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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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==Terrestrial Sorcery==
 
==Terrestrial Sorcery==
There are many that are Good, given the right circumstances. The following are either spells that cannot be duplicated by charms, or have effects in areas that it is rare to have to PC put charms into. Ritual of Elemental Empowerment, Incantation of Effective Restoration, The Eye and the Mouth, Burning Eyes of the Offender, Summoning of the Harvest, Tongue of the Elemental Spirit, Sorcerer’s Irresistible Puppetry. Also, Death of Obsidian Butterflies and Flying Guillotine are the best of the combat spells, but they still have their problems. Song of the Waves is damn good, and probably the 2nd best combat spell in this circle. There are also two that fall, barely, in the ‘Destroyer of Campaigns’ category. First is Peacock Shadow Eyes. This little gem can nearly replace a social character if used often and the right way. “I am an important customer, give me a discount.” “I am a much better ally than that Cathak, he’s going to stab you in the back.” “These are not the droids you are looking for.” So long as you stick to stuff that is hard to present clear evidence to the contrary, you can make the things that you tell people with this spell real with some time, intelligence, and work. Second is Virtuous Guardian of Flame. This provides a persistent defense to those Exalts that can’t get one, or can’t get a good one, or only have a dodge one, i.e. Terrestrials, Sidereals, and Lunars. Second, it makes you immune to non-magical ranged attacks. I don’t like the Savant and Sorcerer change of committing the motes, I would have rather weakened the spell or moved it to the Celestial Circle. But the Book of 3 Circles version can clearly be overpowered in a non-Solar/Abyssal game.
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There are many that are Good, given the right circumstances. The following are either spells that cannot be duplicated by charms, or have effects in areas that it is rare to have to PC put charms into. Ritual of Elemental Empowerment, Incantation of Effective Restoration, The Eye and the Mouth, Burning Eyes of the Offender, Summoning of the Harvest, Tongue of the Elemental Spirit, Sorcerer’s Irresistible Puppetry. Also, Death of Obsidian Butterflies and Flying Guillotine are the best of the combat spells, but they still have their problems. Song of the Waves is damn good, and probably the 2nd best combat spell in this circle. There are also two that fall, barely, in the ‘Destroyer of Campaigns’ category. First is Peacock Shadow Eyes. This little gem can nearly replace a social character if used often and the right way. “I am an important customer, give me a discount.” “I am a much better ally than that Cathak, he’s going to stab you in the back.” “These are not the droids you are looking for.” So long as you stick to stuff that is hard to present clear evidence to the contrary, you can make the things that you tell people with this spell real with some time, intelligence, and work. Second is Virtuous Guardian of Flame. This provides a persistent defense to those Exalts that can’t get one, or can’t get a good one, or only have a dodge one, i.e. Terrestrials, Sidereals, and Lunars. Second, it makes you immune to non-magical ranged attacks. I don’t like the Savant and Sorcerer change of committing the motes, I would have rather weakened the spell or moved it to the Celestial Circle. But the Book of 3 Circles version can clearly be overpowered in a non-Solar/Abyssal game. Last in the ‘Destroyer of Campaigns’ category is Internal Flame. This is the god of Terrestrial Circle combat spells. This is NOT an attack. It cannot be parried or dodged, even by HGD or 7SE*, only soaked. The effect of this spell is simply awesome.
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* Dissenting opinion: Perfect defenses that can dodge or parry undodgable and unparryable things can defend against this spell.  Additionally, even if they couldn't, a successful use of Duck Fate could be used to dodge it, and indeed any other spell.
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-Random Nerd
  
 
==Celestial Circle Sorcery==
 
==Celestial Circle Sorcery==
Blood of Boilling Oil is nice against lower essence targets; Incomparable Body Arsenal is amazing on Martial Artists. Cloud Trapeze, Swift Spirit of Winged Transportation, and others. More important are the three spells that fall into the ‘Destroyer of Campaigns’ category. They are Spawning of Monsters, Threefold Binding of the Heart, and Imbue Amalgam. Intelligent abuse of these three spells can send the power of the caster spiraling out of control by way of extremely powerful minions that can be good at essentially anything. Imbue Amalgam makes the strongest minions, but those made by Spawning of Monsters are not vulnerable to countermagic. Threefold Binding of the Heart turns enemies in slaves, so long as you keep your charisma up. All are amazingly strong. Magma Kraken almost fits here, and it is the lord and master of all combat spells due to its persistent effect.
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Blood of Boilling Oil is nice against lower essence targets; Incomparable Body Arsenal is amazing on Martial Artists. Bone Lion, Cloud Trapeze, Swift Spirit of Winged Transportation, and others. More important are the three spells that fall into the ‘Destroyer of Campaigns’ category. They are Spawning of Monsters, Threefold Binding of the Heart, and Imbue Amalgam. Intelligent abuse of these three spells can send the power of the caster spiraling out of control by way of extremely powerful minions that can be good at essentially anything. Imbue Amalgam makes the strongest minions, but those made by Spawning of Monsters are not vulnerable to countermagic. Threefold Binding of the Heart turns enemies in slaves, so long as you keep your charisma up. All are amazingly strong. Magma Kraken almost fits here, and it is the lord and master of all combat spells due to its persistent effect.
  
 
==Solar Circle Sorcery==
 
==Solar Circle Sorcery==

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