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Light in the Darkness

Cost: 5m, 1wp; Mins: Lore 3, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One day
Prerequisite Charms: Chaos-Repelling Pattern

A solar is a king, a ruler, a protector of all of Creation. The essence of creation flows to match his desires and he need not force it. It flows where he goes, empowering him. Even into the dark lands between Creation and the Underworld it is there. With this charm the solar can heighten the natural links between himself and Creation while in that halfway realm.

For one day the Lawgiver regains essence in the Shadowland just as if he were in Creation. Furthermore, should the solar leave the Shadowland at night he will return to Creation instead of travelling into the underworld. This charm can not be activated if a character is completely inside the Underworld allready however if the charm is allready active and her day of use of the charm ends she can spend 5 motes to keep it going for a day even if the character is completely in the Underworld.

Dead Earth Restoration

Cost: 20 motes, 2 willpower
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Essence: 4
Prerequisite Charms: Light in the Darkness, Wyld-Shaping Technique

There are many ways to destroy a shadowland. Some are fast, some are slow. Some restore life to the place, some just return the potential. This is the later kind. A solar can use this charm to shrink a shadowland to nothing by building on what he has learnd from manipulating Creation and the Wyld. This doesn't instantly bring life back into the area but it does remove the death taint and connection to the Underworld and so let life flourish in the area once more.

The difficulty of the roll is set on the size of the shadowland. A room would be one success, a large building 3, a city 5 or more. This is an extended roll with the solar paying the cost each time he wishes to roll his essence. This charm is an all or nothing roll. If the forces that created the shadowland are still there, such as a deathlord, it is believed they have ways to counter this charm. The size can only be reduced once each use. Botching this roll causes the solar to suffer a number of agravated, unsoakable damage equal to the level of difficulty of the area being affected.


Update to 2e. -BogMod