XerExaltedLite/ElementalPaths

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The Elemental Paths



These rules replace the Elemental Paths for Dragon Kings, though many of them copy Charms from either Dragon-Blooded or Path powers. They are still, technically, Charms, however they work much like Dragon King Paths - each has a Prerequisite equal to the Path Level in Essence and their tied Ability, and the previous Charms in the Path.

Dragon Kings, naturally, only see their Paths rise to level 6. Some Dragon-Blooded see 8, though only the likes of the Scarlet Empress reach such lofty heights of power in the Age of Sorrows. Elementals may even reach 9.


The Core Paths are available to the Dragon-Blooded and Elementals of the specific element only, which provide the direct means by which the elements are controlled. Each Essence rank provides an individual Path Charm, each more powerful than the last. The only prerequisites are the appropriate Essence and the previous Charms in the Path.

The base cost of these is one mote per minute per level of effect (1-9), with an enhanced effect costing a rather large amount of temporary Willpower. Characters must begin with the Essence 1 effect, and spend a minute to either increase the area of effect by an effective Essence or the intensity one step on the chart, up to a maximum of their path level.

Essence 1-3 Core effects are at worst nuisances but can be rather helpful in a number of situations. This changes for the essence 4-6 effects, where helpful turns slightly dangerous and destructive. Activating large-scale Essence 7-9 effects are outright acts of war, if whatever poor nation is subject to them has any strength to fight back afterwards.

Opposing Elementals and Dragon-Blooded may use these powers to also counteract the forces of their chosen Element, and this typically happens to some degree, especially on large scales, with minor Elementals pushing their own way.

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