Hearthstones/TelgarSolar

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Revision as of 01:13, 26 July 2007 by Telgar (talk) (3 Solar Hearthstones. man, I hate Solar Hearthstones)
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Solar HearthStones

These are the Stones of the Sun.

Level 1

Level 2

Athlete's Pride

 Manse ••
 Trigger: Constant

A solid topaz sphere, this Hearthstone grants its owner extraordinary athletic prowess. While attuned to the Pride a character triples his running speed and jumping distance and need never fear failing a fatigue check.

Level 3

Perfected Skill Gem

 Manse •••
 Trigger: Making an ability roll

The owner of this small orange teardrop can approach almost any task with complete confidence. The magic of the Skill Gem assures that even when he is completely inept at a task, its master will have some small measure of success. If an Ability roll made by the Gem's owner would normally be a simple failure, it instead achieves 1 success. This success is not added to any normally rolled and does not prevent botches. This effect specifically is not a Perfect attack or defense or a way to automatically win resisted rolls. It simply provides a success when the roll otherwise would fail. It does not overcome difficulty increases or avoid the success negation of resisted rolls, attacks, defenses or magical effects.

Level 4

Level 5

Beacon of Creation

 Manse •••••
 Trigger: constant

Drawing upon the Unconquered Sun's power as Lord of Creation and Bringer of Light, the Beacon constantly radiates a warm glow of golden light and Solar Essence. The aura produced by the Beacon of Creation overwhelms all alien Essences, replacing them with the natural flows of Creation. An area one mile in radius around the stone is filled with never-ending daylight. Further, the Beaon banishes all unnatural influences within its range. Shadowlands and Wyld Zones retreat before it, leaving behind pristine Creation. Demonic portals to Malfeas are blocked and unable to open. Demons and ghosts can not be summoned within the area. Further, all creatures not native to Creation must roll Willpower every hour or flee the Stone's power. If they botch, they take 2 aggravated damage and still must attempt to flee.

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