Sorcery

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Sorcery Actions

Using sorcery requires a sorcery action. Most characters cannot take sorcery actions, any more than they can take a fly action or a shapeshift action—that's why the character must first learn the appropriate Charms.

Shape Sorcery (General Rules)

Characters use sorcery actions to enact sorcerous rituals. This action type lets the character shape a single spell that he knows.

Shaping a spell takes the character out of active participation in a battle—he may operate on combat time, but he cannot focus on or react to events. He cannot use Charms or Combos, including reflexive Charms. He cannot take voluntary reflexive actions, such as speech, Move or Dash. He can benefit from the established effects of ongoing or permanent Charms, and he can—as a special exception to the rule on reflexive actions—activate his anima.

Sorcery is inherently Obvious. Observers might not know what spell the Exalt is casting, but it is obvious that the Exalt is using sorcery unless the spell description states otherwise.

If the character is distracted, then his player must make a reflexive (Wits + Occult) roll for the Exalt to keep his concentration. This roll is difficulty 1. If this distraction inflicts damage, subtract an external penalty equal to the health levels lost from the character's successes. If the roll fails, the spell dissipates harmlessly and has no effects. If the roll succeeds, the shaping effort continues. If the player botches the roll, the effects can be terrible. The magic might run terribly awry, or it could dissipate as brilliant heat and burning light. The consequences in the former case are left to the Storyteller. In the latter case, everyone within a number of yards equal to the spell's Circle takes a number of dice of lethal "Essence burn" damage equal to the sorcerer's Essence.

Essence spent on a spell is committed for the duration of the shaping. Once the character takes a Cast Sorcery action (see below) the Essence is no longer committed unless specifically stated. If the character loses the spell due to distraction, he refocuses on the world, and the player makes an immediate Join Battle roll.

Shape Terrestrial Circle Sorcery (Speed 5, DV -2)

The character shapes a Terrestrial Circle spell that he knows. Doing so always costs one temporary Willpower plus the Essence cost of the spell. The character can take a Cast Sorcery action as his next action, releasing the spell and rejoining any battle. If the character does not do so, consider the spell interrupted.

Some Terrestrial Circle spells have Speeds measured in long ticks or dramatic actions. War magic often takes effect on the military time scale, while long rituals are interruptible dramatic actions.

Shape Celestial Circle Sorcery (Two Actions—each Speed 5, DV -3)

The character shapes a Celestial Circle spell that he knows. Doing so always costs two temporary Willpower plus the Essence cost of the spell.

The character must take two full actions to shape the spell. He spends the motes and Willpower on the first of these two actions. The character can then take a Cast Sorcery action as his next action, releasing the spell and rejoining battle. If the character does not take these three actions in sequence, consider the spell interrupted.

Some Celestial Circle spells have Speeds measured in long ticks. The character must still take two full actions to shape the spell. Other spells have Speeds measured as a dramatic action, in which case the character may shape the spell as a single dramatic action of the length stated.

Shape Solar Circle Sorcery (Three Actions—each Speed 5, DV -4)

The character shapes a Celestial Circle spell that he knows. Doing so always costs three temporary Willpower plus the Essence cost of the spell.

The character must take three full actions to shape the spell. He spends the motes and Willpower on the first of these three actions. The character can then take a Cast Sorcery action as his next action, releasing the spell and rejoining battle. If the character does not take these four actions in sequence, consider the spell interrupted.

Some Solar Circle spells have Speeds measured in long ticks. The character must still take three full actions to shape the spell. Other spells have Speeds measured as a dramatic action, in which case the character may shape the spell as a single dramatic action of the length stated.

Cast Sorcery (Varies, DV -0)

Characters use this action to release the energies of a spell and refocus on the world. The character still cannot use Charms or Combos, including reflexive Charms. He still cannot takevoluntary reflexive actions. He still benefits from the established effects of ongoing or permanent Charms.

This action causes the spell to take effect. If there is an ongoing conflict, such as a battle or war, the character returns to active participation. Determine the Speed of this action by making a Join Battle roll.