Sorcery/ECSorcery
Contents
New Spells
Terrestrial Circle
Summoning The Might of the Dragon Armor
Cost: 20 Motes
This spell is in fact five separate spells, one for each of the Dragon Armors. It is not unheard of for a terrestrial exalt to be caught off guard or without his equipment in a dangerous situations. Though many are more than capable of defending themselves while still unarmed, there are situations where this is not enough. Most anathema can destroy an unarmed Dragon Blood with little trouble.
Lookshy sorcerers managed to devise a spell that compels the very essence of the world to form tangible protection for them. With this charm the sorcerer creates a suit of elemental armor equivalent to that of the elemental dragon armors. The armor spawns nearly instantly around the target of the spell, and has the soak values, fatigue rating, mobility penalty, and powers of the Dragon Armor of the appropriate element, save for the power that affects the wearer's place in fate.
The armor lasts only for a scene, and during this scene the essence for this spell is considered committed. The caster need not be the target of the spell, and if another person is targeted the armor does not draw any commitment from the wearer, as the power required for the armor to function is drawn from the casting of this spell.
Earthbridge
Cost: 30 Motes
By focusing essence deep into the earth, the sorcerer disrupts the natural stagnancy of the essence within the earth beneath then, and force it to shift at whim. Causing essence flows down through the caster's feet and into the ground beneath them. Immediately their will is obeyed by the ground of creation as it shifts and flows to form a road or bridge. The specific detail of the bridge or road formed is left to the caster. The end result may have any style imaginable, from plain unornamented slate, to intricate pillars and rails or a solid road made from a single long piece of well packed earth. The only limitations on the appearance of the Earthbridge are those governed by the type of earth immediately near the caster. Regardless of the specifics, the road or bridge will carry a load of several thousand pounds and will be as high a quality as far as travel is concerned as anything made by man or exalt.
When evoking this spell the caster rolls perception + occult and adds a number of successes to this roll equal to their craft rating. The length of a road created this way can be as long as the caster's essence rating plus the number of successes garnered times 100 in yards. If a bridge is created, the length of the bridge can be up to the caster's essence plus the number of successes rolled times 10, and the height can be up to half of that at it's highest point.
Anything shaped in this manner is permanent, and will last like any other road or bridge, requiring the same maintenance. This spell may also be cast a second time on any Earthbridge created with it. In this case no roll is required, and the bridge or road is restored to pristine condition. The forming of this road takes approximate ten minutes, regardless of the length.
Celestial Circle
Solar Circle
March of the Honored Fallen
Solar Circle Sorcery 60 Motes
There are few mortal armies that can stand a chance against even a significantly smaller force of magical beings, and those that can almost certainly have the support of Exalts or other essence wielding beings. With this spell a single Solar Sorcerer can even the tides.
This spell will only work when one side of a major conflict is able to overpower the other because of non-mundane reasons.
The ritual takes a full ten minutes, and mostly consists of actions that resemble the stoic expressions of mourning, followed by a single moment of pure rage. The end of the ritual requires that the sorcerer spills a bit of their blood on the same ground that the blood of combatants in the ongoing battle has touched.
As droplets of blood hit the ground, a golden glowing image of a soldier rises from the body of each victim of the conflict that was sided with the caster. Each of these soldiers fights on with ferocity unparalleled by any living combatant. They are considered to be heroic mortals, though each has an effective Valor of five and a willpower of 10, and each is able to spend willpower freely and channel their valor as an exalt. None of these beings suffer from wound or dice penalties, and will regenerate lost limbs in moments, though the damage they had taken still remains in a metaphysical way. It is impossible to hinder the golden warriors. Only the soldiers dead at the time of the casting will be emulated by the powers of this spell.
Each being is equipped exactly the same as he was upon the time of his death, though the golden warrior is capable of picking up other weapons, and is considered to be instantly attuned to any magical weapon they may acquire, though no material bonuses are provided unless the weapon is made of Orichalcum.
The risen soldiers take up the job of the soldier that they emulate. Archers will continue to fire arrows, though they will do so unhesitatingly, and will never run out of ammunition, cavalry will ride out on golden steeds, lances and swords at the ready, and commanders will shout orders with unwavering voices, directing mortal and golden soldiers alike.
The horrid beauty of this spell is that the later it is used the stronger it is. Sorcerers through history that had wanted to achieve victory at any cost had been known to avoid casting this spell until their defeat was nearly inevitable, using the dead to win their struggle for them.
The soldiers will persist until they are destroyed utterly, or the battle is won in entirety. If the enemy force has reserves or enforcements on the way the summoned warriors will remain.
While the battle is going on the sorcerer may not leave. The magic of this spell causes a fanatical fervor to overtake the sorcerer, and they will find themselves unable to leave the battle until is complete. Victory or Defeat are the only options left to the sorcerer. Rarely does anyone but the most stalwart or passionate of sorcerers use this spell.
Necromancy
Shadowland Circle
Labyrinth Circle
Void Circle
Rise of the Wretched Slain
Void Circle Necromancy 55 Motes
For the most powerful of Necromancers, the fallen soldiers of their opponents can be the most potent asset to them. With the use of this spell, a necromancer can bolster his own forces with the fallen of his enemies. The casting of this spell must take place upon fresh earth that has felt the tread of soldiers feet, though has not had blood yet spilled upon it. The ritual itself consists primarily of screaming and yelling, though at the culmination the necromancer must remain pristinely calm. The necromancer will remain this way until the culmination of the battle. She will be able to neither defend nor attack for the duration of the fight, though the effects of the spell will persist until the end of the conflict whether the Necromancer lives or dies.
From the end of the ritual on, any mortal enemy of the force that the necromancer sides with that falls in battle will rise as a hungry ghost in moments. These ghosts will fight unhesitatingly, chaotically, and brutally against the opposing army until they are slain to the last.
Once the enemy force is destroyed, however, any lingering ghosts will turn upon the soldiers of the army that they had been supporting. They will chase every mortal member, and any non-mortal member that tries to destroy them, down to the last until they are all either dead or the ghosts are destroyed.
A side effect of the spell that many necromancers find bothersome is that after all enemies are exhausted, the hungry ghosts fade to mist and pass on in peace. No other magic has been found that can keep these ghosts past the end of the battle. Rarely will a necromancer use this spell unless they are willing to sacrifice every member of their own force to achieve the victory that they desire.
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Comments or Suggestions
March of the Honored Fallen: would this spell allow you to create these Golden Soldiers, and then turn around and animate the field of dead bodies? in effect doubling your armed forces? -grypph, little god of loopholes... and necromancy.