible to cure someone who has undergone this transformation, but extremely difficult, other than death and reincarnation (targets affected by this Charm cannot manifest as ghosts, hungry or otherwise). The same entities that can fix those affected by Power Stifling Assault can cure those affected by Shardstasis.
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− | Because of the strange nature of activation of this Charm it is impossible to redirect; it can only be negated. Any effect that would Perfectly redirect it will instead Perfectly negate it. Any being targeted by Shardstasis will instantly know what is happening and what the stakes are. This Charm can only be used by Solars, and there is no Abyssal version. This Charm cannot be used in a combo.
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− | <i>In Second Edition, this Charm is Obvious-- of a transcendent level. It requires Power-Stifling Assault. It is of such unrelenting power that it cannot be developed directly as a modification of Power-Disrupting Blow or Power-Stifling Assault and must be learned on its own.</i>
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− | ----<b><i>Spiritual Mastery Prana</b></i>
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− | <b>Cost:</b> 5 motes, 1 Willpower
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− | <b>Duration:</b> One Hour
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 3
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− | <b>Minimum Essence:</b> 1
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− | <b>Prerequisite Charms:</b> Hidden Wisdom
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− | By use of this Charm, the Solar extends her dominion over the world and its Essence to a spiritually enhanced level, granting her greater control over the flows of power. Add the Exalt's permanent Essence in dice to all Occult rolls, including Sorcery, made during the next hour.
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− | <i>In Second Edition, this Charm functions differently:</i>
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− | <i><b>Cost:</b> --; <b>Mins:</b> Occult 5, Essence 5; <b>Type:</b> Permanent</i>
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− | <i><b>Keywords:</b> None</i>
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− | <i><b>Prerequisite Charms:</b> Occult Essence Flow, Infinite Occult Mastery</I>
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− | <I>To the Solars is granted the broadest mastery of Sorcery, dominating and overwhelming lesser Essence-wielders and even their peers. The Solar may now use reflexive or continuous effects that benefit Occult while utilizing sorcery. This does not allow the Solar to perform other actions while using Sorcery, but reflexive, non-Charm actions such as Excellencies used via Occult Essence Flow may be used while performing Shape Sorcery actions. Every time the Solar wishes to do so, she must spend 1 mote per Circle of the spell being shaped. For example, a Solar who uses Occult Essence Flow to activate the Second Occult Excellency while casting Wrath of the Five Elements must pay an additional 3 motes.</I>
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− | ----<b><i>Lord of the Invisible World</b></i>
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− | <b>Cost:</b> 6 motes, 1 Willpower
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− | <b>Duration:</b> One Scene
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− | <b>Type:</b> Simple
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− | <b>Minimum Occult:</b> 3
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− | <b>Minimum Essence:</b> 2
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− | <b>Prerequisite Charms:</b> Peerless Sage Method
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− | The Solar attunes the very dragon lines around himself to his Shard. He takes direct mastery of the invisible world of Essence into his soul and commands it with surpassing excellence. Until the end of the scene, add the Solar's Essence in automatic successes to all Occult rolls, including Sorcery.
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− | <i>In Second Edition, this Charm has as Prerequisites any Occult Excellency, Occult Essence Flow, and Infinite Occult Mastery. It also has Minimums of Occult 5, Essence 4.</i>
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− | ----Second Edition Charms below here.
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− | ----<b><i>Mastery Without Effort Concentration</b></i>
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− | <b>Cost:</b> --; <b>Mins:</b> Occult 7, Essence 7; <b>Type:</b> Permanent
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− | <b>Keywords:</b> None
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− | <b>Prerequisite Charms:</b> Disruptive Mental Aria, Essence Blocking Strike
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− | Some Lawgivers develop their control of Essence and Will to the point where it becomes second nature to them, a grasping, crushing gravity extending from their soul to overwhelm lesser beings around them. However, doing so requires intense focus of will. By adding one temporary willpower point to the cost of each iteration of a Sustained Occult Charm, the character may sustain the Charm without the use of a Charm Action.
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− | ----<b><i>Terrible Sorcerer’s Wrath</b></i>
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− | <b>Cost:</b> --; <b>Mins:</b> Occult 8, Essence 8; <b>Type:</b> Permanent
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− | <b>Keywords:</b> None
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− | <b>Prerequisite Charms:</b> Fist of the Princes of the Earth
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− | The Solar’s rage at those who defy his will can be channeled into disruptive Essence attacks. When using a Charm that remove ongoing magical effects such as Magic-Shattering Strike or Mystic Static Shout, the Solar may expend an additional 10 motes, 1 willpower to shatter all qualifying effects simultaneously.
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− | | |
− | ----<b><i>Spirit-Warding Ban</b></i>
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− | <b>Cost:</b> 15m, 1 wp; <b>Mins:</b> Occult 6, Essence 6; <b>Type:</b> Simple (Dramatic Action)
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− | <b>Keywords:</b> Combo-Basic, Obvious
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− | <b>Duration:</b> Instant
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− | <b>Prerequisite Charms:</b> Spirit-Repelling Diagram
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− | This is a mechanical conversion of the Charm on p CB: T 74.
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| === Comments === | | === Comments === |
Note: the ‘affects Essential Nature’ too Charms are unavailable to Abyssals because they require a certain level of _self_ harmony that is not found in the Abyssal Shard. Obviously, I can’t tell you how to play your games or make your charms; just my thoughts on them.
On the dice adder and success-adder: these are expensive, and have a willpower cost, unlike most versions of these for "non-combat" abilities because they can directly fuel Sorcery effects, which can very much be combatative. The regular dice-adder and success-buyer can't be, without Fully Independent Actions, because you can't combo Sorcery. -- IsawaBrian
The 10/10 charm made me pull strange faces at the thought of that much power in the hands of PCs, so it's probably about the right level. :P - Falcon