Editing Exalted Sorcery

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To use Sorcery you need to know at least one of the three Sorcery Charms: Terrestrial, Celestial, or Solar. These are Occult Charms, and they have high essence requirements: 3,4, and 5. You must also know at least one spell, which you learn like a charm but with a much longer learning time required. You then spend an appropriate amount of willpower: 1,2, or 3 depending on the Sorcery Charm being used, and then spend the essence cost of a spell that you know of the appropriate Circle. Terrestrial Sorcery lets you cast Terrestrial spells, and so forth. I do not believe that you can learn spells from a higher circle than you know the Charms to, and you cannot learn a Sorcery Charm higher up the ladder than your Exalt Type. Terrestrials can only learn Terrestrial Sorcery, Lunars and Sidereals are limited to Celestial and Terrestrial Sorcery, and Solars can learn any.
 
To use Sorcery you need to know at least one of the three Sorcery Charms: Terrestrial, Celestial, or Solar. These are Occult Charms, and they have high essence requirements: 3,4, and 5. You must also know at least one spell, which you learn like a charm but with a much longer learning time required. You then spend an appropriate amount of willpower: 1,2, or 3 depending on the Sorcery Charm being used, and then spend the essence cost of a spell that you know of the appropriate Circle. Terrestrial Sorcery lets you cast Terrestrial spells, and so forth. I do not believe that you can learn spells from a higher circle than you know the Charms to, and you cannot learn a Sorcery Charm higher up the ladder than your Exalt Type. Terrestrials can only learn Terrestrial Sorcery, Lunars and Sidereals are limited to Celestial and Terrestrial Sorcery, and Solars can learn any.
  
Once you have spent the will and motes for the Sorcery Charm and spell, you immediately spend an action to shape the spell. Until the spell is cast, you may not take any other action, or split your action, or use any Charm. You must depend on others to defend you, on persistent defenses that you put up earlier, or on armor, artifacts, and your anima power. You cannot move or talk either. If you take damage, there is a roll to see if you lose control of the spell, and botches have side effects similar to countermagic. If you are casting a Terrestrial spell, only one turn of shaping is necessary. You may cast the spell on your next action, which still forces the restrictions of spell usage on the character. Only on the turn after casting may the character act normally. Celestial spells require 2 shaping actions before casting, and Solar spells take 3 shaping actions. Some spells are rituals, that may take much longer, and during a ritual any motes spent on the spell are considered committed until the ritual ends.
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Once you have spent the will and motes for the Sorcery Charm and spell, you immediately spend an action to shape the spell. Until the spell is cast, you may not take any other action, or split your action, or use any Charm. You must depend on others to defend you, on persistent defenses that you put up earlier, or on armor, artifacts, and your anima power. You cannot move or talk either. If you take damage, there is a roll to see if you loose control of the spell, and botches have side effects similar to countermagic. If you are casting a Terrestrial spell, only one turn of shaping is necessary. You may cast the spell on your next action, which still forces the restrictions of spell usage on the character. Only on the turn after casting may the character act normally. Celestial spells require 2 shaping actions before casting, and Solar spells take 3 shaping actions. Some spells are rituals, that may take much longer, and during a ritual any motes spent on the spell are considered committed until the ritual ends.
  
 
There are also countermagic spells, special spells that can be used with a single action. It still counts as casting normally during the turn the countermagic is used, so no splitting actions and no other charms. Countermagic can be used in one of two ways. Either it breaks a single spell being cast or in effect in its radius, or it shields you from any incoming spells until the end of your next turn. You suffer a penalty to combat actions during the next turn. Spells broken by countermagic of the same circle shatter into storms of essence, doing damage based on the circle of the spell broken. Higher circle countermagic snuffs out spells of a lower circle completely.
 
There are also countermagic spells, special spells that can be used with a single action. It still counts as casting normally during the turn the countermagic is used, so no splitting actions and no other charms. Countermagic can be used in one of two ways. Either it breaks a single spell being cast or in effect in its radius, or it shields you from any incoming spells until the end of your next turn. You suffer a penalty to combat actions during the next turn. Spells broken by countermagic of the same circle shatter into storms of essence, doing damage based on the circle of the spell broken. Higher circle countermagic snuffs out spells of a lower circle completely.

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