Combat/Sorcery

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Revision as of 20:33, 11 April 2006 by Adamiani (talk)
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Combat Sorcery

by BrokenShade

As sorcery is slow, Terrestrial Circle Sorcery is what most people use in combat

Suggestions are

Offence

  • Against One Opponent
Flying Guillotine
  • Against One Opponent with lots of Dodge or Parry dice
Thunderwolf Howl
Titan's Icy Breath
  • At Very Long Range
Flight of the Brilliant Raptor
  • To Kill Lots of Extras
Death of Obsidian Butterflies
Sting of the Ice Hornets
  • To Incapacitate someone with a Perfect Defence
Internal Flame

Defence

  • Virtuous Guardian of Flame (cast it long before combat, hide the flame in a lantern)
  • Invulnerable Skin of Bronze (which stacks with armour)

Comments:

Sting of the Ice Hornets is single target... also, in it's new form in S&S, it's unparriable and... well, the wording could imply it's an all or nothing dodge, but I don't know. It's certainly at least a little harder to dodge than normal.
-- Darloth

Internal Flame can be parried with charms, and is thus not a good anti-perfects spell if the target is relying on perfect or semi-perfect parries-- HGD or ItF, for example. It hurts dodge monkies, though, much as Sting of the Ice Hornets will hurt melee parriers.
-- ADamiani