Exalted/Rules/Sorcery
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.)