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New spell and some 2nd Edition Spells rewrite for 3rd Edition [PEACH]

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  • New spell and some 2nd Edition Spells rewrite for 3rd Edition [PEACH]

    I have done one new spell and rewrote few of the Terrestial Circle spells from White&Black Treatise for usage in my Exalted game (not all of them just a few I need, sorry). I would really like if you could evaluate and tell me what do you think about balance of these. I didn't add control bonuses to rewritten spells, because I don't plan to use them as control spells and it wasn't necessary for me or my players. However, if someone would like I will try to think some control effects for these.

    Disclaimer: none of these spells except Unbreakable Violet Bands are my work. Their descriptions are mostly taken from W&B Treatise - I changed only mechanics, not description and flavor. I hope this is OK with the rules of forum, if not I would ask moderator to tell me - I will delete these.



    New Terrestial Spell: Unbreakable Violet Bands
    Cost: 10 sm, 1 wp
    Keywords: Decisive-only, Perilous
    Duration: One scene
    Making the sign of the Rising Smoke, sorcerer calls upon it’s stagnation aspect and conjures unbreakable violet bands of Essence. The bands move instantly up to (Essence x 10) yards from sorcerer and proceed to try and bind his target, rolling her (Intelligence + Occult) as an unblockable decisive attack. If the attack is successful, roll sorcerer’s (Occult + extra successes). It does not reset the sorcerer to base Initiative.
    If the roll is successful, the enemy is grappled and rendered unable to move or attack by bands. He can try to escape his confinement on his turn, rolling his (Strength + [Brawl or Martial Arts]) in opposed roll against sorcerer’s (Intelligence + Occult). Should the enemy win or tie, then the target escapes the grapple on his next turn as the bands dissipate into violet smoke. The sorcerer doesn’t need to concentrate on enemy hold by bands – the opposed roll is reflexive for her. If the sorcerer wins the roll to control the clinch, she can move enemy with her will by (Essence) yards in any direction, even levitating him up or down. If the enemy escapes clinch while being in the air, he falls down which can result in falling damage.
    The sorcerer can hold (Essence) targets with bands at the same time.
    A sorcerer who knows Unbreakable Violet Bands as her control spell gains (Essence) bonus dice to the spell’s attack roll and to her rolls to maintain the clinch. She can also use small ethereal violet bands to keep up or bring to her (Essence) small items from no further than (Essence) yards.
    Distortion (Goal Number: 10): Distorting Unbreakable Violet Bands decreases sorcerer’s dice pool to control clinch by 3.

    New Celestial (or if you prefer, strong Terrestial Spell): Righteous Indignation
    Cost: 20 sm, 2 wp
    Keywords: Decisive-only, Aggravated
    Duration: Instant
    I, who stand at the full lights of heaven, commands thee. Come forth, divine lightning and unleash thy fury of thunder! This ends now! INDIGNATION!

    In the ages long gone, as the power of enemies of the gods waned, the Celestial Host started truly experiment with power of ancient words of power, the Sorcery which manipulated primal forces of Creation. One of the Solar Sorcerers, fascinated with endless power of the Unconquered Sun himself used his vast knowledge from Bureau of Seasons to create spell to bring tremendous lightning from heaven upon his enemies - and then, by imbuing it with holy light of the Unconquered Sun, to forge it into weapon against all creatures of darkness. Thus the spell to emulate the Godspear, ultimate weapon the Sun, was created. The name of the spell, however, was undecided – and many tried to find one that would be worthy of such power. Thunder of Heaven, Fist of Heavens, Hammer on Evil, Thunderous Lightning – many names were proposed. One name however took creator by the heart – Righteous Wrath of the Sun. Even then, as he said, Wrath... was a too big word for spell like that, as the power of Sorcery was not worthy of being called wrath of the Holiest of Holy... however... indignation would do. And thus the name of the spell was decided.
    As the Sorcerer cast this spell, she calls upon the literal force of nature , as heavens instantly darken and clouds gather upon her enemies. Then, as Sorcerer invoke name of Unconquered Sun himself to pour his judgment into a spell, in an instant clouded heaven cracks open as single, massive bolt of lightning strikes from filament with thunderous rage, instantly reducing target of Sorcerer’s wrath to ashes.
    This attack cannot be parried, only dodged. The sorcerer rolls (Intelligence + Occult) as a decisive attack roll, adding Essence successes against chosen enemy, as lighting strikes him from above. This spell damage is (2 x Sorcerer’s Essence + her current temporary Willpower + extra successes from attack roll). This spell does not reset the Sorcerer to base Initiative.If enemy is killed by bolt of lightning, he is instantly reduced to ashes along with all his equipment – with exception of magical items in his possession. Creatures of Darkness suffers additional (Sorcerer’s Essence) dices of damage and suffer Aggravated damage.
    After lighting strikes, a tremendous thunderous dome instantly expands from the point of impact, reaching up to short range. This powerful blast smashes fragile objects, pulps internal organs and break bones like matches. All beings in the range of this effect must roll (Stamina + Resistance) against one-time environmental hazard wit difficulty of (Sorcerer's Essence) or suffer (Sorcerer’s current temporary Willpower) dice of lethal damage. All living creatures damaged by this effect are also deafened and disoriented. They suffer a -3 penalty on all actions for (Sorcerer’s Essence) rounds.
    As special rule, this spell cannot be cast by Creatures of Darkness.
    The character who knows Righteous Indignation as Control spell can always call small lighting to her hand. This can be used as stunt, for example to light a torch or power an ancient device for a short while. It can be also used to augment bare handed attacks, adding one dice to withering damage and allowing Sorcerer to deal lethal damage with bare hands without a stunt. When she is angry, lighting sparks when she moves or talks and deep in her eyes sparks can be seen.

    Comments: Original thread here: http://forum.theonyxpath.com/forum/m...ve-spell-peach



    Rewritten Spells:


    Terrestial Circle Spells:

    Burning Eyes of the Offender
    Cost: 10 sm, 1 wp
    Keywords: Perilous
    Duration: (Essence/2 rounds)
    The sorcerer’s anima ignites in a colorless fire that refracts and magnifies the hues of her Exaltation. Sorcerers without animas (such as God-Bloods) radiate a blank, white brilliance. All who gaze upon the sorcerer weep uncontrollably, their eyes stung by her blazing halo.
    This spell imposes an penalty equal to the (Sorcerer’s Essence) against all attacks against her that originate within medium range around her, whether the Sorcerer’s Defense applies to such an attacks or not. It does not affect allies standing next to her. Opponents who are blind or who avert their eyes do not suffer this penalty (but suffer normal penalties for fighting blind). The sorcerer may dispel Burning Eyes of the Offender as a reflexive action. If not, this spell ends after (1+Sorcerer’s Essence/2, rounded up) rounds.
    This spell ends instantly if Sorcerer suffers Initiative Crash.
    The character who knows Burning Eyes of the Offender as Control spell can sustain this spell for (Essence+1) rounds. Additionally, she can always summon small flash of light in her hand, enough to light up the darkness for a second.
    Distortion (Goal number: 7): Distorting Burning Eyes of the Offender stops this spell from working on enemy sorcerer and his allies.

    Calling the Wind’s Kiss
    Cost: 10 sm +2sm per additional hour (max. 30 sm), 1 wp
    Keywords: None
    Duration: Until ended
    The sorcerer completes this spell with the Azure Sign, a glyph that epitomizes the Element of Air. He fills a target ship’s sails with a powerful wind sufficient to drive it forward at its maximum speed without sacrificing handling or safety, and also ignoring currents or small storms. He may target any sail-powered vessel (including Haslanti air boats) he can see, up to (Essence x 3) miles away. The sorcerer can always cancel this spell as a reflexive action.
    Calling the Wind’s Kiss remains in effect for a number of hours equal to the caster’s Essence, plus one additional hour for every two additional sorcerous motes spent. Here, the sorcerer has a choice. He may expend the Essence at the casting and let the spell run by itself. To Essence sight and other magical senses, the additional motes manifest as the Azure Sign glowing on the mainsail.
    Alternatively, the sorcerer can actively maintain the spell. The character must remain on deck for the spell’s duration. Every hour, he traces the Azure Sign again and channels two more sorcerous motes into the spell. He can perform no other actions, not even meditate. A sorcerer cannot start by investing Essence, then change his mind and add further motes to the spell.
    If cast to a ship’s benefit, Calling the Wind’s Kiss appears as a funnel of blue Essence behind the sails, though on a sunny day it blends with the sky. Increase Ship sailing speed thanks to sails to maximum+1, increase Maneuverability by 1 and ignore all troubled water checks below difficulty 3.
    If the spell is cast to oppose a ship, a gray-tinged funnel of Essence swirls in front of the sails, though it blends in with stormy skies. The spell reduces the ship’s speed thanks to sails to 0, decreases Maneuverability by 1 and increases difficulty of all water checks by 1.
    A sorcerer who knows Calling the Wind’s Kiss as her control spell can affect up to (Essence+1) vessels at the same time. She can split effects between beneficial and opposing ones as she sees fit.
    Distortion (Goal Number: 7): Distorting a Calling the Wind’s Kiss cause wind to lesser it strength, giving only maximum sailing speed bonus to benefiting ship and decreasing speed of opposed ship only by half (if natural winds give any sailing speed bonus).

    Coin of Distant Vision
    Cost: 5 sm, 1 wp
    Keywords: None
    Duration: Until ended
    The sorcerer spits into her palm and conjures into her hand a black ceramic coin inscribed with arcane sigils. She can place the coin where she likes. Thereafter, she can concentrate and perform a miscellaneous action to project her consciousness to the coin. She sees, hears and smells everything as if she stood at the coin’s location. If the coin is in a pocket, pouch or container with at least one opening, she can sense the environment both inside and outside that container. She senses only the inside of a container that’s completely enclosed, such as a strongbox. As they occupy the coin’s vicinity, her senses are identical to her senses in her body, and she may benefit normally from all sense-enhancing Charms. Because she cannot project her sense of touch, she knows instantly if her body is shaken or injured.
    The sorcerer instinctively knows the distance of her senses from her body and the direction to the coin. She can find the coin just by traveling toward it, concentrating periodically to discover if it has moved.
    A sorcerer may have only one coin of distant vision at a time. To create a new one, she must first concentrate a moment to reduce her existing coin to dust. Doing so is a miscellaneous action identical to projecting her senses, but it costs one point of temporary Willpower. The coin of distant vision functions as an arcane link to the sorcerer if someone discovers it, but the dust does not.
    Distortion (Goal Number: 5): Distorting a coin causes sorcerer senses to work as when heavily intoxicated while projecting them though coin.

    Commanding the Beasts
    Cost: 10 sm, 1 wp
    Keywords: Psyche
    Duration: One scene
    Glittering streamers from the sorcerer’s anima wrap around target animals, carrying sorceries of peace, obedience and understanding. This spell affects only normal animals of Intelligence 1. It can affect a number of animals equal to (Sorcerer’s Essence x 2), all within medium range of the caster. It does not affect Wyld-tainted or otherwise supernatural creatures.
    For the rest of the scene, the affected animals obey the sorcerer’s commands. The magic enables them able to understand complex commands. Spellbound animals have a Defining Intimacy of Serving the Sorcerer and they never spend Willpower to resist the sorcerer’s commands. If the sorcerer successfully uses social combat to build Intimacies, the animals remain tame and obedient for the sorcerer even after the spell ends, but at this point, they are simply tamed animals without any supernatural understanding of the sorcerer’s commands. Anyone training the tamed animals gains a +1 non-charm bonus dice to the Survival roll to do so; the Sorcerer himself gains a +3 non-charm bonus dices.
    When other characters interact with the spellbound animals, the difficulty to do so increases by an amount equal to the Sorcerer’s Essence. The animals become testy around other people and are not interested in doing what anyone else wants. Charms and sorcery, however, work normally on spellbound animals.
    The Sorcerer who knows Commanding the Beasts as his Control Spell can always understand what any animal wish him to know.
    Distortion (Goal number: 7): Distorting Commanding the Beasts partially breaks magical control of the Sorcerer – the animals still have Defining Intimacy of serving the Sorcerer, but they can no longer understand complex commends.

    Commanding Presence of Fire
    Cost: 10 sm, 1 wp
    Keywords: None
    Duration: Special
    From the fiery valor within her, the sorcerer creates above herself a huge projection in her own image, dozens of feet tall and wreathed in flame, high enough to be seen for seven miles. Speaking through the image, the sorcerer’s voice is amplified so all who see her, even in the clamor of a storm or a battlefield, can hear her. The projection lasts one minute at minimum, and up to one scene. For every additional minute the sorcerer wishes the projection to last, her player must succeed at a reflexive Stamina roll. Failure ends the spell.
    Any social attacks made through the commanding presence of fire gain a non-charm dice bonus equal to the higher of (Sorcerer’s Essence or 3).
    A sorcerer who knows Commanding Presence of Fire as her control spell can keep up the spell for hours without fatigue – she doesn’t need to roll Stamina at all.
    Distortion (Goal Number: 10): Distorting a Commanding Presence of Fire cause sorcerer voice to falter and take on strange, squeaky tones and decreases his imposing figure by half. Remove occult bonus added by this spell to social attacks and decrease range of spell visibility by half.

    Curse of Slavish Humility
    Cost: 10 sm, 1 wp
    Keywords: Psyche
    Duration: One scene
    The sorcerer ties knots of scarlet Essence as he exhorts the victim to worship one target, which may be the caster himself, another being present or even an object creeps forward in scintillating ruby tendrils that force the target to his knees. The spell creates a Defining Tie of (Person chosen by Sorcerer - slavish obedience), which cannot be eroded until scene ends, a compulsion for the victim to abase himself and worship the target designated by the Sorcerer. The Sorcerer’s player rolls (Wits + Occult) as a social attack, with additional dices equal to his Essence. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense. If the attack overcomes the target’s Resolve, the victim feels the compulsion effect for the rest of the scene, after which magical Intimacy automatically erode and disappear entirely.
    The victim can resist the spell for a single action by spending a point of Willpower or for entire scene by spending two Willpower, or if person chosen by Sorcerer gives character order that contradicts different Defining Intimacy this spell can be instantly resisted for 1 WP for entire scene. The spell does not prevent combat, however. The victim may still attack the target of his devotion, though he cringes and begs forgiveness for doing so. All such attacks, whether physical or social, suffer a three dices of penalty due to hesitation and remorse - unless the victim has spent Willpower to act normally. This penalty may also be negated by somehow working the spell-induced groveling into an appropriate stunt.
    This spell effects automatically ends if Sorcerer is killed or rendered unconscious.
    The character who knows Curse of Slavish Humility as Control spell adds her Essence as successes, not dices to the attack roll.
    Distortion (Goal number: 7): Distorting Curse of Slavish Humility stops this spell mystical power from working, but doesn’t eliminate created Intimacy until scene ends.

    Curtain of Quartz
    Cost: 10 sm, 1 wp
    Keywords: None
    Duration: One scene
    Essence and the Crystal Rune evoke a globe of shimmering quartz fragments around the Sorcerer. These crystal shards float about the sorcerer for the rest of the scene, capturing light and reflecting it back as dazzling and distracting beams and spots. All characters within a close range of the sorcerer (but not the Sorcerer herself) suffer a -1 penalty to their Defense and -3 penalty to all their rolls. The effects of the Curtain of Quartz do not affect characters who cannot see or who decide to close their eyes (but then they suffer normal penalties for being blind). Purely Essence based ranged attacks against the sorcerer (such as for example Phantom Arrow Technique, Solar Spike, Sandstorm-Wind Attack or Blazing Solar Bolt) suffer an penalty equal to the Sorcerer’s permanent Essence or three, whichever is higher. The quartz fragments bleed off the attacks’ ambient Essence as beautiful light displays.
    The character who knows Curtain of Quartz as Control spell can reflexively choose to not affect her allies with this spell.
    Distortion (Goal number: 10): Distorting Curtain of Quartz cause it to effects Sorcerer with all described penalties.

    Disguise of the New Face
    Cost: Ritual, 1 wp
    Keywords: None
    Duration: Until ended
    This spell weaves an illusion that makes the target look like someone else. It transforms not just the person’s appearance, but her voice, mannerisms and even anima. Sidereal Exalted favor this spell for its ability to make them appear as someone else entirely. It perfectly complements the false identities they create through resplendent destinies. The sorcerer ties threads of Essence around the target in the occult knot-pattern of the Hidden Self. The process takes 10 minutes to complete. It’s easy if the target remains standing and immobile, but impossible if she does not.
    The sorcerer’s player rolls (Intelligence + Craft [Fate]) or (Intelligence + Larceny). The number of successes indicates the detail of the disguise and its ability to fool observers. The spell does grant mannerisms as well and may be used to mimic someone of much higher Appearance. It also allows mimicry of anima banners or other supernatural effects.
    Once the persona-tapestry is woven, it flares briefly with Essence light before it fades, completely remaking the subject’s appearance. The spell lasts until the imposture is somehow revealed, the target chooses to remove it (which requires a simple action) or when the caster dispels it, requiring line of sight and a reflexive action.
    Distortion (Goal Number: 15): Distorting a Disguise of the New Face cause disguise to fail in strange ways, for example face of the disguised person suddenly taking on sickly violet or green hue.

    Droning Suggestion
    Cost: 10 sm, 1 wp
    Keywords: Psyche
    Duration: One scene
    The sorcerer evokes a low droning buzz faintly audible to all in the spell’s area. At the moment of casting, the noise rises to a crescendo, the sound of a thousand voices whispering in an unknown tongue. Thereafter, a single speaking voice can drown out the quiet hum. Whether they hear the sound or not, everyone within within close range of the caster becomes susceptible to her suggestions - treat them as having positive Major Tie towards the sorcerer. They also can be persuaded to do inconvenient tasks (p. 216) without a roll. Furthermore, a mortal victim of the spell is magically prohibited from realizing the nature of this effect for as long as the spell endures. Deaf characters, including characters who have stopped up their ears with wax, are not affected.
    The spell lasts until the end of the scene and can be fully resisted at the cost of 1 wp.
    A sorcerer who knows Droning Suggestion as her control spell gains additional (Essence) non-charm bonus dice to any social roll done while this spell is active. This effect remains active even if rest of spell was resisted.
    Distortion (Goal Number: 12): Distorting this spell makes it Obvious to everyone.

    Flight of Separation
    Cost: 10 sm, 1 wp
    Keywords: None
    Duration: Instant
    The sorcerer speaks the Word of Ten Thousand Birds, part of the song that all the birds of Creation sing when they gather in one place. Because humans cannot speak this word, the caster is suddenly transformed into a flock of birds in a burst of Essence. Successfully casting this spell counts as a disengage action. The birds fly together at a speed of 20 miles per hour and can travel up to a number of miles equal to the caster’s Essence. Once the birds reach this distance (or some nearer destination), the birds complete the Word of Ten Thousand Birds, and coalesce to become the sorcerer once more.
    While transformed into a flock of birds, the sorcerer keeps all of her Attributes, Abilities, Willpower, health levels, soak and Hardness (including armor). Her Evasion increases by an amount equal to her permanent Essence. She cannot, however, take any actions other than Move actions. She may not attack, use Charms, communicate or parry. Any health levels of damage are reflected by the deaths of several birds until the caster re-forms, whereupon the damage manifests as wounds and the slain birds dissolve into pools of the caster’s blood. Each sorcerer always becomes a particular species of bird.
    A sorcerer who knows Flight of Separation as her control spell moves at 30 miles per hour and can travel up to a number of miles equal to the caster’s Essence multiplied by two. Additionally, when her emotions run hot, shadowy silhouettes of birds start to circle her.
    Distortion (Goal Number: 7): Distorting a Flight of Separation weighs sorcerer down, slowing him considerably. She cannot move in birds form faster than 5 miles per hour and loses Essence bonus to her Evasion, which is then further decreased by half.

    Flying Guillotine
    Cost: 10 sm, 1 wp
    Keywords: Decisive-only
    Duration: Instant
    The sorcerer makes the Sign of the Hooded Headsman. His Essence congeals into a barbed chain two feet long that spins as it arcs toward the target. The sorcerer can attack anyone he can see within extreme range.
    The sorcerer’s player rolls (Wits + Occult) as the attack roll. The Flying Guillotine avoids obstacles (negating all cover bonuses, with exception of full cover) and can even turn corners to chase a foe.
    The silver weapon wraps about whatever body part it strikes and secures itself into a loop of chain with barbs along the inside. The chain spins with great speed as it tightens, inflicting horrific damage.
    The spell inflicts (Sorcerer’s Initiative + Sorcerer’s Essence + extra successes) lethal damage and resets Sorcerer to base Initiative on a successful attack. The chain always aims for the neck of the target. If the Flying Guillotine reduces the victim below Incapacitated, it instantly decapitates the target. Most creatures find this instantly fatal. The chain itself seals shut the severed neck on the head, making it not so messy a trophy. If the damage does not kill the target, the chain has wraps around a shoulder, chest or limb thrown up as part of the defense, cuts deeply, and then vanishes in a flash of silver light. The chain likewise disappears if the target dodges, parries or otherwise counters the attack.
    The Sorcerer who knows Flying Guillotine as his Control Spell adds her (Essence) as non-charm bonus dices to attack roll. If the Sorcerer wishes, she can always Reflexively call silver chain into her hand. This chain is considered as exceptional Whip weapon with additional Balanced tag. This chain disappears when Sorcerer lets it go or is disarmed.

    Fugue of Truth
    Cost: Ritual, 1 wp
    Keywords: None
    Duration: One day
    The sorcerer casts this spell after meditating in a lightless, soundless place for one hour. He attunes himself to truth and the flows of Essence, rather than the tricks that sound and light play on the senses. The meditation enables the sorcerer to see through illusions, to resist glamours, to avoid enchantments and to perceive what is concealed, whether they are things or purposes.
    This trance-like state grants four extra successes to all Perception-based rolls to perceive illusions, see through disguises or Read Intension, and when rolling to find or notice hidden things.
    Moreover, the sorcerer gains a +2 to her Resolve against normal, Manipulation-based social attack rolls, for he sees through the cleverest persuasions. Magical attempts to control the Sorcerer’s mind which have overcomed normal defenses can be resisted with a reflexive (Perception + Integrity) roll, difficulty of the would-be controller’s Essence. While the trance lasts, however, treat the sorcerer as stunned for taking physical actions, imposing -3 dice of penalties to all physical actions. His stupefied and distracted demeanor also inflicts a -1 penalty to all social rolls.
    Fugue of Truth ends if the sorcerer botches a roll, is wounded, loses consciousness (including going to sleep), is crashed or voluntarily chooses to release it.
    Distortion (Goal number: 10): Distorting Fugue of Truth doubles the penalties Sorcerer suffers.

    Impenetrable Frost Barrier
    Cost: 20 sm, 1 wp
    Keywords: Perilous
    Duration: One scene
    This magic protects the sorcerer and her companions from attacks by enemies with ranged weapons. A thin, cold blue-gray plume of mist issues from the Exalt. It extends up to short range from Sorcerer. These mists swirl about any incoming missile attacks, buffeting them and coating them in ice. Most such weapons are dragged hopelessly off course, and the impacts of the rest are cushioned. Until the end of scene, non-magical attacks by ranged weapons against the sorcerer or anyone standing in the mist suffer an penalty equal to (2 x Sorcerer’s Essence). Attack infused with magic (which means any of charms, spells, evocations and artifact weapons) suffer only (Essence) penalties. The mists are of limited power—missiles weighing more than 30 pounds ignore this effect.
    Distortion (Goal Number: 10): Distorting Impenetrable Frost Barrier weakens it’s effect to half (Essence against normal, Essence/2, rounded up for magical attacks).

    Internal Flame
    Cost: 10sm, 1 wp
    Keywords: None
    Duration: Sorcerer’s Occult rounds
    Molten rock flows within the bones of the earth. Volcanic gods use a certain gesture to call that magma to their mountains. As the sorcerer makes the Mudra of Burning Earth at any creature he can see within long range, streamers of red and gray Essence-flame wash over the target’s body. They seep past armor and clothing to enter inside. The sorcerer’s player rolls (Wits + Occult) as Decisive attack. This attack cannot be dodged, though it may be parried. This attack does not reset Sorcerer to base Initiative. If this attack is successful, do not roll the damage, but the spell gives the target’s bone marrow the qualities of molten iron. This effect inflicts environmental damage (Damage 4L/action, Difficulty [Sorcerer’s Essence+1]). The damage continues for a number of rounds equal to the sorcerer’s Occult or until the victim receives medical attention.
    Internal Flame inflicts agony beyond belief. The target suffers a -3 penalty to all actions for the rest of the scene. This penalty stacks with all other active wound or pain-based penalties. A skilled healer can alleviate the damage through pressure point and Essence-gate manipulation, if he acts quickly. Doing so requires an (Intelligence + Medicine) roll, difficulty equal to the Sorcerer’s Essence, as a miscellaneous action. Lack of medical tools (such as acupuncture needles) inflicts a -2 penalty to this roll. Success means the target ceases to take damage, reducing the penalty from pain to -1 for the rest of the scene.
    Without supernatural healing, mortals remain wounded after the scene and slowly die over the next few weeks (generally holding on for one week per dot in Stamina before expiring). Exalts, spirits and other supernatural creatures heal normally from this attack.
    The Sorcerer who knows Internal Flame as his Control Spell increases damage of environmental effect by (half of her Essence, rounded down) and adds 3 to its Difficulty instead of 1.
    Distortion (Goal number: 7): Distorting Internal Flame decreases damage by half (rounded down) and decreases penalties to -1.

    The Parting of Seas
    Cost: 20 sm, 1 wp
    Keywords: None
    Duration: Until ended
    Her arms spread wide and her face held skyward, the sorcerer calls up the behemoth Genai, who appears in his aspect as twin phantom giants. The twins wade into a body of water of the sorcerer’s choice and split it in two. Each holds back one wall of water as if it were solid, leaving the ground between them dry. Rivers continue to flow even if Genai seems to block them off—the water mystically flows from one side of the trench to the other without passing through the space in between. This effect does not carry over to things living in the water or boats traversing its surface.
    The dry trench is a number of yards wide equal to the sorcerer’s Essence and up to (Essence x 100) yards long. The giants hold the water back for as long as the sorcerer concentrates: She may travel and converse, but not engage in any strenuous activity such as combat. If the sorcerer wishes, the giants can walk alongside her, parting the water before her and letting it rejoin behind her. Anyone caught in the trench when it collapses is subject to damage, ranging from light in the case of a shallow stream to instantly fatal in the case of an ocean. The actual damage inflicted is up to the Storyteller.
    Distortion (Goal Number: 10): Distorting the spell causes trench to start closing and leaking water, decreasing on both ends by 10 yards every minute.

    Paralyzing Contradiction
    Cost: 5 sm, 2 wp
    Keywords: Psyche
    Duration: One scene
    The sorcerer suffuses one of the Ineffable Koans with magical power, forcing the minds of sentient beings to do nothing else but ponder an impossible riddle. Speaking the koan, the sorcerer releases white Essence. This power forms over the sorcerer’s head a sigil that represents the mystery of the koan. The spell affects all sentient creatures within 50 yards (except automata) who see the sigil or hear the caster’s words, and have an Intelligence greater than 1.
    Solving this koan requires an extended (Intelligence + Lore) roll with internal of one minute, a difficulty equal to the sorcerer’s Essence and the goal number required equal to the sorcerer’s Lore. Characters cannot flurry this miscellaneous action. Each creature must find an answer within himself: Anyone else’s solution sounds absurd.
    If a person is attacked while struggling to unriddle the koan, he is freed from the spell. Paralyzing Contradiction otherwise ends when the sorcerer dies or is rendered unconscious, when all targets solve the koan or when the scene ends. When the spell ends, the sigil above the sorcerer’s head snuffs out.
    A sorcerer who knows Paralyzing Contradiction as her control spell can choose selectively who does she want to effect with koan.
    Distortion (Goal Number: 10): Distorting the spell causes everyone to instantly getting sudden insight and getting (Lore) successes toward solving koan.

    Peacock Shadow Eyes
    Cost: 10 sm, 1 wp
    Keywords: Psyche
    Duration: Permanent
    The sorcerer’s eyes glow with iridescent flame that holds the gaze of a target up to 10 yards away, compelling him to stunned silence. The sorcerer’s player rolls (Wits + Occult) against target’s Resolve. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense. If the spell succeeded, the hypnotized target believes anything the sorcerer says in the next five minutes and remembers the suggestions as his own memory. When the five minutes are up, an auxiliary Illusion effect convinces the target he had a normal conversation with the sorcerer, while continuing to believe what the sorcerer told him.
    Someone presenting evidence contrary to what the target believes may unravel this spell. This calls for Investigation-based social attacks on the target.
    A sorcerer who knows Peacock Shadow Eyes as her control spell can use this spell against battle groups with Size up to her (Essence/2), rounded up.
    Distortion (Goal Number: 12): Distorting the spell causes target to still believe in sorcerer’s words, but he no longer considers them his own memory – only true and probably wise suggestions spoken by someone else.

    Personal Tempest
    Cost: 10sm, 1 wp
    Keywords: Perilous
    Duration: One scene
    The sorcerer performs the Five Winds Nexus Gesture, making her the center of a confluence of strong winds. Her clothing whips about in winds that only people standing very close to her can feel. These winds last one scene, until dismissed or until the caster suffer Initiative Crash or is incapacitated.
    While these winds last, all attacks made against the sorcerer, from archery to grapples, treat her as behind heavy cover. It can also protect battle groups up to (Sorcerer’s Essence) in Size.
    The Sorcerer who knows Personal Tempest as his Control Spell can always call small winds to for example move light items like paper strips.
    Distortion (Goal number: 10): Distorting Personal Tempest decreases it’s effects to Light Cover.

    Song of the Waves
    Cost: 10 sm, 1 wp
    Keywords: Psyche
    Duration: Varies
    The sorcerer’s anima flares upward to form a great phantom wave behind her. From it emerges the watery head and forelimbs of a huge horse that blasts the intended victim with a stream of water and earsplitting symphonic noise. The weird, cacophonous display enchants a target into a berserk but directed rage, driving him to attack the sorcerer’s enemies with abandon. . The Sorcerer’s player rolls (Manipulation + Occult) against target’s Resolve. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense For every success rolled over the target’s Resolve, the target spends one action attacking the nearest enemy of the sorcerer. The target can resist this spell by paying two points of Willpower. After his last action under this effect, the target regains his self-control and remembers what he did—and who was responsible.
    The Sorcerer who knows Song of the Waves as his Control Spell adds his (Essence) dices to attack roll.
    Distortion (Goal number: 10): Distorting Song of the Waves stops this spell from working after victim’s next action.

    Sting of the Ice Hornet
    Cost: 15 sm, 1 wp
    Keywords: Decisive-only, Perilous
    Duration: Instant
    The sorcerer evokes a grayish cloud of Essence, speaks the Word of Sudden Frost—which deities in the North use to create blizzards - and points at a visible target. The Essence crystallizes into a swarm of ice shards that launch themselves at the target. These ice shards are about four inches long and half an inch thick. Although they shatter against steel, these slivers can chip stone surfaces and pierce wood.
    She rolls (Intelligence + Occult) as an undodgeable decisive attack applied in a line against enemies out to medium range. This line is wide enough to strike all opponents within the width of a single range band and reaches high enough to strike aerial enemies who are at short range to the ground (medium range enemies in the air can still be targeted by directing the hornets to fly along an upward path, rather than a horizontal one). Battle groups are especially vulnerable to being cut down by this spell, taking a -2 penalty to Defense against it.
    The attack deals raw damage equal to the sorcerer’s (Essence + extra successes), or (Essence + Occult + extra successes) against a battle group. It does not reset the sorcerer to base Initiative. Scenery made of wood, glass, or other fragile materials is generally destroyed. Any enemy hit by this spell doubles their wound penalties for (Sorcerer’s Essence) action, as Ice Hornets venom freezes their Essence flows. This effect can be resisted by rolling (Stamina + Resistance) with difficulty of Sorcerer’s (Essence).
    A sorcerer who knows Sting of the Ice Hornet as her control spell gains (Essence) bonus dice to the spell’s attack roll. When her emotions run hot or her will to strike or kill rises, temperature around her starts to drop and snow petals start whirling around her.
    Comment: Remade this spell as cold themed and Intelligence based Death of Obsidian Butterflies. Instead of creating field of damaging effect this spell freeze enemies, but with rather easy to resist roll.

    Theft of Memory
    Cost: Ritual, 1 wp
    Keywords: Psyche
    Duration: Varies
    The Theft of Memory spell permits the Sorcerer to snatch a memory from his victim. The Sorcerer must bear an emerald in his hand, which he before prepares in special ritual taking three hours, poring magical waters and scribing ancient runes upon it. Emerald prepared in this way last for one day and crumbles to dust if not used until then.
    The Sorcerer must touch prepared emerald to his target. He then makes the Mudra of Remembrance and Forgetting with his other hand and releases the Essence of the spell. The spell’s Essence display can manifest as any number of noticeable phenomena—simple alchemical pyrotechnics from a street performer, weather effects or the light of the sun playing across the area. In order to conceal the casting of this spell, the caster’s player must succeed at a (Wits + Larceny) roll. People watching the scene realize the character just cast a spell if their players gain more successes on a (Perception + Occult) roll than the sorcerer’s roll to conceal the spell. Moreover, all the legerdemain in the world will not conceal this spell from creatures able to view the flows of Essence. To Essence sight or Charms such as All-Encompassing Sorcerer’s Sight, it is very clear that the Sorcerer just cast a spell.
    The Sorcerer must know what memory he wants to steal. . The Sorcerer’s player rolls (Charisma + Occult) against target’s Resolve. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense. If the attack succeeds, the target relives the memory for a moment and then it is gone, trapped in the gemstone. Failure indicates that the sorcerer does not steal that memory, cannot steal any other memory from that victim and suffers a -2 dices penalty on all Mental Attribute-based rolls – all these effects last for the rest of the scene. Additionally, the victim is allowed reflexive roll of (Perception + Awareness) against Sorcerer’s (Wits + Larceny). If victim succeeds, she instantly knows someone tried to use some kind of magic on her – but not that it was Sorcerer specifically. Theft of Memory cannot be cast in combat. Memories are either buried beneath the disciplined mind of a warrior or lost amid the fear most other creatures feel in such situations.
    Once the gem contains a memory, any being may clasp the gem to its forehead and concentrate to relive the memory. During this time, the creature can perform no other action and is unaware of sights and sounds around it, though physical contact can break the experience. If gem ever breaks, the stolen memory returns to its owner.
    Distortion (Goal number: 10): Distorting Theft of Memory allows victim to regain her memories, but copy of them is still stored inside the gem.

    Thunder Wolf’s Howl
    Cost: 20 sm, 1 wp
    Keywords: Decisive-only, Perilous
    Duration: Instant
    In the ancient days of the First Age, the great Lunar general Shu-lin hunted the behemoth Thunder Wolf, who roamed the Far North eating men and beast alike. Though Shu-lin wished to tame him, the two struggled, painting a snowy mountainside crimson, until they died. Shu-lin’s widow created this spell in memory of the struggle.
    The sorcerer shapes his Essence with the Howling Word the great Animal Fathers of the North used to warn of Thunder Wolf’s approach. A terrible howl then rips through an area wide enough to strike all opponents within the width of a single range, up to the medium range in line. The shock smashes fragile objects and pulps internal organs. This attack cannot be parried or dodged at all. The Sorcerer’s player rolls (Intelligence + Occult), adding (Essence) bonus dices as an undodgeable and ublockable decisive attack to inflict a number of dice of bashing damage equal to the Sorcerer’s (Essence + Initiative). This spell resets Sorcerer to base Initiative. Undead receive double the damage.
    All living creatures in the area of effect are also deafened and disoriented. They suffer a -3 penalty on all actions for one round per three extra successes on the attack roll. The players of Exalted and other wielders of Essence may attempt a reflexive (Stamina + Resistance) roll with difficulty of Sorcerer’s Essence to resist this effect.
    A sorcerer who knows Thunder Wolf’s Howl as her control spell causes much greater disorientation in her enemies – they suffer higher of (Sorcerer’s Essence or 3) penalties for one round per two extra successes on the attack roll. When her emotions run hot her eyes starts to take on wolf features and lightning crackles around her. Some could swear they have heard wolfs’ howling while masters of this spell spoke in angry tone.
    Comment: Not exactly sure about power of this spell.

    The Titan’s Icy Breath
    Cost: 15 sm, 1 wp
    Keywords: Decisive-only, Perilous
    Duration: Instant
    The sorcerer calls up the head and shoulders of an icy giant, which rises from the ground before her and exhales a stream of freezing air that solidifies into an icy shell around anyone caught within an area extending to a medium range from the caster. The titan bellows a second after the exhalation, shattering the ice, and then vanishes.
    Roll the sorcerer’s (Wits + Occult) as an ublockable decisive attack against everyone in the straight line from caster, up to medium range. This spell cannot hit airborne enemies. This spell has base lethal damage of (Sorcerer’s Essence + extra successes/2, rounded down). Anyone who suffers even a single level of damage from this spell has to take two movement actions to move one range band, cannot rush or disengage and suffers Sorcerer’s (Essence/2, rounded up) penalties for (Sorcerer’s Essence – Enemy’s Stamina, minimum 2) actions. Multiple applications of this spell stack only in duration, but not in intensify.
    Comment: Remade this spell as unblockable (too many undodgeable, not enough unbloackable spells) with less damage than Death of Obsidian Butterflies, but strong debuff instead.

    Unbreakable Bones of Stone
    Cost: 20 sm, 1 wp
    Keywords: None
    Duration: One day
    The sorcerer begins the Irresistible Song of Stone, the song that earth elementals sing to themselves while they sit deep in the soil. She sings it wrong, however, and the local earth elementals—perfectionists unable to resist correcting such a thing—croon the song to her correctly. The sorcerer’s silver-burning Essence absorbs the corrected song, turning the sorcerer’s bones to stone until the sun crosses the horizon twice.
    The spell adds an amount equal to half of the Sorcerer’s permanent Essence (rounded up) rating to her Strength and Stamina Attributes. These are Charm bonuses. Moreover, any wound penalties are halved, rounded down, for the duration of the spell. Any damage taken from falling is also cut in half, rounding up. The Sorcerer’s eyes turn the color of granite, her skin becomes cold, tough and ashen. While her mobility is not normally impaired, she is considered to be wearing medium armor, which might deny her the use of certain Martial Arts styles or other effects. Her stone bones are also heavy - she will sink in water or mud, and fragile surfaces won’t support her weight.
    Distortion (Goal number: 12): Distorting Unbreakable Bones of Stone forces the sorcerer to feel the full weight of her stone bones bearing down on her, imposing a -4 mobility penalty for one scene. If her total mobility penalty exceeds (the higher of her base Strength or Athletics), then she loses the ability to take reflexive move actions, and must take a miscellaneous action to cross a range band even under normal circumstances. Additionally, she suffers from internal pain, causing -1 dices of penalty towards all actions.



    Celestial Circle Spells:

    The Battle’s End
    Cost: 30 sm, 2 wp
    Keywords: Psyche
    Duration: Special
    Silur herself devised this variation on the older Wheel of the Turning Heavens. The sorcerer pours violet Essence into the sky and makes the Sign of Battle’s End. The Essence forms a great wheel of light. The edges of the slowly spinning wheel bear mystic sigils of peace and harmony, while the center holds the symbol of the Maiden of Endings. This wheel lasts for (Sorcerer’s Essence x 5) rounds and covers an area up to long range. The wheel’s center can be up to one range band from the Sorcerer.
    All combat stops below the violet wheel, as soldiers stare into the sky, their minds filled with the compulsion of quietude. Mortals simply stand entranced. Exalts and other Essence wielders may spend two Willpower to break free from the mystical mental influence. Anyone who resists the spell’s effect can snap everyone else out of their trance just by yelling a bit, but those people still cannot fight. They can do anything else they want, though, and they remember their actions from then on. If anyone who spent Willpower performs an act of violence, however, she shatters the spell as a whole. Moreover, if the caster himself breaks the peace, he immediately loses three points of temporary Willpower as a heavenly punishment for invoking the Sign of Saturn falsely.
    When used in war, this spell stops an engagement between two combat units whose combined Size does not exceed the (Sorcerer’s Essence x 2). Both sides lose their action unless a commander or other special character spends Willpower to break the spell-created truce.
    The character who knows The Battle’s End as Control spell always adds two non-Charm dices to all social rolls calling for peace or peaceful resolution as long as her motives are sincere.
    Distortion (Goal number: 10): Distorting The Battle’s End snaps everyone from trance, bit doesn’t stop peace compulsion of this spell.

    Cloud Trapeze
    Cost: 25 sm, 2 wp
    Keywords: Perilous
    Duration: Special
    While the sorcerer speaks the Invocation of Heavenly Transport used to signal the cloud chariots in Yu-Shan, his anima envelops him in a thick vapor. Although it looks like a bank of mist from the outside, people inside the cloud trapeze can see though the vapors. The cloudbank lifts the sorcerer and any passengers (up to (Sorcerer's Essence) in Size) or cargo (up to (Essence x 20) tons) into the air and propels them along, without disturbance from wind or weather, at 100 miles per hour. No one could mistake this conjured conveyance for a normal cloud when it travels at full speed, but the sorcerer may slow its travel and allow it to drift in a bank of natural clouds. The sorcerer’s player may roll (Wits + Occult), adding a number of automatic successes equal to his Essence. The total successes on this roll indicate the difficulty to spot the cloud trapeze in the sky.
    Only supernatural means can track the progress of the occupants of the cloud trapeze. Even then, the tracker must be able to take flight, track by knowing their target’s place in Creation, or use similar means not limited by a need for physical traces. The sorcerer cannot attack, cast spells or use Charms while maintaining the spell. He can still speak, issue commands and retain his Defense while operating the cloud, however. The cloud trapeze lasts as long as the sorcerer concentrates upon it. Creatures outside the cloud may attack its occupants, but they attack as though they were blind, unless they have some special means of seeing the occupants through the opaque cloud.
    This spell instantly fails if Sorcerer suffers Initiative Crash, is rendered unconscious or is killed.
    The character who knows Cloud Trapeze as Control spell can maintain spell Reflexively and is free to take any action. Cloud Trapeze will also not fail instantly if Sorcerer suffers Initiative Crash, but will begin to descend at a rate of one range per round.
    Distortion (Goal Number: 7): Distorting a Cloud Trapeze weighs it down, turning the cloud into a heavy, dense fog for a scene. It cannot fly above long range from the ground. If it is already higher than that, it begins dropping at a rate of two range bands per round, in addition to any other movement the sorcerer takes. Additionally, its maximum speed is cut by half.

    Geyser of Corrosion
    Cost: 30 sm, 2 wp
    Keywords: None
    Duration: One scene
    The sorcerer speaks the Word of Vitriol and gathers his Essence into an amber ball of light. He can launch the ball at any visible point within medium range. When it hits, a gout of scalding, stinking acid erupts and sprays over everything within short range of that point. It can be avoided by (Dexterity + Dodge) roll with Difficulty of (Sorcerer’s Essence). Characters remaining in arena of effect must repeat this roll every round or they will get covered in acid. Creatures, objects and scenery covered by the acid take environmental damage (3A/round, Difficulty 5/ Stamina + Resistance). This vile substance continues to eat away whatever it covers until it is either washed off (which requires enough water to immerse the person or object) or until the scene ends. Areas affected by this spell are often eaten away to pools of viscous sludge, scoured to the bedrock by the vitriol.
    The blood of Sorcerer who knows Geyser of Corrosion as his Control Spell becomes highly acidic itself. Everyone coming into contact with it (for example, by drinking it or wounding Sorcerer with his bare hands) is subjected to environmental hazard (1L/round, Difficulty 5, Stamina+Resistance) until blood is removed.
    Distortion (Goal Number: 7): Distorting a Geyser of Corrosion slows it’s deadly power, decreasing damage to 2L and increasing interval to 3 rounds.

    Hideous Confusion of Tongues
    Cost: 25 sm, 2 wp
    Keywords: Psyche
    Duration: Special
    The sorcerer makes the Sign of the Shattered Tower into the spell’s Essence. The resulting burst of turquoise light carries a linguistic curse. Everyone mortal character who was within medium range of the Sorcerer speaks gibberish from then on, though they are not aware of this fact. Essence users roll (Stamina + Linguistics) with Difficulty of Sorcerer’s Essence – successful roll protects them from effects of this spell. Once an affected creature attempts to communicate with someone else, that character’s player may roll (Perception + Awareness), difficulty 3, once per minute of interaction, for the character to realize he’s speaking nonsense. A reflexive (Perception + Occult) roll with difficulty of (Sorcerer’s Essence) may also be made at the time of casting to understand what the spell did by all victims, even if they resisted spell effects.. The curse lasts (Sorcerer’s Essence x 2) hours, and it affects only a victim’s ability to communicate. Charm use and spell casting are not affected, unless they rely on communication. Moreover, this curse is contagious. People who hear the victims’ gibberish are themselves affected by it, though they resist infection with a successful (Stamina + Linguistics) roll, with a difficulty equal to the sorcerer’s Essence. The curse can even re-infect a victim after its first effects have worn off. Like a person directly cursed by the spell, infected victims may realize how the Hideous Confusion of Tongues has passed to them. Hideous Confusion of Tongues does not affect the caster or any creature with an Essence greater than the caster’s own.
    The character who knows Hideous Confusion of Tongues as Control spell can once per day take Reflexive Shape Sorcery action that cost 10 sm, 1 wp to cast non-contagious version of this spell against single target with no obvious display of magical intervention other than a faint flash of black in her eyes, leaving her victim uncertain as to the affliction’s source. Resolve this effect as normal cast of the spell.
    Distortion (Goal Number: 7): Distorting the spell stop infectious effect of this spell, but does not heal victims until spell has run its course.

    Insidious Tendrils of Hate
    Cost: Ritual, 2 wp
    Keywords: Psyche
    Duration: Permanent
    The sorcerer feeds a brazier with the skins of a dozen exotic snakes (a Resources 2 purchase, or a Resources 1 purchase in large cities of the South). After a three-minute invocation of hate, a grasping hand of smoke rises from the brazier, and the sorcerer gives it arcane links to each of the intended targets. The hand returns to the flames, which burn a sickly green and then smother as smoky tendrils leap through Elsewhere toward the targets. The spell affects a number of sentient creatures up to the caster’s (Manipulation + Essence), all of whom must be within medium range of each other at the time of casting. At that moment, the vision of the targets dims for about five seconds as the tendrils wrap around their hearts. . The sorcerer’s player rolls (Wits + Occult) against each target Resolve. This spell specifically can lower target’s Resolve by exploiting an Intimacy and target can invoke positive Intimacy to raise his defense. Characters whose Resolve was overcome suffer the effects of the spell. Every interaction they have with other people seems twisted: Victims believe enemies surround them. They take anything said to them in the worst possible way, as an insult, threat or lie. A victim may spend a Willpower to avoid misinterpreting a single statement by someone to whom he has an Intimacy, but even the voices of those he loves soon seem to drip with sarcasm and hate. Insidious Tendrils of Hate lasts for a number of days equal to the sorcerer’s Manipulation rating or until the caster is slain. By then, a diplomatic meeting might have ended in declaration of war, or a family might have torn itself apart.

    Threefold Binding of the Heart
    Cost: 30sm, 2 wp
    Keywords: Psyche
    Duration: Permanent
    Ropes of orange and yellow light coil around the target and wrap around her spine, ending in three knots through the heart of the victim of the type fishermen of the Coral Archipelago swear will never work loose. Mortals are snared automatically. Against Essence wielders, the Sorcerer attempts a magical social attack. Her player rolls (Intelligence + Occult) against the target’s Resolve. This spell can exploit positive feelings towards Sorcerer to lower targets Resolve, or the Target can use his Intimacies to boost his Resolve (for example, Tie of hatred towards Sorcerer, of love toward different person or principle of personal freedom).
    A victim of this binding falls madly in love with the sorcerer and gains Defining Intimacy of Love and Servitude towards Sorcerer. This love can manifest as anything from a lover’s sexual passion to a soldier’s patriotic loyalty, depending on what cues the sorcerer gives the victim. The victim feels these emotions are true and genuine, but others can see how the victim is ensorcelled. This devotion is absolute, and the victim might go out of her way to remove anything that distracts or contradicts her connection with the sorcerer—even murdering people she used to love if they try to keep her from her beloved master.
    A spellbound victim can spend a point of Willpower to resist a direct command or three Willpower to resist the sorcerer’s control for a scene, but she needs an overwhelming reason to do so—such as being ordered to do something against her Defining Intimacies. Eroding the spell-forged Intimacy is quite difficult. Doing so requires a number of successful Instill actions equal to the (Sorcerer’s Occult) to break the Intimacy. Instill actions can be done once per day for every exploited Intimacy.
    On the subject’s birthday, however, she is granted an unconscious attempt to break free from the Threefold Binding. Savants attribute this reprieve to the gods of the days. Each day in the year has a god, and these gods note the fates written in the stars for everyone born on their day. Threefold Binding of the Heart forces a blatant change to a victim’s fate, unlike the more subtle changes to destiny that Sidereals create. Such clumsy changes anger the day gods, so on the day it is most powerful, the victim’s day god try to unravel the knots through the target’s heart. On this day, the target’s player makes a reflexive (Wits + Integrity) roll, with a difficulty equal to the sorcerer’s Essence. This roll may not be augmented by Charms or spending Willpower, though. The subject doesn’t want to break the bond and does not even know the opportunity has occurred. If the roll succeeds, however, the Threefold Binding frays, and she is freed… to realize what the sorcerer did to her.

    Torrential Cascade
    Cost: 30 sm, 2 wp
    Keywords: None
    Duration: Essence rounds
    The sorcerer hurls a ball of blue Essence-flame into a sea, lake, river or other large body of water that must be within medium range. White-capped waves form, and the roar of rushing water fills the air. At the end of his Shape Sorcery action, the Sorcerer raises his arms to the sky as a wall of water two range band yards high and three range bands long rises from the body of water. Everyone within five miles receives a reflexive (Perception + Awareness) roll to notice this very loud event. The Sorcerer points in the direction he wishes the torrential cascade to flow and the wall of water surges outward on its journey. It travels at one range band per Sorcerer’s action, remaining two range bands high and one range band thick as it moves. It last for Sorcerer’s Essence rounds.
    The torrential cascade destroys small buildings outright and heavily damages larger ones. For the purpose of moving large things, the torrent has a Strength 7 and (Strength + Athletics) total of 25. Creatures caught in its path take environmental damage (5B/round, Difficulty 4/Stamina + Resistance). Escaping the torrent requires a ([Strength or Dexterity] + Athletics) roll, difficulty 4.
    When the torrential cascade reaches its full length, the wall of water collapses, and the water drains naturally from that point. An affected region on land remains soaked and devastated; once-dry earth becomes deep mud or scoured arroyos. The area may take weeks to return to normal (if it ever does).
    Distortion (Goal number: 10): Distorting Torrential Cascade stops cascade in place, but it still last until the end of the spell.

    Wheel of Turning Heavens
    Cost: 30 sm, 2 wp
    Keywords: Psyche, Perilous
    Duration: One scene
    This spell cannot be cast during the day. When cast, the sorcerer’s Essence shoots upward as a brilliant beam of white light and explodes like a fireworks display visible to every creature within long range from Sorcerer if it can see the sky. Instead of fading, the sparks slowly swirl clockwise in kaleidoscopic displays that last one scene. In the center floats the sign of the Maiden of Serenity. The interlacing sparks trace out many astrological sigils the Sidereals would rather keep to themselves… but no one will remember them. All sentient creatures are entranced by the display and forget what they were doing. They take no actions. When the spell ends, they do not remember what happened while they stared at the sky. People outside the area just see pretty lights (though the display might attract them into the spell’s area). The sorcerer himself is immune. Once he casts the spell, he may take other actions normally.
    Players of Essence wielders may roll (Wits + Integrity), difficulty equal to the Sorcerer’s Essence, to break free and look away from the blazing display. This roll must be repeated each time the character sees the sky during that period. Averting one’s gaze inflicts a -2 dice penalty to all actions taken in locations where the sky is visible. Instead, Essence wielders may spend two Willpower to resist the effect for a scene. The spell ends if Sorcerer suffers Initiative Crash, is slain or rendered unconscious, or if any creature enchanted by the spell is harmed while entranced.
    This spell was actually developed for entertainment. If the Sorcerer spends only 15 sorcerous motes, the result is a beautiful, distracting but harmless display.
    The character who knows Wheel of Turning Heavens as Control spell adds two to her Essence for the purposes of determining the difficulty of resisting the spell. She can also always call upon small displays of fireworks, which can for example be stunted for social effects or to illuminate dark passage.
    Distortion (Goal number: 10): Distorting Wheel of Turning Heavens snaps everyone from trance, but they can be enchanted by spell again after two rounds (or one minute outside of combat).



    Solar Circle Spells:

    Curse of Unyielding Mist
    Cost: Ritual, 3 wp
    Keywords: None
    Duration: Permanent
    As the sorcerer stands within the area she hates (which must all, in the local tongue, fall under a single name), the sorcerer intones the reason for her rage in hour long ritual and names a condition that will alleviate her curse. This condition may be as simple—“The king of this country must kneel before me, and kiss my feet”—or as arcane—“Everyone within this land must speak nothing but the exact truth for a month”—as the sorcerer wishes, as long as it could conceivably be fulfilled within the land’s borders. The spell fails if the condition requires actions from the Incarnae, major spirit courts or anyone else with no particular connection to the region.
    As the sorcerer speaks, purple lightning flickers in her anima. She catches these sparks and ties them into 15 knots. Tendrils of fog reach from her anima and spread through the cursed land. Dank gray mist fills the land from the ground to medium range above. The mist covers (Essence x 10) square miles. Nothing, even the most immediate of objects, is clearly visible, and even the vague shadows of one’s surroundings fade into the grayness within close range. Day or night makes no difference, for the fog shines with its own faint, eldritch radiance. Characters within the mist quickly grow dispirited, inflicting a -2 dice penalty on all social interactions therein. Essence wielders may avoid this penalty by succeeding on a daily (Wits + Integrity) check with difficulty of Sorcerer’s Essence.
    Within a month, all the plants that grow within that place have withered and begun to rot. Bizarre fungi grow and spread rapidly, from films of mold to gigantic shelf fungi and puffballs. The fungi will not grow on the flesh of living creatures, but it will grow on their clothes and fingernails, and in their hair. The ecology of decay will eventually eat up anything organic within the mist, but it cannot grow outside the mist and is destroyed by the slightest touch of sunlight. Invulnerable to all outside forces save the will of the Incarnae - including, once it has been cast, any Distortions - the mist forever will darken the lives and hearts of everyone within, unless and until the sorcerer’s condition is met. If everyone leaves in despair, the mist shall never lift. The evil mist has shrouded few horror-haunted provinces since the First Age, and no one now knows how to lift the curse.
    The Sorcerer who knows Curse of Unyielding Mist as her Control Spell can cover up to (Essence x 50) square miles with this spell. She is often followed by dark mists which swirl around her, obscuring vision and making other feel uneasy around her. She gains three bonus dice on Stealth rolls made to stay hidden while moving in combat at night or in shadowy environs, but loses the same amount of dice in broad daylight while in open spaces. Additionally, she takes a -2 penalty on all social influence actions other than threaten.

    Enemy of Nature
    Cost: Ritual, 3 wp
    Keywords: None
    Duration: Variable
    At the end of a hour long chant that invokes the rage of all things natural, the sorcerer utters a name that resounds across the nearby hills and valleys. Some say that a careful listener can hear it whispering through the trees and grasses from over 1,000 leagues away. It must be the specific name of a person or creature, a region or a group no larger than size 5.
    Plants strain to trip or strangle the targets, and even the most docile beast of burden attempts to bite and trample her. All creatures who sense a target of this spell become ferocious and uncontrollable, and they do their very best to kill her with no regard for their own lives. In lands completely devoid of life (only the Underworld and Essence-blasted wastelands really meet this criterion), a target is potentially safe. In other regions, the she suffers the following effects:
    • She suffers a -1 to -3 dices of penalty to all actions as swarms of vermin and masses of plants impede her, based on the region’s fecundity. All but the least hospitable regions of Creation host creatures or roots enough to inflict the least penalty. Lava rats live in the Southern expanses of volcanic stone, for instance, while ice hornets nest in the worst wastes of the North. In the jungles or forests of the West and East, life is so abundant it becomes difficult to accomplish anything at all. Although this penalty represents the difficulty for powerful entities (an Exalt, a city) to act under such conditions, the massed assault of vermin and insects can kill individual mortals.
    • Larger animals attack the target on sight. Massed creatures attack as an battle group. Plants with enough size and maneuverability may also attack. When the target is a social group, creatures only attack group similar in size. For instance, a pride of lions can’t really attack an entire town, but they can wipe out a household every night. Very large creatures can count as tremendous danger all by themselves. The larger sea monsters, for instance, can attack and destroy whole ships to get at a target.
    • Unless a victim travels through a lifeless region, the harassment and danger impedes travel. The move extremely slowly and finding the food becomes almost impossible – increase difficulty of all survival rolls by 3.
    The Solar has a choice how long the curse lasts. She may curse the target for one month. (An extremely careful person might survive, and a few people from a targeted group might live to spread the tale of horror.) Alternatively, the sorcerer can decree a curse that lasts as long as the targeted name endures. An individual is almost doomed to be tormented by hateful creatures and plants wherever she goes, however long she lives. Changing her name would certainly be a legendary quest, for names are recorded in the stars. Military units, cities and societies can earn different names over time, but the curse endures until no living creature still thinks of the social group by the accursed name. Once a sorcerer casts Enemy of Nature, she cannot revoke the curse.
    The Sorcerer who knows Enemy of Nature as her Control Spell can decide on level of this curse on character per character basis when casting it upon specific region or group. She can exempt chosen characters from entire curse or some parts of it.
    Distortion (Goal number: 20): Distorting Enemy of Nature protects victim (one character, region or group) from its effects for one day. Distortion must be repeated every day to be effective.

    Gaia’s Rebuke
    Cost: 40sm, 2 wp
    Keywords: Perilous
    Duration: Instant
    The earth itself rejects the sorcerer’s enemy, along with the very ground he stands on. As this spell is cast, the Sorcerer indicates a target and grandly sweeps her arms together. The ground under her enemy’s feet shudders, jagged chasms abruptly surround it, and a circle of it – close range of the target in diameter and short range band thick - hurls itself into the sky, trailing a streamer of red and yellow Essence. Living creatures other than the target are shaken free near the ground, landing unhurt. The unfortunate himself, however, finds the column of earth flipping over once it reaches a extreme range in the air, then driving back down to the ground just as quickly. The ascent and crash take one round each, which is all the time the victim has to think of some escape before the chunk of earth smashes into the ground with him underneath it. The victim and his belongings take falling damage from extreme range two times, leaving nothing behind but a pile of rubble as his cairn. This spell does not reset the sorcerer to base Initiative
    Distortion (Goal Number: 12): Distorting the spell allows victim to slow her fall – she takes only long falling damage and only one time.
    The Sorcerer who knows Gaia’s Rebuke as her Control Spell doubles all her jumping ranges and decreases all falling damage she suffers by half, rounded down.
    Comment: There are few ways to avoid this spell after it has been cast – the character can see the spell being cast and react by moving away from column as it starts to rise, distort it, he can jump down later (probably not that good idea but still lessens damage), fly away or use Charms – so I think it’s balanced. If you let Sorcerer gather 40 sm against you... you should be in deep trouble.

    Light of Solar Cleansing
    Cost: 20 sm, 2 wp
    Keywords: Decisive-only
    Duration: Instant
    As the sorcerer casts this spell, the golden rays of the Unconquered Sun coalesce around him in a nigh - tangible nimbus before he finally releases their fury. Pure and deadly sunshine bursts in a circle outward from the caster. Where it touches anything unloved by the sun (Creature of Darkness), that cursed thing suffers (Essence x 2) dice of aggravated damage as the sun’s gaze burns it away. This damage ignores Hardness. This spell does not reset the sorcerer to base Initiative. The spell affects all creatures of darkness and objects of similar origin within extreme range band from Sorcerer. Anything destroyed dissolves in a wash of light, and everything in the area of effect looks faded and sun-bleached.
    After a casting of this spell, the light within medium range dims, having spent its wrath. There’s still plenty of light to see by, but the dimming hinders anything requiring truly bright light. Until the light returns to its full potency with the next sunrise, Light of Solar Cleansing cannot be cast within the area.
    This spell cannot be cast by Creature of Darkness.
    The Sorcerer who knows Light of Solar Cleansing as her Control Spell deal (Sorcerer’s Essence x 4) dices of Aggravated damage with this spell.

    Total Annihilation
    Cost: 40 sm, 3 wp
    Keywords: Decisive-Only
    Duration: Instant
    Every occult master knows about Ligier the Green Sun, the defining soul of the Demon Prince Malfeas. Ligier once had another name, however, when Malfeas was a Primordial instead of the demons’ home and prison. Circling her hands before her chest, the sorcerer closes her eyes and builds herself into a rage.
    As she whispers the lost, former name of Ligier, a vivid green spark erupts from her heart to collect her Essence into a roiling, fist-sized orb of emerald fire. The sorcerer flings the orb into the air and directs it with her will toward any target within long range rolling her (Intelligence + Occult) with non-Charm (Essence) bonus successes to hit. The sphere cannot be dodged or parried. If its somehow parried, the orb is not destroyed, but is deflected extreme range away in a random direction—from then on, it can’t be steered. Attempting to parry the orb without magic allowing it merely detonates it at once, hitting the person trying to block it. When the orb strikes, it explodes into a column of bright green light short range wide and extreme range high. The main target of the spell instantly takes (Sorcerer’s current temporary Willpower+Sorcerer’s Occult+ extra successes from attack roll) dices of lethal damage and (Sorcerer’s Essence) levels of Lethal damage. This spell does not reset the sorcerer to base Initiative. Afterwards, everything in explosion arena suffers environmental hazard of (Sorcerer’s current temporary Willpower+Sorcerer’s Occult, Difficulty Sorcerer’s Essence). Then, for (Sorcerer’s Essence) rounds, the column of emerald light sweeps outward at a rate of one range per round, inflicting environmental hazard of (Sorcerer’s current temporary Willpower+Sorcerer’s Occult, Difficulty Sorcerer’s Essence) to everyone caught within in it on that round. Creatures near the explosion can try to outrun the all-destroying glare—this had best include the caster herself, since she is not immune to its power.
    The devastation is complete: That which can burn, burns; that which can be broken, breaks. Behind it, the light leaves nothing but a scorched, cracked wasteland. In the thunder of the orb’s detonation and the crash and crackle of devastation, one might hear the awful, vengeful laughter of a defeated god, laughing that his conquerors now turn his power against Creation.
    A sorcerer who knows Total Annihilation as his control spell becomes immune to destructive power of this spell when she casted it herself. She can however still be damaged by Total Annihilation cast by other Sorcerers.
    She is also forever chased by green flames. When she is angry, the walls or ground become blistered, licked by green flames. She can send green flames streaming from her eyes or fingertips as an attack, rolling (Intelligence + Occult) to direct the flames, which are treated as a light mundane weapon with the lethal, thrown (short), and mounted tags. She might use this to set fires, to intimidate others, melt minor obstacles and perform other similar stunts . She can also use this effect to augment bare handed attacks, adding one dice to withering damage and allowing her to deal lethal damage with bare hands without a stunt. However, these green flames make others uneasy - she takes a -2 penalty on all social influence actions other than threaten against anyone who recently saw her green flames.

    Winds of Confusion
    Cost: 30 sm, 3 wp
    Keywords: Psyche
    Duration: (Essence) hours
    As the sorcerer shapes this spell and invokes the Maiden of Endings, her anima darkens until she looks like a deep purple silhouette backed by waning light. As she releases the spell, onyx winds sweep from behind her to howl across the landscape. They fill a corridor extreme range across, four extreme range bands long and close range high. Natural cover does nothing to stop the dark wind. Only sheltering entirely behind one of the magical materials prevents a creature from suffering its effects. The dark wind drains one dot of Intelligence and one dot of permanent Willpower every round unless a victim’s player succeeds at an (Intelligence + Integrity) roll at a difficulty equal to the Sorcerer’s Essence. Naturally, the Sorcerer herself is unaffected. People with Intelligence 0 stand or sit like zombies unless otherwise motivated. Each trait returns at a rate of one dot per hour. The curse fogs memories of whatever happens while a victim is affected, and anyone drained to Intelligence or Willpower 0 remembers only a vague blur. This spell last for (Sorcerer’s Essence) hours.
    A sorcerer who knows Winds of Confusion as his control spell can control anyone who lost all Intelligence and Willpower dots within his Winds, causing them follow his mental orders. They can even be forced to battle their allies. This effect is automatic for any mortal and costs one point of Willpower per individual Essence-user. The strange winds often follow Sorcerer, often mentally fatiguing these close to her. Anyone who spends more than three rounds (or one minute) in close proximity to Sorcerer must roll (Intelligence + Integrity) with Difficulty 1 or lose 1 temporary Willpower. Any character can lose only one temporary Willpower per day in this way.
    Distortion (Goal Number: 12): Distorting the spell protects one victim from its effects.
    Comment: Yes, I consider Mist of Eventide effect strong enough for Solar Circle spell.
    Last edited by Daerian; 07-01-2016, 01:15 PM.


    My homebrew/rewrites:
    2nd->3rd Edition Sorcery Spells Rewrite
    Talisman of Ten Thousand Eyes Evocations
    Solar Occult Charms for Sorcerers
    Solar Thrown Charms (with Solar Danmaku Charms)

  • #2
    For Distorting Calling the Wind's Kiss, I'd have it becalm the ship instead, so that it loses its sail-derived Speed bonuses altogether.

    But that's just me.

    Comment


    • #3
      Seems that mortal sorcerers can't destroy their current Coin of Distant Vision, since they don't have motes of essence to spend. Maybe just get rid of that cost or make an alternative of paying an Willpower?

      Comment


      • #4
        Originally posted by TheCountAlucard View Post
        For Distorting Calling the Wind's Kiss, I'd have it becalm the ship instead, so that it loses its sail-derived Speed bonuses altogether.
        But that's just me.
        Don't really want to do that - none of distortions destroy bonuses given by spell altogether, they weaken them or add some nasty effects (like mobility penalty for Skin of Bronze), but never outright negate/change spell into unhelpful.

        Originally posted by Asoral View Post
        Seems that mortal sorcerers can't destroy their current Coin of Distant Vision, since they don't have motes of essence to spend. Maybe just get rid of that cost or make an alternative of paying an Willpower?
        Good catch. Thanks.


        My homebrew/rewrites:
        2nd->3rd Edition Sorcery Spells Rewrite
        Talisman of Ten Thousand Eyes Evocations
        Solar Occult Charms for Sorcerers
        Solar Thrown Charms (with Solar Danmaku Charms)

        Comment


        • #5
          Edit: Added Control effects to most spells (by which I mean "ones that I consider thematically interesting as Control spells").


          My homebrew/rewrites:
          2nd->3rd Edition Sorcery Spells Rewrite
          Talisman of Ten Thousand Eyes Evocations
          Solar Occult Charms for Sorcerers
          Solar Thrown Charms (with Solar Danmaku Charms)

          Comment


          • #6
            Few more spell added:

            Impenetrable Frost Barrier
            Cost: 20 sm, 1 wp
            Keywords: Perilous
            Duration: One scene
            This magic protects the sorcerer and her companions from attacks by enemies with ranged weapons. A thin, cold blue-gray plume of mist issues from the Exalt. It extends up to short range from Sorcerer. These mists swirl about any incoming missile attacks, buffeting them and coating them in ice. Most such weapons are dragged hopelessly off course, and the impacts of the rest are cushioned. Until the end of scene, non-magical attacks by ranged weapons against the sorcerer or anyone standing in the mist suffer an penalty equal to (2 x Sorcerer’s Essence). Attack infused with magic (which means any of charms, spells, evocations and artifact weapons) suffer only (Essence) penalties. The mists are of limited power—missiles weighing more than 30 pounds ignore this effect.
            Distortion (Goal Number: 10): Distorting Impenetrable Frost Barrier weakens it’s effect to half (Essence against normal, Essence/2, rounded up for magical attacks).

            Sting of the Ice Hornet
            Cost: 15 sm, 1 wp
            Keywords: Decisive-only, Perilous
            Duration: Instant
            The sorcerer evokes a grayish cloud of Essence, speaks the Word of Sudden Frost—which deities in the North use to create blizzards - and points at a visible target. The Essence crystallizes into a swarm of ice shards that launch themselves at the target. These ice shards are about four inches long and half an inch thick. Although they shatter against steel, these slivers can chip stone surfaces and pierce wood.
            She rolls (Intelligence + Occult) as an undodgeable decisive attack applied in a line against enemies out to medium range. This line is wide enough to strike all opponents within the width of a single range band and reaches high enough to strike aerial enemies who are at short range to the ground (medium range enemies in the air can still be targeted by directing the hornets to fly along an upward path, rather than a horizontal one). Battle groups are especially vulnerable to being cut down by this spell, taking a -2 penalty to Defense against it.
            The attack deals raw damage equal to the sorcerer’s (Essence + extra successes), or (Essence + Occult + extra successes) against a battle group. It does not reset the sorcerer to base Initiative. Scenery made of wood, glass, or other fragile materials is generally destroyed. Any enemy hit by this spell doubles their wound penalties for (Sorcerer’s Essence) action, as Ice Hornets venom freezes their Essence flows. This effect can be resisted by rolling (Stamina + Resistance) with difficulty of Sorcerer’s (Essence).
            A sorcerer who knows Sting of the Ice Hornet as her control spell gains (Essence) bonus dice to the spell’s attack roll. When her emotions run hot or her will to strike or kill rises, temperature around her starts to drop and snow petals start whirling around her.
            Comment: Remade this spell as cold themed and Intelligence based Death of Obsidian Butterflies. Instead of creating field of damaging effect this spell freeze enemies, but with rather easy to resist roll.

            Thunder Wolf’s Howl
            Cost: 20 sm, 1 wp
            Keywords: Decisive-only, Perilous
            Duration: Instant
            In the ancient days of the First Age, the great Lunar general Shu-lin hunted the behemoth Thunder Wolf, who roamed the Far North eating men and beast alike. Though Shu-lin wished to tame him, the two struggled, painting a snowy mountainside crimson, until they died. Shu-lin’s widow created this spell in memory of the struggle.
            The sorcerer shapes his Essence with the Howling Word the great Animal Fathers of the North used to warn of Thunder Wolf’s approach. A terrible howl then rips through an area wide enough to strike all opponents within the width of a single range, up to the medium range in line. The shock smashes fragile objects and pulps internal organs. This attack cannot be parried or dodged at all. The Sorcerer’s player rolls (Intelligence + Occult + Essence) as an undodgeable and ublockable decisive attack to inflict a number of levels of bashing damage equal to the Sorcerer’s (Essence + Initiative). This spell resets Sorcerer to base Initiative. Undead receive double the damage.
            All living creatures in the area of effect are also deafened and disoriented. They suffer a -2 penalty on all actions for one action per three extra successes on the attack roll. The players of Exalted and other wielders of Essence may attempt a reflexive (Stamina + Resistance) roll with difficulty of Sorcerer’s Essence to resist this effect.
            A sorcerer who knows Thunder Wolf’s Howl as her control spell causes much greater disorientation in her enemies – they suffer higher of (Sorcerer’s Essence or 3) penalties for one action per two extra successes on the attack roll. When her emotions run hot her eyes starts to take on wolf features and lightning crackles around her. Some could swear they have heard wolfs’ howling while masters of this spell talked in angry tone.
            Comment: Not exactly sure about power of this spell.

            The Titan’s Icy Breath
            Cost: 15 sm, 1 wp
            Keywords: Decisive-only, Perilous
            Duration: Instant
            The sorcerer calls up the head and shoulders of an icy giant, which rises from the ground before her and exhales a stream of freezing air that solidifies into an icy shell around anyone caught within an area extending to a medium range from the caster. The titan bellows a second after the exhalation, shattering the ice, and then vanishes.
            Roll the sorcerer’s (Wits + Occult) as an ublockable decisive attack against everyone in the straight line from caster, up to medium range. This spell cannot hit airborne enemies. This spell has base lethal damage of (Sorcerer’s Essence + extra successes/2, rounded down). Anyone who suffers even a single level of damage from this spell has to take two movement actions to move one range band, cannot rush or disengage and suffers Sorcerer’s (Essence/2, rounded up) penalties for (Sorcerer’s Essence – Enemy’s Stamina, minimum 2) actions. Multiple applications of this spell stack only in duration, but not in intensify.
            Comment: Remade this spell as unblockable (too many undodgeable, not enough unbloackable spells) with less damage than Death of Obsidian Butterflies, but strong debuff instead.
            Last edited by Daerian; 06-04-2016, 04:26 PM.


            My homebrew/rewrites:
            2nd->3rd Edition Sorcery Spells Rewrite
            Talisman of Ten Thousand Eyes Evocations
            Solar Occult Charms for Sorcerers
            Solar Thrown Charms (with Solar Danmaku Charms)

            Comment


            • #7
              If you're taking requests, I could use an adaptation of Ritual of Elemental Empowerment... or at the very least, a determination on whether or not it can port directly.

              Comment


              • #8
                Impenetrable Frost Barrier sounds like it should offer light cover against ranged attacks in addition to its Essence based penalties.


                I am no longer participating in the community. Please do not contact me about my previous work.

                Comment


                • #9
                  Originally posted by Caffeine Delusions View Post
                  If you're taking requests, I could use an adaptation of Ritual of Elemental Empowerment... or at the very least, a determination on whether or not it can port directly.
                  I don't want to rewrite and post this spell or similar ones (like Incantation of Effective Restoration), because there is pretty much nothing to change and I would have to pretty much post entire spell without changing anything.

                  To adapt it to 3rd you pretty much make it Cost: Ritual, 1 WP, Duration: Permanent

                  Most effects can be ported directly, except:
                  Air Lightness - there is no Speed, so maybe Accuraccy+1?
                  Air Coldness - it makes weapon deal Lethal in decisive, +2 damage in withering
                  Earth - I would go with +1 Soak
                  Fire - it makes weapon deal Lethal in decisive, +2 damage in withering
                  Wood - I don't think there are heal levels for items in this edition, so it would require storyteller fiat for repair speed

                  Distortion (Goal number: 7): Distorting Ritual of Elemental Empowerment stops it effects from working for a scene.

                  Originally posted by Leetsepeak View Post
                  Impenetrable Frost Barrier sounds like it should offer light cover against ranged attacks in addition to its Essence based penalties.
                  Essence penalities are already stronger than light cover.


                  My homebrew/rewrites:
                  2nd->3rd Edition Sorcery Spells Rewrite
                  Talisman of Ten Thousand Eyes Evocations
                  Solar Occult Charms for Sorcerers
                  Solar Thrown Charms (with Solar Danmaku Charms)

                  Comment


                  • #10
                    So I think it's time for some Celestial Spells!
                    I will rewrite few more Terrestial Spells, but this isn't full project, I mainly rewrite spells I like or consider unique and interesting effects (or extremely scary evil villain power) - additionally, these spells have some mechanics that should be translated to 3rd. For example, I'm not rewriting Evocation of Effective Restoration, as this spell is 100% fluff - rewrite would be only changing cost to Ritual and copying almost entire spell description. I'm taking requests, but I cannot guarantee I will have some idea for spell requested.
                    Additionally, before anyone ask - there is no God-forged Champion of War because we don't have Warstriders yet. You can however be sure it will be here as soon as Arms of the Chosen will come into my greedy hands ;-)


                    The Battle’s End
                    Cost: 30 sm, 2 wp
                    Keywords: Psyche
                    Duration: Special
                    Silur herself devised this variation on the older Wheel of the Turning Heavens. The sorcerer pours violet Essence into the sky and makes the Sign of Battle’s End. The Essence forms a great wheel of light. The edges of the slowly spinning wheel bear mystic sigils of peace and harmony, while the center holds the symbol of the Maiden of Endings. This wheel lasts for (Sorcerer’s Essence x 5) rounds and covers an area up to long range. The wheel’s center can be up to one range band from the Sorcerer.
                    All combat stops below the violet wheel, as soldiers stare into the sky, their minds filled with the compulsion of quietude. Mortals simply stand entranced. Exalts and other Essence wielders may spend two Willpower to break free from the mystical mental influence. Anyone who resists the spell’s effect can snap everyone else out of their trance just by yelling a bit, but those people still cannot fight. They can do anything else they want, though, and they remember their actions from then on. If anyone who spent Willpower performs an act of violence, however, she shatters the spell as a whole. Moreover, if the caster himself breaks the peace, he immediately loses three points of temporary Willpower as a heavenly punishment for invoking the Sign of Saturn falsely.
                    When used in war, this spell stops an engagement between two combat units whose combined Size does not exceed the (Sorcerer’s Essence x 2). Both sides lose their action unless a commander or other special character spends Willpower to break the spell-created truce.
                    The character who knows The Battle’s End as Control spell always adds two non-Charm dices to all social rolls calling for peace or peaceful resolution as long as her motives are sincere.
                    Distortion (Goal number: 10): Distorting The Battle’s End snaps everyone from trance, bit doesn’t stop peace compulsion of this spell.

                    Cloud Trapeze
                    Cost: 25 sm, 2 wp
                    Keywords: Perilous
                    Duration: Special
                    While the sorcerer speaks the Invocation of Heavenly Transport used to signal the cloud chariots in Yu-Shan, his anima envelops him in a thick vapor. Although it looks like a bank of mist from the outside, people inside the cloud trapeze can see though the vapors. The cloudbank lifts the sorcerer and any passengers or cargo into the air and propels them along, without disturbance from wind or weather, at 100 miles per hour. No one could mistake this conjured conveyance for a normal cloud when it travels at full speed, but the sorcerer may slow its travel and allow it to drift in a bank of natural clouds. The sorcerer’s player may roll (Wits + Occult), adding a number of automatic successes equal to his Essence. The total successes on this roll indicate the difficulty to spot the cloud trapeze in the sky.
                    Only supernatural means can track the progress of the occupants of the cloud trapeze. Even then, the tracker must be able to take flight, track by knowing their target’s place in Creation, or use similar means not limited by a need for physical traces. The sorcerer cannot attack, cast spells or use Charms while maintaining the spell. He can still speak, issue commands and retain his Defense while operating the cloud, however. The cloud trapeze lasts as long as the sorcerer concentrates upon it. Creatures outside the cloud may attack its occupants, but they attack as though they were blind, unless they have some special means of seeing the occupants through the opaque cloud.
                    This spell instantly fails if Sorcerer suffers Initiative Crash or is killed.
                    The character who knows Cloud Trapeze as Control spell can maintain spell Reflexively and is free to take any action. Cloud Trapeze will also not fail instantly if Sorcerer suffers Initiative Crash, but will begin to descend at a rate of one range per round.
                    Distortion (Goal Number: 7): Distorting a Cloud Trapeze weighs it down, turning the cloud into a heavy, dense fog for a scene. It cannot fly above long range from the ground. If it is already higher than that, it begins dropping at a rate of two range bands per round, in addition to any other movement the sorcerer takes. Additionally, its maximum speed is cut by half.

                    Geyser of Corrosion
                    Cost: 30 sm, 2 wp
                    Keywords: None
                    Duration: One scene
                    The sorcerer speaks the Word of Vitriol and gathers his Essence into an amber ball of light. He can launch the ball at any visible point within medium range. When it hits, a gout of scalding, stinking acid erupts and sprays over everything within short range of that point. It can be avoided by (Dexterity + Dodge) roll with Difficulty of (Sorcerer’s Essence). Characters remaining in arena of effect must repeat this roll every round or they will get covered in acid. Creatures, objects and scenery covered by the acid take environmental damage (3A/round, Difficulty 5/ Stamina + Resistance). This vile substance continues to eat away whatever it covers until it is either washed off (which requires enough water to immerse the person or object) or until the scene ends. Areas affected by this spell are often eaten away to pools of viscous sludge, scoured to the bedrock by the vitriol.
                    The blood of Sorcerer who knows Geyser of Corrosion as his Control Spell becomes highly acidic itself. Everyone coming into contact with it (for example, by drinking it or wounding Sorcerer with his bare hands) is subjected to environmental hazard (1L/round, Difficulty 5, Stamina+Resistance) until blood is removed.
                    Distortion (Goal Number: 7): Distorting a Geyser of Corrosion slows it’s deadly power, decreasing damage to 2L and increasing interval to 3 rounds.

                    Insidious Tendrils of Hate
                    Cost: Ritual, 2 wp
                    Keywords: Psyche
                    Duration: Permanent
                    The sorcerer feeds a brazier with the skins of a dozen exotic snakes (a Resources 2 purchase, or a Resources 1 purchase in large cities of the South). After a three-minute invocation of hate, a grasping hand of smoke rises from the brazier, and the sorcerer gives it arcane links to each of the intended targets. The hand returns to the flames, which burn a sickly green and then smother as smoky tendrils leap through Elsewhere toward the targets. The spell affects a number of sentient creatures up to the caster’s (Manipulation + Essence), all of whom must be within medium range of each other at the time of casting. At that moment, the vision of the targets dims for about five seconds as the tendrils wrap around their hearts. . The sorcerer’s player rolls (Wits + Occult) against each target Resolve. This spell specifically can lower target’s Resolve by exploiting an Intimacy and target can invoke positive Intimacy to raise his defense. Characters whose Resolve was overcome suffer the effects of the spell. Every interaction they have with other people seems twisted: Victims believe enemies surround them. They take anything said to them in the worst possible way, as an insult, threat or lie. A victim may spend a Willpower to avoid misinterpreting a single statement by someone to whom he has an Intimacy, but even the voices of those he loves soon seem to drip with sarcasm and hate. Insidious Tendrils of Hate lasts for a number of days equal to the sorcerer’s Manipulation rating or until the caster is slain. By then, a diplomatic meeting might have ended in declaration of war, or a family might have torn itself apart.

                    Threefold Binding of the Heart
                    Cost: 30sm, 2 wp
                    Keywords: Psyche
                    Duration: Permanent
                    Ropes of orange and yellow light coil around the target and wrap around her spine, ending in three knots through the heart of the victim of the type fishermen of the Coral Archipelago swear will never work loose. Mortals are snared automatically. Against Essence wielders, the Sorcerer attempts a magical social attack. Her player rolls (Intelligence + Occult) against the target’s Resolve. This spell can exploit positive feelings towards Sorcerer to lower targets Resolve, or the Target can use his Intimacies to boost his Resolve (for example, Tie of hatred towards Sorcerer, of love toward different person or principle of personal freedom).
                    A victim of this binding falls madly in love with the sorcerer and gains Defining Intimacy of Love and Servitude towards Sorcerer. This love can manifest as anything from a lover’s sexual passion to a soldier’s patriotic loyalty, depending on what cues the sorcerer gives the victim. The victim feels these emotions are true and genuine, but others can see how the victim is ensorcelled. This devotion is absolute, and the victim might go out of her way to remove anything that distracts or contradicts her connection with the sorcerer—even murdering people she used to love if they try to keep her from her beloved master.
                    A spellbound victim can spend a point of Willpower to resist a direct command or three Willpower to resist the sorcerer’s control for a scene, but she needs an overwhelming reason to do so—such as being ordered to do something against her Defining Intimacies. Eroding the spell-forged Intimacy is quite difficult. Doing so requires a number of successful Instill actions equal to the (Sorcerer’s Occult) to break the Intimacy. Instill actions can be done once per day for every exploited Intimacy.
                    On the subject’s birthday, however, she is granted an unconscious attempt to break free from the Threefold Binding. Savants attribute this reprieve to the gods of the days. Each day in the year has a god, and these gods note the fates written in the stars for everyone born on their day. Threefold Binding of the Heart forces a blatant change to a victim’s fate, unlike the more subtle changes to destiny that Sidereals create. Such clumsy changes anger the day gods, so on the day it is most powerful, the victim’s day god try to unravel the knots through the target’s heart. On this day, the target’s player makes a reflexive (Wits + Integrity) roll, with a difficulty equal to the sorcerer’s Essence. This roll may not be augmented by Charms or spending Willpower, though. The subject doesn’t want to break the bond and does not even know the opportunity has occurred. If the roll succeeds, however, the Threefold Binding frays, and she is freed… to realize what the sorcerer did to her.

                    Torrential Cascade
                    Cost: 30 sm, 2 wp
                    Keywords: None
                    Duration: Essence rounds
                    The sorcerer hurls a ball of blue Essence-flame into a sea, lake, river or other large body of water that must be within medium range. White-capped waves form, and the roar of rushing water fills the air. At the end of his Shape Sorcery action, the Sorcerer raises his arms to the sky as a wall of water two range band yards high and three range bands long rises from the body of water. Everyone within five miles receives a reflexive (Perception + Awareness) roll to notice this very loud event. The Sorcerer points in the direction he wishes the torrential cascade to flow and the wall of water surges outward on its journey. It travels at one range band per Sorcerer’s action, remaining two range bands high and one range band thick as it moves. It last for Sorcerer’s Essence rounds.
                    The torrential cascade destroys small buildings outright and heavily damages larger ones. For the purpose of moving large things, the torrent has a Strength 7 and (Strength + Athletics) total of 25. Creatures caught in its path take environmental damage (5B/round, Difficulty 4/Stamina + Resistance). Escaping the torrent requires a ([Strength or Dexterity] + Athletics) roll, difficulty 4.
                    When the torrential cascade reaches its full length, the wall of water collapses, and the water drains naturally from that point. An affected region on land remains soaked and devastated; once-dry earth becomes deep mud or scoured arroyos. The area may take weeks to return to normal (if it ever does).
                    Distortion (Goal number: 10): Distorting Torrential Cascade stops cascade in place, but it still last until the end of the spell.

                    Wheel of Turning Heavens
                    Cost: 30 sm, 2 wp
                    Keywords: Psyche, Perilous
                    Duration: One scene
                    This spell cannot be cast during the day. When cast, the sorcerer’s Essence shoots upward as a brilliant beam of white light and explodes like a fireworks display visible to every creature within long range from Sorcerer if it can see the sky. Instead of fading, the sparks slowly swirl clockwise in kaleidoscopic displays that last one scene. In the center floats the sign of the Maiden of Serenity. The interlacing sparks trace out many astrological sigils the Sidereals would rather keep to themselves… but no one will remember them. All sentient creatures are entranced by the display and forget what they were doing. They take no actions. When the spell ends, they do not remember what happened while they stared at the sky. People outside the area just see pretty lights (though the display might attract them into the spell’s area). The sorcerer himself is immune. Once he casts the spell, he may take other actions normally.
                    Players of Essence wielders may roll (Wits + Integrity), difficulty equal to the Sorcerer’s Essence, to break free and look away from the blazing display. This roll must be repeated each time the character sees the sky during that period. Averting one’s gaze inflicts a -2 dice penalty to all actions taken in locations where the sky is visible. Instead, Essence wielders may spend two Willpower to resist the effect for a scene. The spell ends if Sorcerer suffers Initiative Crash, is slain, or if any creature enchanted by the spell is harmed while entranced.
                    This spell was actually developed for entertainment. If the Sorcerer spends only 15 sorcerous motes, the result is a beautiful, distracting but harmless display.
                    The character who knows Wheel of Turning Heavens as Control spell adds two to her Essence for the purposes of determining the difficulty of resisting the spell. She can also always call upon small displays of fireworks, which can for example be stunted for social effects or to illuminate dark passage.
                    Distortion (Goal number: 10): Distorting Wheel of Turning Heavens snaps everyone from trance, but they can be enchanted by spell again after two rounds (or one minute outside of combat).


                    My homebrew/rewrites:
                    2nd->3rd Edition Sorcery Spells Rewrite
                    Talisman of Ten Thousand Eyes Evocations
                    Solar Occult Charms for Sorcerers
                    Solar Thrown Charms (with Solar Danmaku Charms)

                    Comment


                    • #11
                      Three more Terrestial Spells. At this moment I'm pretty much done with Terrestial and Celestial Spells I wanted to rewrite, but I'm taking requests ;-)
                      Will probably rewrite some Solar Circle spells (however, most of them are either "blow this up" or narrative Rituals, so not that much I want to do).

                      Burning Eyes of the Offender
                      Cost: 10 sm, 1 wp
                      Keywords: Perilous
                      Duration: (Essence/2 rounds)
                      The sorcerer’s anima ignites in a colorless fire that refracts and magnifies the hues of her Exaltation. Sorcerers without animas (such as God-Bloods) radiate a blank, white brilliance. All who gaze upon the sorcerer weep uncontrollably, their eyes stung by her blazing halo.
                      This spell imposes an penalty equal to the (Sorcerer’s Essence) against all attacks against her that originate within medium range around her, whether the Sorcerer’s Defense applies to such an attacks or not. It does not affect allies standing next to her. Opponents who are blind or who avert their eyes do not suffer this penalty (but suffer normal penalties for fighting blind). The sorcerer may dispel Burning Eyes of the Offender as a reflexive action. If not, this spell ends after (Sorcerer’s Essence/2, rounded up) rounds.
                      This spell ends instantly if Sorcerer suffers Initiative Crash.
                      The character who knows Burning Eyes of the Offender as Control spell can sustain this spell for (Essence) rounds. Additionally, she can always summon small flash of light in her hand, enough to light up the darkness for a second.
                      Distortion (Goal number: 7): Distorting Burning Eyes of the Offender stops this spell from working on enemy sorcerer and his allies.

                      Curse of Slavish Humility
                      Cost: 10 sm, 1 wp
                      Keywords: Psyche
                      Duration: One scene
                      The sorcerer ties knots of scarlet Essence as he exhorts the victim to worship one target, which may be the caster himself, another being present or even an object creeps forward in scintillating ruby tendrils that force the target to his knees. The spell creates a Defining Tie of (Person chosen by Sorcerer - slavish obedience), which cannot be eroded until scene ends, a compulsion for the victim to abase himself and worship the target designated by the Sorcerer. The Sorcerer’s player rolls (Wits + Occult) as a social attack, with additional dices equal to his Essence. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense. If the attack overcomes the target’s Resolve, the victim feels the compulsion effect for the rest of the scene, after which magical Intimacy automatically erode and disappear entirely.
                      The victim can resist the spell for a single action by spending a point of Willpower or for entire scene by spending two Willpower. The spell does not prevent combat, however. The victim may still attack the target of his devotion, though he cringes and begs forgiveness for doing so. All such attacks, whether physical or social, suffer a three dices of penalty due to hesitation and remorse - unless the victim has spent Willpower to act normally. This penalty may also be negated by somehow working the spell-induced groveling into an appropriate stunt.
                      This spell effects automatically ends if Sorcerer is killed or rendered unconscious.
                      The character who knows Curse of Slavish Humility as Control spell adds her Essence as successes, not dices to the attack roll.
                      Distortion (Goal number: 7): Distorting Curse of Slavish Humility stops this spell mystical power from working, but doesn’t eliminate created Intimacy until scene ends.

                      Curtain of Quartz
                      Cost: 10 sm, 1 wp
                      Keywords: None
                      Duration: One scene
                      Essence and the Crystal Rune evoke a globe of shimmering quartz fragments around the Sorcerer. These crystal shards float about the sorcerer for the rest of the scene, capturing light and reflecting it back as dazzling and distracting beams and spots. All characters within a close range of the sorcerer (but not the Sorcerer herself) suffer a -3 penalty to their Defense and to all their rolls. The effects of the Curtain of Quartz do not affect characters who cannot see or who decide to close their eyes (but then they suffer normal penalties for being blind). Purely Essence based ranged attacks against the sorcerer (such as for example Phantom Arrow Technique, Solar Spike, Sandstorm-Wind Attack or Blazing Solar Bolt) suffer an penalty equal to the Sorcerer’s permanent Essence or three, whichever is higher. The quartz fragments bleed off the attacks’ ambient Essence as beautiful light displays.
                      The character who knows Curtain of Quartz as Control spell can reflexively choose to not affect her allies with this spell.
                      Distortion (Goal number: 10): Distorting Curtain of Quartz cause it to effects Sorcerer with all described penalties.


                      My homebrew/rewrites:
                      2nd->3rd Edition Sorcery Spells Rewrite
                      Talisman of Ten Thousand Eyes Evocations
                      Solar Occult Charms for Sorcerers
                      Solar Thrown Charms (with Solar Danmaku Charms)

                      Comment


                      • #12
                        Small balance patch (only in first post) for Burning Eyes of the Offender (made to last a round longer), Curtain of Quartz (decreased penalties, especially defence ones) and Thunder Wolf Howl.


                        My homebrew/rewrites:
                        2nd->3rd Edition Sorcery Spells Rewrite
                        Talisman of Ten Thousand Eyes Evocations
                        Solar Occult Charms for Sorcerers
                        Solar Thrown Charms (with Solar Danmaku Charms)

                        Comment


                        • #14
                          Big update today - 8 Terrestial Spells! And this officially ends Terrestial Spells Rewrites. Now I have 1-2 Celestial and around 5-7 Solar Spells I want to rewrite, will probably get to them tomorrow - and then this project will be finalized ;D
                          Taking requests as I said before.

                          Commanding the Beasts
                          Cost: 10 sm, 1 wp
                          Keywords: Psyche
                          Duration: One scene
                          Glittering streamers from the sorcerer’s anima wrap around target animals, carrying sorceries of peace, obedience and understanding. This spell affects only normal animals of Intelligence 1. It can affect a number of animals equal to (Sorcerer’s Essence x 2), all within medium range of the caster. It does not affect Wyld-tainted or otherwise supernatural creatures.
                          For the rest of the scene, the affected animals obey the sorcerer’s commands. The magic enables them able to understand complex commands. Spellbound animals have a Defining Intimacy of Serving the Sorcerer and they never spend Willpower to resist the sorcerer’s commands. If the sorcerer successfully uses social combat to build Intimacies, the animals remain tame and obedient for the sorcerer even after the spell ends, but at this point, they are simply tamed animals without any supernatural understanding of the sorcerer’s commands. Anyone training the tamed animals gains a +1 non-charm bonus dice to the Survival roll to do so; the Sorcerer himself gains a +3 non-charm bonus dices.
                          When other characters interact with the spellbound animals, the difficulty to do so increases by an amount equal to the Sorcerer’s Essence. The animals become testy around other people and are not interested in doing what anyone else wants. Charms and sorcery, however, work normally on spellbound animals.
                          The Sorcerer who knows Commanding the Beasts as his Control Spell can always understand what any animal wish him to know.
                          Distortion (Goal number: 7): Distorting Commanding the Beasts partially breaks magical control of the Sorcerer – the animals still have Defining Intimacy of serving the Sorcerer, but they can no longer understand complex commends.

                          Flying Guillotine
                          Cost: 10 sm, 1 wp
                          Keywords: Decisive-only
                          Duration: Instant
                          The sorcerer makes the Sign of the Hooded Headsman. His Essence congeals into a barbed chain two feet long that spins as it arcs toward the target. The sorcerer can attack anyone he can see within extreme range.
                          The sorcerer’s player rolls (Wits + Occult) as the attack roll. The Flying Guillotine avoids obstacles (negating all cover bonuses, with exception of full cover) and can even turn corners to chase a foe.
                          The silver weapon wraps about whatever body part it strikes and secures itself into a loop of chain with barbs along the inside. The chain spins with great speed as it tightens, inflicting horrific damage.
                          The spell inflicts (Sorcerer’s Initiative + Sorcerer’s Essence + extra successes) lethal damage and resets Sorcerer to base Initiative on a successful attack. The chain always aims for the neck of the target. If the Flying Guillotine reduces the victim below Incapacitated, it instantly decapitates the target. Most creatures find this instantly fatal. The chain itself seals shut the severed neck on the head, making it not so messy a trophy. If the damage does not kill the target, the chain has wraps around a shoulder, chest or limb thrown up as part of the defense, cuts deeply, and then vanishes in a flash of silver light. The chain likewise disappears if the target dodges, parries or otherwise counters the attack.
                          The Sorcerer who knows Flying Guillotine as his Control Spell adds her (Essence) as non-charm bonus dices to attack roll. If the Sorcerer wishes, she can always Reflexively call silver chain into her hand. This chain is considered as exceptional Whip weapon with additional Balanced tag. This chain disappears when Sorcerer lets it go or is disarmed.

                          Fugue of Truth
                          Cost: Ritual, 1 wp
                          Keywords: None
                          Duration: One day
                          The sorcerer casts this spell after meditating in a lightless, soundless place for one hour. He attunes himself to truth and the flows of Essence, rather than the tricks that sound and light play on the senses. The meditation enables the sorcerer to see through illusions, to resist glamours, to avoid enchantments and to perceive what is concealed, whether they are things or purposes.
                          This trance-like state grants four extra successes to all Perception-based rolls to perceive illusions, see through disguises or Read Intension, and when rolling to find or notice hidden things.
                          Moreover, the sorcerer gains a +2 to her Resolve against normal, Manipulation-based social attack rolls, for he sees through the cleverest persuasions. Magical attempts to control the Sorcerer’s mind which have overcomed normal defenses can be resisted with a reflexive (Perception + Integrity) roll, difficulty of the would-be controller’s Essence. While the trance lasts, however, treat the sorcerer as stunned for taking physical actions, imposing -3 dice of penalties to all physical actions. His stupefied and distracted demeanor also inflicts a -1 penalty to all social rolls.
                          Fugue of Truth ends if the sorcerer botches a roll, is wounded, loses consciousness (including going to sleep), is crashed or voluntarily chooses to release it.
                          Distortion (Goal number: 10): Distorting Fugue of Truth doubles the penalties Sorcerer suffers.


                          Internal Flame
                          Cost: 10sm, 1 wp
                          Keywords: None
                          Duration: Sorcerer’s Occult rounds
                          Molten rock flows within the bones of the earth. Volcanic gods use a certain gesture to call that magma to their mountains. As the sorcerer makes the Mudra of Burning Earth at any creature he can see within long range, streamers of red and gray Essence-flame wash over the target’s body. They seep past armor and clothing to enter inside. The sorcerer’s player rolls (Wits + Occult) as Decisive attack. This attack cannot be dodged, though it may be parried. This attack does not reset Sorcerer to base Initiative. If this attack is successful, do not roll the damage, but the spell gives the target’s bone marrow the qualities of molten iron. This effect inflicts environmental damage (Damage 4L/action, Difficulty [Sorcerer’s Essence+1]). The damage continues for a number of rounds equal to the sorcerer’s Occult or until the victim receives medical attention.
                          Internal Flame inflicts agony beyond belief. The target suffers a -3 penalty to all actions for the rest of the scene. This penalty stacks with all other active wound or pain-based penalties. A skilled healer can alleviate the damage through pressure point and Essence-gate manipulation, if he acts quickly. Doing so requires an (Intelligence + Medicine) roll, difficulty equal to the Sorcerer’s Essence, as a miscellaneous action. Lack of medical tools (such as acupuncture needles) inflicts a -2 penalty to this roll. Success means the target ceases to take damage, reducing the penalty from pain to -1 for the rest of the scene.
                          Without supernatural healing, mortals remain wounded after the scene and slowly die over the next few weeks (generally holding on for one week per dot in Stamina before expiring). Exalts, spirits and other supernatural creatures heal normally from this attack.
                          The Sorcerer who knows Internal Flame as his Control Spell increases damage of environmental effect by (half of her Essence, rounded down) and adds 3 to its Difficulty instead of 1.
                          Distortion (Goal number: 7): Distorting Internal Flame decreases damage by half (rounded down) and decreases penalties to -1.

                          Personal Tempest
                          Cost: 10sm, 1 wp
                          Keywords: Perilous
                          Duration: One scene
                          The sorcerer performs the Five Winds Nexus Gesture, making her the center of a confluence of strong winds. Her clothing whips about in winds that only people standing very close to her can feel. These winds last one scene, until dismissed or until the caster suffer Initiative Crash or is incapacitated.
                          While these winds last, all attacks made against the sorcerer, from archery to grapples, treat her as behind heavy cover. It can also protect battle groups up to (Sorcerer’s Essence) in Size.
                          The Sorcerer who knows Personal Tempest as his Control Spell can always call small winds to for example move light items like paper strips.
                          Distortion (Goal number: 10): Distorting Personal Tempest decreases it’s effects to Light Cover.

                          Song of the Waves
                          Cost: 10 sm, 1 wp
                          Keywords: Psyche
                          Duration: Varies
                          The sorcerer’s anima flares upward to form a great phantom wave behind her. From it emerges the watery head and forelimbs of a huge horse that blasts the intended victim with a stream of water and earsplitting symphonic noise. The weird, cacophonous display enchants a target into a berserk but directed rage, driving him to attack the sorcerer’s enemies with abandon. . The Sorcerer’s player rolls (Manipulation + Occult) against target’s Resolve. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense For every success rolled over the target’s Resolve, the target spends one action attacking the nearest enemy of the sorcerer. The target can resist this spell by paying two points of Willpower. After his last action under this effect, the target regains his self-control and remembers what he did—and who was responsible.
                          The Sorcerer who knows Song of the Waves as his Control Spell adds his (Essence) dices to attack roll.
                          Distortion (Goal number: 10): Distorting Song of the Waves stops this spell from working after victim’s next action.

                          Theft of Memory
                          Cost: Ritual, 1 wp
                          Keywords: Psyche
                          Duration: Varies
                          The Theft of Memory spell permits the Sorcerer to snatch a memory from his victim. The Sorcerer must bear an emerald in his hand, which he before prepares in special ritual taking three hours, poring magical waters and scribing ancient runes upon it. Emerald prepared in this way last for one day and crumbles to dust if not used until then.
                          The Sorcerer must touch prepared emerald to his target. He then makes the Mudra of Remembrance and Forgetting with his other hand and releases the Essence of the spell. The spell’s Essence display can manifest as any number of noticeable phenomena—simple alchemical pyrotechnics from a street performer, weather effects or the light of the sun playing across the area. In order to conceal the casting of this spell, the caster’s player must succeed at a (Wits + Larceny) roll. People watching the scene realize the character just cast a spell if their players gain more successes on a (Perception + Occult) roll than the sorcerer’s roll to conceal the spell. Moreover, all the legerdemain in the world will not conceal this spell from creatures able to view the flows of Essence. To Essence sight or Charms such as All-Encompassing Sorcerer’s Sight, it is very clear that the Sorcerer just cast a spell.
                          The Sorcerer must know what memory he wants to steal. . The Sorcerer’s player rolls (Charisma + Occult) against target’s Resolve. This non-specific effect cannot lower the target’s Resolve by exploiting an Intimacy, nor can the target invoke an Intimacy to raise his defense. If the attack succeeds, the target relives the memory for a moment and then it is gone, trapped in the gemstone. Failure indicates that the sorcerer does not steal that memory, cannot steal any other memory from that victim and suffers a -2 dices penalty on all Mental Attribute-based rolls – all these effects last for the rest of the scene. Additionally, the victim is allowed reflexive roll of (Perception + Awareness) against Sorcerer’s (Wits + Larceny). If victim succeeds, she instantly knows someone tried to use some kind of magic on her – but not that it was Sorcerer specifically. Theft of Memory cannot be cast in combat. Memories are either buried beneath the disciplined mind of a warrior or lost amid the fear most other creatures feel in such situations.
                          Once the gem contains a memory, any being may clasp the gem to its forehead and concentrate to relive the memory. During this time, the creature can perform no other action and is unaware of sights and sounds around it, though physical contact can break the experience. If gem ever breaks, the stolen memory returns to its owner.
                          Distortion (Goal number: 10): Distorting Theft of Memory allows victim to regain her memories, but copy of them is still stored inside the gem.

                          Unbreakable Bones of Stone
                          Cost: 20 sm, 1 wp
                          Keywords: None
                          Duration: One day
                          The sorcerer begins the Irresistible Song of Stone, the song that earth elementals sing to themselves while they sit deep in the soil. She sings it wrong, however, and the local earth elementals—perfectionists unable to resist correcting such a thing—croon the song to her correctly. The sorcerer’s silver-burning Essence absorbs the corrected song, turning the sorcerer’s bones to stone until the sun crosses the horizon twice.
                          The spell adds an amount equal to half of the Sorcerer’s permanent Essence (rounded up) rating to her Strength and Stamina Attributes. These are Charm bonuses. Moreover, any wound penalties are halved, rounded down, for the duration of the spell. Any damage taken from falling is also cut in half, rounding up. The Sorcerer’s eyes turn the color of granite, her skin becomes cold, tough and ashen. While her mobility is not normally impaired, she is considered to be wearing medium armor, which might deny her the use of certain Martial Arts styles or other effects. Her stone bones are also heavy - she will sink in water or mud, and fragile surfaces won’t support her weight.
                          Distortion (Goal number: 12): Distorting Unbreakable Bones of Stone forces the sorcerer to feel the full weight of her stone bones bearing down on her, imposing a -4 mobility penalty for one scene. If her total mobility penalty exceeds (the higher of her base Strength or Athletics), then she loses the ability to take reflexive move actions, and must take a miscellaneous action to cross a range band even under normal circumstances. Additionally, she suffers from internal pain, causing -1 dices of penalty towards all actions.


                          My homebrew/rewrites:
                          2nd->3rd Edition Sorcery Spells Rewrite
                          Talisman of Ten Thousand Eyes Evocations
                          Solar Occult Charms for Sorcerers
                          Solar Thrown Charms (with Solar Danmaku Charms)

                          Comment


                          • #15
                            Final Celestial Spell in this rewrite:

                            Hideous Confusion of Tongues
                            Cost: 25 sm, 2 wp
                            Keywords: Psyche
                            Duration: Special
                            The sorcerer makes the Sign of the Shattered Tower into the spell’s Essence. The resulting burst of turquoise light carries a linguistic curse. Everyone mortal character who was within medium range of the Sorcerer speaks gibberish from then on, though they are not aware of this fact. Essence users roll (Stamina + Linguistics) with Difficulty of Sorcerer’s Essence – successful roll protects them from effects of this spell. Once an affected creature attempts to communicate with someone else, that character’s player may roll (Perception + Awareness), difficulty 3, once per minute of interaction, for the character to realize he’s speaking nonsense. A reflexive (Perception + Occult) roll with difficulty of (Sorcerer’s Essence) may also be made at the time of casting to understand what the spell did by all victims, even if they resisted spell effects.. The curse lasts (Sorcerer’s Essence x 2) hours, and it affects only a victim’s ability to communicate. Charm use and spell casting are not affected, unless they rely on communication. Moreover, this curse is contagious. People who hear the victims’ gibberish are themselves affected by it, though they resist infection with a successful (Stamina + Linguistics) roll, with a difficulty equal to the sorcerer’s Essence. The curse can even re-infect a victim after its first effects have worn off. Like a person directly cursed by the spell, infected victims may realize how the Hideous Confusion of Tongues has passed to them. Hideous Confusion of Tongues does not affect the caster or any creature with an Essence greater than the caster’s own.
                            Distortion (Goal Number: 7): Distorting the spell stop infectious effect of this spell, but does not heal victims until spell has run its course.


                            My homebrew/rewrites:
                            2nd->3rd Edition Sorcery Spells Rewrite
                            Talisman of Ten Thousand Eyes Evocations
                            Solar Occult Charms for Sorcerers
                            Solar Thrown Charms (with Solar Danmaku Charms)

                            Comment

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