Difference between revisions of "Combat/Sorcery"
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Latest revision as of 01:15, 6 April 2010
Combat Sorcery
by BrokenShade
As sorcery is slow, Terrestrial Circle Sorcery is what most people use in combat
Suggestions are
Offence
- Against One Opponent
- Flying Guillotine
- Against One Opponent with lots of Dodge or Parry dice
- Thunderwolf Howl
- Titan's Icy Breath
- At Very Long Range
- Flight of the Brilliant Raptor
- To Kill Lots of Extras
- Death of Obsidian Butterflies
- Sting of the Ice Hornets
- To Incapacitate someone with a Perfect Defence
- Internal Flame
Defence
- Virtuous Guardian of Flame (cast it long before combat, hide the flame in a lantern)
- Invulnerable Skin of Bronze (which stacks with armour)
Comments:
Sting of the Ice Hornets is single target... also, in it's new form in S&S, it's unparriable and... well, the wording could imply it's an all or nothing dodge, but I don't know. It's certainly at least a little harder to dodge than normal.
-- Darloth
Internal Flame can be parried with charms, and is thus not a good anti-perfects spell if the target is relying on perfect or semi-perfect parries-- HGD or ItF, for example. It hurts dodge monkies, though, much as Sting of the Ice Hornets will hurt melee parriers.
-- ADamiani