Sorcery/MadGreenSon

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Emerald Circle Sorcery

Arms of the Zephyr

 Cost: 15 Motes

With this spell, the sorcerer floods the air around him with Essence allowing it to move and effect the world around him with great physical force. This spell remains in effect for the sorcerer’s permanent Essence in hours, during that time the sorcerer may direct the air within his permanent Essence x 10 yards to act as his hands, having an effective Strength equal to the sorcerers’ Intelligence + Essence and with Dexterity equal to the sorcerer’s Perception. The winds and solidified air may manipulate objects, engage in “hand to hand” combat, or even wield weapons depending on the sorcerer’s ability. The Arms of the Zephyr may use either the Punch or Clinch maneuvers and may wield weapons with ability equal to the sorcerer’s rating in that ability -1.

  • Example: Ledaal Caromon, Air Aspect Sorcerer, has cast Arms of the Zephyr and wishes to smack Random Extra #2 with a punch made from solidified wind. This attack would be made using Caromon’s Martial Arts ability, in this case 4 -1 for the spell’s penalty and using his perception of 3 for Dexterity, resulting in a dice pool of 6 before the punch manuver's acc modifier.

Note that this is in no way a subtle effect and the winds and air currents created by this spell are immediately obvious for what they are.

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