Difference between revisions of "SorceryCharms"
m (link fix) |
(comment) |
||
(One intermediate revision by one other user not shown) | |||
Line 48: | Line 48: | ||
=== Comments / Suggestions === | === Comments / Suggestions === | ||
− | |||
− | |||
− | + | Those look pretty reasonable to me, Grypph. --JohnBiles | |
+ | :Thanks JohnBiles, i try to be at least a little reasonable with charms *grins* -- [[grypph]]. | ||
− | :Well, the committed mote cost is insane, and Sorcery sucks in combat anyway. (Flying Guillatine does less damage than a Grand Foo Weapon). Sorcery killes etras and that's pretty much it. I don't see a problem with doing it faster. Personally, I'd probably allow the Solar version to reduce the motes committed also. - | + | Oooh, these are fun meta-rules. Taking things like ''Death of Obsidian Butterflies'' from a minimum of 10 ticks from start until release, and turning it into 5 ticks, and you've got the ability to cast spells so that opponents using 'traditional' speed weapons get one chance - and barely that - to stop you. In addition, the way it's written, you're doing a charm action, not a sorcery action, so you can't be interrupted. Take it down to 3 ticks, and you can squeeze off a DoOB or a Flying Guillotine before even a fast weapon can get a tick off. Going forward to Solar Sorcery, you can whip out Gaia's Rebuke in 5 ticks, busting the ever-living sin out of someone in the same amount of time it takes your Dawn-Caste buddy to even swing his Daiklave. The tick-reducers are, independently, kind of cool, but the 'stored spell' charm? That's monstrous. Fast-casting any hardcore Sorcery, even at the cost of committed motes, is a huge boon to Sorcerors. In my personal opinion, Sorcery (of any type) should have a minimum of 6 ticks from start to cast, just to make sure that the sorceror is facing some type of melee doom, which is the point of Sorcery. Again, this is just my personal opinion. -- GreenLantern |
+ | |||
+ | :Well, the committed mote cost is insane, and Sorcery sucks in combat anyway. (Flying Guillatine does less damage than a Grand Foo Weapon). Sorcery killes etras and that's pretty much it. I don't see a problem with doing it faster. Personally, I'd probably allow the Solar version to reduce the motes committed also. -FlowsLikeBits | ||
:: -and it'll take 9 ticks minimum (3 turns @ Speed 3 if bought twice) to get off a Gaia's Rebuke, plenty of time to get near enough to interrupt... remember the increased DV penalty for each successive buy of these charms. besides, you have to be an elder to learn the last one, and Elder Exalts are heinous. -- [[grypph]]. | :: -and it'll take 9 ticks minimum (3 turns @ Speed 3 if bought twice) to get off a Gaia's Rebuke, plenty of time to get near enough to interrupt... remember the increased DV penalty for each successive buy of these charms. besides, you have to be an elder to learn the last one, and Elder Exalts are heinous. -- [[grypph]]. | ||
− | :::I was assuming the use of "Delaying the Sorcerous Climax" to require only a single action to release the Sorcery, and then noting that said action could be at only Speed 3 (due to the later charms.) It's not clear how both interact, but it seems like they are intended to, so I figured I'd take the extreme case. -- | + | |
− | + | :::I was assuming the use of "Delaying the Sorcerous Climax" to require only a single action to release the Sorcery, and then noting that said action could be at only Speed 3 (due to the later charms.) It's not clear how both interact, but it seems like they are intended to, so I figured I'd take the extreme case. -- GreenLantern | |
You might want to take a look at [http://patternspider.net:8080/exalted/lore5/show.php?class=Spell&id=8 this]. It's a bit confusing until you get to the example, but does something similar in, IMO, a less abusable way. -- [[Wordman]] | You might want to take a look at [http://patternspider.net:8080/exalted/lore5/show.php?class=Spell&id=8 this]. It's a bit confusing until you get to the example, but does something similar in, IMO, a less abusable way. -- [[Wordman]] | ||
− |
Revision as of 21:37, 17 May 2006
Sorcery-Related Charms
See also:
Universal Charms
Delaying the Sorcerous Climax
- Cost: Special
- Duration: Until used
- Type: Simple
- Minimum Occult: 5
- Minimum Essence: 3
- Prerequisite Charms: Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
With this Charm, the Exalt may begin casting a spell now and complete it later. The character pays the spell's Essence cost and goes through any rituals needed to cast it, but the spell has no effect. Afterwards, the Exalt may pay the Willpower cost to activate the appropriate Sorcery or Necromancy charm to cast the spell at no additional Essence cost, and the spell takes effect on the turn the charm is activated, instead of one to three turns later. This may only be done once for each time the spell has been prepared. Until the spell is actually cast, the Essence spent powering it remains committed, and in no case may the Exalt have more spells prepared than her permanent Essence.
The Lunar version of this charm has a minimum Intelligence of 5 instead of Occult. When used by a No Moon, preparing spells still costs the full amount of Essence, but only half (rounding up) of the motes remain committed. The rest may be restored normally.
Not all spells can be used with this charm. Those requiring prolonged and complicated rituals substantially beyond the casting time cannot be prepared beforehand. For instance, none of the summoning spells may prepared, while spells such as Piercing the Shroud, which only require a few minutes of incantation, could be prepared. The Storyteller should use his discretion when deciding if a spell is too complex to prepare ahead of time.
by Mapache
Resplendent Terrestrial Celerity
Cost:--; Mins: Occult 4, Essence 4; Type Permanent Keywords: None Prerequisite Charms: Terrestrial Circle Sorcery, Any Three (Terrestrial) Spells
- By internalizing their Essence, the Lawgiver speeds the action of Sorcery. This Charm provides a -1 cumulative bonus to Speed for Shape Terrestrial Circle Sorcery Actions. In addition it provides a cumulative -1 penalty to DV. This Charm may only be bought twice.
Resplendent Celestial Celerity
Cost:--; Mins: Occult 5, Essence 5; Type Permanent Keywords: None Prerequisite Charms: Celestial Circle Sorcery, Resplendent Terrestrial Celerity, Any Three (Celestial) Spells
- By appreciative study of previous spells and Essence, the Lawgiver speeds the action of Celestial Sorcery as he previously sped his Terrestrial Sorcery. This Charm provides a -1 cumulative bonus to Speed for both turns of Shape Celestial Circle Sorcery Actions. In addition it provides a cumulative -1 penalty to DV for each action of shaping. This Charm may only be bought twice.
Resplendent Solar Celerity
Cost:--; Mins: Occult 6, Essence 6; Type Permanent Keywords: None Prerequisite Charms: Solar Circle Sorcery, Resplendent Celestial Celerity, Any Three (Solar) Spells
- By appreciative study of previous spells and Essence, the Lawgiver speeds the action of Solar Sorcery as he previously sped his Celestial Sorcery. This Charm provides a -1 cumulative bonus to Speed for all turns of Shape Solar Circle Sorcery Actions. In addition it provides a cumulative -1 penalty to DV for each action of shaping. This Charm may only be bought twice.
-by grypph.
Comments / Suggestions
Those look pretty reasonable to me, Grypph. --JohnBiles
- Thanks JohnBiles, i try to be at least a little reasonable with charms *grins* -- grypph.
Oooh, these are fun meta-rules. Taking things like Death of Obsidian Butterflies from a minimum of 10 ticks from start until release, and turning it into 5 ticks, and you've got the ability to cast spells so that opponents using 'traditional' speed weapons get one chance - and barely that - to stop you. In addition, the way it's written, you're doing a charm action, not a sorcery action, so you can't be interrupted. Take it down to 3 ticks, and you can squeeze off a DoOB or a Flying Guillotine before even a fast weapon can get a tick off. Going forward to Solar Sorcery, you can whip out Gaia's Rebuke in 5 ticks, busting the ever-living sin out of someone in the same amount of time it takes your Dawn-Caste buddy to even swing his Daiklave. The tick-reducers are, independently, kind of cool, but the 'stored spell' charm? That's monstrous. Fast-casting any hardcore Sorcery, even at the cost of committed motes, is a huge boon to Sorcerors. In my personal opinion, Sorcery (of any type) should have a minimum of 6 ticks from start to cast, just to make sure that the sorceror is facing some type of melee doom, which is the point of Sorcery. Again, this is just my personal opinion. -- GreenLantern
- Well, the committed mote cost is insane, and Sorcery sucks in combat anyway. (Flying Guillatine does less damage than a Grand Foo Weapon). Sorcery killes etras and that's pretty much it. I don't see a problem with doing it faster. Personally, I'd probably allow the Solar version to reduce the motes committed also. -FlowsLikeBits
- -and it'll take 9 ticks minimum (3 turns @ Speed 3 if bought twice) to get off a Gaia's Rebuke, plenty of time to get near enough to interrupt... remember the increased DV penalty for each successive buy of these charms. besides, you have to be an elder to learn the last one, and Elder Exalts are heinous. -- grypph.
- I was assuming the use of "Delaying the Sorcerous Climax" to require only a single action to release the Sorcery, and then noting that said action could be at only Speed 3 (due to the later charms.) It's not clear how both interact, but it seems like they are intended to, so I figured I'd take the extreme case. -- GreenLantern
You might want to take a look at this. It's a bit confusing until you get to the example, but does something similar in, IMO, a less abusable way. -- Wordman