<b>Cost: 10 motes, 2 willpower Duration: Special Type: Simple Min Crafts: 3 Min Essence: 3 Pre-Requisite Charms: Flaw-Finding Technique
By allowing the Earth Dragon in the form of Pasiap the Builder to guide his hands a Terrestrial Exalted can craft items of the greatest quality with ease. When activated this Charm adds the Terrestrial's Crafts + Specialties in automatic successes to any and all rolls made for the duration of a single attempt to build something made of Earth. Both the motes and the willpower remain committed for the entire duration of the construction. With this Charm the Terrestrial Exalted may shape Quintessence or Ambrosia.
Lead Into Jade Touch</b>
<b>Cost: 10 motes, 1 willpower, 1 experience Duration: Instant Type: Simple Min Crafts: 4 Min Essence: 3 Pre-Requisite Charms: Pasiap's Guidance
Channeling great quantities of Earth Essence as well as a bit of his own spirit into an item a Terrestrial may greatly enhance the qualities of its craftsmanship and the quality of its materials. Flaws melt away and impurities are refined instantly. An application of this Charm turns a normal item into an Exceptional item, an Exceptional item into a Perfect item. Use of this Charm on Perfect items, items of the Five Magical Materials or on items already enhanced by it has no effect. To correctly apply this Charm requires an Intelligence + Crafts roll with a difficulty equal to 6 - the Resources cost of the item being enhanced. Failure has no effect, but a botch destroys the item.
Preservation of Perfect Crystal</b>
<b>Cost: 5 motes per cubic foot Type: Simple Duration: Instant Min Crafts: 5 Min Essence: 5 Pre-Requisite Charms: Stone-Carving Fingers Form
Earth endures. Diamonds and other gems are famed for their durability and, using this Charm, such durability can be indirectly passed to any object. For 5 motes per cubic foot, an Earth Terrestrial can create a crystal of solid Earth Essence. The crystal encloses any object smaller then the size of the crystal, preserving it perfectly. Even living creatures can be so preserved. The crystal created by this Charm has a soak of 30L and ignores attacks doing less then 10L raw damage and all bashing damage. It takes 50 health levels of damage to damage the crystal and 100 health levels to destroy it. The crystal can be dissolved at any time by the Dragon-Blooded who created it or by a spell from any Circle of Sorcery or Necromancy. The Unmaking Charms can destroy the crystal with 5 successes.
<b>Cost: 4 motes Duration: Instant Type: Simple Min Crafts: 3 Min Essence: 3 Prereqs: Stone-Craving Fingers Form
By withdrawing the Earth essence within a stone, the stone can be reduced from solid form to a puddle of ooze. Each use of this Charm transforms a number of cubic feet of stone equal to the character's essence into ooze.
Stone Eating Technique</b>
<b>Cost: 3 motes Duration: Instant Type: Simple Min Crafts: 4 Min Essence: 3 Prereqs: Stone-Disolving Touch
Not only can the Terrestrial Exalted withdraw the Essence from stone, but they can make use of it for their own ends. The character rolls her Strength + Crafts, each success destroys one cubic foot of stone that she must be in phyiscal contact with. For each cubic foot destroyed, the character regains 1 mote of Essence.
Building the Mountains</b>
<b>Cost: 1 mote per Essence pounds Duration: Indefinante Type: Simple Min Crafts: 4 Min Essence: 3 Pre-Requisite Charms: Stone-Carving Fingers Form
Earth builds, the basic nature of things bound to and made of Earth is to create or be used in the process of creation. From Earth does all creation come. By tapping into the primal nature of Earth a Terrestrial is able to mold any earth-aspected material to his whims. Every mote spent on this Charm gives the Exalted control over a number of pounds of sand, rock, glass, dirt or other form of Earth equal to his Essence rating. Each pound can be used to give 1 health level or 1 level of bashing and lethal soak to a wall or other solid, non-flexible geometric construct made of the shaped material. The earth can only maintain its shape as long as the Dynast keeps his Essence comittied to it, once it is released the earth falls into its normal form once more.
<b>Cost: 10 motes, 1 willpower Duration: Instant Type: Simple Min Crafts: 3 Min Essence: 3 Pre-Requisite Charms: Building the Mountains
Named for a famous Manse-maker of the First Age who specialized in preserving forever the visages of his clients in the most transitory of media, this Charm allows the temporary earth-workings of the Terrestrial to become permanent. If the character is in physical contact with an earth-based structure he has created through Building the Mountain, the power of the Earth Dragon Armor or some other means, an activation of this Charm ensures that the structure becomes as durable as fine steel or adamant, almost impervious to environmental decay. It can be destroyed through willful acts of vandalism or violence as easily as any object of hard stone or metal could be.
It is also possible to use this Charm to strengthen objects of Earth not created by the character. Using this Charm when in contact with such items or structures doubles their natural life span in whatever conditions they find themselves in and adds the character's Essence to their number of health levels and double that to their soak.
The Living Desert</b>
<b>Cost: 1 mote per Essence pounds Duration: Indefinante Type: Simple Min Crafts: 5 Min Essence: 3 Pre-Requisite Charms: Building the Mountains
Instead of building static structures, a Dragon-Blood using this technique can force the Earth around him to mimic his motions. He can control the Earth around him as if it were his own body at the cost of one simple action which is not rolled but counts as an action for purposes of pool-splitting. Every mote spent on this Charm gives the Exalted control over a number of pounds of sand, rock, glass, dirt or other form of Earth equal to his Essence rating. Each pound of material controled grants one dot of an ability or attribute (physical attributes and related abilities only) for the Earth to use. The earth can only maintain its animation as long as the Dynast keeps his Essence comittied to it, once it is released the earth falls into its normal form once more.
Thrashing of the Earth Dragon</b>
<b>Cost: 10 motes, 1 willpower, 1 health level Duration: Instant Type: Simple Min Crafts: 5 Min Essence: 4 Pre-Requisite Charms: The Living Desert
Calling upon this Charm spurs the Earth Dragon to pain and causes him to twist and rend the surface of Creation resulting in an earthquake of terrific power centered directly under the user. Every turn, starting the turn the Charm is invoked, a reflexive Stamina + Crafts roll can be made to delay the activation of the Charm by 1 turn. The difficulty of the roll is equal to the number of times the roll has been made previously and is always at least 1. Failing the roll releases the quake at the original epicenter, but a botch relocates the epicenter to the Dragon-Blood's current location.
The Storyteller should assign appropriate environmental damage to buildings, objects and characters in the affected area. The base richter rating of the earthquake created is equal to the Essence of the Terrestrial. Should the Terrestrial wish to create a more powerful quake he can roll his Essence, modified by virtue-channels and stunts normally. Additional points on the richter scale can be purchased for as many successes as they are distant from the original rating. This means that increasing the richter rating of a quake by 1 costs only a single success, but increasing it by 2 costs three successes (1 for the first increase, 2 for the second).
Cauldron of Earth and Fire</b>
<b>Cost: 1 mote per Essence pounds, 1 willpower Duration: Instant Type: Simple Min Crafts: 4 Min Essence: 2 Pre-Requisite Charms: Stone-Carving Fingers Form
Channeling his Essence through local Earth a Terrestrial is able to bring the raw material around him more fully into harmony with the totality of Earth essence and transform it into whatever type of earth-based material he wishes. Sand can become slate and marble can become glass at his whim. Every pound so transformed costs a single mote. This transformation is permanent.
Heart's Coin Binding</b>
<b>Cost: None Duration: Permanent Type: Special Min Crafts: 3 Min Essence: 2 Pre-Requisite Charms: None
All Terrestrial Exalted are attuned to the material Jade but many feel a strong pull towards the Jade that matches their own Elemental Aspect. After learning this Charm the Dragon-Blood is able to attune Artifacts made of the color Jade that matches his Aspect for 3 motes less then normal. This Charm can not reduce attunement costs below 1 mote and may not be purchased more then once.
<b>Cost: 3 motes Duration: Special Type: Simple Min Crafts: 3 Min Essence: 3 Pre-Requisite Charms: Heart's Coin Binding
Infusing a charge of Essence into his chosen weapon a Terrestrial Exalted can awaken the temperment of the Jade within the alloys. Depending on the color of the Jade, the weapon gains the ability to deliver aggravated damage to a certain type of foe. There is another version of this Charm that affects armor, offering an increase of 5 soak against attacks from the same type of creatures that the weapon version affects. This Charm can be maintained as long as the Artifact it is used on remains attuned to the Charm-user.
- Black Jade - Fire spirits and elementals
- Blue Jade - Infernal beings
- Green Jade - Undead
- Red Jade - Water spirits and elementals
- White Jade - Fae and Wyld-touched creatures
Sharing Jade's Burden</b>
<b>Cost: None Duration: Permanent Type: Special Min Crafts: 3 Min Essence: 3 Pre-Requisite Charms: Heart's Coin Binding
Drawing on the connection between Jade and the Earth that spawns it a Dragon-Blooded character can attune himself to both at once, allowing the natural Essences of the Earth Dragon to suffuse his Jade Artifacts. Each time this Charm is purchased, up to once per dot of Crafts, the character may attune a Jade Artifacts of any color without committing motes. The Artifact draws its power directly from the Earth Essence and the character taps into that flow to attune himself to the Artifact. Artifacts with a committment cost greater then 10 can not be powered by this Charm. If the character is out of contact with the Earth for longer then the attunement duration of an Artifact, the Artifact becomes deattuned.
Stone Hearted Loathing seems a little low in the pre-reqs department for what it does (perm agg against a specific set of thingies)... Why did you decide to put it so low down?
Also, Hearts Coin Binding seems a bit too powerful to me as well. I like them both, and most of the rest come to think of it, I'm just a bit unsure about the power scale. Care to convince me otherwise? ^_^
Stone Hearted Loathing is very narrow in application, thats why I put it as only the second Charm in a tree. Now depending on your type of game you might fight demons or undead a whole lot so it becomes stronger. I may re-work it into a scenelong effect but I'm not sure. The extra mote committment matters a lot to Dragon-Blooded, who are already tying up so much of their pools.
That tendency of DBs to tie up large parts of their already small pools in Artifacts is the reason that Heart's Coin Binding is a base charm. I might bump it to Essence 3, but I'm not sure. It and Sharing Jade's Burden are the DB answer to Blood Feast pool, a fairly low-end ability for Abyssals. - Telgar
True, but abyssals and solars are more powerful. Dipping Swallow Defense is a low end ability for solars, but you (rightly) argued against it when I accidentally wrote it into a DB charm. I'm still not sure how I thought that first iteration was appropriate, but anyway, it's better now. For these... Yeah, on reflection, I agree with you on Stone Hearted Loathing. Duration could be fiddled, or not, up to you... I'd be happy with Heart's Coin Binding at essence 3. Or, heck, just make the discount equal to Essence. Then it would scale appropriately, and make those (very few) essence 5 dragonblooded amazingly scary as they -almost- get to sidestep the dragonblooded drawbacks. Howsabout that?
I think a flat discount of three is effective. I generally prefer scaling effects, but Essence committment rates remain about the same because Artifacts themselves don't scale, so I think a flat -3 to committment is good. And note, it's not nearly as effective as extra motes because extra motes can be used for all sorts of purposes. So I think it's still easily in DB power range. I'm still pondering increasing it's Essence but leaning toward no. - Telgar
More powerful exalts tend to have more and more powerful artifacts which require larger commitments. They also have larger pools, but DBs will always need to commit less, and I posit that older DBs will need to commit less more than younger ones. A flat discount is effective, but a high-essence DB will need to find other solutions. Not that I'm suggesting they can't, but such is my opinon.
That solution is called Sharing Jade's Burden. - Telgar