FrivYeti/EnliCharm5

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Essence 5 Charms

Bacchanalia</b>

<b>Cost: 25 motes, 2 Willpower, Type: Simple
Keywords: Compulsion
Duration: Varies

The character spreads her influence over a wide area, changing their inhibitions and beliefs. This Charm is a cluster of four Charms, one for each Virtue. The character may target up to her Essence in Magnitude of people. Roll her Manipulation + Socialize + Essence. Everyone whose MDV is lower than or equal to the result has their Virtue either raised by 2 (to a maximum of 5) or lowered by 2 (to a minimum of 1). This lasts for one scene; anyone whose MDV is half or below the result is affected for one day.

Banish</b>

<b>Cost: 25 motes, 1 Willpower, Type: Simple
Keywords: None
Duration: Instant

The character gestures, sending anyone she dislikes away from her presence. The character may choose up to (her Essence) worth of targets. Roll Essence + Willpower; any target whose Power Trait is lower than the result is affected. All affected targets are banished to the same random location, which will be roughly (Essence x10) miles away. The random location will not be immediately hazardous, but could prove difficult to escape. The character does not know precisely where banished targets end up.

Control Thoughts</b>

<b>Cost: 20 motes, 1 Willpower, Type: Simple
Keywords: Compulsion
Duration: Variable

Through raw power, the character implants commands into a single target, bending their mind to her will. The character chooses a single target, and rolls Manipulation + Presence + Essence, with an external penalty of the target's MDV. Successes are divided between Power, Effect, and Duration, as follows:
Effect: One success creates an Intimacy of the character's choice, which the character must spend Willpower (as per the Power scale) to resist, provided resisting does not violate another Intimacy, the target's Virtues, or the target's Motivation. Two successes creates an Intimacy that can only be resisted without Willpower if not resisting would violate a Virtue or Motivation. Three successes creates an Intimacy that can only be resisted if not doing so would violate the character's Motivation. Four successes creates an Intimacy that cannot be resisted without spending Willpower.
Power: No successes forces the character to spend 1 Willpower to resist for a day. 1 success forces the character to spend 1 Willpower to resist for a scene. 2 successes forces the character to spend 1 Willpower to resist for (Power Trait) actions. 3 successes forces the character to spend 1 Willpower per action of resistance.
Duration: No successes cause the effect to last for (character's Essence) actions. One success causes the effect to last for one scene. Two successes extends that duration to one day. Three successes extends to one month. Four successes extends to one year, and five successes extends it to the target's lifespan.

Unlike normal Charms, the character does not need to commit Essence for the duration of this Charm. The character may choose not to spend all of her successes on this effect.

Mastery Of Ability</b>

<b>Cost: 10 motes, 1 Willpower, Type: Supplemental
Keywords: Perfect
Duration: Instant

The character is an unstoppable master of a particular action. When purchased, the character chooses a single Ability. This Charm guarantees success in that ability; after all external penalties, internal penalties, and successes from an opposed roll are applied, the character is guaranteed one success. This replaces her normal roll. If opposed by a perfect effect, both sides roll normally.

Transform</b>

<b>Cost: 25 motes, 2 Willpower, Type: Simple
Keywords: Shaping
Duration: Instant

By focusing on a single target, the character reworks the nature of reality to transform her. If the target is unwilling, the character must roll Wits + Survival + Essence against their Power trait. If the character succeeds, the target is transformed into a different being. Net successes are divided between degree of change and duration. No successes provides cosmetic alterations. One success turns the target into anything of the same species. Two successes transforms them into the same category of creature (mammal, reptile, etc.). Three ensures that they will remain in the same kingdom (animal, plant, behemoth). Four successes allows the transformation of any living being into any other living being. Duration is affected as follows: One success lasts for a scene, two successes last a day, three successes last a month, four successes last a year, and five or more last forever. The Charm is considered to end immediately, but the transformation remains a magical effect on the target until its duration expires. The character may target herself with this Charm if she so chooses, and may choose not to spend all of her successes.

Unweave</b>

<b>Cost: 30 motes, 2 Willpower, 1 Aggravated Health Level, Type: Simple (Dramatic Action)
Keywords: Obvious
Duration: Instant

By taking time to focus on a target, the character unweaves an existing magical effect that is targeting them. This Charm may target any Essence-driven effect that has a continuing effect on a target. It may not target purely physical effects of a magical spell (wounds from an Essence attack, for example). The process takes one full hour, during which the character and target must remain in contact. The character rolls Essence + Willpower, with an external penalty of the Power trait of the user of the effect being removed. If successful, the effect ceases to exist. This is a demanding and draining Charm, and few spirits are willing to use it without proper recompense.