Difference between revisions of "XerExaltedLite/AirPaths"
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== Air Paths == | == Air Paths == | ||
− | * [[XerExaltedLite | + | *[[XerExaltedLite/ElementalPaths]] |
=== The Core of Air === | === The Core of Air === | ||
<B>Essence Level:</B><BR> | <B>Essence Level:</B><BR> | ||
Line 33: | Line 33: | ||
* <B>Duration:</B> One Minute or One hour | * <B>Duration:</B> One Minute or One hour | ||
* <B>Type:</B> Simple | * <B>Type:</B> Simple | ||
− | : This Charm allows the character to learn a language at an extremely accellerated pace. Each hour spent counts as a year of intense study, provided the character has access to natives or the proper study material. See [[XerExaltedLite | + | : This Charm allows the character to learn a language at an extremely accellerated pace. Each hour spent counts as a year of intense study, provided the character has access to natives or the proper study material. See[[XerExaltedLite/Languages]] for details. Alternatively, to perfect the character's dialect in a region, they may spend one mote, and after one minute of conversation they will have learned what normal study would do in a week. |
: Celestial Realm is a truly mammoth language among giants, and its weight is beyond the abilities of this Charm. All other languages can be learned, given study materials and time with this Charm. | : Celestial Realm is a truly mammoth language among giants, and its weight is beyond the abilities of this Charm. All other languages can be learned, given study materials and time with this Charm. | ||
Latest revision as of 04:47, 9 June 2010
Contents
Air Paths
The Core of Air
Essence Level:
- Up to 7 mph winds. A slight breeze, tree leaves rustle, small wavelets or scale waves
- Up to 11 mph winds. A gentle breeze, leaves and twigs in constant motion, long un-breaking waves
- Up to 15 mph winds. Moderate breeze, small branches move, flags flap, waves with some whitecaps
- Up to 50 mph winds. Strong gale. Branches break off trees, high crested waves, blowing foam
- Up to 75 mph winds. Low-end hurricane or weak tornado (Force / Category 1).
- Up to 100 mph winds. Category 2 hurricane or a more powerful force 1 tornado.
- Up to 200 mph winds. A powerful 'category 6' hurricane or powerful force 3 tornado.
- Up to 300 mph winds. A force 5 tornado or hypercane (hurricane with extreme tornado force winds).
- Up to 400 mph winds. A powerful Force 6 tornado. The hurricane version is a hammer of God.
The area covered is either a vortex with a radius up to Essence cubed yards, or is a constant push of air Essence cubed yards wide. Spending Two Willpower per Essence increases these up to Essence squared miles.
Path of Lore (Celestial Air)
• Piercing the Veil
- Cost: 5 motes
- Duration: One Scene
- Type: Simple
- Using this Charm, the character may see into the Spirit Realm, at the expense of their vision into the Mortal. They see the Mortal Realm much as a spirit would - blurry and incoherent, while spirits and their sanctums are clear and fully formed. Thus, interacting with the mortal realm suffers a +2 Difficulty penalty. Dragon-Blooded who learn Spirit-Sight, Walker-Among Irises Perception, or a similar Celestial Initiation Charm can activate both of these effects to gain clear vision of both the Material and Spiritual worlds.
•• Touch the Celestial Form
- Cost: 1 mote
- Duration: One Turn
- Type: Reflexive
- This Charm allows the character to make a brief motion across the barrier between the Spiritual and Material. This need not be an attack - it can be a sentence or other carress. This does not allow them to perceive the Spiritual Realm if they are in the Material, however, and any attack will be as if blind and deaf (+6 difficulty). This Charm does allow dematerialized beings to briefly interact with the material realm.
- When using Piercing the Viel, the various banal magical materials now remain quite clear, allowing the character to detect jade. This includes the derogatory terms for the banal versions of the greater materials - the yellow jade of the Dragon Kings, the grey or mottled jade that is poor Soulsteel, and so on. These items shine through barriers not explicitely enchanted to prevent scrying, and thus, if they are within about 100 yards per dot of the character's permanent Essence, she will see them. Larger caches of such or large items can be seen much further away.
••• Language-Learning Ritual
- Cost: 1 mote, or 8 motes, 1 Willpower
- Duration: One Minute or One hour
- Type: Simple
- This Charm allows the character to learn a language at an extremely accellerated pace. Each hour spent counts as a year of intense study, provided the character has access to natives or the proper study material. SeeXerExaltedLite/Languages for details. Alternatively, to perfect the character's dialect in a region, they may spend one mote, and after one minute of conversation they will have learned what normal study would do in a week.
- Celestial Realm is a truly mammoth language among giants, and its weight is beyond the abilities of this Charm. All other languages can be learned, given study materials and time with this Charm.
- When using Piercing the Viel, the character's vision may now perceive Essence flows of the lowest orders. She may see Elemental Charm effects (the paths), Terrestrial Martial Charms, thaumaturgic ritual effects, arcanoi, Shadowlands Circle Necromancy, Man-Machine Protocols, and Terrestrial Circle Sorcery effects occuring within her line of vision. The character may see the Essence within Mountain Folk, First-Circle Demons, Raksha, Spirit-Blooded, Dragon-Blooded, Elementals, Ghosts, thaumaturges and their Charms, distinguishing easily between them and their natures. Determining what a specific effect does, or the exact amount of Essence they posess, may require an Intelligence + Lore roll.
- Celestials, Gods, and their Charms and Spells are beyond the sight of this enhancement.
•••• Spirit Binding
- Cost: 5 motes, +1 Willpower for binding
- Duration: Permanent Essence in minutes
- Type: Simple
- This is a powerful two-step Charm which drags a dematerializes Spirit, kicking and screaming, into the material world and then paralyzes it there, provided the Spirit's permanent Essence is equal to or less than the character's. First, the character must perceive the spirit, and if so, she may make an opposed Essence roll to force the Spirit to materialize. If she ties or wins, the spirit must materialize, and pay all costs, losing Willpower and finally taking levels of Bashing damage if it cannot pay the full expense, though this will not kill or disperse the Spirit.
- If this humiliation is not enough already, the character can attempt to bind the Spirit by spending a Willpower making an Intelligence + Lore roll with a difficulty equal to twice the Spirit's permanent Essence. If she succeeds, the Spirit is paralyzed and helpless.
••••• Open the Celestial Doorway
- Cost: 5 motes, 1 Willpower, or 40 motes, 2 Willpower
- Duration: Instant
- Type: Simple
- This Charm functions largely as it does on page 178 of the Player's Guide, allowing the character to enter a spirit's sanctum, and bring a number of others along with her equal to her permanent Essence. In order to access Yu Shan, the character must be at a gate, and must still pass by the Celestial Lion guards. If the character knows of its existance, and desires to, she may attempt to summon the Calibration Gate at a cost of 40 motes and 2 Willpower. Since characters using this Charm have the lowest priority, she rolls Essence + Lore, at a difficulty of 3. On a failure, the gate is already in use by another, likely more important individual.
- Locating a sanctum is no issue for a character who posesses this Charm - she sees all sanctum entrances as delicate sillohouettes even without the aid of Piercing the Veil.
••••• • Mining the Depths of the Soul
- Cost: 1 mote, +1 Willpower if taking another's memory.
- Duration: Instant
- Type: Simple
- This Charm allows the character to perfectly recall any event that she has experienced, including those from past lives, although it may be difficult to reach certain extents, especially for Dragon-Blooded and Elementals who have lost memory to dissolution and Lethe. If the character spends a Willpower, she may touch a willing subject so that they may both experience a memory of the subject's, though this cannot reach to past lives. Memories blocked by Celestial or greater sorcery, or effects of similar power, may not be accessible via this Charm.
- Characters with this Charm can see the history of Terrestrial Essence flows when using Piercing the Veil, and may see Charms and effects that were used recently in the area (lingering for about one minute per mote of Essence spent). They can also clearly perceive Dragon Lines, which can greatly aid in geomancy.
••••• •• Open Eyes of the Dragons
- Cost: -
- Duration: Permanent
- Type: Special
- The character gains the consistant benefit of Piercing the Veil, though they only suffer a +1 Difficulty penalty to interact with the material in the unlikely event that they do not also posess a Charm or Talent such as Spirit-Sight or Walker-Among Irises Perception, which are no longer of much use besides the raw knowledge they impart. In addition, she has an awareness that alerts her of danger, granting her immunity to ambush effects.
- Characters with this Charm no longer need to sleep. Instead, they meditate for five hours a day, gaining the full benefits of a good night's sleep. These hours need not be consecutive, and the character is always ready to spring to immediate action.
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Path of Subterfuge (Air)
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