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
Celestial Circle
Sorcery
Cost: 2 Willpower
Duration: Instant
Type: Simple
Minimum Occult:
4
Minimum Essence:
4
Prerequisite
Charms:
Easily outstripping the most potent spells
of the Dragon-Blooded, the magic of the
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
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:
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:
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.