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Occult

Dragon-Blooded sorcerers take their education very seriously. A character who begins play with the Charm Terrestrial Circle Sorcery as an Intrinsic Charm may choose to start with Emerald Countermagic and Emerald Circle Banishment spells. These spells do not consume the character's starting Charm slots.

Editing History

10/04/12 - Removed Elements in Harmony Approach as it was no longer valid with the new rules. Removed Emerald Circle Transcendence and Emerald Circle Internalization as poor fits. Added Element Shaping Visions. General edits for language, format, and clarity.

16/04/12 - Added a new Charm, Brilliant Tempest Enlightenment.

Air Charms -- Occult

Element Shaping Visions
Cost: --
Minimums: Occult ●●●●, Essence ●●●
Type: Permanent
Action: None
Keywords: Elemental, Harmonious, Intrinsic
Duration: Permanent
Prerequisites: None

This Charm expands and improves Mela's General Charms and Abilities, granting them additional elemental effects. These elemental effects apply only to Occult or when the character enhances an Occult roll or Sorcery.

Air Aspects are the greatest sorcerers, scholars, and savants among the Terrestrial Exalted. They reduce the experience point cost of buying spells to 5. Earth is unbreakable. The character ignores the DV penalty for Shape Sorcery actions. Fire lets the character move like a wild blaze, she may move and Dash while takes Shape Sorcery actions. Water can absorb any force and remain unharmed. The character ignores penalties to Occult and Shape Sorcery rolls. Wood grants the character a greater understanding of the flows of essence that connect all things. She reduces the cost of all spells by her [Occult] rating in motes and the cost of [Mela's] Essence Overwhelming by one mote, to a minimum of one mote.

Terrestrial Circle Sorcery
Cost: 1W
Minimums: Occult ●●●, Essence ●●●
Type: Permanent
Action: None
Keywords: Intrinsic
Duration: Permanent
Prerequisites: None

The character can take Shape Sorcery actions and cast spells of the Terrestrial Circle.

Brilliant Tempest Enlightenment
Cost: --
Minimums: Occult ●●●●●, Essence ●●●
Type: Permanent
Action: None
Keywords: Enlightening
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery

This Charm expands the characters mind using the secrets of Terrestrial Circle Sorcery. The character gains an additional essence pool containing 10 motes. This essence can only be used to cast spells. At each point of permanent essence above 3, the character increases the capacity of the pool by 5 motes.

The essence pool created by this Charm does not refill unless the character's Personal and Peripheral essence pools are already full.

Spirit-Detecting Mirror Technique
Cost: 2m
Minimums: Occult ●●, Essence ●
Type: Simple
Action: Swift
Keywords: None
Duration: One Scene
Prerequisites: None

The character can detect the presence of spirits by viewing their images in any reflective surface. The Dragon-Blooded can also hear the voices of any spirit she can view in this manner.

Harmonious [Element]-Luring Song
Cost: 5m
Minimums: Occult ●●●, Essence ●●
Type: Simple
Action: Dramatic
Keywords: Elemental, Harmonious, Obvious, Vocal
Duration: One Scene
Prerequisites: Spirit-Detecting Mirror Technique

By spending five minutes singing, playing an instrument, or whistling, the Dragon-Blooded can exert control over the element of her Aspect. This control lasts for a scene and further effects are Standard actions. The character can only exert her will over a single elemental at a time (though she can end the Charm prematurely if she wishes).

Air, can defend the character with a swirling vortex, increasing the difficulty of all ranged attacks made against her by her [Essence]. Alternatively she may summon up (or banish) the winds to increase (or becalm) the speed of a sailing ship or any other wind-powered conveyance. This may up to triple the speed of a ship, but doing so in a treacherous area is not always safe.

Earth allows the character to move unworked earth, moving [Essence x 50] square feet at a time. The character can also refine and harden stone and metal. This adds a +1 Accuracy and Damage bonus to a metal or stone weapon, and the Dragon-Blooded's [Essence] in B/L/A/H soak to a suit of metal or stone armor. The character can affect a number of items equal to her [Essence + 1].

Fire allows the character to create fire from nothing, this fire cannot be directly used as a weapon, but if someone touches it or is thrown into it, it deals 4L damage. The fire can be ordered to spread from its source, but it does so naturally, and a spreading fire must find fuel to continue burning. Alternately, the character can use her song to snuff out non-magical fires. For particularly large fires, such as a burning city, the character can douse [Essence x 50] square feet at a time. Finally, the character can give fire orders regarding what to burn, such as telling a house fire to burn all of the occupant's clothing, but not the wooden walls.

Water can summon up a font of pure water from underground springs (assuming any exist in her location). This water is sufficient to supply the needs of a unit with Magnitude equal to her [Essence - 1] for one day. The character can call down rains in an [Essence x 50] foot radius with her at the center. This is natural rainfall for the area she's in (from light to torrential, as appropriate), and in most causes it will douse fires and wash away tracks (a -2 external penalty to track the character). Finally, if the character is at sea or on open water, she can summon up waves and currents to speed up or becalm a ship, as per the Air ability.

Wood, allows the character to cause natural plants (plants with an Essence higher then 1 or truly alien lifeforms created through Craft: Genesis remain unaffected) to thrive and grow to maturity or wither and die over the course of the scene. The plants within an [Essence x 50] foot radius are affected. Alternately, the character may cause essence-laden green shoots to burst up from the soil. These are edible, and eating them provides for all of a character's nutritional needs, save water, for one day. The Dragon-Blooded can feed a unit with Magnitude equal to her [Essence - 1].

Spirit-Grounding Shout
Cost: 5m
Minimums: Occult ●●●, Essence ●●●
Type: Simple
Action: Standard
Keywords: Vocal, Cooperative
Duration: Instant
Prerequisites: Spirit-Detecting Mirror Technique

When she invokes this Charm, the character utters a mighty shout that can force spirits to materialize. The character and spirit make a reflexive opposed [Occult] + [Essence] roll. If the Exalt wins, the spirit is forced to materialize and remain corporeal for at least the Exalt's [Essence] in minutes. The spirit must pay to materialize from its own Essence reserves. If it cannot afford to, it must spend Willpower, with each point counting as 15 motes. If it runs out of Willpower, it must pay in health levels, with each level counting as 20 motes. This Charm cannot affect a spirit with Essence higher then the Dragon-Blooded's, but multiple characters can pool their efforts, using one of their number as a focus. Each additional character increases the effective Essence rating of the focus by 1, and the [Occult] + [Essence] die pool by 2.

Spirit-Chaining Strike
Cost: 3m
Minimums: Occult ●●●●, Essence ●●●
Type: Supplemental
Action: None
Keywords: Crippling, Stackable
Duration: Instant
Prerequisites: Spirit-Grounding Shout

Using this Charm, a character can temporarily immobilize a spirit. The character must successfully strike the spirit with an attack. The player makes a reflexive [Intelligence] + [Occult] roll, with the spirit's Essence as a base Difficulty. Each extra success imposes a -1 internal penalty on all of the spirit's actions for the rest of the scene. If this penalty ever exceeds the spirit's permanent Essence, it is completely immobilized and unable to act for the rest of the scene. Note that this Charm can affect unmanifested spirits, but does not provide the character with the means to strike them.

Spirit-Shredding Attack
Cost: 4m
Minimums: Occult ●●●●●, Essence ●●●
Type: Supplemental
Action: None
Keywords: Crippling
Duration: Instant
Prerequisites: Spirit-Grounding Shout

With this Charm, Dragon-Blooded can utterly destroy troublesome spirits. First, she must strike the spirit with a successful attack. The player makes a reflexive [Willpower] + [Essence] roll, with the spirit's permanent Essence as a base Difficulty. Each extra success strips away the Dragon-Blooded's permanent Essence in motes from the spirit's pool. Spirits reduced to 0m or 0HL by this attack are permanently destroyed.

Essence 4+ allows the character to absorb half of the motes stripped from the spirit, or all of the motes if the spirit is an elemental or otherwise shares her elemental Aspect.

Fivefold Resonance Sense
Cost: 1m
Minimums: Occult ●●, Essence ●
Type: Simple
Action: Standard
Keywords: None
Duration: One Scene
Prerequisites: None

This Charm allows the character to detect the presence of jade with in [Essence x 200] yards. This Charm automatically pinpoints the location, amount, and quality (steel alloy, common, pure) of the jade. If the character has Essence 3+, she can detect other magical materials as well. Detecting other magical materials requires a [Perception] + [Occult] roll at difficulty 3. If such materials are being concealed with magic (such as Stealth Charms), the character and her opponent use normal roll-off rules to see if she can detect them. While this Charm is active, the character cannot be surprised by an attacker carrying jade weapons or wearing jade armor (or armor and weapons of any other type the character can detect).

Seeing the Maker's Hand
Cost: 2m
Minimums: Occult ●●●, Essence ●●
Type: Supplemental
Action: None
Keywords: None
Duration: Instant
Prerequisites: Fivefold Resonance Sense

Time is precious to the mighty Terrestrial rulers of Creation. This Charm greatly increases a Dragon-Blooded's ability to discern the power and authenticity of artifacts and other magic. Seeing the Maker's Hand supplements a single Occult-based roll to analyze an Artifact, Manse, Demesne, or any other item or source of magic the Storyteller deems appropriate. Instead of the normal amount of time spent in careful experimentation and study, the character performs her analysis instantly. The base difficulty of performing this instant appraisal is the rating of the Artifact, Manse, or Demesne. N/A-level Artifacts are analyzed at a base difficulty of 6. For exotic items outside the normal scope of an Artifact rating, the Storyteller may assign a difficulty at their own discretion. This Charm works best when the character can handle the Artifact or otherwise examine it personally (such as being inside a Manse). If they character merely has line of sight to the item in question, the difficulty rises by 2.

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April 2012

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