Lore Charms

 

Integrity-Protecting Prana

Cost: 5 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Lore: 1

Minimum Essence: 1

Prerequisite Charms: None

Exposure to Wyld energies can cause hallucinations, psychological dependency, insanity and even terrible mutations. Through the use of this Charm, the character makes her person proof against the influence of Wyld energies. While the Charm is in effect, her mind and body cannot be warped or twisted by the power of the Wyld. Note that, while the character’s shape and sanity are protected, her body can still be torn asunder by Wyld-spawned phenomenon; the whirling walls of fire and thunder and the 100-headed snake monsters with burning chalcedony eyes are quite real.

Similarly, her possessions are vulnerable, though the protective effect of the Charm does seem to spill over to them slightly. A character’s sword will turn into a snake that hisses and slithers off rather than an asp that bites her hand, and her armor will suddenly become gossamer spiderwebs rather than sheets of rotting gristle full of carnivorous maggots.

 

Essence-Lending Method

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Lore: 1

Minimum Essence: 1

Prerequisite Charms: None

No Exalted is an island. Through the use of this Charm, a character can transfer Essence motes to another character. To use this Charm, the character must spend a turn in skin-to-skin contact with the target and burn 3 motes of Essence to power the Charm. She may then transfer to the target motes of Essence equal to 3 x her permanent Essence score. This Essence may not cause the target’s Essence pool to rise above its normal maximum.

If the target cannot accept all the transferred Essence, then the excess dissipates harmlessly. Characters may activate this Charm over successive turns to transfer large quantities of Essence but must pay the 3 motes for each turn the Charm is in use.

 

Chaos-Repelling Pattern

Cost: 10 motes, 1 Willpower

Duration: One hour

Type: Simple

Minimum Lore: 3

Minimum Essence: 2

Prerequisite Charms: Integrity-Protecting Prana

Through the use of this Charm, the character protects his possessions from the warping influence of the Wyld. While the Charm lasts, the character and his goods (an amount which can equal a fully laden horse if the character is mounted) can sojourn in even the most fluid areas of the Wyld without worry that they will suddenly become something other than what they currently are.

Note again that Wyld-spawned phenomenon are not warded against, though the Charm makes certain sorts of mishaps (falling into the sky, having the ground suddenly open up to become a pit of mechanical alligators) quite unlikely. The character may be blasted asunder or eaten and digested, but up and down will continue to mean the same thing, and his feet will tend to always land on a stable, solid object of some sort. Any character trying to lead a horse into a deep Wyld area had better have the Spirit-Steadying Assurances Charm or something similar.

 

Will-Bolstering Method

Cost: 5 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Lore: 2

Minimum Essence: 2

Prerequisite Charms: Essence-Lending Method

Exalted can share more than simple power. The touch of a Solar can bring new strength to the downcast heart and new courage to the terrified. To use this Charm, the character must be in skin-to-skin contact with the target for a turn and must spend the Essence and Willpower to power the Charm. The character may then transfer a number of points of temporary Willpower to the target equal to the highest Virtue that the two of them share.

For Example: Dace is transferring Willpower to Swan. Dace has Valor 4, Conviction 2, Compassion 3, Temperance 2. Swan has Valor 3, Conviction 2, Compassion 2, Temperance 3. Dace can transfer up to three points of Temporary Willpower to Swan, one for each dot they share in Valor.

As with Essence-Lending Method, above, the Will-Bolstering Method cannot cause a character’s temporary Willpower to rise above its normal maximum. Excess points are wasted.

 

Wound-Accepting Technique

Cost: 3 motes per health level,

1 Willpower

Duration: Instant

Type: Simple

Minimum Lore: 3

Minimum Essence: 2

Prerequisite Charms: Will-Bolstering Method

Through the use of this Charm, the Exalted can give the gift of his very life energy. The character must be in skin-to-skin contact with the target for a turn and must spend a point of temporary Willpower and the appropriate amount of Essence. The Exalted using the Charm immediately takes a number of health levels of bashing damage, and the target of the Charm immediately heals a like number of levels of bashing or lethal damage. Exalted cannot share more health levels than the lower of the two character’s Staminas. This Charm cannot heal aggravated damage, nor can it cause a character to gain more health levels than she would normally have. Exalted can, in fact, kill themselves through the use of this Charm.

 

Power-Awarding Prana

Cost: 5 mote, 1 Willpower, 1 experience point

Duration: One day

Type: Simple

Minimum Lore: 5

Minimum Essence: 3

Prerequisite Charms: Wound-Accepting Technique

Through the use of this Charm, the Exalted can lend some of her power to a normal mortal recipient. For each point of the loaning character’s Essence, he can loan one Charm to the target. The target must have the appropriate minimum Ability to use the Charm, and if the Charms lent have prerequisite Charms, then the target must be lent those as well. The Charms draw directly on the Essence of the Exalted who lent them, but the recipient must pay any non-Essence costs. While the Charms are lent, the Exalted cannot use them. The Exalted can end the effect of this Charm and recall her power at any time.

During the First Age, Exalted often used this ability to bolster their lictors and pages for important tasks.

 

Earth-Firming Method

Cost: 15 motes, 1 Willpower

Duration: One day

Type: Simple

Minimum Lore: 4

Minimum Essence: 2

Prerequisite Charms: Chaos-Repelling Pattern

With this Charm, an Exalted can protect a large area from the ravages of the Wyld for a single day. While it lasts, the earth and vegetation within the warded area, together with any living beings present inside it, will not be affected by the Wyld’s changes, and the air will remain breathable and safe. The Solar paces around the area that he wishes to ward (which may not have more than a five yard radius per dot of permanent Essence that he has) and invokes the Charm. Unfortunately, although the contents of the area will be safe from change, faeries or Wyld-mutated beings are not prevented from entering the protected area.

 

Wyld-Shaping Technique

Cost: 20 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Lore: 5

Minimum Essence: 3

Prerequisite Charms: Chaos-Repelling Pattern

There are few of their abilities that the Exalted fear using. They are, after all, the anointed of the gods. They do not command Essence, it flows to match their desire. Even the most serious sorts of negligence or mistakes are only likely to lead to wild mood swings and misbehavior, not a grisly death. But even in the days of the Old Realm, the most powerful Solar Exalted used this Charm sparingly. A character using this Charm can shape the primordial chaos, the inchoate precursor of reality, to his whim. Obviously, this Charm does not work in areas where the fabric of reality is already set — it must be used in the deepest, most fluid Wyld zones or else at the edge of the world, forcing shape into the teeth of the howling storm.

To activate this Charm, the character sets foot in the unformed substance of reality and wills it to take shape as he commands. The player rolls his character’s Essence. Wyld-Shaping Technique is an extended action, with the cost of the Charm paid for each roll. The number of successes required is up to the Storyteller. The character can create nearly anything — a Demesne, a giant factory that produces golem warriors, a bag of diamonds as big as potatoes — but the larger and more powerful the thing he wishes to create, the more successes the player must roll. A single success would create a bag of diamonds or a talent of gold, while three successes would create a Demesne, a keep or a talent of one of the Five Magical Materials. Five successes would create a fortress, an enchanted forest complete with magical inhabitants or the aforementioned manufactory for golem warriors.

If the player botches at any time, horrible side effects result as reality shapes to the character’s subconscious whims. It may take the shape of his fears or simply coalesce in some horrifically wrong fashion — the specifics are up to the Storyteller. They are rarely pleasant and often worse than fatal.

Objects created in this fashion are freshly minted. Lacking roots in reality, they are more subject to the gnawing of chaos than other items. This instability is really only a problem for large structures such as fortresses and cities — if such places are left unpeopled and not made part of the complex interplay of contact that makes up existence, they will slowly dissolve back into the chaos from which they sprang.

 

Injury-Forcing Technique

Cost: 5 motes per health level, 1 Willpower

Duration: Instant

Type: Simple

Minimum Lore: 4

Minimum Essence: 2

Prerequisite Charms: Wound-Accepting Technique

With this Charm, an Exalt may transfer his current injuries to another person. The character must be in skin-to-skin contact with the target of the Charm for a turn, and his player must spend a point of temporary Willpower and the appropriate amount of Essence. The Exalt’s wounds close up and heal on his own body, while appearing at the same time on that of the subject. The Solar using the Charm immediately heals a number of health levels of bashing or lethal damage, and the target of the Charm immediately takes a like number of levels of bashing damage. The maximum number of health levels transferable is the lower of the two characters’ Staminas. This Charm cannot be used to transfer aggravated damage: However, it is quite possible to kill somebody with it. It can be used in combat, but it requires that the character have concluded a successful grab or clinch maneuver and have the target trapped at the time the Charm is used.

 

Order-Affirming Blow

Cost: 15 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Lore: 5

Minimum Essence: 4

Prerequisite Charms: Chaos-Repelling Pattern

By means of this Charm, an Exalt can use his singular knowledge of both chaos and order to restore a Wyld-corrupted living creature or object. By placing his hands upon the target and focusing his will, the Solar can restore it to its original physical and mental state. However, any time that has passed will be taken into account: The target of the Charm will be restored to his appropriate age and may age significantly if the Wyld has preserved him from the passing years. For a full day after this Charm has been used, the target is immune to the effects of the Wyld: However, if he remains in Wyld areas after that time, he will once again be subject to its changes and may eventually be returned to his previous altered form. Note that this Charm does nothing to cure Wyld addition ― exposure to the energies of the madlands is still pleasurable.

 

Sorcery-Conferring Contemplation

Cost: 10 motes, 1 Willpower, 1 experience point

Duration: Instant

Type: Simple

Minimum Lore: 6

Minimum Essence: 6

Prerequisite Charms: Power-Awarding Prana

By means of this Charm, a character can lend one of her spells to another Exalted sorcerer. For each dot of the loaning character’s Essence, she can lend a spell for one use. The recipient must have the appropriate Sorcery Charm to be able to use the spell. These spells draw directly on the Essence of the Exalted who lent them, but the recipient must pay any non-Essence costs ― for example the Willpower to activate the appropriate Sorcery Charm.

The Solar is still able to use these spells while the Charm is in effect, but as soon as the recipient has cast any of them as many times as the lending character has permanent Essence, the recipient loses the ability to cast that particular spell again. Use of this Charm does not aid in the study of the spell ―it merely imprints the spell on the target, giving him the ability to use it once per dot of the lending character’s Essence. Powerful Solars often used this ability to empower lesser minions ― particularly the Dragon-Blooded ― for particular missions.

 

Brewing Venom Technique

Cost: 4 motes, 1 Willpower, 1 health level per pot created

Duration: One week

Type: Simple

Minimum Lore: 4

Minimum Essence: 3

Prerequisite Charms: Chaos-Repelling Pattern

The Exalt must spend an entire scene (30 minutes) boiling a small pot of water. During this time, she meditates and focuses her Essence into the water, transforming it into a deadly poison. The difficulty of the Stamina + Resistance roll toavoid the poison and the penalty it causes are both equal to the character’s Lore Ability score. This penalty persists for a number of minutes equal to the character’s permanent Essence.

The damage done if the victim’s player succeeds in making a successful Stamina + Resistance roll is equal to half of the brewing character’s Lore (round up), and the damage done by the poison if the victim’s player fails the roll is equal to twice the brewing character’s Lore.

At the character’s choice, the poison brewed can either be a deadly toxin that does bashing damage. Either poison must be ingested or delivered via a weapon to be effective. Each pot contains poison enough to envenom a dozen weapons or to poison a large meal. The poison is odorless, tasteless and colorless, requiring a Perception + Awareness roll of a difficulty equal to the brewing character’s Essence to detect.

Like all other weapon venoms, each dose of poison can only be used against a single target. Once it has been used, the poison must be applied to the weapon again to be effective. The poison transforms back into harmless water after a week. Each batch must be brewed as either a thick weapon venom or an ingested venom that is as thin as water. Charms such as Poison-Resisting Meditation and Immunity to Everything Technique affect this poison normally.

 

Envenomed Weapon Prana

Cost: 6 motes, 1 Willpower, 1 health level

Duration: One day

Type: Simple

Minimum Lore: 4

Minimum Essence: 3

Prerequisite Charms: Brewing Venom Technique

With a seemingly harmless touch, the character can envenom a single weapon, a single plate of food or a goblet of wine. The difficulty to resist the poison and the penalty and damage for the poison are all the same as for Brewing Venom Technique. At the character’s option, the poison brewed can either be a deadly toxin that does lethal damage or a powerful narcotic that only does bashing damage. Either poison must be ingested or enter a wound to be effective. The poison is odorless, tasteless and colorless. The poison lingers in the drink or the weapon for the next full day ― after this time, it dissipates harmlessly. This Charm cannot be used to poison food or drink in the same turn that it is consumed or to envenom a weapon in the same turn that it is being used to strike a target.

 

Mastery-Of-Poison Technique

Cost: 10 motes, 1 Willpower, 1 health level

Duration: Instant

Type: Reflexive

Minimum Lore: 5

Minimum Essence: 3

Prerequisite Charms: Envenomed Weapon Prana

The character can use this Charm to either envenom a single weapon on the same turn that it is used to strike a target or to poison a single plate of food or goblet of drink. Also, the character may poison a weapon, food or drink that is up to one yard per point of permanent Essence away. The difficulty to resist the poison and the penalty and damage for the poison are all the same as for Brewing Venom Technique. At the character’s choice, the poison brewed can either be a deadly toxin that does lethal damage or a powerful narcotic that only does bashing damage. Either poison must be ingested or enter a wound to be effective. The poison is odorless, tasteless and colorless. The poison lingers on the drink or the weapon for the next full scene ― after this time, it harmlessly dissipates.

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