StarJaunter/NWODSorceryCharms

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Sorcery

There is a large difference between our inherent powers, our charms, and the Sorcery we are capable of using.
While there is a learning of the proper technique for channeling our essence for Charm use, most of our effort
in training for charms involves building a kind of essence based muscle memory so the charm use is instinctive
Spells are different, all there is to it is the knowledge, since what we are changing is outside ourselves it
never becomes instinctive. This is one reason for the large essence costs of sorcery, inefficiency. Consider
than the spell as a recipe for changing the world, the essence we spend acts as ingredients, sometimes we must
use tools or special conditions. What then represents the Circles of Sorcerous knowledge that Exalted can
aspire to and most spells require. They are our knowledge of techniques as the chef. Some spells are simple
enough that they can be cast without any such training, but even these are usually improved by such knowledge.


Spells are learned as non-favored charms unless you have access to an organization that can train certain spells
as favored. A spells only prerequisite to learn is a certain circle of Sorcery, some spells gain additional
options if cast with a higher Circle of Sorcery. This does not require relearning the spell, attaining the
circle brings the knowledge. Spells usually exceed the amount of motes one can safely spend so they take
multiple turns to cast, spending motes per turn until spell's needed total is reached.

Carbuncle Circle Sorcery

Carbuncle Circle Spells are those that can be cast without special sorcerous knowledge from outside the spell.
Many of these spells can be improved by being cast under a higher Circle though. Carbuncle spells are cast as
is, unlike higher levels no willpower is needed.

Summon Imp
Cost: 2 motes + 1 motes per 2 dice
Target: One Imp
Time: One Hour
Tools: none

This spell can call forth a lesser Demonic Creature called an imp into the world, the summoner than engages
the imp in a contest of wills, each side rolling Essence + Willpower, until one gains three more successes
than the other. If the demon wins, the sorcerer may attempt a last ditch banishing with a Wits + Occult roll
but must gain 3 successes to succeed. Otherwise the Imp is free to escape or attach the sorcerer. If the
sorcerer wins they may bind the imp to loyal service for one year, or loyal service to a task until complete
Both side can spend willpower to enhance these rolls and Demons always will until they run out unless the
summoner adopts a template. Templates are designed flaws in the demon bond that tempt the demon to remain
in the world in hopes they can take advantage, however for it to work this weakness must be real. Finding
templates or creating new ones are difficult and dangerous tasks, but can allow for low effort summonings.
The summoner can also ease summoning by spending extra motes, for imps every mote spent reduces Imp's
dice pool by two. Imp's have an Essence between one and three and a willpower between two and six. High
essence is a sign of magical power, while more will is a sign of independence and skills, Imps max out
their willpower + Essence at 7 while the weakest have three. This spell is one that can benefit from circle
Sorcery. The difference are many so the spell is re described in appropriate section, but it is all one spell.


Levinbolt
Cost: 1mote
Target: One Target
Time: instant
Tools: none

This spell allows the sorcerer to cast forth the classic attack of a burst of Silvery Light. This spell
does not gain enhancement from high circle casting, those circles have their own damaging spells. This
attack is a ranged attack that uses Wits + Occult as the damage roll with lethal damage dealt and a
short range of Essence score times ten yards.