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  • Thanks a lot for your feedback

    Originally posted by ArchangelAzrael View Post
    Skofnung (Soulsteel Daiklave, Artifact ●●●●)
    Although it is not as awe-inspiring as volcano cutter and stormcaller with their environment changing properties I would argue it is just as (if not more) strong. Furthermore when powered up ( which is not hard to accomplice) it becomes better stat-wise than any printed artifact. The +2 defense in particular is very strong. Therefore an artifact 5 would be more appropriate.
    I see what you're saying. The ST of the game I'm proposing this for was OK with 4, but I wouldn't be opposed to raising it to 5.


    Originally posted by ArchangelAzrael View Post
    Unleashed from Beyond

    This seems strong to me for an essence 1 evocation… maybe essence 2? Also it needs to have a reset condition so it can only be used 1 per day as the exalts could just use it again to have almost always max size battlegroup. There is a lhl cost but I think it needs further restrictions.
    My reading of the rules is that you can't activate a Scenelong charm multiple times for increased effect, so you'll only ever get the size of battle group that fits your Essence. Also, I want it at Essence 1 so that it is available to a starting character.

    Originally posted by ArchangelAzrael View Post
    Wisdom of the Gravebound

    I am not too sure for this charm… For 15m committed you get to have 2 to 6 (or more realistically 4-12) Ghost retainers. It seems too much to me. Essence 3 for the evocation and reduce the number of ghost to be equal to Essence. Perhaps also add A dissonance so that the number of Ghost are essence/2 round down for everyone else
    It is a bit much, but the benefit of having multiple ghosts running around you at all times isn't very great compared to the benefit of just summoning whoever you need, it seemed mostly a flavor thing to me. Plus, I wanted to be able to have 12 souls since that fits the sword's legend.

    Originally posted by ArchangelAzrael View Post
    Relics of the Dead
    I think balance wise this is a good evocation for its essence requirement. I would be tempted to switch the resonance power with the rise in might as it seems to be the strongest of the two and weaker exalted have worse “training armies charms” usually anyway.
    That would make it rather useless to those who aren't resonant, wouldn't it?

    Originally posted by ArchangelAzrael View Post
    Irresistible Call of Oblivion
    Ok the no roll to resist seems inappropriate to me. I would have at least but some restriction like cannot target a creature with an essence score higher than yours or something similar. Still if it is recently dead it more likely than not means the exalted in question defeated him so he clearly was able to overcome him. I just think it can bypass some mechanics and can force in combination with the last evocation some entities that would be hard to completely destroy into oblivion. Also as a player I would be pissed off if I was told no chance to resist it, it just happens (despite the fact that my char would be dead by then :P).
    Yeah, I was a bit iffy about the no roll to resist thing. Perhaps having a roll, but revoking it if the victim died as a consequence of the wielder's action (eg. death by poison or backstabbing in an alley).

    Originally posted by ArchangelAzrael View Post
    What the Void Spews Fort

    I like this charm a lot! But I think it can be too strong depending on how dedicated the player was in filling it with souls. Perhaps the artifact should have a max soul capacity? Other than that the fact that the defeated fall into oblivion as well without a roll to resist it is not to my liking. Now balance wise I think its ok for an essence 5 evocation on a lvl 5 artifact.
    As written, Battle Groups only go up to size 5, so the benefit of summoning a million souls is limited, though probably the ST would house rule around that. I had intended the bit about the enemies also being dragged into the Void to be a penalty since otherwise, you could just replace one army with another, effectively negating the cost of the Charm, but I see what you're saying. Perhaps limit the effect on enemies to mortals (since Extras is no longer a concept)?


    Comment


    • Unleashed from Beyond

      I see if that’s the case then no worries. I can understand the need to have it available as soon as possible for your character concept. It just that I find it more of an essence 2 evocation really. There are hearthstones that unlocks higher essence evocations earlier if you don’t mind doing it that way. Anyway since the ST is ok with it don’t mind me.


      Wisdom of the Gravebound

      My main concern is that in the new system things start to break if you have multiple people attack one. The Ghost have essence and charms (although in the book there are not many atm) and they can easily have max dice in attack and defense with training so they will most likely never count as trivial opponents. At essence 2 you can have 6 ghosts assist you, against an opponent without onslaught negation or something to protect its initiative it can turn very easily to one sided battle. Perhaps in combat have them count as a size 1 battle group? Other than I don’t have that much of a problem with the evocation.


      Relics of the Dead

      Not necessarily… Might 2 is quite strong although to be fair an army comprised of war ghost is already might 2 by the rules as a default so I might be on the wrong side on this one. Perhaps having the training as a resonance ability is the stronger of the two.


      Irresistible Call of Oblivion

      Yea that sounds more fair.


      What the Void Spews Fort
      Actualy “If appreciably more than a Size 5 battle group worth of combatants are present, they are represented by creating an additional battle group (or groups). 20 extra combat­ants are a drop in the bucket, but if an extra 300 are present, that’s worth starting up a second Size 3 battle group” So you could have like 10 size 5 battlegroups with this charm…

      I see your concerns about negating the cost of the charm. Hm ok then leave it as it is.



      Overall I really like the artifact. I would certainly want it as a player and would allow it as ST. You can easily make a mirror artifact as well by changing the theme a little to be more traditionally “good” by making the stay inside the artifact like classic Viking paradise and replacing oblivion with lethe

      Comment


      • Originally posted by ArchangelAzrael View Post
        Unleashed from Beyond

        I see if that’s the case then no worries. I can understand the need to have it available as soon as possible for your character concept. It just that I find it more of an essence 2 evocation really. There are hearthstones that unlocks higher essence evocations earlier if you don’t mind doing it that way. Anyway since the ST is ok with it don’t mind me.
        I'd like the artifact to not be dependent on a (Greater) Hearthstone in order to fulfill its base function. The calling power is a bit lackluster on its own.

        Originally posted by ArchangelAzrael View Post
        Wisdom of the Gravebound

        My main concern is that in the new system things start to break if you have multiple people attack one. The Ghost have essence and charms (although in the book there are not many atm) and they can easily have max dice in attack and defense with training so they will most likely never count as trivial opponents. At essence 2 you can have 6 ghosts assist you, against an opponent without onslaught negation or something to protect its initiative it can turn very easily to one sided battle. Perhaps in combat have them count as a size 1 battle group? Other than I don’t have that much of a problem with the evocation.
        I see what you're saying. If used in combat, they should definitely be a Battle Group.

        Originally posted by ArchangelAzrael View Post
        Relics of the Dead

        Not necessarily… Might 2 is quite strong although to be fair an army comprised of war ghost is already might 2 by the rules as a default so I might be on the wrong side on this one. Perhaps having the training as a resonance ability is the stronger of the two.
        It's not so much which is stronger. To my mind, Resonant abilities can be a bit circumstantial, but the core effect should always be worth it. If I'm a non-resonant character picking up this sword who doesn't have any training charms, if the powers were reversed, this Evocation would do nothing

        Originally posted by ArchangelAzrael View Post
        Irresistible Call of Oblivion

        Yea that sounds more fair.
        Good, I'll implement that, then

        Originally posted by ArchangelAzrael View Post
        What the Void Spews Fort
        Actualy “If appreciably more than a Size 5 battle group worth of combatants are present, they are represented by creating an additional battle group (or groups). 20 extra combat*ants are a drop in the bucket, but if an extra 300 are present, that’s worth starting up a second Size 3 battle group” So you could have like 10 size 5 battlegroups with this charm…

        I see your concerns about negating the cost of the charm. Hm ok then leave it as it is.
        Ah, right. Mmm, it makes by far the most thematic sense to empty out the sword entirely, and it means you can't hoard your best ghosts and just send out the dross when using the pinnacle. Still, presumably, the number of souls you have available is somewhat commensurate with the number of foes you are facing. Remember, the mass-calling Evocation can only be used on those fallen in battle. You can't slaughter villages to fuel the sword.

        Originally posted by ArchangelAzrael View Post
        Overall I really like the artifact. I would certainly want it as a player and would allow it as ST. You can easily make a mirror artifact as well by changing the theme a little to be more traditionally “good” by making the stay inside the artifact like classic Viking paradise and replacing oblivion with lethe
        I'm glad you like it

        Not sure I'd personally OK a mirror artifact that did the same, but was nice to people. It seems very much the province of Soulsteel to do this, but of course each to their own.

        Comment


        • The Vivids Eyes of Mechanical Grace ●●●●●, N/A (repaired), (last update 10/06/17, by Nyimayad)

          In the age of dream, there has been a lots of wonders, it was also the age of sorcery, the solars knew that they only see a portion of the world. Through ages of work, Bright Shattered Ice knew she had much to discover and grow. She creates this artifact in order to infuse herself, the greatest scholar, with a greater knowledge of the world.

          Attunement special rule : Only solar can attune to the Vivid Eye of Mechanical Grace, it require high precision surgery and can’t be unattuned without removing it. This surgery is an extended minimum of Intelligence and Dexterity + Medicine roll with difficulty 5, goal 40, terminus 6. Failure result in essence combustion. Attunement cost 3 motes that are only restored by removing the artifact (difficulty 5, goal 30, terminus 6).

          Prosthesis :This artifact is a prosthesis, repairing a defectuous prosthesis is a craft roll. And no organ can replace a prosthesis for two month and a day after being removed.


          New Keywords : Broken

          Some artifact build a long time ago have endure some harsh treatment, when they do so they remove the access to some of their might in order to prevent unexpected effect. Unlike regular repairing, a broken artifact require multiple repair to unlock new power. In some old artifact, there could be more than one broken steps, in which case, the degree of repairs required will be denote by Broken 2, Broken 3… When reaching each steps of repair, all corresponding defect are repaired
          Evocations of The Vivids Eyes of Mechanical Grace

          Using the eye to actually see or use any of it’s evocation require to channel your essence threw it, lasting for a scene. When the solar do so, roll Essence against 1, failure result in the loss of one health point for the remaining of the scene. In any case, it allow the user to see and use Broken 1 Evocation.

          Terrestrial circle initiation

          Upon attunement, the solar get initiation to Terrestrial Circle Sorcery and get access to basic sorcery.

          Shaping ritual :

          A sorcerer with an Essence pool may spend a scene in meditation to commit to commit a total of 10 motes. Once she begins shaping a spell while wearing the talisman, she may draw on the power she’s invested, contributing up to Essence+2 sorcerous motes towards the spell until the full commitment of ten motes has been converted into ten sorcerous motes, or the spell is cast (or countered).
          Committed motes are converted to sorcerous motes on a one-to-one basis normally, but are converted into two sorcerous motes when casting the sorcerer’s control spell. The sorcerer must wait until she’s had a full night’s sleep before she can charge the talisman again.
          While motes are commited, an image of the sun rising shine in her eye.

          Broken 1 :

          Terrestrial Sorcerous working, ambition 3 (goal number 20), finesse 5 (difficulty 5), terminus 5.
          Superior project, difficulty 5, terminus 6, goal 100, 10 gold point per attempt. The roll is made with Craft(Jewelry), Craft(Artifact) or Medicine, which- ever the smallest.


          Upon repair, the artifact no longer require essence roll. It’s active whenever the user is willing to, allowing the solar to see and use Evocation at will.

          Subliming the immaterial
          Cost: —; Mins: Essence 1
          Type: Permanent
          Keywords: Broken 1
          Duration: Permanent
          Prerequisite Charms: Spirit Detecting Glance (Rulebook p354), first circle sorcery (Rulebook p360)
          The solar is forever transformed by the knowledge of first circle sorcery. This charm permanently lowers the mote cost of Spirit Detecting Glance by one mote at broken 1, two motes at broken 2 and for free at broken 3.

          Plain sight in plain darkness
          Cost: —; Mins: Essence 1
          Type: Permanent
          Keywords: Broken 1
          Duration: Permanent
          Prerequisite Charms: Keen sight technique (Rulebook p267)
          Upon catching the fabric for light and darkness, the solar grasp the reality hidden in the darkest part of creation. This charm permanently enhance Keen sight technique, so long as this charm is active, the solar can see in the shadows as in plain light.

          Sublime AI interface
          Cost: 5m; Mins: Essence 2
          Type: Simple
          Keywords: Mute, Broken 1
          Duration: Scene
          Prerequisite Charms: Subliming the immaterial
          Though unknown to any third age user, there used to be lots of Essence screen. This charm allow the user to redirect any display to her eye, allowing her to interact with the interface without witness. This evocation highjack the display, this kind of technology is peculiarly rare and hard to reproduce. Also, any geomantic work that got this kind of interface receive 2 bonus non-charm dice, a second purchase of this evocation at broken 2, essence 3 gave a bonus of essence non-charm dice. A final purchase, at broken 3, essence 4 allows to simulate such interface on any manse.

          Celestial circle initiation
          Upon repairing Broken 1, the user get access to initiation into celestial circle sorcery as soon as she has learn at least 3 sorcery spell. Doing so, she got access to a new shaping ritual.


          Shaping ritual :

          The sorcerer may call upon her knowledge of the world to manipulate it. She can cast adjust her storage of energy, doing so is a scene-long Jewelry craft with a difficulty of 4. Doing so allow her to store a number of sorcerous motes equal to (her Essence + extra successes). Those motes last for the duration of the story, and can be spent towards any spell she cast. Storing those motes takes a full hours and no more than Essence + Craft + Stamina motes could be stored at any given time.

          Broken 2 :

          Celestial sorceress working, ambition 3 (goal number 35), finesse 5 (difficulty 5), terminus 5.
          Legendary project, difficulty 5, terminus 6, goal 200, 10 white point per attempt. The roll is made with Craft(Jewelry), Craft(Artifact) or Medicine, which- ever the smallest.


          Upon repair, the artifact grants access to a perfect sight eidetic memory and the curse of some long-past memory. She recognize most of the first age figure and remember a little about them, like their goal, exaltation if they have any and some general information.
          Whenever the storyteller deems it appropriate, a new intimacies rise in the solar to complete a first age project the last owners didn’t had the occasion to complete. The solar then had the choice between accepting it and receiving a dice bonus on any action related to this intimacies or ignoring it. Also, any project the eye already witnesses receive two bonus non-charm dice on any repair attempt.

          Last records
          Cost: 5m,1w; Mins: Essence 3
          Type: Simple
          Keywords: Mute, Broken 2
          Duration: Scene
          Prerequisite Charms: Plain sight in the darkness
          Sometime, solar not only rely on their exaltation to share knowledge, whenever this charm is used, the solar may record a message that the next owner will be able to access. There is no limit on how many knowledge may be stored that way and performanced or language charm could be used to perform social influence on the next owner of those eyes. And precedent owner have certainly done so.

          Everlasting deduction protocol
          Cost: —; Mins: Essence 3
          Type: Permanent
          Keywords: Broken 2
          Duration: Permanent
          Prerequisite Charms: Ten Magistrate Eye (Rulebook p313), Sublime AI interface (2)
          The sublime arrangement of Information allow the solar to control more information at a given time. This charm reduce the mote cost of Ten Magistrate Eye to 1m.

          Perfect memory of evidence
          Cost: 10m,1w +1l per charm; Mins: Essence 4
          Type: Simple
          Keywords: Broken 2
          Duration: Scene
          Prerequisite Charms: Everlasting deduction protocol
          Nothing gets out of the sight of the solar, she can retroactively create a projection of a scene she had witnesses and make an investigation. This evocation can be supplemented by any Investigation as if she were present and Spirit Detecting Glance. The Vivid Eye of Mechanical Grace catch every glimpse of information and can recall it as well as the essence that revolve around it. But recalling essence of object is a very harsh action that hurt the user by 1l per charm used.


          Solar circle initiation
          Upon repairing Broken 2, the user get access to initiation into the last circle of sorcery. She still got to learn at least 3 celestial circle spell. Sha also gain access to a new Shaping ritual.

          Shaping ritual :

          At the beginning of each story, the solar may chose any shaping ritual she has witnesses at least once and used it for the whole story, they are just pale imitation of this ritual that fool those that might grant them. This ritual explicitly help you to learn new rituals.

          Broken 3 :

          Two celestial sorceress working : ambition 3 (goal number 35), finesse 5 (difficulty 5) terminus 5
          Solar sorceress working: ambition 2 (goal number 50), finesse 5 (difficulty 5), terminus 5.
          Legendary first age project project, difficulty 5, terminus 6, goal 200, 10 white point per attempt. The roll is a Craft(FirstAge), Craft(Jewelry), Craft(Artifact) or Medicine, which- ever the smallest.


          This final repair bring the artifact rating from 5 to N/A. All the mechanics in the Artifact start to rotate in a perfect fashion. The user is bringed in an unknown place, outside Creation, but following the same time elapsing rules. It looks like a giant mansion with no windows. It’s a solar manse rated 5 that create it’s own reality and grants the owner any material she might need. There, she meets with an unknown being that present herself as her personal butler, an artificial being that follow the solar orders. After this discussion, she’s cast back into creation after a week. The eyes are then considered as the hearthstone of the manor. They grant Essence bonus non-charm dice on any roll that mainly rely on sight. Change color in the mind of those speaking to the bearer when they lie. And rise a sentiment of guilt to any witnesser when they try to hide knowledge from the bearer, resisting this effect cost 1wp for a day.

          Beam me up
          Cost: Ritual Solar circle spell, 3wp;
          Keywords: Broken 3
          Duration: Instant
          The solar focus on people in front of her as well as any thing she witnesses and want to bring with her. A breach in the sky appear and a ray of orichalcum colored light shatter all those being, after a moment, willing being can resist the effect for 3wp or are cast with the light in the distant solar manse. The same ritual can be made to bring back things into creation.

          Solar casting reality
          Cost: 10m,3wp; Mins: Essence 5
          Type: Simple
          Keywords: Mute, Broken 3
          Duration: Scene
          Prerequisite Charms: Perfect Memory Of Evidence, All Encompassing Sorcerer’s Sight (Rulebook p336)
          Nothing can hide from the reality of the solar, this charm allow the solar to bring to the eye of everyone every pattern of magic she has witnesses. To do so, she has to succeed on an Intelligence + Occult roll vs Essence of the effect.
          Plus, upon learning this Evocation, All Encompassing Sorcerer’s Sight can be extended to a duration of a scene by committing 6 motes.

          Perfect teacher of Sorcery
          Whenever the solar see a spell she hasn’t access, she can commit motes to recall it. Later, she can learn it as if she had someone to teach her. The mote commitment is 2 motes for terrestrial, 4 motes for celestial and 8 for solar.



          Comment


          • Kakukla ●●●●, The perfect seat (last update 10/05/17, by Nyimayad)

            For each of the thousands celestial exalt, there has been a thousand mounts. For Jenias, there hasn’t been too dangerous mount, should it be a behemoth or a lunar. But when the Kukla raised, Invictus command that it must be imprisoned, and Jenias volunteered for the mission, but no matter the way, he couldn’t stay on the Kukla and control it to the prison.

            He traveled the world with her circle for two years two seasons and two days. He waited that much to confront the Kukla during the earth season, Jenias was willing to benefit a last challenge, knowing he will never meet greater resistance. After two month and two victory, the Kukla surrendered to Jenias, who teared apart a jade-scale. From this day, he completed this scale with moonsilver to create this saddle, that he name after her greatest challenge.

            Reminder :

            SoakHardness MobilityAttunement
            +1110 -20

            Evocations of Kakukla

            A Lunar, Dragon-blooded or Solar who attune to Kakukla can saddle it to any mount, after a ritual of 1 hours, it attach to and adapt to the said mount. Whenever the Exalt jump on her mounting, she’s covered by a hard armor made of white jade plate articulated by moonsilver parts with the usual rules for equipping a mount.
            In the same time, the armor extend to the limbs of the solar and if he doesn’t have any, to the remaining of her body. The armor provide for both the exalt and the mount the effect of a Heavy armor.

            In addition, when attempting to ride an elemental or one of their half-breed scion, they receive a bonus success on any ride roll due to the elemental resonance of the saddle.
            It has 5 hearthstone socket but the solar only benefit from them when he is at short range from her mount. Otherwise, they affect the mount.

            Passiap horse stability
            Cost: 3m; Mins: Essence 1
            Type: Reflexive
            Keywords: None
            Duration: Instant
            Prerequisite Charms: None
            As the fool try to unhorse the earth dragon rider, the intricate logic of the earth imbue the rider and the mount to make them united. Invoke this charm whenever someone try an unhorse gambit (p199), it rise the difficulty by the rider essence or her mounts one, whichever is the highest.

            Kakukla : “You have and you shall never leave me”

            Rider Landslide
            Cost: 3m; Mins: Essence 1
            Type: Reflexive
            Keywords: None
            Duration: Instant
            Prerequisite Charms: None
            When you break a stone, you can’t be sure only a particular part would be taken apart. So do the earth-rider. When someone attempt to Attack the mount, the solar can flexibly switch it’s position to block the attack and endure it instead of her mount.

            Kakukla : “If you think I’m serving you, then you should serve this friend that support you, because she’s the only one that will take you back home.”

            Perfect saddle of common understanding.
            Cost: 2m; Mins: Essence 2
            Type: Supplemental
            Keywords: None
            Duration: Special
            Prerequisite Charms: Rider Landslide, Passiap horse stability
            The bond between the rider and the mount came to a near paroxysme. The patience that indulge the rider in learning how to tame her mount makes her understand who she is alone and that she might be a whole on her mount. When invoking a resistance charm, the rider might instead target her mount, or for a 2 mote surcharge, both of them. After using this charm, the exalt benefits from a bonus success on all her ride rolls.

            Kakukla : “It takes me a while to understand you, you have learn to wait and now you don’t, I teach you who I really am. I’m the scale of the Kukla, earned by the patient moon Jenias.”

            Two but undivided.
            Cost: 10m,1w; Mins: Essence 3
            Type: Simple
            Keywords: None
            Duration: Scene
            Prerequisite Charms: Perfect saddle of common understanding
            After two months and two days of riding, the saddle merge with the mount, until she eventually die, the mount suffer no penalties from this armor and gain an unbreakable intimacy toward the owner of the saddle.
            Whenever this charm has been activated, any charm she use also affect her mount and so do the mount if it had any charm.

            Kakukla : “Mine, you are mine. You surrendered yourself and now you are my progeniture.”
            Last edited by Artemis; 06-15-2017, 08:39 PM.

            Comment


            • Aubade (Orichalcum and Red Jade Direlance, Artifact •••••) [I don’t believe it’s not Stormcaller]

              Once there was a female Zenith named Aaleahya of Three Gifts which looked with fervor upon the Unconquered Sun seeking to emulate him. She traveled the world collecting only the most perfect rays of sunlight for centuries at dawn with pious songs of prays to the sun. Her goal was to craft a sacred lance to mirror the one her Lord and Idol wielded. With a medium of orichalcum and red jade to withstand the most pure sunlight collected over a millennia she took to forged Aubade pouring all her love and respect to the weapon. The result exceeded even her own inflated ambitions creating a direlance worthy of Sol Invictus. The head of a spear is composed of two single bladed swords positioned in a way that make it look like a single double edge blade albeit with a small space in-between. In the place where the head of the blade meets the shaft there is an emblem of the Unconcerned Sun. The red and gold colors of the spear merge seemingly perfectly together. When swung in battle a faint song can be heard and the spear starts to radiate light that gets stronger as the fight progress.
              Attunement: 5m
              Type: Heavy (+1 ACC, +14 DMG, +0 DEF, OVW 5)
              Tags: Lethal, Melee, Piercing, Reaching; Two-Handed when on foot
              Hearthstone slots: 3
              Era: First Deliberative

              Evocations of Aubade the Sacred Spear
              Aurabe is incapable of harming any innocent (this usually refers to children but it can extrapolate to include any non-combatant and sinless person at storytellers discretion) and any deemed worthy to be protected by the Unconquered Sun. Only exalts that have a positive intimacy towards the Unconquered Sun can lift the weapon. Upon the start of combat a faint song can almost be heard and the spear starts to radiate light. Both effect intensifies as the battle progress and while this effects the opposing enemies negatively it does not seem to effect allies as they perceive it as soothing and comforting instead of condemning and harsh (although the light and the sound are real and could incur penalties as appropriate on stealth attempts etc. as normal). The light’s and Song’s Intensity begins at 0 and rises by one point whenever the wielder lands a decisive attack with Aubade while at Initiative 15+. Its other Evocations can also generate Intensity. Characters limited by the Dissonant keyword cannot raise the storm’s Intensity above their (Essence + 3).

              Intensity Light and Song Effects
              0 Dim Light Faint Song. -1 on all sight and vision-based rolls & hearing and sound-based rolls
              1-3 Normal light Low Song. The weapon seems to transform becoming lighter and swifter. Its stats improve to (+3 ACC, +14 DMG, +1 DEF, OVW 5)
              4-6 Bright Light Resounding Song. Enemies experience -2 penalty on all actions.
              7-9 Radiant Light Thundering Song. The weapon seems to transform again becoming even lighter and even swifter. Its stats improve to (+5 ACC, +14 DMG, +1 DEF, OVW 5) and it deals aggravated damage on creature of darkness.
              10+ Blinding Light Deafening Song. Enemies experience -3 penalty on all actions and are practically blind and deaf.

              As soon as the battle ends the Intensity gradually diminishes falling a bracket per a couple of seconds needing no more than a minute to revert to its original state from intensity 10+.

              Radiant Edge Flash
              Cost: 2m, 1wp; Mins: Essence 1; Type: Simple
              Keywords: Withering-only
              Duration: Instant
              Prerequisites: None
              For a brief moment the wielder and the spear are as one, becoming pure light as and almost moving instantaneously. This is a withering attack with double 7s on the damage roll. On a successful hit, the attack raises the Intensity by +1. The wielder does not gain any Initiative lost by her opponent (but still gains an Initiative Break if she crashes him).
              Radiant Edge Flash can only be used once per scene, unless reset by dropping an enemy with a higher Initiative total than the wielder to a lower Initiative.

              Sun’s Benevolence: Light Pierces the Darkness
              Cost: 8m, 1wp; Mins: Essence 2; Type: Simple
              Keywords: Decisive-only, Resonant
              Duration: Instant
              Prerequisites: Radiant Edge Flash
              As Aubade’s song reaches a crescendo and with a whispered prayer, the exalted unleashes the concentrated might of the sun into a single ray of light that moves with her will. She makes an unblockable decisive attack against an enemy out to medium range, adding (Intensity x 2) bonus damage. After the attack the intensity resets to 0.
              In addition should this attack force a non-trivial target to receive enough damage to die then the exalted wielding Aubade may opt to show mercy against any non-creature of darkness and grant her a chance to redeem herself. Roll Charisma + Presence against opponents resolve. If successful The target of this attack briefly experiences the glory of the Unconquered Sun and may accept a defining positive intimacy (Devotion Unconquered Sun) losing any contradictory Intimacies in the process leaving her with only the last box of his health track unchecked. If she refuses the truth of the Unconquered Sun she perish as normal. The storyteller is the final arbitrary of the choice but only truly unredeemable souls would choose to abandon a path to salvation and life.
              Once this Evocation has been used, it does not reset until Aubade’s wielder performs the proper rite cleansing of the weapon with rice wine at the first dawn of the new month. She must have Occult 3+, or Occult 1+ and a spirit-related specialty, to attempt the ritual. This is a difficulty 3 Intelligence + Occult roll.
              Resonant: An Exalt who resonates with orichalcum may reset this Evocation by spending a scene in meditation with Aubade, singing to Sol Invictus. She spends one Willpower, and rolls Charisma + Performance (song) against difficulty 6. A success resets this Evocation; on a failure, she cannot attempt this again until she purifies the weapon under the first dawn of the new month.

              Holy Spear, Combust!
              Cost: 5m; Mins: Essence 3; Type: Supplemental
              Keywords: Decisive-only, Dissonant
              Duration: Permanent
              Prerequisites: Sun’s Benevolence: Light Pierces the Darkness
              A pure light ignites from Aubade as it strikes, feeling the skies with angelic melodies. This Evocation adds (Intensity/2) bonus dice on a decisive attack. Every 10 on the attack roll adds +1 to the light’s and song’s Intensity, up to a maximum of (Essence) points of Intensity per attack.
              Dissonant: Wielders who do not resonate with orichalcum can only add +1 Intensity with each attack, no matter how many 10s they roll

              Divine Tempest Blade
              Cost: —; Mins: Essence 3; Type: Permanent
              Keywords: None
              Duration: Permanent
              Prerequisites: Hungry Tiger Technique, Holy Spear, Combust!
              Solar Essence and pure light become one in a devastating attack. Once the Lawgiver has raised the light’s and song’s intensity to 6+, she can use Hungry Tiger Technique even against characters that are not in Initiative Crash

              Sun’s Benevolence: Corona of Light Strike
              Cost: 10m, 5i, 1wp; Mins: Essence 4; Type: Simple
              Keywords: Decisive-only
              Duration: Instant
              Prerequisites: Divine Tempest Blade
              In exaggerated sweep the exalted sheds the holy spears light, making a corona spread around him. In order to use this Evocation, the wielder must be at Initiative 15+ and have raised the storm to Intensity 6+. She makes (Intensity/2) unblockable decisive attacks against one or more enemies out to extreme range, making a single attack roll. She divides her (Initiative + the light’s and song’s Intensity) evenly among all hit enemies to determine the raw damage rolled against them, ignoring hardness. The wielder adds the threshold successes she rolled over each target’s Defense as bonus dice of decisive damage against them.
              This Evocation is subject to the same reset conditions and also gives each target of the attack a chance to redeem themselves as Sun’s Benevolence: Light Pierces the Darkness. Once is used, neither can be used again until they are reset.

              Sun’s Benevolence: Solar Flare God’s Spear
              Cost: 25m, 2wp; Mins: Essence 5; Type: Simple
              Keywords: None
              Duration: Instant
              Prerequisites: Sun’s Benevolence: Corona of Light Strike
              The Exalt pulls back Aubade and thrust forward Unleashing a devastating ray of light purifying everything in its path accompanying Aubade song with her own voice. In order to use this Evocation, the wielder must possess a positive defining intimacy towards the Unconcured Sun, and must succeed on a reflexive charisma + performance (song) difficulty 5 as part of this evocation. The effects of the attack are similar to the Death Ray (Exalted, p. 481) to represent the mechanics of Aubade’s ultimate attack, or create a unique effect with the following exceptions. The exalt rolls dexterity + melee instead of Intelligence + Occult as a decisive attack roll, adding Essence successes. The attack adds Aubade current intensity instead of the Solar’s current temporary Willpower to the raw damage roll. Lastly the evocation extents by one turn on a successful reflexive charisma + performance (song) difficulty 5 g with no additional cost instead of rolling another shape sorcery action—maintaining the spell for another round costs 5 sorcerous motes.
              As long as the wielder has attended to the Direlance’s purification dutifully for the past year, she can ensure the Ray will not harm her Circlemates, any characters she has a positive Tie towards or any innocent. Any character that would be killed by this evocation can choose to redeem per the Sun’s Benevolence: Light Pierces the Darkness rules.
              This Evocation can only be used once per story. The Solar may reset it when she upholds a Major or Defining Intimacy by successfully purifying Aubade beneath the first dawn of the new month. The Dawn Caste anima power cannot reset this Evocation.
              Special activation rules: This Evocation can only be awoken by a wielder who has proven herself devote follower of the Unconquered Sun. This is normally done by succeeding on the Occult roll to purify the blade for every consecutive first dawn of the new month over the course of a full year, but other narrative conditions may also allow the wielder to assert her Devotion. If the exalted is draws by his action the attention of Unconquered Sun after his exaltation and is looked kindly upon this evocation unlocks at no cost when available.

              __________________________________________________ __________________________________________________ _______

              OK so basically a player wanted the Stormcaller but with different Flavor. At first I thought that it would be easy but some of the powers come from the fact that a) its a sheathed sword and b) the demon inside is evil and can hurt allies as well. I hope the changes didn't make it overpowered (although the stats increase are stong but boring). Tell me what you think.

              Comment


              • Would love some feedback on these artifact 5 gloves. I am a little unsure on the attunement thinking it might need to be 7 but have it at 6 right now.

                Vault of Ill-Gotten Gains


                Artifact 5, Orichalcum Gloves
                6 motes attunement



                5 dot artifact attunement 6 motes

                These Golden gloves woven of pure orichalcum hold a reflection of the items stolen by the user using them. In the first age many magical wonders where pilfered using these gloves as well has they been used throughout the years to steal many a wonder as the Night caste enjoyed stealing from his twilight circle members hoard bypassing his vault just to prove he could. As a result the Twilight created these gloves for the night caste so he could at least keep the originals without having to go through a long winding argument to find out the night had stolen his trinkets.

                These gloves provide 5 charm dice to all larceny rolls involving fine motion, sleight of hand, pick pocketing and other non planning/disguise larceny actions.

                Upon stealing an artifact of lesser power(4 dots or lower and of a storyteller approved size/complexity aka no ships or vehicles buildings) and attuning to them the user may pay 10 motes 1 wp as a simple muted effect with a instant duration. From that moment on the gloves remember the artifact and can summon a copy of it. Each scene the user may summon up to essence plus 5 dot ratings of artifacts that have previously been stolen by user. To do so the user must know of a object stolen with the gloves successfully where they were used visualizing the items and summoning them forth. All of these items are stolen and to summon them forth is a simple action with a cost of the attunement that the user payed for at the time they stole the item. These artifacts are automatically attuned.

                Exceptional items can also be mirrored in the same way paying only 5m and can be summoned many times. You may summon these items as many as can fit in your hand limit essence+larceny items at a time(with one summon also this is the amount that can be out at a time) this is a Combat action costing 1 mote for essence or less items and 3 for more this action may be flurried. Exceptional items summoned this way appear semi ethereal growing more so the longer it has been since they have been stolen.

                Normal items of no special worth may be summoned if you pay 1m when stealing them but these items are fleeting and disappear at the end of the scene after one use( so keep an inventory). Use the same limits as exceptional items. exceptional items can be pass out but must be returned by the end of the scene. They also appear ethereal in nature.

                The artifact summoned by the gloves must be used by the wielder directly They can't be handed off to a ally for use and if disarmed or removed from the gloves in a way the wielder did not intend they disappear and may not be resummoned until the next scene. If Any of these items including artifacts are stolen they disappear forever. Unsummoning these times is a standard combat action that may be flurried.

                Comment


                • Has anyone come up with evocations for a Dragon Sigh Wand or artifact flame pieces? I'm struggling to get some good ideas, or at least more than the one I had already that was rejected by my friend.

                  Comment


                  • Looking for feedback for a Reaver Daiklave I've helped someone in my game write up.

                    AZRATH THE SORCEROUS BLADE, ARTIFACT 4

                    There was a sorceror who reached the very limits of what she was capable of and despaired. Workings extended her life, past the span of a dozen of her assistants, and with this time she scoured creation. Her peers were jealous of their talismans and god weapons and so her search took her into the Wyld - a place she hoped to shape her perfect tool and companion.
                    The rest of her history has been lost, but a blade has been found within the bordermarches, a weapon shaped from a single piece of black glass that rumour says awakens to the touch of one of the chosen. A wielder Azrath approved of might ignite the blade in blue flame and reshape the world with it.

                    Sorcerous initiation
                    When doing a Shape Sorcery action, if the Lawgiver incorporates the weapon into the stunt, she may take the stunt value as sorcerous motes, in addition to the normal gains.

                    Attunement bonus
                    Unless Azrath has been attuned by someone initiated into Sorcery, she is a simple daiklave with no evocations. For a sorceror, attacks with the weapon counts as a Shape Sorcery action for the purposes of maintaining sorcerous motes.

                    Evocations

                    ANCIENT FURY DEFERRED
                    Cost: 1m [+3m], Mins: Essence 1,
                    Type: Supplemental, Keywords: -
                    Duration: Instant
                    Prerequisites: None
                    Azrath has lived with nothing but time for so long that even in her half mad state, she knows patience beyond that of any mortal.
                    The sorcerer may postpone the casting of a spell for one mote per turn as long as he wields the Sorcerous Blade.
                    Additionally, upon a successful withering attack he may spend 3 motes to turn the gained initiative into sorcerous motes.

                    THE LIVING PYRE
                    Cost
                    : 1wp, Mins: Essence 2,
                    Type: Supplemental, Keywords: Decisive Only
                    Duration: Instant
                    Prerequisites: Ancient Fury Deferred
                    The power of sorcerery can have more wordly uses; in times of desperation the wielder of Azrath may channel their arcane power into the flames enveloping the sword causing them to blaze with powerful effect.
                    The sorcerer may use gathered sorcerous motes as initiative in a Decisive Attack. 3 sorcerous motes count for one more die in that damage roll up to a limit of the sorceror’s essence.

                    BLACK GLASS AEGIS
                    Cost: -, Mins: Essence 2,
                    Type: Permanent, Keywords: -
                    Duration: Permanent
                    Prerequisites: The Living Pyre
                    The sorcerous blade cannot speak but knowledge flows through the grip into its wielder - secret ways of forgotten ages, through which the sorceror may stand amdist the flames and broken obsidean of his works with no fear.
                    The sorceror is immune to damage from his own spells while he wields the blade.

                    SECRETS OF FLAME
                    Cost: 5m, 1wp, Mins: Essence 3,
                    Type: Supplemental, Keywords: -
                    Duration: Instant
                    Prerequisites: Black Glass Aegis
                    The azure flames of the blade flicker and pulse with desperate knowledge and the sense of a cipher without a key. A sorceror with a keen eye and a sharp mind can intuit the hidden intellect within and the wisdom of one who has been burned.
                    When this charm is activated the Lawgiver may make a botch upon a Working roll malleable, and change the effect. This effect cannot make a botch positive in nature, but it can change it to something the sorceror can live with.

                    PRISONER’S REPRISAL
                    Cost: 10m, Mins: Essence 3
                    Type: Supplemental, Keywords: Decisive Only
                    Duration: Instant
                    Prequisites: Black Glass Aegis
                    Azrath is both weapon and prisoner, and while she can no longer wield sorcery herself the skills she imparts have been honed by the unknowable time she was spent in this form. Her greatest trick is this.
                    The sorcerer may substitute the normal attack roll of a Terrestrial spell for his dexterity+melee. Attacks supplemented by this evocation can only be performed at close range unless aided by other magics or charms.
                    This charm may only be used once per scene.
                    Last edited by Gatts; 07-20-2017, 04:11 PM.

                    Comment


                    • Originally posted by Gatts View Post
                      AZRATH THE SORCEROUS BLADE, ARTIFACT 4

                      Sorcerous initiation
                      When doing a Shape Sorcery action, if the Lawgiver incorporates the weapon into the stunt, she may take the stunt value as sorcerous motes, in addition to the normal gains.

                      Attunement bonus
                      Unless Azrath has been attuned by someone initiated into Sorcery, she is a simple daiklave with no evocations. For a sorceror, attacks with the weapon counts as a Shape Sorcery action for the purposes of maintaining sorcerous motes.
                      This can be resolved by simply making the intro evocation have a prerequisite of "Terrestrial Circle Sorcery", which is a charm any Exalt must have to be initiated into Sorcery. Otherwise, cool.

                      ANCIENT FURY DEFERRED
                      Cost: 1m [+3m], Mins: Essence 1,
                      Type: Supplemental, Keywords: -
                      Duration: Instant
                      Prerequisites: None
                      Azrath has lived with nothing but time for so long that even in her half mad state, she knows patience beyond that of any mortal.
                      The sorcerer may postpone the casting of a spell for one mote per turn as long as he wields the Sorcerous Blade.
                      Additionally, upon a successful withering attack he may spend 3 motes to turn the gained initiative into sorcerous motes.
                      I presume the goal is that the exalt would forgo gaining the initiative by instead gaining that amount of sorcerous motes. It's mostly clear, but could be clearer. Does the exalt still gain the initiative at all, or is it one or the other?

                      PRISONER’S REPRISAL
                      Cost: 10m, Mins: Essence 3
                      Type: Supplemental, Keywords: Decisive Only
                      Duration: Instant
                      Prequisites: Black Glass Aegis
                      Azrath is both weapon and prisoner, and while she can no longer wield sorcery herself the skills she imparts have been honed by the unknowable time she was spent in this form. Her greatest trick is this.
                      The sorcerer may substitute the normal attack roll of a Terrestrial spell for his dexterity+melee. Attacks supplemented by this evocation can only be performed at close range unless aided by other magics or charms.
                      This charm may only be used once per scene.
                      I was going to comment that this evocation was super broken due to the ability to add melee charms to it. But once per scene? Range limiter? That's good stuff. I'm actually debating whether 10m is too much for it with those limiters in place. Either way, I like this one.

                      The rest of your evocations seems fairly solid. If you ever think to expand it, include a few more Essence 1 powers. It's not nearly so fun to have a super awesome weapon that you can barely invest in for several sessions. Just a thought.


                      I post Artifacts in this thread. How I make them is in this thread.
                      I have made many tools and other things for 3rd Edition. I now host all of my creations on my Google site: The Vault of the Unsung Hero

                      Comment


                      • Thanks for the quick response. For Ancient Fury Deferred the intent is indeed that the Exalt does not gain Initiative, I'll reword it slightly. I think I've got at least a couple of ideas for other evocations but they'll be more tricky to balance. I'll post it later with the changes.

                        Comment


                        • Originally posted by Gatts View Post
                          Looking for feedback for a Reaver Daiklave I've helped someone in my game write up.

                          AZRATH THE SORCEROUS BLADE, ARTIFACT 4

                          There was a sorceror who reached the very limits of what she was capable of and despaired. Workings extended her life, past the span of a dozen of her assistants, and with this time she scoured creation. Her peers were jealous of their talismans and god weapons and so her search took her into the Wyld - a place she hoped to shape her perfect tool and companion.
                          The rest of her history has been lost, but a blade has been found within the bordermarches, a weapon shaped from a single piece of black glass that rumour says awakens to the touch of one of the chosen. A wielder Azrath approved of might ignite the blade in blue flame and reshape the world with it.

                          Sorcerous initiation
                          When doing a Shape Sorcery action, if the Lawgiver incorporates the weapon into the stunt, she may take the stunt value as sorcerous motes, in addition to the normal gains.

                          Attunement bonus
                          Unless Azrath has been attuned by someone initiated into Sorcery, she is a simple daiklave with no evocations. For a sorceror, attacks with the weapon counts as a Shape Sorcery action for the purposes of maintaining sorcerous motes.

                          Evocations

                          ANCIENT FURY DEFERRED
                          Cost: 1m [+3m], Mins: Essence 1,
                          Type: Supplemental, Keywords: -
                          Duration: Instant
                          Prerequisites: None
                          Azrath has lived with nothing but time for so long that even in her half mad state, she knows patience beyond that of any mortal.
                          The sorcerer may postpone the casting of a spell for one mote per turn as long as he wields the Sorcerous Blade.
                          Additionally, upon a successful withering attack he may spend 3 motes to turn the gained initiative into sorcerous motes.
                          This feels like two effects lumped into one evocation, that I might split into 2 evocations.


                          Originally posted by Gatts View Post
                          THE LIVING PYRE
                          Cost
                          : 1wp, Mins: Essence 2,
                          Type: Supplemental, Keywords: Decisive Only
                          Duration: Instant
                          Prerequisites: Ancient Fury Deferred
                          The power of sorcerery can have more wordly uses; in times of desperation the wielder of Azrath may channel their arcane power into the flames enveloping the sword causing them to blaze with powerful effect.
                          The sorcerer may use gathered sorcerous motes as initiative in a Decisive Attack. 3 sorcerous motes count for one more die in that damage roll up to a limit of the sorceror’s essence.
                          To be clear, does this mean if I have 9 sorcerous motes, I roll 12 dice(9 from motes, 3 from the bonus die)?


                          Originally posted by Gatts View Post
                          BLACK GLASS AEGIS
                          Cost: -, Mins: Essence 2,
                          Type: Permanent, Keywords: -
                          Duration: Permanent
                          Prerequisites: The Living Pyre
                          The sorcerous blade cannot speak but knowledge flows through the grip into its wielder - secret ways of forgotten ages, through which the sorceror may stand amdist the flames and broken obsidean of his works with no fear.
                          The sorceror is immune to damage from his own spells while he wields the blade.
                          This is fine, if a bit niche (Does it apply to distortion effects? I don't see much self damage anyway.)
                          Originally posted by Gatts View Post

                          SECRETS OF FLAME
                          Cost: 5m, 1wp, Mins: Essence 3,
                          Type: Supplemental, Keywords: -
                          Duration: Instant
                          Prerequisites: Black Glass Aegis
                          The azure flames of the blade flicker and pulse with desperate knowledge and the sense of a cipher without a key. A sorceror with a keen eye and a sharp mind can intuit the hidden intellect within and the wisdom of one who has been burned.
                          When this charm is activated the Lawgiver may make a botch upon a Working roll malleable, and change the effect. This effect cannot make a botch positive in nature, but it can change it to something the sorceror can live with.
                          Intreasting, but depends on how your ST does botches (I tend to negotiate it with the player already?)

                          Originally posted by Gatts View Post
                          PRISONER’S REPRISAL
                          Cost: 10m, Mins: Essence 3
                          Type: Supplemental, Keywords: Decisive Only
                          Duration: Instant
                          Prequisites: Black Glass Aegis
                          Azrath is both weapon and prisoner, and while she can no longer wield sorcery herself the skills she imparts have been honed by the unknowable time she was spent in this form. Her greatest trick is this.
                          The sorcerer may substitute the normal attack roll of a Terrestrial spell for his dexterity+melee. Attacks supplemented by this evocation can only be performed at close range unless aided by other magics or charms.
                          This charm may only be used once per scene.
                          I...Don't know how good this is? It pairs with the Aegis well though.



                          The Book of Laughing Serpents Series(Latest Here)
                          Many Limbed Manual
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                          My folklore and horror blog, here:http://undeadauthorsociety.com

                          Comment


                          • Originally posted by Epee102 View Post
                            This feels like two effects lumped into one evocation, that I might split into 2 evocations.
                            It is two effects, neither felt like they were worth an evocation purchase,
                            Originally posted by Epee102 View Post
                            To be clear, does this mean if I have 9 sorcerous motes, I roll 12 dice(9 from motes, 3 from the bonus die)?
                            9 sorcerous motes = 3 damage (providing you have at least 3 essence), the second sentence is a clarification of the first not its own effect. Will edit it to be more clear.
                            Originally posted by Epee102 View Post
                            This is fine, if a bit niche (Does it apply to distortion effects? I don't see much self damage anyway.)
                            It primarily exists for things like Flight of the Brilliant Raptor and walking across Obsidian Butterflies. It doesn't apply to Distortion Effects as they aren't caused by the sorcerer.
                            Originally posted by Epee102 View Post
                            Intreasting, but depends on how your ST does botches (I tend to negotiate it with the player already?)
                            We do something similar, this charm is kind of like a trump card in such a discussion. I imagine it wouldn't work for every table.
                            Originally posted by Epee102 View Post
                            I...Don't know how good this is? It pairs with the Aegis well though.
                            Being able to use Melee charms on sorcery is the main reason I posted these evocations here. It's the charm most likely to get nerfed in game.

                            Comment


                            • AZRATH THE SORCEROUS BLADE, ARTIFACT 4

                              There was a sorcerer who reached the very limits of what she was capable of and despaired. Workings extended her life, past the span of a dozen of her assistants, and with this time she scoured Creation. Her peers were jealous of their talismans and god weapons and so her search took her into the Wyld - a place she hoped to shape her perfect tool and companion.
                              The rest of her history has been lost, but a blade has been found within the Bordermarches, a weapon shaped from a single piece of black glass that rumour says awakens to the touch of one of the chosen. A wielder Azrath approved of might ignite the blade in blue flame and reshape the world with it.

                              Sorcerous initiation
                              When doing a Shape Sorcery action, if the Lawgiver incorporates the weapon into the stunt, she may take the stunt value as sorcerous motes, in addition to the normal gains.

                              Attunement bonus
                              Attacks with the weapon counts as a Shape Sorcery action for the purposes of maintaining sorcerous motes.

                              Evocations

                              ANCIENT FURY DEFERRED
                              Cost: 1m [+3m], Mins: Essence 1,
                              Type: Supplemental, Keywords: -
                              Duration: Instant
                              Prerequisites: Terrestrial Circle Sorcery
                              Azrath has lived with nothing but time for so long that even in her half mad state, she knows patience beyond that of any mortal.
                              The sorcerer may postpone the casting of a spell for one mote per turn as long as he wields the Sorcerous Blade.
                              For 3 additional motes this charm can supplement a withering attack, forgoing the initiative that would normally be gained in favour of one sorcerous mote for every 3 points of initiative lost.

                              RIVAL’S WORKS ANNULLED
                              Cost
                              : 5m, Mins: Essence 1,
                              Type: Simple, Keywords: -
                              Duration: Instant
                              Prerequisites: Ancient Fury Deferred
                              When sorcerers clash, experience wins out and the blade contains the experience of ages.
                              This charm bolsters an attempt at Countermagic, gaining 3 automatic successes. Additionally, the sorcerer counts as knowing every Terrestrial and Celestial Spell for such purposes.

                              THE LIVING PYRE
                              Cost
                              : 1wp, Mins: Essence 2,
                              Type: Supplemental, Keywords: Decisive Only
                              Duration: Instant
                              Prerequisites: Rival's Works Annulled
                              The power of sorcery can have more worldly uses; in times of desperation the wielder of Azrath may channel their arcane power into the flames enveloping the sword causing them to blaze with powerful effect.
                              The sorcerer may use gathered sorcerous motes as initiative in a Decisive Attack. 3 sorcerous motes count for one more die in that damage roll up to a limit of the sorcerer's essence.

                              BLACK GLASS AEGIS
                              Cost
                              : -, Mins: Essence 2,
                              Type: Permanent, Keywords: -
                              Duration: Permanent
                              Prerequisites: The Living Pyre
                              The sorcerous blade cannot speak but knowledge flows through the grip into its wielder - secret ways of forgotten ages, through which the sorcerer may stand amidst the flames and broken obsidian of his works without fear.
                              The sorcerer is immune to damage from his own spells while he wields the blade.

                              SECRETS OF FLAME
                              Cost
                              : 5m, 1wp, Mins: Essence 3,
                              Type: Supplemental, Keywords: -
                              Duration: Instant
                              Prerequisites: Black Glass Aegis
                              The azure flames of the blade flicker and pulse with desperate knowledge and the sense of a cipher without a key. A sorcerer with a keen eye and a sharp mind can intuit the hidden intellect within and the wisdom of one who has been burned.
                              When this charm is activated the Lawgiver may make a botch upon a Working roll malleable, and change the effect. This effect cannot make a botch positive in nature, but it can change it to something the sorcerer can live with.

                              PRISONER’S REPRISAL
                              Cost
                              : 10m, Mins: Essence 3
                              Type: Supplemental, Keywords: Decisive Only
                              Duration: Instant
                              Prerequisites: Black Glass Aegis
                              Azrath is both weapon and prisoner, and while she can no longer wield sorcery herself the skills she imparts have been honed by the unknowable time she was spent in this form. Her greatest trick is this.
                              The sorcerer may substitute the normal attack roll of a Terrestrial spell for his Dexterity + Melee. Attacks supplemented by this evocation can only be performed at close range without other magics or charms.
                              This charm may only be used once per scene.

                              Comment


                              • Originally posted by Gatts View Post
                                RIVAL’S WORKS ANNULLED
                                Cost
                                : 5m, Mins: Essence 1,
                                Type: Simple, Keywords: -
                                Duration: Instant
                                Prerequisites: Ancient Fury Deferred
                                When sorcerers clash, experience wins out and the blade contains the experience of ages.
                                This charm bolsters an attempt at Countermagic, gaining 3 automatic successes. Additionally, the sorcerer counts as knowing every Terrestrial and Celestial Spell for such purposes.
                                Would it be simpler to say the sorcerer counts as knowing the spell that is being countered?

                                All up I am really digging this weapon. Perfect fit for a Twilight shining point swordsman/sorcerer

                                Comment

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