AbyssalHearthstones/AbyssalLevelThree

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Level 3 AbyssalHearthstones

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Darksky Star by Telgar

Manse •••
Trigger: Concentration

A fist-sized sphere of black crystal with hundreds of tiny pinpricks of light inside, this Hearthstone is formed in the depths of the Starlight Crypt. The attuned holder of this stone adds 3 dice to all astrology/astronomy related rolls and can make readings of the Underworld's stars while in Creation or during the day. The difficulty of rolls made with this stone is always 1, no matter the reading made. Similar stones often form in Sidereal Manses, though they allow reading only the stars of Creation.


Gemstone of Creeping Rot by Ikselam

Manse •••
Trigger: Exhalation (Simple).

This lenticular stone looks to be composed of obsidian, mottled with pale markings that phosphoresce faintly in the dark. When attuned, it allows its bearer to breathe forth a cloud of spores that quickly spread into a carpet of horrid, creeping slime mold. Exhaling the spores consumes the character's dice action for the turn. The mold rapidly expands to cover an area up to fifty feet in radius. It smothers and kills any plants that it engulfs, and swiftly rots through wood and other organic materials. Any wooden object covered by the mold loses one point per turn from both its lethal and bashing soak values; this cannot reduce its soak below zero.

In addition, anyone who accidentally ingests or breathes in the mold's spores risks a grisly death as the mold germinates and spreads through their innards. Treat this as a disease with treated/untreated morbidity 2/4, and difficulty of treatment 2. Treatment generally includes a regimen of herbal tinctures to kill the mold, followed by purgatives to flush it out of the patient's body. Contagion-Curing Touch can cure the mold with a difficulty 1 roll. The mold's virulence is 1 for someone who just walks through it, 2 for someone who touches it, and 4 if it actually gets in the nose or mouth.

After its initial period of rapid growth, the mold continues to spread, albeit at a much slower rate. It immediately withers away if exposed to fire or direct sunlight (Solar anima banners at the 8+ mote level count as direct sunlight).


<b>Shadow-Sewing Stone by Ikselam

Manse •••
Trigger: Dexterity + Crafts roll.

This many-faceted lens appears almost insubstantial, like a piece of solidified smoke. When attuned, it allows the bearer to manipulate shadow as a tailor manipulates cloth and thread. Shadows can be pulled off the ground or walls as sheets, braided into rope or nets, and suchlike. Things made out of shadow can be assumed to have roughly the same strength as silk, but of course weigh nothing and float through the air like drifting spiderwebs. Most shadows are rather transparent; very deep shadows are fully opaque, but are no stronger or heavier than lighter ones.

Use of this power requires a Dexterity + Crafts roll. This is a normal roll if the user wishes to do something simple like pull a shadow off the wall and hide under it, or grab a handful of shadow and swirl it about in order to confuse attackers. It is extended if he wishes to perform fine manipulation, such as braiding a shadow rope or stringing a shadow sheet across a corridor in order to hide a door. Anything made from shadows will immediately disintegrate if touched by fire or strong light. Non-Abyssal anima flares at the 8+ level can be assumed to produce "strong light"; regular torches do not.


<b>Stone of Wraithly Substance by Ikselam

Manse •••
Trigger: None.

This white, tetrahedral stone is slightly porous, as though carved from bone. When attuned, it exudes a weak aura of death energy. As long as it is nighttime, all ghosts within five yards of the character automatically materialize at no cost, and cannot dematerialize until they leave the area of effect or day breaks, at which point they immediately become incorporeal unless they use another magical power to stay solid. In the daytime, ghosts within the area of effect may materialize at half cost.


Blood-Lust Jewel by WyldSpawn, inspiration by Ikselam

Manse •••
Trigger: Licking or kissing a wound.

This teardrop-shaped gem is colored a deep, opaque carmine, like congealing blood. If its wearer touches his mouth to an open wound, the wounded person will experience a surge of ecstatic, intensely erotic pleasure. When this power is used, the target must make an immediate Temperance check. If she gets even one success, she has managed to suppress her body's reaction and is able to act normally. If not suspicious right from the beginning, then three successes allow her a Perception + Awerness roll for realizeing, that magic was used on her. If she fails, her mind is clouded by pleasure and all her actions for the remainder of the turn are at -2 dice. Also the victim is addicted to the ecstatic feeling and wants more of it. Like every addicted, she is eager to fulfill the wishes of the owner of the Blood-Lust jewel to get her kick, but she is not a fullgrown junky, yet. As a rule of thumb, the longer addicted, the more she would do for her dealer. This means, that the victim is at the beginning not aware of her addiction. To realize it on her own, an Intelligence + Medicine roll with a difficulty of (6 - Temperance of victim) is necessary.

To overcome her addiction she has to make for (essence of the owner of the Blood-Lust jewel)x2 days in a row every day a sussesfull Willpower roll at difficulty 2. A succesfull abstinence does not mean, that the victim automatically knows that unjust was done upon her. The insight of this depends upon how she was treated by her dealer. If one Willpower roll fails, she has to start anew, being "kissed" by the jewel owner or not.

Every time she was "kissed" and fails her Temperance roll, a cumulative -1 is applied on the Willpower dice pool for overcoming the addiction, starting with the second time her temper fails. Of course any days of abstinence are wasted. If no dice remain in the Willpower pool, the victim becomes the ever faithfull slave of the jewel owner doing everything for her. Really everything, even killing herself. If the victim ever botches the Temperance roll, she becomes instantly the faithfull slave. A succesfull Temperance roll allows here to save up any days of abstinence she has cumulated. Three successes additionally remove a -1 penalty from the Willpower pool for overcoming the addiction and a legendary success (5 or more successes) give the victim a Willpower roll, with every success counting as an additional day for overcoming the addiction. If this Willpower roll results in enough successes for overcoming the addiction, the victim is instantly free and knows, that some magic has been done on her.

To use a Willpower point on any Temperance roll the victim has to be suspicious of the owner (and awake, of course). This means, that even a victim trying to overcome her addiction, can be tricked by the jewel owner (e.g. using sex) and therefore not be able to use a Willpower point on her Temperance roll.

Helping an addicted victim is hard, but healing a slave from her state is only possible by magic.

This power may be used while an Abyssal is drinking blood from a victim.


The Death-Speech Gemstone (Book of Three Circles, p. 116)

Manse •••

Stone of Decay (Book of Three Circles, p. 116)

Manse •••