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= Sapphire Circle =
 
= Sapphire Circle =
  
'''Fivefold Binding of Secrets'''<br>
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'''The Dragon Spiral'''<br>
 
'''Cost:''' 30 motes<br>
 
'''Cost:''' 30 motes<br>
Secrets should be respected. Oaths should be enforced. With this Spell the Sorcerer sanctifies an oath of secrecy by calling Heaven's Silencers: five emerald maidens, each without a mouth appear around the oath-making character to bind his words, each holding a single emerald sash. Each sash covers his words and then his lips, wrapping about the character in a sense of claustrophobic bondage for a second before vanishing. Thereafter the character cannot speak of it or communicate it in any way - not with writing nor painting nor words. He will even flat-out deny it if it is asked to him - this Spell compels that the secret be hidden, although the character never needs to pull any more effort into hiding it than stating a negative when asked - he can make it easier for the secret to be uncovered in more indirect ways. The only way to get this information out of the character is to look within his mind or to shatter this spell with Sapphire Countermagic.
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Dragons can all muster a powerful breath of their element, pouring out like fire from heaven upon the enemies of the Celestial Hierarchy, a powerful bellow and a deadly weapon! Watching those impressive displays, Sorcerers of the Sapphire Circle have created a way to harness a similar power and pour it upon their enemies, ruling over the very essence of Terrestrial Forces with their unmatched power! With The Dragon Spiral, the Sorcerer is able to gather a certain pure quantity of an element... pure water from a secluded font, flames burnt in children's mementos, diamonds from a virgin veil, or splinters and sap of Heart Trees... and coalesce them into serpentine dragons that orbit in a spiral around the Sorcerer, striking at his will. They are manifestations of the Element, lesser elemental godlings chained and twisted by the Sorcerer into a single purpose, transfigured to his whims.
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This spell lasts a full day from the moment it is cast. The sorcerer may have as many serpents spiraling around him as half his Permanent Essence(rounded up), all created as the Spell is cast(although he can create one from each element if he can). Each serpent adds 1 to the difficulty of striking the Sorcerer, and counterattacks any close-range attack on the Sorcerer with a pool equal to the Sorcerer's Perception+Occult and a raw damage equal to the Sorcerer's Willpower score. But the most powerful aspect of the Dragon Spiral is the ability to direct the Dragon's Breath! To use this ability, the Sorcerer must pay 2 motes and take a Simple Action, which makes all Dragons in the Spiral attack at once! This is a Archery or Thrown attack, using Perception in place of Dexterity, and can be enhanced with any Charm of those abilities which does not specify its weapon. The Sorcerer rolls only once, and applies it as an attack with each Dragon in the Spiral.
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The Breath is a ranged weapon with an Accuracy equal to the Sorcerer's Permanent Essence, a range of 200 yards, Rate 1 and damage equal to the Sorcerer's Willpower+(Lore, for Air; Resistance, for Earth; Athletics, for Fire; Sail, for Water; and Medicine, for Wood). Moreover, each element has an unique ability upon connecting...
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* Air Dragons knock those they strike off their feet, knocking them prone if they receive more damage than their Resistance.
 +
* Earth Dragons throw sharp gem shards or cutting sands, making the damage of their attacks piercing.
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* Fire Dragons leave terrible burns upon their strikes! Double any 10s rolled in damage.
 +
* Water Dragons shower the enemy with terrible torrents of water, tripling the knockback upon their foes, throwing them back 1 yard per point of raw damage, increasing the difficulty of their Resistance roll to resist knock back to 2, instead of the standard difficulty!
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* Wood Dragons poison their victims with the equivalent to Court Poison.
  
 
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'''Gathering of Crystal Midnight'''<br>
 
'''Gathering of Crystal Midnight'''<br>
 
'''Cost:''' 50 motes<br>
 
'''Cost:''' 50 motes<br>
To enact this powerful spell the Sorcerer must write the True Names of a number of entities(no greater than his Essence+Compassion) capable of dreaming on leaves before burning them in a fire. Stoked by the leaves the leaves blossoms into multihued gossamer before freezing into a detailed miniature of a crystal palace of frozen flame. This miniature, no larger than a man's head, lasts for six days. When the entities whose names were in the burnt leaves next sleep they find themselves standing before a great pearlescent gate. Behind them lay their dreams, and before them the road past the gate and into the palace conjured by the sorcerer. Should the dreamers decide to walk into the palace they will find themselves meeting all others named into the leaves who have also chosen to walk into the spell - and in that ambient they can socialize for as long as they remain sleeping. Their recollection of the events in the palace will be perfect upon waking up. Any of the assembled may leave any time they wish, and others may wish to follow them into their dreams.
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To enact this powerful spell, the Sorcerer must write the True Names of a number of entities(no greater than his Essence+Compassion) capable of dreaming on leaves, and burning those leaves and whispering each of the names as she begins the incantation. The leaves flower together in the fire, becoming gossamer and forming a disturbingly detailed miniature crystal palace little larger than a man's head. When the entities whose names were written on leaves sleep, they see themselves standing in front of a great pearlescent gate. Behind them lay their dreams, and through the gate is the road to the palace, the same as the sorcerer had conjured. If they wish, they may walk to the palace, and there meet any of the other dreamers named by the spell who chose to come. There, they may socialize for eight hours before waking up, with perfect recollection of the night afterwards. Any of the assembled may leave any time they wish.
  
While it is only their minds and souls that exist within the dreamscape they appear with all clothing and gear they would imagine themselves wearing. Artifacts and Hearthstones harmonized with the user's essence will appear in his dream form with their full capabilities. Fair Folk are able to change their shape and use Shaping Actions within the dream. All others can take Physical and Social actions as well, but damage taken in the dreamscape does not carry to the body - those knocked unconscious merely oversleep, whereas those killed in the dreamscape lose 4 temporary Willpower and do not get to roll to recover Willpower from their night's rest. Dream-death is also disorienting to those waking up.
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Only their minds and souls are within the dreamscape, but they appear with the sort of gear they usually possess in Creation. Artifacts and Hearthstones harmonized with the user's essence will appear in his dream form, however. Any creature able to change their dreams, such as Fair Folk, can change their appearance and the world around them in the Dream. Social actions may be freely attempted within the Dreamscape. Physical ones as well, but damage taken in the Dreamscape does not carry to the body - those knocked unconscious in the dreamscape simply oversleep, and do not roll to recover willpower for the night. Those killed in the Dreamscape lose 4 temporary willpower, do not recover willpower for the night and wake up covered with sweat, disorientation giving them a penalty of -2 for all actions for a number of hours equal to the Essence of their assailant.
  
The palace and the shared dreamscape remains for six days, one for each of the Maidens, plus Luna, lady of Dreams. Each passing day the palace is blessed by a different Maiden - from Mercury to Luna - emiting a constant glow the color of its blessing Maiden, with decorations and architecture changed ever-so-slightly each day to fit the nature and characterstics of its blessing Maiden. The palace turns into a chaotic silver on the sixth day before eroding into a small Wyld-vortex at daybreak. Those looking at the castle can see miniatures of those currently inside, although they cannot hear their voices. This spell is broken if the miniature breaks (it is as resilient as a normal crystal sculpture) or if Sapphire Countermagic is cast upon it or the dreamscape. Breaking the spell affects all those currently inside as if they were killed within the dreamscape.
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The palace and the shared dreamscape remains for Six Days, one for each of the Maidens, plus Luna, lady of Dreams, shining from within with a different maiden's color on each day, decorations shifting slightly for each color, both in the real and the dream-palace, turning chaotic silver on the sixth, with the blessing of Luna, eroding to dust at dawn. The  miniature remains until then, and breaking it ends the spell, as does casting Sapphire Countermagic in the dreamscape. Breaking the spell affects all those within the palace the same as if they had been killed in the dreamscape.
  
 
Each Maiden blesses the palace differently on every day, adding a one-die enviromental bonus to certain actions within the castle...
 
Each Maiden blesses the palace differently on every day, adding a one-die enviromental bonus to certain actions within the castle...
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----
 
----
  
'''Jewel-Heart Ignition'''<br>
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'''Virtuous Jewel Conflagration'''<br>
 
'''Cost:''' 40 motes<br>
 
'''Cost:''' 40 motes<br>
The Essence of a Celestial Sorcerer is a wellspring of power - a castle of light able to craft Essence-constructs that can level cities and break armies. This Spell teaches the Sorcerer to harness the wellspring of his Essence and shape it into a Dragon Line, capping it with a Manse made of their very being! When this Spell is learned the Sorcerer maps his own Essence over the course of a few weeks studying the intricacies of his own internal Essence flows and understanding how to shape one of his four thrones of Virtue into a chamber for a Hearth for Creation's bounty. When this Spell is purchased the player must work with the Storyteller to come up with four possible Hearthstones that his character can shape into being - each one having a rating equal to one of his Virtues and being appropriate to the character's nature and the manner in which he expresses his Virtues. Treat major changes to the character's nature and permanent changes to his Virtue ratings as architectural alterations to the Manse, adjusting the Hearthstone's abilities properly. When casting the Spell the Sorcerer can choose to ignite one of his Virtues as a Hearth for a number of hours equal to the rating of the ignited Virtue. Doing so burn a temporary Virtue dot, much like channeling the Virtue would. After the spell is cast the character becomes a vortex of power, Essence flaring about himself in a fashion not unlike heathaze as the stones appear: ignited Temperance makes a stone appear on the Sorcerer's forehead, ignited Compassion makes a stone appear over his Heart, ignited Conviction makes a stone appear at the base of his throat and ignited Valor makes a stone appear centered in the chest just above the stomach.
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In a surge of power that warps all essence around him, the sorceror turns the path of his virtue into a Dragon Line, drawing power from Creation to ignite his nobility and flaws as pyres of great power that burn with the power and the heat of Demesnes. His body brings that light and power forth drawing forth a Hearthstone composed of Virtue from his body, in a different location for each Virtue. Temperance appears on his forehead. Compassion over his heart. Conviction over his stomach. Valor as twin gemstones on the back of both his hands.
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Those work like normal hearthstones for all purposes, including essence regeneration, as if they were properly socketed in a Hearthstone Amulet in the sorceror's body. The Sorceror must choose four hearthstones that fit patterns of his Virtues, at the given Virtue's level or less(thus a Compassion of 3 would give a Hearthstone with a maximum level of 3). Those are Chosen when the spell is learned, and may not be changed short of a change in the character's direction, outlook in life, Nature of Virtues.  
  
These Hearthstones work as normal ones for all purposes - including Essence regeneration - as if socketed in a Hearthstone Amulet in the sorceror's body. If the Sorcerer channels an ignited Virtue it gives its bonus as automatic successes instead of dice. The Sorcerer can cast this Spell successively to ignite more than one Virtue-path at a time, but that is not an adivsable course of action: each Virtue-path ignited after the first deals its rating in unsoakable, automatic levels of Aggravated Damage to the character when their effect dies down. The Virtue, while ignited, burns brighter than ever before - the character must spend 2 willpower to fight off their virtue compulsions instead of 1.  
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This spell may only ignite one such virtue-path at a time to remain burning until the Sun vanishes from the world in the next dusk with the coming of a serene night to subdue the character's virtue. The character must specify the Virtue he is igniting when he uses this spell, and may not shift it until it naturally ends and is cast anew. The Virtue, while ignited, burns more powerfully within the character than it did before - the character must spend 2 willpower to fight off their virtue compulsions instead of 1.  
  
 
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----
  
'''Logic Whirlwind'''<br>
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'''Imbue Amalgam'''<br>
'''Cost:''' 20 motes<br>
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'''Cost:''' 15+ motes, plus Experience<br>
Knowledge is power. And power should be kept hidden. Those are the tenets of the Forbidding Manse of Ivy that guide the use of this spell. This spell must be cast under the star-lit sky, without even the hint of moonlight. Calling upon the names of the 37 Librarians of the Forbidding Manse of Ivy the Sorcerer directs this power over a source of information - a Book, Diary, Crystal Tablet or Painting - to render its contents an irrecognizable mess. Anyone attempting to gleam information from it other than the Sorcerer will see it as mere gibberish - the Sorcerer knows the code that gives logic to the chaos like the librarians who glide between the chaotic shelves of Jupiter's sanctuary. The Sorcerer can impart this code to others with the expenditure of 1 mote. Those attempting to crack the code can roll Intelligence+Lore or Investigation with a difficulty 10. Success means a single one-sentence fragment of information is gleaned. The code is intelligent, however, and will attempt to obscure itself the more it is analysed, increasing the difficulty by 1 for each attempt by the same person or group.  
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To create an Amalgam, one bounds a creature that cannot already channel Essence to an item - something the capabilities of the Amalgam are worked around. Cards, Weapons, Artifacts, Paintings... something grand, of a certain legend, which becomes part of the Amalgam, and through it, the Sorcerer grants one legendary power. Besides the capabilities written ''Savant and Sorcerer'', the Sorcerer can give the Amalgam combos at 1 mote per Charm in the combo. Those tend to have physical manifestations in the Amalgam. More importantly, the spell now has an Experience Cost. It costs One Third(rounded down) of the motes placed in the Amalgam's capabilities in Experience Points. Thus, dramatic balance is mantained, as main characters will usually only have one or two important creations which they for some reason never made more of, and antagonists, especially older ones, will have a cadre of unique, specialized servants.  
  
This Spell is even more potent when different sources of information are whirled together: if such is done the information is shared between them all. Countermagic can then only be used if all objects are gathered together in one place to be targeted, and those attempting to gleam information through the code are limited to an ammount of information that is divided by the number of different objects whirled when the Spell is cast: if 20 Diaries are mixed together only one-twentieth of the information - or the fraction correspondet to the number of volumes in the investigator's possession - can be gleamed from it. This severely limits the ammount of information that can be gleamed even if the investigators ''do'' manage to suceed on their rolls.
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Similar Spells would have similar Experience Costs.
  
 
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'''Touch of Balance'''<br>
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'''Tomes Hidden to the Darkened Skies'''<br>
'''Cost:''' 40 motes<br>
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'''Cost:''' 20 motes<br>
With this Charm the Sorcerer calls upon the principle of balance in the shape of Amethyst Goddess Liara - lending another her gift and her semblance. When this gift is given to those of awakened Essence the Sorcerer gifts another with the same capabilities of ''Harmonious Amethyst Assumption'' - below - for a number of hours equal to the Sorcerer's own Essence rating. Those unaware of the shape of the world and whose Essence is muted - Mortals - are unable to handle the gift of balance, however, and it overwhelms their Form! Unable to control the sorcerous power that courses through them the Mortal crystallizes, their spark of Essence existing for nothing other than to respire power to remain in balance: the Mortal becomes an Amethyst Statue(which can be destroyed as an Iron Statue) until Sapphire Countermagic is applied to break this effect. It is otherwise permanent. However, the effects of the Amethyst, which the Mortal cannot hold, pour forth in waves of harmony: all those who come as close to the statue as the Mortal's (Compassion x2 yards) receive the effects of ''Balance''. This effect persists as long as they remain within range.
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Knowledge is power. And power must, sometimes, be kept very well-hidden. And there is little better to hide secrets than the edicts of the stars. In the constellations, are bound the mysteries of life, of death, of the destiny of nations and men. This spell mimics the stars, weaving the words of books. Gathering a colllection of volumes - diaries, novels, encyclopaedias, treatises - no greater than twice his Lore and spreading them over an astrological chart on a night of New Moon, under only starlight, the sorcerer recites one hundred secrets in an hour-long ritual, while pouring stardust over the volumes. At the conclusion, all volumes become one, all coded with the night sky. Their writing becomes a code that will always be simple to the sorcerer, and paragraphs and phrases lead arbitrarily to pages in other books. Fitting together, their covers flow like water, forming a diagram of the night and its constellations - and the code tells where, in those constellations, the text continues(Like in which page, side and paragraph in the book that has on its cover the constellation of the Sorcerer. The very position of the stars on the cover, reflected to the pages within, is also a factor. The actual words scramble on the page, backwards, fowards, in diagonals, filling the margins... as chaotic or as orderly as the caster's personality).
 
 
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'''Graceful Divine Mask'''<br>
 
'''Cost:''' 40 motes<br>
 
''Thou Art I. And I am Thou.''<br>
 
''I am Wayang, Lord of Silence, and I shall be thy noble chariot!''<br>
 
Since before there was humanity, beings of Creation have interacted with their deities in a very personal manner. The ochiliké of the Dragon Kings became one with their Gods, receiving their mind and power. Even today, many Mortal and Exalted still allow Spirits to Ride their souls, receiving with it the power of a deitiy! However, to be ridden is not the only way to hold divine power on your own hands. A different method known to the Celestial Sorcerers is named ''Persona'', the ability to channel, through their own personality, the power of a Spirit that matches their own soul. A Persona is not the Spirit in and of itself, but rather his imprint upon the world, a link to the very wellspring of its power formed by a kinship and a contract made between its soul and the Exalt's. To enact this contract the Sorcerer must commune with the principles behind his own soul at Calibration - rolling Occult+the Spirit's Defining Virtue at a difficulty equal to the Spirit's Essence(which cannot be higher than the Exalt's Permanent Essence+2). If successful the Spirit's image will appear juxtaposed with the Sorcerer, lending him its power! Defining Virtues works as follows:
 
 
 
* '''Compassion:''' Spirits assossiated with Creativite Endeavors, Love, Emotions, Protections, the Element of Wood.
 
* '''Conviction:''' Spirits assossiated with Endings, Journeys, Destiny, Nessessity, Shadows, the Element of Earth.
 
* '''Temperance:''' Spirits assossiated with Higher Awareness, Crafts, the Elements of Air and Water.
 
* '''Valor:''' Spirits connected with Physical Prowess, Agressivity, Dominance, the Element of Fire.
 
 
 
Many Spirits will fall upon two or more of those categories, but it is only in one that its Persona manifests to the Sorcerer. It is, after all, a single aspect of its being, one that is kin to the Chosen, and its appearance in the Chosen's Anima is as much based on reality as in the Chosen's personality and views of the Spirit and its Legends. Thereafter the Sorcerer has the Spirit juxtaposed with himself. He can invoke this Spell to make this connection clear for a number of hours equal to his rating in the Defining Virtue of his Persona and receive a number of abilities from their contract. During this period the Virtue crystallizes as a Mask about the Sorcerer's face - resembling a Ballroom Mask for a Spirit of Compassion, a Drama Mask for a Spirit of Temperance, an Oni mask for a Spirit of Valor and a smooth mask with no features but eyes for a Spirit of Conviction.  
 
 
 
As long as the mask remains in their faces the Sorcerer may use a number of Traits from the Spirit(Attributes, Abilities, Virtues, Natural Soak, Charms or powers such as Octavian's Oil) equal to his Essence Rating as if they were his own, and when meeting face-to-face with the Spirit, or any of its assossiates and subordinates, the Sorcerer receives a number of Automatic Successes in all Social rolls equal to his Essence. Further, the Sorcerer can spend a Virtue Point(with the usual per-story limits in its recharge) in the Defining Virtue of the Spirit to flare to iconic level and have his Persona appear before him in physical form, able to take one action independent of the character. Finally, for better or worse, the Sorcerer is vulnerable to all effects that target the type of being he is now assossiated with(such as Members of the Celestial Bureaucracy, Elementals, Demons or Demons of a Particular Yozi... but not Spirits in general).
 
 
 
As long as the contract is mantained - even when this Spell is not in effect - the character is considered possessed, and cannot benefit from being ridden from Spirits or to be possessed by any other sort. Abilities that break possession will end this Spell, as will Sapphire Countermagic. The Player chooses the Spirit he attempts to call upon; the character does not, as it is the Spirit who feels the blind call of the Exalted, and sensing a kinship with its soul, allows it to become one with the wellspring of its power. This choice is purely personal and not based on either of their agendas, and the Solar is protected by ancient treaties from this power being simply taken away from them on a Spirit's whims, but if the Exalted commits acts that go against the Spirit's own agendas, it is likely to hunt down the Sorcerer with all its might.
 
 
 
The contract remains in existence for a year and a day from the moment the ritual is first performed.
 
 
 
= Assumptions =
 
 
 
Those are balanced on the idea that Incomparable Body Arsenal gives 25 points to distribute between its weapon statistics every turn in the same way as ''Wood Dragon's Claw'' atop of all its other capabilities.
 
 
 
Something which is only fair considering it had similar - even better - weapon statistics than Wood Dragon's Claw when both were printed in the Corebook.
 
 
 
== Huang's Treasure ==
 
 
 
Those Charms were created by Cian Huang, ''The Bejeweled Prince'', a Sidereal who was utterly consumed with jewelry and gem-cutting, studying the ways they interacted with Fate, Heave and Earth, creating a veritable treasure trove of spells that brought about the aspects of those gemstones forth on his body.  
 
 
 
'''Carnelian Aegis'''<br>
 
'''Cost:''' 30 motes<br>
 
For a number of hours equal to her Valor this Spell transforms the Sorcerer in a creature of elegant carnelian. She shines as she moves with a body smooth like clean-cut gemstone, radiating heat and vitality! During this period, the Sorcerer...
 
*... becomes immune to frostbite, suffocation, poison and pressure as well as all damage based on fire and heat.
 
*... increases his Physical Attributes by 2.
 
*... increases his Valor and Compassion by 1, even raising them past their maximums. He cannot suceed on Temperance rolls for the duration.
 
*... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by 10L and 10B.
 
*... strikes like white-hot embers. The Sorcerer moves wreathed in heathaze, Essence heated almost to ignition dispensed with each of his blows. This causes the Sorcerer to receive benefits equivalent to the Fire Aspect Anima Power. Those damaged by the character's attacks burst into flames - receiving the damage of this Anima for the next 4 turns unless they spend an entire turn attempting to put out the flames. He increases the damage of his strikes by his Valor atop of the bonus from the Fire Aspect Anima Power - this happens in an explosion of heat that sends waves of heathaze flowing from his opponent together with wisps of coruscating Essence. This is not always a good thing, however: the Sorcerer will leave scorched marks on the ground if he spends more than five turns standing still as well as burn any flammable object that remains in his contact for a like ammount of time. The effects of this power come from heat, rather than flame, for all effects that make a distinction between both.
 
 
 
'''Diamond Fire Heart'''<br>
 
'''Cost:''' 30 motes<br>
 
A Diamond's fire, its shine, is beautiful, dazzling... but it can only be an empty, emotionless beauty. With Diamond Fire Heart, the sorcerer shifts his body into beautiful organic diamond. His features perfected into a work of art, protected with the unbreakable hardness of Diamond, eyes like an artwork for the gods, heart hardened into a timeless masterpiece, every bit as beautiful, every bit as cold. In this form, the sorcerer...
 
*... becomes immune to suffocation, poison, heat and pressure.
 
*... increases his Strength, Stamina Appearance and Manipulation by 2, even raising them past their maximums.
 
*... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by 14L and 14B.
 
*... adds his Essence to his Temperance and Conviction, even raising them past 5.
 
*... loses his empathy, setting his Compassion to 0 and becoming unable to suceed in Compassion rolls.
 
This does not make the character deliberately cruel, but simply makes him not care. He will be detached from the world, ignoring any and all suffering, and for some, even all life around them, making no difference between what is alive and what is not. The sorcerer remains in diamond form for a number of hours equal to his modified Temperance.
 
 
 
However, every Diamond has a flaw. Someone opposing the Sorcerer can spend an action observing him and make a Perception+Craft(Jewelry) roll at a difficulty equal to the Sorcerer's Essence. If successful, the opponent sees the Diamond's flaws and may attempt to strike at them in subsequent turns. To strike the flaw, the opponent must add the Sorcerer's Essence to the difficulty of his attack(the more enlightened the sorcerer, the more flawless the Diamond). Striking at the flaws ignore the Soak and Hardness given by this Spell. The Diamond shards chipped from the character's wounds are real diamonds shards, and persist after the Spell ends.
 
 
 
'''Harmonious Amethyst Assumption'''<br>
 
'''Cost:''' 30 motes<br>
 
Amethysts are stones of thought. Geomancers know how to use these stones of soothing violet colors to make one focused as cornerstones of regalia or household - bringing clean thoughts, staving off madness and intoxication and keeping many lucid in the throes of hallucinogenic effects. This Spell makes the Sorcerer one with this balancing influence. For a number of hours equal to the Sorcerer's Permanent Essence his flesh is transubstantialized into the purest possible cut of amethyst. His Anima continually shines from within it in sober patterns that describe the serene enlightement attained by the Sorcerer's soul always in the last hum of this Spell's incantation - when the Sorcerer lets go of all strong emotion and reaches the balance needed to assume the amethyst harmony. In this form, the sorcerer...
 
*... becomes immune to suffocation, poison, heat and pressure.
 
*... increases his Strength and Perception by 1 and his Stamina and Intelligence by 4, even raising them past their maximums.
 
*... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by 10L and 10B.
 
*... halves the visibility of his anima. He never becomes iconic unless he wishes to.
 
*... sets all Virtues to 3, regardless of their normal rating.
 
The Sorcerer becomes perfectly harmonious while his body is amethyst. Together with setting his Virtues at 3, his emotions become ''Balanced'' - ''Balanced'' characters become immune to all compulsions - including Virtue compulsions(but not to garnering Limit), being impervious to any effect that would unbalance, change or dull his moods and thoughts, be it with Charms, hallucinogens, alcohol, or the influence of Derangements. Balanced characters will not become morose, euphoric or needful and always think with perfect clarity, ignoring any penalties based on unnatural focus, emotions or other wordly distractions. With Balance comes the ability to share - even such gifts as Balance itself. By touching a target and spending 1 mote the Sorcerer can make them receive the effects of ''Balance''. This can be used whenever the Exalt strikes another or just touches them. This breaks any and all mood-altering effects (a broken Virtue Compulsion may not set again for the remainder of the scene) and ends all external influences on one's mind.
 
 
 
'''Mask of Malachite Whispers'''<br>
 
'''Cost:''' 40 motes<br>
 
Through viridian hues malachite describes the arcs as it grows, rings that represent the layers of secrets within all those who behold it, whispers and secrets unveiled in the salons of one who keep the enigmatic works of such a gemstone. Becoming one with the essence of the Malachite the sorcerer feels his secrets slipping away into the rings within his soul as those who behold his form of eternal growing layers see their secrets disappearing into its nothingness! For a number of hours equal to the Sorcerer's Permanent Essence his flesh hardens into Malachite, his face disappearing into a mask of the viridian gemstone! In this form, the faceless Sorcerer...
 
*... becomes immune to suffocation, poison, heat and pressure.
 
*... cannot have his intentions, desires, feelings, mind or soul unveiled by another, be it with Charms, Sorcery or other abilities. He can only give away secrets of his own free will -  magical coercions will be met with nothing but silence. 
 
*... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by his Stealth + Essence. His resilience is proportional to his ability to hide secrets - as he is now one.
 
*... increases his base damage by his Larceny score and draws a single ''secret'' from all enemies struck by the Sorcerer even if the attack deals no damage. His prowess is proportional to his ability to steal secrets.
 
*... adds his Essence in dice to all Stealth, Larceny, Occult and Lore rolls made by the character.
 
  
If this Spell is ended due to Countermagic the adept's own soul shatters like an open book - those catching the falling shattered pieces of malachite that are strewn about the ground around the Sorcerer like fallen leaves of autumn can use them to learn a single Secret of the Sorcerer per shard with a Perception+Lore roll at a Difficulty equal to the Sorcerer's Permanent Essence+2 - or using a simple Thaumaturgical ritual that obliviates the need for a roll. For the purposes of this Spell ''Secrets'' are defined as things that the character does not wish anyone else to know. This Spell is a favorite of Chosen of Secrets - to be in the shape of malachite is to them almost like being in their natural state above and beyond the human form.
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This has several effects.
  
== Alchemical Panoply ==
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First, one needs the full set of volumes to be able to piece a single story together. The more one has, the more one knows, but the information will still be fragmented. Even for those who know the code, piecing together information requires a Intelligence+Investigation or Lore roll, adding one to the difficulty for every volume missing. Attempts not enhanced by Charms miss outright.
  
'''Orichalcum Heart Banner'''<br>
+
For those that are not aware of the code, it is even worse - decoding it requires a Intelligence+Investigation or Lore roll, with a dificulty equal to (the Intelligence+Lore total of the casting sorcerer) plus one for every missing book. Each failure on this roll increases the difficulty by 4, instead of simply 2, as usual - the information hides itself from those that lack its knowledge. Attempts not enhanced by Charms miss outright. After the code has been cracked, one still has to roll, as usual.  
'''Cost:''' 20 or 30 motes<br>
 
For one hour the Sorcerer infuses his body with the unconquered Essence of Orichalcum! A great banner unfurls from his back up to twice his size with his personal crest as his skin glistens with gold and his eyes with everflowing golden magma. His voice receives imprecations of command and universal unity, his wrath terrible to behold. The Sorcerer receives his Essence in automatic successes to Social rolls and becomes immune to fear, suffocation, poison, heat and pressure. His Soak and Hardness by <nowiki>14L/14B</nowiki> - this Soak is natural for all purposes that are incompatible with armor but counts as armor for the purpose of soaking Aggravated Damage. It cannot be bypassed or pierced in any way. He cannot be knocked down or knocked back. As a final benefit he becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.  
 
  
The Sorcerer deals Lethal damage in his unarmed attacks and receives the Orichalcum Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Orichalcum weapons and armor or those of other Materials. This bonus is already considered in the Soak granted by this Spell.) The Sorcerer can attune to Orichalcum weapons in the same manner as a Solar.
+
A Chosen of Secrets, Twilight or Daybreak and No Moon caste can always roll with someone else, and add his roll to the total of successes. This spell is a favorite of Sidereal Exalted, who can easily scatter the volumes around the world and gather them via the Gates of Yu-Shan. There are different versions of this spell, with different names and codes, like maps of Creation or Varangian Clockwork.
 
 
Casting this Spell costs 20 motes for Solar Exalted and 30 motes for all others.
 
 
 
'''Falling Star Shards'''<br>
 
'''Cost:''' 20 or 30 motes<br>
 
For one hour the Sorcerer infuses his body with the auspicious Essence of Starmetal! Stardust flows about his form as his skin dims with the darker hue of Starstone, shimmering with all the colors of the maidens as light slides off him. His skin and eyes are freckled with white as if from the diamonds in heaven, shining and dimming with every step in near-hypnotic qualities. His voice becomes crystalline, filling the air with eerie echoes of past, present and future. The Sorcerer receives his Essence in automatic successes to all Astrological rolls and becomes immune to suffocation, poison, heat and pressure. His nails become long and hard as knives - those give the Sorcerer's unarmed attack the profile of Starmetal Short Daiklaves. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by <nowiki>6L/6B</nowiki> and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.
 
 
 
The Sorcerer deals Lethal damage in his unarmed attacks and receives the Starmetal Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items . (with the Magical Material Bonus added again to Starmetal weapons and armor or those of other Materials. This is already factored in the statistics of the Sorcerer's sharp nails.) The Sorcerer can attune to Starmetal weapons in the same manner as a Sidereal.
 
 
 
Casting this Spell costs 20 motes for Sidereal Exalted and 30 motes for all others.
 
 
 
'''Five-Jade Dragon'''<br>
 
'''Cost:''' 30 motes<br>
 
For one hour the Sorcerer infuses his body with the solid Essence of Jade! His skin becomes crystalline in the many-hued tones of Jade, his every word thunder, his every step quake, his every movement flicker of flames. His manner becomes draconian - skin scaled, hands claws, eyes slitted. The Sorcerer becomes immune to suffocation, poison, heat and pressure. The compassion of Green Jade allows him to deal Lethal or Bashing damage with all attacks as he chooses. The grace of Black Jade steers his attacks well: he supplements attack rolls with one extra automatic success for each three dice rolled, rounded down. The reliability of White Jade ensures reasonable damage: he supplements damage rolls with one extra automatic success for every three damage dice rolled, rounded down. The force of Blue Jade knocks opponents back one yard for each level of damage inflicted. And the swiftness of Red Jade adds +3 to his initiative. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by <nowiki>6L/6B</nowiki> and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.
 
 
 
The Sorcerer deals Lethal damage in his unarmed attacks and receives the Jade Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Jade weapons and armor or those of other Materials.) The Sorcerer can attune to Jade weapons in the same manner as a Terrestrial.
 
 
 
'''Moonsilver Spectre'''<br>
 
'''Cost:''' 20 or 30 motes<br>
 
For one hour the Sorcerer infuses his body with the quimerical Essence of Moonsilver! His skin becomes argent and ever-shifting in moonlight hues and beast forms, a hand becoming as a wolf's jaws and back like bird's wings for a moment before sliding back into human form that appear to wish to flow away. In his eyes are the ever-shifting Wyld that informs his every movement. The Sorcerer receives his Essence in automatic successes to all rolls involving movement (including Dodges and escaping from any manner of bindings - the character is able to flow through obstructions such as gates as if they were not there in his movement) and becomes immune to suffocation, poison, heat and pressure. His flowing movements make it so opponents cannot precisely determine the Sorcerer's location: he can make close combat attacks against anyone within (his Essence x5) yards, and the target subtracts his Wits from all dice pools to defend against him. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by <nowiki>6L/6B</nowiki> and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.
 
 
 
The Sorcerer deals Lethal damage in his unarmed attacks and receives the Moonsilver Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Moonsilver weapons and armor or those of other Materials.) The Sorcerer can attune to Moonsilver weapons in the same manner as a Lunar.
 
 
 
Casting this Spell costs 20 motes for Uncasted Lunar Exalted and 30 motes for all others.
 
 
 
'''Soulsteel Colossus'''<br>
 
'''Cost:''' 20 or 30 motes<br>
 
For one hour the Sorcerer infuses his body with the tragic Essence of Soulsteel! His skin becomes pitch-black with all those he has ever killed appearing on its metallic surface like spectres of yawning souls. His voice becomes echoes of the Sorcerer's and that of his victim's, his eyes gates to oblivion itself! The Sorcerer receives his Essence in automatic successes to all rolls dealing with the dead and becomes immune to fear, suffocation, poison, heat and pressure. He increases his Strength and Stamina by 4 and cannot suceed in Compassion rolls. He can drink blood for Essence at 3 motes per Health Level. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by <nowiki>10L/10B</nowiki> and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.
 
 
 
The Sorcerer deals Lethal damage in his unarmed attacks and receives the Soulsteel Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Soulsteel weapons and armor or those of other Materials.) The Sorcerer can attune to Soulsteel weapons in the same manner as an Abyssal.
 
 
 
Casting this Spell costs 20 motes for Abyssal Exalted and 30 motes for all others.
 
 
 
=== A Change ===
 
 
 
''Imbue Amalgam''<br>
 
To create an Amalgam, one bounds a creature that cannot already channel Essence to an item - something the capabilities of the Amalgam are worked around. Cards, Weapons, Artifacts, Paintings... something grand, of a certain legend, which becomes part of the Amalgam, and through it, the Sorcerer grants one legendary power. Besides the capabilities written ''Savant and Sorcerer'', the Sorcerer can give the Amalgam combos at 1 mote per Charm in the combo. Those tend to have physical manifestations in the Amalgam. More importantly, the spell now has an Experience Cost. It costs 1 Experience Point per every 5 motes sank into the Amalgam.
 
 
 
This keeps Dramatic Balance - main characters will usually only have one or two important creations of which no more are made, while antagonists - in particular the old and mad - will have a cadre of unique, especialized servants.
 
 
 
Similar spells of empowerment would receive similar Experience Point costs.
 
  
 
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* - Back to [[GoldenCat]]
 
* - Back to [[GoldenCat]]
 
* - Back to [[Sorcery/GoldenCat|Sorcery]]
 
* - Back to [[Sorcery/GoldenCat|Sorcery]]
 
 
=== Comments ==
 
 
In regards to Harmonious Amethyst, I think it's a neat spell, but I do have a question: Why is it that when you pass the spell along to a being with awakened essence the spell expires naturally at the end of its duration, but when you pass it along to a mortal the effects are permenant?-[[Ambisinister]]
 
:The real reason is because I like the sad idea of a person turned into a beautiful crystalized statue exuding inner peace, and it has the greek myth thing about Amethyst! And the actual game reason, it is probably due to the spell taking over the body and making it fully into amethyst, and using its proccesses and everyone's natural essence respiration to become self-sutaining. Instead of using it as a weapon they let it take them over, which makes it live with them instead of simply fading away. ~[[GoldenCat]]
 

Revision as of 19:03, 12 October 2008


Sapphire Circle

The Dragon Spiral
Cost: 30 motes
Dragons can all muster a powerful breath of their element, pouring out like fire from heaven upon the enemies of the Celestial Hierarchy, a powerful bellow and a deadly weapon! Watching those impressive displays, Sorcerers of the Sapphire Circle have created a way to harness a similar power and pour it upon their enemies, ruling over the very essence of Terrestrial Forces with their unmatched power! With The Dragon Spiral, the Sorcerer is able to gather a certain pure quantity of an element... pure water from a secluded font, flames burnt in children's mementos, diamonds from a virgin veil, or splinters and sap of Heart Trees... and coalesce them into serpentine dragons that orbit in a spiral around the Sorcerer, striking at his will. They are manifestations of the Element, lesser elemental godlings chained and twisted by the Sorcerer into a single purpose, transfigured to his whims.

This spell lasts a full day from the moment it is cast. The sorcerer may have as many serpents spiraling around him as half his Permanent Essence(rounded up), all created as the Spell is cast(although he can create one from each element if he can). Each serpent adds 1 to the difficulty of striking the Sorcerer, and counterattacks any close-range attack on the Sorcerer with a pool equal to the Sorcerer's Perception+Occult and a raw damage equal to the Sorcerer's Willpower score. But the most powerful aspect of the Dragon Spiral is the ability to direct the Dragon's Breath! To use this ability, the Sorcerer must pay 2 motes and take a Simple Action, which makes all Dragons in the Spiral attack at once! This is a Archery or Thrown attack, using Perception in place of Dexterity, and can be enhanced with any Charm of those abilities which does not specify its weapon. The Sorcerer rolls only once, and applies it as an attack with each Dragon in the Spiral.

The Breath is a ranged weapon with an Accuracy equal to the Sorcerer's Permanent Essence, a range of 200 yards, Rate 1 and damage equal to the Sorcerer's Willpower+(Lore, for Air; Resistance, for Earth; Athletics, for Fire; Sail, for Water; and Medicine, for Wood). Moreover, each element has an unique ability upon connecting...

  • Air Dragons knock those they strike off their feet, knocking them prone if they receive more damage than their Resistance.
  • Earth Dragons throw sharp gem shards or cutting sands, making the damage of their attacks piercing.
  • Fire Dragons leave terrible burns upon their strikes! Double any 10s rolled in damage.
  • Water Dragons shower the enemy with terrible torrents of water, tripling the knockback upon their foes, throwing them back 1 yard per point of raw damage, increasing the difficulty of their Resistance roll to resist knock back to 2, instead of the standard difficulty!
  • Wood Dragons poison their victims with the equivalent to Court Poison.

Gathering of Crystal Midnight
Cost: 50 motes
To enact this powerful spell, the Sorcerer must write the True Names of a number of entities(no greater than his Essence+Compassion) capable of dreaming on leaves, and burning those leaves and whispering each of the names as she begins the incantation. The leaves flower together in the fire, becoming gossamer and forming a disturbingly detailed miniature crystal palace little larger than a man's head. When the entities whose names were written on leaves sleep, they see themselves standing in front of a great pearlescent gate. Behind them lay their dreams, and through the gate is the road to the palace, the same as the sorcerer had conjured. If they wish, they may walk to the palace, and there meet any of the other dreamers named by the spell who chose to come. There, they may socialize for eight hours before waking up, with perfect recollection of the night afterwards. Any of the assembled may leave any time they wish.

Only their minds and souls are within the dreamscape, but they appear with the sort of gear they usually possess in Creation. Artifacts and Hearthstones harmonized with the user's essence will appear in his dream form, however. Any creature able to change their dreams, such as Fair Folk, can change their appearance and the world around them in the Dream. Social actions may be freely attempted within the Dreamscape. Physical ones as well, but damage taken in the Dreamscape does not carry to the body - those knocked unconscious in the dreamscape simply oversleep, and do not roll to recover willpower for the night. Those killed in the Dreamscape lose 4 temporary willpower, do not recover willpower for the night and wake up covered with sweat, disorientation giving them a penalty of -2 for all actions for a number of hours equal to the Essence of their assailant.

The palace and the shared dreamscape remains for Six Days, one for each of the Maidens, plus Luna, lady of Dreams, shining from within with a different maiden's color on each day, decorations shifting slightly for each color, both in the real and the dream-palace, turning chaotic silver on the sixth, with the blessing of Luna, eroding to dust at dawn. The miniature remains until then, and breaking it ends the spell, as does casting Sapphire Countermagic in the dreamscape. Breaking the spell affects all those within the palace the same as if they had been killed in the dreamscape.

Each Maiden blesses the palace differently on every day, adding a one-die enviromental bonus to certain actions within the castle...

  • Mercury's Blessed Day adds a bonus to all attempts at planning journeys.
  • Venus' Blessed Day adds a bonus to all attempts to make, change or strenghten relationships.
  • Jupiter's Blessed Day adds a bonus to anything on the purview of Lore and Occult, and all attempts at breaking puzzles.
  • Mars' Blessed Day adds a bonus to all combat abilities, and all rolls related to councils of war.
  • Saturn's Blessed Day adds a bonus to all attempts to end relationships, alliances and allegiances.
  • Luna's Blessed and Last Day adds a bonus to all artistic and creative endeavors.

Virtuous Jewel Conflagration
Cost: 40 motes
In a surge of power that warps all essence around him, the sorceror turns the path of his virtue into a Dragon Line, drawing power from Creation to ignite his nobility and flaws as pyres of great power that burn with the power and the heat of Demesnes. His body brings that light and power forth drawing forth a Hearthstone composed of Virtue from his body, in a different location for each Virtue. Temperance appears on his forehead. Compassion over his heart. Conviction over his stomach. Valor as twin gemstones on the back of both his hands.

Those work like normal hearthstones for all purposes, including essence regeneration, as if they were properly socketed in a Hearthstone Amulet in the sorceror's body. The Sorceror must choose four hearthstones that fit patterns of his Virtues, at the given Virtue's level or less(thus a Compassion of 3 would give a Hearthstone with a maximum level of 3). Those are Chosen when the spell is learned, and may not be changed short of a change in the character's direction, outlook in life, Nature of Virtues.

This spell may only ignite one such virtue-path at a time to remain burning until the Sun vanishes from the world in the next dusk with the coming of a serene night to subdue the character's virtue. The character must specify the Virtue he is igniting when he uses this spell, and may not shift it until it naturally ends and is cast anew. The Virtue, while ignited, burns more powerfully within the character than it did before - the character must spend 2 willpower to fight off their virtue compulsions instead of 1.


Imbue Amalgam
Cost: 15+ motes, plus Experience
To create an Amalgam, one bounds a creature that cannot already channel Essence to an item - something the capabilities of the Amalgam are worked around. Cards, Weapons, Artifacts, Paintings... something grand, of a certain legend, which becomes part of the Amalgam, and through it, the Sorcerer grants one legendary power. Besides the capabilities written Savant and Sorcerer, the Sorcerer can give the Amalgam combos at 1 mote per Charm in the combo. Those tend to have physical manifestations in the Amalgam. More importantly, the spell now has an Experience Cost. It costs One Third(rounded down) of the motes placed in the Amalgam's capabilities in Experience Points. Thus, dramatic balance is mantained, as main characters will usually only have one or two important creations which they for some reason never made more of, and antagonists, especially older ones, will have a cadre of unique, specialized servants.

Similar Spells would have similar Experience Costs.


Tomes Hidden to the Darkened Skies
Cost: 20 motes
Knowledge is power. And power must, sometimes, be kept very well-hidden. And there is little better to hide secrets than the edicts of the stars. In the constellations, are bound the mysteries of life, of death, of the destiny of nations and men. This spell mimics the stars, weaving the words of books. Gathering a colllection of volumes - diaries, novels, encyclopaedias, treatises - no greater than twice his Lore and spreading them over an astrological chart on a night of New Moon, under only starlight, the sorcerer recites one hundred secrets in an hour-long ritual, while pouring stardust over the volumes. At the conclusion, all volumes become one, all coded with the night sky. Their writing becomes a code that will always be simple to the sorcerer, and paragraphs and phrases lead arbitrarily to pages in other books. Fitting together, their covers flow like water, forming a diagram of the night and its constellations - and the code tells where, in those constellations, the text continues(Like in which page, side and paragraph in the book that has on its cover the constellation of the Sorcerer. The very position of the stars on the cover, reflected to the pages within, is also a factor. The actual words scramble on the page, backwards, fowards, in diagonals, filling the margins... as chaotic or as orderly as the caster's personality).

This has several effects.

First, one needs the full set of volumes to be able to piece a single story together. The more one has, the more one knows, but the information will still be fragmented. Even for those who know the code, piecing together information requires a Intelligence+Investigation or Lore roll, adding one to the difficulty for every volume missing. Attempts not enhanced by Charms miss outright.

For those that are not aware of the code, it is even worse - decoding it requires a Intelligence+Investigation or Lore roll, with a dificulty equal to (the Intelligence+Lore total of the casting sorcerer) plus one for every missing book. Each failure on this roll increases the difficulty by 4, instead of simply 2, as usual - the information hides itself from those that lack its knowledge. Attempts not enhanced by Charms miss outright. After the code has been cracked, one still has to roll, as usual.

A Chosen of Secrets, Twilight or Daybreak and No Moon caste can always roll with someone else, and add his roll to the total of successes. This spell is a favorite of Sidereal Exalted, who can easily scatter the volumes around the world and gather them via the Gates of Yu-Shan. There are different versions of this spell, with different names and codes, like maps of Creation or Varangian Clockwork.