Sorcery/GoldenCatSapphire

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Sapphire Circle

Fivefold Binding of Secrets
Cost: 30 motes
Secrets should be respected. Oaths should be enforced. With this Spell the Sorcerer sanctifies an oath of secrecy by calling Heaven's Silencers: five emerald maidens, each without a mouth appear around the oath-making character to bind his words, each holding a single emerald sash. Each sash covers his words and then his lips, wrapping about the character in a sense of claustrophobic bondage for a second before vanishing. Thereafter the character cannot speak of it or communicate it in any way - not with writing nor painting nor words. He will even flat-out deny it if it is asked to him - this Spell compels that the secret be hidden, although the character never needs to pull any more effort into hiding it than stating a negative when asked - he can make it easier for the secret to be uncovered in more indirect ways. The only way to get this information out of the character is to look within his mind or to shatter this spell with Sapphire Countermagic.


Gathering of Crystal Midnight
Cost: 50 motes
To enact this powerful spell the Sorcerer must write the True Names of a number of entities(no greater than his Essence+Compassion) capable of dreaming on leaves before burning them in a fire. Stoked by the leaves the leaves blossoms into multihued gossamer before freezing into a detailed miniature of a crystal palace of frozen flame. This miniature, no larger than a man's head, lasts for six days. When the entities whose names were in the burnt leaves next sleep they find themselves standing before a great pearlescent gate. Behind them lay their dreams, and before them the road past the gate and into the palace conjured by the sorcerer. Should the dreamers decide to walk into the palace they will find themselves meeting all others named into the leaves who have also chosen to walk into the spell - and in that ambient they can socialize for as long as they remain sleeping. Their recollection of the events in the palace will be perfect upon waking up. Any of the assembled may leave any time they wish, and others may wish to follow them into their dreams.

While it is only their minds and souls that exist within the dreamscape they appear with all clothing and gear they would imagine themselves wearing. Artifacts and Hearthstones harmonized with the user's essence will appear in his dream form with their full capabilities. Fair Folk are able to change their shape and use Shaping Actions within the dream. All others can take Physical and Social actions as well, but damage taken in the dreamscape does not carry to the body - those knocked unconscious merely oversleep, whereas those killed in the dreamscape lose 4 temporary Willpower and do not get to roll to recover Willpower from their night's rest. Dream-death is also disorienting to those waking up.

The palace and the shared dreamscape remains for six days, one for each of the Maidens, plus Luna, lady of Dreams. Each passing day the palace is blessed by a different Maiden - from Mercury to Luna - emiting a constant glow the color of its blessing Maiden, with decorations and architecture changed ever-so-slightly each day to fit the nature and characterstics of its blessing Maiden. The palace turns into a chaotic silver on the sixth day before eroding into a small Wyld-vortex at daybreak. Those looking at the castle can see miniatures of those currently inside, although they cannot hear their voices. This spell is broken if the miniature breaks (it is as resilient as a normal crystal sculpture) or if Sapphire Countermagic is cast upon it or the dreamscape. Breaking the spell affects all those currently inside as if they were killed within the dreamscape.

Each Maiden blesses the palace differently on every day, adding a one-die enviromental bonus to certain actions within the castle...

  • Mercury's Blessed Day adds a bonus to all attempts at planning journeys.
  • Venus' Blessed Day adds a bonus to all attempts to make, change or strenghten relationships.
  • Jupiter's Blessed Day adds a bonus to anything on the purview of Lore and Occult, and all attempts at breaking puzzles.
  • Mars' Blessed Day adds a bonus to all combat abilities, and all rolls related to councils of war.
  • Saturn's Blessed Day adds a bonus to all attempts to end relationships, alliances and allegiances.
  • Luna's Blessed and Last Day adds a bonus to all artistic and creative endeavors.

Jewel-Heart Ignition
Cost: 40 motes
The Essence of a Celestial Sorcerer is a wellspring of power - a castle of light able to craft Essence-constructs that can level cities and break armies. This Spell teaches the Sorcerer to harness the wellspring of his Essence and shape it into a Dragon Line, capping it with a Manse made of their very being! When this Spell is learned the Sorcerer maps his own Essence over the course of a few weeks studying the intricacies of his own internal Essence flows and understanding how to shape one of his four thrones of Virtue into a chamber for a Hearth for Creation's bounty. When this Spell is purchased the player must work with the Storyteller to come up with four possible Hearthstones that his character can shape into being - each one having a rating equal to one of his Virtues and being appropriate to the character's nature and the manner in which he expresses his Virtues. Treat major changes to the character's nature and permanent changes to his Virtue ratings as architectural alterations to the Manse, adjusting the Hearthstone's abilities properly. When casting the Spell the Sorcerer can choose to ignite one of his Virtues as a Hearth for a number of hours equal to the rating of the ignited Virtue. Doing so burn a temporary Virtue dot, much like channeling the Virtue would. After the spell is cast the character becomes a vortex of power, Essence flaring about himself in a fashion not unlike heathaze as the stones appear: ignited Temperance makes a stone appear on the Sorcerer's forehead, ignited Compassion makes a stone appear over his Heart, ignited Conviction makes a stone appear at the base of his throat and ignited Valor makes a stone appear centered in the chest just above the stomach.

These Hearthstones work as normal ones for all purposes - including Essence regeneration - as if socketed in a Hearthstone Amulet in the sorceror's body. If the Sorcerer channels an ignited Virtue it gives its bonus as automatic successes instead of dice. The Sorcerer can cast this Spell successively to ignite more than one Virtue-path at a time, but that is not an adivsable course of action: each Virtue-path ignited after the first deals its rating in unsoakable, automatic levels of Aggravated Damage to the character when their effect dies down. The Virtue, while ignited, burns brighter than ever before - the character must spend 2 willpower to fight off their virtue compulsions instead of 1.


Logic Whirlwind
Cost: 20 motes
Knowledge is power. And power should be kept hidden. Those are the tenets of the Forbidding Manse of Ivy that guide the use of this spell. This spell must be cast under the star-lit sky, without even the hint of moonlight. Calling upon the names of the 37 Librarians of the Forbidding Manse of Ivy the Sorcerer directs this power over a source of information - a Book, Diary, Crystal Tablet or Painting - to render its contents an irrecognizable mess. Anyone attempting to gleam information from it other than the Sorcerer will see it as mere gibberish - the Sorcerer knows the code that gives logic to the chaos like the librarians who glide between the chaotic shelves of Jupiter's sanctuary. The Sorcerer can impart this code to others with the expenditure of 1 mote. Those attempting to crack the code can roll Intelligence+Lore or Investigation with a difficulty 10. Success means a single one-sentence fragment of information is gleaned. The code is intelligent, however, and will attempt to obscure itself the more it is analysed, increasing the difficulty by 1 for each attempt by the same person or group.

This Spell is even more potent when different sources of information are whirled together: if such is done the information is shared between them all. Countermagic can then only be used if all objects are gathered together in one place to be targeted, and those attempting to gleam information through the code are limited to an ammount of information that is divided by the number of different objects whirled when the Spell is cast: if 20 Diaries are mixed together only one-twentieth of the information - or the fraction correspondet to the number of volumes in the investigator's possession - can be gleamed from it. This severely limits the ammount of information that can be gleamed even if the investigators do manage to suceed on their rolls.


Touch of Balance
Cost: 40 motes
With this Charm the Sorcerer calls upon the principle of balance in the shape of Amethyst Goddess Liara - lending another her gift and her semblance. When this gift is given to those of awakened Essence the Sorcerer gifts another with the same capabilities of Harmonious Amethyst Assumption - below - for a number of hours equal to the Sorcerer's own Essence rating. Those unaware of the shape of the world and whose Essence is muted - Mortals - are unable to handle the gift of balance, however, and it overwhelms their Form! Unable to control the sorcerous power that courses through them the Mortal crystallizes, their spark of Essence existing for nothing other than to respire power to remain in balance: the Mortal becomes an Amethyst Statue(which can be destroyed as an Iron Statue) until Sapphire Countermagic is applied to break this effect. It is otherwise permanent. However, the effects of the Amethyst, which the Mortal cannot hold, pour forth in waves of harmony: all those who come as close to the statue as the Mortal's (Compassion x2 yards) receive the effects of Balance. This effect persists as long as they remain within range.


Graceful Divine Mask
Cost: 40 motes
Thou Art I. And I am Thou.
I am Wayang, Lord of Silence, and I shall be thy noble chariot!
Since before there was humanity, beings of Creation have interacted with their deities in a very personal manner. The ochiliké of the Dragon Kings became one with their Gods, receiving their mind and power. Even today, many Mortal and Exalted still allow Spirits to Ride their souls, receiving with it the power of a deitiy! However, to be ridden is not the only way to hold divine power on your own hands. A different method known to the Celestial Sorcerers is named Persona, the ability to channel, through their own personality, the power of a Spirit that matches their own soul. A Persona is not the Spirit in and of itself, but rather his imprint upon the world, a link to the very wellspring of its power formed by a kinship and a contract made between its soul and the Exalt's. To enact this contract the Sorcerer must commune with the principles behind his own soul at Calibration - rolling Occult+the Spirit's Defining Virtue at a difficulty equal to the Spirit's Essence(which cannot be higher than the Exalt's Permanent Essence+2). If successful the Spirit's image will appear juxtaposed with the Sorcerer, lending him its power! Defining Virtues works as follows:

  • Compassion: Spirits assossiated with Creativite Endeavors, Love, Emotions, Protections, the Element of Wood.
  • Conviction: Spirits assossiated with Endings, Journeys, Destiny, Nessessity, Shadows, the Element of Earth.
  • Temperance: Spirits assossiated with Higher Awareness, Crafts, the Elements of Air and Water.
  • Valor: Spirits connected with Physical Prowess, Agressivity, Dominance, the Element of Fire.

Many Spirits will fall upon two or more of those categories, but it is only in one that its Persona manifests to the Sorcerer. It is, after all, a single aspect of its being, one that is kin to the Chosen, and its appearance in the Chosen's Anima is as much based on reality as in the Chosen's personality and views of the Spirit and its Legends. Thereafter the Sorcerer has the Spirit juxtaposed with himself. He can invoke this Spell to make this connection clear for a number of hours equal to his rating in the Defining Virtue of his Persona and receive a number of abilities from their contract. During this period the Virtue crystallizes as a Mask about the Sorcerer's face - resembling a Ballroom Mask for a Spirit of Compassion, a Drama Mask for a Spirit of Temperance, an Oni mask for a Spirit of Valor and a smooth mask with no features but eyes for a Spirit of Conviction.

As long as the mask remains in their faces the Sorcerer may use a number of Traits from the Spirit(Attributes, Abilities, Virtues, Natural Soak, Charms or powers such as Octavian's Oil) equal to his Essence Rating as if they were his own, and when meeting face-to-face with the Spirit, or any of its assossiates and subordinates, the Sorcerer receives a number of Automatic Successes in all Social rolls equal to his Essence. Further, the Sorcerer can spend a Virtue Point(with the usual per-story limits in its recharge) in the Defining Virtue of the Spirit to flare to iconic level and have his Persona appear before him in physical form, able to take one action independent of the character. Finally, for better or worse, the Sorcerer is vulnerable to all effects that target the type of being he is now assossiated with(such as Members of the Celestial Bureaucracy, Elementals, Demons or Demons of a Particular Yozi... but not Spirits in general).

As long as the contract is mantained - even when this Spell is not in effect - the character is considered possessed, and cannot benefit from being ridden from Spirits or to be possessed by any other sort. Abilities that break possession will end this Spell, as will Sapphire Countermagic. The Player chooses the Spirit he attempts to call upon; the character does not, as it is the Spirit who feels the blind call of the Exalted, and sensing a kinship with its soul, allows it to become one with the wellspring of its power. This choice is purely personal and not based on either of their agendas, and the Solar is protected by ancient treaties from this power being simply taken away from them on a Spirit's whims, but if the Exalted commits acts that go against the Spirit's own agendas, it is likely to hunt down the Sorcerer with all its might.


Assumptions

Those are balanced on the idea that Incomparable Body Arsenal gives 25 points to distribute between its weapon statistics every turn in the same way as Wood Dragon's Claw atop of all its other capabilities.

Something which is only fair considering it had similar - even better - weapon statistics than Wood Dragon's Claw when both were printed in the Corebook.

Huang's Treasure

Those Charms were created by Cian Huang, The Bejeweled Prince, a Sidereal who was utterly consumed with jewelry and gem-cutting, studying the ways they interacted with Fate, Heave and Earth, creating a veritable treasure trove of spells that brought about the aspects of those gemstones forth on his body.

Carnelian Aegis
Cost: 30 motes
For a number of hours equal to her Valor this Spell transforms the Sorcerer in a creature of elegant carnelian. She shines as she moves with a body smooth like clean-cut gemstone, radiating heat and vitality! During this period, the Sorcerer...

  • ... becomes immune to frostbite, suffocation, poison and pressure as well as all damage based on fire and heat.
  • ... increases his Physical Attributes by 2.
  • ... increases his Valor and Compassion by 1, even raising them past their maximums. He cannot suceed on Temperance rolls for the duration.
  • ... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by 10L and 10B.
  • ... strikes like white-hot embers. The Sorcerer moves wreathed in heathaze, Essence heated almost to ignition dispensed with each of his blows. This causes the Sorcerer to receive benefits equivalent to the Fire Aspect Anima Power. Those damaged by the character's attacks burst into flames - receiving the damage of this Anima for the next 4 turns unless they spend an entire turn attempting to put out the flames. He increases the damage of his strikes by his Valor atop of the bonus from the Fire Aspect Anima Power - this happens in an explosion of heat that sends waves of heathaze flowing from his opponent together with wisps of coruscating Essence. This is not always a good thing, however: the Sorcerer will leave scorched marks on the ground if he spends more than five turns standing still as well as burn any flammable object that remains in his contact for a like ammount of time. The effects of this power come from heat, rather than flame, for all effects that make a distinction between both.

Diamond Fire Heart
Cost: 30 motes
A Diamond's fire, its shine, is beautiful, dazzling... but it can only be an empty, emotionless beauty. With Diamond Fire Heart, the sorcerer shifts his body into beautiful organic diamond. His features perfected into a work of art, protected with the unbreakable hardness of Diamond, eyes like an artwork for the gods, heart hardened into a timeless masterpiece, every bit as beautiful, every bit as cold. In this form, the sorcerer...

  • ... becomes immune to suffocation, poison, heat and pressure.
  • ... increases his Strength, Stamina Appearance and Manipulation by 2, even raising them past their maximums.
  • ... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by 14L and 14B.
  • ... adds his Essence to his Temperance and Conviction, even raising them past 5.
  • ... loses his empathy, setting his Compassion to 0 and becoming unable to suceed in Compassion rolls.

This does not make the character deliberately cruel, but simply makes him not care. He will be detached from the world, ignoring any and all suffering, and for some, even all life around them, making no difference between what is alive and what is not. The sorcerer remains in diamond form for a number of hours equal to his modified Temperance.

However, every Diamond has a flaw. Someone opposing the Sorcerer can spend an action observing him and make a Perception+Craft(Jewelry) roll at a difficulty equal to the Sorcerer's Essence. If successful, the opponent sees the Diamond's flaws and may attempt to strike at them in subsequent turns. To strike the flaw, the opponent must add the Sorcerer's Essence to the difficulty of his attack(the more enlightened the sorcerer, the more flawless the Diamond). Striking at the flaws ignore the Soak and Hardness given by this Spell. The Diamond shards chipped from the character's wounds are real diamonds shards, and persist after the Spell ends.

Harmonious Amethyst Assumption
Cost: 30 motes
Amethysts are stones of thought. Geomancers know how to use these stones of soothing violet colors to make one focused as cornerstones of regalia or household - bringing clean thoughts, staving off madness and intoxication and keeping many lucid in the throes of hallucinogenic effects. This Spell makes the Sorcerer one with this balancing influence. For a number of hours equal to the Sorcerer's Permanent Essence his flesh is transubstantialized into the purest possible cut of amethyst. His Anima continually shines from within it in sober patterns that describe the serene enlightement attained by the Sorcerer's soul always in the last hum of this Spell's incantation - when the Sorcerer lets go of all strong emotion and reaches the balance needed to assume the amethyst harmony. In this form, the sorcerer...

  • ... becomes immune to suffocation, poison, heat and pressure.
  • ... increases his Strength and Perception by 1 and his Stamina and Intelligence by 4, even raising them past their maximums.
  • ... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by 10L and 10B.
  • ... halves the visibility of his anima. He never becomes iconic unless he wishes to.
  • ... sets all Virtues to 3, regardless of their normal rating.

The Sorcerer becomes perfectly harmonious while his body is amethyst. Together with setting his Virtues at 3, his emotions become Balanced - Balanced characters become immune to all compulsions - including Virtue compulsions(but not to garnering Limit), being impervious to any effect that would unbalance, change or dull his moods and thoughts, be it with Charms, hallucinogens, alcohol, or the influence of Derangements. Balanced characters will not become morose, euphoric or needful and always think with perfect clarity, ignoring any penalties based on unnatural focus, emotions or other wordly distractions. With Balance comes the ability to share - even such gifts as Balance itself. By touching a target and spending 1 mote the Sorcerer can make them receive the effects of Balance. This can be used whenever the Exalt strikes another or just touches them. This breaks any and all mood-altering effects (a broken Virtue Compulsion may not set again for the remainder of the scene) and ends all external influences on one's mind.

Mask of Malachite Whispers
Cost: 40 motes
Through viridian hues malachite describes the arcs as it grows, rings that represent the layers of secrets within all those who behold it, whispers and secrets unveiled in the salons of one who keep the enigmatic works of such a gemstone. Becoming one with the essence of the Malachite the sorcerer feels his secrets slipping away into the rings within his soul as those who behold his form of eternal growing layers see their secrets disappearing into its nothingness! For a number of hours equal to the Sorcerer's Permanent Essence his flesh hardens into Malachite, his face disappearing into a mask of the viridian gemstone! In this form, the faceless Sorcerer...

  • ... becomes immune to suffocation, poison, heat and pressure.
  • ... cannot have his intentions, desires, feelings, mind or soul unveiled by another, be it with Charms, Sorcery or other abilities. He can only give away secrets of his own free will - magical coercions will be met with nothing but silence.
  • ... deals lethal damage with his unarmed attacks and increases his natural Soak and Hardness by his Stealth + Essence. His resilience is proportional to his ability to hide secrets - as he is now one.
  • ... increases his base damage by his Larceny score and draws a single secret from all enemies struck by the Sorcerer even if the attack deals no damage. His prowess is proportional to his ability to steal secrets.
  • ... adds his Essence in dice to all Stealth and Larceny and Occult and Lore rolls.

If this Spell is ended due to Countermagic the adept's own soul shatters like an open book - those catching the falling shattered pieces of malachite that are strewn about the ground around the Sorcerer like fallen leaves of autumn can use them to learn a single Secret of the Sorcerer per shard with a Perception+Lore roll at a Difficulty equal to the Sorcerer's Permanent Essence+2 - or using a simple Thaumaturgical ritual that obliviates the need for a roll. For the purposes of this Spell Secrets are defined as things that the character does not wish anyone else to know.

Alchemical Panoply

Orichalcum Heart Banner
Cost: 20 or 30 motes
For one hour the Sorcerer infuses his body with the unconquered Essence of Orichalcum! A great banner unfurls from his back up to twice his size with his personal crest as his skin glistens with gold and his eyes with everflowing golden magma. His voice receives imprecations of command and universal unity, his wrath terrible to behold. The Sorcerer receives his Essence in automatic successes to Social rolls and becomes immune to fear, suffocation, poison, heat and pressure. His Soak and Hardness by 14L/14B - this Soak is natural for all purposes that are incompatible with armor but counts as armor for the purpose of soaking Aggravated Damage. It cannot be bypassed or pierced in any way. He cannot be knocked down or knocked back. As a final benefit he becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.

The Sorcerer deals Lethal damage in his unarmed attacks and receives the Orichalcum Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Orichalcum weapons and armor or those of other Materials. This bonus is already considered in the Soak granted by this Spell.) The Sorcerer can attune to Orichalcum weapons in the same manner as a Solar.

Casting this Spell costs 20 motes for Solar Exalted and 30 motes for all others.

Falling Star Shards
Cost: 20 or 30 motes
For one hour the Sorcerer infuses his body with the auspicious Essence of Starmetal! Stardust flows about his form as his skin dims with the darker hue of Starstone, shimmering with all the colors of the maidens as light slides off him. His skin and eyes are freckled with white as if from the diamonds in heaven, shining and dimming with every step in near-hypnotic qualities. His voice becomes crystalline, filling the air with eerie echoes of past, present and future. The Sorcerer receives his Essence in automatic successes to all Astrological rolls and becomes immune to suffocation, poison, heat and pressure. His nails become long and hard as knives - those give the Sorcerer's unarmed attack the profile of Starmetal Short Daiklaves. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by 6L/6B and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.

The Sorcerer deals Lethal damage in his unarmed attacks and receives the Starmetal Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items . (with the Magical Material Bonus added again to Starmetal weapons and armor or those of other Materials. This is already factored in the statistics of the Sorcerer's sharp nails.) The Sorcerer can attune to Starmetal weapons in the same manner as a Sidereal.

Casting this Spell costs 20 motes for Sidereal Exalted and 30 motes for all others.

Five-Jade Dragon
Cost: 30 motes
For one hour the Sorcerer infuses his body with the solid Essence of Jade! His skin becomes crystalline in the many-hued tones of Jade, his every word thunder, his every step quake, his every movement flicker of flames. His manner becomes draconian - skin scaled, hands claws, eyes slitted. The Sorcerer becomes immune to suffocation, poison, heat and pressure. The compassion of Green Jade allows him to deal Lethal or Bashing damage with all attacks as he chooses. The grace of Black Jade steers his attacks well: he supplements attack rolls with one extra automatic success for each three dice rolled, rounded down. The reliability of White Jade ensures reasonable damage: he supplements damage rolls with one extra automatic success for every three damage dice rolled, rounded down. The force of Blue Jade knocks opponents back one yard for each level of damage inflicted. And the swiftness of Red Jade adds +3 to his initiative. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by 6L/6B and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.

The Sorcerer deals Lethal damage in his unarmed attacks and receives the Jade Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Jade weapons and armor or those of other Materials.) The Sorcerer can attune to Jade weapons in the same manner as a Terrestrial.

Moonsilver Spectre
Cost: 20 or 30 motes
For one hour the Sorcerer infuses his body with the quimerical Essence of Moonsilver! His skin becomes argent and ever-shifting in moonlight hues and beast forms, a hand becoming as a wolf's jaws and back like bird's wings for a moment before sliding back into human form that appear to wish to flow away. In his eyes are the ever-shifting Wyld that informs his every movement. The Sorcerer receives his Essence in automatic successes to all rolls involving movement (including Dodges and escaping from any manner of bindings - the character is able to flow through obstructions such as gates as if they were not there in his movement) and becomes immune to suffocation, poison, heat and pressure. His flowing movements make it so opponents cannot precisely determine the Sorcerer's location: he can make close combat attacks against anyone within (his Essence x5) yards, and the target subtracts his Wits from all dice pools to defend against him. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by 6L/6B and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.

The Sorcerer deals Lethal damage in his unarmed attacks and receives the Moonsilver Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Moonsilver weapons and armor or those of other Materials.) The Sorcerer can attune to Moonsilver weapons in the same manner as a Lunar.

Casting this Spell costs 20 motes for Uncasted Lunar Exalted and 30 motes for all others.

Soulsteel Colossus
Cost: 20 or 30 motes
For one hour the Sorcerer infuses his body with the tragic Essence of Soulsteel! His skin becomes pitch-black with all those he has ever killed appearing on its metallic surface like spectres of yawning souls. His voice becomes echoes of the Sorcerer's and that of his victim's, his eyes gates to oblivion itself! The Sorcerer receives his Essence in automatic successes to all rolls dealing with the dead and becomes immune to fear, suffocation, poison, heat and pressure. He increases his Strength and Stamina by 4 and cannot suceed in Compassion rolls. He can drink blood for Essence at 3 motes per Health Level. As a final benefit the Sorcerer increases his Natural Bashing and Lethal Soak by 10L/10B and becomes unbreakable - all damage done to him is converted to Bashing before soak, unless the attack could damage one of the Five Magical Materials.

The Sorcerer deals Lethal damage in his unarmed attacks and receives the Soulsteel Magical Material bonus to his armed and unarmed attacks, to his armor and to his other items (with the Magical Material Bonus added again to Soulsteel weapons and armor or those of other Materials.) The Sorcerer can attune to Soulsteel weapons in the same manner as an Abyssal.

Casting this Spell costs 20 motes for Abyssal Exalted and 30 motes for all others.

A Change

Imbue Amalgam
To create an Amalgam, one bounds a creature that cannot already channel Essence to an item - something the capabilities of the Amalgam are worked around. Cards, Weapons, Artifacts, Paintings... something grand, of a certain legend, which becomes part of the Amalgam, and through it, the Sorcerer grants one legendary power. Besides the capabilities written Savant and Sorcerer, the Sorcerer can give the Amalgam combos at 1 mote per Charm in the combo. Those tend to have physical manifestations in the Amalgam. More importantly, the spell now has an Experience Cost. It costs 1 Experience Point per every 5 motes sank into the Amalgam.

This keeps Dramatic Balance - main characters will usually only have one or two important creations of which no more are made, while antagonists - in particular the old and mad - will have a cadre of unique, especialized servants.

Similar spells of empowerment would receive similar Experience Point costs.




= Comments

In regards to Harmonious Amethyst, I think it's a neat spell, but I do have a question: Why is it that when you pass the spell along to a being with awakened essence the spell expires naturally at the end of its duration, but when you pass it along to a mortal the effects are permenant?-Ambisinister

The real reason is because I like the sad idea of a person turned into a beautiful crystalized statue exuding inner peace, and it has the greek myth thing about Amethyst! And the actual game reason, it is probably due to the spell taking over the body and making it fully into amethyst, and using its proccesses and everyone's natural essence respiration to become self-sutaining. Instead of using it as a weapon they let it take them over, which makes it live with them instead of simply fading away. ~GoldenCat