Spells/Azurelight

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Revision as of 17:28, 29 May 2006 by FrivYeti (talk) (*My two cents (soon to be refined into 1/10 their size orichalcum))
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Incantation of Artisan’s Perfection

 Circle: Terrestrial
 Cost: 15 motes

Even though Exalted Artificers excel far beyond mortals, few of their artifacts are all that they could be. This spell partly compensates for that flaw. When the spell is cast, the sorcerer makes a Craft + Manipulation roll and adds his Essence in automatic successes. These successes can be used for one of the following purposes (and, with the exception of the first, the spell can only be used once for each of the purposes):

1) Install Essence Heart or Capacitor. This requires a number of successes equal to the Heart’s rating and an available hearthstone slot.

2) Add a hearthstone socket. This requires five successes per socket added, and the maximum number of sockets an artifact can hold is equal to its rating, as per S & S.

3) Infuse a demesne hearthstone into an artifact. This requires a number of successes equal to the artifacts rating + 2, and lowers the Essence drawback by 2, as per S & S.

4) Reduce commitment cost. This is mostly a theoretical possibility, since it requires 10 successes per mote of reduction. It will most likely only result in a reduction of 1 or 2 motes at best.

Essence Heart = homebrew stuff, explained below.


Spirit Essence Congealment

 Circle: Solar
 Cost: 20 or 45 motes

In the First Age, energy sources were often required to power artifacts. While hearthstones and essence pearls could fulfill the purpose, there were artisans that looked to other possibilities. This spell was developed by the Symphonial Aritficer, in his search for the ultimate power source.

This spell affects elementals, demons, fair folk, and autochtonian spirits. The sorcerer rolls his Occult + Willpower and then applies the result in as a mental attack. If the sorcerer loses, nothing happens. If a target loses, his essence warps and congeals into a solid crystal of pure essence. The crystal takes on the aspect of the destroyed creature. Demons and machine spirits take on infernal and alchemical aspects, respectively. Fair Folk take on the elemental aspect they have assumed, or if this is not applicable, the aspect of the closest elemental pool. The sorcerer can pay the higher cost to instead affect a group The Essence Heart will power an artifact just like a hearthstone, with a rating equal to the creature’s Essence -1. The Artificer, however were never able to make this work.**

  • The reason for this is that the Yozis can squeeze their consciousness through demonic Essence Hearts just like they can through demons. This granted them a measure of influence over the artifact powered by the heart.
    • The reason for this is that essence hearts are innately useless by themselves. If they were to be incorporated in an Essence Capacitor similar to those used in Autochtonia, the combination would indeed result in the zero point generator he was imagining. The Essence Capacitor need only be level one for hearts for a rating of one to three, hearts with a higher rating need a level two Capacitor to function. There may also be other ways to make them function.

Refining the element

 Min. clarity 10
 Circle: God machine weaving
 Cost: 80 motes

Said to have been developed to counter elemental ambivalences of spirits, this protocol is actually Autochthons primary attempt to tie the Mountainfolk to one of his own elements rather than earth. The protocol must be cast on a willing target, who must be elementally aligned. During the process, the targets essence is reconfigured to match one of the Makers elements. It takes a full day to complete the process and the elements convert as follows:

Autochthonian vs Creation Elements</i> 

Crystal - The autochthonian counterpart to Wood. Assocations - Enlightenment, serenity, knowledge, divination, inspiration (Scholars)

Lightning - The autochthonian counterpart to Fire. Assocations - Power, drive, authority, divine might, illumination, noble endeavors (Luminors)

Metal - The autochthonian counterpart to Earth. Assocations - War, strength, resolve, resilience, self-improvement, stubbornness (Conductors)

Oil - The autochthonian counterpart to Water. Assocations - Diplomacy, cooperation, discovery, friendship, recreation (Harvesters)

Smoke - The autochthonian counterpart to Vitrol. Assocations - Ignorance, desolation, wickedness, inefficiency, laziness (Lumpen)

Steam - The autochthonian counterpart to Air. Assocations - Health, atonement, domestic life, procreation (Surgeons)


<i>The Makers Purifying Flame</i>

Circle: Celestial
Cost: 45 motes

This spell was a gift from Autochton, given to those twilights who opposed the Great Geas. The spell allows the sorcerer to purify certain mundane materials into Magical Materials as follows: The spell can purify gold to Orichalcum, silver to Moon Silver and diamonds to Adamant. Certain gems can be purified into Jade as detailed below. When casting the spell the, sorcerer places himself at a slight distance (max Essence * 5 yards) and initiates the shaping by citing an old prayer to The Maker. This prayer takes about 15 minutes, and at it's end, the sorceresr rolls his Willpower+Occult amd adds his Essence in automatic sucesses. When this is done, a flare (or multiple flares if the sorcerer whishes to affect different targets) of white light erupts from the sorcerers cast mark towards the target material and heats it to the melting point. The flames last for one hour per sucess rolled. At this stage the primordial heat purifies the mundane material into a magical one at a rate of 2 pounds per minute . Once the substance cools only one tenth of the orginal quantity remains.


<i>The Makers Blessing</i>

Circle: Solar
Cost: 35 or 55 motes

First age Solars used this spell to sanctify their workshops and grant them the blessing of permanence. When preparing the spell the sorcerer surrounds himself with ritually blessed tools and assumes a meditative pose. The ritual takes a day to cast. At the end of the ritual the sorcerer rolls his Essence + Occult. The spell lasts one season for each success rolled. Every artifact constructed or repaired in the workshop during this time reduces their maintenance drawback by the casters Essence and their repair rating by two. Only workshops of a rating four or above can channel the power of this spell.


<i>Opening the Great Makers Sanctum</i>

Circle: Solar
Cost: 80 motes

This spell was developed by the Order of the Transcendent Machine in the First Age and likely represents the pinnacle of both manse construction and factory cathedrals. The spell requires the sorcerer to have access to a Celestial demesne of at least level four. This spell follows rules similar to those of Pussient Solar Sanctum say for a few differences. First of all the sorcerer have to sacrifice research texts and books worth at least Resources 4. He must also make a sacrifice of five special artifact cogwheels. The cogwheels must be crafted out of one of the magical materials and the Jade one must contain all of the five major colors. In addition to this the sorcerer must sacrifice an eye crafted out of adamant. Each sacrifice must be constructed as though it was Artifact 3. When the ritual is started the sorcerer chants hymns to the Great Maker. The cogwheels hover above him and start spinning. The speed increases as the ritual progresses, and crackling lightning essence is emitted from the sorcerers flaring anima. At the ritual’s completion light explodes from the adamant eye and a manse rises out of the ground. The structure takes on techno-organic appearances and the entrance is crowned with the sacrificed cogwheels forming a pentagon with the eye in the middle. The manse generates a hearth stone as normal but also works as a factory cathedral that provides a few additional benefits to the user. This cathedral refuses to work together with non-Solars, and thus, only works if a lawgiver is present. Only under exceptional circumstances will the controlling spirit break this restriction. One such would be the return of Autochthon and the Alchemical Exalts.

  • Crafting artifact inside the cathedral is extremely auspicious. The target numbers of all craft roll made inside is reduced to four. This exploits the same Pattern Spider Backdoor as weaving. If a target number reduction of this magnitude is already in place, the cathedral will instead double the successes of all craft rolls made within it.
  • The cathedral is under constant effect of The Makers Blessing.
  • When the spirit inside the manse has an essence rating equal to the demesnes rating +1 and can assist artifact creation as thou it was a second circle demon. Some spirits have been known to posses a strange form of sorcery and used it to aid those working in the cathedral. The spririt also possess its own assortment of charms. The exact numbers vary, but a good guideline is at least Essence*2. The spirit can also control various other systems tied to the manse.
  • If using Shataina's manse creation rules, this manse receives additional manse creation points for each additional artifact-dot sacrificed up to a maximum of (manse rating x 10)

Despite the manse's techno-organic nature, it is not geomantically unsound to Gaia.

Comments

I realize it's an expensive celestial circle spell, but the Maker's Purifying Flames makes refining magical materials fairly simple, and certainly very fast. Are you sure you want that to be only a celestial effect, given the utter pain they are to refine through most other methods? Not to mention this spell can basically do any of the more difficult ones, whichever you want, wheras each usually requires a separate and involved method.
-- Darloth

I do see your point. However, I also feel it is slightly moot since them Mountain Folk came out. They have the crucible of Earth Blood (p: 252) and Artisan Pattern mastery, the latter which doesn't even have the Starmetal limitation. Howerver, what I should do is define how fast and how much is refined. I'll do that later-Azurelight

Ok...I give up...I need crunch help for "The Makers Purifying Flame".....I just can seem to balance it.

Ehn, I'm not sure it's a problem. As mentioned above, the Mountain Folk can do this really quick-like. More interestingly, so can any Solars willing to drop two Charms into Crafts (Fire) or go for Wyld-Shaping, and I think Sidereal crafts can sneak it out as long as the Sidereal would be able to do it within a set timeframe (don't have Sidereal Charms memorized). Lunars can work moonsilver out of silver with a Charm that's a prerequisite for this spell, and jade can be mined. Overall, I don't think this is an overly powerful spell for Celestial Circle.