SolarLore/Heru

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Revision as of 22:48, 18 May 2008 by Heru (talk) (My Comments to Comments)
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Solar Lore Charms

Creation Dominates Chaos Technique

Cost: --; Mins: Lore 4, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Chaos-Repelling Pattern

As the Lawgiver rises in knowledge and Essence his connection to Creation naturally rises. This Charm permanently enhances Chaos-Repelling Pattern by reducing its mote cost to 4 and turning its Duration to Indefinite.

Armies March Against Chaos Method

Cost: --; Mins: Lore 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Chaos-Repelling Pattern

Sometimes more than just the Lawgiver himself must brave the churning chaos that is the Wyld. This Charm enhances Chaos-Repelling Pattern by enlarging its sphere of influence to surround and protect a Magnitude number of people equal to the Solar’s Essence.

The Four Arms of the Sun

Cost: --; Mins: Lore 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Like their patron the Unconquered Sun, the Lawgivers are not restricted to mortal limitations. This Charm permanently enhances the Exalt’s capabilities by removing the limitation on the number of specialties a character may have for any one Ability. The rule that only three extra dots may be added to a dice pool remains, however.

At Essence 6+, a Solar may increase the max he is able to have in specialty. At Essence 6 and 7 the max becomes 4, at Essence 8, 9 and 10 the max is 5.

Eternal Lawgiver Domain

Cost: --; Mins: Lore 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Lore Excellency, Terrestrial Circle Sorcery

Practitioners of Sorcery know that spells remain in existence without the need for the commitment of motes. The shining might of the Lawgivers is such that they are capable of pushing their Charms to the extent that they begin to show some of the non-commitment nature of spells. This Charm permanently enhances the Exalt’s capabilities by reducing by half the amount of motes committed by all non-Instant Charms they cast. The amount of motes committed to maintaining a Charm can never be reduced below one through the use of this Charm. If the reduction by half would reduce it below the number than the commitment cost remains at one.

(NOTE: This Charm will probably have its Essence and Ability minimums increased to either 5 or 6, depending on how I feel. As it currently stands I feel that it is to low, Essence 3 should not allow the reduction in commitment of motes to Charms.)

Wave of the Lawgiver’s Judgment

Cost: 5m; Mins: Lore 3, Essence 3; Type: Simple (Speed 4)
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: None

Like the energy of the sun, the Lawgivers can call upon solar fire to smite their enemies. This Charm causes arcs of Essence to manifest from the Exalt’s body, the exact location varies from Exalt to Exalt as does its general shape and appearance. This Charm is a Lore-based attack with a dice pool of (Dexterity + Lore + Essence) and a Range of (Essence x 10) yards, which cannot be exceeded. Due to the nature of the wave of magical energy the attack cannot be blocked or dodged except through the use of a Charm or other like magic. It always hits its target. It deals five base points of lethal damage, before adding attack successes of (the Exalt’s Strength + Essence). As a Holy beam of energy the attack does aggravated damage to Creatures of Darkness.

(NOTE: Dreams of the First Age book has a Solar Thrown charm that creates beams of Essence. I will probably use that as the Charm in my games but I will not remove this as I do not remove Charms once created.)

Unforgiving Solar Judgment

Cost: --; Mins: Lore 3, Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Wave of the Lawgiver’s Judgment

Always equipped for battle are the Lawgivers, even when they are unarmed and supposedly defenseless. This Charm permanently enhances Wave of the Lawgiver’s Judgment by increasing its range to (Lore x Essence x 10) yards. In addition, the Charm makes it so that uses of Wave of the Lawgiver’s Judgment cause aggravated damage to all creatures, not just those of darkness.

Increasing Dragon's Blood Philosophy

Cost: 10m, 1wp or 15m, 1wp; Mins: Lore 7, Essence 7; Type: Simple
Keywords: Obvious, Training
Duration: Instant
Prerequisite Charms: Terrestrial Edification Program, Supreme Perfection of Lore

Their exists among some Solars the philosophy that without good Dragon-Blooded lieutenants the Lawgivers cannot truly reach their true potential. This Charm was created by a group of Solars who felt that for the Dragon-Blooded to truly reach their potential then they need to regain their close connection to the Elemental Dragons. In otherwords, they need high Breeding once again. This Charm may only be used on an already Exalted Terrestrial, it has no effect on mortals, Celestial Exalts or Dragon-Blooded with Breeding of 5 or Legendary.

Dragon-Blooded of less than Breeding 5 who are targeted by this Charm must make an (Essence + current Breeding) roll at difficulty (current Breeding + 1). The Solar Exalt may aid the Dragon-Blooded by adding a number of dice equal to (1/2 Essence) by spending an addition five motes, making the total Charm cost be 15 motes, 1 Willpower. Failure results in nothing, unlike the Dragon-Blooded version their is no penalty. Success causes the Dragon-Blood's Breeding to increase by 1. This is considered a Training effect and costs five experience points (maximum Breeding 5).

Legendary Blood of the Dragons

Cost: --; Mins: Lore 8, Essence 8; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Increasing Dragon's Blood Philosophy

Sometimes the Lawgivers come to the conclusion that Breeding 5 is not enough for their most loyal Dragon-Blooded minions. This Charm permanently enhances Increasing Dragon's Blood Philosophy by allowing it to be used on Breeding 5 Terrestrials to make them Breeding 6, or what is known as Legendary Breeding. All the normal rules of Increasing Dragon's Blood Philosophy applies.


Commentary

Half think that the breeding changing effects should be in Solar Medicine really...but that aside the only thing I would put against this is a matter of scope, religion and setting. First of all there were in the first age just sooo many Dragonblooded no Solar would want to go around fixing them all. Maybe just liutenants. Second is it is stepping on the very powerful toes of the Dragons though of course any of them with enough ego doesn't care for that. Third is that in the first age any Solar could have their pick of even the most purely bred Dragonblooded. These are more...second age charms but needing first age power. Myself, I went with a Sorcery route for this sort of thing.

Ok looking at the rest. I like the ones about protecting others going into the Wyld. The Specialty enhancer is good too. I am opposed to Eternal Lawgiver Domain on the basis of the point of committed motes in the game. Energy beams when they show up for Solars are generally survival based and that does feel to me stepping onto the toes of Blooded and Abyssals. -BogMod

I wanted comments, and I got comments - and I am appreciative of them. Choosing what Ability was the hardest thing about the Dragon-Blooded enhancement Chart. I choose Lore because it was a Training Effect and a spiritual think. I also based it on the Dragon-Blooded Performance Charm in DotFA which smacks people and makes them more powerful. Your right about its place, I figured its either a First Age charm used by a few Solars or a Second Age charm devised after they reached points of advancements to try and bring about a return to the past. Sorcery is a very good place for it, and in fact if I hadn't read the First Age book with the Dragon-Blooded version I would have gone sorcery myself.

After thinking about it for a while I think the stats for Eternal Lawgiver Domain are to low. I think it should be either an Essence 5 Charm or an Essence 6 charm. I cannot see it being at this low of a level, I need to figure changed prerequisites and modifies and stuff before I can change it.

About the energy beam charms, I created this a while before DotFA came out and provided official energy charms in Thrown. I refuse to delete these because they are cool and I wouldn't want to destroy something creative. But I figure they are no longer really needed as the official charms are kinda cool.

Again, as I said and probably will continue to say, thanks for feedback, its nice to have readers of my stuff as well as people commenting on their fluff and rules base. -Heru