Difference between revisions of "SolarOccult/Heru"
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* [[Heru/MySolarCharms]] | * [[Heru/MySolarCharms]] | ||
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− | * SolarOccult | + | * [[SolarOccult]] |
== Solar Occult Charms == | == Solar Occult Charms == |
Latest revision as of 01:17, 6 April 2010
Solar Occult Charms
Master of Natural Magics
Cost: --; Mins: Occult 2, Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Any Occult Excellency
Though Thaumaturgy is something of the natural world and Solars nominally transcend it, even the Lawgivers sometimes decide to learn that which is fundamental. This Charm permanently enhances the Exalt’s Thaumaturgy by making it so the exchange between Resource dots and motes is a 1 for 1 basis. (For example, a ritual with a disposable Resource cost of 2 and a reusable Resource cost of 4 would cost the Exalt 5 motes to remove those requirements.) Finally, through the expenditure of three motes the Exalted can also remove the necessary Willpower point requirement.
At Essence 6, the Exalt transcends the mortal world to the extent that he need never worry about the Resource cost of the ritual. His personal Essence naturally and automatically covers all such costs.
Understanding of Nature's Practices
Cost: --; Mins: Occult 5, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Master of Natural Magics
To the eyes and minds of a Solar, the principles of Creation are known to them in whole rather than in part. Those Lawgivers with this Charm no longer need to develop individual ratings in Occult thaumaturgical specialties. This Charm permanently enhances the Exalts capabilities by granting him a number of phantom 3-dot thaumaturgical specialties equal to this Essence rating, which increases as his Essence increases. A Solar cannot use these phantom specialties to add to his Occult dice pool, they only act to serve as the necessary minimums in learning and performing thaumaturgical rituals.
To those Exalted that have already gained Mastery in a particular Occult thaumaturgical specialty, this Charm provides them with an extra bonus. They get an additional +2 dice (added to their +3 dice) to any rolls in that particular specialty. This benefit supersedes the normal limit of three dice to a single specialty. In addition, these extra two dice do not act as normal specialty ratings, there are no rank four or five thaumaturgical rituals (or at least none that have currently been discovered).
Mastering the Sorcerous Motion
Cost: --; Mins: Occult 4, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Terrestrial Circle Sorcery, Any Occult Excellency
The Essence that lies at the core of Sorcery must bow down to the Lawgivers that seek to command it. This Charm permanently enhances the Exalt by allowing him access to the Move and Dash actions as well as the ability to activate reflexive Charms during the Cast Sorcery and Shape Terrestrial Sorcery actions. All other rules about sorcerers spellcasting remain in effect.
At Essence 5, Occult 5, this Charm permanently enhances the Exalt’s capabilities by allowing him to Move/Dash and activate reflexive Charms when under the effects of the Shape Celestial Sorcery action and the Shape Shadowland Necromancy action.
At Essence 6, Occult 6, this Charm permanently enhances the Exalt’s capabilities by allowing him to Move/Dash and activate reflexive Charms when under the effects of the Shape Solar Sorcery action and the Shape Labyrinth Necromancy action.
Spirit Manifestation Vision
Cost: --; Mins: Occult 3, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Spirit-Detecting Glance
The Lawgivers were given the mandate to rule over Creation, which includes the various spirits that make up the world just as it does the mortal inhabitants. This Charm permanently enhances Spirit-Detecting Glance by increasing its Duration to Indefinite.
At Essence 6+, this Charm reduces the mote cost of Spirit-Detecting Glance to 0.