TheKawaiiEdition/WiseWitchesCharms

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Wise Witches Charms

(Charm Types as per charm guide on main Kawaii Edition Page. The five basic charms of each tree are described below.

Archery, Awareness, Craft, Lore, Occult are the five specialties of the Wise Witches.

The Basic Charms

  • Basic (Ability) Prana 1/1
    • Expert (Ability) Method 2/2
      • Companion (Ability) Technique 3/3
      • Specialist (Ability) Technique 3/3
        • Master of (Ability) 4/4

Basic (Ability) Prana

  • Cost: 1 mote / 2 dice
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 1
  • Minimum Moe: 1
  • Prerequisite Charms: None

Add one die for every mote spent to any pool of this Ability, to a maximum of the Magical Girl's Ability. This can be used to build defensive pools with an appropriate combat ability, from a base of zero dice. (IE, it can be used to buy a dodge or parry as appropriate.)

Expert (Ability) Method

  • Cost: 1 mote / 2 dice, +1 / target beyond the first
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic (Ability) Prana

The Magical Girl augments up to her Ability worth of people's pool in an Ability by two dice for every mote spent to a limit of her level in the Ability.

Further boosters cascade off this which increase the size of the group you can affect.

Companion (Ability) Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

Having failed at an action or just unsatisfied with it, the Magical Girl can choose to re-roll her failure in hopes of a better result.

Specialist (Ability) Technique

  • Cost: 2 motes / success
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

The Magical Girl can convert specialty dice on a roll with the relevant Ability to successes at a cost of 2 motes per auto-success.


Master of (Ability)

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 4
  • Minimum Moe: 4
  • Prerequisite Charms: Companion (Ability) Technique

The Magical Girl can reroll any check in this ability once, for the duration of a scene. She must take the second result if she chooses to reroll.


Magical Girl Archery Cascade

  • Basic Archery Prana 1/1
    • Expert Archery Method 2/2
      • Companion Archery Technique 3/3
      • Specialist Archery Technique 3/3
        • Master of Archery 4/4
    • Arrow Growing Stance 3/2
    • Ricochet 2/2
    • Seed into Soil Arrow 4/3
      • Wall-Crushing Arrow 5/4
    • Swallows Defend the Nest 3/2
    • Sharp Thorn Arrow 2/2
      • Poison Fang Arrow 3/2
        • Knockout Arrow 4/3
    • Swing-Line Arrow 3/2
      • Repair Arrow 4/3
    • Tangle-Vine Arrow 3/3

Arrow Growing Stance

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Archery: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Archery Prana

Scattering a few seeds into her quiver, the Magical Girl enchants them so that, as she fires her arrows, more grow in her quiver. The Magical Girl will always have an arrow when she needs it. These arrows cannot be given away.


Ricochet

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Archery Prana

The Magical Girl bounces her shot off various items in her vicinity so as to bypass any cover her target has; this negates all cover penalties to a shot.


Seed-into-Soil Arrow

  • Cost: 3 motes, 1 WP
  • Duration: Archery + Moe Turns
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Archery Prana

This can be comboed despite a non-instant duration. The Magical Girl's arrow, upon hitting a foe, takes root. Each subsequent turn, it inflicts damage equal to the Archery of the Magical Girl, soakable only by Stamina and Charms. It can be pulled out harmlessly once it expires, or you can take an action to rip it out earlier. Ripping it out inflicts Archery + Moe lethal, soakable only by Stamina and Charms, but the arrow inflicts no further damage on its victim.

Wall-Crushing Arrow

  • Cost: 8 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 5
  • Minimum Moe: 4
  • Prerequisite Charms: Seed-into-Soil Arrow

The Magical Girl's arrow, upon hitting something dead (armor, wood or stone walls, etc), sinks into it and begins infiltrating it with vines. In mere seconds, the vines spread, then rip it apart. This affects a radius of 2*Moe yards. All armor within this radius will be shredded by vines and any mundane stone, metal, or wood barrier will be reduced to rubble. Anything alive or made of the five magical materials will not be harmed.


Sharp Thorn Arrow

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Archery Prana

The arrowhead becomes as sharp as the sharpest thorn. On a successful hit, the Magical Girl's arrow adds her Archery to its pre-soak damage.


Poison Fang Arrow

  • Cost: 3 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Sharp Thorn Arrow

This infuses the Magical Girl's arrow with a natural plant toxin. The difficulty to resist is the Magical Girl's Moe. It does Moe Lethal damage if resisted and Archery + Moe Lethal damage if the check is failed. Also, for a number of hours equal to the successes on the hit roll (after defenses), the target suffers a die penalty equal to the Archery of the Magical Girl, if they fail their resistance roll.


Knockout Arrow

  • Cost: 5 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Archery Prana

On a successful impact, even if all damage is soaked away, the head of the arrow explodes, releasing spores. The target must make a reflexive Stamina + Resistance roll with a difficulty of the Magical Girl's Moe +2, or else suffer Bashing Wounds equal to the Magical Girl's Archery + Moe. These wounds cannot be soaked, except by the use of charms.

Swallows Defend the Nest: As per the Dragon-Blooded Charm, DB Splat, p. 224.

Swing-Line Arrow

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Archery Prana

The Magical Girl invokes the power of wood within the haft of her arrow. The arrow grows a long, sturdy vine, able to hold 200 * Moe pounds of weight, as it flies. If fired into an in-organic surface, it lodges securely enough to hold the full weight capacity of the vine. If shot into a person, you must inflict at least three wounds or the arrow pulls out if any significant load is put on the vine. If you score three or more wounds, the arrow remains lodged in the target's body securely enough to support the weight of the person it's stuck into; you can then tow them around by the arrow, though they can use their Strength + Athletics to resist.


Repair Arrow

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Swing-Line Arrow


Tangle-Vine Arrow

  • Cost: 4 motes
  • Duration: Moe Turns
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Archery Prana

This can be comboed despite a non-instant duration. The Magical Girl fires an arrow at someone; on a successful hit, it blossoms into a mass of vines which clinch the target; they inflict her Archery + 2 Bashing damage each round they contnue to hold onto the target and resist escape attempts with a die pool equal to the Magical Girl's Strength + Archery.


Magical Girl Awareness Cascade

  • Basic Awareness Prana 1/1
    • Expert Awareness Method 2/2
      • Companion Awareness Technique 3/3
      • Specialist Awareness Technique 3/3
        • Master of Awareness 4/4
    • Heighten Sense 3/2
      • Supreme Awareness 4/3 (also requires Word of Warning)
    • Wood Sense 3/2
      • Sense-Conducting Wood 4/3
    • Word of Warning 3/2
      • Circle of Sentinels 4/3


Heighten Sense

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Awareness: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Awareness Prana

The Magical Girl sharpens one of her senses (choose when the charm is used) to superhuman levels. This allows such feats as tracking by smell, navigating by echolocation, reading writing with one's sense of touch, etc.


Supreme Awareness

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Awareness: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Heighten Sense, Word of Warning

The Magical Girl becomes aware of everything within her line of sight in all directions. As a result, she cannot be surprised except by the use of Charms or Sorcery and she sees through all mundane Stealth. Charm-enhanced Stealth can defeat this charm, but if it allows any resistance, she adds her Awareness to her die pool to see through it. This hyper-awareness enhances dodging against missiles, raising the difficulty to shoot her with missiles by her Moe.

Wood Sense

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Awareness: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Awareness Prana

Attuning herself to the element of Wood, the Magical Girl can sense anything green and growing within 10*Moe yards, knowing if it is mundane or magical, its useful or dangerous properties, and its intentions and ownership (if any). This requires a Perception + Awareness roll; the more successes, the more knowledge. It also helps to defend against anything connected to the element of Wood, raising the difficulty for such things to hit her by her Awareness.

Sense-Conducting Wood

  • Cost: 5 motes
  • Duration: Moe Minutes
  • Type: Speech
  • Minimum Awareness: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Wood Sense

The Magical Girl can now extend her senses through the medium of the element of Wood; in a forest, she can scry up to 100 * Moe yards away; with regard to dead plants, she can extend her senses 10*Moe yards along them to see what lies beyond.


Word of Warning

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-fun
  • Minimum Awareness: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Awareness Prana

This charm triggers if the Magical Girl is in danger of being attacked by surprise, alerting her to the danger. The charm defeats all mundane stealth, but can be fooled by sorcery and charms.


Circle of Sentinels

  • Cost: 1 mote / 2 hours
  • Duration: Variable
  • Type: Speech
  • Minimum Awareness: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Awareness Prana

This charm recruits local plantlife to watch out for trouble; if anything dangerous crosses the outward boundary, it alerts everyone inside. The charm has a radius of 10*Moe yards. The charm will create sentinel plants if none exist; they will live until the charm ends, then die if the environment is not suitable.


Magical Girl Craft Cascade

  • Basic Craft Prana 1/1
    • Expert Craft Method 2/2
      • Companion Craft Technique 3/3
      • Plant Assistants 3/3
      • Specialist Craft Technique 3/3
        • Master of Craft 4/4
    • Flaw-Finding Tendrils 3/2
      • Plant Onslaught 4/3
    • Vine Rope 3/2
    • Wooden Tools 3/2
      • Repairing Vines 4/3
      • Wood-Crafting Touch 4/3


Plant Assistants

  • Cost: 2 motes / Assistant
  • Duration: One Task
  • Type: Speech
  • Minimum Craft: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert Craft Method

Lacking human help, the Magical Girl turns to plants to help her; she can empower up to her Craft + Moe worth of assistants; Divide the time necessary to finish the project by 1 + (Number of Plants / 2).


Flaw-Seeking Creepers

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Craft: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Craft Prana

The Magical Girl radiates plant tendrils which constantly check everything within 5 * Moe feet of her for flaws. They report back any they find. (They automatically find any non-magically concealed flaws). It's up to her to fix any flaws she finds.

Plant Onslaught

  • Cost: 5 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Craft: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Flaw-Seeking Creepers

Given enough time, plants will rip or wear away anything. This charm hits a chosen object with centuries of neglect and abuse at the hands of plants at once. This will destroy anything up to her Moe in cubic yards, except the Five Magical Materials.


Vine Rope

  • Cost: 1 mote
  • Duration: One Scene
  • Type: Speech
  • Minimum Craft: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Craft Prana

The Magical Girl can strengthen and meld together vines to make ropes that can bear up to 100 * (Craft + Moe) pounds of weight.


Vine Bonds

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Craft: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Vine Rope

The Magical Girl enfuses vines, straw, branches, and other similar plant parts with the strength of steel, weaving them into a prison for a chosen target (who must be prevented from resisting being bound, just like with normal shackles). The vines resist any attempt to burst the bond with the Strength + Craft of its creator.



Wooden Tools

  • Cost: 3 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Craft: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Craft Prana

Mere scraps of wood, twigs, and pinecones are enough tools to allow the Magical Girl to perform any Craft task for the duration of the charm.


Repairing Vines

  • Cost: 5 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Craft: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Wooden Tools

Given enough biomass, the Magical Girl can fix anything by transmuting said biomass into suitable materials for fixing the object; this still requires the normal skill rolls and time to conduct the repair correctly.


Wood-Crafting Touch

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Craft: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Wooden Tools

The Magical Girl attunes herself to the wood she wishes to shape, and can then mold it like clay into any shape she desires. This allows her to perform Craft actions with wood at high speed (divide the amount of time needed by her Moe) and without need for any tools.


Magical Girl Lore Cascade

  • Basic Lore Prana 1/1
    • Expert Lore Method 2/2
      • Companion Lore Technique 3/3
        • Master of Lore 4/4
      • Specialist Lore Technique 3/3
      • Swift Teacher's Tricks 3/2
        • Drillmaster's Feat 4/3
    • Cramming 3/2
    • Instant Literacy 3/2
    • Wisdom of Nature 3/2
      • Dream of the First Age 4/3

Swift Teacher's Tricks

  • Cost: 1 mote / Student
  • Duration: One Week
  • Type: Speech
  • Minimum Lore: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Expert Lore Method

The Magical Girl becomes an expert teacher. She can teach anyone the first pip of any Ability she possesses in only a week. She can spend motes equal to her Lore + Moe.

There is a cascade of charms ascending from this one; each additional pip of Moe multiplies the possible number of students by 5. (5 students/mote at Moe 3, 25 students/mote at Moe 4, etc.)


Drillmaster's Feat

  • Cost: 3 motes / 5 Students
  • Duration: One Month
  • Type: Speech
  • Minimum Lore: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Swift Teacher's Tricks

The Magical Girl becomes a relentless drill master, pounding a subject into her students' head. She can infuse her students with two pips of an Ability which she already has at least 2 pips of. She can spend up to 3 * (her Lore + Moe) at once.


There is a cascade of charms ascending from this one; each additional pip of Moe multiplies the possible number of students by 5. (25 students/mote at Moe 4, 125 students/mote at Moe 5, etc.)


Cramming

  • Cost: 3 motes
  • Duration: Instant (sort of)
  • Type: Subtle/Mental
  • Minimum Lore: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Lore Prana

If the Magical Girl has 8 hours to devote to intense study, she can study like a mad-fiend and then make a lore check, converting her Lore in dice to auto-successes.


Instant Literacy

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Lore: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Lore Prana

For one scene, the Magical Girl can read and write one language family of her choice, whether she can speak it or not.


Wisdom of Nature

  • Cost: 1 mote / century
  • Duration: Instant
  • Type: Speech
  • Minimum Lore: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Lore Prana

The magical girl calls upon the local flora to provide her with a brief history an area she's observing. She can spend up to her Lore + Moe in motes.

Dream of the First Age

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Lore: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Wisdom of Nature

The magical girl traces up her Exalted bloodline to find some ancestor who knew about some First Age thing which confronts her. Reduce the difficulty of a Lore check to identify and use it by her Moe + Heritage.


Magical Girl Occult Cascade

  • Basic Occult Prana 1/1
    • Expert Occult Method 2/2
      • Companion Occult Technique 3/3
      • Specialist Occult Technique 3/3
        • Master of Occult 4/4
    • Spirit-Dowsing Rod 2/1
      • Spirit-Touching Stance 3/2
        • Spirit-Crushing Blow 4/2
          • Spirit-Paralyzing Strike 5/3
    • Terrestrial Circle Sorcery 3/3
    • Wood Elemental Friendship 2/2


Spirit-Dowsing Rod

  • Cost: 2 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Occult: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Basic Occult Prana


The Magical Girl crafts a rod of wood. It will bend and twist in her hands, pointing out any spirits in the area and informing her of their location and appearance. It will also sniff-out entrances to their private domains.


Spirit-Touching Stance

  • Cost: 4 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Occult: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Spirit-Dowsing Rod

Infusing herself with elemental Wood, the Magical Girl becomes a living gateway between spirit and material realms, able to interact with both spirits and the material world at once. She can attack and damage spirits which are dematerialized.


Spirit-Crushing Blow

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Occult: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Spirit-Touching Stance

The Magical Girl renders her touch toxic to spirits. If she successfully hits a spirit, it must roll Stamina + Resistance with a difficulty of her Occult + 2 or suffer Moe + Occult Lethal Damage (unsoakable), it loses Moe + Occult motes of Essence, and it suffers a die penalty equal to her Occult for Moe hours. If it makes the check, it suffers Moe Lethal Damage (unsoakable), and loses Moe motes of Essence. This charm can be comboed with charms of other abilities.


Spirit-Paralyzing Strike

  • Cost: 3 motes, 1 WP
  • Duration: Moe Minutes
  • Type: Subtle/Mental
  • Minimum Occult: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Spirit-Crushing Blow

The Magical Girl's attack on a Spirit damages its Dexterity instead of its wound track. If it loses all its Dexterity, it becomes unable to move or engage in other physical abilities. Otherwise, it simply must function with the loss. Multiple uses of this are cumulative. This charm can be comboed with charms of other abilities.

Terrestrial Circle Sorcery: As the Dragon-Blooded Splat, p. 184.


Wood-Elemental Friendship

  • Cost: None
  • Duration: Permanent
  • Type: Permanent
  • Minimum Occult: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Occult Prana

You become kin to the Wood Elementals. You gain bonus dice equal to your Occult in any social interactions with Wood Elementals. (Also, your occult becomes your die-adder limit for social skills with regard to Wood Elementals, if it is higher than the relevant social skill.) You may freely communicate with them, whether you know Old Realm or not.