Occult Charms

 

Spirit-Detecting Mirror Technique

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Occult: 2

Minimum Essence: 1

Prerequisite Charms: None

Air is the most closely connected to the spirit world of all of the five elements. As such, it is easier for the Aspects of Air to pierce the veil and see the unseen.

To invoke a Spirit Mirror requires an ordinary mirror, a piece of polished metal or some other reflective surface. Even a pool of still water will suffice. For the remainder of the scene, the Exalt using this Charm can see nearby spirits reflected in such surfaces and, if they are reflected, hear what they say. A clever Dragon-Blood might even do this without the spirit noticing ― for instance, by using a goblet of water and taking a sip now and then or by polishing a sword blade.

 

Harmonious Wind-Luring Song

Cost: 5 motes

Duration: One hour

Type: Simple

Minimum Occult: 2

Minimum Essence: 1

Prerequisite Charms: Spirit-Detecting Mirror Technique

The Dragon-Blooded are not born occultists and magicians like some Celestial Exalted, but a number of them study the supernatural lore of their favored element. Many Air-aspected Dragon-Blooded learn the ways of the spirits who create the weather through their dances and processions in the sky. Exalted who know the ways of the sky-spirits can call them to direct the wind. To do so, the Exalted must speak to the elementals in their own tongue: the sounds of wind sighing over stony crags and through treetops, and the rumbles of thunder. Some Aspects of Air imitate such sounds with their voice and a bull-roarer. Others might play a flute or position a harp so that the wind plucks its strings. Whatever the method used, inviting the winds to blow takes five minutes.

The basic Charm evokes nothing more than a stiff breeze ― still enough to interfere with archery or send a sailing ship scudding through the waves at a good speed. During the hour of the Charm’s effect, the character can control the magic wind’s direction by singing for a turn.

 

Spirit-Grounding Shout

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Occult: 3

Minimum Essence: 3

Prerequisite Charms: Spirit-Detecting Mirror Technique

The Dragon-Bloods must protect the common people of the Realm from the various supernatural beings that roam the landscape. Often, the most effective method of accomplishing this task with regard to spirits is to simply force them into the physical world and defeat them there. This Charm aids greatly in that tactic. The character utters the Spirit-Grounding Shout, and reflexive opposed Essence rolls are made for both her and the target spirit. If the Exalt wins, the spirit is forced to materialize. If she loses, the spirit may remain dematerialized.

A successful Spirit-Grounding Shout forces the spirit to manifest itself for no less than the Exalt’s permanent Essence in minutes. The Essence for this materialization (assuming the spirit is naturally immaterial and must pay to materialize) is first drained from the spirit’s reserves, but any remaining cost is drained from the Exalt uttering the shout. If there is not enough Essence between the spirit and the character to pay for the manifestation, the spirit remains immaterial, but the Essence is still lost.

This Charm has no effect on spirits with permanent Essences higher than the Dragon-Blood’s.

 

Spirit-Chaining Strike

Cost: 3 motes, 1 Willpower

Duration: 5 minutes

Type: Supplemental

Minimum Occult: 4

Minimum Essence: 3

Prerequisite Charms: Spirit-Grounding Shout

This Charm allows the Dragon-Blooded to immobilize spirit beings, which is often the first step toward eliminating them.

The character must strike the spirit with an attack, and then his player immediately makes a reflexive Intelligence + Occult roll with a difficulty equal to the spirit’s Essence. Each extra success imposes as a one-die penalty to any and all actions taken by the spirit. If the penalty exceeds the spirit’s Essence rating, it is immobilized and unable to act for the rest of the scene. Subsequent uses of this Charm are additive, so long as the Charm never lapses. Additionally, Spirit Chains used by other Dragon-Blooded are additive as well.

Spirit Chains affect a spirit whether it is manifested or not, but the character must be able to perceive and strike the spirit to bind it. Spirit-Chaining Strike is explicitly permitted to be made part of a Combo with Charms of other Abilities.

 

Spirit-Shredding Attack

Cost: 4 motes

Duration: Instant

Type: Supplemental

Minimum Occult: 5

Minimum Essence: 3

Prerequisite Charms: Spirit-Grounding Shout

Sometimes, restraining a spirit is not enough, and destruction becomes necessary. The Spirit-Shredding Attack is an effective tool for this. Invoking this Charm requires a successful physical attack against a spirit. This means that the spirit must be materialized and/or the character must have some method of actually affecting the spirit, whether it is a weapon or an attack that can affect incorporeal beings.

A blow struck with this Charm does its normal damage to spirits. In addition, the attacking Exalt’s player reflexively rolls his character’s Willpower + Essence against a difficult of the spirit’s Essence. Each extra success reduces the spirit’s temporary Essence by an amount equal to the Dragon-Blooded character’s permanent Essence. The character does not absorb the Essence ― it just dissipates. If a spirit is destroyed by a Spirit-Shredding Attack, it is irrevocably gone.

This Charm is explicitly permitted to be part of a Combo with Charms of other Abilities.

 

Terrestrial Circle Sorcery

Cost: 1 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 3

Minimum Essence: 3

Prerequisite Charms: None

Handling the mysteries of sorcery is a much more difficult endeavor for Terrestrial Exalted than for the Anathema. The enchantments of the Celestial and Solar circles are far beyond the grasp of the Dragon-Blooded. However, sorcery of the Terrestrial Circle is available to them, assuming this Charm is learned.

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.

 

Minding The Dragon’s Eggs

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Occult: 2

Minimum Essence: 1

Prerequisite Charms: None

All Dragon-Blooded can harmonize themselves with the elemental pole with which they share aspect in order to orient themselves. Study, in ages past, of the mechanism of this phenomenon provided the inspiration for a number of techniques by which Terrestrial Exalts could learn to harmonize their Essences in other ways. Most common of these techniques is this Charm, which allows harmony with the Magical Material of the Dragon-Blooded: jade. This Charm is a staple of surveyors, criminals and the Jade Sniffers of the Thousand Scales.

A character using this Charm can sense the direction to jade of her elemental aspect up to a range of her Essence x 200 yards without rolling. Successes on a Perception + Occult roll allow the character to glean more detailed information from the Charm, with each success allowing for either the perception of another of the four remaining elemental forms of jade or a rough indication of the amount of an already-detected quantity of jade.

This Charm is ineffective against jade that is attuned to someone other than the character using the Charm, due to the interference of the attuned individual’s anima. Jade that is on the person of someone using magic to conceal his presence or in a site that has had such magic worked on it will only be detected if the Perception + Occult roll succeeds versus a difficulty equal to the successes rolled to activate the obfuscatory magic or the Essence of the character using the magic (whichever is higher).

 

Fivefold Resonance Sense

Cost: 2 motes

Duration: One scene

Type: Simple

Minimum Occult: 3

Minimum Essence: 2

Prerequisite Charms: Minding the Dragon’s Eggs

Using a refined version of the technique behind Minding the Dragon’s Eggs, a Terrestrial occultist can now use her Essence sense to detect quantities of the other Magical Materials: starmetal, orichalcum, moonsilver and soulsteel. This Charm works exactly as Minding the Dragon’s Eggs, but only to a range of the character’s Essence x 50 yards.

 

Seeing The Maker’s Hand

Cost: 4 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Occult: 4

Minimum Essence: 3

Prerequisite Charms: Fivefold Resonance Sense

With much of the documentation lost on how magical artifacts were crafted in the First Age, modern savants must often reverse engineer items as best they are able in order to better understand how to recreate or service them. Additionally, many artifacts of modern make are one-of-a-kind constructions, and it is safest to have the fullest possible knowledge of an unfamiliar item before attempting to work with it. To this end, Terrestrial technicians have learned to apply the sensory techniques of Essence-harmonizing to better analyze the fundamental material construction and Essence-channeling of artifacts.

To enact this Charm, the character must handle the item in question as if he were attempting to attune to it before spending the required Essence and before his player makes a Perception + Occult roll with a difficulty of the item’s Artifact rating. Artifacts specifically designed so that their properties are difficult to identify may have a higher difficulty.

Success on this roll immediately gives the character a rough indication of the item’s power level, as reflected by the Artifact rating, with additional successes providing more detailed insight about the specific abilities of the item. Very powerful or complex artifacts may require multiple uses of Seeing the Maker’s Hand over time to fully understand their workings. This Charm is ineffective on artifacts that are attuned to an owner.

 

Embracing The Arcane

Cost: 3 motes per success

Duration: Instant

Type: Supplemental

Minimum Occult: 3

Minimum Essence: 3

Prerequisite Charms: Any three Occult Charms

Sorcery and magical engineering are inherently dangerous undertakings, as many crippled former Heptagram servants can attest. The slightest misstep when summoning a demon or miscalculation in Manse design can have spectacular and fatal consequences for everyone in the area. Diligence is, of course, the most important habit to develop to avoid these issues, but the frequency with which dangerous magic must be worked in the Realm means that it is often only a matter of time before a disaster occurs. High-end professional magical practitioners use this Charm as one of many safeguards against terrible accidents, in addition to the obvious advantages of straightforward mastery of a particular discipline.

This Charm allows a character to convert his Occult specialty dice into automatic success for 2 motes of Essence per die converted. This only works if the character is exercising his specialty.

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