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
Celestial Circle
Sorcery
Cost: 2 Willpower
Duration: Instant
Type: Simple
Minimum Occult: 4
Minimum Essence: 4
Prerequisite
Charms:
Similar to, but more powerful than, magic
of the
Solar Circle
Sorcery
Cost: 3 Willpower
Duration: Instant
Type: Simple
Minimum Occult: 5
Minimum Essence: 5
Prerequisite
Charms:
The most powerful form of magic available
to the Exalted. Sorcery of the
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.