Occult Charms

 

Terrestrial Circle Sorcery

Cost: 1 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 3

Minimum Essence: 3

Prerequisite Charms: None

While some mortals can manage, by supreme effort, to perform magical rituals, magic is simply another, more draining way of channeling Essence to the Exalted. Characters who have learned the Terrestrial Circle Sorcery Charm are able to hone their will into the needle-sharp focus needed to perform magic of the so-called First Circle. Note that the cost of the Charm is only to enable the character to cast a single spell. The actual spell itself has an Essence cost, often very high, that the character must pay to actualize the spell. This cost is listed in the spell’s description. Terrestrial Circle Sorcery can never be part of a Combo.

 

Celestial Circle Sorcery

Cost: 2 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 4

Minimum Essence: 4

Prerequisite Charms: Terrestrial Circle Sorcery

Similar to, but more powerful than, magic of the Terrestrial Circle, Celestial Circle magic is mighty indeed. Dragon-Blooded and mortals are unable to practice this form of magic, but Celestial Exalted can. It is worth noting that there are only a handful of individuals in the world who know the secrets of Celestial Circle magic. Characters who wish to learn magic of this circle will have to find these entities and convince them to share their wisdom. Celestial Circle Sorcery can never be part of a Combo.

 

Solar Circle Sorcery

Cost: 3 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 5

Minimum Essence: 5

Prerequisite Charms: Celestial Circle Sorcery

The most powerful form of magic available to the Exalted. Sorcery of the Solar Circle rivals the anger of the Five Elemental Dragons in its power. Only the Solar Exalted can practice magic of this magnitude, and most of it was lost after the murder of the Solars, many centuries ago. As a result, there are practically no spells of the Solar Circle left outside the Imperial Library. Characters who wish to reclaim the sorcerous power that is their legacy without centuries of magical research will have to either search far and wide for magic or else bargain with the Yozis and Deathlords for such scraps of power as they can be persuaded to part with. Solar Circle Sorcery can never be part of a Combo.

 

Spirit-Detecting Glance

Cost: 3 motes

Duration: One scene

Type: Simple

Minimum Occult: 1

Minimum Essence: 1

Prerequisite Charms: None

This Charm allows the character to perceive unmanifested spirits. Normally, spirits must manifest (appear but remain intangible) or materialize (appear in physical form) to be perceived. However, characters with this Charm can see spirits when they have done neither. Spirits in their natural form appear much as they do when manifested or materialized, though the character can clearly distinguish them from those that are actually visible. Note that this Charm does not make the character any more able to strike or harm spirits, though it does make it much easier for her to direct her attacks.

 

Spirit-Cutting Attack

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Occult: 2

Minimum Essence: 2

Prerequisite Charms: Spirit-Detecting Glance

This Charm allows the character to launch a single attack at an unmanifested spirit. For the purposes of the individual attack, the character attacks the spirit as if it was manifested normally. Characters who do not have Spirit-Detecting Glance active (or who are not using some other means of perceiving spirits) will be attacking blind — a +2 difficulty modifier. Spirits killed via Spirit-Cutting Attack will eventually regenerate, but this process takes some time (potentially decades) and is quite unpleasant for the spirit. Spirit-Cutting Attack is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Ghost-Eating Technique

Cost: 5 motes

Duration: Instant

Type: Supplemental

Minimum Occult: 4

Minimum Essence: 3

Prerequisite Charms: Spirit-Cutting Attack

This Charm is similar to Spirit-Cutting Attack, but the character’s blows are much more dangerous. Name aside, the character does not actually place the spirit into her mouth, though she does consume its Essence, and its death at her hands is permanent. A blow struck using this Charm does aggravated damage to unmaterialized spirits and drains away motes of the spirit’s Essence equal to twice the character’s permanent Essence, which are added to the character’s own store of motes. Drained motes that would take the character above her normal maximum are still drained but dissipate without benefit to the Exalted. Spirits that have materialized are no longer vulnerable to the Ghost-Eating Technique.

This Charm is the weapon by which the Exalted slew the enemies of the gods, and spirits hate and fear it. The Ghost-Eating Technique is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Spirit-Repelling Diagram

Cost: 10 motes

Duration: One scene

Type: Simple

Minimum Occult: 5

Minimum Essence: 2

Prerequisite Charms: Spirit-Cutting Attack

Through the use of this Charm, characters can drive away unmaterialized spirits from an area and bar them from entry. The character spreads her arms, and a blazing circle of gold-white light erupts a number of yards in radius equal to the character’s Essence.

All unmaterialized spirits within the diagram who have a lower maximum Essence pool than the character must either flee the warded area or materialize. Unmaterialized spirits outside the diagram with maximum Essence pools lower than the character’s may not use their Charms to effect those within the diagram, nor may they enter it. Spirits that have materialized are no longer subject to the diagram.

 

All-Encompassing Sorcerer’s Sight

Cost: 6 motes

Duration: One scene

Type: Simple

Minimum Occult: 5

Minimum Essence: 2

Prerequisite Charms: Spirit-Detecting Glance

This powerful Charm allows a character to perceive the flows of Essence at work in the world around him. Far more detailed than Spirit-Detecting Glance or the intuition for magic at work that every sorcerer possesses, this Charm allows characters to actually see the Essence of the world. Characters can not only perceive spirits, they can also see the great gauzy rivers of the dragon tracks and the shatteringly brilliant fountains and spires of Manses and Demesnes. Exalted using this Charm can distinguish the diamond-bright lattices of Charms and sorcery at work, allowing them to spot most enchantments without the need for any roll. With a successful Intelligence + Occult roll, a character can even identify the kind of enchantment and (if he is sufficiently familiar with her handiwork) the Exalted who caused the magic to come into existence.

 

Power-Draining Whisper

Cost: 5 motes per turn

Duration: Varies

Type: Simple

Minimum Occult: 4

Minimum Essence: 5

Prerequisite Charms: Spirit-Cutting Attack

By giving voice to the arcane patterns of this Charm, an Exalted can hamper an enemy’s ability to use Essence. The character must be within a number of yards of the target equal to his Essence. The Solar’s player and target’s player must both make Willpower + Occult rolls: If the Solar’s player scores more successes, then for the turn when this Charm is used and in every subsequent turn in which the character spends 5 motes of Essence, the chosen subject of the Charm must pay twice as much Essence to use any of his Charm or other Essence-fueled abilities. If the target scores more successes, then the Charm fails to function. While this Charm does not require continuous concentration by the Exalt, only the continued expenditure of Essence, and counts as the use of a simple Charm every turn, it will be nullified if the Solar using it is rendered unconscious or killed. This Charm may never be used as part of a Combo, nor does it affect beings with an Essence equal to or greater than the character.

 

Power-Disrupting Blow

Cost: 7 motes of Essence, 1 temporary Willpower

Duration: Multiple Turns

Type: Supplemental

Minimum Occult: 6

Minimum Essence: 5

Prerequisite Charms: All-Encompassing Sorcerer’s Sight, Power-Draining Whisper

With a barehanded blow, the character using this Charm makes it impossible for his target to make any directed use of Essence for that turn and, potentially, for later turns. It must be used with a successful barehanded attack (which need do no damage but must penetrate the target’s block or dodge) and is specifically permitted to be used as part of a Combo with Charms of other Abilities. The character may maintain the Charm as long as she continues to spend 10 motes of Peripheral Essence and 1 permanent Willpower for each turn that it is in use. This count’s as the character’s Charm use for the turn, as long as he continues to spend 7 motes and 1 temporary Willpower per turn.

The target ― whether he is an Exalt, a spirit, one of the Fair Folk or anything else ― will be unable to use any Essence-driven powers and must react on a purely physical level. Note that creatures that are magically aflame or that have magical venom are not restricted by this Charm, as such prodigies are expressions of their fundamental beings, and this attack bars only the working of magic. Likewise, this Charm cannot stop Lunar shapeshifting or the display and use of anima banners. Should the Solar invoking the Charm be rendered unconscious or killed, the magic is broken. It is whispered that there are more powerful versions of this Charm, which can suppress the powers of an Exalted for days, years or permanently, but if so, they are still not yet rediscovered.

 

Spirit-Warding Ban

Cost: 15 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 6

Minimum Essence: 6

Prerequisite Charms: Spirit-Repelling Diagram

An Exalted can use this Charm to ward a building or room form unwanted entry by spirits. For the Charm to function, the area being warded must have a clearly defined main entrance and may not be larger than 20 yards square. The Exalt invokes the Charm by tracing his Caste Mark upon the main door of the area ―or on the ground, if there is no actual door ― to seal the entrance. Dematerialized spirits outside the warded area with permanent Essence lower than the character’s may not use their Charms to affect those within the warded area, nor may they enter it unless invited by those within. Should they attempt to enter, whether or not they succeed, the mark upon the entrance blazes bright gold, visible to anybody nearby. This ward is a continuing effect that lasts until the room is broken or the ward is deliberately defiled by a being that is not a spirit.

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