SpellRelay/MultiElemental

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The Fifteenth theme is Multi-Elemental Spells

These spells, like the Ritual of Elemental Empowerment, or Summon Golem, are elementally aligned but have different effects for each individual element. I've always liked these, as well as the way some DB charms do that, so I'd love to see more, and more elemental effects in general are great. For those not writing sorcery, here is a quick reference of all of the 'alternate' elements that are at least mostly canon. (If someone could fill in any associations I get wrong, I'd appreciate that.)

Underworld:

  • Blood - associated with water
  • Bone - associated with wood
  • Prayer - associated with air
  • Pyreflame - associated with fire
  • Jade - associated with earth

Autocthonian: (they have 6, just to confuse everyone. If you need 5, it seems to be that either crystal or smoke is dropped)

  • Lightning - version of fire
  • Smoke - unique, associated with pollution
  • Steam - version of air
  • Oil - version of water
  • Metal - version of earth
  • Crystal - version of wood

Blossoming Veil of the Hereafter - Shadowlands Circle Necromancy -- DeathBySurfeit
Cost: 10 motes
Duration: Permanent

As this invocation begins, wispy veils of dull grey essence coalesce from the air around the necromancer, billowing around him and gathering in both size and momentum as they swirl. Upon its completion they sweep outward, washing first the colour then the very essence away from any mundane matter they touch. What remains is transfigured, corrupted from the body of Gaia to the matter of the underworld.

Each invocation is capable of transforming only one type of element, chosen at the beginning of the spell. Its effect has a radius of 1 yard, multiplied by ten for each point the caster's Essence exceeds 2. The effect, dependant on the matter transformed, is detailed below.

Air
Air turns into the substance of Prayer, perceived as a continuous, wordless sussuration. Anyone within an area of elemental prayer can breathe normally. Mortals are treated as magical beings in the area, and magical beings benefit from Cult +•. Intelligent ghosts and gods alike find the experience very comforting, and many will happily relax there indefinately if no duties or threats are presented to them. Prayer dissipates in one scene unless created in a place of worship.
Earth
Earth turns into the substance of Jade. This affects any metal in the area, turning it into a magically inert but physically pure form of jade. Metal weapons and armour in the area when the spell is cast are considered one quality step better than they actually are, to a maximum of Perfect. The jade may be used as currency, but essence vision of any kind will show that it is worthless.
Fire
Fire turns into the substance of Pyreflame. Although not as viciously corrosive as pyrefire, the blue flames affect creatures normally immune to the ravages of fire, and cannot be extinguished. The only way to 'put out' pyreflame is to bury it.
Water
Water turns into the substance of Blood. This does not replenish essence to ghosts or Abyssals as normal blood does, but tastes equally fine to their palates and attracts predators just as efficiently. Any still body of water significantly tainted with blood will eutrophicate over a matter of weeks, becoming a foul black soup. Mortals within the spell's effect have many of their bodily fluids turned to blood, turning their flesh bloated and crimson. They lose a permanent dot of Appearance, but are no longer subject to bleeding.
Wood
Wood turns into the substance of Bone. Plants become ivory constructs, lifeless and adorned with razor-sharp leaves. Mortals in the area when the spell is cast lose a dot of Dexterity permanently as their flesh partially calcifies, but may apply their full Stamina as a bonus to their lethal soak.

Creation's Lesser Bridle - Terrestrial Circle Sorcery -- Paincake
Cost: 15 motes 1 willpower
Duration: Caster's Essence in Days

Evocation of this spell requires a small amount of each element to be present in its natural state. The caster speaks the requisite words, waves his arms thus over each element, and consumes the portion of each he wishes to control. From that moment until his essence in days later, the caster gains the ability Affinity Element Control as a reflexive charm for each element, though he may only control one element per scene. Also, under duress, the caster may regurgitate the elemental residue within himself should the environment lack it at the cost of 1 Bashing health level. (Underwater, he may regurgitate the air to form a bubble, etc.) After the spell is cast, the caster must wait a month to recast it.


Edict of Celestial Influence - Celestial Circle Sorcery -- Darloth
Cost: 40 motes
Duration: One Scene
Raising their arms to Heaven in supplication, the caster makes a prayer roll (difficulty defined by ST, moderately low) to attract the attention of the maiden in question, although this spell is rarely handled directly by them, and often cases go to an appointed official. Sidereals following the specific maiden are automatically successful, no matter what the difficulty, and charms may be used if the caster is willing to wait an extra turn after casting before praying to initiate the effect. If the roll is not initially successful, the caster may pray (as a simple/ miscellaneous action) as many times as desired during the scene, and eventually should succeed in attracting the desired attention. If for whatever reason they don't, then they lose the motes.

If successful, the symbol of the desired maiden appears writ large in the sky, and it gives off a strong coloured light, blocking out the sun or moon and dispersing cloudcover, casting shadows as if it were the only source of light. In addition to this, there are several effects based on the specific maiden, listed below, and due to the empowering sorcery, these apply to any creatures outside of fate. These effects apply to everyone within an (Essence) mile radius from the point of successful prayer, where the symbol is centred.

Mercury
The Maiden of Journeys blesses the region with her sign, and so all under the area of effect are enchanted as if by the Lesser Sign of Mercury. This stacks with the Lesser Sign if a sidereal chooses to initiate it. In addition, all ranged weapons inside the area of effect travel near-instantly, and can reach with no range penalty any other point within the area of effect - if they travel outside of the area then their range is measured from the point they leave. There is a -1 external penalty on Dodge and Parry DVs when defending against ranged weapons affected thus. Rolls including willpower dice gain one automatic success.
Venus
The Maiden of Serenity blesses the region with her sign, and so all under the area of effect are enchanted as if by the Lesser Sign of Venus (use sorcerer's Essence). This stacks with the Lesser Sign if a sidereal chooses to initiate it. In addition, strenuous and hostile exertion such as combat, social attacks and other things are more difficult. To initiate any kind of attack or potentially lethal effect costs an extra (sorcerer's Essence) motes, even if it cost none to begin with. If a character has no essence or wishes to conserve it, they may spend a point of willpower instead. Flurries/splits incur the cost only once. Beneficial effects are not affected, and there is a generally pleasant air of positive emotions under the area defined by the sign. Mindless undead fall catatonic for the duration, and ghosts often tend to fall to the release of lethe. Rolls including Compassion dice gain one automatic success.
Mars
The Maiden of Battles blesses the region with her sign, and so all under the area of effect are enchanted as if by the Lesser Sign of Mars. This stacks with the Lesser Sign if a sidereal chooses to initiate it. In addition, resisting any challenge to duel under the sign requires the expenditure of (sorcerer's Essence) points of willpower, as does interfering in a duel, and any duelling characters regain (sorcerer's Essence) motes per turn, with the winner regaining a willpower point on victory. Rolls including valor dice gain 1 automatic success.
Jupiter
The Maiden of Secrets blesses the region with her sign, and so all under the area of effect are enchanted as if by the Lesser Sign of Jupiter. If a chosen of Secrets chooses to activate the Lesser Sign during this effect, they and their allies within (Sidereal's Essence * 10) yards gain perfect awareness of everything within the area of effect irrespective of any concealments, magical or otherwise. In addition, all beings within the area of effect can tell at a glance the essence score and essence pool of any other beings they can percieve, know the exact wording and mechanics of any powers used in their sight, and have access to essence sight (even mortals). However, noone under the area of effect can speak or write - information must be exchanged with gestures, body language and eye contact. Rolls including Temperance dice gain one automatic success.
Saturn
The Maiden of Endings blesses the region with her sign, and so all under the area of effect are enchanted as if by the Lesser Sign of Saturn. This stacks with the Lesser Sign if a sidereal chooses to initiate it. In addition, it becomes the nature of things to end. Scenelong charms last only (Essence) turns, things which last a certain number of turns last only one, and turn-long charms are reduced to a single initiative tick. Those which last but one tick are reduced to instantaneous effects, but instantaneous effects themselves are not affected. Things which last longer than a scene normally will expire at the end of the scene, when the spell does. Permanant effects are in theory not affected, as the duration of the spell is too short. Rolls including Conviction dice gain one automatic success.

Imposition of the Void's Domain - Labyrinth Circle Necromancy -- DeathBySurfeit
Cost: 30 motes
Duration: Instant

As necrotic Essence musters at the casting of this invocation, it forms a ravenous maw of Oblivion over the necromancer's head. Fed a sliver of the matter of the underworld, its hunger awakens and blossoms forth in inky tendrils of consumption. The spell affects everything within 100 yards, including himself - he must make the offering personally. The necromancer may choose what the tendrils devour by selecting his sacrifice wisely:

Blood
All living creatures take his Strength+Essence in lethal damage as an environmental effect (soakable only by natural soak).
Bone
All creatures with a skeleton reduce their natural soak values by his Stamina. This damage is permanent to mortals, but regrows at one dot per day for Exalts (or faster, if they have regenerative abilities).
Jade
All mundane equipment made mostly of metal crumbles into fine dust. Magical equipment is unaffected.
Prayer
All magical creatures lose his Manipulation+Essence in motes of Essence. Peripheral reserves are affected first, and do not contribute toward anima displays as though spent.
Pyreflame
All Charms in effect whose invocation cost less than the necromancer's Charisma+Essence are snuffed out, with no further effect.

Elemental Blossom Rubrication - Solar Circle Sorcery -- Moxiane
Cost: 45 motes
Duration: Permanent or a year and a day

This puissant sorcery requires the willing assistance of an elemental with a permanent Essence of at least 4, over the course of a full day (sunrise to sunset), and can only be cast on the first day of a month aligned to the chosen element. The subject of the spell must be ritually purified over the course of a month before the spell is cast, and then must sit still within a circle bounded by precisely crafted jade markers, one for each of Creation's elements (total cost Resources ••••) for the duration of the ritual. At three times during the ritual (at dawn when the ritual starts, at noon and at dusk when the spell completes) the elemental must infuse the subject of the spell with 25 motes of Essence and 1 point of temporary Willpower, and at the third such infusion the subject of the spell transforms into something no longer quite human, becoming part elemental. The physical effects are quite substantial, the new being resembling an amalgam of human and the elemental that participated in the rite.

Although originally developed to enhance the mortal servants of the Solar and Lunar Exalted (the Sidereals having easier avenues for acquiring supernatural aides) it was found to be even more efficiacious when used on their Terrestrial generals, although the spell's duration is significantly shorter (a year and a day) when so used. The exact effects of this transformation depend on the element in question, but some of the are universal across the elements. These effects are given below:

Universal Effects
On mortals: Increase permanent Essence to 2 and gain a pool of motes equivalent to an elemental. Gain the ability to soak Lethal damage with half his Stamina. Gain up to two elemental powers chosen by the sorcerer, and the ability to learn spirit Charms as a God-Blood. Close-combat attacks do +3L damage as the subject's weapons become momentarily wreathed in the element they have been infused with. Finally, counts as having Breeding •• for the purpose of any children they may have undergoing the Terrestrial Exaltation.
On Dragon-Blooded: Gain the ability to soak Aggravated damage as Lethal. Gain up to three elemental powers as chosen by the sorcerer. The cost of all Charms of the empowered element is reduced by 1 mote, to a minimum of 1. His close-combat attacks do +5L damage and he may parry Lethal damage unarmed without a stunt. Finally, the Exalt gains Breeding +• for the purposes of any children he may have Exalting.
Air
All ranged attacks have their range doubled and their Rate increased by 1. Dexterity and Wits each increase by ••.
Earth
Increase soak by a further +6B/+6L and gain Hardness of 3B/3L. Perception and Strength each increase by ••.
Fire
Double ground speed and jumping distance, and three automatic successes on all Join Battle, Join Debate and Join War rolls. Dexterity and Charisma each increase by ••.
Water
Increase Dodge DV by 3, this bonus can be used against unaware attacks. Manipulation and Stamina each increase by ••.
Wood
Regenerate one level of Bashing damage every 5 ticks and Lethal damage at every 10 ticks. Appearance and Intelligence each increase by ••.

If the Elemental Blossom Rubrication had any additional effects when used on the Celestial Exalted then the records have been lost to history, although the tattooed Lunars of the Age of Sorrows are immune to its effects. Amongst those who make it a point to study such things there are disturbing rumours of a similar spell in use by the Abyssal Exalted, albeit with radically altered effects.


Element Harmonising Process - Man-Machine Protocol -- ArabianNinja
Cost: 10 / 15 motes
Minimum Clarity: 2

Because the use of Protocols requires a greater dedication to a narrow field of Attributes and Charms, the Great Maker created this Protocol to help supplement the abilities of those who would chose the Function of the Man-Machine Weaving Engine over other charms. The Element Harmonising Process has various stages in which it may provide its users with great utility.

The Protcol is designed to infuse either the Caster or objects with an Elemental Resonance of an Autocthonian, be it, Crystal, Lightning, Steam, Oil, Metal, or to a lesser degree, Smoke.

For the cost of 10 motes, the Weaver may imbue themselves with a single Autocthonian Element, where lightning may arc around their bodies, or metal plates expand or harden on their skin, they give a great degree of protection. The protective effects mimic those of the (Element-)Inured Frame Charm (E:tA pg 108-109), for a scene or until the Weaver choses to disspate it with a simple action. If this function of the Procol is used outside of the Elemental pole it is associated with, it will not only give the protective benefit, but have the same effect as Terrestrial Exalted Destructive Anima flaring at the 8-10 mark.

For the cost of 15 motes, the Weave may permanently infuse an object no larger than themselves with the essence of a chosen Autocthonian Element. Effects vary, but are not overly powerful, often used in machine room floors to help improve some tools far better than the basic forms of Thaumaturgy that some of the Workers may practice. Effects for each element vary but may include:

Crystal
Items Empowered with Crystal tend to become slightly glossy, if not somewhat transparent. Used to give items a small amount of self repair, or improve items already made of glass.
Lightning
Items empowered with Lightning can cause static build up and discharge. Usually used on luminescent paints to improve their visibility, and also utilised on nutrient pipe taps to provide warm meals.
Metal
Items Empowered with Metal become denser, and heavier, more often than not giving them a dull appearance. Often used to re-enforce barings and studs, as well as harden tools, but can be used to increase the effectiveness of the basic buff jacket.
Oil
Items Empowered With Oil, become slick to the touch, the oil can vary in apperance. Used on moving parts to help prevent friction is Perhaps the most common use, but is also applied on clothing to allow wearers to squeeze through tight spaces.
Smoke
Items empowered with Smoke may tend to blacken and feel slightly decayed to touch, but does not actually damage the item. It makes them appear somewhat worthless, and easier to overlook.
Steam
Items empowered with steam are warm to the touch, and often ruffle with an unseen wind. May be used to temperature control clothing, or improve the quality of rebreathers.

No item may have Element Harmonising Process cast onto it more than once.


Six-Fold Alignment Invocation - God-Machine Protocol -- ArabianNinja
Cost: 30 motes
Minimum Clarity: 6


The Six-Fold Alignment Invocation Protocol was created to harness not only the power of the Autochthonian elements in the service of the Great Maker beyond the means of Theoplastic Engineering Protocol, allowing a more direct control over their surroundings

For 30 motes the caster may not only re-shape their surroundings as outlined in the Theoplastic Engineering Protocol, but also re-weave damaged parts of the Great Maker. While it cannot repair blight zones, it can restore parts of buildings and factories, or tunnel-ways that may have collapsed in war or disaster. Due to their presence within the great maker they may Weave all Elements in harmony without difficulty, and even in pure capacity, allowing them to repair even heavy damage within the Crystal core.

If used in creation, it can have varied, and somewhat profound effects, but due to their seperation from the great maker they may channel only one element at a time.

For 30 motes, the caster may Imbue an Area no greater than Half their Essence in Miles Radius, within their line of sight, with a single Autocthonian Element.

Crystal
An area in Creation imbued with Crystal often changes less physically, save for an occasional discovery of shards of Adamant in the ground where Jade ore may once have been found. All within the area imbued with Crystal can feel the proper alignment of nature in the air, those who channel Essence increase their respiration rate by [1/3rd Casters Essence, rounding down] Motes per hour, regardless of what they may be doing.
Lightning
An area in Creation imbued with Lightning becomes a zone of hazard, as bolts of lightning will assail the area from cloud-less skies. Lightning will strike [Casters Essence] times every minute, such strikes are random, but can cause much damage, and injury. Each bolt causing [Half of the Casters Essence rounding up] levels of Lethal Damage which ignores armour.
Metal
An area of Creation imbued with metal has no greatly noticble Visual changes other than the Earth and stone in the area becoming slightly duller grey in colour. The truely profound effect is that such materials are now stronger, a mud hut's wall becoming as strong as granite, or even a delicate stone carving becoming as hard as steel. Rare metals and Jade buried in the Earth become more rich, Add 1/3rd of the Casters Essence rounding up • to resources score for their worth. However, water in the area will become flat and tasteless, as if boiled too many times.
Oil
An area in Creation imbued with Oil changes little visibly. The water in the area begins to have a strange after taste and slick texture, but otherwise harmless. Use of water in nearly any craft where it can be applied adds 2 dice to rolls. Areas imbued with Oil tend to come about rain more often, sometimes days on end, but small drizzles, and hardly enough to cause flooding. Regardless of the rain, or perhaps in spite of it, residents in the area imbued with oil are often compelled to complete necessary tasks quicker. All within the area Imbued with Oil may add Dice equal to [1/2 of the Caster's Essence rounding up] to any one task they wish, once per day.
Smoke
An area in Creation imbued with Smoke becomes befouled. Darkness settles in the air so one cannot see beyond their own hands length, stone becomes grayed and pitted as if worn by acid, plantation will begin to slowly wither and die, water turning murky and dark, uninviting by any means, but drinkable if one can find the courage. While in an area imbued with smoke adds 4 to all stealth rolls, but for every day spent with is detrimental to life, Characters must take a Stamina + Resistance roll whose difficulty is 1/3rd of the Casters Essence, or fall ill. Once leaving the smoke they will recover near immediately. Those who remain in the polluted area either die, or invariably, go insane.
Steam
An area of Creation imbued with Steam has its air filled with a near perpetual Haze (adding 1 difficulty to spot objects at long range), but the air is purifying and Clean. All within recive 1/3rd of the Casters Essence rounding up in dice to resisting and purging of infections and poisons. The weather in the area will also become somewhat halted, allowing little more rain than light showers, however the air itself is suffused with water, leaving much dew in the early mornings, enough to allow plants to grow normally.

No area can have more than one Autochthonian Element imbued to it at a time. To imbue an area with a new Element the first will be over-written. The effects of the Six-Fold Alignment Invocation is permanent, however it may be dispersed by Sapphire circle counter magic, or the original caster.


Call of Home - Void Circle Necromancy -- Paincake
Cost: 50 motes
Minimum Essence: 6

Gaia, the Embodiment of all Creation and Mother of the Elements is as the Malfeans were once; Primordial. When this spell is invoked, it is no less than a summons from her Brothers hanging in Oblivion, and for the caster's essence x 6 in miles the world becomes hopelessly lost. All elements seep to a colorless hue first, then the fires die and are replaced by pyreflame. Humans and animals shuck their lifeless bodies as their air becomes prayer. (beings able to suspire essence, Godblooded, and the Exalted are unaffected.) The earth rises in magically inert pillars of unstable jade, forests and plant life corrupt into spires of twisted bone and the waters choke with blood which laces the clouds and falls from the sky in a wretched curtain of despair. This spell will remove the affected portion of Creation and cast it into the Void in 10 - the Caster's essence in days, leaving only the caster and his protected panoply at the center. Whole city-states vanish in the casting and Creation is diminished. (This spell would make a river less wide, for instance, or a mountain into a Valley.) Gaia herself, beyond the scope of mortal understanding, is violated by the casting of this spell (which is useless in the Shadowlands) and the Moon burns with vicious hate when Luna's lover is so despoiled. There is no limit to Luna's vengeance or the lengths to which the Incarna will strain to punish the monster who so assaults his consort.



Comments:

I was wondering if anybody knew of the elements aligned with the celestial, heavenly world. I figure that they might have been mentioned or suggessted somewhere. -Heru

Two things. First, I have some reason to believe that the celestial element is Quintessence and or Ambrosia. Perhaps the 5MM as well. Also, I believe that the autocthonian steam-smoke problem is that steam is the autocthonian element, but due to his sickness, it's being slowly converted to smoke. I think. -- GreenLantern

I was under the impression that the Element of Smoke was supposed to reflect the Element of Vitriol, which was banned from Creation and imprisoned in Malfeas? Well, I'm not really sure how an element could be banned, but if my memories don't fail me, it was the sixth deleterious element and exists only in Malfeas now. Eh, I could go read GoD to check, but I'm too tired out of my mind right now... -- sssssz
Autochthon was always a sick Primordial, the smoke represents that. In his millenia long hibernation, this problem has only increased. Smoke is the pollutant element, but also in representation of Soulsteel, as each element in Autochthon has a Magical Material Mirror. - ArabianNinja, who needs to start thinking of some super-neat protocols.

I would seriously consider putting EBR at Solar Circle. It's basically Endowment++, and you can create fifteen of them a year, along with creating your own Dragon-Blooded bloodlines. Just one of the spell's uses (mortal or Blooded) might qualify for Solar, but both of them certainly do. Otherwise, it's a neat spell. - LeumasWhite

Hrm, yeah - you're right about that. Circle bumped up. - Moxiane

Since it was described to me that Man-Machine protocols were spell level 1.5 I've more often than not tried to keep it at that sort of level. I came to a cross roads with Element Harmonising Process, wanting something akin to the Ritual of Elemental Empowerment, but slightly more useful to the caster if need be. So Dual moded for efficency, thats the Autocthonian way! - ArabianNinja, In your SpellRelay, adding my protocols.

Looks just about right power-wise to me, although the straight-copy of elemental inurement is a little flavourless. I have to admit the effects feel appropriate though.
-- Darloth

Nice theme! I likey-likey...DeathBySurfeit, whose Monkey Leap Technique just kicked in, yo!

Here I come to break my own theme by putting in something weird. Yay -_-... Hope you like it! If not, I'll move it somewhere else...
-- Darloth

"Vegeta, what does the Edict of Celestial Influence say about his Essence pool?"

Damn you, Darloth! Now I want to play a Siddy again. Very in-theme, very appropriately balanced. As a player, I want to be able to cast the spell so much, and as an ST I can't imagine it being overly disruptive. All this and Siddy-esque applications, too! Likey-likey-lots...DeathBySurfeit

"It's over NINE THOUSAND!" - IanPrice, not thinking too hard about what would actually have that kind of Essence pool, just completing the quote...

I hope ya'll like my new god-machine goodie. - ArabianNinja, What!? Nine-Thousand!?!!

ArabianNinja - I'm a bit concerned by the power level of your latest protocol. In particular, the permanent ability to really mess with things is quite powerful, as you can easily waltz into, say, the Imperial City, and start casting. Still, I thought "I can tolerate that - it's not too bad". Then, in the last few sentences, you sneak in an entire Solar Circle spell - the ability to just 'make' a Manse. Canonically, the ability to craft a Manse with Sorcery is either a Celestial-level effect, requiring the plans to be drawn, and weeks of study on the part of the sorceror. The Solar Circle version still takes days to cast, but raises a Manse, just as the last few sentences in your protocol do. Since protocols of the God-Machine level are either to be roughly equivalent to Celestial, or only slightly better, the combination of a Solar Circle spell with something that was already quite powerful (the whole 'elemental' thing), the Six-Fold protocol is really quite overpowered, in a significant fashion. -- GreenLantern

Yeah, I'll be blunt, that was more or less something I stuck on the end of it, I'm not sure why though, but I'll just lop it off. Also while on the subject of Protocol power levels, somthing I realised when looking over them the other week was that they seem to scale in power depending on the clarity requirement. If I remember correctly, theres only 1 Protocol that requires clarity 10, and that lets you: Fix blight Zones, make the Wyld Stable reality, and turn Raksha into jade eggs so they can be turned into mountain folk. And turn people into crystal if I recall, but its pretty nifty. In anycase, thanks for pointing out my glaring problem, I didn't realise the Manse thing was a Solar spell that takes days to do. Looks like I learned my thing for the day. - ArabianNinja

Thw protocol tha lests you fix wyld doesn indees reqire clarity 10. but it is presst in efficient. The other things you describe is an other protocol that does not require clarity 10. it is also intresting to know tha the celestial speel GL mentiona made in into "The Black and White treatsies", with an adittinal limitation (you have to have E=demesne-rating+2 for it to work. The solar seppl as far ans I can tell, is not in there. On the other hand there is the new Solar snactuary, which lets you automaticall cap all demsense within E*1000 yard permanently, but requires a metric ton of perphernalia - Azurelight

Well I dont have the Autochthonian Book on hand at the moment, but now that you mention it, indeed, I am thinking of two different Protocols. - ArabianNinja

Coming back a little late on this one, but my suggestion was not Multi-elemental spells, it was spells to do with each element in turn. =D Say, fifteenth theme Air, 16 theme the next person's choice of element, etc. This is quite a nice turn of events however, as multi-elemental spells are dynamic and interesting. Feeling a little low on creativity, hope my Terrestrial Circle spell is somewhat interesting. - Paincake

I like it! I'd suggest a cost (in bashing HLs) for vomiting up elemental matter though, otherwise it seems a bit too easy. Also, the weeks/uses thing is odd. If you want to limit usage afterwards, just make it a flat number, especially as most people will use it tons and tons in that period. They still need to pay motes for elemental control, so it doesn't seem particularly overpowered, and the casting conditions (a bit of each of 5 elements) are non-trivial (but not too hard either).
-- Darloth

In other news... who the heck gets to name the next theme. Moxiane? I think that was the first solar circle spell... It ought not to be me again... Could go with one of Paincake's suggestion but I'm not sure there's enough activity to struggle through all 5 elements, especially just after this. What do people think?
-- Darloth

Might I suggest in stark contrast to our above relay on Curses, a theme for Blessings? - ArabianNinja, who has a few ideas already.
I believe this situation has come up in another CrunchRelay, when someone's hopped to the end. I think in this case, the author of the last Solar-tier spell gets to pick the new theme - in this case, whomsoever writes the Void Circle necromancy. Blessings sounds like a nice idea, though...DeathBySurfeit
To help speed that along, have a quick Labyrinth-circle spell...DeathBySurfeit
Feexed. Blessings sound supra coolerrific. Thinking of a void spell, lessee if anyone gets one in earlier. =3 Yesh! Void is good! Hope its sufficiently theme-y. - Paincake
Seems pretty neat, but is it possible to stop the effect once it has started, but before it finishes? Say with the timely application of Adamant Counter Magic? Or would it require direct intervention of one of the celestial incarna? - ArabianNinja

Shouldn't this be archived by now? - ArabianNinja