Arken/Spells
If you are playing in the game 'Time of Eternity' then don't read these.
Contents
Turn The Blades
Terrestrial Circle. 17 motes
The caster designates anyone or everyone in the area of effect, the weapons of those selected warp and erupt with sharp tendrils of metal, wood and stone seeking the blood of those that wield them. The Caster rolls Intelligence + Occult, targets may resist the spell by rolling against this difficulty on Perception + Temperance. Wielders of one of the 5 magical materials may add two automatic successes to this roll. The caster may increase the difficulty of all rolls a target makes against this spell by one, he may do this a total number of times equal to his permanent essence. Those that do not resist are disarmed as their weapon enters a dangerous flux state and twists from their grip. They are attacked by their own weapon with a number of successes equal to the original Intelligence + Occult roll. This deals raw damage equal to that of the weapon plus any extra successes from the attack roll. This attack may be dodged as normal, it may only be parried if the target can parry in their disarmed state. After the spell weapons of the five magical materials return to normal, ordinary weapons are warped and bent wreckages.
Floating World Incantation
Celestial Circle. 30 motes
The Caster creates a number of invisible weaves in the essence in the air around him equal to his permanent essence. With these forces he may move the world around him with great force. He may manipulate the air with the power of his control of essence. As his action for the round the caster may have each of the weaves maintained perform the one of the following each round with a range of essence x 20 yards. The caster substitutes Perception for any Attributes and Occult for any Abilities:
Exert force on something (lifting, breaking or pushing) using Perception + Occult instead of Strength + Athletics with the addition of his Permanent essence.
Clinch, Hold, Sweep, Throw or Tackle someone plus a number of auto successes equal to Permanent Essence for attack rolls. This may not be parried but may be dodged.
Wield a Weapon using Perception + Occult and adding auto successes equal to permanent essence. Charms may not be used on attacks or defences made by these weapons.
Erect a defensive shield that gives an area/person/thing a soak equal to Occult. A number of these may be placed at one time, they stack.
Lift and hold dust/leaves/water etc. in a curtain or wall. This provides cover.
Items lifted may move 20 meters a turn.
Maintaining the forces involved is dependant upon concentration, the caster can be distracted (as per the rules for distraction whilst casting a spell) if this happens then the caster must make a Wits + Occult role for each weave or it dissipates. As long as the spell is still in effect he may recreate these on later turns but doing so is a simple action.
If the caster does not give his action to the weaves in a round then they remain in place as they are and do not move until he concentrates upon them again.
NB: The caster can lift individuals to mimic flight.
(This spell activates telekinesis and can do things accordingly, exercise sense as new situations and applications come up.)
The Prince is Your Master
Celestial 35 motes
The caster rolls Charisma + Occult and all beings of equal or lower essence to the caster must resist with Temperance + Charisma. Non-Solar celestial exalted suffer a –1 penalty to this roll, those that are not celestial exalted suffer a –2 penalty. All those that fail must halt and fall to their knees in supplication, they may not move until they succeed at this roll, they may try once a turn. A target that fails this first roll must then again roll Temperance + Charisma (same penalties apply) against the caster or have their minds overwhelmed with love and a desire to serve the caster. A target that is at this stage does not roll to escape as those in the first state unless ordered to do something against their nature. The caster may issue orders to those beings in the second state. He may order beings of equal essence to perform any service that is not innately self damaging, he may not order the being to attack but he can order that it stand and not act. He may order beings of one or two essence lower to attack or perform dangerous actions; they will not do anything that is inherently suicidal. He may order beings more than two essence less than his own to commit seppuku or kill themselves. Non-solar celestial exalted are considered to be one essence lower than they actually are, Non celestial exalted are considered two essence lower than they actually are.
The Betrayer’s Undoing
Terrestrial 10+
An eclipse caste caster can perform this spell to strengthen the force, and punishment, of an oath he swears. Following the casting the caster commits 3 motes to maintaining the sanctified oath inside him. As long as the commitment of motes remains the caster may evoke this sanctified oath during the normal oath binding procedure. If the other party at this point is unaware that it is a special oath then they become aware as they feel something inside themselves knit together as though the oath is part of their being. On an ordinary casting of this spell the penalties for breaking the oath are doubled. In addition the caster may add the following effects:
+ 10 motes. The target is afflicted with one of the derangements on page 281 of the core book.
+ 5 motes. The target is afflicted with a disease.
+ 7 motes per point of flaw given. (+35 for a five point flaw)
+ 20 the caster knows exactly when, where and how the oath was broken.
+ 20 the caster has a sense of where the oathswearer is. He may make a roll of Perception + Occult + Permanent essence against the willpower of his target to get a sense of the direction the person is in at that moment.