Occult Charms

 

Terrestrial Circle Sorcery

Cost: 1 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 3

Minimum Essence: 3

Prerequisite Charms: None

Least of all sorcery and still worlds beyond the power of the most talented mortal wizards, magic of the First Circle sees much use among the deathknights. Note that invoking this Charm only enables the character to cast a single Terrestrial Circle Sorcery spell. The actual spell itself has an Essence cost, often very high, that the character must pay to actualize it. 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

Easily outstripping the most potent spells of the Dragon-Blooded, the magic of the Second Circle is well known in the Underworld as a weapon of the Deathlords and their Daybreak Caste servants. Other Abyssal Exalted must often coax or barter with these entities for power, though the sorcerer-kings of the dead are notably reticent to share their secrets. Celestial Circle Sorcery can never be part of a Combo.

 

Shadowlands Circle Necromancy

Cost: 1 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 3

Minimum Essence: 3

Prerequisite Charms: None

Where sorcery manipulates and channels the Essence of Creation, its sister art of necromancy binds the dark energies of the Underworld. The Essence of death is potent but limited in scope. What it lacks in flexibility, however, it makes up for in might. Those who delve into the mystical lore of the Malfeans to master this Charm can hone will and spirit to perform necromancy of the First Circle. Note that, as with sorcery, the cost of this Charm only enables the character to cast a single Shadowlands Circle spell.

The actual spell itself has an Essence cost, often very high, that the character must pay to actualize it. This cost is listed in the spell's description. Shadowlands Circle Necromancy can never be part of a Combo.

 

Labyrinth Circle Necromancy

Cost: 2 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 4

Minimum Essence: 4

Prerequisite Charms: Shadowlands Circle Necromancy

Above — or perhaps below — the necromancy of the First Circle, Labyrinth Circle magic is the stuff of nightmares and dreams best left to dead gods. Still, for those who would master its secrets, this circle offers great and terrible power. Labyrinth Circle Necromancy can never be part of a Combo.

 

Void Circle Necromancy

Cost: 3 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 5

Minimum Essence: 5

Prerequisite Charms: Labyrinth Circle Necromancy

In true poetic irony, the very death taint that denies the Abyssal Exalted access to Solar Circle Sorcery also grants them comparable power over the Oblivion they serve. Masters of Void Circle Necromancy are thankfully rare, but theirs is the power of unmaking, the power that would devour all Creation in its hunger — and the Underworld as well. Few spells of this potency exist outside the personal libraries of the Deathlords; the sorcerer-kings of the Underworld zealously hoard such mighty lore as they hoard little else. Void Circle Necromancy can never be part of a Combo.

 

Spirit Sensing Technique

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Occult: 2

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows the character to perceive dematerialized spirits in her vicinity. Such beings appear as translucent specters of their materialized form, although ghosts appear more "solid" to the Abyssal than other types of spirits. Every 5 motes spent above the Charm's base cost allow the character to project one additional sense into the spirit realm. However, even if a character can feel the touch of a dematerialized spirit, she cannot actually touch it without employing other magic.

 

Through Dead Eyes

Cost: 6 motes

Duration: One scene

Type: Simple

Minimum Occult: 5

Minimum Essence: 2

Prerequisite Charms: Spirit Sensing Technique

Even in the most verdant forests, the necrotic Essence of the Underworld leaks through into Creation in wisps and trails. With this potent Charm, an Abyssal can perceive these energies directly. Beings and places suffused with death glow with their own baleful radiance, while objects imbued with living Essence appear shadowed or empty. In addition to perceiving dematerialized ghosts, the character can identify other Abyssal Exalted with a glance and precisely determine the boundaries of any shadowland. Deathknights employing this Charm can also spot the seething ripples and whorls of Charms and sorcery, allowing them to notice most magic without a roll. With a successful Intelligence + Occult roll, a character can even identify magic (although the difficulty increases by 1 if the scrutinized magic does not involve death energy).

 

Corpus-Rending Blow

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Occult: 3

Minimum Essence: 2

Prerequisite Charms: Spirit Sensing Technique

Charging his hand or weapon with spectral energy, the character can make one strike against an immaterial spirit. The character's player must still roll to hit the creature normally, although the deathknight may elect to attack the spirit's Essence in lieu of inflicting damage. This decision must be made when activating the Charm, before rolling the attack. If the Abyssal chooses to drain Essence, roll her Conviction + Occult in place of damage, using the spirit's Valor as its soak total. Each level of "damage" inflicted in this fashion drains 2 motes of Essence from the spirit's pool and adds it to the character's own. Drained motes that would take a character above her normal maximum are still drained but dissipate without benefit to the Exalt. If the character uses this Charm to cause actual injury, the attack is resolved normally. This Charm confers no ability to perceive incorporeal spirits, so characters attacking without other magic (such as Spirit Sensing Technique) suffer the usual penalty for blind fighting. This Charm has no effect on materialized spirits. Corpus-Rending Blow is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Soul-Eating Strike

Cost: 5 motes

Duration: Instant

Type: Supplemental

Minimum Occult: 5

Minimum Essence: 3

Prerequisite Charms: Corpus-Rending Blow

This Charm allows an Abyssal to infuse a single attack with the chill of the Void. The character's blow can strike incorporeal spirits. A successful hit inflicts aggravated damage and drains Essence as Corpus-Rending Blow (roll separately for each form of damage). Spirits slain by such attacks are irrevocably destroyed. Against materialized spirits, this Charm allows the Abyssal to drain Essence as above, but the attack does not inflict aggravated damage. Materialized spirits killed via Soul-Eating Strike eventually regenerate. This Charm is explicitly permitted to be part of a Combo with Charms of other Abilities. Spirits can sense Exalted who know this Charm and fear and loathe them.

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