SolarLore/Madwand

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Anima-damping Meditation</B>
 <B>Cost:  1 mote
 Duration:  Varies
 Type:  Simple
 Minimum Lore:  2
 Minimum Essence:  2
 Prerequisite Charms:  Essence-Lending Method

Peace. The battle has been won, there is no more need for the Solar to shine forth in all her glory. For every beginning there is an end, and effecting that end is the purpose of this Charm.

The Solar enters a meditative state in which no aggressive action may be taken. She must uncommit any peripheral essence sustaining any Charm but Anima-damping Meditation. Her anima begins to fold back into her body, reducing in level once each turn, until her anima has entirely disappeared.


Power-recovery Prana</B>
 <B>Cost:  1 mote
 Duration:  Instant
 Type:  Simple
 Minimum Lore:  3
 Minimum Essence:  3
 Prerequisite Charms: Anima-damping Meditation

Further training in meditative techniques allows the Solar greater command over the power she has invested in committing essence to Charms and other effects. The character uncommits and recovers all motes she has sustaining a single Charm, artifact, or other effect.

Comments

Anima-damping Meditation could also have been an Occult or Stealth Charm, but I think I like it best in Lore. Comments? I'm not sure if it "breaks the rules" or not when it comes to the abilities Solars are supposed to have -Madwand

Nice idea, but as a zero prereq charm with absolute minimum requirements, I'd say that every Solar would've had it. Especially since post-fight, it's better than gatorade. As such, it's effects would've should've been part of canon. My guess is this is a higher prereq charm, with some reason the average Solar wouldn't use it all the time. -- GregLink

Good points, all. I've raised the prerequisites somewhat in response. Hopefully this will be enough to explain why the Charm wasn't in the Core :-) -Madwand
This seems to represent a very profound command of Essence, so I would have made it a 2/4 Charm, but whatever - Dasmen
I'd put it as Ess 3 at least, to add my opinion to the pile. Lore 4, Ess 3, would be my choice. And with another pre-req. Not sure what.
-- Darloth
I'm with Darloth on this one. Commanding Essence at this level is definitely above Ess 2 even. More problematically, it still nearly solves the anima banner problem, and gives you motes back to boot. A possible fix is to make this two charms, one after the other. One that gives you motes, the other that folds your banner away. That'd fix the pre-req problem, and make the charm less uber on the way. -- GregLink

Taking GregLink's suggestion, I have raised Essence prerequistes and split the Charm in two. The essence-recovery effect now takes longer to reover essence from multiple commitments, but recovers all committed essence: just recovering Essence-1 motes isn't good enough for a 3/3 Charm when EGT, a 1/2 Charm, can net you 20+ motes. -Madwand

Just to check.. that Power-Recovery Prana -does- end the charm running as well right? ^^ And personally, I don't mind EGT being a bit more powerful, because it tends to bring up a whole load of other problems.. like the fact you've been hit and may take damage. To get around those, you then have to start chucking it into combos with resistance charms and such.. .. to the point where you probably rarely find yourself just using it on it's own.. anyone who's going to spend their single charm use in a turn on that, is probably going to get a bit of a hammering from any experienced opponents. Of course, the twinky way around it is with the twilight anima ability.. which I've never liked to be honest.. it just seems really over the top and powerful, and given the way you can easily just chuck it in with charms like EGT.. gives them a pretty big advantage. FluffySquirrel

Yes, Power-Recovery Prana does end the Charm, I hoped "uncommits and recovers" was clear on that, although maybe not. Yes, you are right about EGT, but of course it is the only basis of comparison we really have for Solar essence-regaining Charms, unless you want to count things like Joy in Adversity Stance. -Madwand