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=True Sorcery=
 
  
 
Sorcery is performed using the Control (Reality) Power, and the base power represents Terrestrial Circle Sorcery. Celestial and Solar Circle Sorcery are modifiers on the base template. That base template is as follows:
 
 
 
'''Sample Power Aspect''': Mastery of Terrestrial Circle Sorcery
 
 
'''Base AP Cost''': 6AP
 
 
'''Activation Difficulty''': 2 + Control Modifiers (Terrestrial), 1 + Control Modifiers (Celestial), 0 + Control Modifiers (Solar)
 
 
'''Activation Time''': Free Action
 
 
'''Base Template''': Control Reality (9AP), Rote Dependent (-3)
 
 
''Requires a Power Source and the Essence Affinity Ability at 3''
 
 
 
'''Modifiers''':
 
 
'''-1 (Inability to Focus)''': You may not spend additional rounds to focus on a use of Sorcery.
 
 
'''-1 (No Rituals)''': You may not utilise the Ritual option of Sorcery.
 
 
'''-2 (Limitation: FP Cost)''': Each use of Sorcery costs a Fate Point to activate, in addition to the Activation roll.
 
 
'''-1 or -2 (Limitation: Increased Activation Difficulty)''': Sorcery's Activation Difficulty is increased by 2 or 4, depending on the version of this Limitation taken.  This is treated as a Control Modifier, rather than increasing the base Activation.
 
 
'''+2 (Celestial Circle)''': You have access to the Celestial Circle of Sorcery. See Control Modifications for details. Requires an Essence Ability of 4, and only Celestials can use Celestial Circle Sorcery.
 
 
'''+4 (Solar Circle)''': You have access to the Solar Circle of Sorcery. See Control Modifications for details. Note this replaces (and does not stack with) Celestial Circle. Requires an Essence Ability of 5, and only Solars can use Solar Circle Sorcery.
 
 
 
'''A Note On Negative Modifiers''': Negative Modifiers (beyond Rote Dependent) are very unusual for an Exalted to possess. They are most commonly found among God-Blooded and Enlightened Mortals, where they represent specialization or flawed understanding of some aspect of Sorcery.
 
 
 
==Control Modifications==
 
 
 
Sorcery utilizes the Control Meta-Power with the following Modifications:
 
 
'''TL'''
 
* Unlike other Powers at a character's disposal, each Circle of Sorcery possesses a different Power Tech Level that is used to determine the base Activation and when called for by a Power.  The Terrestrial Circle has a PTL of 4, the Celestial Circle has a PTL of 5, and the Solar Circle has a PTL of 6. 
 
* Unlike other Powers, Sorcery does not possess the PTLx2 cap on WR/AR (Subject to change upon testing).
 
 
'''Emulate Other Power'''
 
* Terrestrial Circle spells follow the standard rule of not being able to Emulate a Power with an AP cost greater than your Affinity.  For Celestial and Solar Circle spells, however, this is multiplied by x2 and x3, respectively. 
 
* Unlike standard Control, Emulate Other Power may always be used, even if it produces a result better than simply using Control.
 
* The activation difficulty is equal to the activation difficulty of the Power to be emulated(plus the base difficulty of Control), or the Power's AP cost (x2), whichever is higher.
 
 
'''Ritual Control'''
 
* Terrestrial Spells work exactly like standard Ritual Control, only an Affinity greater than 3 does not allow you to gain a bonus every 10 minutes.  Instead, those who have access to Celestial Circle Sorcery may Ritually cast Terrestrial spells at the accelerated rate, and those initiated into the Solar Circle can do the same with Celestial.  In addition, those initiated into the Celestial and Solar Circle may gain a bonus of Affinityx2 and x3, respectively. 
 
* Sorcery is capable of incredibly long-lasting effects.  If you spend a Fate Point at the end of performing Ritual Control you may roll on the Time Table (SoF, pg. 295) using your Affinity Ability to determine the duration of the resulting Power.  You may use part, or even all of the bonus you gain from performing Ritual Control on this roll.  Terrestrial spells have a maximum duration of one year, and Celestial and Solar Circle 10 years and Forever, respectively (This is, needless to say, prone to abuse.  It is necessary to emulate some spells, however).
 
 
 
See page 189-197 of the SoF rulebook for more details on Control.
 
 
 
==Necromancy==
 
 
 
''Design note: Base power a cheaper version of Terrestrial Sorcery called Shadowlands Circle Necromancy. Modifiers for Labyrinth/Void Circle as Celestial/Solar above.''
 
 
=Rotes=
 
 
 
''Some example Rotes to get people started.''
 
 
 
'''Death of Obsidian Butterflies'''
 
 
''Control:(Attack)''
 
 
Sample Power Aspect: Razor-Sharp Magical Manifestation
 
 
Activation: 12 (2)
 
 
Activation Time: Simple Action
 
 
You unleash a swarm of razor-sharp obsidian butterflies that leave a wide swath of distruction in their wake. This is treated as a +6 ExR attack that affects an entire Zone.
 
 
 
'''Emerald Countermagic'''
 
 
''Emulate Power: Nullify''
 
 
Sample Power Aspect: First Circle Dispelling
 
 
Activation: 8 (2)
 
 
Activation Time: Simple Action
 
 
Modifiers: Improved Nullifcation (+1), Deconstruction (+1)
 
 
This spell can be used to counteract another spell being cast in the Sorcerer's presence, or used to dispell a spell already in effect.
 
 
 
'''Invulnerable Skin of Bronze'''
 
 
''Emulate Power: Armor''
 
 
Sample Power Aspect: Body of Bronze
 
 
Activation: 8 (2)
 
 
Activation Time: Simple Action
 
 
Duration: Scene (24 hours with FP)
 
 
Modifiers: Passive (+2)
 
 
Your body is transmuted into living metal, granting you a +6 AR that lasts for one scene (24 hours with FP).
 
 
See page 198 of the SoF rulebook for more information on Rotes.
 
 
 
=Wyld Shaping=
 
 
 
''Design note:''
 
  
  
 
[[SoF_Exalted |Back to Main Page]]<br>
 
[[SoF_Exalted |Back to Main Page]]<br>

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