Sorcery
Terrestrial Circle | Celestial Circle | Solar Circle
Terrestrial Circle Sorcery
Assassin's Fatal Touch
Cost: 20m
Summary:
After a 15-minute ritual, the sorcerer imbues her touch with lethal poison for one day, targeting a single chosen victim. A light touch inflicts severe delayed aggravated damage or unconsciousness, leaving no physical evidence, though Essence users may resist and medical thaumaturgy can later detect the magical cause.
Full-Text:The sorcerer renders her touch deadly to one selected victim. To cast this spell, the sorcerer must first make skin contact with either her intended victim or some small object the victim touched in the last hour, such as an article of clothing or jewelry. Shaping this spell is a dramatic action that takes 15 minutes. After the spell is completed,its effects linger on the sorcerer for a full day.
The sorcerer thereafter must touch her victim. If successful, her player rolls (Intelligence + Medicine). Ten ticks later, the victim suffers (5 + successes) levels of aggravated damage. Mortal targets not instantly killed are knocked unconscious for (6 – target’s Stamina) miscellaneous actions. This is a Poison effect and a Touch effect. The spell requires a light touch, so it cannot enhance the damage of a regular Martial Arts attack.
Mortals suffer this damage automatically, but an Essence-user can resist. Roll an Essence-using victim’s Essence trait when he’s subject to Assassin’s Fatal Touch. Success indicates he’s fought it off. Even if the roll fails, though, the target subtracts his innate lethal soak from the damage inflicted. The spell has no effect against the dead, Abyssals or automata.
With a normal stealth attempt (see Exalted, p. 131), the sorcerer may conceal the eponymous fatal touch so it looks accidental. Two extra successes hide the touch entirely. Either way, the spell leaves no physical evidence. The victim simply drops dead or unconscious. It leaves metaphysical traces, however, which medical thaumaturgy can detect. Diagnosing a victim of Assassin’s Fatal Touch calls for a (Perception + Medicine) roll, but the investigator suffers an external penalty equal to (5 – her Occult score).
The sorcerer can cast Assassin’s Fatal Touch against only one creature at a time. If she casts the spell again before touching her first target, the first casting is lost.
White Treatises 37
Becoming the Wood Friend
Cost: 14m
Summary:
The sorcerer becomes attuned to plant life until her next sleep, moving effortlessly through vegetation, gaining bonus dice in plant-based terrain, and becoming nearly untrackable there. She forms an empathic bond with plants—earning their favor but feeling compelled to protect them—and harming a plant may sever the spell and prevent its reuse for several days.
Full-Text:With a swirl of green mist, the sorcerer draws Wood-aspected Essence from her environment. Her skin becomes greenish, her hair like leaves. Until the next time she sleeps, the caster moves unhindered through dense foliage. Her actions take no environmental penalties due to plant life and are not limited by her Athletics when dealing with unstable footing caused by vegetation (see Exalted, p. 155). Indeed, her player adds the character’s Essence to her dice pools for moving through any plant-based terrain, from forest canopies to peat bogs. For movement and fatigue, treat heavy vegetation as open terrain.
Mundane tracking cannot follow the sorcerer through vegetation, and she may oppose supernatural tracking. Supernatural trackers have a +2 diffi culty penalty to follow the sorcerer in such conditions. This penalty applies even to scent-based tracking, for her scent changes to match the surrounding plants. Becoming the Wood Friend renders useless any other Charm or effect that makes the caster harder to track, however.
Intelligent plants regard the character more favorably, though they know she is not a plant. This empathic bond works both ways, however. While this spell is active, plants are considered the same as human beings for purposes of the Compassion Virtue. If the sorcerer sees people harming plants, she feels a powerful urge to stop them. Attempting to harm a plant herself requires a successful Willpower roll. If this roll succeeds, the act severs the empathic bond, and the sorcerer cannot cast the spell on herself again for three full days. Gathering fruits, nuts or pruning dead branches for campfires is not considered harmful.
White Treatises 38
Blood Lash
Cost: 10m
Summary:
By sustaining a bleeding wound, the sorcerer shapes her own blood into a whip for a single scene, further injuring herself to fuel it. The living weapon has long reach and deals lethal damage that scales with the caster’s Strength, Essence, and current wounds, but the damage cannot be healed until the spell ends.
Full-Text:Most sorcerers consider the Blood Lash a weapon of last resort, for the spell can be cast only if the sorcerer bears a bleeding wound—at least one unbound, unhealed level of lethal damage. The character may wound himself if he must (this selfinflicted damage does not trigger reflexive Charms of defense). Blood from the sorcerer’s wounds surges outward, forming a lash of blood. This effect inflicts another health level of lethal damage, which cannot be healed until the caster ends the spell or the spell’s scene-long duration expires.
This whip of blood can make Melee or Martial Arts attacks. Its reach is a number of yards equal to the sorcerer’s Willpower. It inflicts dice of lethal damage equal to (caster’s Strength + Essence) + the number of lethal health levels the caster currently suffers.
Its full traits are as follows:
BLOOD LASH Speed Accuracy Damage Defense Rate Tags 5 +1 (Varies)L +1 2 M, N, R
White Treatises 38
Burning Eyes of the Offender
Cost: 10m
Summary:
The sorcerer erupts in a blinding, radiant aura that forces onlookers to weep and distorts vision. Until dispelled, enemies within 100 yards suffer attack penalties equal to her Essence unless they blind themselves or look away, risking unexpected attacks in combat.
Full-Text:The sorcerer’s anima ignites in a colorless fire that refracts and magnifies the hues of her Exaltation. Sorcerers without animas (such as God-Bloods) radiate a blank, white brilliance. All who gaze upon the sorcerer weep uncontrollably, their eyes stung by her blazing halo.
This spell imposes an internal penalty equal to the caster’s Essence against all attacks against her that originate within 100 yards, whether the sorcerer’s DV applies to such an attack or not. It does not affect allies standing next to her. Opponents who are blind or who avert their eyes do not suffer this penalty (but see Exalted, p. 152, for info on attacking blind). Moreover, combatants who close their eyes run the risk of incoming attacks being considered unexpected attacks (see Exalted, p. 155). The (Perception + Awareness) roll to avoid unexpected attacks receives the normal -4 penalty for being blind, of course. The sorcerer may dispel Burning Eyes of the Offender as a reflexive action.
White Treatises 39
Calling the Stalwart Servitor
Cost: 10m
Summary:
The sorcerer summons a massive clay construct that obeys only her and exists for several hours, capable of enormous feats of labor such as digging, hauling, and construction. The servitor cannot fight or defend itself and vanishes if attacked or when its duration ends.
Full-Text:Reaching into the ground, the sorcerer pulls out a servitor of crude clay, five feet tall and nearly as wide, and two feet thick at the chest. If no soil is nearby, the Stalwart Servitor emerges from whatever surface the sorcerer stands upon, and from thin air if there is no surface nearby at all. The servitor can lift up to 10 tons, it obeys no one but the caster, and it can dig holes, transport materials, build crude but sturdy structures and perform other simple tasks on command. If it is not banished by other means, the servitor lasts a number of hours equal to the caster’s Essence before vanishing. It does not fight or even try to defend itself.
STALWART SERVITOR
Motivation: To serve the sorcerer.
Attributes: Strength 40, Dexterity 4, Stamina 5, Charisma 1, Manipulation 1, Appearance 1, Perception 1, Intelligence 1, Wits 2
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Craft (Earth) 1
Willpower: 10 (0 against caster)
Essence: 1
Other Notes: Will not participate in combat,and vanishes immediately if struck with hostile intent.
White Treatises 39
Calling the Wind's Kiss
Cost: 10m + 2m/hour
Summary:
The sorcerer invokes an Air-aspected glyph to drive or hinder a sail-powered vessel from miles away, granting hours of magically steady winds that boost or impede speed and Sail checks depending on intent. The effect can be passively fueled or actively maintained, is visible to Essence senses, and may be disrupted by countermagic or seized by more powerful air spirits.
Full-Text:The sorcerer completes this spell with the Azure Sign, a glyph that epitomizes the Element of Air. He fills a target ship’s sails with a powerful wind sufficient to drive it forward at its maximum speed without sacrificing handling or safety, and also ignoring currents or small storms. He may target any sail-powered vessel (including Haslanti air boats) he can see, up to (Essence x 3) miles away. The sorcerer can always cancel this spell as a reflexive action.
Calling the Wind’s Kiss remains in effect for a number of hours equal to the caster’s Essence, plus one additional hour for every two additional motes spent. Here, the sorcerer has a choice. He may expend the Essence at the casting and let the spell run by itself. To Essence sight and other magical senses, the additional motes manifest as the Azure Sign glowing on the mainsail. Alternatively, the sorcerer can actively maintain the spell. The character must remain on deck for the spell’s duration. Every hour, he traces the Azure Sign again and channels two more motes into the spell. He can perform no other actions, not even meditate. A sorcerer cannot start by investing Essence, then change his mind and add further motes to the spell.
If cast to a ship’s benefit, Calling the Wind’s Kiss appears as a funnel of blue Essence behind the sails, though on a sunny day it blends with the sky. When using the Complex Travel rules (see Exalted, p. 266), treat difficult terrain (such as seasonal squalls or shifting crosswinds) as open, and the make haste bonus applies for the spell’s duration. Heavy storms, unusually strong(or supernatural) currents and obstacles still make sailing difficult, but the spell grants a +3 bonus to all Sail checks to cope with the hazards.
If the spell is cast to oppose a ship, a gray-tinged funnel of Essence swirls in front of the sails, though it blends in with stormy skies. The spell reduces the ship’s speed. When using the Complex Travel rules, the terrain type is worsened by one category (i.e., from open terrain to difficult, or from difficult terrain to extreme), and the ship is considered substandard for the duration of the spell. The spell inflicts a -3 internal penalty to all Sail checks to retain control of the ship.
Countermagic or casting an opposing Calling the Wind’s Kiss destroys the spell. Additionally, an air elemental or other air spirit whose Essence exceeds the sorcerer’s can usurp control of the spell through a successful Willpower roll (diffi culty equal to the sorcerer’s Essence). If the spirit succeeds, it can let the spell operate as it was, negate its effects or even reverse them. The spirit cannot spend Essence to extend the spell’s duration.
White Treatises 39
Cirrus Skiff
Cost: 15m
Summary:
The sorcerer summons a small, obedient cloud that serves as a personal flying platform, carrying her and a passenger or cargo at high speed for as long as she remains awake. The skiff vanishes when she disembarks, offering stable footing for travel or archery but little protection or armament.
Full-Text:The sorcerer whistles and calls from the sky a white cloud just large enough to carry her and one humansized passenger. The cloud descends and waits patiently for the sorcerer to step onto it, then it ascends into the sky and travels at the sorcerer’s direction. During the scene in which the cirrus skiff is called, the sorcerer may enter and debark the vehicle at will. After the end of the scene, the cloud vanishes back into the sky the moment she steps off, pausing only to dump her baggage or traveling companion beside her.
Some sorcerers prefer the cirrus skiff to the azure chariot (see p. 41) for long journeys, as it allows continuous travel for as long as the sorcerer remains awake and vigilant, but others prefer the azure chariot’s sturdier construction and striking appearance. A few sorcerers, proficient at archery, use the cirrus skiff as a mobile archery platform, as it provides perfectly stable footing and does not obscure the sorcerer’s view of her surroundings.
CIRRUS SKIFF
Speed: 45/90 mph
Maneuverability: 4R
Endurance: Until the sorcerer debarks
Crew: 1/1 (Only the sorcerer)
Cargo: 100 lbs. x caster’s permanent Essence, or 1 passenger per two dots of Essence
Armor: 2L/5B
Health Levels: Ux10/Mx2/Cx1/Ix1/D
Weapons: None
White Treatises 40
Coin of Distant Vision
Cost: 10m
Summary:
The sorcerer erupts in a blinding, radiant aura that forces onlookers to weep and distorts vision. Until dispelled, enemies within 100 yards suffer attack penalties equal to her Essence unless they blind themselves or look away, risking unexpected attacks in combat.
Full-Text:The sorcerer spits into her palm and conjures into her hand a black ceramic coin inscribed with arcane sigils. She can place the coin where she likes. Thereafter, she can concentrate and perform a miscellaneous action to project her consciousness to the coin (Speed 5, DV reduced to 0 for the duration of the projection). She sees, hears and smells everything as if she stood at the coin’s location. If the coin is in a pocket, pouch or container with at least one opening, she can sense the environment both inside and outside that container. She senses only the inside of a container that’s completely enclosed, such as a strongbox. As they occupy the coin’s vicinity, her senses are identical to her senses in her body, and she may benefit normally from all sense-enhancing Charms. Because she cannot project her sense of touch, she knows instantly if her body is shaken or injured.
The sorcerer instinctively knows the distance of her senses from her body and the direction to the coin. She can find the coin just by traveling toward it, concentrating periodically to discover if it has moved.
A sorcerer may have only one coin of distant vision at a time. To create a new one, she must first concentrate a moment to reduce her existing coin to dust. Doing so is a miscellaneous action identical to projecting her senses, but it costs five motes of Essence. The coin of distant vision functions as an arcane link to the sorcerer if someone discovers it, but the dust does not.
White Treatises 40
Commanding Presence of Fire
Cost: 10m
Summary:
The sorcerer manifests a towering, flame-wreathed projection of herself visible for miles, amplifying her voice across storms or battlefields. While sustained, it enhances her social influence and makes her an exceptionally effective relay in mass combat.
Full-Text:From the fiery valor within her, the sorcerer creates above herself a huge projection in her own image, dozens of feet tall and wreathed in flame, high enough to be seen for seven miles. Speaking through the image, the sorcerer’s voice is amplified so all who see her, even in the clamor of a storm or a battlefield, can hear her. The projection lasts one minute (or one long tick) at minimum, and up to one scene. For every additional minute or long tick the sorcerer wishes the projection to last, her player must succeed at a reflexive Stamina roll. Failure ends the spell.
Any social attacks made through the commanding presence of fire gain a dice bonus equal to the sorcerer’s Occult rating. Additionally, a sorcerer maintaining this spell counts as two relays in mass combat, or three if the sorcerer serves fully in the position of relay rather than the position of sorcerer.
White Treatises 40
Commanding the Beasts
Cost: 10m
Summary:
The sorcerer binds nearby normal animals in peaceful obedience for a scene, allowing them to understand and follow complex commands without resistance. The effect can tame animals long-term and, in war, sway entire units by improving allied animal control or disrupting enemy forces that rely on beasts.
Full-Text:Glittering streamers from the sorcerer’s anima wrap around target animals, carrying sorceries of peace, obedience and understanding. This spell affects only normal animals of Intelligence 1. It can affect a number of animals equal to (caster’s Essence x 2), all within 20 yards of the caster. It does not affect Wyld-tainted or otherwise supernatural creatures.
For the rest of the scene, the affected animals obey the sorcerer’s commands. The magic enables them able to understand complex commands. Spellbound animals have a control rating of 0 (see Exalted, p. 154) and they never spend Willpower to resist the sorcerer’s commands. If the sorcerer successfully uses social combat to build Intimacies, the animals remain tame and obedient for the sorcerer even after the spell ends, but at this point, they are simply tamed animals without any supernatural understanding of the sorcerer’s commands. Anyone training the tamed animals gains a +1 bonus to the survival roll to do so; the sorcerer himself gains a +3 bonus.
When other characters interact with the spellbound animals, the difficulty to do so increases by an amount equal to the caster’s Essence. The animals become testy around other people and are not interested in doing what anyone else wants. Charms and sorcery, however, work normally on spellbound animals.
Commanding the Beasts can be used in war. If the sorcerer increases its shaping time to long ticks, the spell can affect a unit of animals equal in Magnitude to her Essence. She may choose to aid her allies, reducing the control rating of their animals by a number equal to her permanent Essence. Alternatively, she may hinder the enemy by increasing the control rating of their animals by a number equal to her permanent Essence (to a maximum of 6). Doing so can severely disrupt cavalry and other forces that rely on animals.
White Treatises 40
Conjuring the Azure Chariot
Cost: 15m
Summary:
The sorcerer summons a mist-born sky carriage drawn by elemental horses, flying swiftly and unerringly toward its declared destination while shielding passengers with substantial protection. It lasts until sunset or arrival and cannot be diverted, making it a powerful but daylight-bound means of rapid, secure travel.
Full-Text:The sorcerer’s words of power create a billowing fog bank. Four cerulean horses coalesce from the mist, pulling a coach the hue of the noonday sky behind them. The horses snort steam and trail lightning sparks from their manes. Their hooves freeze the ground where they touch.
When the sorcerer takes the carriage’s reins, the steeds launch themselves into the air, pulling the chariot behind them. Once the sorcerer tells the horses his destination, they circle once to get their bearings as they rise and then gallop away, leaving a trail of fog in their wake.
The azure chariot cannot be slowed or turned aside from its designated course. Attackers who cannot match the coach’s speed may attack once as it passes (though this attack may take the form of a flurry), and the carriage soon outpaces even the longest-ranged weapons. Passengers in the azure chariot receive 90% cover from attacks. It also protects occupants and cargo from most ranges of temperature or weather, though extreme conditions such as hurricanes or blizzards still endanger both carriage and occupants.
This spell can be cast only during daylight hours. The spell lasts until the coach reaches its destination, the sorcerer lands it prematurely, someone dispels it with countermagic, or sunset.
As the sun nears the horizon, the carriage slowly changes hue to match the twilight sky. The horses also gallop lower until the azure chariot lands, and disappears with the last sliver of the sun.
AZURE CHARIOT
Speed: 100/200 mph
Maneuverability: 3R
Endurance: Until sunset
Crew: Only the sorcerer
Cargo: (Essence x 200) lbs., or 4 passengers
Armor: 25L/35B
Health Levels: Ux15/Mx5/Cx3/Ix2/D
Weapons: None
White Treatises 41
Corrupted Words
Cost: 10m
Summary:
The sorcerer places a vile magical geas on a visible target that forbids speaking, writing, or otherwise communicating about a chosen subject. Any attempt to violate the ban causes overwhelming pain and violent illness, with the curse persisting until dispelled, dismissed by the caster, or ended by the caster’s death.
Full-Text:This spell helps sorcerers keep their secrets. It also enforces oaths of silence or simply prevents someone from speaking about a given subject. The subject may be as specific as “Mnemon’s deal with the Mask of Winters,” or as broad as “Solars in Chiaroscuro.” It affects any one person the sorcerer can see within 10 yards.
The sorcerer evokes a seething, bilious green ball between his hands. He names the subject matter about which the target cannot speak and releases the ball. The vile green energy rushes toward and into the mouth of the target and down her throat, dissolving into a ward within the target’s body. Only Charms or other effects that grant perfect dodges or parries can block the curse. The player of an Essence-channeling target is permitted a (Stamina + Resistance) roll, however, at a difficulty equal to the caster’s Occult Ability. Success indicates that the target resists the spell, which the sorcerer knows at once.
Subjects who even think of violating the binding feel nausea. So do subjects who try to devise ways to get past the limitations of the spell, such as by writing or using sign language. Victims who ignore the warning and go ahead with their communication—be it verbal, written, silent or even telepathic—feel wracking pain and vomit dozens of fat, white maggots. The target cannot take any non-reflexive actions that action. He’s in too much pain to concentrate on anything but throwing up.
This spell can provoke inconvenient reactions, from uncomprehending fear to immediate knowledge that someone doesn’t want the victim to speak of something. The curse lasts until it is broken by countermagic, until the caster dies, or until the caster deliberately ends the spell by reaching into the victim’s mouth and speaking the last word of the spell backward. The victim violently disgorges the spell, which manifests as a slimy, egg-like sac filledwith tiny, squirming larvae.
White Treatises 41
Curse of Slavish Humility
Cost: 10m
Summary:
The sorcerer ensnares a target’s mind with a crimson Essence compulsion, forcing them to abase and worship a chosen person or object for the scene. Victims may act against the object of devotion only with hesitation or by spending Willpower, suffering penalties unless they overcome or cleverly incorporate the enforced reverence.
Full-Text:The sorcerer ties knots of scarlet Essence as he exhorts the victim to worship one target, which may be the caster himself, another being present or even an object. With the final word, the spell’s Essence creeps forward in scintillating ruby tendrils that force the target to his knees.
The spell creates an unnatural mental influence, a Compulsion for the victim to abase himself and worship the target designated by the sorcerer. The sorcerer’s player rolls (Manipulation + Occult) as a social attack, with automatic successes equal to his Essence. If the attack overcomes the target’s Dodge MDV, the victim feels the Compulsion effect for the rest of the scene.
The victim can resist the spell for a single action by spending a point of Willpower. The spell does not prevent combat, however. The victim may still attack the target of his devotion, though he cringes and begs forgiveness for doing so. All such attacks, whether physical or social, suffer a -3 external penalty due to hesitation and remorse—unless the victim has spent Willpower to act normally. This penalty may also be negated by somehow working the spell-induced groveling into an appropriate stunt.
White Treatises 42
Curtain of Quartz
Cost: 10m
Summary:
The sorcerer surrounds herself with orbiting crystal shards that scatter light, dazzling nearby foes and imposing penalties on their defenses and actions. The shimmering barrier also disrupts immaterial ranged attacks, weakening them in proportion to the sorcerer’s Essence.
Full-Text:Essence and the Crystal Rune evoke a globe of shimmering quartz fragments around the sorcerer. These crystal shards float about the sorcerer for the rest of the scene, capturing light and reflecting it back as dazzling and distracting beams and spots. All characters within a three-yard radius of the sorcerer (but not the sorcerer herself) suffer a -2 external penalty to their DVs and to all rolls. The effects of the Curtain of Quartz do not affect characters who cannot see.
Immaterial ranged attacks against the sorcerer (such as Phantom Arrow Technique) suffer an external penalty equal to the caster’s permanent Essence. The quartz fragments bleed off the attacks’ ambient Essence as beautiful light displays.
White Treatises 42
Dance of the Smoke Cobras
Cost: 15m
Summary:
The sorcerer fractures the ground to conjure five venomous, fire-and-smoke serpents that immediately encircle and relentlessly attack a single chosen foe. The cobras automatically track their target, reform when destroyed, and persist for the spell’s duration before dissolving back into smoke and scorched earth.
Full-Text:Dark, fiery Essence shatters the ground at the target’s feet in a star pattern. Streams of thick, gray smoke rise from the points of this star and coalesce into five tall cobras. Poison drips from the fangs to char and blacken the ground.
These serpentine automata of smoke, Essence and fire immediately strike at the target. Because of their placement around the target, these cobras are assumed to gain all the benefits described for multiple attackers who have closed around an opponent (see Exalted, p. 155). The serpents attack only the target chosen when the spell was cast. As a function of the spell, they can automatically find the target regardless of any techniques he uses to conceal himself.
Should the target escape (by leaping over the snakes, or dispersing one of the serpents long enough to squeeze out of the grouping), the serpents can still attack from up to three yards away. If one of the serpents is destroyed, another forms in its place on the group of serpents’ next action. When the spell ends, the cracks in the ground close and the smoke cobras fade away.
SMOKE COBRA
Motivation: Bite the sorcerer’s foe.
Attributes: Strength 3, Dexterity 6, Stamina 4, Charisma 0, Manipulation 0, Appearance 1, Perception 3, Intelligence 1, Wits 4
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Awareness 4, Dodge 6, Martial Arts 6
Join Battle: 8
Attacks:
Bite: Speed 5, Accuracy 12, Damage 5L + poison,
Parry DV —, Rate 2
Soak: 2L/4B
Health Levels: -0/-0/-0/Incap
Dodge DV: 6 Willpower: 10
Essence: 1
Other Notes: The venom of the smoke cobras has the following traits:
Damage 3L/action, Toxicity (caster’s Essence), Tolerance —/—, Penalty -6
White Treatises 43
Death of Obsidian Butterflies
Cost: 15m
Summary:
The sorcerer unleashes a vast storm of razor-edged obsidian butterflies that sweep across a massive area, shredding vegetation, damaging structures, and striking all exposed targets with a powerful lethal attack. Each victim defends individually, and the battlefield remains littered with dangerous shards long after the spell ends.
Full-Text:Death of Obsidian Butterflies calls forth a cascade of sculpted obsidian butterflies with razor-sharp wings. Their wingspans vary from an inch across to almost a foot. Flashing over the character's shoulders and past her sides in a glassy black torrent, they slash through the air in a pattern 30 yards wide, 100 yards long and 10 yards high. Brush, grass and small trees are cut off near the ground. Larter trees and wooden structures suffer serious damage. Stone is defaced but structurally unharmed.
When the character releases the magic, her player rolls (Perception + Occult), adding a number of automatic successes equal to the sorcerer's permanent Essence. Everyone in the attack pattern not behind an inch or more of stone or several inches of wood is subject to attack.
Characters defend against Death of Obsidian Butterflies as if it were a hand-to-hand attack. Each attack is independent, so magic and penalties that reduce the attack is independent, so magic and penalties that reduce the attack do not help others defend. Treat the butterflies as rolling a number of attack successes equal to those the sorcerer's player rolled, minus one for each two dice of dice penalties that circumstances impose. The attack inflicts 8L plus any extra successes in raw(pre-soak) damage.
The thousands of shattered glass butterflies don't go away after the spell. Walking barefoot in the area thereafter is not recommended.
Second Edition Core 254
Demon of the First Circle
Cost: 20m
Summary:
Through a lengthy dusk-to-midnight ritual, the sorcerer opens a gate to Malfeas to summon a lesser demon and contest its will, bolstering his chances by investing additional Essence. Victory binds the demon into loyal service for a year and a day or until a task is completed, while failure risks unleashing a hostile demon into Creation unless it is quickly banished.
Full-Text:This spell calls up one of the lesser inhabitants of the demon realm - a twisted, hellish world very different from Creation. These wicked creatures resent being called into the burningly clean air and bright yellow sunlight of our own world, but a cunning sorcerer can shackle them into magical bondage.
Shaping this spell is a dramatic action. It must begin at sundown, and it ends at the stroke of midnight. The actual spell costs 20 motes, opening the doorway to Malfeas and calling forth the target. The character can pay extra motes during the initial Shape Terrestrial Circle Sorcery action to help ensure successful enslavement of the demon, with effects as described as follows. The spell's cost and the extra motes are committed until the character takes the Cast Sorcery action.
Once the demon is summoned, sorcerer and demon engage in a contest of wills. This is represented by an extended opposed rolls. Make one roll reflexively for each on each of the sorcerer's actions. The dice pool for each participant is (Essence + Willpower). The demon is at a -1 internal penalty to its dice pool for each five motes beyond the spells basic cost that the sorcerer spent. Continue the contest of wills until either the demon or the sorcerer acumulates three or more successes more than the other. Until this happens, the demon is not vulnerable to attack and cannot attack by any normal means.
If the sorcerer wins, this spell exerts unnatural mental influence on the demon, binding it into servitude. The demon becomes loyal (see p. 175) to the character and will serve him for a year and a day, or the demon becomes loyal to a task the character names and will serve it until it is complete - potentially, forever. In either case, the demon returns to Malfeas automatically when the loyalty ends. Demons do not ever spend Willpower to break free of this Servitude effect, and it is their highest - though not their only - loyalty.
If the demon wins the extended contest, the sorcerer's player may make a reflexive (Wits + Occult) roll at difficulty 3 to banish the demon back to Malfeas. If it fails, the demon is free in Creation, which often means an excruciating death for a sorcerer with few motes remaining. The Exalt chooses which species of demon he summons. He can also summon specific demons by name, but he cannot use this spell to summon and bind demons who are already present in Creation.
This spell normally involves a great number of ritual implements and protective sigils. If the character dispenses with these tools, subtract an external penalty of one success from the first roll to bind the demon and - should he fail to win the opposed roll - an external penalty of two successes from the roll to banish it.
Second Edition Core 252
Disguise of the New Face
Cost: 15m
Summary:
The sorcerer spends 10 minutes weaving an Essence illusion that completely disguises a target as another person, altering appearance, voice, mannerisms, and even anima. The quality of the disguise depends on the caster’s skill, and it lasts until dispelled, dismissed, or exposed.
Full-Text:This spell weaves an illusion that makes the target look like someone else. It transforms not just the person’s appearance, but her voice, mannerisms and even anima. Sidereal Exalted favor this spell for its ability to make them appear as someone else entirely. It perfectly complements the false identities they create through resplendent destinies.
The sorcerer ties threads of Essence around the target in the occult knot-pattern of the Hidden Self. The process takes 10 minutes to complete. It’s easy if the target remains standing and immobile, but impossible if she does not.
The sorcerer’s player rolls (Intelligence + Craft [Fate]) or (Intelligence + Larceny). This roll is not part of the spell casting, so the character may augment it with Excellencies or other Charms. The number of successes indicates the detail of the disguise and its ability to fool observers. (See Exalted p. 128 for details on creating disguises, though the spell does grant mannerisms as well and may be used to mimic someone of much higher Appearance.)
Once the persona-tapestry is woven, it flares briefly with Essence light before it fades, completely remaking the subject’s appearance. The spell lasts until the imposture is somehow revealed, the target chooses to remove it (by spending a single mote, or a Willpower point for mortals) or when the caster dispels it, requiring line of sight and a reflexive action.
White Treatises 43
Dragon of Smoke and Flame
Cost: 20m
Summary:
The sorcerer manifests a luminous serpentine guide that can unfailingly lead her to any well-known location, or toward places with a desired property such as water or shelter. The dragon lasts up to a day, shines brilliantly in darkness, and aids navigation even through treacherous or shifting realms, though it cannot find unique or magically hidden sites.
Full-Text:The sorcerer expels a flying, serpentine guide from the center of her chest. It leads her on while she moves, and loops and whorls around her when she’s still. By day or in light, the guide is formed of inky black smoke. By night or in darkness, the smoke transforms into heatless white flame visible for miles, illuminating its immediate surroundings as brightly as daylight.
The creature can infallibly guide the sorcerer to any specific location that is well known to her. A lost sorcerer can use the dragon of smoke and flame to find her way to a known location even out of dangerously variable environments, such as the Wyld or the twisting Labyrinth of the Underworld.
Alternatively, the sorcerer can bid the guide to seek a destination with a specific desired property, such as the nearest source of water. In this case, the sorcerer’s player rolls (Wits + Occult) during the Cast Sorcery action, with a difficulty set by the property’s rarity:
Difficulty -- Rarity
1 -- Common properties, such as food or water sources in a forest.
2 -- Uncommon properties, such as food or water sources in a desert.
3 -- Highly uncommon properties, such as shelter from the elements in a nighfeatureless wasteland or
a specific herb in a vast forest.
4 -- Rare properties, such as deposits of gold, diamonds or other valuable but non-magical materials.
5 -- Very rare properties, such as deposits of jade or safe haven in the Wyld.
The spell cannot locate places with unique or even exceedingly rare properties such as deposits of most magical materials (jade being the exception).Nor can it find specific locations the sorcerer has never visited or locations magically obscured in any fashion (unless the sorcerer herself was the one who magically obscured them). What counts as common or uncommon may vary by Storyteller discretion based on the region where the sorcerer casts the spell. Should the (Wits + Occult) roll fail, the serpent manifests but merely loops around the caster for its duration, providing illumination in the dark but no hint about the direction she should go.
The serpentine lasts for one full day, until the sorcerer reaches her destination, or until she dismisses it, whichever comes first.
White Treatises 43
Droning Suggestion
Cost: 10m
Summary:
The sorcerer fills the area with a subtle, whispering hum that makes everyone nearby unusually susceptible to her words for the rest of the scene. Her social influence becomes subtle but supernatural—easy to resist yet hard to recognize, especially for mortals, unless the listener is deaf or shields their hearing.
Full-Text:The sorcerer evokes a low droning buzz faintly audible to all in the spell’s area. At the moment of casting, the noise rises to a crescendo, the sound of a thousand voices whispering in an unknown tongue.
This is the spell’s only Obvious quality: Unlike other spells, Droning Suggestion does not flare the sorcerer’s anima if the sorcerer uses only her Personal Essence. Thereafter, a single speaking voice can drown out the quiet hum. Whether they hear the sound or not, everyone within 10 yards of the caster becomes susceptible to her suggestions. The spell lasts until the end of the scene.
Droning Suggestion turns the sorcerer’s social attacks into unnatural mental influences, though they cost only one point of Willpower to resist. Furthermore, a mortal victim of the spell is magically prohibited from realizing the nature of this effect for as long as the spell endures. An Essence-user may deduce the spell’s nature if it imposes on him a mechanical effect that a natural mental influence could not, such as forcing his player to spend more than two Willpower in a scene resisting the sorcerer’s social attacks. Deaf characters, including characters who have stopped up their ears with wax, are not affected.
White Treatises 44
Emerald Circle Banishment
Cost: 10m+
Summary:
With an instantaneous casting, the sorcerer challenges a nearby First Circle demon in a focused contest of wills. Success violently banishes the demon back to Malfeas, while failure leaves it free and prevents further banishment attempts for several days.
Full-Text:This spell has special timing rules. The character can cast it as a reflexive Shape Terrestrial Circle Sorcery action that takes 0 ticks. It affects one First Circle demon, up to (Essence x 15) yards away. The sorcerer makes the Victory over Primordials Mudra, the hand-gesture the gods used to seal their victory at the dawn of the First Age. With his Cast Sorcery action, the sorcerer and the demon enter a contest of wills. Their players begin an extended, resisted roll of (Essence + Willpower) as a Speed 3, -1 DV action. The demon suffers a -1 internal penalty for each five additional motes the sorcerer spends in casting the spell. Neither contestant can take any non-reflexive action during this time without forfeiting the contest. The challenge continues until either the sorcerer or the demon accumulates a number of net successes equal to his opponent’s Essence. If the sorcerer wins, the demon’s form shatters, and it is banished back to Malfeas in a flash of green flame. If the demon wins, it remains in Creation, and the sorcerer cannot attempt to banish it again for five days.
White Treatises 44
Emerald Countermagic
Cost: 10m
Summary:
The sorcerer reflexively unleashes a surge of protective Essence that either shields herself from hostile spells or violently shatters Terrestrial Circle sorcery in a wide area. Though effective at disrupting magic, the counterspell causes chaotic, minor magical fallout that may harm bystanders.
Full-Text:The sorcerer uses Emerald Countermagic to protect herself and her companions from hostile sorcery. This spell has special timing rules. The character can shape Terrestrial Circle sorcery to cast this spell as a reflexive action that takes 0 ticks. It follows all of the Other normal rules for sorcery actions, and she must take a Cast Sorcery action as her next normal action.
If the character spends 10 motes of Essence, she secures her own person against hostile magic. She crosses her arms or makes a gesture of defiance, and a nimbus of multicolored energy surrounds her. For the duration of the Cast Sorcery action and for her next action thereafter, any spell that attempts to affect her in a fashion she considers undesirable shatters and its effects are wasted.
The sorcerer can also opt to spend 20 motes of Essence and shatter a Terrestrial Circle spell operating within a radius of (the caster's permanent Essence x 50) feet. If the spell is currently being shaped, its caster is automatically interrupted. Spells currently in effect are shattered. This does not banish demons or spirits, whose summoning has already been accomplished and is no longer considered a spell.
Emerald Countermagic is not a clean or quiet process. 'Shattering' a spell means that it is literally torn apart. Its effects fail, and random trivial magical effects wash out over the area. The sorcerer is safe from undesirable consequences, but others in the area may suffer minor burns or damage. The precise effects are at the Storyteller's discretion, although they should be significantly less harmful than a hostile Terrestrial Circle spell.
Second Edition Core 253
Empathetic Wind
Cost: 15m
Summary:
The sorcerer encodes a fleeting moment of sensory experience into a gust of wind that travels miles to a chosen ally, delivering sight, sound, or other senses—and even emotions with exceptional success. The recipient briefly experiences the impressions directly before they fade into memory.
Full-Text:The sorcerer imposes an instant’s worth of sensory impressions on a passing gust of wind, then bids the gust to deliver those impressions to a compatriot up to (caster’s Essence x 50) miles away. Within a minute,the wind reaches its recipient despite any barrier and delivers the experience.
The sorcerer’s player rolls (Perception + Awareness). Each success allows the character to choose one sense to convey. If the roll scores more than five successes, the Empathic Wind delivers the caster’s emotions during that instant as well. The target has full access to these sensory impressions for three seconds, after which he remembers them but no longer experiences them. Reading any long text in the sorcerer’s field of vision requires success on a (Wits + Linguistics) roll on the part of the recipient. If the sorcerer is in sufficient pain to suffer wound penalties and wishes to transmit the sense of touch, the recipient also suffers those wound penalties for one action.
White Treatises 44
Eye of Alliance
Cost: 5m/person
Summary:
Through a lengthy ritual, the sorcerer forges emotion-linked crystal tokens for a group, allowing participants to sense and share each other’s emotional states across great distances for a year and a day. The crystals also serve as potent arcane links, aid social insight, and can channel limited Essence between members, while visibly marking the death of any participant.
Full-Text:Dragon-Blooded sworn brotherhoods, and other Terrestrials who expect to work together for any length of time, favor this spell. The ritual takes 30 minutes to cast. The participants link hands around the sorcerer; if the sorcerer wishes to be included in this link, he joins hands with the rest. A brilliant white glow flows from each participant to the center of the circle and then back again, coalescing before each participant as a crystal to pluck from the air. These crystals have one facet per participant. One mote per crystal remains committed by the sorcerer who cast this spell, and the crystals remain intact for a year and a day. The sorcerer may not decommit these motes unless he decommits them all, destroying the spell and dissolving the crystals.
The crystals serve as arcane links to every member of the ritual, so their owners must guard them carefully. A sorcerer or thaumaturge also gains a number of automatic successes equal to the sorcerer’s Essence to attempts to scry upon or gain magical information about the character whose crystal he possesses.
The real purpose of the crystals is to send emotions to other participants or to reflexively sense their emotions. Subjects can use this spell simply to keep tabs on one another from afar. The emotional link can also reveal valuable information in a social situation: Those capable of sensing a character’s emotional state can often resist that character’s attempts to lie to them, gaining a +2 bonus to Mental DVs against social attacks based on Manipulation. Dynasts sometimes use this aspect of the spell in tense negotiations to keep the other participants honest.
These crystals cannot be used to locate other participants without some other form of divinatory magic or artifact. When he sets his crystal into the hearthstone socket of an artifact, however, the bearer instantly knows the condition of the other participants if they are within one mile. He may also reflexively spend one Willpower to transfer a number of motes of Essence equal to the total number of participants in the ritual to one of the others whose stone is likewise set in an artifact. Any given participant may do so only once per day, and it causes his stone to grow cloudy, rendering it useless for that 24 hour period, though others may still sense him.
If a participant in the spell dies, her crystal dissolves, and one facet of each remaining crystal cracks and turns black. All bearers immediately know who died, though they might not know the circumstances of her death.
White Treatises 45
Flight of Separation
Cost: 15m
Summary:
The sorcerer instantly transforms into a flock of birds, traveling swiftly over miles before re-forming at a chosen destination. While dispersed she gains evasiveness and resilience but can only move, with any damage taken reflected in the loss of birds that become wounds upon her return.
Full-Text:The sorcerer speaks the Word of Ten Thousand Birds, part of the song that all the birds of Creation sing when they gather in one place. Because humans cannot speak this word, the caster is suddenly transformed into a flock of birds in a burst of Essence. The birds fly together at a speed of 20 miles per hour and can travel up to a number of miles equal to the caster’s Essence. Once the birds reach this distance (or some nearer destination), the birds complete the Word of Ten Thousand Birds, and coalesce to become the sorcerer once more.
This spell has special timing rules. The character can cast it as a reflexive Shape Terrestrial Circle Sorcery action that takes 0 ticks. It follows all of the other normal rules for sorcery actions, except the character takes her Cast Sorcery action as her next normal action after she re-forms.
While transformed into a flock of birds, the sorcerer keeps all of her Attributes, Abilities, Willpower, health levels, Virtues and soak (including armor). Her Dodge DV increases by an amount equal to her permanent Essence. She cannot, however, take any actions other than Move actions. She may not attack, use Charms, communicate or use her Parry DV. Any health levels of damage are reflected by the deaths of several birds until the caster re-forms, whereupon the damage manifests as wounds and the slain birds dissolve into pools of the caster’s blood. Each sorcerer always becomes a particular species of bird. Abyssal sorcerers invariably become carrion-eating birds.
White Treatises 45
Flight of the Brilliant Raptor
Cost: 10m
Summary:
The sorcerer hurls a blazing diamond-and-flame bird that streaks toward a distant visible target and detonates on impact. The attack deals heavy lethal damage, briefly cripples the target with pain and knockdown, then erupts into a fiery explosion that ignites everything nearby and continues to burn victims even as they flee.
Full-Text:The sorcerer’s Essence coalesces into an eagle-sized bird of prey made of diamond and ruby flame. The bird then streaks with unearthly speed toward any target the caster can see within 1,800 yards. Right before it slams into the target, it gives the shrill victory cry of a garda bird. Should the brilliant raptor succeed in its attack, this briefly lived automaton explodes, consuming the area around the target in a holocaust.
The sorcerer’s player rolls an attack of (Wits + Occult), with an Accuracy equal to the sorcerer’s Essence, but no range penalties. The attack cannot be parried without a stunt or Charm, though it can be dodged normally. If the target is not on guard, the difficulty to spot the attack coming equals the sorcerer’s Essence, due to the brilliant raptor’s speed. The bird’s impact inflicts a number of dice of lethal damage equal to the sorcerer’s (Perception + Occult), with a number of automatic successes equal to the caster’s Essence. Successes on the attack roll also add to damage as usual.
When the raptor strikes its target, it also sends fiery Essence coursing through the target’s body to cause tremendous pain. If the target takes any damage, he suffers an automatic knockdown and a -1 internal penalty to all Dexterity-based rolls for every two health levels (round up) inflicted by the attack. This penalty fades at a rate of one point per five ticks.
Finally, the brilliant raptor explodes on the tick after it strikes, burning the target and everything else within three yards. The firestorm inflicts four levels of lethal damage (Trauma 3), which may be reduced as normal for environmental damage (see Exalted, p. 131). Everything in that area catches fire—hair, skin, objects and even the ground. Every tick they remain in the area, targets suffer further environmental damage of 1L/tick, Trauma 2.
Fleeing the area still leaves the target on fire (Damage 1L/tick, Trauma 1), which may be extinguished with an action (which may be flurried). These flames burn for 10 ticks before going out, though they may ignite other flammable sources with normal flame.
White Treatises 46
Floral Ferry
Cost: 15m
Summary:
The sorcerer reshapes a living plant into a lightweight but seaworthy boat that carries passengers and cargo safely toward a named destination, steering itself through hazards and storms. After arrival, the magical vessel lingers briefly before dissolving back into nothingness.
Full-Text:The sorcerer causes a nearby plant to grow and change in shape until it becomes a seaworthy vessel. The conjured boat might look like a fl ower (as the spell’s name suggests) or like a curling leaf, a seed pod or even a piece of fruit—whatever’s appropriate for the plant that produced it. One person can easily carrythe lightweight magical boat by himself.
Once the sorcerer places the Floral Ferry in water and states her desired destination, the boat sails toward that location in as straight a line as possible, maneuvering around obstacles too small to be carried over. Its passengers and cargo stay safe even in the most tempestuous weather. Once the magical boat reaches its destination, it lingers for 10 minutes and then vanishes completely.
FLORAL FERRY
Speed: 15/30 mph
Maneuverability: 2S
Endurance: (caster’s Essence x 100) miles
Crew: 1/1 (only the sorcerer)
Cargo: 1 ton or 10 passengers
Armor: 6L/6B
Health Levels: Ux10/Mx10/Cx10/I/D
Weapons: None
White Treatises 47
Flying Guillotine
Cost: 10m
Summary:
The sorcerer sends a razor-edged, self-guiding chain hurtling toward a distant visible target, striking unerringly to inflict massive lethal damage and often decapitate its victim. The weapon bypasses cover, curves around obstacles, and vanishes after striking or missing, making it a terrifying long-range assassination spell.
Full-Text:The sorcerer makes the Sign of the Hooded Headsman. His Essence congeals into a barbed chain two feet long that spins as it arcs toward the target at 170 yards per tick (about 340 miles per hour). The sorcerer can attack anyone he can see within 500 yards.
The sorcerer’s player rolls (Perception + Occult) in the Cast Sorcery action, adding the character’s Essence as automatic successes to the roll. This attackmay not be parried without a stunt or Charm. If this is a surprise attack, the chain’s great speed increases the difficulty to spot it by +2. The Flying Guillotine avoids obstacles (negating cover and shield bonuses) and can even turn corners to chase a foe.
The silver weapon wraps about whatever body part it strikes and secures itself into a loop of chain with barbs along the inside. The chain spins with great speed as it tightens, inflicting horrific damage. The spell inflicts 18 levels of lethal damage, plus the successes gained on the attack roll. The chain always aims for the neck of the target. If the Flying Guillotine reduces the victim below Incapacitated, it decapitates the target. Most creatures find this instantly fatal. The chain itself seals shut the severed neck on the head, making it not so messy a trophy.
If the damage does not kill the target, the chain then wraps around a shoulder, chest or limb thrown up as part of the defense, cuts deeply, and then vanishes in a flash of silver light. The chain likewise disappears if the target dodges, parries or otherwise counters the attack.
When used in war, this spell negates the normal penalty for attacking commanders and special characters, as it whips past all soldiers and fortifications on its way to its foe.
White Treatises 47
Food from the Aerial Table
Cost: 10m+
Summary:
The sorcerer conjures bland but nourishing magical food from Essence, creating scalable rations that resist spoilage and poisoning but dissolve after several days. While useful for survival, the food cannot sustain mortals indefinitely without real meals, eventually causing weakness and increased consumption needs.
Full-Text:The Essence around the sorcerer condenses into a cascade of pink flakes that resemble flower petals. The soft, edible flakes can feed at least five people. For every additional five motes and Shape Terrestrial Circle Sorcery action taken, the spell creates another 10 servings of food. If the spell is interrupted during casting, the food produced up to that point already exists, but no more is conjured. The additional Essence spent is lost, as all the motes used in casting this spell are spent with the first Shape Terrestrial Circle Sorcery action.
The magical food is nourishing and filling, but it lacks flavor. The food keeps for a number of days equal to the sorcerer’s Essence before dissolving into ash. The food does not rot, nor can it be poisoned, but it dissolves if it is mixed into other foods or cooked in any way. After a day or two, animals find the food unappetizing, increasing their control ratings +1 per two days with no other viands.
Food from the Aerial Table will not sustain mortal life forever. After one week with no other food, creatures receive a -1 external penalty to all physical actions due to slight weakness and lethargy. After six months with no other victuals, a character requires double the normal amount to nourish him. This is doubled again every six months that a character goes without real food, but the time is reset after consuming a day’s worth of actual food.
White Treatises 47
Figure of Truth
Cost: 10m
Summary:
After an hour of sensory deprivation meditation, the sorcerer enters a trance that pierces illusions, reveals hidden motives, and grants powerful resistance to mental and social manipulation. While in this heightened perceptive state, he becomes physically sluggish and socially dulled, and the spell ends if his concentration is broken.
Full-Text:The sorcerer casts this spell after meditating in a lightless, soundless place for one hour. He attunes himself to truth and the flows of Essence, rather than the tricks that sound and light play on the senses. The meditation enables the sorcerer to see through illusions, to resist glamours, to avoid enchantments and to perceive what is concealed, whether they are things or purposes.
This trance-like state grants four extra successes to all Perception-based rolls to perceive illusions, see through disguises, read motivations (see Exalted, p. 131), and when rolling to find or notice hidden things. Moreover, the sorcerer gains a perfect defense against normal, Manipulation-based social attack rolls, for he sees through the cleverest persuasions. Supernatural attempts to control the caster’s mind can be resisted with a reflexive (Perception + Integrity) roll, difficulty of the would-be controller’s Essence. Success indicates the sorcerer ignores this effect as well. While the trance lasts, however, treat the sorcerer as stunned (see Exalted, p. 153) for taking physical actions. His stupefied and distracted demeanor also inflicts a -1 external penalty to all social rolls.
Fugue of Truth ends if the sorcerer botches a roll, is wounded, loses consciousness (including going to sleep) or voluntarily chooses to release it. This spell can be countered only during its casting. Once the trance begins, the effect is entirely within the mind of the sorcerer.
White Treatises 48
Hound of the Five Winds
Cost: 15m
Summary:
The sorcerer summons a massive elemental wolfhound that can unerringly track a known scent across vast distances, serve as a fierce guardian or mount, and fight relentlessly for several hours. Nearly impossible to evade without perfect magic, the hound must be slain to end the spell and explodes in destructive winds when it dies or expires.
Full-Text:The sorcerer hurls his Essence into the air and makes the Gesture of the Huntsman. Winds from the five elemental poles swirl together and form a massive, horse-sized wolfhound. This magical automaton can scent its prey up to 100 miles away and chase it tirelessly, as long as it has been introduced to the scent already. It can also serve the sorcerer as a bodyguard, warrior or even a riding beast (control rating 1). The creature exists for up to eight hours after its creation.
When tracking prey, the hound can hunt alone, lead the sorcerer or a deputy assigned by the sorcerer or even lead normal hunting beasts. The supernatural hound understands complex instructions and automatically succeeds at tracking mortal prey. The Storyteller may roll (Perception + Survival) against creatures that magically hide their tracks. This roll is opposed by whatever dice pool represents the prey’s power, or (Wits + Survival) as a default. The hound adds to this opposed roll a number of automatic successes equal to the sorcerer’s Essence. Only perfect effects can throw the hound off the scent. Even then, the hound will know if the target’s scent reappears within 100 miles.
This spell can be countered only during casting. Once the hound appears, only killing it gets rid of it. When the duration of the spell ends or the hound is slain, it explodes in a violent eruption of wind that inflicts environmental damage (Damage 5B; Trauma 3) to anyone within three yards of it. Healing magic does not work on the hound.
In war, the hound is so ferocious it is considered a Magnitude 3 solo unit, for the purposes of comparing Magnitude with other war units. Treat packs of the hounds as Magnitude 3 + (1 per additional hound in the pack), to a maximum Magnitude of 8. A hound of the five winds does not receive this bonus when incorporated into a unit of some other sort. It must have the freedom to savage its way through enemy ranks.
HOUND OF THE FIVE WINDS
Motivation: To serve the sorcerer
Attributes: Strength 5, Dexterity 6, Stamina 5,
Charisma 1, Manipulation 1, Appearance 2,
Perception 5, Intelligence 3, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Athletics 3, Awareness 3, Dodge 3, Martial Arts 5,
Presence 5, Resistance 5 (Running +3), Stealth 2
(Stalking +2), Survival 5 (Tracking +3), War 2
Join Battle: 6
Attacks:
Bite: Speed 4, Accuracy 12, Damage 7L, Parry DV —, Rate 2
Soak: 7L/7B (Rough hide, 5L/2B)
Health Levels: -0/-0/-1/-1/-2/-2/-4/Incapacitated
Dodge DV: 4 Willpower: 10 (0 against sorcerer)
Essence: 1
Other Notes: The hound of the five winds can perform a Move action of 20
yards and a Dash action of 60 yards. In war situations, hound of the five
winds units have a long tick movement of 200 yards per tick.
White Treatises 49
Impenetrable Frost Barrier
Cost: 20m
Summary:
The sorcerer surrounds himself with a drifting plume of icy mist that deflects and dulls incoming missiles. For a short time, ranged attacks against anyone within the mist suffer heavy penalties, though very heavy projectiles pass through unhindered.
Full-Text:This magic protects the sorcerer and his companions from attacks by enemies with ranged weapons. A thin, cold blue-gray plume of mist issues from the Exalt. It extends 10 to 15 feet from him, depending on the wind conditions and the local temperature. These mists swirl about any incomming missile attacks, buffeting them and coating them in ice. Most such weapons are dragged hopelessly off course, and the impacts of the rest are cushioned.
For the next 20 minutes, attacks by ranged weapons against the sorcerer or anyone standing in the mist suffer an external penalty equal to tqice the sorcerer's permanent Essence rating. The mists are of limited power - missiles weighing more than 20 pounds ignore this effect.
Second Edition Core 253
Impervious Sphere of Water
Cost: 15m
Summary:
The sorcerer surrounds herself with a durable globe that becomes breathable water—or air when cast underwater—shielding those inside from the outside world. The sphere persists only while she concentrates, providing protection and sustenance but severely limiting her actions.
Full-Text:The sorcerer’s anima flashes blue and green as it transforms the air in a 10-foot radius around her heart into a globe of fresh, magically breathable water. Its surface functions as a barrier with a soak of 20L/20B and 35 health levels. (See Exalted p. 153 for rules on attacking inanimate targets.) People inside the sphere cannot launch physical attacks against the world outside.
The water lasts as long as the sorcerer concentrates. While concentrating, she operates under the same restrictions as she did while shaping and releasing the spell—she may not move, speak or take actions except for activating her anima power. Others within the radius of effect have their actions constrained as they normally would when submerged, though they can still breathe. If the sphere is destroyed by countermagic, it is breached by damage or the sorcerer ceases concentrating, the water loses its magical properties and falls to the ground. As such, this spell sees another use during journeys through deserts or other areas where water is scarce.
This spell can also be cast underwater, in which case the water around the sorcerer becomes an impervious sphere of air.
White Treatises 49
Incantation of Effective Resoration
Cost: 15m
Summary:
With a brief ritual, the sorcerer permanently restores a small, damaged item to its original pristine condition, provided most of it remains. The spell can also repair magic items in limited ways—fully restoring maintenance-free artifacts and reducing upkeep time on complex magitech without replacing fuels or components.
Full-Text:Through a one-minute ritual, the sorcerer returns one damaged item to a pristine state by recalling its original form from the patterns in its Essence. This spell only restores items small enough for the sorcerer to lift, such as the fragments of a rotting book or the rusted remains of a suit of armor. The sorcerer also needs more than half of the decayed item’s remains to restore it. Anything repaired by the spell appears as it did when it was new, and the effects are permanent. Splitting an object in half and casting the spell on each does not result in two copies: One half regenerates and the other disappears.
The Incantation of Effective Restoration works in a limited fashion on magic items. It can instantly repair artifacts that require no maintenance, such as hearthstone bracers. Anything magical that requires maintenance is built of multiple components that must be repaired separately, and the spell does not aid in separating the components before repair or reassembling them afterward. Additionally, the spell reverses the effects of wear and damage but does not replace expended reagents or exotic fuels. Regular castings of the Incantation of Effective Restoration can halve the time necessary to perform maintenance on warstriders and other magitech, but the spell does not negate the need for maintenance entirely, nor does it allow a would-be scavenger lord to repair an item with skill requirements beyond her abilities. See 'Wonders of the Lost Age' for full rules on magitech and its maintenance. The Incantation of Effective Restoration affects magitech items that require no maintenance as if they were damaged mundane items.
White Treatises 49
Incantation of Spiritual Discretion
Cost: 20m+
Summary:
After a lengthy ritual, the sorcerer wards an area so that spirits and similar beings cannot dematerialize within it and dematerialized entities of lesser Essence are forced to manifest or be expelled. The effect lasts for days, can be renewed by knowledgeable sorcerers, and does not affect higher-Essence beings or godly sanctums.
Full-Text:In Yu-Shan, the gods wear solid bodies. This rite mimics that condition, forbidding dematerialized beings from entering an area with a radius equal in yards to the caster’s (Occult + Essence), and forcing materialized spirits to remain so. The ritual takes six hours to cast. It uses salt, small mirrors and talismans engraved with symbols of the five cardinal points (Resources 2 and the mirrors and talismans may be reused). This spell may not be cast within an area that includes a godly sanctum or spirits of greater Essence than the sorcerer’s own. The sorcerer concludes the spell by speaking the Mantra of Heaven Meets Earth backward, twisting the spiritual principles within that ancient chant. The salt disappears, and the ritual implements may be removed. The spell remains in place for a number of days equal to the caster’s (Occult + Essence). At any time during the spell’s duration, any sorcerer who knows Incantation of Spiritual Discretion may renew the spell using a lesser variant of the ritual that takes one hour and another 20 motes. Doing so resets the duration of the spell to the new sorcerer’s (Occult + Essence), but the actual effect and area of the spell remains set by the original sorcerer.
When this spell becomes active, all dematerialized spirits with an Essence less than or equal to the sorcerer’s own must either spend the motes to materialize or be expelled. Spirits cannot enter the warded area while dematerialized and they cannot dematerialize at all while within it. This limitation also applies to creatures and beings with the ability to turn into shadow. The spell does not affect beings with a greater Essence than the sorcerer’s own.
White Treatises 50
Infallible Messenger
Cost: 10m
Summary:
The sorcerer creates a swift minor spirit that carries a whispered message of up to five minutes to a named target anywhere in Creation or Yu-Shan. The cherub delivers the message flawlessly in the caster’s voice and then dissolves, unless the recipient is magically hidden.
Full-Text:The sorcerer conjures up a minor spirit from Essence. This spirit is called a cherub. Cherubim are multicolored humanoid figures only a few feet tall with six glittering blue-chrome wings. The sorcerer whispers his message, which can be no more than five minutes in length, into the cherub's ear. (This can be a social attack with a Speed no greater than five long ticks.) The sorcerer then names and describes a target. The cherub is able to travel from one point to another in Creation or Yu-Shan nearly instantly. It travels hundreds of miles an hour and can traverse the world in less than a day. Unless th etarget's location is mystically obscured, the cherub will find the recipient, deliver the message perfectly to his ear (even using the original sender's voice) and then dissipate. The Exalt can enhance this message with appropriate instant-duration Charms such as Irresistible Salesman Spirit and Linguistics Excellencies.
Second Edition Core 254
Internal Flame
Cost: 15m
Summary:
The sorcerer calls volcanic Essence into a visible foe, flooding their body with searing power that turns bone marrow molten and inflicts ongoing lethal environmental damage. The agony cripples the victim’s actions and can kill mortals without swift medical intervention, though supernatural beings recover more readily.
Full-Text:Molten rock flows within the bones of the earth. Volcanic gods use a certain gesture to call that magma to their mountains. As the sorcerer makes the Mudra of Burning Earth at any creature he can see within 300 yards, streamers of red and gray Essence-flame wash over the target’s body. They seep past armor and clothing to enter his body. The sorcerer’s player rolls (Wits + Occult) and adds a number of successes equal to the caster’s Essence to the attack. This attack cannot be dodged, though it may be parried using stunts, magic weapons or Charms.
If this attack is not parried, the spell gives the target’s bone marrow the qualities of molten iron. This Shaping effect inflicts environmental damage (Damage 2L/action, Trauma [sorcerer’s permanent Essence]). The damage continues for a number of actions equal to the sorcerer’s Occult or until the victim receives medical attention.
Internal Flame inflicts agony beyond belief. The target suffers a -2 internal penalty to all actions for the rest of the scene. This wound penalty stacks with all other active wound or pain-based penalties. Without supernatural healing, mortals remain wounded after the scene and slowly die over the next few weeks (generally holding on for one week per dot in Stamina before expiring). Exalts, spirits and other supernatural creatures heal normally from this attack.
ALLEVIATING THE INTERNAL FLAME
Internal Flame infuses a human body with a fiery Essence that does not belong there, which wounds its victim as it tries to find its way out. A skilled healer can alleviate the damage through pressure point and Essence-gate manipulation, if he acts quickly. Doing so requires an (Intelligence + Medicine) roll, difficulty equal to the sorcerer’s Essence, as a miscellaneous action. Lack of medical tools (such as acupuncture needles) inflicts a -2 internal penalty to this roll. Success means the target ceases to take damage, reducing the penalty from pain to -1 for the rest of the scene.
White Treatises 51
Invocation of the Living Ship
Cost: 20m
Summary:
The sorcerer awakens a ship’s figurehead, animating the entire vessel to sail and maneuver itself without a crew until the next dawn or dusk. The living ship is loyal enough to follow its creator, though repeated awakenings can lead to dangerous conflicts between the figurehead and the ship’s own spirit.
Full-Text:The sorcerer lays her hand upon the figurehead of a ship and calls it to awaken—and it opens sea-green eyes. The entire ship comes to life, working every mechanical aspect—wheel, rudder, sail, rope, oars and all—without the need for a crew. Loyal and loving, the figurehead will even lead the ship in pursuit of the sorcerer, should she move more than 100 yards away—at least until the next dawn or dusk, when its eyes close and the ship becomes inert once more.
Invocation of the Living Ship cannot be used on a ship without a figurehead or on an Essence-powered ship. Occasionally, the spirit of the figurehead grows in power through repeated use of this spell, to the point where she can challenge the ship’s own spirit for dominance. The ensuing conflicts have caused havoc for sailors and passengers, but never destroyed the ship itself… at least, not directly. In RY 353, an enemy sank one unfortunate warship in the Realm’s fleet because the ship’s own awakened godling and figurehead couldn’t agree on how low it ought to sit in the water. The ship rocked so violently with their quarrel that its gunners couldn’t aim its Essence cannon, and it became a sitting duck.
White Treatises 51
Invulnerable Skin of Bronze
Cost: 20m
Summary:
Until the next sunrise or sunset, the sorcerer’s skin transforms into supple living bronze, greatly increasing soak and hardness while enhancing unarmed attacks. The added weight makes the caster tougher but potentially hazardous in water or unstable terrain.
Full-Text:Until the sun next crosses the horizon, the character's skin hardens into shining bronze, as supple and as flexible as silk, but as invulnerable and cold as any metal. The character gains +6L/+12B soak and 6L/12B Hardness. The character inflicts two extra dice of damage with barehanded Martial Arts attacks and weighs an extra 100 pounds. While Invulnerable Skin of Bronze does not impede his motions or slow him, caution is advised near bodies of water and deep mud.
Second Edition Core 254
Keel Cleaves the Clouds
Cost: 25m
Summary:
In misty conditions, the sorcerer convinces a ship’s spirit that fog and clouds are water, allowing the vessel to sail through the sky as if on the sea. The effect lasts up to twelve hours but is fragile—breaking if the illusion is contradicted—and may draw the ire of air spirits.
Full-Text:As fog or clouds touch the sea before her ship, the sorcerer persuades the vessel’s spirit that they are true water, and sails forward onto them. This spell works only in misty conditions. The ship travels upon the mist as quickly as it would on water, at the mercy of the wind or the strength of the rowers as usual. If the fog lifts, the ship rises with it until it sails on clouds.
The enchantment depends on the Essence of everything associated with the ship believing it travels on water. Dropping anything over the side or lowering something below the fog disabuses it of that notion, causing the whole ship to descend. The caster must stay on board, too.
After 12 hours, this spell must be recast, lest the ship return downward through the clouds. Even if earth lies below it rather than sea, it will land softly, undamaged (but likely stranded). Accustomed to their element controlling water, air spirits dislike this invasion. Powerful spirits might attack a cloud-sailing ship if the captain cannot somehow placate them.
White Treatises 51
Lightning Spider
Cost: 10m
Summary:
The sorcerer manifests eight legs of living lightning, allowing effortless movement across walls, ceilings, and rough terrain while improving speed and stability. The spell also enhances grappling prowess and lets the caster create resilient lightning threads to anchor, bind, or support significant weight.
Full-Text:This spell involves the steps of the Storm Spider Dance, a tribal dance in the Northeast that celebrates the spiders that crawl among the highest, cloud-scraping treetops. As the sorcerer raises his arms like a hunting spider about to strike, eight legs of coherent lightning sprout from his back.
These legs are not solid, though they carry the sorcerer’s weight and gain purchase on physical objects themselves. They can touch living flesh without harm, causing only a slight tingle. These legs can carry the sorcerer at her normal movement rates across vertical walls, ceilings or simply rough terrain without penalty. Additionally, the lightning spider legs allow the sorcerer to dash more easily, reducing the DV penalty for the Dash action by one point.
The additional legs grant the sorcerer a +5 bonus for all rolls made to instigate, maintain or escape from a grapple or to resist knockdown. The sorcerer can also create a length of lightning-thread she can tie to or around objects or people. Evoking this dragline requires the sorcerer to reflexively spend one mote per 100 pounds she wants it to support, and she can spend a number of motes equal to her permanent Essence. The dragline has a soak of 10L/10B and can take 15 levels of damage before breaking. Damage against it must be rolled.
White Treatises 52
Lightning Whip Smites the Water
Cost: 15m
Summary:
The sorcerer conjures a copper whip that can be cracked into a bolt of red-streaked lightning, striking targets or structures from extreme range with piercing aggravated damage. On impact—or if parried—the lightning erupts into a damaging burst of sparks, though the spell only functions effectively at sea and dissipates by dawn if unused.
Full-Text:After the sorcerer casts this spell with a sharp, lashing gesture, a copper whip appears in his hand. Cracking the whip dissolves it into a single bolt of redstreaked copper lightning, which the sorcerer can aim at anything within half a mile using his (Perception + Thrown) pool. Attacking structures, such as ships, is difficulty 1; there are no range penalties.
The eldritch lightning inflicts (5 + successes) dice of piercing aggravated damage to people or structures. Once it hits, the lightning flares out into a ball of sparks that inflicts three dice of piercing aggravated damage on everyone within five yards of the impact who has a Dodge DV lower than the sorcerer’s Essence.
The lightning may be dodged normally or parried with a Charm or stunt, but if parried, then the defender automatically suffers the effects of the sparking ball, centered on himself.
As air controls water, so earth shapes air. Should a sorcerer use this spell on land, the lightning grounds itself harmlessly. Only the caster may use the whip, and if she doesn’t use it before the next dawn, it falls apart into copper dust.
White Treatises 52
Malediction of the Distorted Compass
Cost: 15m
Summary:
With a glance, the sorcerer curses a target with profound disorientation, stripping them of all sense of direction until the next sunrise. The victim cannot navigate even familiar spaces without direct guidance and struggles to act while moving, even if they partially resist the spell.
Full-Text:The sorcerer makes eye contact with a creature and uses the Spinning Sign to thrust spatial confusion into his brain. Unless the victim’s player succeeds at a Willpower roll with a difficulty equal to the sorcerer’s Essence, he loses his way. The victim loses all sense of direction until sunrise the following day or until the sorcerer dismisses the spell’s effects. Even if the roll succeeds, the target must flurry any other action he takes while moving. The player rolls each time the character moves.
While cursed by the Malediction of the Distorted Compass, the victim misreads maps and confuses travel instructions. He cannot find his way to any destination unless another person leads him there, even destinations as near as the next room. Anyone seeking to guide a victim of this spell had better hold his hand the whole time.
White Treatises 52
Mast Shattering Spell
Cost: 20m
Summary:
The sorcerer launches a spiked sphere of blue steel at blinding speed to shatter a distant ship’s mast, crippling the vessel and showering the deck with deadly splinters. Reinforced or magical masts may resist the effect, but ordinary ships are left crippled and vulnerable.
Full-Text:The sorcerer’s anima flares dark blue and solidifies into a hovering, spiked ball of blue-tempered steel. With a tap of the sorcerer’s finger, the spiked ball shoots toward the targeted ship in the literal blink of an eye—right into the target ship’s mast. It can target any visible ship within one mile.
The resultant explosion of the mast not only cripples a sailing ship, but wooden shards explode in a 10-yard radius around the mast. This explosion inflicts environmental damage (Damage 10L, Trauma 3) to everyone in the area. A (Dexterity + Dodge) roll may substitute for the normal (Stamina + Resistance) as people dive for cover to avoid the splinters.
Masts reinforced through spells or Charms may survive the spell. In such cases, the caster’s player attempts a reflexive (Wits + Occult) roll (treat this as part of the spell-casting process), with a difficulty equal to the Essence of the entity that reinforced the mast. Many First Age vessels bear reinforcements that draw on the little god of the vessel itself. For this purpose alone, treat the ship’s god as having an Essence of 4.
Masts made of the magical materials are immune to this spell. Attempts to target other parts of the ship fail. The spell attacks only the mast. Sorcerers in the West or working for the Realm navy have devised variations that target oars (to cripple galleys) or the hull—but both pirates and naval officers alike often prefer to capture a ship than to send it to the bottom.
White Treatises 52
Mists of Eventide
Cost: 15m
Summary:
The sorcerer creates a spreading mist that lulls most living creatures into a deep, magical sleep lasting until two sunrises pass. Though victims can be forcibly awakened, they remain heavily impaired, gain no restorative benefit from the slumber, and are rendered immune to dream-based effects.
Full-Text:The sorcerer focuses her Essence onto a visible point up to 50 yards away and makes the Sign of the Gates of Eventide, the metaphorical “gates of sleep” through which all must pass to reach the lands of dream. Opalescent mist spreads from that point to fill an area five yards in radius. The mists induce a magical slumber. Exalts, spirits and other creatures with active Essence receive a (Stamina + Resistance) roll, difficulty of the caster’s permanent Essence, to resist the effects for five ticks. The spell does not affect Fair Folk, the dead, intangible spirits or automata. The mists appear for 15 ticks of combat time, during which they affect any creatures that touch them.
Victims sleep until the sun passes the horizon twice. Sleepers can be awakened forcibly, but they suffer a -3 internal penalty to all actions, as though drugged with a powerful narcotic. The awakened victim still must spend a point of Willpower to remain awake for a number of hours equal to his Stamina.
The magical sleep is not restful. Slumbering creatures regain neither Essence nor Willpower while they sleep, and they find themselves needing normal sleep as if they had spent the time performing light labor. The magical sleep is also dreamless: Its targets are immune to effects that cause nightmares or otherwise rely on dreams to work.
White Treatises 53
Open the Spirit Door
Cost: 15m+
Summary:
The sorcerer draws on ambient Essence to slip herself and chosen companions through a spirit’s sanctum entrance, stepping directly into the god’s Elsewhere domain. The group may remain until the next sunrise or sunset unless expelled by the sanctum’s owner, making the spell a powerful but risky means of intrusion.
Full-Text:Tugging on the spiritual Essence that impregnates the world, the character pulls it through herself and anyone else she chooses. As the sorcerer casts this spell, she must stand within three yards of an entrance to a spirit’s sanctum. The caster and her allies vanish into her fading anima, and reappear just inside the entrance. They can remain in the sanctum until the sun next crosses the horizon or the sorcerer recasts this spell—if the sanctum’s owner doesn’t force them out.
CHARM CONCEPT: SPIRIT DOORS
The gods of the Terrestrial Hierarchy keep their sanctums in Creation. The sanctum itself is in Elsewhere, but every such sanctum has at least once doorway by which a dematerialized spirit can enter and leave. A spirit entryway may be anything from an actual, obvious door to a few tree branches that cross each other like a doorframe. Madame Marthesine of the Lost, for example, keeps the entrance to her sanctum in a sack that she carries. Yu-Shan, the Heavenly City, is itself one vast sanctum, and if the sorcerer can find one of its 61 gates, then she can use this spell to enter.
A character who suspects that she’s close to a sanctum’s entrance may find it by succeeding on a (Perception + Occult) roll against a difficulty of 3 (assuming, of course, anything’s there). Just walking in is rarely easy, however. Spirits protect their homes carefully and seldom welcome surprise intruders. For instance, anyone who passes one of the 61 gates of sacred Yu-Shan finds it guarded by nine great celestial lions of living orichalcum—three on one side, six more on the other. These lions are more than a match for a Solar circle that cannot at once offer a good reason for its intrusion.
White Treatises 54
Paralyzing Contradiction
Cost: 15m
Summary:
The sorcerer unleashes an impossible koan that overwhelms the minds of nearby intelligent beings, forcing them to focus entirely on solving the riddle. Victims are effectively stalled until they solve it, are attacked, or the scene ends, making the spell a potent tool for mass distraction and control.
Full-Text:The sorcerer suffuses one of the Ineffable Koans with magical power, forcing the minds of sentient beings to do nothing else but ponder an impossible riddle. Speaking the koan, the sorcerer releases white Essence. This power forms over the sorcerer’s head a sigil that represents the mystery of the koan. The spell affects all sentient creatures within 50 yards (except automata) who see the sigil or hear the caster’s words, and have an Intelligence greater than 1. (Stupid people don’t realize there’s a puzzle.)
Solving this koan requires an extended (Intelligence + Lore) roll with a difficulty equal to the sorcerer’s Essence and total successes required equal to the sorcerer’s Lore. Characters cannot flurry this miscellaneous action. Each creature must find an answer within himself: Anyone else’s solution sounds absurd. A character who struggles to solve the koan still gains the benefits of his DV with penalties for actions used trying to solve the koan, as appropriate), but is not further penalized.
If a person is attacked while struggling to unriddle the koan, he is freed from the spell. Paralyzing Contradiction otherwise ends when it is countered, when the sorcerer dies, when all targets solve the koan or when the scene ends. When the spell ends, the sigil above the sorcerer’s head snuffs out.
White Treatises 54
Peacock Shadow Eyes
Cost: 10m
Summary:
The sorcerer ensnares a nearby target with a mesmerizing gaze, compelling them to accept spoken suggestions as truth for several minutes. The victim later recalls the exchange as normal conversation, retaining the implanted beliefs unless they are painstakingly disproven.
Full-Text:The sorcerer’s eyes glow with iridescent flame that holds the gaze of a target up to 10 yards away, compelling him to stunned silence. The sorcerer’s player rolls (Wits + Occult). If the result exceeds the target’s Dodge MDV, the hypnotized target believes anything the sorcerer says in the next five minutes and remembers the suggestions as his own memory—an unnatural mental influence. When the five minutes are up, an auxiliary Illusion effect convinces the target he had a normal conversation with the sorcerer, while continuing to believe what the sorcerer told him.
Someone presenting evidence contrary to what the target believes may unravel this spell. This calls for Investigation-based social attacks on the target, as though reducing an Intimacy. Breaking the unnatural mental influence requires a number of successful attempts equal to the sorcerer’s permanent Essence.
White Treatises 55
Personal Tempest
Cost: 15m
Summary:
The sorcerer becomes the calm center of a fierce nexus of winds that drastically hampers incoming attacks, treating her as behind heavy cover for a scene. While the winds slow her movement, the spell can also shield small military units when cast more deliberately.
Full-Text:The sorcerer performs the Five Winds Nexus Gesture, making her the center of a confluence of strong winds. Her clothing whips about in winds that only people standing very close to her can feel. These winds last one scene, until dismissed or until the caster is incapacitated.
The magic winds cut the sorcerer’s movement rate in half, due to resistance. Yet attacks made against the sorcerer, from archery to grapples, treat her as behind 90% hard cover. The spell can be used in war. If the sorcerer increases its casting time to long ticks, Personal Tempest can protect a unit with a Magnitude no greater than her Essence as though they were behind 50% hard cover.
White Treatises 55
Plague of the Bronze Snakes
Cost: 15m
Summary:
Cast at night, the sorcerer summons a nest of bronze serpents that roam for several nights, seeking out livestock and other domesticated animals to bite. Their venom inflicts horrific agony and petrifies victims into granite, before the serpents retreat by dawn and eventually decay into metal fragments.
Full-Text:This spell can be cast only at night. Speaking the sibilant Verdigris Serpent Chant, the sorcerer makes the Sign of the Hammer. His Essence coalesces into a great brass mallet, decorated with twining serpents. He strikes the ground once, twice, thrice to cast the sorcery. On the third strike, the hammer opens a hole in the ground and is swallowed up.
Three heartbeats later, a number of bronze serpents equal to (caster’s Willpower x 2) wriggle out of the hole, encircle the sorcerer and bow to him. Then they slither away, moving up to as many miles from their hole as the caster has dots of Occult. Motion attracts the serpents, though they bite only livestock and other domesticated animals. Their bite injects magical venom that turns their victims to granite after a period of excruciating pain. The snakes return to their hole after biting one target, or shortly before sunrise, and wait for the following night. They never venture out during the day.
These serpents remain active for a number of nights equal to the caster’s Essence. If they have not been destroyed before the spell’s duration ends, the snakes return to their den and decompose into tarnished metal segments.
BRONZE SNAKE
Motivation: To bite livestock
Attributes: Strength 1, Dexterity 5, Stamina 4, Charisma 1, Manipulation 1, Appearance 3, Perception 2, Intelligence 1, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Athletics 2, Awareness 3, Dodge 5, Martial Arts 3, Resistance 3, Stealth 5 (In Tall Grasses +3)
Join Battle: 6
Attacks:
Bite: Speed 4, Accuracy 8, Damage 1L + poison, Parry DV —, Rate 2
Soak: 10L/10B (Bronze scales, 8L/6B)
Health Levels: -0/-0/-0/Incap
Dodge DV: 5 Willpower: 10 (0 against sorcerer)
Essence: 1
Other Notes: The cunning serpents know the best time to strike. They prefer to wait until there are no humans around before biting, and they try to attack from surprise. Bronze snake venom has the following traits:
Damage 10L, Toxicity 5, Tolerance —/—,
Penalty -6
Creatures slain by bronze snake venom become granite statues, frozen in a position of absolute agony. Even if the victim survives, it endures incredible pain and continues to suffer the penalty for eight hours afterward. The venom does not affect automaton beasts such as the horse that travels land and water (p. 48) or the hound of the five winds (p. 49).
White Treatises 55
Private Plaza of Downcast Eyes
Cost: 20m+
Summary:
After a long ritual walk, the sorcerer wards an area against all scrying and teleportation, preventing supernatural sight or instant travel into or out of the space for several days. The barrier can be renewed by knowledgeable sorcerers and causes blocked effects to fail silently, with Essence spent but no movement or perception gained.
Full-Text:This spell wards a place against scrying and teleportation. It takes six hours to cast and requires the sorcerer make a procession through all of the areas to be warded, circling the area again and again for the duration of the casting. As he walks, the sorcerer sprinkles ground glass along the boundary and makes the Mudra of Separation. The spell wards an area with a radius equal to the sorcerer’s (Occult + Essence) in yards.
Once cast, the spell remains in place for a number of days equal to (Occult + Essence). At any point during the spell’s duration, any sorcerer who knows Private Plaza of Downcast Eyes may renew the spell, using a lesser variant of the ritual that takes one hour and another 20 motes. This resets the duration of the spell to the new sorcerer’s (Occult + Essence), but the actual effect and area of the spell itself remain set by the original sorcerer.
The completed spell blocks any effect that allows clairvoyance or translocation into or out of the area. This prohibition includes any Charm, spell or supernatural power that enables a user’s senses to perceive a location outside the bounds of mundane perception. Likewise, any effects—including spells such as The Faithful Ally (see pp. 70-71) or Charms such as Hurry Home—that would allow teleportation into or out of the warded area fail. Subjects are not transported to the border of the warding, they simply never leave their original location without explanation and with full expenditure of Essence. Only Black Faith (see The Black Treatise, p. 49) can trump this spell.
White Treatises 55
Purifying Flames
Cost: 20m
Summary:
The sorcerer unleashes a heatless white fire that cleanses corruption, halting decay and neutralizing all non-magical poisons in food, water, or a creature’s body. While it prevents further harm from toxins, it does not restore damage already suffered.
Full-Text:The sorcerer closes her eyes and flares her anima, forcing it through the strength of her will to assume the form of a blazing white, heatless flame. The flame surges from her body and seeks out any poison, corruption and toxicity that dare offend the sorcerer’s presence. Purifying Flames halts all decay and destroys all non-magical poisons within enough food and drink to feed 12 people in one meal or else cleanses a single fouled well or self-contained water source. It neutralizes any non-magical poison already within a creature’s body, preventing any further damage or negative effects, but it does not heal damage already taken. Purified characters expel the neutralized poison by vomiting it or by sweating it out through their pores.
White Treatises 56
Raising the Earth's Bones
Cost: 25m
Summary:
The sorcerer rapidly reshapes earth and stone to create trenches, berms, walls, and buildings across a large marked area, allowing armies to fortify or alter a battlefield in minutes. The resulting earthworks are mundane once formed, permanent, and limited only by terrain and scale.
Full-Text:The military forces of both Lookshy and the Realm make frequent use of this spell, which enables military sorcerers to raise earthworks and stone walls for defensive positions or otherwise to reshape a battlefield to their advantage. The sorcerer first marks out the area he wants to affect by driving cut sapling branches into the ground and infusing them with his anima. He can do so up to ([Intelligence + War + Essence] x 10) yards in any direction. The sorcerer also paces along the line of any berms, mottes, buildings or trenches he wishes to construct. The area must also be cleared of any creature larger than a rabbit.
When the sorcerer casts the spell, he visualizes the structure he wants to create. The paced lines and sapling poles glow ocher-yellow as earth and stone flow like wax to shape themselves into the proper forms. Casting the sorcery is a five-minute dramatic action. No structure raised by this spell can exceed three stories in height or depth, and available materials limit the sorcerer. He cannot raise stone walls in the bottomless sand-seas of the South, for instance. Once the structures exist, countermagic has no effect: They were shaped by sorcery but are not themselves magical.
White Treatises 56
Ritual of Elemental Empowerment
Cost: 30m+
Summary:
Through a half-day ritual, the sorcerer permanently imbues a small object with the power of a single element, granting it a specific elemental benediction such as lightness, durability, heat, fluid shape-changing, or self-repair. The enchantment replaces any prior magic on the item and draws on the Essence of the element itself or aiding elementals.
Full-Text:This spell imbues an object with the puissant Essence of one of the elements. This extensive ritual begins at dawn and continues until noon. The sorcerer requires a large quantity of the element being invested: for instance, a grove of trees, a large bonfire or a brisk wind.
The sorcerer purifies the object with incense smoke and salt water, then chants sutras of the appropriate Elemental Dragon over it. Modern sorcerers often draw from the Immaculate Texts but many Sidereals, surviving First Age Lunars and gods prefer epic poetry about the Elemental Dragons’ contributions to the overthrow of the Primordials. At the height of the ritual, the caster strikes the item five times—once for each of the Elemental Dragons—while speaking the Words of Elemental Binding over the object.
This lengthy and exhaustive process permanently imbues an object with certain elemental powers. The spell cannot be used on an item already imbued with any other magics. Additional enchantments can replace current benedictions but cannot add to them. The spell can empower objects that weigh up to (Essence x 5) pounds, plus an additional five pounds per five additional motes spent. Clothing, jewelry and weapons are the most common items. See the “Elemental Benedictions”(at the end of this description) for descriptions of these enchantments.
Elementals can help a sorcerer perform this rite. A number of elementals of the appropriate element—up to that equaling the sorcerer’s Essence—can assist the caster, though he must spend one point of Willpower during the ritual for every elemental past the first. The sorcerer and elementals add their Essence scores together to determine the maximum weight of the item to be enchanted. The spirits themselves fulfill the need for a large quantity of the desired element, as long as at least one elemental has an Essence of 3 or greater.
ELEMENTAL BENEDICTIONS
Most of the following abilities are permanent. Some functions of these abilities require the commitment of a mote of Essence or a point of Willpower. Benedictions endure for as long as the mote of Essence or point of Willpower remains committed.
Air: The benedictions of air are Lightness or Coldness. Items of Lightness have their weight reduced to one-fifth normal. Heavy clothing is like silk against the skin, weapons have their Speed rating reduced by one, armor reduces its mobility and fatigue penalties by one each. Items of Coldness shed cold with the commitment of a mote of Essence or a point of Willpower. Clothing and armor keep the wearer cool (granting +3 dice to Resistance rolls against hot environments), while weapons frost over and inflict +2 lethal damage from the cold.
Earth: The benediction of earth is Solidity. Items so blessed become stronger and do not wear out. Cloth is not easily cut or torn, glass becomes nearly unbreakable, weapons never rust or need sharpening, while armor gains +2L/+2B to its soaks.
Fire: The benedictions of fire are Insulation or Radiance. Items of Insulation become immune to fire. This provides no benefit to the wearer, but natural fire cannot damage the item itself. Items of Radiance shed heat with the commitment of a mote of Essence or a point of Willpower. Clothing and armor keep the wearer warm (granting +3 dice to Resistance rolls against cold weather), while weapons heat to incandescence and inflict +2 damage from the heat.
Water: The benediction of water is Fluidity. Items of Fluidity can change shape into an item of the same substance and mass in a form the bearer knows well. Clothing re-tailors itself, weapons can become unobtrusive items of similar size, armor can fold itself into a compact bundle. Changing shape does not repair damage to an object, however. Activating this ability requires investing the object with a mote of Essence or point of Willpower, and the object remains in its new form for as long as that investment remains committed.
Wood: The benediction of wood is Rejuvenation. Items of Rejuvenation heal themselves. Dents and cuts in armor seal up, clothing mends itself, weapons become like new after battle, a charcoal stylus used to write never wears away. As long as the item has not taken enough damage to destroy it outright, it heals one level per hour, and superficial damage disappears in minutes.
White Treatises 57
River of Blood
Cost: 15m+
Summary:
The sorcerer curses a flowing body of water, transforming it into a miles-long stream of blood for days, fouling the land and driving away life. The blight withers plants, poisons communities, and attracts undead and other malign forces to the tainted waterway.
Full-Text:The caster’s anima rises up as a deep vermilion serpent and strikes at a body of water no more than 500 yards away. The water turns into thick, red-black blood that flows downstream for a number of miles equal to the sorcerer’s Essence, plus one mile per additional three motes spent in casting this spell. River of Blood may not be cast on ponds, lakes, seas or other bodies of water of which the caster cannot see the other side or that do not flow somewhere else. It can be cast on canals, aqueducts, fountains or even indoor plumbing.
This transmutation lasts a number of days equal to the sorcerer’s Willpower. After the first six hours of the transmutations, plants within a mile of the blood-river begin to wither and die, for the blood-curse cannot nourish life. Beasts that live nearby flee for a healthier source of water, and the transformed water is useless as a source of nourishment, save for things that feed upon blood. The area soon reeks of rot and blood. Hungry ghosts and other unwholesome things are drawn to a cursed waterway. Mortals who remain within a mile of the afflicted water are likely to suffer consumption (see Exalted, p. 351).
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Shadow Summons
Cost: 15m
Summary:
Through a midnight-to-moonset ritual, the sorcerer rips a target’s shadow free and pins it within a pentagram. The captured shadow can either deliver a spoken message to the victim or be partially destroyed to inflict intense pain and long-lasting penalties before slowly reforming.
Full-Text:This ritual begins at midnight and continues until moonset. The sorcerer paints a pentagram of pitch and bile. He also needs an arcane link to his target. Walking the edge of the pentagram counterclockwise the sorcerer chants the name of his target with the Dirge of Shadows. This incantation is completed 55 times.
As this is done, the victim’s shadow is torn from her body and drawn to the caster. On the 55th repetition of the chant, the caster hurls a knife into the center of the pentagram, just as the shadow passes over that center. The knife pins the writhing shadow to the ground.
The shadow is trapped from moonset to sunrise. The sorcerer may use it in two ways. First, it may be used to deliver a message. The sorcerer speaks as long a message as he desires, provided he finishes by sunrise. Then he snatches up the knife, and the shadow speeds back to its owner, reattaching itself. When this happens, the target hears the full message.
The sorcerer may instead destroy the pinned shadow by mixing his Essence with the light of the rising sun, burning away its substance. This inflicts excruciating pain on the victim, who is immobilized in agony for one minute while the shadow fades away. For the rest of the week, while the shadow reforms, the target receives an internal penalty to all actions equal to the sorcerer’s permanent Essence. This wound penalty stacks with all other wound penalties. The pain fades after one week, though the shadow takes a full month to grow back to its full size and darkness.
White Treatises 58
Shadowy Simulacrums of Smoke
Cost: 15m
Summary:
The sorcerer conjures a stationary cloud of darkness filled with illusory figures that muffles sound and confuses sight, imposing penalties and causing attacks to frequently miss, strike phantoms, or even hit allies. The veil lasts for a scene unless dispersed, creating a hazardous, disorienting battlefield zone.
Full-Text:A black, obscuring cloud rises from the sorcerer’s anima, extending 15 yards from her person. Shadowy, distracting figures dart about within it. Sounds are muffled within the cloud, and their directions become unclear. Anyone other than the sorcerer within the cloud suffers a -1 external penalty to sight and hearing. Every time an affected character within the cloud attacks, his player must attempt a reflexive (Perception + Awareness) roll at a difficulty equal to the sorcerer’s Essence (and the -1 penalty still applies). On a success, he selects his intended target. On a failure, he attacks one of the simulacra and wastes his action. On a botch, he attacks the ally closest to him by mistake. If a character flurries multiple attacks against the same target, every subsequent attack in the flurry hits the same target, be it enemy, simulacrum or ally—but characters who attack undesired targets may abort flurries after the first attack.
The simulacra have no substance to them, and no health levels. They constantly disperse and reform within the cloud. The cloud endures for the entire scene or until the sorcerer disperses it. It does not move with the sorcerer, but remains centered on where she stood at the moment of casting. Regular winds won’t affect the cloud, but gusts of high-speed winds can shift its location at the Storyteller’s discretion. Sustained high-speed winds can disperse the cloud.
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Silent Words of Dreams and Nightmares
Cost: 10m
Summary:
Through a brief ritual using mirrors and incense, the sorcerer sends a crafted dream to a distant target. The dream can function as a subtle social attack—shaping beliefs, eroding resolve, or planting motivation—without the victim being able to resist while asleep.
Full-Text:This rite takes 10 minutes to perform. It requires a pair of silvered mirrors, incense made from rare lotuses (a Resources 3 purchase) and an arcane link to its target. The mirrors face each other with the arcane link between them. The sorcerer lights the incense. As she speaks the Five Words of Dreams, the incense smoke wafts toward the mirrors—and into them.
With this spell, the sorcerer can send the target any sort of dream. The caster’s player can roll (Manipulation + Occult), difficulty equal to the target’s Dodge MDV, to use the dream as an otherwise normal social attack. Applications including sending nightmares to erode Intimacies or “prophetic” dreams to convince the target to take a certain action. The dream-borne social attack may also prevent the victim from recovering Willpower the next morning. People cannot spend Willpower in their sleep to resist the spell’s effects. The caster may attempt a single social attack through each use of this spell.
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Slave-Spawn Summons
Cost: 20m+
Summary:
An Infernal sorcerer swiftly summons and attempts to bind a First Circle demon without the usual lengthy ritual, exploiting a brief sunset flaw in Creation’s wards. The spell can even steal demons from other masters through contested will, instilling terrified loyalty if successful, while failure usually drives the demon to flee rather than retaliate.
Full-Text:When the Yozis require the services of an inferior slave to attend them, they reach out across the infinitudes of existence and drag the creature through the folds of Elsewhere, teleporting it to attend them. This spell has the same cost and overall effects as the spell Demon of the First Circle (see Exalted, pp. 252-253) but does not require a lengthy ritual and may be accomplished in teh span of a normal Emerald Circle casting. Only sorcerers initiated via Infernal Charms may learn this spell.
The laws of fate and the warding power of the Unconquered Sun normally block this spell from working in Creation, Yu-Shan or any other realms where the Loom holds sway. However, a single crack opens at sunset each day through which a sorcerer can cast this spell. The spell functions in shadowlands as in Creation but does not work in the Underworld at all. As the Neverborn know too well, Primordials may scream for help or bellow orders in the barren darkness until the end of days and never be heard.
Demons bound by another casting of Slave-Spawn Summons may be stole away from their existing bindings traded for new enslavement to the sorcerer. The current master feels the attempt and may resist, requiring the usurping sorcerer to overcome the owner in opposed rolls as though attempting to bind the demon. Neither sorcerer may spend Essence on this contest, and stealing a demon does not remove the need for a second struggle to bind it when it arrives. Demons bound by this spell may be stolen with Demon of the First Circle using this same system, save that the Exalted thief may spend Essence to lower the current master's dice pool as if he were the demon being summoned.
When this spell successfully binds a demon, the creature instantly develops an Intimacy toward the caster with a context of terrified awe or reverence as desired, which cannot be weakened during the period of binding. When this spell fails to bind demons, most flee the sorcerer rather than attacking him for fear of reprisal under Cecelyne's law. Only the stupidest, maddest or strangest demons dare attack but the hordes of Malfeas hold no shortage of such monsters. The binding imposed by this spell is fully compatible with Abscissic binding rules (see The Books of Sorcery, Vol. V-The Roll of Glorious Divinity II, pp. 31-40).
MoEP: Infernals 165
Sleep of Stony Safety
Cost: 15m +5m/ally
Summary:
Cast at night, the sorcerer encloses a resting group within a protective sandstone dome that halts discomfort and allows safe sleep even in armor. The shelter endures until dawn or dismissal, alerting sleepers if attacked before crumbling away.
Full-Text:Sleep of Stony Safety takes a minute to cast and can be cast only at night. The sorcerer spreads fine white sand in a circle on the ground, large enough to encompass all the targets. The participants lie with their heads touching and their feet extended outward. The sorcerer chants the Irresistible Song of Stone used by earth elementals to while away the seasons. The white sand dissolves into a glowing mist that creeps upwards, arcing over the targets to solidify into a dome of white sandstone.
While within the sandstone dome, the participants of the spell can sleep even in the bulkiest armor, though the spell does not force slumber. Inconvenient natural processes are halted while participants rest in stone.
The dome has 15L/15B soak, 5L/5B Hardness and 25/30 health levels. If it is attacked, a soft chiming within the dome rouses the sorcerer and any other sleepers. Sleep of Stony Safety ends when dawn arrives or when the sorcerer wakes up and chooses to end the spell. The sleepers rise at that point, brought instantly to their feet as the dome crumbles into harmless sand.
White Treatises 60
Song of the Waves
Cost: 20m
Summary:
The sorcerer conjures a roaring phantom wave and elemental steed that drives a target into a magically induced frenzy, forcing them to spend actions attacking the sorcerer’s enemies. The effect can be resisted with great effort, and the victim later remembers both their actions and the caster’s role.
Full-Text:The sorcerer’s anima flares upward to form a great phantom wave behind her. From it emerges the watery head and forelimbs of a huge horse that blasts the intended victim with a stream of water and earsplitting symphonic noise. The weird, cacophonous display enchants a target into a berserk but directed rage, driving him to attack the sorcerer’s enemies with abandon.
The sorcerer’s player rolls (Manipulation + Occult), adding a number of automatic successes equal to her Essence. For every success rolled over the target’s Dodge MDV, the target spends one action attacking the nearest enemy of the sorcerer. The target can resist this unnatural mental influence by paying four points of Willpower. After his last action under this Total Control effect, the target regains his self-control and remembers what he did—and who was responsible.
White Treatises 60
Sorceror's Irresistible Puppetry
Cost: 25m
Summary:
Through an hour-long ritual, the sorcerer prepares a living, Essence-bearing target for possession by creating a gemstone bound to their spirit. By later investing the gem, the sorcerer can seize full control of the victim’s body and memories for up to a day, at great personal risk, until the effect is resisted, dispelled, or the gem is destroyed.
Full-Text:This spell prepares a creature for later possession by a spirit. The subject either must be willing or unconscious and immobilized during the first part of this spell, which takes an hour to cast. The sorcerer binds the target in ritual paper inscribed with the One Hundred Sigils of the Cunning Puppeteer and burns incense placed around the target in the Pattern of Command. The materials for this ritual are a Resources 2 purchase and are consumed in the spell.
At the height of the ritual, the sorcerer directs his Essence to seize part of the target’s spirit and materialize it into a gemstone on the subject’s brow. This gemstone resembles a hearthstone. The sorcerer uses it later to seize control over the target. When pressed to the sorcerer’s brow, the jewel adheres automatically. It also fits into the hearthstone socket of an artifact attuned by the sorcerer. Doing so, however, grants no benefit beyond the ability to use the gem without touching it.
Charms such as All-Encompassing Sorcerer’s Sight do not reveal the target’s enchantment until the gem itself is used, though arcane senses register the gem as some sort of magical object. This spell works only on creatures with an Essence rating, and it has no effect on the undead, automata, plants and dematerialized spirits.
USING THE GEM
Cost: 20m (committed)
Target: The creature from which the gem was crafted To use the gem, the sorcerer invests it with 20 motes, as if it were an artifact. Doing so provokes a resisted and extended (Willpower + Essence) roll between the players of both sorcerer and target. The first side to acquire three net successes wins the contest.
If the target wins, roll her (Wits + Occult), difficulty equal to the sorcerer’s Essence, to realize that something just tried to control her. The sorcerer may not attempt to control the target again for another 24 hours. If the sorcerer wins, he takes complete control of the target’s body for 24 hours. In this state, he not only has access to the body but may also plumb the target’s memories. The sorcerer can use the target’s Abilities or his own, whichever are greater. The possessed victim retains her Strength, Dexterity, Stamina, Perception and Appearance, but she uses the sorcerer’s own Intelligence, Wits, Charisma and Manipulation. The sorcerer can also use any special, natural senses possessed by the target (including an animal’s senses, such as a hound’s sense of smell or a hawk’s sight). The sorcerer does not have access to any of the target’s magical abilities, spells or Charms, but he retains access to his own and can spend his own Essence to power them.
The caster and victim both cease normal recovery of Essence for as long as the sorcerer possesses the target. If the
target takes any damage, the sorcerer suffers an equal number of unsoakable bashing health levels. If the creature dies while possessed, the jewel shatters, the spell breaks, and the sorcerer wakes up, losing three points of Willpower.
While controlling the target, the sorcerer must remain in one place, concentrating the entire time. He may break his concentration and withdraw his consciousness at any point during that day, then re-occupy the target later during that 24-hour period. The target has no control or conscious knowledge of its possession during this period. If the sorcerer withdraws his consciousness, the target remains in one place, staring off in the distance, until he resumes control.
While the target is being controlled, the presence of the spell can be noticed by anyone viewing her with some form of Essence sight or magic detection whose player makes a (Perception + Occult) roll, difficulty of the sorcerer’s Essence. Those who succeed at this roll notice a strange overlay of ghostly Essence in an odd pattern over the target’s spirit, and characters who know this spell automatically recognize its use. Countermagic against either the gem or the possessed victim can break the spell and destroy the gem. Otherwise, the sorcerer retains the gem indefinitely.
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Spirit of Might
Cost: 10m+
Summary:
The sorcerer channels immense power through his anima, briefly achieving superhuman strength as his iconic anima aids his efforts. For several actions, he gains a massive bonus to feats of strength, which can be further enhanced by spending additional Essence.
Full-Text:The Invocation of the Titan channels magical power through the sorcerer’s anima, manifesting in his body as tremendous physical strength. For a number of actions equal to his Occult rating, the sorcerer’s strength is increased and his anima flares to full roaring manifestation. Iconic animas often seem to help perform these feats of strength, whether a great angelic being reaches down to help pull a door from its hinges, or a bear-totem anima helps the sorcerer push a boulder out of the way.
For the purposes of the Feats of Strength chart (see Exalted, p. 127), the sorcerer gains a bonus to his (Strength + Athletics) equal to his (Willpower + Essence). For every two additional motes spent on the spell, the sorcerer adds one to this bonus, to a maximum of +10 (for 30 motes).
White Treatises 61
Spirit Sword
Cost: 20m
Summary:
The sorcerer forges a blade from a shard of her own soul, creating a luminous weapon that lasts for a scene and reflects her Exalt nature. The sword strikes spirits directly—ignoring mundane armor and hitting dematerialized foes—but cannot parry ordinary weapons and is resisted only by Essence-infused arms or armor.
Full-Text:This spell uses the Sword-God Mudra, the sacred hand-sign that the least gods of all the swords in Creation make anytime one of the Incarnae takes up his or her blade. The spell’s Essence forges a shard of the caster’s own soul into a blade that shimmers with a thousand hues and rings like an iron bell when it strikes. The sorcerer may use either Melee or Occult to wield the sword, which lasts for one scene or until countered. The magical blade requires minimum Strength •.
The spirit sword reveals much about the caster: Solars create swords of magnificent golden opalescence, while Lunars evoke sleek weapons of shimmering moonlight. Abyssal blades are jagged black weapons of howling nothingness, and Sidereals wield rapiers of glimmering starlight. Dragon-Blooded sorcerers reveal their elemental affinity: blades of red flame, rippling water, polished wood, razor-like ice or chipped flint. Regardless, spirit swords have the same traits, as seen below.
The blade, as a thing of spirit, strikes only spirit. The sword can strike dematerialized spirits if the wielder can perceive them. Moreover, it passes through mundane armor to strike at the spirit-infused flesh of the target beneath it. By the same token, however, the blade cannot parry mundane weapons. Any weapon or armor crafted of the magical materials and/or which is committed using Essence provides defense against the spirit sword, because it carries the spiritual Essence of its owner.
SPIRIT SWORD Speed Accuracy Damage Defense Rate Tags 4 +2 (Willpower)L +2 3 —
White Treatises 61
Spoke the Wooden Face
Cost: 10m +5m to activate
Summary:
The sorcerer carves her likeness into a living tree, creating a permanent conduit through which she can remotely see, hear, and speak from anywhere in Creation. While using the wooden face she is unaware of her own body, making the spell powerful for long-distance communication but personally dangerous.
Full-Text:The sorcerer turns a tree into a conduit through which she may communicate over long distances. First, the sorcerer must carve a likeness of her face into a living tree. This ritual lasts from sundown to sunup, during which the sorcerer spends 10 motes and her player rolls (Dexterity + Craft [Wood]). Should the roll fail or the sorcerer be interrupted, the motes are lost. The sorcerer can try again the next night and need not select a new tree.
Thereafter, from any distance in Creation and for as long as the tree lives, the sorcerer may concentrate and spend five motes to see and hear from the carved image’s point of view and speak through its mouth. While inhabiting her wooden likeness, the sorcerer loses awareness of her body and surroundings, so all attacks upon her become unexpected. If she suffers such an attack and wants to maintain concentration, her player must succeed at a (Stamina + Resistance) roll with a difficulty equal to the levels of damage inflicted.
A sorcerer can place as many wooden faces as she wishes, and a single tree can host the faces of more than one sorcerer. Tales from the First Age tell of groves of trees covered in these carvings, used by sorcerers to converse at pre-scheduled times. Lunar Exalted sorcerers still enchant smaller groves in remote locations, enabling them to pass news across Creation.
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Sprouting Shackles of Doom
Cost: 10m
Summary:
The sorcerer animates nearby plant life into writhing vines that lash out and ensnare a distant foe, crushing them into incapacitation and holding them fast. The living restraints persist for a scene unless destroyed, dispelled, or dismissed.
Full-Text:The sorcerer casts this spell with the gesture that vines make as they climb. The Essence of the spell evokes a magical automaton from local vegetation, so that thick vines rise up and seize a target no more than 30 yards away. The spell can draw upon any plant life, as well as lichens and fungi, but fails if there are no suitable life forms in the area whatsoever.
The conjured tendrils seize the target in a clinch and squeeze until he is Incapacitated. After that, the tendrils simply hold the target. The magical vines have a reach equal to the caster's Essence in yards, and they continue to writhe and snatch at the target if he moves out of their reach. The sprouting shackles exist for a scene or until they are dispersed (by the sorcerer), dispelled or destroyed.
SHACKLES OF DOOM
Motivation: Constrict the sorcerer's foe.
Attributes: Strength 5, Dexterity 1, Stamina 6, Charisma 0, Manipulation 0, Appearance 0, Perception 3, Intelligence 0, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Awareness 3, Dodge 2, Martial Arts 3 (Clinch +3)
Join Battle: 6
Attacks:
Clinch: Speed 6, Accuracy 11, Damage 5B, Parry DV -, Rate 1, Range 30
Soak: 3L/6B
Health Levels: -0/-0/-0/-1/-1/-1/Incap
Dodge DV: 2 Willpower: 10
Essence: 1
White Treatises 62
Sting of the Ice Hornet
Cost: 15m
Summary:
The sorcerer hurls a pursuing swarm of razor-sharp ice shards that relentlessly chase a visible target, bypassing cover and striking with devastating lethal force. The attack is hard to evade, cannot be parried, and persists until it hits, loses its quarry, or melts away moments later.
Full-Text:The sorcerer evokes a grayish cloud of Essence, speaks the Word of Sudden Frost-which deities in the North use to create blizzards-and points at a visible target within 300 yards. The Essence crystallizes into a swarm of ice shards that launch themselves at the target. These ice shards are about four inches long and half an inch thick. Although they shatter against steel, these slivers can chip stone surfaces and pierce wood up to one inch thick.
The sorcerer's player rolls (Perception + Occult) as an attack, adding a number of automatic successes equal to his Essence. This attack cannot be parried, and Dodge DVs decrease by two against it. The swarm of ice needles inflicts 12 levels of lethal damage and travels at 20 yards per tick until it reaches its target. The shards can follow their target up to 500 yards from the sorcerer, ignoring cover and other obstacles in their flight. The ice hornets remain in existence until either they attack their target, the target moves out of range, or a maximum of 30 ticks has elapsed, at which point they melt away.
White Treatises 63
Stormrider Enchantment
Cost: 20m
Summary:
By tricking the spirits of a storm, the sorcerer shields a ship from lightning, flooding, and loss of course for up to three days or until the storm ends. The vessel may even gain speed from the storm, turning dangerous weather into a powerful advantage at sea.
Full-Text:On encountering a storm at sea, the sorcerer appeases the storm mothers by shaping a simulacrum of a red-haired woman from his own anima and casting it out of the ship. It's a cheat, but by fooling a storm mother for a moment, the sorcerer can steal some of her power. For three days or until the end of the storm (whichever comes first), the ship is immune to the storm mothers' wrath. Lightning does not strike it, nor does water drag it down. It will not even sail off course as long as the helmsman succeeds at a ([Wits or Stamina] + Sail) roll, difficulty dependent on the storm's ferocity. Indeed, if the storm follows the vessel's charted course, it will speed the journey by a few days. The Realm's navy once got the drop on Skullstone Archipelago privateers when an entire battle fleet rode a fortunate hurricane to arrive a week before it was expected.
White Treatises 64
Stormwind Rider
Cost: 15m
Summary:
Second Edition Core 254
Summon Elemental
Cost: 10m
Summary:
This spell functions like summoning a First Circle demon, but instead calls and binds an elemental through a shorter, more flexible ritual. The elemental serves only briefly and is easier to banish if binding fails, reflecting its lesser tolerance for long-term servitude.
Full-Text:This spell is much like Demon of the first Circle and uses, generally, the same rules, with the following exceptions:
- It summons an elemental and not a demon.
- It can be cast at any time - shaping the spell is a dramatic action requiring four hours of effort, but it need not start at sunset or end at midnight.
- The roll to banish the elemental if the binding fails is difficulty 1, not difficulty 3.
- The elemental will not serve for more than a lunar month, and it cannot be set to tasks that take longer than a year and a day. This effect is still an unnatural Seritude effect, and elementals do not spend Willpower to break free of it.
The kidnap and enslavement of elementals can outrage the Celestial Bureaucracy. Characters who mistreat their servants or bind the servants of powerful gods are likely to earn the ire of th espirit world. Elementals are seen somewhat as the 'poor relations' of the powerful gods of Heaven. A little mistreatment won't raise eyebrows, but callously burning out elemental servants for the sorcerer's purposes forces Heaven to act.
The Lawgiver chooses what elemental or species of elemental he summons. Certain elementals, important to the function of the world, have the right to send a proxy in answer to the sorcerer's call rather than answering it themselves.
Second Edition Core 254
Summoning the Harvest
Cost: 15m
Summary:
With a single tear, the sorcerer blesses the land, causing crops to ripen and animals to give birth within moments across a wide area. The spell guarantees abundance without harm, but can only be used once per year on the same land.
Full-Text:The sorcerer weeps a single tear and uses it to trace a glyph of Sextes Jylis on the ground. The tear imbues fertility into all the vegetation and animals within 50 yards of the caster. Within a minute, plants mature and bring forth bountiful crops, and pregnant animals birth their offspring. No affected living thing is harmed in any way by this spell. Summoning of the Harvest does not affect intelligent creatures. The spell can be used only once per year on the same patch of land. Additional attempts in that time fail automatically-even those cast by other sorcerers. Sorcerers often use this spell on areas afflicted with drought, as it forces a successful harvest even in the absence of proper irrigation.
White Treatises 64
Summon the Lesser Minions of the Eyeless
Cost: 25m
Summary:
Through a long, costly ritual, the sorcerer draws a small host of silent, faceless humanoid servants from Elsewhere, binding them into loyal service for up to a year and a day. These unsettling but capable minions obey without question, can be armed and armored, and crumble to foul dust when slain or replaced.
Full-Text:This spell requires a pool of expensive, black, scented oil (Resources 3) and a ritual lasting six hours. In the course of the ritual, the sorcerer reaches through the oil into Elsewhere and draws forth mewling, servile creatures long-banished from Creation. The creatures absorb the oil as the sorcerer pulls them through it, and once she calls forth a number of lesser minions equal to her (Charisma + Essence), the ritual ends and the oil is expended, save for the residue on her arms and hands.
The lesser minions of the Eyeless Face are humanoid in form. They have black skin like iridescent tar, set with ridges and protrusions-but their faces are smooth and white as maggots' skins, lacking facial features of any sort. Minions range from seven to four and a half feet tall. The whimpering they make during the summoning, before their bodies are fully set, is the last vocalization they will ever produce. They cannot speak, though they can see, hear, touch and smell as well as any mortal. To communicate, they dance, pantomime and cringe in unnaturally expressive fashion.
The lesser minions are naked and sexless when called, but they can use any equipment allowed by their Abilities and are sufficiently plastic to squeeze into any reasonably sized armor. A sorcerer can have only one batch of lesser minions under her control at a time. Once pulled from Elsewhere, minions live for a year and a day, or until slain, or until the sorcerer casts the spell again to call a new batch. Upon death, they crumble into stinking dust.
LESSER MINION OF THE EYELESS FACE
Motivation: Serve the sorcerer who pulled it from imprisonment
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 1, Manipulation 2, Appearance 0, Perception 2, Intelligence 2, Wits 3
Virtues: Compassion 1, Conviction 3, Temperance 2, Valor 4
Abilities: Athletics 3, Awareness 2, Dodge 4, Linguistics 1 (Pantomime +3), Martial Arts 2, Melee 3, Presence 2, Ride 1, Stealth 2, War 3
Join Battle: 5
Attacks:
Punch: Speed 5, Accuracy 6, Damage 3B, Parry DV 3, Rate 3
Kick: Speed 5, Accuracy 5, Damage 6B, Parry DV 1, Rate 2
Clinch: Speed 6, Accuracy 5, Damage 3B, Parry DV -, Rate 1
Soak: 5L/5B (Rubbery hide, 4L/2B)
Health Levels: -0/-0/-0/-1/-1/-2/-4/Incap
Dodge DV: 3 Willpower: 7
Essence: 1
Other Notes: A lesser minion does not bleed, suffer from infection or from Poison or Sickness effects, but it cannot heal or be healed.
White Treatises 65
Sworn Brother's Oath
Cost: 10m +1m/each Exalt bound
Summary:
Through a lengthy ritual, the sorcerer binds a group of Exalts into a permanent mystical brotherhood, granting them shared awareness of one another, enhanced ability to aid each other, and powerful loyalty constraints. The strength of the bond depends on the ritual’s success and can deepen over time, but at great personal cost and with increasingly unsettling effects on the members’ individuality.
Full-Text:This Terrestrial Circle spell binds the Essences of a group of Exalts together and is used in the creation of sworn brotherhoods. The ritual takes one hour for a pair of Exalts, plus one hour for each additional Exalt. The sorcerer does not have to be one of the Exalted bound by the spell. Once the spell is cast, the sorcerer’s player makes an (Intelligence + Occult) roll. The number of successes scored creates a new trait for the members of the sworn brotherhood, Oathbond, which reflects the strength of the spiritual bond between the members of the brotherhood. This trait has a number of effects on those who share the bond.
- Familiarity: Members of a sworn brotherhood are aware of each others’ location. As long as a member of the brotherhood is within (Oathbond x 10) yards of another member, she knows exactly where he is. Beyond this range, a member’s player can make an Essence roll as a diceless action for the Exalt to get an idea of the direction and range to any other member. One success gives the sister a general idea of distance and direction, three is suffi cient to get an accurate read on range and bearing, and five successes tell the sister exactly where her brother is.
- Devotion: Each member of the sworn brotherhood gains a Devotion dice pool, equal to their Oathbond rating, which refreshes once per story. These dice can be used—in any amount—on actions undertaken with the deliberate purpose of aiding another member of the brotherhood.
- Loyalty: A character must score successes equal to his Oathbond on an extended Conviction roll to take any action that he knows will harm—mentally, emotionally or physically—another member of his brotherhood. Each time this action is taken, it reduces his Oathbond rating by one. If this reduces the Oathbond to 0, the character is no longer part of the brotherhood—in any magical way, at least.
A sorcerer is limited to binding no more Dragon Bloods into a single sworn brotherhood than an amount equal to twice his Essence, and an Exalt cannot be a member of more than one brotherhood. If the spell is cast upon someone who is already a member of a sworn brotherhood, the target’s Oathbond rating is used as a difficulty modifi er for the ritual. Only those successes in excess of (the sworn character’s Oathbond + 1) are counted in the new Oath. If no successes are rolled, the spell fails completely.
The effects of this spell are permanent, but if one or more members reduce their Oathbond to 0, the spell has no further effect on them. The Oathbond can be re-implemented, strengthening and deepening the bonds between members, but the cost is high. Each member must sacrifi ce a dot of permanent Willpower, and the caster of the spell sacrifi ces a dot of Permanent Essence in order to re-cast an existing Sworn Brothers’ Oath. (These dots can be re-purchased later with experience.) Under no circumstances can a character’s Oathbond rating exceed five times the Permanent Essence of the lowest Essence character in the brotherhood. Successes in excess of this rating are simply lost.
Brotherhoods with Oathbond ratings higher than 10 are extremely uncommon and considered unnerving by others, as the bonds between the members begin to permeate all aspects of their lives. Extremely strong brotherhoods begin to act in disturbingly similar fashion. They do not lose their individual personalities, but unconscious habits, mannerisms, preferences and other traits blend and merge, giving the members an eerie sameness to their behavior.
MoEP: Dragon-Blooded 122
The Eye and the Mouth
Cost: 15m
Summary:
The sorcerer summons a disembodied eye and mouth of light that can read and aloud translate any written text for a short time. Their service is limited and exacting, refusing repetition or extended use beyond a few minutes each day.
Full-Text:Drawing from ancient bargains, the sorcerer evokes a disembodied mouth and eye of golden light. The golden eye can read any text (though not codes or ciphers) and the mouth can translate and recite whatever the eye reads. The mouth will pause in its dictation if the sorcerer asks, but it will not translate the same text twice for a single sorcerer, nor repeat itself if the sorcerer mishears or is distracted during the translation. The eye and the mouth consent to only 10 minutes of servitude per day before they return whence they came.
White Treatises 45
The Horse that Travels Earth and Water
Cost: 10m
Summary:
The sorcerer summons a tireless elemental warhorse whose color reflects the nearest Elemental Pole, able to gallop across land and sea without fatigue. Obedient and fearless, it serves until the next sunrise or sunset before dissolving back into wind.
Full-Text:As the sorcerer makes the Sign of the Horseman, the winds in his area converge in the bubble of Essence before him. The Essence takes a hue that indicates the nearest Elemental Pole—red in the South, blue in the North, green in the East, black in the West and white nearest the Imperial Mountain—and then forms itself into a horse-shaped automaton. The horse’s coat matches the bubble of Essence whence it came, though its mane and tail are either black or white.
The horse lands next to the caster, tossing and stamping, eager to be ridden. It serves as a perfectly trained war-horse (control rating 0). The stallion never tires and gallops over water as easily as land. It can travel at its full speed until the sun next crosses the horizon (whether rising or setting), at which point it dissipates into colored wind and is gone.
When using the “Average Travel Times” table on p. 264 of Exalted, the horse that travels earth and water is considered “horseback, tireless” and treats all water as land of the same terrain type.
In combat, the stallion is fearless. It can carry another rider, but the sorcerer must command it to do so and give it a destination. The horse then moves at full speed toward that destination, regardless of what its passenger wishes. It ignores attempts to redirect it. If the passenger falls or jumps from the stallion’s saddle, the horse dissipates, its purpose fulfilled. The automaton does not like being used as a pack mount. Should someone try to use it as such, the creature’s control rating increases to 3.
THE HORSE THAT TRAVELS EARTH AND WATER
Motivation: To carry the sorcerer to his destination.
Attributes: Strength 6, Dexterity 5, Stamina 5, Charisma 2, Manipulation 1, Appearance 4, Perception 3, Intelligence 2, Wits 2
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Athletics 4, Awareness 3, Dodge 2, Martial Arts 3, Presence 2 (Intimidation +1), Resistance 5, War 2
Join Battle: 5
Attacks:
Bite: Speed 6, Accuracy 10, Damage 6L, Parry DV —, Rate 1
Kick: Speed 4, Accuracy 8, Damage 8L, Parry DV 4, Rate 2
Soak: 5L/5B (Elemental hide, 3L/0B)
Health Levels: -0/-0/-0/-1/-1/-2/-2/-4/Incapacitated
Dodge DV: 4 Willpower: 10 (0 against sorcerer)
Essence: 2 Essence Pool: 10
Other Notes: The horse that travels earth and water can make a magical flurry of a number of attacks equal to the caster’s Essence by spending five motes. It also heals at a rate of 1B/10 ticks and 1L/20 ticks, as long as it can run while doing so. It cannot regain motes on its own. The steed has a finite pool, though it can receive Essence given through Charms such as Essence-Lending Method or artifacts that accomplish that task.
White Treatises 48
The Parting of the Seas
Cost: 20m
Summary:
The sorcerer summons phantom giant twins who hold back a chosen body of water, creating a long, dry trench through rivers or seas. The effect lasts only while she maintains concentration, allowing passage across water but risking catastrophic collapse if her focus fails.
Full-Text:Her arms spread wide and her face held skyward, the sorcerer calls up the behemoth Genai, who appears in his aspect as twin phantom giants. The twins wade into a body of water of the sorcerer’s choice and split it in two. Each holds back one wall of water as if it were solid, leaving the ground between them dry. Rivers continue to flow even if Genai seems to block them off—the water mystically flows from one side of the trench to the other without passing through the space in between. This effect does not carry over to things living in the water or boats traversing its surface.
The dry trench is a number of yards wide equal to the sorcerer’s Essence and up to (Essence x 100) yards long. The giants hold the water back for as long as the sorcerer concentrates: She may travel and converse, but not engage in any strenuous activity such as combat. If the sorcerer wishes, the giants can walk alongside her, parting the water before her and letting it rejoin behind her. In RY 400, Ragara Kyrol, a then-notable Dragon-Blooded sorcerer, crossed the Inland Sea without a vehicle in this manner, using Charms to negate her need for sleep. Two years later, her twin brother and rival Ragara Disagu attempted the same feat, lost concentration halfway and died, crushed below millions of tons of falling water. Anyone caught in the trench when it collapses is subject to damage, ranging from light in the case of a shallow stream to instantly fatal in the case of an ocean. The actual damage inflicted is up to the Storyteller.
White Treatises 55
The Ravenous Fire
Cost: 15m
Summary:
The sorcerer unleashes an eerie, cold flame that consumes nonliving mundane materials—burning wood, stone, and metal to ash while leaving living beings, magical materials, and enchanted objects unharmed. The fire devours a large volume before dying out and can only be stopped early by countermagic.
Full-Text:The sorcerer’s Essence flares around him, and he makes the sign of Essence Consumed over an object. A jet of blue-white flame leaps up to a yard from his fingertips to ignite the target of the spell. Wood sears to ash. Stone softens and burns like wax, while metals crumble to ash and slage.
The flames consume the material to which they were originally set but leave other substances alone. For example, setting fire thus to the stone in a statue crafted of marble, silver and emerald leaves a pile of melted, seared stone, with undestroyed silver and emeralds among the slag. Nor can the fire consume enchanted objects, the magical materials or anything alive. The flames feel icy cold but cannot harm living flesh.
The Ravenous Fire consumes up to 27 cubic feet of material (about the size of a human-sized statue and its base) per dot of the sorcerer’s permanent Essence. The fire gutters out once it devours this amount of material. Only countermagic can extinguish it before then.
White Treatises 56
The Sacred Tongue
Cost: 10m
Summary:
The sorcerer dons a golden Essence mask that translates all speech between himself and others into a universal mystic language understood by all. While active, his words carry subtle supernatural authority, lowering listeners’ resistance and inspiring awe until the next sunrise or sunset.
Full-Text:The Eternal Word belongs to no known language but is recognizable as a word of power in all tongues. Upon casting this spell, the sorcerer invokes that word and shapes the Essence of this spell into a mask of dusky gold that covers his ears and the lower half of his face.
When the caster speaks, the lips of the mask move to convert his words to the strange, echoing cadences of a mystic language. Everyone who hears the caster understands his words, though no one could mistake them for mundane speech. Likewise, the mask translates words spoken by others into the Sacred Tongue so the sorcerer can understand them.
The power of this spell gives the sorcerer’s words some minor magical power in and of themselves. When he makes a social attack using The Sacred Tongue, the MDVs of his listeners decrease by one. Other people treat the sorcerer with respect, awe and fear. This spell lasts until the sun next crosses the horizon or until the caster dispels it.
White Treatises 58
The Spy Who Walks in Darkness
Cost: 15m +5m activation
Summary:
Through a full-moon ritual, the sorcerer transforms his own shadow into a silent, cunning automaton that serves as a scout, assassin, and infiltrator for several days. The sorcerer can possess the shadow to act through it, but doing so leaves his body helpless and risks painful backlash if the spy is destroyed.
Full-Text:The sorcerer transforms his own shadow into an automaton extension of his will. This ritual takes three hours to cast, requires the aid of an assistant and must be performed on the night of the full moon.
The sorcerer stands with his back to the full moon, casting a shadow on the floor in front of him. His assistant paints his shadow with a black paste of pitch, frankincense and clay from a cave that has never seen the sun's light (a Resources 2 purchase). The caster infuses the shape with the spell's Essence and invokes Five Days' Darkness, the shadow-progeny of the Unconquered Sun, as the assistant sets the painted shape on fire. The painted shadow burns for fi ve minutes with a gray, darkening luminescence until the shadow automaton rises, still smoking, to bow before its master.
The darkling servant looks like an inky black, elongated version of the caster, without facial features or distinguishing marks, soft yet solid to the touch. The shadow automaton lasts for a number of days equal to the caster's (Intelligence + Occult). During this time, the sorcerer casts no shadow.
At the end of the spell's duration, the automaton collapses into a puddle of wet clay, and the caster's normal shadow reappears. If the spell is countered or the spy slain, the caster loses one point of temporary Willpower and takes two levels of bashing damage. His shadow returns, though it shows signs of damage that heals over the course of the spell's remaining duration.
USING THE SPY
Cost: 5m
Target: The shadow automaton
Anytime during the shadow automaton's existence, the sorcerer may spend five motes to possess it. While possessing the spy, the caster may take no other actions and is oblivious to his surroundings.
The spy who walks in darkness is almost invisible when it moves among other mundane shadows. It can slip through cracks in doors and through windowsills to get to its target. While in possession of the automaton, the sorcerer uses its Physical and Social Attributes and his own Abilities. He cannot use his Charms but may draw on his own Essence pool to cast spells that do notrequire long rituals or preparation. The sorcerer also has access to the automaton's inherent Charms, but he must use the automaton's Essence to power them.
If the sorcerer occupies the spy when it is destroyed, his consciousness flashes back into his body. He suffers levels of bashing damage equal to the total damage taken by the spy. He also loses two points of temporary Willpower. This loss replaces the normal loss indicated previously.
THE SPY WHO WALKS IN DARKNESS
Motivation: To serve the sorcerer
Attributes: Strength 1, Dexterity 3, Stamina 2; Charisma 1, Manipulation 2, Appearance 1; Perception 4, Intelligence 3, Wits 2
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Awareness 3, Dodge 5, Investigation 2, Larceny 4, Martial Arts 3 (Clinch +3), Stealth 5
Charms:
These 'Charms' are actually innate properties of the shadow-spy. Eclipse Castes and Moonshadow Castes cannot learn them.
Invasion of Darkness: For five motes, the shadow-spy can reflexively flatten itself and squeeze through passages that don't normally allow something of its size through. If air can pass through the gap, so can the spy. Magical wards and traps are still triggered by its passage. Using this power while grappling (or resisting a grapple) gives the automaton two additional successes, due to its malleable nature.
Swallow the Breath: For 10 motes, the automaton consumes the breath of those it clinches, suffocating them. Victims cannot cry out while the spy swallows their breath. Swallow the Breath inflicts two levels of lethal damage for every action that the spy maintains the clinch. This damage cannot be soaked.
Traverse the Depths of Night: The spy can step into one shadow and emerge from another at any destination within five miles. Doing so costs seven motes and one Willpower. It is a simple action, taking five ticks, with a -2 DV penalty. If there are no shadows within 100 yards of the spy's intended destination, the power fails and the motes spent to power it are lost. The automaton need not have seen the precise location where it wants to go. Its nature allows it to choose a direction and destination without prior knowledge.
Join Battle: 5
Attacks:
Punch: Speed 5, Accuracy 7, Damage 1B, Parry DV 4, Rate 3
Kick: Speed 5, Accuracy 6, Damage 4B, Parry DV 2, Rate 2
Clinch: Speed 6, Accuracy 9, Damage 1B, Parry DV -, Rate 1
Soak: 6L/6B
Health Levels: -0/-0/-0/-0/Incap
Dodge DV: 5 Willpower: 10 (0 vs. its master)
Essence: 2 Essence Pool: 35
Other Notes: Though the automaton cannot speak, the sorcerer who sends it on reconnaissance can possess it and experience what it has experienced. The spy understands all the sorcerer's orders and follows them to the letter. It is quite cunning and able to improvise in order to accomplish its missions.
White Treatises 62
The Titan's Icy Breath
Cost: 10m
Summary:
The sorcerer summons an icy giant that blasts a wide swath with freezing breath, encasing victims in ice before shattering it in a lethal burst. Those struck suffer lasting chill that slows movement and actions for the rest of the scene.
Full-Text:The sorcerer calls up the head and shoulders of an icy giant, which rises from the ground before her and exhales a stream of freezing air that solidifies into an icy shell around anyone caught within an area 10 yards wide and high, extending 100 yards from the caster. The titan bellows a second after the exhalation, shattering the ice, and then vanishes.
Roll the sorcerer's (Wits + Occult) and add a number of automatic successes equal to her Essence, as an attack against everyone in the spell's area. Characters cannot block this attack, though they may dodge it.
The spell has a raw (lethal) damage of six dice plus attack successes. Anyone who suffers even a single level of damage from this spell has his movement rates halved and the Speed of all his actions increased by one for the remainder of the scene. Multiple applications of this spell cannot add more than one, total, to the Speed of a character's actions or reduce his movement rate to less than half its normal value.
White Treatises 66
The Violent Opening of Closed Portals
Cost: 20m
Summary:
The sorcerer unleashes a surge of Essence that violently forces open or destroys all non-magical entrances in a single structure, blasting doors, gates, and windows apart. If no entrance exists, the spell bores a large oval opening through mundane material, but it cannot affect magically reinforced structures.
Full-Text:The sorcerer stamps the ground, and her Essence blasts out to force open all the non-magical entrances in a single structure she touches or stands within. Any portal blocked with material less durable than metal is destroyed. Windows shatter, wooden doors are blown to splinters, sturdier doors, and portcullises are blasted from their moorings. The spell affects the portals of a single structure. If the sorcerer casts this spell on the walls of a city, the city gates blow open, but the doors of the buildings in the city are not affected. Casting the spell while touching a barrier with no door opens an oval entrance two yards wide and three yards tall in front of the sorcerer, boring through up to (sorcerer's Essence x 10) feet of material.
This spell has no effect on materials reinforced through magic, such as Charms, sorcery, necromancy or thaumaturgy, including all materials used in First Age construction. The Essence channeled through manses also makes them immune-and many of the more important buildings in Creation are manses.
White Treatises 67
Theft of Memory
Cost: 15m
Summary:
By touching a victim with an emerald and subtle sorcery, the caster steals a specific memory and traps it within the gem, erasing it from the target’s mind. The captured memory can later be relived by anyone holding the gem, though the spell is difficult to conceal from magical senses and cannot be used in combat.
Full-Text:The Theft of Memory spell permits the sorcerer to snatch a memory from his victim, though it acts subtly-a rarity among spells. The sorcerer must bear an emerald (of at least Resources 2 value) in his hand and touch it to his target. He makes the Mudra of Remembrance and Forgetting with his other hand and releases the Essence of the spell. The spell's Essence display can manifest as any number of noticeable phenomena-simple alchemical pyrotechnics from a street performer, weather effects or the light of the sun playing across the area. In order to conceal the casting of this spell, the caster's player must succeed at a (Wits + Larceny) roll. People watching the scene realize the character just cast a spell if their players gain more successes on a (Perception + Occult) roll than the sorcerer's roll to conceal the spell.
Moreover, all the legerdemain in the world will not conceal this spell from creatures able to view the flows of Essence. To Essence sight or Charms such as All-Encompassing Sorcerer's Sight, it is very clear that the sorcerer just cast a spell.
The sorcerer must know what memory he wants to steal. When he touches his victim, his player rolls (Charisma + Occult) as a social attack against the target's Dodge MDV. If the attack succeeds, the target relives the memory for a moment and then it is gone, trapped in the gemstone. Failure indicates that the sorcerer does not steal that memory, cannot steal any other memory from that victim and suffers a -2 internal penalty on all Mental Attribute-based rolls for the rest of the scene. Theft of Memory cannot be cast in combat. Memories are either buried beneath the disciplined mind of a warrior or lost amid the fear most other creatures feel in such situations.
Once the gem contains a memory, any creature may clasp the gem to its forehead and concentrate to relive the memory. During this time, the creature can perform no other action and is unaware of sights and sounds around it, though physical contact can break the experience.
White Treatises 65
Thunder Wolf's Howl
Cost: 10m
Summary:
The sorcerer unleashes a devastating, unearthly howl that batters a wide area with concussive force, dealing unavoidable bashing damage that ignores armor and cripples fragile objects. Survivors are left deafened and badly disoriented, suffering severe action penalties for several moments afterward.
Full-Text:In the ancient days of the First Age, the great Lunar general Shu-lin hunted the behemoth Thunder Wolf, who roamed the Far North eating men and beast alike. Though Shu-lin wished to tame him, the two struggled, painting a snowy mountainside crimson, until they died. Shu-lin's widow created this spell in memory of the struggle.
The sorcerer shapes his Essence with the Howling Word the great Animal Fathers of the North used to warn of Thunder Wolf's approach. A terrible howl then rips through an area 20 yards in diameter, up to 100 yards away. The shock smashes fragile objects and pulps internal organs. This attack cannot be parried or dodged at all. The caster's player rolls (Intelligence + Occult) to inflict a number of levels of bashing damage equal to the character's (Essence + successes); the sonic attack ignores worn armor. Undead and inanimate objects receive only half their normal soak against the howl.
All living creatures in the area of effect are also deafened and disoriented. They suffer a -2 internal penalty on all actions for five ticks per success on the casting roll. The players of Exalted and other wielders of Essence may attempt a reflexive (Stamina + Resistance) roll. Each success on this roll reduces the period of disorientation by five ticks.
White Treatises 66
Unbreakable Bones of Stone
Cost: 20m
Summary:
By drawing on the perfected song of earth elementals, the sorcerer turns her bones to stone for two days. The transformation greatly increases her strength and toughness, reduces wound and fall damage, and gives her a heavy, granite-hued aspect.
Full-Text:The sorcerer begins the Irresistible Song of Stone, the song that earth elementals sing to themselves while they sit deep in the soil (also used in the Sleep of Stony Safety; see p. 60). She sings it wrong, however, and the local earth elementals-perfectionists unable to resist correcting such a thing-croon the song to her correctly. The sorcerer's silver-burning Essence absorbs the corrected song, turning the sorcerer's bones to stone until the sun crosses the horizon twice.
The spell adds an amount equal to the sorcerer's permanent Essence rating to her Strength and Stamina Attributes. Moreover, any wound penalties are halved, rounded down, for the duration of the spell. Any damage taken from falling is also cut in half, rounding up. The sorcerer's eyes turn the color of granite, her skin becomes cold, tough and ashen, and her weight increases by 50%.
White Treatises 66
Unconquerable Self
Cost: 1m
Summary:
The sorcerer annihilates himself in a silent surge of inward-turned Essence, erasing body, spirit, possessions, and even all trace of his existence from his Exaltation. The spell leaves only ash behind and can be cast even while bound or paralyzed, making it a final, irrevocable act of self-erasure.
Full-Text:Also called the Spell That Is Not A Spell, Unconquerable Self is actually a mangling of the processes of sorcery. The spell turns Essence inward, burning away the sorcerer until nothing remains but white ash.
With a silent act of will that is considered a Shape Terrestrial Circle Sorcery action, the savant gathers his Essence. He need not speak a word, nor gesture. The sorcerer can accomplish this while bound and gagged or paralyzed, as long as his mind is clear enough to concentrate. His anima flares iconic and terrible as Essence erupts from him, incinerating himself and all his possessions, including any artifacts to which he is attuned. He dies.
The caster's body and spirit are utterly consumed, leaving behind neither corpse nor ghost, though a Celestial Exaltation returns to Yu-Shan for eventual reassignment. No memories of that Exalt's incarnation remain for future hosts. The spell wipes all traces of the sorcerer's existence from the Exaltation. Objects in contact with the Exalt but not possessed by himare unharmed. Creatures who witness the event mightspend a moment blinded by the eruption of Essence,but otherwise take no damage.
Because this spell is absurdly simple, Unconquerable Self takes merely a day of training time and half the normal experience points to learn.
White Treatises 66
Unstoppable Fountain of the Depths
Cost: 20m
Summary:
The sorcerer cracks the earth to unleash a devastating surge of water that smashes and sweeps away everything in its path before settling into a pure, untainted stream. The initial torrent batters and carries off victims, then leaves behind a long-lasting, clean water source for days.
Full-Text:Shouting the Birthing Word of Rivers and unleashing the blue-tinged Essence of this spell, the caster strikes the ground with his foot, fist or weapon. The ground before him cracks open, and a roaring torrent of water gushes forth, flattening everything before it in an area three yards wide, two yards high and 20 yards long. The crushing force of the Unstoppable Fountain of the Depths lasts for 10 minutes, after which it slows to a gentle stream of pure water. This stream lasts for a number of days equal to the sorcerer's permanent Essence, during which time it cannot be poisoned or otherwise fouled, save by spells cast by a sorcerer or necromancer of greater Essence than the caster's own.
Anyone caught in the path of the birthing torrent could be swept away. The sorcerer's player rolls (Perception + Occult), adding a number of successes equal to his permanent Essence. This is the attack roll for the wave of water, using a base damage of 10B. The wave of water cannot be parried without the use of Charms. If the wave of water inflicts enough damage to result in a knockdown (see Exalted, p. 153), the difficulty to resist this effect is 5.
Those who suffer knockdown are caught up by the water and carried along. The players of such characters may roll (Strength + Athletics), with a difficulty equal to the caster's Occult rating, for their characters to stand up. Handholds in the area add up to three automatic successes to such attempts.
After the initial burst, the unstoppable fountain becomes an environmental effect three yards wide and extending 20 yards before the water's force dissipates-or maybe longer, if it flows down steep terrain. A creature caught in the path of the fountain, whether it remains standing or is swept along, suffers three levels of bashing damage (Trauma equal to the sorcerer's permanent Essence), which may be reduced as normal for environmental effects (see Exalted, p. 131).
White Treatises 67
Viridian Mantle of Underwater Journeys
Cost: 20m
Summary:
The sorcerer envelops herself and chosen allies in living seaweed that allows effortless breathing and movement underwater while providing slight natural protection. The mantle persists as long as the wearer remains submerged, flaking away harmlessly once they return to air.
Full-Text:This spell grants its caster and a number of willing targets equal to the caster's Essence the ability to move and breathe underwater without difficulty. The targets must stand or tread water while the sorcerer unleashes tendrils of Essence about them. The tendrils seek out aquatic plant life and transform it into fronds of sorcerous seaweed. As the sorcerer speaks the Ineffable Incantation of the Waves, the fronds envelop the targets and cover them like a second skin from head to toe. Filaments of the plant extend down each target's throat and into their lungs, a strange but painless experience.
While so covered, targets can breathe water without difficulty and may walk or swim at their normal movement rate. They may also apply the make haste bonus from Exalted p. 267 underwater.
The tough fronds also grant a +1L/+2B bonus to the creature's soak. This is considered a natural soak and slides beneath armor. Creatures who wear armor that is too restricting to permit this (i.e., those with mobility penalties exceeding -1 from armor) cannot be targets of this spell.
The Viridian Mantle lasts as long as the targets remain immersed in water. Once the spell is cast, they can range any distance from one another. Six ticks after a target leaves the water, the seaweed shrivels up and flakes off, leaving the target damp but unharmed.
White Treatises 68
Virtuous Guardian of Flame
Cost: 25m
Summary:
The sorcerer creates a floating flame-sword automaton that binds to a chosen bearer and fiercely defends them for a day, transforming into a shield or blade to parry melee or ranged attacks with exceptional reliability. The guardian never attacks, but burns those it blocks and provides a powerful alternative Parry DV until dismissed or dispelled.
Full-Text:The caster combines the Sign of Flame with the Sword-God Mudra to create an automaton servant in the form of a burning sword that floats before him. If the caster touches another being, the virtuous guardian of flame shrinks to the size of a torch-flame and obeys that being thereafter. The flame goes wherever the target bids it, but it must remain within three yards of her. Sorcerers protected by these spells are known for the burning headdresses they wear, for the holy flames that adorn their staves, or for their occult lanterns or burning censers.
When the target of the spell is attacked, the flame leaps to her defense. The automaton extends into a flaming sword to parry hand-to-hand attacks or into a burning shield that blocks ranged attacks. In either instance, it gives its owner a Parry DV of (the sorcerer's [Wits + Occult + Essence] ÷ 2). This Parry DV explicitly may be used to parry any ranged attacks (including attacks as part of a spell), and it never suffers DV penalties from any source other than onslaught or coordinated attacks. If the guardian parries a barehanded or other natural attack, the attacker must resist environmental damage (Damage 4L, Trauma 2; see Exalted, p. 131) from the flame. The automaton itself never takes attack actions, though.
This Parry DV explicitly exists in addition to the recipient's normal DVs, and the recipient may choose which DV to use against a given attack, as normal. Coordinated attacks must choose either the automaton or its owner as the target of their tactics; they cannot choose both. The automaton is easily tricked, however. Any attempt to reestablish surprise against the recipient automatically fools the automaton, as long as the attacker's player rolls at least one success. The automaton cannot defend against both ranged and hand-to-hand attacks at the same time. During the recipient's action, she may use a reflexive action to mentally order it to switch its form and defend against another kind of attack.
The virtuous guardian lasts until the sun crosses the horizon again, or until the sorcerer ceases committing the five motes for the spell. Any given creature, including the sorcerer herself, can bear just one guardian at a time, and the guardian can be destroyed only by countermagic.
White Treatises 68
Water from Stone
Cost: 10m
Summary:
By striking stone and invoking Daana’d, the sorcerer calls forth a stream of pure, life-giving water sufficient to sustain troops or communities. The spring endures according to the land’s nature—lasting years in wet regions, months in temperate climes, days in deserts, or leaving behind a permanent trickle even in the driest wastes, slowly reshaping the land over generations.
Full-Text:With her clenched fist, the sorcerer strikes a large boulder as hard as she can while shouting the name of Daana'd. Out from the resultant crack pours a stream of pure, cool water. Enough water pours forth to quench the thirst of a military unit of Magnitude equal to half the sorcerer's Essence, rounded up, or an equivalent number of individuals.
The duration of the stream depends on the climate of the area. In all cases, the stream lasts for a number of units of time equal to the sorcerer's Essence. It lasts for years in rainforests or marshlands, months in regions of average climate, and mere days in arid regions. In a region of no water at all, however, the full torrent halts within hours, but a thin trickle becomes permanent, enough so that an oasis might form over the course of decades or centuries following the casting. Slowly, the extremes of Creation balance themselves, and sorcerers can help this process along.
White Treatises 68
Wood Dragon's Claw
Cost: 10m
Summary:
The sorcerer’s hands transform into massive oak claws, flexible extensions of living Essence that persist until dismissed. She gains a customizable pool of combat power—15 points freely reassigned each action among Accuracy, Defense, Damage, and Rate (within Essence + Occult limits)—making the claws deadly, adaptive unarmed weapons that strike lethally and can parry mundane attacks without stunts.
Full-Text:Until the character wishes otherwise and terminates this spell, her hands warp and twist into the shape of huge gnarled claws of oak. These are lesser replicas of the claws of the greater elemental dragons of Wood. The character receives 15 points to allocate to the claws' Accuracy, Defense, Damage and Rate. The damage inflicted by the claws is lethal. No single rating may exceed (the caster's Essence + Occult). At the beginning of each action, the character can reflexively reallocate the 15 points however she chooses.
Attacks made with these claws have Speed 5. They are considered barehanded unarmed Martial Arts punches. The character can use these claws to parry mundane armed and unarmed attacks without needing a stunt.
Second Edition Core 254
Written Upon the Water
Cost: 10m
Summary:
The sorcerer writes a hidden message onto any liquid surface, then sends it instantaneously across Creation to a specific person she has met before. The words appear only when the recipient next looks at a liquid surface, vanish once read, and can never be seen by anyone else. The message may be extremely long—up to the sorcerer’s total mote capacity—and manifests as dark ink on clear liquids or glowing gold on opaque ones.
Full-Text:The sorcerer inscribes upon the surface of any body of liquid a message intended for one other person and then strikes the liquid surface with the open palm of his hand. The same message appears on the next liquid surface at which the recipient looks. The message appears at the same speed it was written. If the liquid is clear, the writing manifests in letters of dark ink. Otherwise, the message appears in ink of fiery gold. Once the target looks away, the message vanishes and never reappears.
The sorcerer can scribe as many words as the total mote capacity of his combined Essence pools. He can send the message to an individual any distance away in Creation, but only to people he has met in person at least once. No one sees the message but its intended recipient.
White Treatises 69
Terrestrial Circle | Celestial Circle | Solar Circle
Celestial Circle Sorcery
Blood of Boiling Oil
Cost: 30m
Summary:
The sorcerer charges her hands with lethal Essence that, upon a successful barehanded strike, transmutes a victim’s blood into boiling oil. The effect causes severe, unsoakable damage over time—often killing mortals outright—though Essence-wielding or bloodless beings may resist or be unaffected.
Full-Text:The character gathers a roiling ball of Essence between her hands. This sphere glows brighter and brighter as the power within it grows. It starts a dull brick red, but the color grows in brightness and saturation until it is, first, the color of red-hot iron and, then, an unearthly glittering scarlet. Then, the sorcerer takes a Cast Sorcery action and the sphere vanishes noiselessly and without display. The sorcerer’s hands are left covered with glowing scarlet arcane characters.
If the sorcerer now lays a hand on another living being, the power flows from her hands into the unfortunate victim, transmuting his blood to boiling oil. Most mortals die instantly when subjected to this attack, and even the Exalted can be slain with but a single touch.
To resolve this attack, the sorcerer must make a successful barehanded attack on the target. This attack can be combined with a regular attack, a Charm or even a Combo, allowing a powerful warrior-mage to unleash an attack of unparalleled power. This spell activates with the first successful barehanded attack that the sorcerer makes that rolls even a single die of damage. When it activates, the sorcerer’s player must immediately make a reflexive (Charisma + Occult) roll. The target takes one level of unsoakable lethal damage each tick for (the sorcerer’s Essence x successes) ticks. This is a Shaping effect and a Poison effect.
Magical creatures generally resist transmutation. When this Charm is used on a creature capable of spending Essence, such as an Exalt or a Fair Folk noble, subtract the target’s Essence from the number of successes achieved on the (Charisma + Occult) roll. This spell has no effect on nonliving creatures or living creatures that have no blood.
This spell remains in effect for (the sorcerer’s Essence) minutes or until the sorcerer strikes someone and overcomes their Hardness. It is possible to inflict this damage accidentally on someone else, but—even if the sorcerer fumbles and strikes herself—the spell never targets the sorcerer.
Second Edition Core 255
Cantata of Empty Voices
Cost: 30m
Summary:
The sorcerer summons a choir of insubstantial, mourning spirits whose song overwhelms all sentient beings within 100 yards with supernatural grief. For the duration, victims weep uncontrollably and suffer ongoing environmental damage along with a crippling -2 internal penalty to all actions. Essence-wielders who can meaningfully mitigate the damage may shrug off the penalty, but mortals are often left helpless.
Full-Text:The sorcerer makes the Mudra of the Tomb-Harp, and her Essence forms a chorus of vaporous entities that sing in perfect harmony. Their crystalline song inspires lethal grief and pain. Every sentient being within 100 yards of the sorcerer weeps and suffers environmental damage (2L/5 ticks, Trauma 3). The stinging tears and agony inflict a -2 internal penalty to all actions. Essence wielders who reduce the environmental damage by at least one step may ignore these penalties. The cantata continues for (Essence x 10) ticks. The caster is immune to the singing and may take normal actions once the spell is cast. The visages always surround him, but they are without substance and grant him neither cover nor defense.
White Treatises 69
Cloud Trapeze
Cost: 25m
Summary:
The sorcerer conjures a bank of mist that lifts him and his companions into the air, carrying them safely at up to 100 miles per hour while obscuring them from mundane tracking. The cloud lasts as long as the caster concentrates, during which he cannot attack or cast spells, and enemies outside the mist are effectively blind when attacking its occupants.
Full-Text:While the sorcerer speaks the Invocation of Heavenly Transport used to signal the cloud chariots in Yu-Shan, his anima envelops him in a thick vapor. Although it looks like a bank of mist from the outside, people inside the cloud trapeze can see though the vapors. The cloudbank lifts the sorcerer and any passengers or cargo into the air and propels them along, without disturbance from wind or weather, at 100 miles per hour.
No one could mistake this conjured conveyance for a normal cloud when it travels at full speed, but the sorcerer may slow its travel and allow it to drift in a bank of natural clouds. The sorcerer's player may roll (Wits + Occult), adding a number of automatic successes equal to his Essence. The total successes on this roll indicate the difficulty to spot the cloud trapeze in the sky.
Only supernatural means can track the progress of the occupants of the cloud trapeze. Even then, the tracker must be able to take flight, track by knowing their target's place in Creation, or use similar means not limited by a need for physical traces. The sorcerer cannot attack, cast spells or use Charms while maintaining the spell. He can still speak, issue commands and retain his full DV while operating the cloud, however. The cloud trapeze lasts as long as the sorcerer concentrates upon it. Creatures outside the cloud may attack its occupants, but they attack as though they were blind, unless they have some special means of seeing the occupants through the opaque cloud.
White Treatises 70
Demon of the Second Circle
Cost: 30m+
Summary:
This spell summons and binds a vastly more powerful and dangerous Second Circle demon, using rules similar to Demon of the First Circle but at greater cost and risk. It may only be cast during the new moon or Calibration, and such demons are intelligent, vengeful beings who will seek revenge if ever freed or mistreated.
Full-Text:This spell is very similar to Demon of the First Circle and uses, generally, the same rules, with the following exceptions:
• It summons a demon of the Second Circle, not a demon of the First Circle. This is a much more powerful creature—terrible, awe-inspiring and dangerous, capable of wreaking great evil or performing great feats.
• This spell can be cast only on the night of the new moon or during Calibration. The ritual is still a dramatic action that begins at sundown and ends at midnight.
• The cost to reduce the demon’s dice pool is 10 motes per die, not five.
Demons of the Second and higher circles are vengeful, intelligent creatures. Though they cannot reach Creation on their own, if they are somehow given the opportunity to avenge themselves on a sorcerer who once enslaved them or treated them cruelly, they will do so.
Second Edition Core 255
Eternal Crystalline Encasement
Cost: 20m
Summary:
Over the course of a full clear day, the sorcerer encases an unconscious target or object in an incredibly strong but brittle shell of Essence-woven crystal that halts all decay and the passage of time. The crystal can be shattered by sufficient magical force, Sapphire Countermagic, or by touching it with the wand created during the spell’s casting.
Full-Text:Beginning at dawn on a clear day, the sorcerer catches strands of Essence and new sunlight in her hands and sings an old weaving song of the First Age. She weaves through the fullness of the day, wrapping her target in a glowing field of light. The target cannot exceed 27 cubic feet (more than enough for a human being). Living beings must be unconscious through the entire process, as any motion ruins the weaving. As the sun sets on that day, the sorcerer speaks the Word of Solidity and the Essence-woven light hardens into a crystal coating in all the hues of the rising and setting sun. With the last bits of light and Essence, the sorcerer weaves a thin wand of the same material.
Items so encased are immune to the ravages of time, neither suffering corrosion or decay, nor aging. Encased creatures do not perceive time's passage. The crystalline encasement is absurdly strong (50L/50B soak), but brittle (only a single health level). It ignores mortal sources of damage such as attacks made without Charms or magical weapons. Overcoming its soak by even a single level of damage shatters the crystalline encasement. The crystal shell also crumbles to golden dust if countered with Sapphire Countermagic or if the wand created at the end of the spell's casting is touched to it.
White Treatises 70
Fiend Vassal Conscription
Cost: 30m
Summary:
This spell functions like Slave-Spawn Summons but can only be cast at twilight on the new moon or during Calibration, with higher costs to weaken the demon’s resistance. The summoned demon arrives through Elsewhere at midnight, weakened by the journey and bound by an Intimacy of either respect or hatred toward the sorcerer.
Full-Text:This spell follows the same rules as Slave-Spawn Summons with the following exceptions:
- The cost to lower the demon's resistance polls is 10 motes.
- The demon may only be summoned (as a basic Sapphire Circle spell with no ritual) at twilight on the new moon or during Calibration and not at all outside of this time frame.
- It travels through Elsewhere rather than Cecelyne and arrives at midnight with one Willpower drained by the rigors of its journey. Its Intimacy is based on either respect or hate.
MoEP: Infernals 166
Gentle Call of Lethe
Cost: 20m
Summary:
The sorcerer marks a target with a hidden cicada-glyph that ensures her soul passes directly into Lethe upon death, preventing the formation of a ghost. This spell cannot coexist with Rune of Sweet Passing unless the earlier enchantment is first removed by countermagic.
Full-Text:The sorceror marks a person’s forehead with a stylized cicada, symbol of eternal life and says the Five Words of Release. He thus binds the creature into the cycle of reincarnation. The cicada-glyph shines for a moment before disappearing, after which it is visible only to Essence sight. Many of those who associate themselves with death understand the rune’s power. When the person dies, the glyph shines again. She does not become a ghost. Her spirit enters Lethe at once, unless some extraordinary magic or effort of will hurls her into Oblivion.
Gentle Call of Lethe and Rune of Sweet Passing (see p. 32) are incompatible spells. Unless the spell first cast is broken by countermagic, the other enchantment cannot be laid on an individual.
White Treatises 71
Geyser of Corrosion
Cost: 30m
Summary:
The sorcerer hurls a ball of corrosive Essence that detonates into a wide spray of acid, inflicting ongoing environmental damage on everything it coats. The vitriol ignores much of inanimate soak, can severely damage weapons and terrain, and continues burning until washed away or the scene ends.
Full-Text:The sorcerer speaks the Word of Vitriol and gathers his Essence into an amber ball of light. He can launch the ball at any visible point within 50 yards. When it hits, a gout of scalding, stinking acid erupts and sprays over everything within 20 yards of that point. The spray cannot be parried, but it can be dodged.
Creatures, objects and scenery covered by the acid take environmental damage (3A/6 ticks, Trauma 3). This acid ignores five points of soak of any inanimate objects (including weapons and armor), and inflicts eight levels of lethal damage instead. This vile substance continues to eat away whatever it covers until it is either washed off (which requires enough water to immerse the person or object) or until the scene ends. Areas affected by this spell are often eaten away to pools of viscous sludge, scoured to the bedrock by the vitriol.
White Treatises 72
Gift of Knowledge
Cost: 25m
Summary:
Through an hour-long trance of physical contact, the sorcerer transfers a memory or mastery of a single trait to the subject, eliminating training time for one-dot advancement if the caster’s rating is higher. The recipient must still pay experience and cannot gain normally inaccessible traits or Essence.
Full-Text:This spell directly transfers knowledge from the sorcerer to the subject. It consists of an hour-long ritual during which the sorcerer and subject must be in physical contact. In a deep trance for the duration, small points of light flow from the caster to his target. The spell can impart a specific memory or experience, or provide an understanding of a mechanical trait (Attributes, Abilities, Specialties, Spells, Charms and Combos). Using this spell eliminates all training time to increase the chosen trait, as long as the caster’s rating in that trait is greater than the subject’s. The only trait this Charm cannot affect is Essence.
The subject must be able to pay the experience point cost for improving the trait and can only improve a trait by one dot per invocation of the spell. Gift of Knowledge does not grant the ability to learn traits normally inaccessible: a mortal cannot learn Celestial Circle spells and a Dragon-Blood cannot learn Sidereal Charms.
MoEP: Sidereals 122
God-Forged Champion of War
Cost: 20m+
Summary:
Under the open sky, the sorcerer calls down celestial light and local gods to forge a temporary warstrider around herself, lasting one hour (longer with extra motes). Weapons and magical material benefits may be added with further Essence, after which the gods safely return to their objects.
Full-Text:This spell works only when cast under the open sky. The sorcerer speaks several of the Five Hundred Words of War and draws a latticework of Essence around herself. During the day, sparks of sunfire swirl down from the sky to join the lattice, while at night, the sorcerer's anima catches glowing motes of moonlight or starlight.
As the magic builds, the sorcerer rises into the air. Dozens of distant voices rise in an indistinct war chant. Least gods from objects in a 50-yard radius awaken, leave their objects and fly toward the Essence-lattice of this spell, where the light of the Incarnae forges them into plates of thick armor, forming a mighty scout- or common-class warstrider around the sorcerer. This warstrider lasts for one hour, though the sorcerer may extend its duration by spending 10 motes per additional hour. (See Wonders of the Lost Age for complete descriptions of warstriders and their equipment.)
Armament for the warstrider costs additional committed motes of Essence: one mote per dot of cost for mundane weapons, or two motes per dot for artifact weapons, all suitably scaled for an 18-foot-tall humanoid war machine.
If the sorcerer spends an additional five motes at casting (which are not committed), the warstrider gains the benefits of the magical material aligned with the sorcerer's Exaltation, but only if the warstrider is crafted of the appropriate sort of light. Solars gain this benefit only from casting this spell during the day, for example, while Lunars and Sidereals gain this benefit from spells cast at night.
When this spell's duration elapses, the least gods return to their objects, imparting in the object a slight glow of sun, moon or starlight that fades in a week. They are completely unharmed.
White Treatises 72
Hidden Judges of the Secret Flame
Cost: 30m
Summary:
This spell calls one of Heaven’s seven dread Judges from sunrise to sunset to investigate and punish true violations of Divine Law, though they cannot be compelled and will ultimately uncover the truth. If a Judge is deceived into targeting an innocent, all seven turn their wrath on the liar, and only defeating a Judge redeems the accused.
Full-Text:There are seven ancient judges, tall, cloaked and hooded in black, each of whose limbs have withered to darkened bones and whose face is but a single blue flame. The Hidden Judges each carry one of the Swords of the Secret Flame and have the right to destroy even gods and Exalted who forget their responsibilities. The Judges have no names but are addressed by the names of their swords, such as Hekateron, Amantythae, Sebelle, Kasimodente and Pheberester. In Yu-Shan, they enforce the peace at the Calibration festival. Any other times of the year, they can be called to Creation to punish transgressions against the Divine Law-but never compelled.
The spell lasts from sunrise to sunset. It requires a complex, seven-fold diagram and seven new candles. When the Hidden Judge arrives, the sorcerer must tell it (in Old Realm) who has broken the celestial laws, and how. Yet when the Unconquered Sun turned his face from the world in disgust over Solar excesses, all the Chosen lost the faith of Yu-Shan. Therefore, working against an Exalt is no longer a crime against Divine Law. Hidden Judges are willing to give advice about what is an offense against Heaven, however.
A Judge can be persuaded that an innocent person has committed crimes against Heaven, but a Hidden Judge always discovers the truth in the end. Should a Judge find that it was set to attack an innocent, then all seven Judges hunt the informer until she is dead or has defeated all seven. Honest mistakes are no excuse, though possibly grounds for appeal to the Unconquered Sun.
Normally, however, only one Judge pursues a miscreant at a time, and defeating a Judge in battle redeems even the worst of criminals. Judges can be harmed only by weapons anointed with the blood of a person who has never broken the laws of Heaven and who offers his blood willingly.
HIDDEN JUDGE
Motivation: To enforce Divine Law.
Attributes: Strength 8, Dexterity 7, Stamina 9, Charisma 5, Manipulation 3, Appearance 5; Perception 5, Intelligence 6, Wits 5
Virtues: Compassion 1, Conviction 5, Temperance 4, Valor 4
Abilities: Awareness 4, Dodge 6, Larceny 4, Integrity 7 (Being Begged for Mercy +3), Investigation 7 (Find Target +3), Lore 5 (Precedents +3,
Laws of Yu-Shan +3), Melee 6 (Sword of the Secret Flame +3), Occult 5, Resistance 6, Socialize 6, Survival 0 (Tracking +6), War 3
Backgrounds: Allies (Other Judges) 5, Artifact (Sword of the Secret Flame) 5, Contacts (Assorted Spirit Courts) 5, Influence (Assorted Spirit Courts) 3, Resources 3
Spirit Charms:
Celestial Circle Sorcery-The Judges each know Sapphire Countermagic, Summoning the Heavenly Portal and one other spell (different for each Judge).
Hekateron, the White Blade-This sample Judge bears Hekateron, the White Blade. This slim, pale sword of enchanted salt inflicts aggravated damage upon ghosts and annihilates any ghosts it kills. Any ghost with an Essence less than 5 cannot cross a line drawn with its tip. Hekateron is tied to its Judge, but not beyond dissolution. It materializes and dematerializes with the Judge but remains solid if the Judge is slain.
Know Your Place-Anyone who sees around a Judge's concealing hood or uncovers the fire of a Judge's face is pierced by complete understanding of his true place in, and responsibilities to, the Celestial Hierarchy. The Judge reflexively spends two motes to activate this power. The revelation acts as an unnatural mental influence to submit to the Judge or assist it in its duty. A character who spends two Willpower can resist the Compulsion effect. Getting rid of the knowledge itself is not so easy, and even the Exalted are seldom flattered by their true place in Heaven's plan.
Materialize-A Judge may materialize for 80 motes.
Measure the Wind-A Judge can spend a mote to determine whether a being has ever broken the laws it enforces, and if so, how.
Principle of Motion-A Judge has a standing pool of 10 extra actions.
Terrestrial Circle Sorcery-Each Judge knows Infallible Messenger and six other Terrestrial Circle spells related to investigation and justice (different for each Judge).
Tracking-A Judge may commit five motes to find and follow the trail of anyone as long as it knows that person's name, has seen him or possesses something that belongs to him. Treat this as a perfect attack, with only appropriate perfect defenses (such as perfect Stealth Charms) effective against it-and those, only as long as a target commits Essence to them. Moreover, while the Judge uses this Charm, no barriers-fortresses, oceans, even the boundaries dividing Yu-Shan, Malfeas or the Wyld from Creation-may prevent it from reaching its quarry. It travels at the pace of a tall, striding man, but never pauses unless forced.
Words of Power-By intoning its enemy's crimes the Judge cripples him with the truth. This ranged attack is aimed using (Manipulation + Valor). It can be launched against anyone who can hear the Judge. If it hits, it inflicts a cumulative, -1 external penalty on all of the victim's ctions for the rest of the scene.
A Judge also possesses the First, Second and Third Excellencies for Dodge, Integrity, Investigation, Lore, Melee and Socialize.
Join Battle: 9
Attacks:
Punch: Speed 5, Accuracy 8, Damage +8B, Parry DV 5, Rate 3
Sword of the Secret Flame (Hekateron): Speed 4, Accuracy 20, Damage +14L, Parry DV 10, Rate 3
Soak: 5L/9B (Natural soak; cannot be harmed by weapons that have not been dipped in the blood willingly given by one who has never broken the laws of Heaven)
Health Levels: -0x3/-1x4/-2x6/-4/Incap
Dodge DV: 10 Willpower: 10
Essence: 6 Essence Pool: 110 (10 committed to its Sword of the Secret Flame)
Cost to Materialize: 80
Other Notes: A Hidden Judge will not initiate battle with anyone who has not broken celestial law, though it fights if attacked. It may pause in its travels if asked to judge a case that piques its interest, but it will never stop when it's on the hunt.
White Treatises 72
Hideous Confusion of Tongues
Cost: 35m
Summary:
This spell curses everyone within 100 yards to unknowingly speak gibberish for several hours, with the affliction spreading contagiously to those who hear it unless they resist. The curse can be individually removed with Sapphire Countermagic, but otherwise persists and can even re-infect victims once it spreads.
Full-Text:The sorcerer makes the Sign of the Shattered Tower into the spell's Essence. The resulting burst of turquoise light carries a linguistic curse. Everyone who was within 100 yards of the sorcerer speaks gibberish from then on, though they are not aware of this fact. Once an affected creature attempts to communicate with someone else, that character's player may roll (Perception + Awareness), difficulty 3, once per minute of interaction, for the character to realize he's speaking nonsense. A (Perception + Occult) roll may also be made at the time of casting to understand what the spell did, without needing to speak. The curse lasts (caster's Essence x 2) hours, and it affects only a victim's ability to communicate. Charm use and spell casting are not affected, unless they rely on communication.
Moreover, this curse is contagious. People who hear the victims' gibberish are themselves affected by it, though they resist infection with a successful (Stamina + Linguistics) roll, with a difficulty equal to the sorcerer's Essence. The curse can even re-infect a victim after its first effects have worn off. Like a person directly cursed by the spell, infected victims may realize how the Hideous Confusion of Tongues has passed to them.
Sapphire Countermagic can remove the curse from an individual, but the only time it can affect the spell as a whole is when the curse is being cast. Victims cured by Sapphire Countermagic become immune to subsequent re-infection from that casting's effect. Hideous Confusion of Tongues also does not affect the caster or any creature with an Essence greater than the caster's own.
White Treatises 74
Imbue Amalgram
Cost: 15m+
Summary:
This day-long ritual reshapes a willing servant or pet into a powerful, obviously unnatural amalgam, permanently enhancing its Attributes, Abilities, Essence, Charms and even form, while binding it to the sorcerer by near-compulsive servitude. The sorcerer may customize the amalgam extensively, but it can never appear truly natural and cannot be used on beings with active Essence pools.
Full-Text:With this spell, a Celestial sorcerer may imbue a servant, pet or guardian with tremendous power and ability, enabling it to serve her better. The ritual itself takes one full day to cast and requires a statue of the form the sorcerer wishes to give her target. This statue must be carved of stone quarried from the Blessed Isle, gilded and inlaid with a variety of jewels arranged in occult patterns across the body (a Resources 4 cost). During the ritual, the target remains prone and naked, with identical gems placed in the same places on its body.
When the spell is complete, the jewels are consumed, and the target's form changes to match that of the statue, while the statue appears in the target's original form (and may, in fact, be used in a subsequent casting of this spell to return the subject to normal).
Imbue Amalgam is a Shaping effect. It does not work on any creatures with an active Essence pool, including minions empowered by this spell (except to return them to their natural form).
The empowered minion treats every command from the sorcerer as if it were an unnatural mental Servitude effect. The amalgam can spend a point of Willpower to disobey the understood intention of the sorcerer's commands, but it must do so anew each time it receives objectionable commands-any lasting rebellion will have to be subtle. The statue of the amalgam's original form provides an arcane link to the amalgam. It allows the sorcerer to cast spells upon the target that require such a link. Moreover, by spending five motes while touching the statue, the sorcerer can mentally speak with the amalgam for up to a single scene, as long as they are both in Creation.
The changes wrought to an amalgam are amazing, and they are always obvious. The subject usually receives Abilities and appearance based on a 'theme' of some sort, whether a bizarre, insectoid creature, a clockwork servitor, a creature all of jutting bone and raw muscle or a sleek, beautiful creature made of gleaming silver. Even at their most human looking, amalgams look like Wyld-tainted mutants or spirits, so most sorcerers do not bother trying hiding their nature. The spell cannot give an amalgam a truly natural shape. First Age texts suggest that the ability to imbue a mortal with godly power, leaving then unchanged, is the sole province of Exaltation. Other sorcerers believe the spell was inspired by the ways the Fair Folk transform their servants, and that it carries an ineradicable taint of the Wyld.
o Basic Abilities (15m): The amalgam bleeds, heals, fights infection and disease and resists Charms and magic as though it were Exalt. It is also considered an Exalt for the purposes of counting 10s and stunting. A (Perception + Occult) roll, difficulty 2, can reveal what kind of Exalt created the amalgam. These and all other changes to the creature are permanent.
o Attributes (2m per dot): The sorcerer can raise the amalgam's Attributes by (at most) a number of dots equal to the sorcerer's (Essence + Occult), allocated however he wants.
o Abilities (1m per dot): The sorcerer may increase the amalgam's Abilities by (at most) a number of dots equal to the sorcerer's (Essence + Occult).
o Essence (4m per dot): The sorcerer may increase the amalgam's Essence to a maximum of (sorcerer's Essence - 1).
o Essence Pool (4m per five motes in pool): The amalgam's Essence pool is used to fuel any Charms it uses and may be used to attune artifacts. It is considered an Exalt of the same sort as its master for the purpose of attuning objects of the magical materials. It has no anima
and regains Essence at the normal rate of respiration. Its pool cannot exceed (its Essence x 10) motes.
o Charm (3m or 8m per Charm): Amalgams may be given any sort of Charms, including supernatural Martial Arts or Terrestrial Circle Sorcery. Purchasing spells for an amalgam counts as purchasing additional Charms. The amalgam must meet all minimums for possession of a given Charm, however. If the creator knows the Charm, the cost is three motes per Charm. Other Charms cost eight motes per Charm.
o Willpower (4m per dot): The sorcerer can raise the amalgam's Willpower, to a maximum of 10.
o Soak (1m per +1L/+1B): The sorcerer may increase the amalgam's natural armor, to a maximum bonus of equal to the sorcerer's (Essence + Occult).
o Natural Attacks (1m per change): A normal hand-to-hand attack may be transformed as well. Each type of natural attack (punch, kick or clinch) may be altered. These changes include: convert bashing damage to lethal (1m), -1 Speed (1m), +1 Accuracy (1m), +1 Damage (1m), +1 Defense (1m), +1 Rate (1m). Rate and Speed changes may be purchased only once. The sorcerer may spend a maximum number of motes on a given natural weapon equal to his (Essence + Occult), but each weapon or attack is augmented separately.
o Natural Ranged Attack (1m): Amalgams may have ranged weapons built into them, from bows that fold out from the bones of their forearms, to dart guns built into their chests or other strange attacks. The traits for this attack are: Speed 5, Accuracy +0, Damage +0, Rate 1, Range 100. These attacks can be further augmented as though they were natural attacks, and the range can likewise be increased by an additional 100 per 1m. The mote spent for this weapon does apply toward the maximum number of motes that may be spent on a given natural weapon. These weapons do not produce their own ammunition.
The sorcerer does not need to know the Abilities or Charms he gives the amalgam, but he needs access to someone who does when he casts the spell. The enchanted servant, therefore, becomes a mixture of different creatures' capabilities. Creatures who supply the templates for Abilities or Charms do not need to be willing, or even conscious, but each must be present for the entire casting of the spell and likewise bear a special pattern of jewels. No conferred Ability can exceed the rating of its 'donor.'
White Treatises 74
Incomparable Body Arsenal
Cost: 30m
Summary:
For several hours, the sorcerer transforms into a living iron automaton, gaining massive soak and Hardness, immunity to poison and extremes, enhanced Strength and Stamina, and the ability to form lethal melee and short-range weapons from her own body. While transformed, she cannot use normal armor or weapons and is extremely poor at swimming.
Full-Text:For a number of hours equal to her Essence score, the character transforms her body into an automaton of rust-streaked black iron. This form resembles her natural body, but it appears roughly cast and is studded with rivets where the “segments” meet. A character using this spell need not breathe, is immune to Poison effects and suffers no ill effect from extreme temperatures.
Incomparable Body Arsenal grants the character 10L/10B Hardness and +10L/+10B soak. In addition, the character’s body is a trove of hidden weapons. Her skin can sprout rusty iron spikes at will; double-bladed, eight-inch-long knives flick from her fingertips; barbed iron spears extend from her palms at a whim; and her mouth can drop open, puppet-like, to fire a razor-sharp multi-bladed projectile on a long iron chain. Whatever sort of weapons she needs simply extend from her metallic form.
The character’s Strength and Stamina both increase by two, even if that causes them to rise above 5. This is considered part of her natural Attribute and does not count as a dice bonus from Charms. The character inflicts (Strength + 8) lethal damage in a clinch. Her barehanded Martial Arts attacks have +1 Accuracy and inflict (Strength + 6) lethal damage. The character can make barehanded Martial Arts attacks out to a range in yards equal to her permanent Essence.
Worn armor and carried weapons are banished Elsewhere for the duration of this spell, as it is not compatible with the use of other armor or weapons. The character moves at normal speed and weighs no more than her usual weight. She suffers a -5 external penalty to any attempt to swim, however.
Second Edition Core 255
Insidious Tendrils of Hate
Cost: 20m
Summary:
This spell curses multiple nearby targets to perceive every social interaction as hostile, twisting words into insults and threats for several days unless resisted or countered. Left unchecked, it reliably turns trust into paranoia and can unravel alliances, families or entire negotiations.
Full-Text:The sorcerer feeds a brazier with the skins of a dozen exotic snakes (a Resources 3 purchase, or a Resources 2 purchase in large cities of the South). After a three-minute invocation of hate, a grasping hand of smoke rises from the brazier, and the sorcerer gives it arcane links to each of the intended targets. The hand returns to the flames, which burn a sickly green and then smother as smoky tendrils leap through Elsewhere toward the targets. The spell affects a number of sentient creatures up to the caster's (Manipulation + Essence), all of whom must be within 30 yards of each other at the time of casting.
At that moment, the vision of the targets dims for about five seconds as the tendrils wrap around their hearts. The targets' players all attempt Willpower rolls, with a difficulty of the sorcerer's Essence. If a roll succeeds, the spell does not affect that character. If the roll gains three or more successes over the difficulty, the target knows he was just the target of some kind of emotion-manipulating spell.
Characters whose rolls failed suffer the effects of the spell. Every interaction they have with other people seems twisted: Victims believe enemies surround them. They take anything said to them in the worst possible way, as an insult, threat or lie. A victim may spend a Willpower to avoid misinterpreting a single statement by someone to whom he has an Intimacy, but even the voices of those he loves soon seem to drip with sarcasm and hate.
Insidious Tendrils of Hate lasts for a number of days equal to the sorcerer's Manipulation rating or until the caster is slain. By then, a diplomatic meeting might have ended in declaration of war, or a family might have torn itself apart. Countermagic can free a single given target from the spell, but only someone present at the spell's casting can use countermagic to wreck the spell in its entirety.
White Treatises 76
Ivory Orchid Pavilion
Cost: 20m
Summary:
The sorcerer conjures a magnificent, Yu-Shan-like palace of ivory and orchids that can host hundreds in supernatural luxury, inspiring awe in mortals and comfort in gods. The pavilion lasts 24 hours before dissolving into petals, leaving white orchids growing at the site for years.
Full-Text:The sorcerer weaves her Essence into the shape of a gleaming white orchid bud as she sings the last stanza of Welcome to the Highest, the song that least gods sing silently to herald the arrival of an Incarna. As the song ends, the sorcerer raises her hands and claps them overhead. The blossom unfolds around her into a magnificent palace, ornately carved and pillared, smelling of orchids. This wondrous pavilion can entertain up to (Essence x 100) guests in high style. Gods find themselves at ease, for the pavilion radiates an aura that feels like Yu-Shan. This aura also puts most mortals in a state of awe.
The building itself is crafted of pale, translucent ivory through which the light of the sun and moon diffuses. It holds the finest furniture, silk curtains and bedding, with tables laden with fresh fruits, nuts and bowls of wine that never run empty. The ivory walls are thin, however (Soak 5L/5B, Health Levels 3/10).
The Ivory Orchid Pavilion lasts for 24 hours before it crumbles to white orchid petals. For five years after the spell is cast, white orchids grow on that location. Countermagic can destroy the pavilion, and it burns easily, though its size is such that flame takes several minutes to engulf the entire structure.
White Treatises 76
Magma Kraken
Cost: 35m
Summary:
The sorcerer causes massive lava tentacles to erupt from the earth, knocking foes prone and relentlessly striking or grappling enemies with immense strength and regenerating bodies. The tentacles last a full scene, can be actively directed by the caster, and harden into obsidian when the spell ends.
Full-Text:The sorcerer combines the Prayer to the Kraken with the Mudra of Burning Earth that volcano gods make when their mountains spew fire. Red strands of Essence then lance toward the targeted area, which begins to rumble.
Five ticks after the sorcerer's Cast Sorcery action ends, tentacles of lava erupt from the ground. The sorcerer can place these writhing limbs anywhere in a circle 50 yards wide, at most 500 yards away. Anyone in the area when this happens is knocked prone unless their players succeed at a reflexive (Dexterity + Athletics) roll, difficulty 2. The tentacles are magical constructs that Join Battle on the tick they appear and lash out at anyone the sorcerer names an enemy, either to strike or grapple. These act with Strength 10, Dexterity 4 and Martial Arts 4. They use Dexterity to initiate grapples, but Strength to maintain them, giving the traits listed on p. 77.
The damage inflicted by the tentacles is considered partial fire damage: Targets that are immune to heat and fire halve any damage taken, after soak. The tentacles never dodge or parry; they have 10L soak and are immune to bashing damage. Ten levels of damage destroy a tentacle, but at the beginning of every action, surviving tentacles regenerate all damage they have taken up to that point.
The sorcerer can also direct tentacles using a special Control Tentacle action. A sorcerer can direct one more Magma Kraken tentacle with each Control Tentacle action, up to an amount equal to his Perception score. Directing multiple tentacles does not count as a flurry.
Control Tentacle (Speed 6, DV -1): The sorcerer can direct a tentacle to strike, clinch or perform some other simple task, such as to lift a heavy object. It acts on the sorcerer's actions, even if it has not yet recovered from its previous action. A tentacle uses the sorcerer's (Wits + Martial Arts) to attack but suffers a -1 internal penalty per 50 yards between the sorcerer and the battle. While controlling a tentacle, the sorcerer can take only reflexive actions. If the sorcerer's struck, his player must roll to maintain concentration, just as for interrupted spell casting. Should the sorcerer break concentration, any tentacles he's directing immediately end their clinches. A Join Battle roll follows, using the sorcerer's (Wits + Awareness), for them to rejoin combat as normal.
The tentacles last for an entire scene, unless destroyed or countered. When the spell ends, the tentacles harden into impressive serpentine shapes of obsidian.
MAGMA KRAKEN
Parry
Name Sp. Acc. Damage DV Rate Tags
Tentacle Strike 6 8 (15 +sorceror's --- 1 N, R
Essence)L
Tentacle Clinch 6 8(initiate) (15 +sorceror's --- 1 C,N,R
16(maintain) Essence)L
White Treatises 76
Mercury's Deliverance
Cost: 30m
Summary:
The sorcerer erects a vast, invisible ward that blocks Emerald- and Sapphire-Circle spells, necromancy, scrying, teleportation, and sorcerous items from crossing its boundary. The barrier lasts until the next sunrise or sunset, flaring visibly only when hostile magic is attempted.
Full-Text:Mercury's Deliverance grants defense against all spells of the Emerald and Sapphire Circles. Before casting the spell, the sorcerer must etch a circle around the area to defend. The maximum diameter is (caster's Essence x 100) yards. She marks it at the five points of a pentagram with small hexagrams the size of her hand, and she scribes a sixth hexagram in the direct center of the circle. Within each hexagram, she writes a symbol of the Maiden of Journeys. This painstaking process takes about half an hour.
The sorcerer must touch the center hexagram while she casts the spell. Essence floods through the lines of the circle. Five ticks after her Cast Sorcery action, a lance of saffron light rises from the first hexagram. Every five ticks thereafter, a spear of light rises from another hexagram, moving clockwise around the circle: beams of crimson, cerulean, emerald and deep violet. Five ticks after the violet ray, a pure white lance of light rises from the center hexagram and the five colored beams bend inward until they arc into the midst of the white light. Scintillating waves of multi-hued Essence wash over the circle to form a dome of a thousand colors-then it go out.
Until this happens, the ward does not function-but from then on until the spell expires, no spells of the Emerald or Sapphire Circles, nor spells of the Shadowlands Circle of necromancy, can pass the outer barrier. Spells function normally within and outside the invisible dome, but should any sorcerer attempt to affect anyone on the other side of the boundary, it flares to life again, negating the spell and warning anyone who can see the dome that magic is afoot.
The spell also blocks all scrying, teleportation and similar long-distance effects, as well as preventing items that are enchanted or created by sorcery from crossing the boundary. From outside the dome, only Adamant Countermagic can destroy the spell, but Sapphire Countermagic can dispel it from inside. Otherwise, it lasts until the sun next crosses the horizon. The circle can be reused as long as the diagram remain intact. Destroying the diagram once the spell has been cast has no effect.
White Treatises 77
Outside Worlds Within
Cost: 25m
Summary:
The sorcerer reshapes a sealed room into a flawless recreation of any location in Creation she has seen (or sampled), complete with matching terrain, sky, climate, and ambience. The transformation lasts one month, after which it must be renewed or the chamber slowly reverts to normal.
Full-Text:This spell transforms a chamber's interior into a perfect duplicate of any environment in Creation, from the strange fields of white flame in the Far South to the frigid ice caves of the North. This spell takes three hours to complete.
The chamber cannot exceed (Essence x 100) yards in any direction. It must be clean and empty, and the sorcerer enters it naked, bearing the implements of the ritual. The chamber is sealed against intrusion: No light, air or particles of dust must enter from without. Then, the sorcerer must cleanse himself within the chamber and prepare a ritual candle (created with herbs and oils used in occult exorcisms, a Resources 2 purchase). When all is ready, the sorcerer ignites the candle with his anima.
First, the sorcerer uses the spell's Essence to scour the room into a sorcerous tabula rasa, ready to accept the new template of Creation he desires. Then the sorcerer closes his eyes and visualizes any location in Creation he has seen before, willing the Essence of the room to reshape itself into that place. If the sorcerer wishes to create a terrain he has never visited before, he must enter the chamber with a sample from that locale-a bit of soil or stone, say, or a handful of leaves, a container of water or a bit of an animal that dwells there.
The room reshapes itself around this material or memory template. The ceiling becomes clear, showing the appropriate sky above (though the ceiling is still visible, like a pane of glass between the room and the sky), while the floor crumbles into dirt or hardens into stone. Plants sprout as appropriate. The walls are remade with appropriate features, such as cliffs of sandstone, ice or coral, or covered by crawling vines. The light of the candle shifts into the ambient light and temperature of the locale, and winds blow through the chamber.
If the place is taken from memory, the climate of the area matches that memory. If the spell uses a sample, however, the room acts as a pocket of that locale, its weather mimicking that spot in Creation.
Once the ritual is complete, the chamber remains in its new condition for one month. After this time, the sorcerer can renew the spell by entering the chamber and expending 25 motes of Essence. If the spell is not renewed, the chamber returns to normal over the course of three days.
White Treatises 77
Raise the Puissant Sanctum
Cost: 30m
Summary:
The sorcerer reshapes a demesne into a functioning manse through weeks of preparation and hours of intense geomantic shaping, raising stone, glass, and living structures directly from the land itself. With proper plans the result is a refined manse, while planless castings produce raw, natural manses shaped by Creation’s will.
Full-Text:The Lunar and Sidereal Exalted rarely have the luxury of huge crews of workmen to build their manses. The Lunars demand self-sufficiency, and the Sidereals desire secrecy. This rite provides both. A sorcerer can raise a manse from a demesne rated no higher than (her Essence - 2).
Armed with a design for the manse she wishes to create (see Exalted, p. 133 for the rules on designing manses), the sorcerer enters the demesne. For a number of weeks equal to the rating of the manse to be raised, she studies the plans and visualizes the structure she intends to create. The sorcerer must remain attuned to the demesne for this entire time of reflection and interact with no companion but the manse's designer (if she didn't design it herself).
Once she is prepared, the sorcerer casts the spell and feeds her Essence into the demesne. The land then reshapes itself. Stone rises to form walls, sand crystallizes into glass, and plants grow into the geomantic patterns needed to channel the demesne's Essence. This Shaping effect takes six hours per dot of the intended manse and requires incredible concentration on the part of the sorcerer.
During this process, the demesne must remain undisturbed, with no intruders. The arrival of another sentient being can destroy the subtle flows of Essence (as if an attack had come during the Shape Celestial Circle Sorcery actions). When the new manse is complete, the sorcerer sits in the room where its hearthstone is starting to form (though the magical stone takes the normal time to develop).
Should the sorcerer not possess a set of plans, she may still create a manse. In this case, however, she cannot cap demesnes rates more than (her Essence - 3). Seating herself in the demesne, she casts the spell as normal. Instead of following the schematics of a savant-engineer, however, she lets Creation itself shape the manse, based on what hearthstone she wants it to create. Such a manse lacks the amenities of man-made structures. Floors are seldom flat, doorways and windows are rarely placed for convenience, and indoor plumbing is impossible.
Savants who think that demesnes are the tertiary souls of Gaia believe that such manses are shaped by the will and need of that soul. Indeed, more than one such manse has demonstrated some function unintended by the shaping sorcerer. Lunar sorcerers sometimes prefer to raise 'natural' manses out of respect for Gaia.
White Treatises 79
Rolling Earth Carpet
Cost: 20m+
Summary:
The sorcerer creates a moving field of smoothed, ideal terrain that travels with her, allowing a large group to move easily and swiftly while leaving no tracks or signs of passage. The effect suppresses weather and tracking within the field and lasts as long as the sorcerer maintains the Essence.
Full-Text:The Mudra of the Auspicious Journey releases deep blue Essence that flows outward, reshaping the land so that it becomes easy to travel through. The land becomes smooth, while puddles of water and mud dry up. This field moves with the sorcerer as he travels, remaking the land before him into perfect traveling territory. Terrain left in his wake returns to normal. This Shaping effect is large enough to encompass 100 marching humans (mounted riders count as two men). For every additional 10 motes spent when casting the spell, the radius increases, allowing the spell to support 50 additional man-sized travelers.
The Rolling Earth Carpet leaves no traces of its passage. Mortal trackers have no chance of following the group's trail, while supernatural trackers do so at a +3 difficulty-even scents and mystical traces are suppressed. The area inside the field is like a warm spring day, with no precipitation or wind above a light breeze (though weather outside the field can still limit vision). Large or artificial terrain features such as hills or buildings are not affected by this spell. Most plantsare pushed aside, but not full-grown trees. Rolling Earth Carpet remains active for as long as the sorcerer commits the Essence and remains alive.
This spell cannot be combined with the Mystic Travel (see p. 93) or similar spells. If you use the Complex Travel rules (see Exalted, p. 266), treat the area within the Rolling Earth Carpet as open terrain. Long distance, political upheaval and war-zone terrain modifiers do not apply. Neither does the hunted travel quality.
White Treatises 79
Sapphire Circle Banishment
Cost: 15m+
Summary:
Cast instantly as reflexive actions, this spell forcibly banishes First Circle demons outright and can expel Second Circle demons or groups through a resisted contest of Essence and Willpower. In warfare, a successful casting can also reduce the Magnitude of a demon unit.
Full-Text:This spell has special timing rules. The character can cast it as two reflexive Shape Celestial Circle Sorcery actions that take 0 ticks. It has a range of (Essence x 15) yards.
The sorcerer makes the Seven Devils Rebuking sign just before the Victory over Primordials Mudra. Sapphire Circle Banishment forces a single First Circle demon back to Malfeas, without a contest of wills. It can banish a Second Circle demon, but doing so forces a contest of wills. Their players begin an extended, resisted roll of (Essence + Willpower) as a Speed 3, -1 DV action. The demon suffers a -1 internal penalty for each five additional motes the sorcerer spends in casting the spell. Neither contestant can take any non-reflexive action during this time without forfeiting the contest. The challenge continues until either the sorcerer or the demon accumulates a number of net successes equal to his opponent’s Essence. If the sorcerer wins, the demon’s form shatters, and it is banished back to Malfeas in a flash of green flame. If the demon wins, it remains in Creation, and the sorcerer cannot attempt to banish it again for five days.
The spell can also banish a group of First Circle demons. This contest is handled as for a Second Circle demon, but the group uses the most powerful demon's (Willpower + Essence) as the base pool and then adds one to the pool per additional demon. If the sorcerer defeats the group (accumulating successes equal to the highest demon's Essence), every demon in the group is banished simultaneously. If the demons accumulate a number of successes equal to the sorcerer's Essence, they remain. In that case, the sorcerer may not attempt to banish any of them (singly or as a group) for five days unless he uses Adamant Circle Banishment.
In war, successful use of this spell can reduce a unit of First Circle demons by a single point of Magnitude.
White Treatises 80
Sapphire Countermagic
Cost: 15m
Summary:
An instant, reflexive countermagic that can completely negate First Circle spells without collateral effects and shatter Second Circle spells with minor magical backlash. It is more costly and powerful than Emerald Countermagic, reflecting its ability to unravel higher-circle sorcery.
Full-Text:This spell functions as Emerald Countermagic, save for the increased cost and the changes noted here. This spell has special timing rules. The character can shape Celestial Circle sorcery to cast this spell as two reflexive 0-tick actions. This spell can shatter Second Circle as well as First Circle spells. The shattering of a Second Circle spell has more profound effects than the destruction of a First Circle spell—the random burns and magical effects may cause minor damage to others, although always less than that of directed First Circle magic. Used to counter First Circle spells, this spell extinguishes them instantly and entirely. This functions like shattering the spell but causes no collateral damage.
Second Edition Core 256
Servant of Infallible Location
Cost: 15m
Summary:
The sorcerer creates a sparrow of blue Essence that unerringly guides her toward a known or clearly defined nearby target, growing more frantic as it nears the goal. The bird lasts until the target is found, dismissed, or the sorcerer dies, and serves purely as an indestructible supernatural guide.
Full-Text:Combining the Prayer for Guidance with the Flutter-Wing Mudra, the sorcerer shapes her Essence into a small sparrow of blue flame. The sparrow can find any item, person or place the sorcerer has previously encountered or to which she bears an arcane link. She may also name anything she wants to find, as long as it is within 500 yards and objectively definable: 'The nearest man' or 'the exit from this maze' is sufficient. 'My closest ally' or 'a safe place' is not.
The sparrow locates unhidden or mundanely concealed things automatically. Moreover, it is a supernatural tracker with a tracking dice pool of equal to the sorcerer's (Wits + Occult + Essence). The sparrow does not speak or sing, and it cannot travel farther than a few yards from the sorcerer. It tends to fly back and forth to the limits of its reach. The more excited and frantic the little bird's fluttering becomes, the nearer the target lies. The sparrow lasts until the sorcerer finds her target, dismisses the bird or dies. The sparrow is just a puff of shaped Essence, so it neither attacks nor takes damage if it is attacked.
White Treatises 80
Shadow Theft
Cost: 30m
Summary:
The sorcerer traps a victim’s shadow in a crystal orb, creating an overwhelming long-term compulsion for the victim to recover it and eventually replacing her Motivation if it remains lost. While held, the shadow serves as a powerful arcane link and can be used to spy through the victim’s senses.
Full-Text:This spell traps a victim's shadow in a crystal orb. The spell requires a small globe of rock crystal (costing Resources 2) set inside an orichalcum cage (costing Resources 4, but reusable).
The spell itself takes one hour to complete. At its end, the target's shadow disappears, and inky blackness swirls in the center of the orb. The sorcerer can then remove the crystal ball from the orichalcum cage. The target's shadow remains trapped until the caster releases it, Sapphire Countermagic targets the globe, or the orb is destroyed.
As long as the globe holds the shadow, the victim feels a Compulsion to recover it. She can tell what direction her shadow lies just by closing her eyes and thinking about it. The victim can ignore the Compulsion for 28 days by spending a point of Willpower. However, every two months that pass without recovering her shadow halves the duration for which a Willpower expenditure grants reprieve. After the first two months, spending Willpower grants immunity for 14 days, then 7 days, until the tenth month, when the victim can resist the Compulsion for one day by spending Willpower.
On the one-year anniversary of the loss of her shadow, the victim's Motivation goes into abeyance and a new Motivation takes its place: 'Recover my shadow.' Once she fulfils this artificial Motivation, her old one returns. A character gains no benefit from fulfilling this artificial Motivation (such as it counting as training time for raising permanent Essence).
USING THE SHADOW-ORB
Cost: 5m (committed)
Target: The creature whose shadow is within the orb
A sorcerer can merely hold a person's shadow for ransom, but the orb possesses two other functions.
o The trapped shadow serves as an arcane link to the victim. It can replace any other arcane link a spell may require. The target always knows if her shadow is used as a sorcerous link back to her.
o The sorcerer may spend five motes to see through the target's eyes. This shared vision lasts for one minute, but that is often enough to discern the target's location and her current activities. The sorcerer's player rolls (Perception + Occult) to do so, and this roll may benefit from Excellencies. The target receives a reflexive (Wits + [Integrity or Occult]) roll to resist. Regardless of whether the victim wins this contest, her player also attempts a reflexive (Perception + Occult) roll, with a difficulty equal to the sorcerer's Essence, to realize that her shadow was just used to see through her eyes.
White Treatises 80
Shadows of the Ancient Past
Cost: 25m+
Summary:
The sorcerer reveals a ghostly reenactment of a past scene recorded in an area’s dragon lines, chosen by specific time or defining event, allowing close examination within the illusion. The vision lasts only minutes, can be briefly frozen for study, and ends if the caster loses concentration.
Full-Text:Essence remembers. The dragon lines of an area preserve subtle records of every event. The sorcerer using this spell sends shimmering threads of silver-blue Essence into the dragon lines of an area, delving into its past, then resurfacing as a silvery fog that spreads (Essence x 20) yards from the caster. This area does not move thereafter. A scene from the past plays out on this mystic screen as a ghostly overlay on the sorcerer's present surroundings.
The sorcerer has a choice. She can specify a time in the past, such as '50 years ago, third day of Resplendent Earth, four hours after sunrise,' or she can specify an event that involved a particular object in the area, such as 'When you died,' (for a skull she unearthed) or 'When your construction was complete' (for a manse). In the former case, the sorcerer knows when a scene happened, but doesn't know in advance whether she will see something important. In the latter case, the sorcerer can aim for an important event, but doesn't know when it actually happened. Either way, the sorcerer must give some objective definition of a time. The sorcerer is also limited to scenes that occurred at most (Occult x 100) years in the past. If the Wyld passed through an area, however, it shattered the memory of the dragon lines there, and the spell can only view the time after the Wyld receded.
Shadows of the Past runs for a number of minutes equal to the sorcerer's Willpower. In this time, the sorcerer or other people can move around the scene to look at details and other angles. By spending another five motes, the sorcerer can freeze the action for one minute to examine something more closely, but doing so does not extend the spell's total duration. The sorcerer can move no faster than a normal Move action. If the sorcerer is attacked, her player must roll just as if the spell were interrupted during the Shape Celestial Circle Sorcery actions. Failure means the spell ends.
White Treatises 81
Summon Ghost
Cost: 15m
Summary:
This spell summons a ghost much like its necromantic counterpart, but the spirit cannot be bound for more than one month. The ritual takes three hours and requires offerings of honey, wine, barley, and blood.
Full-Text:This spell works like the necromancy version (see The Black Treatise, pp. 34-35), but the ghost may not be compelled to serve for longer than a month. The rite also takes three hours instead of one, and the caster sprinkles honey, wine and barley upon the ground as well as blood.
White Treatises 81
Summon Spirit Boat
Cost: 30m
Summary:
The sorcerer summons a sentient bireme of sunlight that ferries her and her guests to any known maritime destination, providing food, shelter, and safe passage without a crew. The ship belongs to the dragon Fakharu, who knows who borrows it and may reclaim it if displeased.
Full-Text:As the sorcerer wades out from the beach, a ship builds itself from the sun's light upon the waves, becoming a sparkling, translucent white bireme under her feet. She may speak the name of any maritime location from where she stands on the deck, and the spirit boat rows her there.
The bireme serves tempting repasts to the sorcerer and her guests and can create individual rooms for as many people as it can carry. The sentient boat is clever enough to avoid submerged hazards such as reefs or shoals, and it requires no crew to row or direct it beyond the sorcerer herself. The sorcerer may delegate command to someone else, as long as that person has at least one dot of Sail and has always treated the ship with respect. She may place conditions upon that command, however. (For example, 'Virtuous Lion may command this ship, provided he does not direct it to Lookshy.')
Countermagic does not dispel the bireme, for it is summoned rather than conjured. That means, however it was summoned from somewhere-namely the private boathouse of the Dragon Fakharu, Celestial Censor of the West (see Exalted, p. 302). Fakharu does not mind lending his biremes to sorcerers, but he automatically knows the name, status and current whereabouts of anyone who borrows one of his ships. Should such a person ever offended him, he might express his ire by, for instance, recalling his boat while leaving the passengers 100 miles from land. On the other hand, water spirits recognize the bireme as the Censor's, which ensures nigh-excessive politeness and good behavior on their part.
Note also that the ship cannot ferry a sorcerer to a location Fakharu does not know. This limiting factor is almost never relevant, though. Many sorcerers don't even realize it exists.
SPIRIT BOAT
Speed: 30/60 mph
Maneuverability: +4S
Endurance: One journey
Crew: 1/2 (only the sorcerer)
Cargo: One talon of infantry, or equivalent mass and volume
Armor: 20L/20B
Health Levels: Ux25/Mx10/Cx10/Ix5/D
Weapons: None
Other Notes: The bireme's hull functions like a First Age hull, so it doesn't take on water like a normal ship.
White Treatises 81
Summon the Heavenly Portal
Cost: 35m
Summary:
The sorcerer summons Yu-Shan’s starmetal gate anywhere in Creation, opening a brief passage to the Celestial City for five minutes, usable by any number of travelers. Entry is guarded by near-invincible orichalcum lions who judge worthiness, and those who pass cannot return by the same gate.
Full-Text:Once a year, on the third night of Calibration, the Celestial City of Yu-Shan revels in the Carnival of Meeting. In ages past, mortal and Exalted dignitaries would be invited to Heaven to join the festival, but in these debased times, the gods of Yu-Shan neglect the world.
The starmetal Calibration Gate still appears in Creation once a year to admit mortals to the Carnival, though the gods send out no invitations. During that night, it cannot be summoned. For the rest of the year, though, a sorcerer may call it with this spell. The sorcerer evokes a foot-wide patch of rippling gold, like sunlight on water, He reaches into it, feels for a handle, and pulls. A celestial bell chimes. A minute later, the Calibration Gate appears. It materializes with equal aplomb outside, indoors, underwater or even in midair.
It remains open for five minutes before vanishing again, and it cannot be re-summoned to any place within a mile of that location until a day and night have passed.
No known force can damage the gate. Any number of characters can pass through the Calibration Gate, although they cannot leave Heaven by the same route. What's more, if they have no official place or legitimate business in the Celestial City, they need quite an argument to persuade the three giant orichalcum lions on the near side to let them pass. These celestial lions respect honor and justice but are nigh-undefeatable in battle and immune to mind-affecting magic. (And there are six more waiting on the other side of the door.)
Many of the Sidereal Exalted know this spell and use it to return from their assignments within Creation. A few Lunar sorcerers know it too and use it to confer with allies in the celestial Bureau of Nature. Sidereal leaders worry what Solar sorcerers might learn if they obtain access to Yu-Shan. Any Abyssal Exalt who tried using the Calibration Gate would likely regret it in very short order-nine orichalcum lions notwithstanding.
White Treatises 82
Summoning the Greater Minions of the Eyeless Face
Cost: 30m+
Summary:
The sorcerer summons a customizable cadre of powerful, heroic-mortal minions from Elsewhere, each bound to serve her and defined by player-assigned traits and bonus points. Only one batch of Eyeless Face minions may exist at a time, and greater minions replace (and kill) any lesser ones previously summoned.
Full-Text:The greater minions of the Eyeless Face are pulled into Creation through a pool of oil in a ritual much like lesser minions of the Eyeless Face are (see p. 65). The greater minions possess mouths, though only some possess lips. Sometimes, their mouths are vertical splits running down the center of their blank faces. Nevertheless, they do not speak. A few greater minions possess blackened bulges or indentations at the sides of their head, in multiples of two, as if they had tried to form pairs of eyes or ears during their evocation. During the summoning, greater minions do not whimper. Like the lesser minions, they emerge naked and sexless.
The sorcerer calls forth a number of greater minions equal to her (Charisma + Essence), plus one more for each additional five motes she spends during the casting. Unlike lesser minions, the sorcerer's player defines the traits for the greater minions as if they were heroic mortals. Though they receive no Backgrounds, greater minions have 15 bonus points plus one additional bonus point per extra mote spent during the casting. (These bonus points may not be spent on Backgrounds.) The player may create each greater minion with separate and unique traits. Greater minions benefit from the same immunity to bleeding, infection and Poison and Sickness effects as lesser minions, but they heal as Exalts do. Since they are magical beings, round up when calculating the greater minions' DVs. Greater minions have Essence 2 and the Motivation, 'Serve the sorcerer who pulled me from imprisonment.'
The greater minions try to create identities for themselves before they die. They often decorate themselves with improvised piercings or jewelry when the sorcerer isn't looking, and they defy any commands to remove these marks of individuality. A sorcerer can have one batch of minions of the Eyeless Face under her control at any given time. Summoning the greater minions of the Eyeless Face kills her lesser minions, and vice versa.
White Treatises 83
Summoning the Heart of Darkness
Cost: 30m
Summary:
The sorcerer creates a vast, mile-wide pillar of terror and sensory disorientation in which most creatures panic, become lost, and turn on one another, with non-supernatural beings suffering severe penalties to all actions. The effect lasts 24 hours even if the caster dies, and the caster is not immune to its horrors.
Full-Text:The sorcerer knots strands of Essence infused with silence, darkness, confusion and terror. A black pillar explodes upward, surrounding the caster and extending outward a mile in every direction and 10 miles into the air.
Within this pillar of darkness, blind terror reigns. Sounds become muffled and seem to come from everywhere at once. Only screams ring out clearly, though they still seem to come from all around. In a large group, victims need successful Valor checks, difficulty 3, lest they give in to panic. Entire armies have slaughtered themselves when caught by the Heart of Darkness. The ebon column does not have a solid boundary, though. Anyone can enter the area, and anyone who finds its edge can escape it.
Creatures with supernaturally enhanced senses or that can perform supernatural tracking may operate within the darkness at a -2 internal penalty to all actions. (The zone is still unnerving and disorienting.) Creatures without such senses become lost within the darkness, wandering around in confused circles or stumbling into one another (often with bloody results). Such creatures have the difficulty of all actions they take increased by an amount equal to the sorcerer's Essence.
The caster is not immune to these effects. Unless countered, Heart of Darkness lasts for 24 hours, even if the caster is slain.
White Treatises 83
Swift Spirit of Winged Transportation
Cost: 25m
Summary:
The sorcerer conjures a colossal winged automaton that lifts and carries an entire vessel—ship, wagon, or small building—through the air at tremendous speed to a chosen destination. The spirit protects the cargo from weather, obeys the sorcerer’s commands, and lasts until it lands, is dismissed, or is destroyed.
Full-Text:The sorcerer stands on the target vessel or within a number of yards of it equal to his Essence. This vessel may be a ship, a wagon or even a small building. The Sign of Ten Thousand Feathers shapes his Essence into an automaton that appears as a mass of huge, feathered wings. It has no head, eyes or other features, save for a pair of gigantic, five-taloned claws. The Swift Spirit is 500 feet long and 200 feet wide, and it can carry up to 1,000 tons. Old texts call it a demon or spirit, but the thing is an automaton: It has no existence outside of its creation by this spell.
The automaton lifts the vessel and presses it along its underside, creating a strange canopy of wings that protects the vessel from wind and weather. The automaton flies up to a mile high and 200 miles per hour. If the sorcerer is not aboard the vessel, he must give the swift spirit a destination when he creates the automaton. It flies off for that destination without pause. If the sorcerer is aboard the vessel, he may order the automaton to change direction and destination as he pleases. He can order it to set the vessel on land or sea or even to drop it from a great height. Only flat-bottomed vessels can land intact on dry ground; other vessels are likely to break up or fall over when set down.
The largest flat-bottomed vessels appropriate for the use of this spell in Creation today are widebeamed merchant freighters. Such ships are 300 feet long, 120 feet wide and can carry up to 400 people and hundreds of tons of cargo. The automaton exists either until it reaches its destination and lands the vessel, until it is destroyed or countered, or until the sorcerer releases it.
SWIFT SPIRIT OF WINGED TRANSPORTATION
Motivation: To carry the vessel to its destination
Attributes: Strength 55, Dexterity 5, Stamina 20, Charisma 2, Manipulation 2, Appearance 5, Perception 2, Intelligence 3, Wits 2
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Athletics 10, Awareness 3, Dodge 4, Martial Arts 5, Resistance 10
Join Battle: 5
Attacks: Though the automaton has mighty talons, it is much too slow and awkward to use them for anything but lifting a massive vessel.
Soak: 10L/20B
Health Levels: -0x4/-1x6/-2x8/-4x4/Incap
Dodge DV: 6 Willpower: 10 (0 against the sorcerer)
Essence: 3
Other Notes: The automaton gains a +35 to all Feats of Strength that involve lifting. It also flies at 200 miles per hour (or 100 yards per tick).
White Treatises 83
The Battle's End
Cost: 30m
Summary:
The sorcerer conjures a vast violet wheel that enforces supernatural peace over a wide area, instantly halting combat as mortals are entranced and Essence wielders must spend Willpower to resist. Violence by any resistor shatters the spell, while the caster is harshly punished for breaking the imposed truce herself.
Full-Text:Silur herself devised this variation on the older Wheel of the Turning Heavens (see pp. 85-86). The sorcerer pours violet Essence into the sky and makes the Sign of Battle's End. The Essence forms a great wheel of light. The edges of the slowly spinning wheel bear mystic sigils of peace and harmony, while the center holds the symbol of the Maiden of Endings. This wheel lasts for (Essence x 20) ticks and covers an area (Essence x 100) yards wide. The wheel's center can be up to 50 yards from the sorcerer.
All combat stops below the violet wheel, as soldiers stare into the sky, their minds filled with the compulsion of quietude. Mortals simply stand entranced. Exalts and other Essence wielders may spend two Willpower to break free from the unnatural mental influence.
Anyone who resists the spell's effect can snap everyone else out of their trance just by yelling a bit, but those people still cannot fight. They can do anything else they want, though, and they remember their actions from then on. If anyone who spent Willpower performs an act of violence, however, she shatters the spell as a whole. Moreover, if the caster himself breaks the peace, he immediately loses three points of temporary Willpower as a heavenly punishment for invoking the Sign of Saturn falsely.
When used in war, this spell stops an engagement between two combat units whose Magnitude does not exceed the sorcerer's own. Both sides lose their action unless a commander or other special character spends Willpower to break the spell-created truce.
White Treatises 69
The Crumbling Walls
Cost: 25m
Summary:
After days of perilous ritual circuits around a city, the sorcerer invokes Saturn to cause its defensive walls to collapse harmlessly inward and outward, reducing them to rubble without harming the city itself. Anyone caught on the walls during the collapse suffers environmental damage as the fortifications fall away.
Full-Text:The sorcerer calls down the power of Saturn, who holds dominion over endings and borders, to annihilate the defensive walls separating a city from the lands beyond it. To cast this spell, the sorcerer must gather four chosen companions and make five circuits around the targeted city while singing a hymn to the end of conflict. The sorcerer and her companions must make as many circuits of the city in one day as she is capable and must manage at least one circuit per day. During the casting, the sorcerer and her companions are prohibited from defending themselves against attack, though they may have bodyguards accompany them or use armor or magic to enhance their ability to avoid harm.
After each completed circuit, a shadowy image of the Maiden of Endings appears at the city's edge. Any savant who can see the image knows it bodes ill, and success on a roll of (Intelligence + Occult) reveals the spell's purpose. Once the sorcerer has completed the casting, all five images, now evenly spaced around the border, raise their arms together and make the sign of Saturn against the city's walls. At this instant, the defensive fortifications collapse into rubble and ruin over the course of a minute (60 ticks or one long tick). The spell inflicts no damage on anything within the city's borders or beyond it, but anyone standing at the walls when they fall suffers environmental damage (3B/action, Trauma 1) until they extricate themselves. This description assumes strong stone walls, such as may include guard towers. At the Storyteller's discretion, flimsier walls might crumble sooner and inflict less damage.
White Treatises 70
The Faithful Ally
Cost: 20m+
Summary:
The sorcerer creates matching occult tattoos that permanently link two willing beings, allowing free mental communication across any distance. By flooding the link with Essence, the sorcerer may also teleport one ally to the other, after which the tattoos vanish whether the attempt succeeds or not.
Full-Text:This spell takes eight hours to perform and requires sapphire dust (Resources 3 cost) mixed with the blood of the caster and one other willing sentient creature. The sorcerer's Essence transubstantiates the mixture into gleaming blue ink, which is used to create an occult tattoo on both targets. Creating the first tattoo doesn't call for a roll, but the second requires a successful (Perception + Craft [Air]) roll, diffi culty 4, to copy the tattoo accurately and in the exact same place on the second person's body. The sorcerer herself need not make this tattoo, however.
This tattoo acts as an arcane link to the other target. People who see the tattoo do not automatically know it is part of a spell-even with magical perceptions, a player needs a successful (Perception + Occult) roll, difficulty 4, or a (Perception + Lore roll), difficulty 5, for his character to recognize the tattoo as part of a spell.
The Faithful Ally may be countered as it is cast, but countermagic does not affect the finished tattoo. A sorcerer may have a number of sorcerous tattoos equal to his Essence active on his body at any given time.
ACTIVATING THE LINK
Cost: 0m or 20m (from sorcerer)
Target: Caster or linked ally
By laying two fingers (or similar digits) on the tattoo and concentrating, either the sorcerer or the target can mentally communicate with the other. They can 'talk' to each other across any distance within Creation or the Wyld as long as they are both willing to concentrate. This ability has no Essence cost.
If the sorcerer and target agree to it, the sorcerer may infuse the link between them with Essence, teleporting one of them to the side of the other. This action does not require a roll and can be flurried. The person being transported arrives within 20 yards of the other's position (wherever the caller visualizes the other arriving), with no disorientation. Neither is there a limit on the distance the ally can be transported, as long as both are in Creation. Wards against teleportation, such as Private Plaza of Downcast Eyes, block this effect. A sorcerer with an active means of perceiving Essence (such as All-Encompassing Sorcerer's Sight) can recognize what is happening and may use countermagic to abort the teleportation. Characters cannot try again. The tattoos on both the sorcerer and target vanish when the sorcerer invokes the teleportation power, whether the attempt succeeds or not.
White Treatises 70
The Princes of the Fallen Tower
Cost: 30m
Summary:
The sorcerer summons a host of rust-bodied automata whose sole purpose is destruction, capable of rapidly disintegrating mundane structures and objects while ignoring living beings unless commanded otherwise. These relentless wreckers last for hours equal to the caster’s Essence and must be carefully supervised lest they devastate everything nearby—including their summoner’s holdings.
Full-Text:The sorcerer evokes a doorway of dark, rippling water in midair. Through the sheet of water lurch manlike creatures made of living, compacted rust. They number twice the sorcerer's permanent Essence. The creatures kneel once, then wait for the sorcerer to tell them what to destroy. Their long, rusty claws deal terrible wounds-while metal rusts, stone crumbles, wood rots and leather and cloth falls to dust. These automata have poor combat skills, but they can wreck a town or fortress.
A prince of the fallen tower's touch deals eight levels of lethal damage, just like its clawing attack, but it ignores the first six points of an object's soak. A touched object continues to take this same attack every five ticks, for the next two minutes (120 ticks, or 24 increments of damage). Enchanted objects or items made from the magical materials are immune to this erosion. So are living creatures. The princes attack people if the sorcerer specifically commands it or if the person interferes with their attempts at destruction. On its own, though, a prince will disintegrate the clothes off a person but leave him unharmed.
The princes of the fallen tower exist for a number of hours equal to the sorcerer's Essence, unless someone uses countermagic to dispel them (one at a time) or someone simply destroys them. They never stop looking for more things to destroy. A careless sorcerer who doesn't supervise them might find the princes demolishing his manse.
PRINCE OF THE FALLEN TOWER
Motivation: To destroy all it can
Attributes: Strength 5, Dexterity 2, Stamina 5, Charisma 1, Manipulation 1, Appearance 2, Perception 3, Intelligence 1, Wits 2
Virtues: Automaton: Never fails Valor checks, never makes others.
Abilities: Athletics 2, Awareness 3, Craft (Earth) 3 (Demolition +2), Integrity 5, Martial Arts 1, Resistance 5
Join Battle: 5
Attacks:
Claw: Speed 4, Accuracy 4, Damage 8L, Defense 2, Rate 2
Soak: 8L/10B (Ferric body, 6L/5B)
Health Levels: -0/-0/-0/-0/-0/Incap
Dodge DV: 2 Willpower: 10
Essence: 2
Other Notes: Weapons that strike a prince do not disintegrate; neither does the ground under the automaton's feet. A prince must specifically strike with its hand to destroy objects. Emerald Countermagic is enough to stop the continuing disintegration caused by a prince's touch, but it will not stop the automaton from attacking again.
White Treatises 78
Threefold Binding of the Heart
Cost: 30m
Summary:
The sorcerer ensnares a target in overwhelming, unnatural love and servitude, forging an absolute devotion that can drive the victim to betray or even kill former loved ones in the sorcerer’s name. Though extraordinarily difficult to break, the binding is unconsciously tested once a year on the victim’s birthday, when the gods of fate may grant a single chance at freedom.
Full-Text:Ropes of orange and yellow light coil around the target and wrap around her spine, ending in three knots through the heart of the victim of the type fishermen of the Coral Archipelago swear will never work loose.
Mortals are snared automatically. Against Essence wielders, the sorcerer attempts a magical social attack. His player rolls (Manipulation + Occult), adding a number of automatic successes equal to his Essence, against the target's Dodge MDV. If this attack succeeds, the victim is under an unnatural mental influence that creates a Compulsion effect (a powerful Intimacy to the sorcerer), an Emotion effect (love) and a Servitude effect. Since powerful beings often have ways to resist these effects, sorcerers prefer to cast Threefold Binding of the Heart on Essence wielders who are asleep or unconscious, rendering the target's Mental DV inapplicable.
A victim of this binding falls madly in love with the sorcerer. This love can manifest as anything from a lover's sexual passion to a soldier's patriotic loyalty, depending on what cues the sorcerer gives the victim.
The victim feels these emotions are true and genuine, but others can see how the victim is ensorcelled. This devotion is absolute, and the victim might go out of her way to remove anything that distracts or contradicts her connection with the sorcerer-even murdering people she used to love if they try to keep her from her beloved master.
A spellbound victim can spend a point of Willpower to resist a direct command or three Willpower to resist the sorcerer's control for a scene, but she needs an overwhelming reason to do so-such as being ordered to do something against her core morals or something she knows will harm the master's interests. Eroding the spell-forged Intimacy is quite difficult. Doing so requires a number of successful social attacks equal to the sorcerer's (Occult + Essence) to break the Intimacy. For each day that passes, one successful attempt is negated, 'regenerating' the Intimacy.
On the subject's birthday, however, she is granted an unconscious attempt to break free from the Threefold Binding. Savants attribute this reprieve to the gods of the days. Each day in the year has a god, and these gods note the fates written in the stars for everyone born on their day. Threefold Binding of the Heart forces a blatant change to a victim's fate, unlike the more subtle changes to destiny that Sidereals create. Such clumsy changes anger the day gods, so on the day it is most powerful, the victim's day god try to unravel the knots through the target's heart. On this day, the target's player makes a reflexive (Wits + Integrity) roll, with a difficulty equal to the sorcerer's Essence. This roll may not be augmented by Charms, channeling Virtues or spending Willpower, though. The subject doesn't want to break the bond and does not even know the opportunity has occurred. If the roll succeeds, however, the Threefold Binding frays, and she is freed… to realize what the sorcerer did to her.
White Treatises 84
Torrential Cascade
Cost: 30m
Summary:
The sorcerer raises a massive, moving wall of water from a nearby body of water, unleashing a devastating flood that crushes buildings, sweeps away creatures, and leaves the land soaked and ruined. The wave surges forward for a short but catastrophic distance before collapsing, its effects lingering for weeks unless countered early by magic.
Full-Text:The sorcerer hurls a ball of blue Essence-flame into a sea, lake, river or other large body of water that must be within 100 yards. White-capped waves form, and the roar of rushing water fills the air. On his second Shape Celestial Circle Sorcery action, the sorcerer raises his arms to the sky as a wall of water 20 yards high and 100 yards long rises from the body of water. Everyone within five miles receives a reflexive (Perception + Awareness) roll to notice this very loud event.
On his Cast Sorcery action, the sorcerer points in the direction he wishes the torrential cascade to flow and the wall of water surges outward on its journey. It travels at 50 yards per tick for (sorcerer's Essence x 5) ticks, remaining 20 yards high and 10 yards thick as it moves.
The torrential cascade destroys small buildings outright, and buildings larger than a single story take 45 levels of bashing damage as the cascade passes. For the purpose of moving large things, the torrent has a (Strength + Athletics) total of 35. Creatures caught in its path take environmental damage (5B/tick, Trauma 4). See Exalted, p. 130 for environmental damage rules. Escaping the torrent requires a ([Strength or Dexterity] + Athletics) roll, difficulty 4.
When the torrential cascade reaches its full length, the wall of water collapses, and the water drains naturally from that point. An affected region on land remains soaked and devastated; once-dry earth becomes deep mud or scoured arroyos. The area may take weeks to return to normal (if it ever does). Countermagic can collapse the wave prematurely.
White Treatises 85
Travel Without Distance
Cost: 25m
Summary:
The sorcerer instantaneously teleports to any previously seen location within a vast range, departing and arriving in spectacular Essence storms that require time to stabilize. The travel is safe but disorienting if interrupted, and with extended casting the spell can also transport entire military units across the world in an instant.
Full-Text:The mighty among sorcerers can travel across the face of the world in an instant, if they must. The character gathers a blazing corona of Essence around him and shapes it through a complex series of finger and hand gestures. When he releases the magic, he is wrapped in whirling clouds of Essence. When the clouds dissipate, he is gone. The character can choose to reappear in any location he has seen before, either with his own eyes or through magic, so long as the destination is within 10 miles per point of the character’s permanent Essence and is not warded against magical travel.
The character’s arrival is as spectacular as his departure, with the same whirling clouds gathering out of nothingness and then dissipating to reveal the character, still wrapped in a corona of Essence and still channeling the magic with complicated gestures. This arrival takes the same amount of time as the character’s departure—after appearing, the character must take two Shape Celestial Circle Sorcery actions before he can join a conflict. If the character is interrupted during this time, then the spell is not lost—having already functioned—but the character is disoriented and suffers a -2 internal penalty to all actions for (8 – Stamina) hours.
Travel by this spell is quite safe. The design of its Essence structure ensures that, if the destination is unsafe, the character appears in the nearest stable, open space with solid footing and no ongoing sources of environmental damage.
This spell can be used in war. If the sorcerer increases its shaping time to long ticks, this spell can transport a unit of a Magnitude no greater than the Exalt’s Essence. The sorcerer must be attached to this unit. If the unit joins war before the second half of the casting completes, every member of the unit and the unit itself suffers the aforementioned disorientation. Use the Stamina of the unit leader to determine how long this disorientation lasts.
Second Edition Core 256
Unity of Dreams
Cost: 10m/participant
Summary:
The sorcerer binds a group together through shared dreams, allowing them to communicate while sleeping, strengthening their mutual Intimacies, and granting a small bonus when they act together while awake. If all participants agree while dreaming, the spell can instantly reunite them in one place—but doing so ends the magic.
Full-Text:The sorcerer binds the dreams of the ritual's participants (including herself) to one another using the Sign of Venus. Unity of Dreams must be cast once a night per participant for the magic to take hold, with everyone in the same room. The spell's Essence settles on participants as saffron motes of light. After the required number of castings over consecutive nights, the spell lasts for a number of months equal to the sorcerer's Essence.
The participants' dreams intermingle and allow them to communicate while sleeping, as long as they are all in Creation. Not only does the fluid nature of dream consciousness not hamper this dream communication, but participants have trouble hiding important facts and events from each other. A closeness develops on a subconscious level. People linked in this spell have their Intimacies for one another augmented. Eroding Intimacies to other dreamers now takes a number of successful social attacks equal to the character's (Willpower + Conviction). Unity of Dreams extends to understanding what will best aid another participant while awake, too. All participants gain a one-die bonus to all actions when working or fighting beside each other.
At any time when all the participants are asleep and dreaming, one of the dreamers may ask the others to join her. The bond of the spell then transports the other sleepers to the character who requested their presence. All participants must agree or none will arrive. Several seconds later, they all awaken to find themselves together. Invoking this transportation has a cost, though. It consumes the energies of the spell, ending it prematurely. Moreover, this spell does not help the dreamers return home.
White Treatises 85
Universal Precept Shroud
Cost: 20m
Summary:
The sorcerer cloaks her Infernal sorcery so it leaves no Yozi taint, allowing spells to appear normal and subtle but preventing the use of Yozi-required substitutions for banned spells. For powerful akuma, it also perfectly disguises their Infernal nature itself, fooling all but flawless divine perception—though Obvious Infernal Charms briefly break the illusion.
Full-Text:While some Infernal Exalted revel in unleashing Yozi power on a world that has dared to forget its creators' might, others recognize that they must tread carefully until their masters declare open war on Heaven. In casting this spell, the sorcerer makes the Mudra of Nirvishesha Shamed and whispers an obscenity mocking the inadequacies of the shinma who is the defining cosmological embodiment of identity. The chant concludes with an Essence-charged assertion that Nirvishesha exists, which is the greatest of impossibilities and insult to an entity who embodies the opposite of all she defines. Answering this challenge, Nirvishesha proves she cannot exist by taking away the distinctive Yozi identity of the caster's sorcery.
Until the caster is targeted by countermagic capable of breaking the spell, all spells she casts show no trace of Yozi warping. While this cloak aids in subtlety, it carries a drawback. Most Yozi initiations ban certain types of spells, requiring substitution of imagery to permit such casting. Universal Precept Shroud prevents warping, so banned spells can't be modified to acceptability.
When an akuma with Essence 5+ casts this spell, the enchantment also cloaks the sorcerer's Yozi taint. This is a perfect Illusion effect that can only be seen through by perfect detection methods such as Eye of the Unconquered Sun (see Exalted, p. 226). Other observers treat the akuma as though he had never fallen, ignoring sensory input that could convince them otherwise. Thus, witnesses overlook demonic mutations and the fact that the character is a creature of darkness outside fate, even if using powers that would reveal such facts or otherwise discern the akuma's true nature. This shroud does not cloak activations of Obvious Infernal Charms, which drop the Illusion until the akuma's next action or until deactivated (whichever comes later). Once the Illusion reasserts itself, it does not retroactively obscure memories of times when it did not apply or allay suspicions roused during such windows.
MoEP: Infernals 167
Voices of Distant Regard
Cost: 25m
Summary:
Until she next sleeps, the sorcerer hears any conversations about her anywhere in Creation, knowing their direction, distance, and familiar voices. Listening to multiple conversations at once requires concentration, and doing so while holding a local conversation makes her noticeably distracted.
Full-Text:The word that describes a god's ability to hear petitioners' prayers doesn't have a translation. It is an onomatopoeia of the buzzing mumble that gods hear when they attend to their worshipers' prayers. A sorcerer who knows this spell can speak this word, infuse it with his own Essence and emulate the divine ability until the next time she sleeps.
While the spell is active, the character hears any people who talk about her, as clearly as if she stood beside them. A conversation does not need to include the sorcerer's name. The caster knows the approximate distance and direction of each conversation and can recognize voices she has heard before.
If multiple conversations occur at once, the sorcerer's player rolls (Perception + Awareness), with a difficulty equal to the number of simultaneous conversations she hears. Alternatively, she may ignore all but one, negating the need for a roll. The sorcerer can also listen and talk to a person in her company while she's listening to these remote conversations by increasing the above roll's difficulty by 1, though she will seem somewhat distracted.
White Treatises 85
Wheel of the Turning Heavens
Cost: 15m or 35m
Summary:
At night, the sorcerer creates a vast, mesmerizing celestial display that entrances all sentient creatures who can see the sky, freezing them in place and erasing their memory of the interval. Essence wielders can resist with will or effort, and any harm to an entranced victim—or powerful countermagic—ends the spell early.
Full-Text:This spell cannot be cast during the day. When cast, the sorcerer's Essence shoots upward as a brilliant beam of white light and explodes like a fireworks display visible to every creature within (Essence x 100) yards who can see the sky. Instead of fading, the sparks slowly swirl clockwise in kaleidoscopic displays that last (Essence x 30) minutes. In the center floats the sign of the Maiden of Serenity. The interlacing sparks trace out many astrological sigils the Sidereals would rather keep to themselves… but no one will remember them.
All sentient creatures are entranced by the display and forget what they were doing. They take no actions. When the spell ends, they do not remember what happened while they stared at the sky. People outside the area just see pretty lights (though the display might attract them into the spell's area). The sorcerer himself is immune. Once he casts the spell, he may take other actions normally.
Players of Essence wielders may roll (Wits + Integrity), difficulty equal to the caster's Essence, to break free and look away from the blazing display. This roll must be repeated each time the character sees the sky during that period. Averting one's gaze inflicts a -2 dice penalty to all actions taken in locations where the sky is visible. Instead, Essence wielders may spend three Willpower to resist the Illusion effect for a scene. The spell ends if Sapphire or Adamant Countermagic targets the sorcerer, if the caster is slain, or if any creature enchanted by the spell is harmed while entranced.
This spell was actually developed for entertainment. If the sorcerer spends only 15 motes, the result is a beautiful, distracting but harmless display.
White Treatises 85
Whirlwind of Fate
Cost: 20m
Summary:
By reading the local threads of Fate toward a declared goal, the sorcerer gains a temporary pool of bonus successes she can spend to enhance any actions that advance that goal. If the goal isn’t achieved before the spell expires, the unused insight curdles into a lingering penalty until the goal is met or dawn arrives.
Full-Text:By standing motionless during the casting of this spell, the caster observes the weaves of Fate. In the light of her anima, the caster can see how every creature and object in her immediate vicinity is tied to every other and interpret how those interactions can be turned to her own advantage.
When the sorcerer casts the spell, she names a goal, and the whirlwind of information can then be read to aid in this goal. The caster's player rolls (Intelligence + Occult). Each success on this roll adds two to a finite pool of bonus successes. The player may take bonus successes from this pool and add them to any roll that furthers the goal he stated when casting the spell. The pool lasts for a number of hours equal to the sorcerer's Essence.
A maximum number of bonus successes equal to the caster's Essence may be added to any given action, but they may explicitly stack with bonus dice or successes gained from other sources, such as Excellencies. These bonus successes may be added to any roll, including damage rolls.
If the sorcerer's stated goal is not completed by the time the spell's duration ends, she suffers an internal penalty to all actions equal to the number of bonus successes she already used, until she can meet the goal (or the next sunrise in any case).
Example: Sayn seeks the Inexorable Crystal Astragal, the last component needed to repair the defense systems of a ruined city built by his First Age incarnation. It is, however, within a cavern inhabited by a Lunar with no interest in sharing. Yet if he can get past her guardians, Sayn thinks he can negotiate. He casts Whirlwind of Fate, reads the threads that connect himself and the cave's guardians, and his player rolls four successes-earning him eight bonus successes he can apply to rolls aimed at helping him reach the Lunar.
Sayn's player can spend these eight bonus successes to help the Twilight Caste fight the guardians, to sneak past them, to navigate the traps, to avoid getting lost in the cave or for any other purpose. When the spell's duration ends after a number of hours equal to his Essence, Sayn has used five of his eight bonus successes but still hasn't reached the Lunar. Now, until the Solar does reach the Lunar's sanctum, his player takes a five-die penalty to all rolls.
White Treatises 86
Terrestrial Circle | Celestial Circle | Solar Circle
Solar Circle Sorcery
Abjuration of the Maidens
Cost: 40m+, 1hl
Summary:
After an immense, hours-long ritual, the sorcerer wards a vast area for five days, erecting an iridescent barrier that suppresses Charms and sorcery within its bounds. Only beings or effects beyond its scope—such as higher-Essence spirits, hearthstones, or superior countermagic used at the ward’s center—can bypass or dismantle the protection.
Full-Text:Creation's sky holds 25 constellations of special import: five sets of five, each set in the domain of one of the Maidens of Fate. The sorcerer takes five hours to mark each constellation's sigil in an enormous circle upon the Earth, one with a diameter that stretches a number of miles equal to his Essence. The sorcerer then may call upon the power of all Five Maidens to defend that place. A small, central circle holds the Unspoken Word, a glyph every thinking creature understands but none may speak.
Once this spell has been invoked, the 25 great signs-above and below-begin to glow, though the constellations' gleam is seen only within the spell's area. The caster cuts her hand and pours her blood upon the central sign. Strands of her blood become light as they fall from her fingers, as matching radiance shoots into the sky from the 25 signs and surrounds the warded area's boundary with an iridescent flare.
For five days, neither Charms nor sorcery may pass the circle's boundary. Powers that create an area of effect may be used outside it even if their area would normally extend into the protected space, but the magic fails at the barrier and within. Hearthstones and their effects, the magical materials and the abilities of spirits with a higher Essence than the sorcerer are all unaffected by Abjuration of the Maidens, but no Essence wielder may use any other magic within its bounds. Only a sorcerer whose Essence surpasses the caster's may destroy this spell with Adamant Countermagic, and that only while standing upon the central rune. The spell may be renewed for another five days at any time, for the same Essence cost.
White Treatises 86
Adamant Circle Banishment
Cost: 20m+
Summary:
This spell expels demons from Creation, automatically banishing Second Circle demons and First Circle groups, and allowing contested banishment of even Third Circle demons or Second Circle groups. In warfare, it can reduce demon units’ Magnitude, but failed contests prevent further attempts for several days.
Full-Text:As the Emerald Circle Banishment, the sorcerer may use this spell to remove demons from Creation. The Victory over Primordials Mudra, augmented by the Calibration-Denying Sign, can expel a demon of the Third Circle, making it as though the Calibration during which it was summoned had never happened. This spell has special timing rules. The character can cast it as three reflexive Shape Solar Circle Sorcery actions that take 0 ticks. It has a range of (Essence x 15) yards.
Adamant Circle Banishment automatically casts a Second Circle demon or a group of First Circle demons back to Malfeas. It can banish a Third Circle demon, but doing so forces a contest of wills, handled exactly as for Emerald Circle Banishment (see p. 44). If the demon wins, it remains in Creation and the sorcerer cannot attempt to banish it again for five days.
The spell can also banish a group of Second Circle demons. This contest is handled as for a Third Circle demon, but the group uses the most powerful demon's (Willpower + Essence) as the base pool, then adds +1 to the pool per additional demon. If the sorcerer defeats the group by accumulating successes equal to the highest demon's Essence, the demons are all banished. If the demons accumulate a number of successes equal to the sorcerer's Essence, they remain. In that case, the sorcerer may not attempt to banish any of them (singly or as a group) for five days.
In war, successful use of this spell can reduce a unit of First or Second Circle demons by a single dot of Magnitude.
White Treatises 87
Adamant Countermagic
Cost: 20m
Summary:
This spell creates a brief but absolute defense against hostile sorcery, either shielding the caster personally or shattering all active spells up to the Third Circle within a wide area. While lower-circle magic is negated cleanly, destroying Third Circle spells unleashes catastrophic Essence backlash that can devastate the surroundings.
Full-Text:The sorcerer uses Adamant Countermagic to protect herself and her companions from hostile sorcery. This spell has special timing rules. The character can shape Solar Circle sorcery to cast this spell as three reflexive 0-tick actions. It follows all of the Other normal rules for sorcery actions, and she must take a Cast Sorcery action as her next normal action.
If the character spends 20 motes of Essence, she secures her own person against hostile magic. She crosses her arms or makes a gesture of defiance, and a nimbus of multicolored energy surrounds her. For the duration of the Cast Sorcery action and for her next action thereafter, any spell that attempts to affect her in a fashion she considers undesirable shatters and its effects are wasted.
The sorcerer can also opt to spend 25 motes of Essence and shatter Second and Third Circle as well as First Circle spells operating within a radius of (the caster's permanent Essence x 50) feet. If the spell is currently being shaped, its caster is automatically interrupted. This does not banish demons or spirits, whose summoning has already been accomplished and is no longer considered a spell.
It extinguishes First and Second Circle spells without side effects, but shattering Third Circle spells is more dramatic. The explosion of Essence fragments that results from countering a Third Circle spell—while it will not harm the sorcerer using Adamant Countermagic—has effects more profound than many First Circle spells. Such an explosion can kill or transform mortals and lay waste to the countryside.
Second Edition Core 256
All-Commanding Oversoul Beckoning
Cost: 40m
Summary:
This spell calls a Third Circle demon directly to the sorcerer during specific celestial times, forcing its presence without allowing true binding or control. For a brief grace period the demon cannot knowingly harm the sorcerer and is more susceptible to persuasion, after which it is free to act—and resentful sorcerers often learn that survival does not mean safety.
Full-Text:This spell follows the same rules as Slave-Spawn Summons with the following exceptions:
- It costs 40 motes and may be cast at sunset on the night of the new moon or any night of Calibration, requiring a ritual lasting until midnight as normal. At that time, the targeted Third Circle demon teleports to the sorcerer's presence as a Blasphemy effect with severity equal to the demon's Essence.
- This cannot summon an already-bound demon.
- The sorcerer cannot bind the will of the summoned demon, though an irresistable Compulsion prevents it from knowingly harming the sorcerer until he attempts to harm it or the first light of dawn strikes Creation.
- Its MDV is halved against the sorcerer during this period. It will not leave the sorcerer's presence until at least the end of the scene. Once the grace period elapses, the demon may act as it sees fit.
- Angered demons are unlike to express their displeasure with the favored champions of the Yozis lethally, but Exalted hardiness leaves significant room for corrective lessons shy of that point. Wise Infernals treat the unquestionable as valued allies rather than conjured lackeys.
MoEP: Infernals 166
Attrocious Fire Transformation
Cost: 35m
Summary:
This spell turns a body of water into flowing, unquenchable liquid flame that incinerates nearly everything it touches while behaving like normal water, dealing severe environmental damage for hours. The caster is immune, the effect can spread across rivers or still waters for miles, and local water elementals are violently transformed into fire elementals for the duration.
Full-Text:In the uttermost South, lakes and rivers of fire flow like water. The sorcerer copies the Essence of the South's liquid fire and casts it into a body of water-and 10-yard-high scarlet flames sweep over its surface. The resultant burning water flows and eddies, just as normal water does, but it also ignites everything it touches that could conceivably burn. Everything caught in the flames is destroyed, except enchanted objects or those made from the magical materials. The flaming water deals environmental damage (6A/action, Trauma 5).
The burning water cannot be quenched. Other water that comes in contact with it will be vaporized. If the added water is a truly enormous quantity-if, for example, a transformed fire-river flows into a lake of normal water-then the water will heat, but not boil, with the burning water floating on top of it.
Atrocious Fire Transformation lasts a number of hours equal to the sorcerer's Essence, and the caster herself is immune to the flames. This spell works on any body of water, even that created or enhanced with magic. The flames extend one mile outward from the caster. On still waters the effect is static; on a river, the flaming water flows downstream, and new flames continually appear at the point of casting. A medium-sized river-for these purposes, any river that does not appear on the map printed on the Exalted endpapers-can be covered in flames from bank to bank.
For the duration of this spell, elementals associated with the transformed body of water become fire elementals. All their traits remain the same, but their Charms become fire-based and their attitudes, appearances and emotions fluctuate violently, at the Storyteller's discretion.
White Treatises 87
Benediction of Archgenesis
Cost: 40m
Summary:
Through a dawn-to-dawn sacrificial ritual, the sorcerer permanently transforms vast stretches of barren or blighted land into fertile, temperate terrain teeming with life. The change is lasting and profound, though using the spell on already-arable land causes a brief boom followed by a decade-long ecological collapse.
Full-Text:Within herself, a Solar Circle sorcerer holds a living power to compare with the fury of a tsunami, the force of an earthquake-or the still, quiet resilience of an ancient forest. As she chooses to give herself to the land around her, the Solar grants it all the bounty and vitality of her own Exalted Essence. Whether a stinking, rotting swamp or a barren, rocky plateau, any land may be remade, lush and arable. The benediction covers up to (Essence x 100) square miles of consistent terrain-all desert, all mesa, all marshland or the like.
At sunset on the new moon of Ascending Water, the character begins casting Benediction of Archgenesis from the geomantic center of the domain she wishes to revitalize. Shaping this spell is a dramatic action that lasts until sunrise. The sorcerer cuts her bare feet so that her blood falls upon the ground. From then on, she walks in an expanding spiral, pouring her life into the earth drop by drop, sacrificing five levels of aggravated damage. At sunrise, clouds gather overhead and release a soft, warm rain to wash the sorcerer's blood into the land.
The effects of the benediction become apparent to the naked eye just after the rain stops. Any snow or ice on the ground has melted completely, and for a few days thereafter, any flowering plants already in the region will bloom. By Resplendent Earth, all the plants throughout the region grow larger and healthier. Animals come to nest and play. By summer, the place is transformed. Desert becomes soil; bogs drain. The Blessed Isle never saw such lush growth. The weather is more temperate, the days blessed only by the briefest of showers. Both local animals and people bear unprecedented numbers of healthy offspring. This effect reduces the difficulty of all Survival rolls in the region by one and increases the typical Compassion of extras from that region by one dot. Transforming wasteland into land where people and wholesome creatures can easily live is a Shaping effect.
Only Adamant Countermagic can disrupt the new environmental harmony if someone uses it for that purpose within the first year. Otherwise, the place remains a lush and fertile land. Although the region's initial, supernatural fecundity will not continue after the first year, the blessed region will remain arable forever, with proper care.
Gaia's gifts have limits, though. Using Benediction of Archgenesis on land that can already be farmed gives one year of frenzied, hyper-normal fertility-followed by 10 years of deadly famine from the exhausted earth.
White Treatises 88
Chariot of the Blazing Sun
Cost: 45m
Summary:
The sorcerer summons a blazing solar chariot drawn by divine fire-horses, allowing near-unstoppable travel through sky, Wyld, and even into Yu-Shan at incredible speed while deflecting lesser sorcery and mundane attacks. The chariot is immensely powerful but dangerous if mishandled, crashing catastrophically if forced to operate beyond sunset or disrupted.
Full-Text:The sorcerer sends a triple helix of red, white and golden Essence toward the sun. Out of the sun ride five horses of white fire, pulling a chariot of pure, golden Essence-a copy of the chariot used by the Unconquered Sun himself, pulled by celestial stallions from his own stables.
The sorcerer needs at least one dot of Ride to control the powerful, spirited sun horses. The caster must include a controlling Ride action in a flurry if she wishes to perform any other action while driving. (See the rules for piloting on p. 33 of Wonders of the Lost Age.) If the caster performs no other action that would require a dice roll, the chariot is quite safe to drive and requires no roll.
Since the chariot travels at 750 miles per hour, few opponents could keep up with the sorcerer and her passengers. Should an angry celestial dragon or the like do so, then the searing white flames around the chariot inflict three levels of aggravated damage after every hand-to-hand attack. The same flames devour any missiles save those made of a magical material or those fortified by Essence. Against these, the chariot provides 90% hard cover (see Exalted, p. 147) to its passengers. If something forces the chariot to crash, everyone on board takes 45 levels of lethal damage.
The chariot (and its passengers) are not affected or delayed by extremes of environment, even the terrors of the Wyld. It can penetrate to Yu-Shan or the elemental poles, and it deflects any sorcery of the Emerald or Sapphire Circles. The horses continue to run proudly through the sky until they reach the sorcerer's destination or the sorcerer dismisses them, at which point they let their passengers out safely and gallop back to their grooms in Yu-Shan. The horses will not serve after sunset, however, and if the sorcerer tries to force them to, they buck, slip their traces and the chariot crashes. Dispelling the chariot causes it and the horses to disappear, with the same results on passengers as a crash.
THE CHARIOT OF THE BLAZING SUN
Speed: 360/750mph
Maneuverability: -3
Endurance: Until sunset
Crew: 1/2 (only the sorcerer)
Cargo: Five people, or 2,000 pounds
Armor: Infinite
Health Levels: Infinite
Weapons: None
White Treatises 88
Cleansing Solar Flames
Cost: 50m+ (see text)
Summary:
Cast at a shadowland’s geomantic center during the day, this spell channels a devastating bolt of solar power that purifies and permanently restores vast tracts of shadowland back into Creation. The sorcerer must remain perfectly still and focused throughout, or the spell collapses in a dramatic but non-lethal backlash.
Full-Text:This spell must be cast during the day at the geomantic center of a shadowland-that place through which all its Essence flows are poisoned. As the sorcerer casts Cleansing Solar Flames from that point, sunlight pierces the shadowland's miasma, shining warmly upon the caster and collecting in growing clouds until a thunderhead of light rises above her, visible for miles. And then, the sorcerer lifts her head in a piercing cry as the sun-cloud impales her with a bolt of golden lightning that passes through her into the ground and explodes outward in a glittering wave. The solar lightning holds the sorcerer for 10 minutes per 50 miles of shadowland she converts. When she is done, the sun-cloud dissipates, and normal sunlight shines over land that is now severed from the Underworld and fully part of Creation once more.
If the sorcerer is moved or her attention wavers at any time during the cleansing, then this entire spell fails. Black storm winds of deathly Essence rip across the sky and scatter the sun-cloud in a terrifying (though harmless) backlash.
White Treatises 89
Curse of Unyielding Mist
Cost: 40m
Summary:
While standing in a region she despises, the sorcerer blankets it in an indestructible, light-devouring mist that spreads decay, despair and social malaise across the land. The curse lasts forever unless a clearly defined condition named at casting is fulfilled, and cannot be removed by countermagic—even Adamant—once established.
Full-Text:As the sorcerer stands within the area she hates (which must all, in the local tongue, fall under a single name), the sorcerer intones the reason for her rage and names a condition that will alleviate her curse.
This condition may be as simple-'The king of this country must kneel before me, and kiss my feet'-or as arcane-'Everyone within this land must speak nothing but the exact truth for a month'-as the sorcerer wishes, as long as it could conceivably be fulfilled within the land's borders. The spell fails if the condition requires actions from the Incarnae, major spirit courts or anyone else with no particular connection to the region.
As the sorcerer speaks, purple lightning flickers in her anima. She catches these sparks and ties them into 15 knots. Tendrils of fog reach from her anima and spread through the cursed land. Dank gray mist fills the land from the ground to 100 feet above. Nothing, even the most immediate of objects, is clearly visible, and even the vague shadows of one's surroundings fade into the grayness within 10 feet. Day or night makes no difference, for the fog shines with its own faint, eldritch radiance. Characters within the mist quickly grow dispirited, inflicting a -2 internal penalty on all social interactions therein. (Essence wielders may avoid this penalty by succeeding on a daily Valor check.) The mist covers (Essence x 10) square miles.
Within a month, all the plants that grow within that place have withered and begun to rot. Bizarre fungi grow and spread rapidly, from films of mold to gigantic shelf fungi and puffballs. The fungi will not grow on the flesh of living creatures, but it will grow on their clothes and fingernails, and in their hair. The ecology of decay will eventually eat up anything organic within the mist, but it cannot grow outside the mist and is destroyed by the slightest touch of sunlight.
Invulnerable to all outside forces save the will of the Incarnae-including, once it has been cast, Adamant Countermagic-the mist forever will darken the lives and hearts of everyone within, unless and until the sorcerer's condition is met. If everyone leaves in despair, the mist shall never lift. The evil mist has shrouded few horror-haunted provinces since the First Age, and no one now knows how to lift the curse.
White Treatises 89
Demon of the Third Circle
Cost: 40m+
Summary:
This spell follows the rules of Demon of the First Circle but can only be cast during Calibration and calls forth a vastly more powerful Third Circle demon, a direct lieutenant of the Yozis. Binding such a being is extremely difficult, costing 10 motes per die to weaken it, and the demon contests the sorcerer with an immense (Willpower + Essence) pool.
Full-Text:This spell is very similar to Demon of the First Circle and uses, generally, the same rules, with the following exceptions:
• It summons a demon of the Third Circle, not a demon of the First Circle. This is one of the lieutenants of the Yozis, a creature spiritually intertwined with one of the banished Primordial god-monsters that ruled before the dawn of the world.
• This spell can be cast only during Calibration. In the Old Realm, all the magicians gathered together at sunset during every night of Calibration for a great feast that lasted until dawn, so that none might be tempted to dabble with the powers of darkness. This tradition continues to this day among the Dragon-Blooded, though none have the power to summon forth such creatures of evil. The ritual is still a dramatic action that begins at sundown and ends at midnight.
• The cost to reduce the demon’s dice pool is 10 motes per die, not five.
Demons of the Third Circle have bonus dice on their roll, putting their effective (Willpower + Essence) in a range between 18 and 25.
Second Edition Core 256
Enemy of Nature
Cost: 50m
Summary:
By naming a person, group, or region, the sorcerer curses them so that all living things instinctively turn hostile, as plants, vermin, and animals relentlessly harass and attack wherever life exists. The curse lasts either one month or for as long as the cursed name endures in the world, and once cast it can never be revoked.
Full-Text:At the end of a chant that invokes the rage of all things natural, the sorcerer utters a name that resounds across the nearby hills and valleys. Some say that a careful listener can hear it whispering through the trees and grasses from over 1,000 leagues away. It must be the specific name of a person or creature, a region or a group no larger than Magnitude 9 (Magnitude 3 in the Mandate of Heaven). At that moment, the owner of that name becomes anathema to all things living. Plants strain to trip or strangle the targets, and even the most docile beast of burden attempts to bite and trample her. All creatures who sense a target of this spell become ferocious and uncontrollable, and they do their very best to kill her with no regard for their own lives. In lands completely devoid of life (only the Underworld and Essence-blasted wastelands really meet this criterion), a target is potentially safe. In other regions, the she suffers the following effects:
o She suffers a -1 to -3 external penalty to all actions as swarms of vermin and masses of plants impede her, based on the region's fecundity. All but the least hospitable regions of Creation host creatures or roots enough to inflict the least penalty. Lava rats live in the Southern expanses of volcanic stone, for instance, while ice hornets nest in the worst wastes of the North. In the jungles or forests of the West and East, life is so abundant it becomes difficult to accomplish anything at all. Although this penalty represents the difficulty for powerful entities (an Exalt, a city) to act under such conditions, the massed assault of vermin and insects can kill individual mortals.
o Larger animals attack the target on sight. Massed creatures attack as an unordered mass combat unit with Drill 0. Plants with enough size and maneuverability may also attack. When the target is a social group, creatures only enter mass combat with units of comparable size. For instance, a pride of lions can't really attack an entire town, but they can wipe out a household every night. Very large creatures can count as mass combat units all by themselves. The larger sea monsters, for instance, can attack and destroy whole ships to get at a target.
o Unless a victim travels through a lifeless region, the harassment and danger impedes travel. Halve all travel rates, or consider all terrain extreme when using complex travel.
The Solar has a choice how long the curse lasts. She may curse the target for one month. (An extremely careful person might survive, and a few people from a targeted group might live to spread the tale of horror.) Alternatively, the sorcerer can decree a curse that lasts as long as the targeted name endures. An individual is almost doomed to be tormented by hateful creatures and plants wherever she goes, however long she lives. Changing her name would certainly be a legendary quest, for names are recorded in the stars. Military units, cities and societies can earn different names over time, but the curse endures until no living creature still thinks of the social group by the accursed name. Once a sorcerer casts Enemy of Nature, she cannot revoke the curse.
White Treatises 90
Essence Inversion
Cost: 50m
Summary:
The sorcerer strikes a foe with a near-unstoppable beam that tears away their life Essence, inflicting recurring lethal damage every few ticks until the victim dies, the caster relents, or Adamant Countermagic ends it. When the victim finally perishes, their body is annihilated into nothingness.
Full-Text:Twisting her fingers together and flicking them toward her enemy, the sorcerer releases a roiling black and violet beam that penetrates his target's chest. Only Charm-enhanced parries or dodges may resist the beam, in which case the sorcerer's player rolls (Intelligence + Occult) to aim it. Otherwise, this is a perfect attack. Beginning on the action after he's hit, the target suffers 10 dice of lethal damage every five ticks as the Essence of his life rips from his body and twists into black and violet streamers of death. This damage may be soaked only with Stamina and Charms. The curse persists until Adamant Countermagic dispels it, the sorcerer decides to end his torment, or her foe finally dies. As the last of the victim's life erupts and inverts, the death-cloud rushes back into the corpse and dissolves it to nothing.
White Treatises 90
Evocation from the Mirror
Cost: 40m
Summary:
The sorcerer traps a conscious victim inside a mirror and draws out a living duplicate with all the original’s traits and Charms. This mirror-double is a moral opposite of the original and is bound to serve the sorcerer, while the true victim is imprisoned in a reflective Elsewhere. The spell ends if Adamant Countermagic is used or if the duplicate touches a reflection containing the original.
Full-Text:Some societies fear mirrors, and this spell could explain why. It magically evokes a duplicate of a targeted person from his mirror reflection, while imprisoning the original within the mirror. To cast the spell, the sorcerer must be within 100 yards of her target and have a mirror at least the size of her hand within 20 yards. The victim must be conscious and see the mirror, but he can be drugged, bewitched or otherwise restrained. The sorcerer incants a ritual palindrome while making the Mudra of Opposition, only one hand makes the gesture in reverse, while dozens of images of her flicker through her anima.
When the spell is released, the players of the sorcerer and her target make a resisted (Willpower + Essence) roll. If the sorcerer's player loses or ties the roll, the mirror shatters, and the spell fails. If the sorcerer's player rolls more successes, however, the target and the mirror both flash with iridescent Essence and… nothing seems to have happened. Close observation will show, however, that the person has been reflected left to right.
This mirror-person has the same traits and Charms as the original. He also has reversed versions of the victim's clothing and mundane possessions. Any magical possessions transfer from the original to the mirror-person. The duplicate is a complete moral opposite of the original. His Motivation and Intimacies are reversed, so what the original loved the duplicate hates, and vice versa. He will act as his reversed morals dictate, with one addition. He is also the sorcerer's devoted slave, ready to do almost anything she commands. (He might hesitate at working against his Motivation, as even the most loyal servant might.)
The spell traps the victim in an Elsewhere inhabited only by himself and anyone else trapped by this spell. Nothing else exists except when the duplicate's image appears in a reflective surface such as an actual mirror, a pool of water or a pane of glass. Then, the duplicate's surroundings appear (reversed) in the Elsewhere, and the original person can look out the mirror to the real world and be seen there as well. The original does not have to mimic the mirror-person's actions. He can mouth appeals for help, wave his hands and so on.
The mirror-person avoids reflections whenever possible because he doesn't want other people to see his original-and because his own reflection provides the original with a means of escape. If the mirror-person touches a reflection that includes the spell's target, the image and the original resume their proper places. Adamant Countermagic will also break the spell if cast on either the mirror-person or the reflection that contains his original.
Evocation of the Mirror is much less effective against spirits or any other entity that can dematerialize (including Exalts with suitable spells). The spirit just dematerializes and walks out the first reflective surface that holds his image, as if it were the door to his own sanctum. Then the original and the reflection both exist in Creation. A duplicate is also not destroyed by being forced back to the other side of the mirror. In zones of severely diminished reality such as a Middlemarch or Fair Folk freehold, the reflection can escape the mirror to bedevil the life of his original. On the other hand, if the mirror-person enters such a zone, his original can also escape from Elsewhere with a successful (Willpower + Essence) roll.
White Treatises 91
Gaia's Rebuke
Cost: 50m
Summary:
The sorcerer tears a pillar of earth from the ground beneath a chosen foe, hurling both a mile into the sky before flipping the mass and slamming it back down moments later. All other creatures are harmlessly shaken free, but the target is crushed beneath the impact. The spell inflicts overwhelming lethal damage, annihilating the victim and leaving only rubble behind.
Full-Text:The earth itself rejects the sorcerer's enemy, along with the very ground he stands on. As this spell is cast, the sorcerer indicates a target and grandly sweeps her arms together. The ground under her enemy's feet shudders, jagged chasms abruptly surround it, and a circle of it-one yard in diameter wider than the target and 10 yards thick-hurls itself into the sky, trailing a streamer of red and yellow Essence. Living creatures other than the target are shaken free near the ground, landing unhurt. The unfortunate himself, however, finds the column of earth flipping over once it reaches a mile in the air, then driving back down to the ground just as quickly. The ascent and crash take five ticks each, which is all the time the victim has to think of some escape before the chunk of earth smashes into the ground with him underneath it. The victim and his belongings take 150 dice of lethal damage, leaving nothing behind but a pile of rubble as his cairn.
White Treatises 91
Incantation of the Invincible Army
Cost: 50m
Summary:
The sorcerer calls down the Unconquered Sun’s favor, bathing herself and her visible armies in golden light that bolsters their might, morale, and supernatural presence as long as the sun shines and she maintains the vigil. A vast number of soldiers gain increased Might, perfect morale, and resistance to rout. The blessing persists until the sorcerer falters, the sun sets, the battle ends, or powerful countermagic intervenes.
Full-Text:The sorcerer stands at a high place overlooking her army, lifts her arms and turns her face to the sun. Her anima rises to the sky and meets an answering bolt from above, forming a clear pillar of golden light, threaded with scarlet for the Maiden of Battles. A matching banner of light briefly rises above every soldier who follows the sorcerer. The soldiers' blades spark golden, and their faces glow white with the glory of the Unconquered Sun. As long as the sun remains above the horizon and the sorcerer's arms remain raised toward it, units she can see receive bonuses to their Might scores equal to her Essence or their own Magnitude, whichever is lower. Furthermore, the units are considered to have Perfect Morale and to be composed of supernatural beings for the purposes of enemy rout checks. The blessing extends to (Essence x 5,000) soldiers, grouped in units no larger than legions.
Clouds will not naturally block the sun's light upon the battlefield. A long time standing with arms raised, however, can tax even a Lawgiver. For every hour the sorcerer holds her vigil, her player rolls (Stamina + Resistance) against a difficulty equal to the number of hours the spell has lasted already. If her arms do fall against her will, the light begins to fade, but the sorcerer has one action to reclaim it. Success on another (Stamina + Resistance) roll, at the previous difficulty + 1, allows her to lift her exhausted limbs again and call back the Unconquered Sun's favor. Otherwise, the spell ends only if she wills it, if Adamant Countermagic is cast, if the sun sets, or if the battle ends.
White Treatises 91
Invoking the Eyeless Face
Cost: 60m
Summary:
The sorcerer immerses herself in the power of the Eyeless Face, emerging altered and bound to its frozen hatred, gaining supernatural control, awareness, and mobility through its lesser and greater minions. She can perceive through them, speak or even permanently transfer her body into one, while improving how her minions function and coexist. The transformation lasts indefinitely until broken by Adamant Countermagic.
Full-Text:Outside Creation, Elsewhere, lies a vast, longbanished intelligence: the Eyeless Face. In the time since the Solars banished it and its race from the world, its once-raging anger has cooled and frozen into an icy, abiding hatred. The Eyeless Face cannot escape the perfect bindings placed upon it, and though its servant-limbs are bound to the will of its jailers and may be pulled from its prison at whim, the behemoth itself cannot-must not-be released by external forces. Nevertheless, by the end of the First Age, its jailers' heirs had found a use for it.
The sorcerer makes the familiar pool of oil used to call forth the lesser and greater minions of the Eyeless Face, but instead of pulling anything out, she enters it herself. An hour passes, and she emerges… changed.
Though she remains recognizable as the person she was, the skin of her body darkens and grows slightly reflective, while the skin of her face pales. Her eyes become sunken orbs of white as her pupils and irises vanish. She unconsciously mutes her motions, and her posture grows unnaturally still. At the back of her mind, she hears whispered hatreds and seductive assurances of her own superiority. While under the effects of the spell, she benefits from the following:
o If her Compassion is 3 or greater, she need no longer fail Compassion checks to avoid adhering to that Virtue. If Compassion is the Virtue associated with her Virtue Flaw, however, she automatically gains a point of Limit in situations where she would have had to roll.
o Calling forth a batch of greater minions of the Eyeless Face no longer murders any lesser minions she had under her power, and vice versa, though she may still have only one batch of greater minions and one batch of lesser at any one time. Lesser minions under her power begin to heal as mortals.
o The sorcerer gains perfect knowledge of the location of each of her greater and lesser minions, as well as peripheral awareness of their muted, enslaved hopes and fears. If anyone addresses one of her minions as if it were her, she knows it instinctively.
o By spending one mote, the character may shift her senses into the body of any of the minions of the Eyeless Face under her power. While this power is in effect, if the subject is a greater minion, she may speak in her voice through its mouth.
o By spending 20 motes, she may usurp the body of any of the minions of the Eyeless Face under her power, effectively taking its place. Her old body crumbles to dust while her Exaltation and both her souls depart, traveling instantly to her new body and bonding with it as it shifts in form to match her appearance. This journey/transformation moves only the sorcerer herself and not her apparel or any of her belongings. It breaks any artifact attunements she has but otherwise has no long-lasting side effects of which the Solars of the First Age were aware.
Invoking the Eyeless Face lasts until it is subject to Adamant Countermagic. During the late First Age, rumors persisted of another spell, which allowed sorcerers to use the effects of Invoking the Eyeless Face on each others' minions. These rumors made it into at least three surviving pieces of popular fiction written by Terrestrial Exalted during the early Shogunate period, detailing the horrors of the First Age and the infighting between the Solar Anathema. No records confirm the spell's existence, however, not even The Book of Three Circles itself.
White Treatises 92
Light of Solar Cleansing
Cost: 30m
Summary:
The sorcerer unleashes a radiant burst of the Unconquered Sun, searing all creatures of darkness and tainted objects within miles with intense aggravated damage that ignores armor. Those destroyed are erased in dissolving sunlight, leaving the land visibly sun-bleached. The area is left dimmed until the next sunrise, preventing the spell from being cast there again.
Full-Text:As the sorcerer casts this spell, the golden rays of the Unconquered Sun coalesce around him in a nigh-tangible nimbus before he finally releases their fury. Pure and deadly sunshine bursts in a circle outward from the caster. Where it touches anything unloved by the sun, that cursed thing suffers (Essence x 2) dice of aggravated damage as the sun's gaze burns it away. This damage ignores armor. The spell affects all creatures of darkness and objects of similar origin within a number of miles equal to the caster's Essence. Anything destroyed dissolves in a wash of light, and everything in the area of effect looks faded and sun-bleached.
After a casting of this spell, the light within 100 yards dims, having spent its wrath. There's still plenty of light to see by, but the dimming hinders anything requiring truly bright light. Until the light returns to its full potency with the next sunrise, Light of Solar Cleansing cannot be cast within the area.
White Treatises 92
Mirage of Protective Shelter
Cost: 40m
Summary:
The sorcerer traces a silvery boundary that cloaks a chosen region in illusion, causing anyone who intends it harm to unconsciously walk around it and fail to perceive its existence unless they overcome a powerful mental defense. The effect can shield anything from a small site to an entire province for months, or indefinitely if the caster anchors it with a crafted silver-and-crystal focus and permanent Willpower.
Full-Text:One of the best ways to protect a person or place is to hide it. After taking the Cast Sorcery action, the character must walk around the area she wishes to protect. As she walks, faint silvery Essence falls from her and forms a line on the ground where she has trod. She must return to her point of origin before the moon next crosses the horizon.
Any creatures that intend to harm the area or its inhabitants cannot approach it. When they get close, the spell makes an unnatural mental attack on them. Unless their Dodge MDVs equal or exceed a value equal to double the caster's Essence, they follow a path around the affected region and cannot perceive it. Spending three points of Willpower lets a character ignore this Illusion effect for one scene, but at the end of that scene, the person finds himself lost again.
Mirage of Protective Shelter can deflect entire armies or protect whole provinces.
The mirage normally lasts a number of months equal to the caster's Essence. For long-term protection, the caster must craft (or direct a skilled crafter in building) a silver-and-crystal symbol of the region's protection, anything from a statuette of its presiding god to a stele inscribed with a map of the region. Doing so requires a successful difficulty 5 (Intelligence + [Craft or Occult]) roll to design and then a successful (Dexterity + Craft [lower of Air and Fire]) roll to create.
Placing this symbol within the protected region and spending a dot of permanent Willpower prevents the spell from failing until the spell's focus is destroyed or removed from the region.
White Treatises 93
Mystic Travel
Cost: 30m
Summary:
The sorcerer “pulls” a chosen road or route toward herself, effectively shrinking distance so she and any companions traveling with her move along that path at ten times normal speed. The spell lasts until the destination is reached or the path is physically broken, and it cannot be combined with other travel magic.
Full-Text:A path exists to convey travelers from one end to the other. The sorcerer reaching out his hand and the path she wishes to follow briefly shines silver and gold. Then the sorcerer yanks, pulling the end of the path to her and her companions. The sorcerer then can travel along the path at 10 times her normal speed: The spell does not actually help the sorcerer move faster. Instead, it shrinks the world-at least for the sorcerer, along that particular path. Any clear path is valid, from commonly used ocean trade routes to animal trails through the woods.
A sorcerer can share this spell with other beings. Before casting the spell, the sorcerer performs a 15 minute ceremony in which she anoints herself, the road and the leader of any unit she wishes to affect (the general of an army, the captain of a ship, the messiah of bunch of apostles, or whatever). Units of any size are valid targets for this spell, from a circle of five to a First Age legion of 10,000 or larger, as long as they all travel with the sorcerer.
The spell lasts until the sorcerer reaches her destination. Any physical breach in the path also ends the spell when the unit reaches it. A broken bridge or dammed river accomplishes this, as do temporary obstacles like a fallen tree that completely blocks a road. Waterborne trade routes rarely suffer such obstructions, but when they do, the obstructions tend to consist of living islands peopled by cannibals-which generally merits greater consideration than a log on a road.
Note: Mystic Travel cannot be combined with other travel spells. Use of one spell breaks the other.
White Treatises 93
Pressed Beyond the Veil of Time
Cost: 60m
Summary:
The sorcerer banishes an entire named region—such as a city, manse, or mountain—into Elsewhere, making it effectively unreachable and immune to invasion, with access controlled by Malfean porcelain tokens. Time flows more slowly within the hidden land, which can only rejoin Creation once every hundred years unless the caster deliberately restores it or Adamant Countermagic disrupts the spell, potentially with catastrophic results.
Full-Text:This incredibly powerful spell shoves an entire region from Creation into Elsewhere, rendering it immune to invasion as long as it remains there. The sorcerer may target any region that goes by a single name, such as a manse, city or mountain. Affected Dominions may not exceed Magnitude (Essence - 2).
Before casting the spell, the sorcerer must create a perfect miniature model of the targeted area out of Malfean porcelain (a difficulty 5 Craft [Fire] roll). When the Solar shapes the spell, the entire model must burn to ash in a supernatural flame. First Age Solars might have commanded a Fire-aspected Dragon-Blooded to destroy it. Contemporary Solar sorcerers must probably resort to other sources of magical fire, such as elementals. The ritual of burning takes one entire night, at the end of which the sorcerer performs the Cast Sorcery action and identical but ghostly flames consume the target area. When the region disappears, the Shaping of this spell replaces it with something natural for that area. Somewhere in this replacement exists a door, gate or path that leads into Elsewhere and the protected area. Wearing a ring or pendant of Malfean porcelain lets one pass through this invisible door, and the sorcerer herself can enter or leave any time.
Without an appropriate token, other people can enter or leave the affected region only when it reappears, once every hundred years, to join with Creation for a single day and night. Anything in the part of Creation where the hidden realm reappears vanishes for the duration and returns afterward, with no one aware that anything happened. The territory that replaces a location affected by this spell always has an uncanny air that subtly discourages renewed settlement, though, so these places seldom gain significant populations-whether it's a hill no one cares to farm or a lot in Nexus that somehow remained vacant for centuries.
Within Elsewhere, the vanished land fades into misty wastes: Anyone who tries to explore beyond the spell's border finds himself turned around and walking back into the territory in five minutes or less. Time also passes more slowly in Elsewhere. Roughly, for every (caster's Essence x 10) days that pass in Creation, one day passes inside.
Solars of the First Age used these redoubts as safe getaways-and as secure prisons for difficult captives, and some of these prisons still exist. (Such First Age prisons often had other spells or automatons scheduled to activate and keep the prisoners busy so they could not escape to Creation during the centennial day of return.) Even hideaways in Elsewhere could not save Solars during the Usurpation. At the Sidereals' urging, the Dragon-Blooded stormed Malfeas for its porcelain. Equipped with those trinkets, they had anyone who had fled to such a retreat cornered. A common bogeyman story in the Realm suggests that sometimes, the heroic revolutionaries only managed to destroy an Anathema's porcelain passkey, making it impossible for the Solars to leave… until the next centennial.
A region can stay bound in Elsewhere indefinitely, but the spell can be ended in two ways. A Solar who masters the spell may craft another porcelain model of the hidden place and, destroying it in the same ritual, reshape it back into Creation. At the caster's discretion, doing so may shift the land currently in that location into Elsewhere or merge the two locations as if they had grown up that way.
Adamant Countermagic destroys the spell of displacement suddenly and disastrously. The Storyteller rolls one die: Failure means the hidden land is severed from Creation and drifts free in Elsewhere. Reaching or leaving it is now an epic adventure all by itself. Success means that, instead of being severed from the land that was shaped to replace it, the two exchange places. The land that replaced the original territory takes its place in Elsewhere as if Pressed Beyond the Veil of Time had been cast on that area. The area is subject to Adamant Countermagic as if the spell were still active. Two successes means that, in a stroke of luck, the land in Elsewhere and the land that replaced it in Creation merge, settling around and into one another as if the caster had used another casting of the spell to merge them consciously.
White Treatises 93
Rain of Doom
Cost: 60m
Summary:
The sorcerer encircles a region at sunset to summon a night-long storm of corrosive venom rain and deadly green lightning that annihilates living creatures and destroys mundane materials within the area. The land is left blighted for years, runoff remains lethally toxic, and the spell fails entirely if the caster breaks the circuit or does not complete it before full nightfall.
Full-Text:This spell calls down a supernatural storm of vast proportions on the target. A rain of corrosive venom falls from the sky, and sickly green lightning lashes the ground. The venom falls in sheets from dusk till dawn. It is corrosive enough to pit stone and warp glass. Wood bursts into thick red-orange flame at its touch. Metal simply dissolves. Living creatures exposed to the venom suffer terrible burns. Most humans and animals die shortly thereafter in convulsions.
For years or even decades after the storm, nothing but stunted scrub will grow on the land washed by the rain, and those areas that catch the runoff of the storm will be similarly blighted. The venom is neutralized by the touch of daylight, and it evaporates easily, so the devastation is limited. However, even several days after the event, the venom can be dangerous to areas near the target that are not warmed or lighted by the sun. The game effects of the venom are as follows:
• Those exposed to the rain suffer one dose of poison for each action in which they remain in the rain. Each dose inflicts one die of lethal damage on every combat action until the character removes soaked clothing and scrubs exposed areas clean. This is a Speed 5 miscellaneous action unless the character is armored, in which case it takes the normal time. The character may subtract his lethal soak from the damage taken in each action.
• Any mundane objects left out in the rain are ruined by exposure to it.
• Characters exposed to the runoff are exposed to a number of doses of this poison appropriate to the amount of runoff they encounter—bathing in a pool of venom might inflict 20 doses, while venom dripping from a withered leaf into the character’s hair would be a single dose.
• Make a (Stamina + Resistance) roll at difficulty 2 for mortals touched by the venom. Failure means a person succumbs to a painful, convulsive death over the next several hours.
Characters outdoors during the rain have a 1-in-10 chance of being hit by lightning for every combat action they spend outdoors. Characters hit by lightning suffer 12 dice of lethal damage, which can only be soaked with Stamina and Charms.
The Rain of Doom spell is complex to cast. It can be shaped only after the sun has touched the horizon during the evening. Once the character invokes the Cast Sorcery action, the sky begins to darken at an unnatural pace with thick, oily clouds. The sorcerer must immediately begin traveling. He can walk, run or ride a beast, but he cannot fly or transport himself with any magic that involves leaving the ground. He or his mount must actually tread the ground around the target area.
The caster has from the completion of the spell until night has fallen fully to circumnavigate the desired area of effect. For the purposes of this spell, this sunset period lasts about one hour. The sorcerer cannot recross his path, and he must reach his starting point before night falls fully. If the character crosses his own path or fails to reach his starting point before darkness falls, the magic is wasted, and the gathering storm disappears as though it had never been.
If the character successfully describes a circuit, then from an hour after nightfall to the rising of the sun, the area within is lashed by the Rain of Doom. Near that area, a thick rain falls, mixed with sleet and hail, but this is nothing compared to the horror within the spell’s area of effect. Characters outside the spell’s area of effect—for example, a besieging army manning the siege lines—must take steps to protect themselves from the spell’s runoff.
Second Edition Core 256
Rune of Singular Hate
Cost: 10m
Summary:
A once-in-a-lifetime curse spoken within earshot that irrevocably annihilates a single target’s soul, permanently stripping away Attributes, Abilities, Virtues, Essence, and even life itself based on failed trait rolls. The sorcerer also suffers a lesser but permanent loss to all her own traits, making this spell an act of mutual spiritual ruin reserved for absolute hatred.
Full-Text:This curse is the blackest, foulest one that an Exalt can utter. It sears and twists the soul of the target and of the sorcerer who pronounces it. The Rune of Singular Hate is but a single word, a word so sharp-edged and hateful that a tongue can give it voice but once in a lifetime-a spell that a sorcerer may cast only once. As a result, the casting time is near-instantaneous. This spell has special timing rules. The character can cast it as three reflexive Shape Solar Circle Sorcery actions that take 0 ticks.
To speak the rune, the character must be within earshot of the target, and the character must be able to speak. The target need not hear the word, and magical silence is no protection-the target hears the curse in his heart. The Rune of Singular Hate can target only a single individual, but if that individual is less than a Yozi, a Neverborn or an Incarna, the rune sears him.
The player of the spell's target rolls the value of each of his character's Attributes, Virtues and Abilities-including Essence and Willpower-in which he possesses a score, one at a time. The player cannot botch these rolls, and 10s do not count as two successes. For every success the player rolls testing a trait, his character retains one dot of that trait. Dice on which the player does not roll a success represent a dot that is lost, immediately and forever, from that Attribute, Virtue or Ability. The sorcerer pronouncing the rune suffers a lesser curse-she loses one dot in every Attribute, Virtue and Ability in which she possesses a score.
Characters with Intelligence or Wits scores of 0 are reduced to mindless vegetables. Characters with no dots of Perception are deprived of all senses and cut off from the outside world. Characters reduced to Stamina or Essence 0 have their lives snuffed out. Characters without any Willpower become will-less automatons, similar to what remains after the Fair Folk consume a being's hopes and dreams. In all of these cases, the character can no longer spend experience and has no hope of recovery. Characters who lose a more expendable trait can purchase it back from 0 to 1 at a cost of 10 experience points. This spell cannot, however, reduce a Virtue below the minimum required for the Great Curse.
White Treatises 95
Solar Sanctuary
Cost: 70m
Summary:
By erecting five monumental orichalcum statues and completing a grand solar rite, the sorcerer claims a vast territory as a personal dominion, reshaping land, mortals, demesnes, and manses to his will while gaining near-omniscient awareness and rapid movement within its bounds. The sanctuary endures as long as the statues remain intact, granting immense geomantic and political power—but shatters instantly if even one statue is destroyed.
Full-Text:The caster must create five jeweled orichalcum statues of himself (Resource cost incalculable) and arrange them around the area he wishes to make his sanctuary. On a day when the sun is high in the sky, five people must simultaneously pray to the caster at each statue.
The caster himself must cast the spell at the center of the area demarcated by the five statues. With his Cast Sorcery action, shafts of golden light lance upward from the statues, bursting through any obstacle to reach the sky, where they curve downward to converge above the caster. Sunshine lances briefly through the sorcerer, and a faint transparent dome flickers into and out of visibility over the affected area. This area, which may not exceed a radius of (Essence x 1,000) yards, is now the character's sanctuary, almost arbitrarily under his control. The area acquires the following qualities:
o All demesnes become aspected to the character's Essence, and a manse of the appropriate level spontaneously grows from the ground to cap each demesne. As per Raise the Puissant Sanctum, the sorcerer can control each manse's appearance and function. The sorcerer is automatically attuned to all manses, whose hearthstones appear immediately in his possession. Manses whose aspects do not change continue to produce the same hearthstones; the Solar dictates new and changed manses' hearthstones.
o The sorcerer can reshape the land and structures as if using Wyld-Shaping Technique in the Bordermarches of the Wyld (see Exalted, p. 216). If he actually invokes the Charm, treat the region as Deep Wyld. He cannot create magical things, people or portable wealth. Any changes seem perfectly natural to all mortal inhabitants.
o Mortals become susceptible to the sorcerer's will. Reduce the MDVs of all mortals with respect to the sorcerer's will by half as long as they are within the spell's borders.
o The sorcerer can be aware of any place within the sanctuary as long as he is also within its boundaries. When outside the sanctuary, he has only a distinct sense of when it is threatened. He is instantly aware when one of the statues is damaged, and which one.
o The sorcerer can claim motes of Essence equal to the rating of one of the manses within his sanctuary reflexively, once per action. Doing so disrupts the normal flow of Essence and suppresses the normal activity of its hearthstone for the rest of the day.
o By spending one miscellaneous action disappearing and his next action reappearing, the sorcerer may travel almost instantaneously within his sanctuary.
o While within the sanctuary, the sorcerer can see through the eyes of any one of the enchanted statues as a reflexive action. Should the character desire, he can create multiple sanctuaries. Sanctuaries that border each other may share one or two statues and, once completed, count as a single sanctuary.
The sanctuary lasts as long as the statues all remain intact. Each statue has a bashing and lethal soak and hardness of 20, as well as 400 health levels. It also repairs itself completely when the first rays of dawn strike it. When a statue is destroyed, the sanctuary shatters. The land remains as it has been shaped, as do the demesnes and manses, though the sorcerer is no longer attuned to them.
White Treatises 95
Soul Seal
Cost: 50m
Summary:
This spell forcibly extracts a person’s higher soul and transfers it into another vessel—an object, automaton, animal, plant, or even another living being—killing the original body but preserving the mind. The displaced soul becomes a trapped passenger with limited agency, slowly imprinting its nature on the host over time, and may be freed only by powerful or ingenious magic.
Full-Text:There are many dozens of words and symbols for dealing with souls, but most of them strike or draw or arrange the souls only after they have left the body or only as a part of the person. Only the Inimitable Sign of the Self can command a soul from the body and shift it to another location, and each such sign is specific to the individual it will affect. Each must be discovered or researched separately.
Aside from that annoyance, Soul Seal takes one minute to cast (i.e., three separate Speed 20 Shape Solar Circle Sorcery actions before the sorcerer can perform the Cast Sorcery action). Once finished, gray light lances from fourth-dimensional directions through the target, severing the higher soul from the body and propelling it into another vessel. For willing targets, the effect is automatic death of the body but preservation of the mind. Players of unwilling targets roll the characters' (Essence + Willpower) in an opposed roll against the sorcerer's (Willpower + Occult). A successful target suffers one level of aggravated damage and loses one point of Willpower. Weaker targets suffer the worse fate: immediate death of the body. It is a small blessing that a hostile Solar Circle sorcerer cannot destroy the mind with this spell.
Once the soul leaves the body, an arc of the same gray light conveys the soul to a new vessel of the sorcerer's choice. It may be anything within eyesight. Well-intentioned castings of this spell generally place the soul in a prepared vessel, either an automaton designed for it to control or a special container to hold the soul while an appropriate body is constructed. First Age soul-detainment receptacles typically included a magically simulated pocket reality to entertain the soul during its residence. Some such receptacles may still exist. Any souls they contain, however, are probably quite mad after so long in isolation.
Placing the soul in another living creature traps the affected spirit. Sentient targets of the implantation may resist it. Their players roll (Stamina + [Resistance or Integrity]) at a difficulty equal to the caster's Essence. Success means the caster must select a new target. Once the soul comes to rest, it becomes little more than a passenger in another person's body, experiencing most of the person's senses but able to do little. Some learn to communicate with their hosts or assume control in the host's sleep. A strong-willed soul might take command of an animal host's body. Cast into flora or stone, the victim of Soul Seal has only faint awareness of the surroundings. Creatures made host by this spell gain an extended life span about equal to the remainder of the victim's remaining natural years. Over those years, they begin to take on the resident soul's characteristics: A person begins to look like the soul's old body, a dog has remarkably knowing eyes, a stone or tree slowly develops what looks like a face, and so on. Resourceful sorcerers, thaumaturges or gods might eventually be able to release a trapped soul.
White Treatises 96
Soul-Twisting Defilement Radiance
Cost: 50m
Summary:
Over a full day of chanting, the sorcerer unleashes a blasphemous wave that strikes every being within several miles at sunset, poisoning their souls with Yozi Essence. Creatures of darkness are invigorated, while others are transformed into natives of Malfeas unless they resist, potentially suffering identical deranging mutations chosen by the caster.
Full-Text:This spell is an obscene ritual whereby a sorcer may poison the souls of eeryone in a wide area. The sorcerer must begin casting at dawn and continue to chant discoradant hymns of praise to the Yozis that rise in volume and quicken in tempo throughout the day, committing the requisite motes for the full duration of casting. The ritual ends as the sun slips beneath the horizon and day becomes night, at which point serpentine shadows sparking with tongues of green fire appear and strike every being within (Essence) miles of the sorcerer.
Creatures of darkness 'attacked' by this power regain all spent Willpower points from the surge of unholy Essence. Beings who are not creatures of darknes gain the mutation of the same name as a Desecration effect and become natives of Malfeas, though Essence users may spend one Willpower to ignore this Shaping effect. If the sorcerer wishes, he may also expand the Desecration to inflict one derangement mutation of his choice to all characters turned into creatures of darkness by this spell, with the expected consequences for inducing mass insanity. All characters experience the desired but identical manifestation of madness. Least gods always resist being changed this way and may do so as effortlessly as ignoring an unacceptable order; their single-minded and simple nature does not permit them to accept such complex indignity. All Yozi initiations permit this spell.
MoEP: Infernals 167
Spirit-Uplifting Mercy Halo
Cost: 50m
Summary:
Cast from dusk to dawn as hymns to the Unconquered Sun, this spell bathes a wide area in holy gold fire and lightning that purifies rather than corrupts. Creatures of darkness are stripped of unnatural taint or seared by aggravated sunlight, while the faithful and untainted are renewed, regaining all Willpower and affirmed by sacred Essence.
Full-Text:This spell works the same as Soul-Twisting Defilement Radiance with the following exception:
- This spell must be cast from dusk until dawn with paeans to the Unconquered Sun.
- Tongues of golden flames and lightning play about all those affected as a Holy effect.
- Non-akuma Solars may explicitly cast this spell even if they have been marked as creatures of darkness.
- Creatures of darkness within the radius who are not naturally so lose that status, such as by removal of the appropriate mutation.
-The light also burns natural creatures of darkness such as demons and ghosts, inflicting three levels of unsoakable aggravated damage.
- Beings who are not creatures of darkness regain all Willpower from sacred affirmation.
MoEP: Infernals 167
Technique Mirror
Cost: 50m
Summary:
For the rest of the scene, any time the sorcerer is attacked, a perfect duplicate of the attacker appears and immediately performs the same attack back against the original, using identical dice pools and Charm effects. These mirrored assaults resolve normally and then vanish, making every act of aggression against the sorcerer a dangerous act of self-harm unless the spinning mirror sustaining the spell is destroyed.
Full-Text:The powerful techniques of the Exalted take time to learn and even longer to master. Luckily, a skilled sorcerer need never bother. The Solar traces the Sign of Reversal on a small, ordinary mirror with his finger while reciting a palindrome. With a flip of the wrist, he sets it spinning above his head, where it continues to rotate for the rest of the scene. For an instant when the caster completes this spell, and every time it takes effect, the sorcerer appears to be surrounded by several body-sized distorting mirrors.
Each time someone attacks the sorcerer within the scene, a perfect duplicate of the attacker appears without flash or fanfare and uses the same attack on the sorcerer's foe. The mirrored attacker looks and acts just like the original did while attacking, and it uses the same dice pools. Attacks and other dice pools are rolled again. After attacking, the duplicate disappears.
Example: A soldier runs at the Solar sorceress Arianna, who has invoked Technique Mirror, and swings an axe at her. As the soldier attacks, a duplicate of him appears, runs toward the soldier and attacks him with an identical axe.
More dangerously, Crimson Banner Executioner attacks Arianna with his deadly 'Last Wall Shatters' Combo. Whether or not he succeeds, a copy of this great Sidereal warrior appears and invokes the same Combo against the original. The duplicate uses the same attack pool and all the same Charm effects.
When the duplicate disappears, any Charm or attack effects cease if they require the attacker's continued presence. A warrior cannot be grappled if there is no body to grapple him. Victims of a grapple are forced into a single Inactive action before regaining control of their facilities. Destroying the mirror that spins above the sorcerer ends the spell, but such attacks are defended by the sorcerer's normal DVs and mirrored by the spell. The spell incidentally grants the mirror 10L/14B soak and 20 health levels.
White Treatises 97
Total Annihilation
Cost: 65m
Summary:
The sorcerer hurls a controllable orb of emerald hellfire that strikes as a near-perfect attack and detonates into a towering pillar of green sunfire, annihilating everything in its radius. The initial blast inflicts catastrophic lethal damage, followed by an expanding wave of destruction that can only be avoided with perfect defenses, leaving behind a scorched wasteland—and endangering the caster as much as her enemies.
Full-Text:Every occult master knows about Ligier the Green Sun, the defining soul of the Demon Prince Malfeas. Ligier once had another name, however, when Malfeas was a Primordial instead of the demons' home and prison. Circling her hands before her chest, the sorcerer closes her eyes and builds herself into a rage. As she whispers the lost, former name of Ligier, a vivid green spark erupts from her heart to collect her Essence into a roiling, fist-sized orb of emerald fire. The sorcerer flings the orb into the air and directs it with her will toward any target within 200 yards. The sphere constitutes a perfect attack unless opposed by magic-enhanced dodges or parries, in which case the sorcerer rolls (Dexterity + [Occult or Thrown]) to hit. If parried, the orb is not destroyed, but is deflected 1,000 yards away in a random direction-from then on, it can't be steered. Attempting to parry the orb with a mundane weapon merely detonates it at once.
When the orb strikes, it explodes into a column of bright green light 50 yards wide and five miles high. It deals 50 levels of lethal damage to everything within that area. Then, for (Essence x 5) ticks, the column of emerald light sweeps outward at a rate of 10 yards per tick, inflicting another 25 levels of lethal damage per action to everyone caught within it on that action. Creatures near the explosion can try to outrun the all-destroying glare-this had best include the caster herself, since she is not immune to its power. Once the orb has exploded, the outpouring light cannot be parried and may only be dodged or soaked by means of perfect defenses. The devastation is complete: That which can burn, burns; that which can be broken, breaks. Behind it, the light leaves nothing but a scorched, cracked wasteland. In the thunder of the orb's detonation and the crash and crackle of devastation, one might hear the awful, vengeful laughter of a defeated god, laughing that his conquerors now turn his power against Creation.
Total Annihilation may be countered until the moment the sorcerer hurls the orb. After that, Adamant Countermagic can only parry it.
White Treatises 97
Unity of the Closed Fist
Cost: 40m
Summary:
Willing participants merge into a single massive composite being, combining their physical traits, Essence pools, Charms, anima powers, equipment benefits, and even Motivations into one entity. The fusion lasts for a scene or until the composite is incapacitated, after which the participants separate unharmed unless the form is “killed,” in which case they are violently ejected near death.
Full-Text:As this spell is cast, those affected by it stretch and blur into the sorcerer's body, which shifts and shapes itself into a massive composite being. The anima of each entity included in the casting (if they have one) flares in full, iconic glory. No one can be included in this amalgam identity against his will. If the sorcerer tries to include someone who refuses to join, the spell fails. The composite being has the following qualities:
o Height equal to the tallest member of the composite, plus 25 percent for each additional participant.
o Strength, Dexterity and Stamina equal the highest possessed by any member of the composite, plus one dot for each additional character.
o Health levels equal to the participant with the greatest number, plus one -1 and two -2 levels for each additional character involved. The composite being always forms undamaged.
o Personal and peripheral Essence pools equal to the sums of these pools for all the participating individuals, and the composite entity can use all individuals' Charms, Combos and anima effects. The Dragon-Blooded ability to use reflexive Charms without counting them as the Charm-per-action applies only to Dragon-Blooded reflexive Charms.
Adjudicate other abilities specific to particular Exalt types similarly.
o Other Attributes and Abilities equal to the highest held by any member of the composite, and the same with Virtues, effective permanent Essence and permanent and temporary Willpower.
o Motivations and Intimacies equal to the sum of the individual participants' Motivations and Intimacies. This blending occasionally causes some problems.
o A composite hearthstone, which allows the merged entity to use the powers of all hearthstones borne by the individual members.
o Composite armament. The weapon's Accuracy equals the highest of all weapons wielded by the individual members, as do its Damage, Defense and Rate equal the highest of those values. Add the composite's Valor to the weapon's Damage. Its Speed is the lowest of all such weapons. Armor confers bashing soak, lethal soak and Hardness equal to the highest such values among any individual's armor; add the composite's Willpower to both soak values.
The spell ends at the end of the scene or when the composite's incapacitated health level is filled with lethal or aggravated damage. If the composite is 'killed,' it explodes and ejects the individuals who comprised it with only one health level remaining each. Otherwise, all participants are as healthy as they were when they entered the amalgam. Spent Essence is taken equally from the pools of all participants.
Because of the protection their tattoos afford them, most Lunar Exalted cannot be a part of this spell. Attempting to include a tattooed Lunar in this spell causes it to fail.
White Treatises 98
Winds of Confusion
Cost: 45m
Summary:
A mile-wide corridor of dark wind scours the land, draining Intelligence and permanent Willpower from all caught within unless they resist each action. Victims are left mentally dulled and forget events during the effect, while the stolen faculties slowly return after the wind passes.
Full-Text:As the sorcerer shapes this spell and invokes the Maiden of Endings, her anima darkens until she looks like a deep purple silhouette backed by waning light. As she releases the spell, onyx winds sweep from behind her to howl across the landscape. They fill a corridor one mile across, five miles long and 20 yards high. Natural cover does nothing to stop the dark wind. Only sheltering entirely behind one of the magical materials prevents a creature from suffering its effects. The dark wind drains one dot of Intelligence and one dot of permanent Willpower every action (or five ticks) unless a victim's player succeeds at an (Intelligence + Integrity) roll at a difficulty equal to the caster's Essence. Naturally, the sorcerer is unaffected. People with Intelligence 0 stand or sit like zombies unless otherwise motivated. Each trait returns at a rate of one dot per hour. The curse fogs memories of whatever happens while a victim is affected, and anyone drained to Intelligence or Willpower 0 remembers only a vague blur.
White Treatises 99
Wrath of the Five Elements
Cost: 45m
Summary:
Using arcane links, the sorcerer calls the Elemental Dragons to strike a distant target anywhere in Creation with five successive internal elemental assaults that bypass all external defenses. If the victim dies, her body is consumed by the killing element and her soul reforms as a bound elemental servant of that element for a year and a day.
Full-Text:As the sorcerer's anima builds, he gestures and calls the names of the Elemental Dragons. Each dragon's sigil appears, the set forming a pentagram around him. The sorcerer names the target of the spell while holding three arcane links in his upraised hand-a hair, a swatch of clothing and soil from the target's footprint, perhaps. The links can vary (including the presence of friends or relatives), but at least one must come from the victim's body. At last, the sorcerer speaks the Word by which the Unconquered Sun announced his defiance of his Primordial creators. The sigils flare as the Elemental Dragons each vent their wrath on the spell's target, no matter where in Creation she is.
Once the spell is cast, the victim suffers five deadly attacks, one every five ticks. The sorcerer sets their order or lets them happen at random. Each attack requires a separate (Intelligence + Occult) roll to target, with the sorcerer's Essence added as automatic successes, against a difficulty equal to the target's Dodge MDV. A perfect dodge Charm also lets the target evade one attack per action. Treat each attack as environmental damage (15L, Trauma 4). No conceivable external defenses apply, because the attack comes from within the victim's own body. The victim applies nothing but her innate soak from Stamina or Charms.
o The wrath of the Dragon of Air takes the form of cold. The victim's skin blackens with frostbite as he feels the icy winds of the farthest North rush through his flesh.
o The wrath of the Dragon of Earth turns the victim's bones to stone, while razor-sharp crystals grow from them to slice his flesh.
o The wrath of the Dragon of Fire burns the victim from the inside out.
o The wrath of the Dragon of Water pours surging sea water into the target's blood and lungs.
o The wrath of the Dragon of Wood sets lush, flowering vines sprouting through the victim's skin, consuming his flesh as they grow. If this attack fails to kill the target, the vines wither and drop away on the next action.
No single attack is likely to kill a victim, but five in a row present grave danger to anyone who lacks powerful protective Charms. When an attack kills a victim, the elemental effect completely consumes his body to leave frozen shards, a statue of bloodstained crystal, smoldering ash, a pool of mingled blood and water or a tangle of vines. None of the attacks inflict the slightest harm on anyone nearby, even someone who hugs the victim.
The wrath of the Elemental Dragons is most selective.
Finally, a person slain by Wrath of the Five Elements is not completely dead. She immediately appears before the sorcerer, transformed into an elemental of the element that killed her, already bound to serve
the sorcerer for a year and a day. The elemental is of a sort that has the same permanent Essence as the victim (so un-Exalted mortals become very minor spirits indeed).
White Treatises 99