Exalted/Rules/Sorcery

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Spells

Definitions of Sorcery[edit | edit source]

A spell is Essence gathered into a specific form, unlike Charm that is Essence gathered into a specific effect. Spells have forms that incur effects on Creation, not effects that take a certain form.

Emerald Terrestrial[edit | edit source]

Sapphire Celestial[edit | edit source]

Adamant Solar[edit | edit source]

Schools of Thought[edit | edit source]

Devonian[edit | edit source]

Rigid training and experimentation. "Scientific" method. Engineers.

Silurian[edit | edit source]

"Linguistics". Fast learning and information exchange.

Salinan[edit | edit source]

"Tao". Nature is important. Salinan knowledge is imbued into Nature.

The Heptagram[edit | edit source]

Secretly uses the Silurian method.

Lookshy Academy of Sorcery[edit | edit source]

Base Silurian sorcery and Devonian engineering, without ideology.

Sonah[edit | edit source]

Sonan Schools

Derja[edit | edit source]

Derjan School

Hano[edit | edit source]

Hanan School

Shaping Rituals[edit | edit source]

Paths[edit | edit source]

Bridget's Footsteps[edit | edit source]

Station of Humility - Apprenticeship[edit | edit source]

Station of Tutelage - Journeyman[edit | edit source]

Station of Journey - master's Journey[edit | edit source]

Station of Fear - Master's Test[edit | edit source]

Station of Sacrifice[edit | edit source]

Bargain with Mara[edit | edit source]

Bond of Love[edit | edit source]

Bond of Seduction[edit | edit source]

Bond of Shadow[edit | edit source]

Pact with an Ifrit Lord[edit | edit source]

Power of Fire[edit | edit source]

Power of Prayer[edit | edit source]

Power of Passion[edit | edit source]

Scarred by Nightmares[edit | edit source]

Soul-Perfecting Elixir[edit | edit source]

Soul Draught[edit | edit source]

Purity of Soul[edit | edit source]

The Talisman of Ten Thousand Eyes[edit | edit source]

Opening the Inner Eye[edit | edit source]

Casting Through The Eye[edit | edit source]

Casting Trough The Soul[edit | edit source]

Charm equivalents[edit | edit source]

Terrestrial[edit | edit source]

Celestial/Solar Essence 4-6

Celestial[edit | edit source]

Celestial/Solar Essence 6-8

Solar[edit | edit source]

Celestial/Solar Essence 8-10

Essence Minima[edit | edit source]

Spells now have differing Essence requirements. Terrestrial begin at 3 Celestial begin at 4 Solar begin at 5

References[edit | edit source]

Savant and Sorcerer 11, 14-16 Book of Three Circles 21

Spell Attributes[edit | edit source]

Name[edit | edit source]

Circle[edit | edit source]

Essence[edit | edit source]

Minimum Essence per Circle is:

  • Terrestrial: 3
  • Celestial: 4
  • Solar: 5

Casting Time[edit | edit source]

Duration[edit | edit source]

Range[edit | edit source]

Type[edit | edit source]

What kind of Essence does the spell produce. Elemental, Celestial, Solar, Fire, Earth, Water, Lunar, Sidereal.

Tags[edit | edit source]

  • Minor Favored(School)
  • Major Favored(School)
  • Minor Restriction (School)
  • Major Restriction (School)
  • Prohibited (School)
  • Chain (Spell)

You may learn Chain Spells without a Trainer or Source.

  • Minor Favored (Exalted)
  • Major Favored (Exalted)
  • Minor Restriction (Exalted)
  • Major Restriction (Exalted)
  • Prohibited (Exalted)

Effects List[edit | edit source]

Offensive: Focuses on boosting damage and attack rolls, making sure your attacks are successful and potent.

Defensive: Focuses on boosting defense rolls and withstanding damage, resisiting enemy attacks, and staying in the fight.

Crowd Control: Attacks focusing on dealing with mooks and hordes of lesser enemies.

Area Control: Focuses on moving enemeis or preventing their movement, and aiding the battle on a strategic level.

Support: Abilities that increase one’s own capabilities or improve the abilities of others. Buffing. Possibly includes Chi management.

Recovery: Mid battle healing, minimize effects of enemy attacks.

Interference: Debuffs. Abilities that hinder enemies and impede their ability to act effectively.

Denial: Focuses on negating the effects of enemy techniques and stles, possibly draining enemy chi or negating enemy buffs.

Utility: Tricks, magical spells, with a primary focus on non-combat applications, but with possible combat benefits.

Movement: Focuses on allowing the character to quickly move between areas and get to (or away from) the fight.)