Sorcery

Jul 11, 2005 03:37



Written purely for amusement.

Resonant Essence Echoes (Celestial)
Cost: 30m
The actions of all beings leave imprints on the Loom of Fate, and the actions of the Exalted more so than most. With this spell, the sorceror re-empowers these imprints, causing Essence-aided actions he takes to be repeated.
The sorceror's anima banner flares to its full iconic level as this spell is cast, but his totem is overlaid with a hazy double image of itself. For the next scene, whenever the Exalt uses a Charm (including sorcery) that targets another being, the ambient Essence of Creation is driven to mimic the effect one round later on the sorceror's initiative count or at the first available opportunity. In the case of an attack, an outline of the character's weapon drawn in burning Essence appropriate to his type and caste materializes, duplicating the stroke exactly. Treat all such actions as exact duplicates of the original, including any successes rolled.
Example: The Solar Exalt Horikanis, a sorceror of some note, casts this spell in order to give herself an advantage over three Immaculates of the Wyld Hunt. Immediately thereafter, she makes an attack enhanced by Excellent Strike, spending enough motes to double her die pool. She rolls 6 successes and her immaculate target defends easily. The next round, on Horikanis' initiative count, a glittering golden outline of her blade mimics her attack, scoring an identical 6 successes, in addition to any attack Horikanis herself makes.
Defensive Charms in general are not valid targets for this Charm as they target the exalt and not her opponents, the only exception being Abyssal pool-reducers. Should an Abyssal sorceror use such a Charm, the opponent's first attack directed at him on the next round is affected.
If a sorceror attempts to cast this spell again before its duration expires, a hideous sorcerous backlash occurs. The unwary Exalt takes damage as for a normal backlash, but the resonance echoes also cause a major snarl in the Loom of Fate, drawing celestial attention immediately and possibly damaging the operations of the Loom in the immediate vicinity. Open gates to Malfeas are an uncommon but known result of such damage, as are malfunctions in the laws of physics and metaphysics in the sorceror's vicinity.

[Blatantly ripped off from Enoll Eva's Duplication in Planescape Torment, the most broken spell in the game. Not for actual in-game use.]

Fires of the Five Maidens (Celestial)
Cost: 40m
A potent offensive and defensive tool, this spell summons forth Celestial essence into five blazing spheres of starfire, one for each of the Five Maidens. Understandably favored by the Sidereal Exalted, it is also popular among sorcerors who prefer to rely on spells rather than Charms in battle.
The primary effect of this spell is defensive in nature. The blazing spheres of starfire act to defend the sorceror, providing a persistent parry defense with a dice pool equal to the sorceror's Perception+Occult. This defense can deflect immaterial attacks, and a number of attacks equal to the sorceror's Essence can be deflected each turn.
Alternately, the spheres may be used to attack. The sorceror rolls his Perception+Occult, and adds successes equal to his Essence, to launch a sphere of starfire at an opponent within (Essence x 50) yards. If he hits, he deals damage equal to his Willpower+Essence, and inflicts one of five effects on the victim:
Curse of Mercury: Target's movement speed is halved next round
Curse of Venus: Target loses one point of Willpower for every two levels of damage dealt
Curse of Mars: Target loses the sorceror's Essence in dice from all attacks next round
Curse of Jupiter: Target loses Essence equal to twice the sorceror's Essence
Curse of Saturn: A number of damage dice equal to the sorceror's Essence are treated as automatic successes
The spell ends at the end of the scene or when no more spheres remain. The sorceror may replace an expended sphere by spending a dice action and 10 motes of Essence.

[Been in my head forever. Now it's out. Needs playtest.]

Silent Voices of Hatred (Celestial)
Cost: 25+m

This insidious enchantment was developed toward the end of the First Age by the Twilight Solar Azorian Goldentongue, who used it to emotionally cripple his political enemies and for his own sadistic pleasure. The spell attacks the mind, suppressing compassion and instilling the urge to cause emotional anguish to those the targets loves best.
Silent Voices of Hatred affects an area half a mile across centered either within the sorceror's line of sight, or on someone the sorceror has an arcane link to. Within that area, a number of people equal to twice the Exalt's Charisma+Occult are randomly affected; the sorceror can determine whether or not any given person is affected at a cost of five motes, but this requires either line of sight or an arcane link. The sorceror is never affected by her own spell, and if he is using an arcane link to cast the spell at a distance, he may freely determine whether or not the target of the link is affected without spending Essence. In order to successfully cast the spell, the sorceror must roll Conviction+Occult at a difficulty equal to the highest Compassion among those affected.
Targets of Silent Voices of Hatred immediately suffer from the Solar limit flaw Deliberate Cruelty. This effect lasts until sunset or sunrise (whichever is closer) or until the sorceror dismisses the spell, which he may do at any time. Those affected remember everything they did under the influence of the spell, and suicides were not uncommon in its wake. Under normal circumstances, they gain no Willpower for the Limit Break.
This spell interacts oddly with the Great Curse of the Solar Exalted. When affected, a Solar character rolls the Virtue that controls his Limit Break at difficulty 2. If successful, he immediately suffers a normal Limit Break, regaining Willpower normally. Otherwise, he suffers the standard effects of the spell. Solars whose Limit Flaw is Deliberate Cruelty always suffer a normal Limit Break.

[Inspired by Camp Fuck You Die, crack LJRPG extraordinaire. Very specialized, but powerful in its area of specialization, on the model of Shun the Smiling Lady.]

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