Difference between revisions of "SolarOccult/SolarOccultThaumaturgy"

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----<b><i>Artist of the Soul</b></i>
 
  <b>Cost:</b>  None
 
  <b>Duration:</b>  Permanent
 
  <b>Type:</b>  Special
 
  <b>Minimum Occult:</b>  2
 
  <b>Minimum Essence:</b>  1
 
  <b>Prerequisite Charms:</b>  Hidden Wisdom
 
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.
 
 
<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>
 
 
----<b><i>Hidden Wisdom</b></i>
 
  <b>Cost:</b>  1 mote per die
 
  <b>Duration:</b>  Instant
 
  <b>Type:</b>  Supplemental
 
  <b>Minimum Occult:</b>  1
 
  <b>Minimum Essence:</b>  1
 
  <b>Prerequisite Charms:</b>  None
 
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.
 
 
<i>In Second Edition, this Charm is very different:</i>
 
  <i><b>Cost:</b> --; <b>Mins:</b> Occult 5, Essence 2; <b>Type:</b> Permanent</I>
 
  <I><b>Keywords:</b> None</b></I>
 
  <I><b>Prerequisite Charms:</b> Artist of the Soul</I>
 
<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>
 
 
----<b><i>Sage of the Unseen</b></i>
 
  <b>Cost:</b>  None
 
  <b>Duration:</b>  Permanent
 
  <b>Type:</b>  Special
 
  <b>Minimum Occult:</b>  2
 
  <b>Minimum Essence:</b>  2
 
  <b>Prerequisite Charms:</b>  Artist of the Soul
 
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.
 
 
<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>
 
 
----<b><i>Guide to the Inner Paths</b></i>
 
  <b>Cost:</b>  None
 
  <b>Duration:</b>  Permanent
 
  <b>Type:</b>  Special
 
  <b>Minimum Occult:</b>  3
 
  <b>Minimum Essence:</b>  2
 
  <b>Prerequisite Charms:</b>  Sage of the Unseen
 
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.
 
 
<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>
 
 
----<b><i>Superlative Assistant Teaching</b></i>
 
  <b>Cost:</b>  15 Motes, 3 Willpower
 
  <b>Duration:</b>  One Month
 
  <b>Type:</b>  Simple
 
  <b>Minimum Occult:</b>  5
 
  <b>Minimum Performance:</b>  5
 
  <b>Minimum Lore:</b> 4
 
  <b>Minimum Essence:</b>  3
 
  <b>Prerequisite Charms:</b>  Tiger-Warrior Training, All-Encompassing Sorcerer’s Sight, Power-Awarding Prana
 
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. 
 
 
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.
 
 
<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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Latest revision as of 01:09, 25 March 2009