So, as I have written in my topic about problems with Twilights - batch of Occult Charms concentrated on Sorcery. Please evaluate and criticise honestly.
Wellspring of Knowledge Unknown
Cost: - ; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Supernal Control Method, Terrestrial Circle Sorcery
If there is one thing Copper Spiders are known for, it’s their thirst for knowledge. Always looking for answers and new information, no Solar Sorcerer would be content with knowledge already learned, trying to always expand what she knows, nor would she wait for enlightenment.
Upon learning this Charm Solar gains additional Shaping Ritual and choses (Essence) spells she knows from Terrestrial Circle – they become her additional Control Spells. If she doesn’t know enough spells, the next spell she learns become her additional Control Spell if applicable. If not, the spell after. Each time she rises in Essence to level that would grant her additional Control Spell, she choose one from spells known.
At E4 this Charm automatically upgrades if the Sorcerer knows Celestial Circle Sorcery, granting one additional Sorcerous Ritual and the same upgrades to (Essence/2, rounded up) Celestial Circle spells, with the same rules as before for acquisition.
At E5 if the Sorcerer known Solar Circle Sorcery she gains one additional Sorcerous Ritual and changes one additional spell from Solar Circle into her Control Spell, with the same rules as before for acquisition.
Additionally, if Occult is Supernal Ability of the Solar, this Charm permanently decreases prerequisite Essence required for learning Celestial and Solar Circle Spells to 2 and 4 Essence, respectively.
Special balance note: Few people in this topic consider this Charm a little/more than little too strong as written. I personally don't think that (for me this Charm is power enabler and requires big investment to reap it's benefits, which in my opinion balances it), but if you too find this Charm too powerful please change E5 (or both E4 and E5) free upgrades into repurchases.
Comment: Control spells and their changing, permanent effects on character are cool so I consider giving more of them interesting way to power and at the same time make Sorcerer more distinctive character. It might seem as diminishing each Sorcerer uniqueness, but in my opinion if strengthens it, even allowing player to choose spells for purely cosmetic effects, like having cool shadows of butterflies around character without getting stink eye from rest of players (and player’s own inner power gamer) for not taking OP Mist of Eventide control effect. Be however wary if there are more than one dedicated Sorcerer in party (unlikely event, I think).
Additionally, this Charm makes it possible to learn CCS and SCS faster without having to write it down in growing list of every group houserules.
Refinement of Knowledge Unknown
Cost: —; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wellspring of Knowledge Unknown, All-Encompassing Sorcerer’s Sight
The Copper Spiders are greatest Sorcerers know to the world, and their knowledge of unknown laws and powers are unmatched. Add (higher of Essence or three) non-Charm bonus dice to Solar’s spell effects and any Occult rolls which involves dealing with Spirits or different realms of existence (for example, Wyld or Malfeas). These dices cannot be added to Shaping Sorcery rolls.
Additionally, knowing this Charms always counts as +1 Means for Sorcerous Workings.
This Charm specifically does not stack with Heaven-Turning Calculations.
Comment: Better than Heaven-Turning Calculations for Sorcerer, worse for omni disciplinary Twilight.
Spiritual Principles Understanding
Cost: (+2m) ; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Supernal Control Method, Burning Exorcism Technique
Calling upon Spirits she studied, the Solar Sorcerer can apply principles of studied Essence to shaping her own vision of Creation.
While activating Ancient Tongue Understanding, the Solar can pay additional 2 motes. If she does, when Ancient Tongue Understanding is active, the Lawgiver can add 1 dice to all her Shaping Sorcery and Wyld-Shaping rolls for every spirit familiar she has or spirit she has bound with Burning Exorcism Technique. She can add up to her (Essence) dice. These dice are considered non-Charm dice when casting her Control Spells.
Comment: Works better for Twilights, but doesn’t give them anything others cannot attain if they wish, which is show I want Sorcery to work.
Inner Forge of Spiritual Enlightenment
Cost: - ; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wellspring of Knowledge Unknown
As the Sorcerer knowledge grows, she becomes more and more attuned to the world and its Essence, internalizing principles of Sorcery into herself.
Upon learning this Charm Sorcerer gains special pool of sorcerous motes, one mote for every spell she knows, up to a maximum of ten sorcerous motes. She can spend these motes while casting any spell or effect requiring sorcerous motes. Initially empty, she can fill this pool in two ways:
First, when resting she can decide to not regain Willpower and instead roll (Occult) dice, adding 1 sorcerous motes to her pool for every success rolled. This roll cannot be supported by other magic.
Secondly, when casting a spell with fixed mote cost she can add all threshold successes on Shaping Sorcery roll (in another words, all Sorcerous motes gathered beyond cost of the spell) to her inner pool. She will however suffer 1 level of bashing damage for each two motes internalized in this way, as she pull raw forces into herself. If the Lawgiver has willing spiritual familiar or bound demon in medium range of her, she can Reflexively make them suffer that cost instead. She can avoid damage this way only once per scene unless she reset this effect by healing at least one point of damage of Spirit which suffered damage instead of her.
The Sorcerous motes in this pool last until next time Sorcerer rest enough to be viable for regaining willpower or until she loses consciousness.
Comment: Inner pool of magic – pretty standard thing in my opinion, most Abilities have one, even if not called explicitly. Can be used as way to safely gain damage to transfer with Lore abilities, or send to bound demons or willing familiar (yes, familiar must be ok with that before you can do it) if Sorcerer doesn’t want risk.
Words-as-Shield Method
Cost: 5m ; Mins: Occult 5, Essence 3
Type: Reflexive
Keywords: Dual
Duration: One Scene
Prerequisite Charms: Inner Forge of Spiritual Enlightenment
As the Sorcerer masters her body and mind, forging them anew in flames of her inner power, she learns to channel her Essence outward, to protect herself from harm. This power materialize as semitransparent sphere around Sorcerer, often marked by hues of her anima.
When Sorcerer is taking shaping sorcery action she can activate this Charm and then gains (Occult + Intelligence + Essence/2, rounded down) soak until her spell is cast. This effect doesn’t stack with other magic or armor – use only the higher value. Against decisive attacks, this Charm provides (Intelligence) hardness or, if Sorcerer has Twilight anima power active, adds 2 to its power.
After spell is cast, this effect lingers until sorcerer’s next action and then subside after it, to return when Sorcerer takes her next Shape Sorcery action.
Special activation rules: If the Sorcerer knows Evocation of Talisman of Ten Thousand Eyes Sorcerer’s Supreme Soul she can activate both powers at once, paying only 8m. Then she gains (Occult + Intelligence + Essence) soak, Hardness (Intelligence+1) or if Sorcerer has Twilight anima power active, add 3 to its power instead of normal bonuses, but all timing rules still apply. Additionally, both Withering and Decisive damage she receives is decreased by three as long as the shield is active.
Comment: My Evocation Sorcerer’s Supreme Soul from Talisman of Ten Thousand Eyes has pretty much the same effect and I didn’t want to make it obsolete –hence special activation rules making knowing them both pretty much Charm and it’s upgrade purchases.
Words-as-Swords Stance
Cost: 3m ; Mins: Occult 5, Essence 3
Type: Supplemental
Keywords: None
Duration: One Spell
Prerequisite Charms: Inner Forge of Spiritual Enlightenment
Most Sorcerers prefer to avoid conflict, but not all of them will be always able to do so. These who try to raise their hands against Lawgiver will find their hands burned.
While this Charm is active, when the Sorcerer takes the first shape sorcery action to begin casting a spell treat that has direct damage component (examples from Core: Death of Obsidian Butterflies, Flight of Brilliant Raptor, Death Ray) Sorcerer can strengthen her spell and only then cast it - by gathering more sorcerous motes. She can gather up to (2 x Essence) more sorcerous motes before casting spell. Each 2 sorcerous motes gathered add 1 dice to spell damage.
Additionally, while this Charm is active the Lawgiver gains one point of Initiative for every two decisive damage levels her spells deal, up to (Occult) points per spell cast. This Initiative is added to her pool instantly after cast if the spell doesn’t reset her Initiative or after Initiative reset if it does. If she incapacitate or render enemy unconscious (for example with Mist of Eventide effect) she gains additional point of Initiative. Spells with Duration longer than Instant require commitment of motes until they end, but gain accumulated bonus damage and grant Initiative every time they damage foe.
Comment: Way for combat Sorcerers to build up Initiative for spells using it or defensive effects. This is effect I’m really not sure about.
Words of World Unknown
Cost: - ; Mins: Occult 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Refinement of Knowledge Unknown, Spiritual Principles Understanding
There is a language older than any other, one from which Old Realm was born, the language spoken when Creation was first born, the words of creation itself. Through the understanding of the spiritual world Solar rises to the highest power, her own words shaping world around her. Upon learning this Charm, the Ancient Tongue Understanding upgrades further, encompassing true power of creation.
First, the Lawgiver is capable of understanding every language known by her Spirit Familiars while Ancient Tongue Understanding is active. If she is literate, she can also read Old Realm and any of the languages known by her Spirit Familiars.
Second, while Ancient Tongue Understanding is active, the Lawgiver automatically speaks and understands language older than even Old Realm (she can however choose to speak normal Old Realm if she wishes), yet eerily similar to it – anyone who known Old Realm will understand her easily. When Solar speaks this language, her words take on strange, alien tones, terrifying to mortals and lowly Spirits. When talking to any other being than gods, elemental and demons, she takes a -3 penalty on all social influence actions other than threaten. However, when speaking with gods, elemental and demons she gains (Essence/2, rounded up) automatic non-charm success on all influence rolls. Additionally, when speaking this version of Old Realm, she will find Creation answering to her wishes easier, almost as she makes them – she gains one additional automatic successes to all Occult rolls and shaping actions. Additionally, as long as Sorcerer uses this Charm upgrade effect of Ancient Tongue Understanding on all rolls for Sorcerous Working, this Charm counts as two additional Means, as the Essence of Creation itself wants to be willed into new form by Sorcerer. Failure to do so instantly removes both additional Means from current Workings.
At Essence 5 this Charm automatically upgrades, changing Workings base interval from one week to one day, but only if Sorcerer uses this Charm upgrade effect of Ancient Tongue Understanding on all rolls for Sorcerous Working. Failure to do so instantly set next interval to one week.
Special balance note: Essence 5 upgrade can be very dangerous if your party often has long downtimes and free time to pursue crafting/sorcerous workings projects. Please be aware of that and remove this upgrade if it would break your game.
Comment: This Charm is getting on Linguistics heels strongly, but I think it has its place in Occult, as language of creation and words of power are old and well known parts of many magic systems. I don’t know if “Sorcery is language Primordials used to shape Creation” will be still canon, but bite me – I like this part.
Burning Anima Evocation
Cost: - ; Mins: Occult 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Supernal Control Method, Six Eternities’ Travail, Spirit-Drawing Oculus
As the Solar learns to channel the Essence of the world through her body, she becomes something even more than momentary vector for incredible power – she becomes the master of rules of the world, and her spells will rewrite it to her will.
Every time when the Lawgiver anima intensifies by one step, she can roll amount of dice up to her (Occult), equal to the (half of the motes spend, rounded up), to gain sorcerous mote for every success. She can gain motes for every anima level only once per scene unless she resets this Charm by using Spirit-Drawing Oculus. This roll cannot be supported by other magic. If the Solar uses Spirit-Drawing Oculus after gaining sorcerous motes with Burning Anima Evocation, she gains one non-charm automatic success for every three sorcerous motes gained from Burning Anima Evocation in this scene.
Comment: I really like effects scaling with anima rising, not only shedding it to power Charms.
Wellspring of Knowledge Unknown
Cost: - ; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Supernal Control Method, Terrestrial Circle Sorcery
If there is one thing Copper Spiders are known for, it’s their thirst for knowledge. Always looking for answers and new information, no Solar Sorcerer would be content with knowledge already learned, trying to always expand what she knows, nor would she wait for enlightenment.
Upon learning this Charm Solar gains additional Shaping Ritual and choses (Essence) spells she knows from Terrestrial Circle – they become her additional Control Spells. If she doesn’t know enough spells, the next spell she learns become her additional Control Spell if applicable. If not, the spell after. Each time she rises in Essence to level that would grant her additional Control Spell, she choose one from spells known.
At E4 this Charm automatically upgrades if the Sorcerer knows Celestial Circle Sorcery, granting one additional Sorcerous Ritual and the same upgrades to (Essence/2, rounded up) Celestial Circle spells, with the same rules as before for acquisition.
At E5 if the Sorcerer known Solar Circle Sorcery she gains one additional Sorcerous Ritual and changes one additional spell from Solar Circle into her Control Spell, with the same rules as before for acquisition.
Additionally, if Occult is Supernal Ability of the Solar, this Charm permanently decreases prerequisite Essence required for learning Celestial and Solar Circle Spells to 2 and 4 Essence, respectively.
Special balance note: Few people in this topic consider this Charm a little/more than little too strong as written. I personally don't think that (for me this Charm is power enabler and requires big investment to reap it's benefits, which in my opinion balances it), but if you too find this Charm too powerful please change E5 (or both E4 and E5) free upgrades into repurchases.
Comment: Control spells and their changing, permanent effects on character are cool so I consider giving more of them interesting way to power and at the same time make Sorcerer more distinctive character. It might seem as diminishing each Sorcerer uniqueness, but in my opinion if strengthens it, even allowing player to choose spells for purely cosmetic effects, like having cool shadows of butterflies around character without getting stink eye from rest of players (and player’s own inner power gamer) for not taking OP Mist of Eventide control effect. Be however wary if there are more than one dedicated Sorcerer in party (unlikely event, I think).
Additionally, this Charm makes it possible to learn CCS and SCS faster without having to write it down in growing list of every group houserules.
Refinement of Knowledge Unknown
Cost: —; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wellspring of Knowledge Unknown, All-Encompassing Sorcerer’s Sight
The Copper Spiders are greatest Sorcerers know to the world, and their knowledge of unknown laws and powers are unmatched. Add (higher of Essence or three) non-Charm bonus dice to Solar’s spell effects and any Occult rolls which involves dealing with Spirits or different realms of existence (for example, Wyld or Malfeas). These dices cannot be added to Shaping Sorcery rolls.
Additionally, knowing this Charms always counts as +1 Means for Sorcerous Workings.
This Charm specifically does not stack with Heaven-Turning Calculations.
Comment: Better than Heaven-Turning Calculations for Sorcerer, worse for omni disciplinary Twilight.
Spiritual Principles Understanding
Cost: (+2m) ; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Supernal Control Method, Burning Exorcism Technique
Calling upon Spirits she studied, the Solar Sorcerer can apply principles of studied Essence to shaping her own vision of Creation.
While activating Ancient Tongue Understanding, the Solar can pay additional 2 motes. If she does, when Ancient Tongue Understanding is active, the Lawgiver can add 1 dice to all her Shaping Sorcery and Wyld-Shaping rolls for every spirit familiar she has or spirit she has bound with Burning Exorcism Technique. She can add up to her (Essence) dice. These dice are considered non-Charm dice when casting her Control Spells.
Comment: Works better for Twilights, but doesn’t give them anything others cannot attain if they wish, which is show I want Sorcery to work.
Inner Forge of Spiritual Enlightenment
Cost: - ; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wellspring of Knowledge Unknown
As the Sorcerer knowledge grows, she becomes more and more attuned to the world and its Essence, internalizing principles of Sorcery into herself.
Upon learning this Charm Sorcerer gains special pool of sorcerous motes, one mote for every spell she knows, up to a maximum of ten sorcerous motes. She can spend these motes while casting any spell or effect requiring sorcerous motes. Initially empty, she can fill this pool in two ways:
First, when resting she can decide to not regain Willpower and instead roll (Occult) dice, adding 1 sorcerous motes to her pool for every success rolled. This roll cannot be supported by other magic.
Secondly, when casting a spell with fixed mote cost she can add all threshold successes on Shaping Sorcery roll (in another words, all Sorcerous motes gathered beyond cost of the spell) to her inner pool. She will however suffer 1 level of bashing damage for each two motes internalized in this way, as she pull raw forces into herself. If the Lawgiver has willing spiritual familiar or bound demon in medium range of her, she can Reflexively make them suffer that cost instead. She can avoid damage this way only once per scene unless she reset this effect by healing at least one point of damage of Spirit which suffered damage instead of her.
The Sorcerous motes in this pool last until next time Sorcerer rest enough to be viable for regaining willpower or until she loses consciousness.
Comment: Inner pool of magic – pretty standard thing in my opinion, most Abilities have one, even if not called explicitly. Can be used as way to safely gain damage to transfer with Lore abilities, or send to bound demons or willing familiar (yes, familiar must be ok with that before you can do it) if Sorcerer doesn’t want risk.
Words-as-Shield Method
Cost: 5m ; Mins: Occult 5, Essence 3
Type: Reflexive
Keywords: Dual
Duration: One Scene
Prerequisite Charms: Inner Forge of Spiritual Enlightenment
As the Sorcerer masters her body and mind, forging them anew in flames of her inner power, she learns to channel her Essence outward, to protect herself from harm. This power materialize as semitransparent sphere around Sorcerer, often marked by hues of her anima.
When Sorcerer is taking shaping sorcery action she can activate this Charm and then gains (Occult + Intelligence + Essence/2, rounded down) soak until her spell is cast. This effect doesn’t stack with other magic or armor – use only the higher value. Against decisive attacks, this Charm provides (Intelligence) hardness or, if Sorcerer has Twilight anima power active, adds 2 to its power.
After spell is cast, this effect lingers until sorcerer’s next action and then subside after it, to return when Sorcerer takes her next Shape Sorcery action.
Special activation rules: If the Sorcerer knows Evocation of Talisman of Ten Thousand Eyes Sorcerer’s Supreme Soul she can activate both powers at once, paying only 8m. Then she gains (Occult + Intelligence + Essence) soak, Hardness (Intelligence+1) or if Sorcerer has Twilight anima power active, add 3 to its power instead of normal bonuses, but all timing rules still apply. Additionally, both Withering and Decisive damage she receives is decreased by three as long as the shield is active.
Comment: My Evocation Sorcerer’s Supreme Soul from Talisman of Ten Thousand Eyes has pretty much the same effect and I didn’t want to make it obsolete –hence special activation rules making knowing them both pretty much Charm and it’s upgrade purchases.
Words-as-Swords Stance
Cost: 3m ; Mins: Occult 5, Essence 3
Type: Supplemental
Keywords: None
Duration: One Spell
Prerequisite Charms: Inner Forge of Spiritual Enlightenment
Most Sorcerers prefer to avoid conflict, but not all of them will be always able to do so. These who try to raise their hands against Lawgiver will find their hands burned.
While this Charm is active, when the Sorcerer takes the first shape sorcery action to begin casting a spell treat that has direct damage component (examples from Core: Death of Obsidian Butterflies, Flight of Brilliant Raptor, Death Ray) Sorcerer can strengthen her spell and only then cast it - by gathering more sorcerous motes. She can gather up to (2 x Essence) more sorcerous motes before casting spell. Each 2 sorcerous motes gathered add 1 dice to spell damage.
Additionally, while this Charm is active the Lawgiver gains one point of Initiative for every two decisive damage levels her spells deal, up to (Occult) points per spell cast. This Initiative is added to her pool instantly after cast if the spell doesn’t reset her Initiative or after Initiative reset if it does. If she incapacitate or render enemy unconscious (for example with Mist of Eventide effect) she gains additional point of Initiative. Spells with Duration longer than Instant require commitment of motes until they end, but gain accumulated bonus damage and grant Initiative every time they damage foe.
Comment: Way for combat Sorcerers to build up Initiative for spells using it or defensive effects. This is effect I’m really not sure about.
Words of World Unknown
Cost: - ; Mins: Occult 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Refinement of Knowledge Unknown, Spiritual Principles Understanding
There is a language older than any other, one from which Old Realm was born, the language spoken when Creation was first born, the words of creation itself. Through the understanding of the spiritual world Solar rises to the highest power, her own words shaping world around her. Upon learning this Charm, the Ancient Tongue Understanding upgrades further, encompassing true power of creation.
First, the Lawgiver is capable of understanding every language known by her Spirit Familiars while Ancient Tongue Understanding is active. If she is literate, she can also read Old Realm and any of the languages known by her Spirit Familiars.
Second, while Ancient Tongue Understanding is active, the Lawgiver automatically speaks and understands language older than even Old Realm (she can however choose to speak normal Old Realm if she wishes), yet eerily similar to it – anyone who known Old Realm will understand her easily. When Solar speaks this language, her words take on strange, alien tones, terrifying to mortals and lowly Spirits. When talking to any other being than gods, elemental and demons, she takes a -3 penalty on all social influence actions other than threaten. However, when speaking with gods, elemental and demons she gains (Essence/2, rounded up) automatic non-charm success on all influence rolls. Additionally, when speaking this version of Old Realm, she will find Creation answering to her wishes easier, almost as she makes them – she gains one additional automatic successes to all Occult rolls and shaping actions. Additionally, as long as Sorcerer uses this Charm upgrade effect of Ancient Tongue Understanding on all rolls for Sorcerous Working, this Charm counts as two additional Means, as the Essence of Creation itself wants to be willed into new form by Sorcerer. Failure to do so instantly removes both additional Means from current Workings.
At Essence 5 this Charm automatically upgrades, changing Workings base interval from one week to one day, but only if Sorcerer uses this Charm upgrade effect of Ancient Tongue Understanding on all rolls for Sorcerous Working. Failure to do so instantly set next interval to one week.
Special balance note: Essence 5 upgrade can be very dangerous if your party often has long downtimes and free time to pursue crafting/sorcerous workings projects. Please be aware of that and remove this upgrade if it would break your game.
Comment: This Charm is getting on Linguistics heels strongly, but I think it has its place in Occult, as language of creation and words of power are old and well known parts of many magic systems. I don’t know if “Sorcery is language Primordials used to shape Creation” will be still canon, but bite me – I like this part.
Burning Anima Evocation
Cost: - ; Mins: Occult 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Supernal Control Method, Six Eternities’ Travail, Spirit-Drawing Oculus
As the Solar learns to channel the Essence of the world through her body, she becomes something even more than momentary vector for incredible power – she becomes the master of rules of the world, and her spells will rewrite it to her will.
Every time when the Lawgiver anima intensifies by one step, she can roll amount of dice up to her (Occult), equal to the (half of the motes spend, rounded up), to gain sorcerous mote for every success. She can gain motes for every anima level only once per scene unless she resets this Charm by using Spirit-Drawing Oculus. This roll cannot be supported by other magic. If the Solar uses Spirit-Drawing Oculus after gaining sorcerous motes with Burning Anima Evocation, she gains one non-charm automatic success for every three sorcerous motes gained from Burning Anima Evocation in this scene.
Comment: I really like effects scaling with anima rising, not only shedding it to power Charms.
Comment