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    Dwarf in the Playground
    Join Date
    Feb 2019

    Default Thought experiment - best way for this sorcerer to help a city? [Exalted]

    List of spells:

    https://docs.google.com/document/d/1...VKhJ4c8hM/edit

    Utility spells:

    Spoiler
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    Infallible Messenger
    Cost: 5m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Charm-OK, Scrying
    Duration: Instant

    The sorcerer conjures up minor construct of Essence, called a cherub—multicolored humanoid figures only a few feet tall with six glittering blue-chrome wings. The sorcerer speaks or whispers his message, which can be no more than an hour in length, into the cherub's ear. It can carry one action worth of social attacks.

    The sorcerer then names or describes the message's recipient. The cherub is very good at finding its target. Only the vaguest description is required; If "That one orphan from yesterday" is said, for example, the cherub will mystically intuit exactly who the sorcerer means. The construct is very difficult to deter; it automatically succeeds on all rolls to find its target and determine its identity. If a magical effect contests this, the sorcerer rolls (Essence + Willpower) to oppose it. The cherub does not, however, have supernatural senses, and it cannot find people who are obscured from scrying.

    The cherub travels a thousand miles an hour, allowing it to traverse the world in less than a day. It can bypass any barrier and make its way between planes of existence without fail. The construct is incredibly difficult to notice while it is travelling, imposing an external penalty on all rolls to perceive it of -(10 + Essence). The cherub, as a thing of pure Essence, is an invalid target for any attack that is not countermagic. When the cherub finds the recipient, the message is perfectly delivered to his ear (using the original sender's voice) and then dissipates.

    Summon Elemental
    Cost: 10+m, 1wp; Circle: Emerald; Type: Simple (Dramatic Action)
    Keywords: Banish, Component, Obvious, Servitude
    Duration: Instant (one month or varies)

    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—the spell's dramatic shaping action requires four hours of effort, but it need not start at sunset or end at midnight.
    The Abscissic Limits are described in the Roll of Glorious Divinity I, p. 78-85.
    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 (28 days), and it cannot be set to tasks that take longer than a year and a day. This effect is still an unnatural Servitude 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 the spirit 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.

    Calling the Stalwart Servitor
    Cost: 10m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Banish, Component
    Duration: Instant (a year and a day or until dismissed)

    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 is formed from whatever elements are at hand, from tree branches and leaves to smoke and air. If the sorcerer wishes, he can emblazon a sigil upon the golem's brow, often the mark of his totem. At any time after being called, the sorcerer can place the palm of his hand upon the servitor's head and, with a miscellaneous action, change its appearance to anything he desires (although it must keep a general five-foot-tall humanoid shape, and impersonations require the sorcerer to make the usual Larceny rolls). The servitor has the following traits:

    Motivation: Serve the sorcerer stalwartly in all ways.
    Attributes: Strength 12, Dexterity 2, Stamina 10; Charisma 0, Manipulation 0, Appearance 1; Perception 4, Intelligence 1, Wits 4
    Virtues: Automaton: Never fails Valor checks, never makes others.
    Abilities: Athletics 1 (feats of strength +25), Awareness 2, Craft (Air) 3, Craft (Earth) 3, Craft (Fire) 3, Craft (Water) 3, Craft (Wood) 3, Integrity 5 (determining harm +3), Lore 1 (basic arithmetic +10), Resistance 5, Stealth 3
    Join Battle: 4; the servitor never joins battle willingly
    Attacks: None; the servitor cannot attack
    Soak: 15L/20B (elemental flesh 10L/10B, Hardness 10L/10B)
    Health Levels: -0x15/Incap
    Dodge DV: 1 (0) Willpower: 10
    Essence: 1
    Other Notes: The servitor's prodigious feats of strength total of 38 allows it to lift up to 10 tons. It is also totally immune to all natural environmental hazards. The golem does not and cannot fight, or even try to defend itself (its DVs are always zero). The servitor can understand only Old Realm, cannot speak, and can only write very crudely.

    The servitor is clever enough to obey the sorcerer's commands to the spirit, not just the letter. Even better, however, is that the golem can mystically intuit what the sorcerer desires at all times—he does not even need to consciously think of what he wishes his servant to do, and it will perform its task. Even as the sleeping sorcerer desires a glass of water subconsciously, his servitor will acquire one and bring it to his bed. Commands may be given to the golem in any language and it will understand, or by thought alone. The servitor can receive commands and intuit desires so long as the sorcerer remains within (Essence x Willpower x 10) miles. Multiple servitors work in perfect unison; if a task requires only one servitor, only one will perform the task, even if multiple hear the command.

    Note, however, that the golem will never take any action to physically harm another creature, directly or indirectly, as far as it can determine—which it can do quite well. Its player rolls (Perception + Integrity)—for which it has 12 dice—at a difficulty determined by how indirect the harm is: 0 for direct harm through 5 for many degrees of subtle separation.

    The servitor's head can be cracked open easily by the sorcerer with just a miscellaneous action—which is hollow within. If the sorcerer places a scroll inside with instructions written in Old Realm, the golem will incorporate the instructions into its standard functioning. In this way, the sorcerer can program the servitor in innumerable complex ways, with as many triggers and conditional responses as he desires. Note that these new instructions cannot alter the servitor's basic behavior; they cannot alter its Motivation, cause it to attack, or even allow it defend itself. Once its head is closed with another miscellaneous action, it is sealed shut once more. Only the sorcerer may open the skull of one of his servitors in such a way.

    One interesting feature of the golem is its ability to perform any basic arithmetic (adding and subtracting) at incredible speeds and with perfect accuracy. Some sorcerers (with time on their hands) summon many Stalwart Servitors and program arrays of them with scrolls within their skulls to perform complex calculations—veritable computers.

    Component: This spell requires that the sorcerer reach forth and draw up elemental stuff to make his servitor, as a somatic component. If unable to move, he cannot cast this spell.

    Disguise of the New Face
    Cost: 20m, 1wp; Circle: Emerald; Type: Simple (Dramatic Action)
    Keywords: Arcane Link, Component, Illusion
    Duration: Until dismissed

    This spell weaves an Illusion that makes the target look like another specific person via the occult knot-pattern of the Other Self. The process is a ten-minute dramatic shaping action in which the target must remain standing and immobile. Once the persona-tapestry is woven, it flares briefly with violet and black light before it fades into the target, completely disguising the target. The spell lasts until dismissed, which requires line of sight between the sorcerer and target and a reflexive action. The sorcerer can choose to leave a dangling fray in the Essence knot-pattern which allows the target, with the expenditure of one Willpower or one mote, to dismiss the spell herself.

    The Illusion only changes physical, bodily appearance (this may change Appearance but no other Trait) and must hew to the basic body plan of the target. This does not include clothes but does include the appearance of anima banners if disguised as an Exalt. Magical traits are not disguised; Essence perception, like All-Encompassing Sorcerer's Sight, will still detect an Essence 4+ Exalt as a supernatural being, and Measure the Wind will still detect him as an Exalt even if disguised as a mortal. Similarly, an Exalt will still flare his anima banner if he spends enough motes. If the disguise hasn't altered the appearance of his anima, it will look as it normally does, even if disguised as a mortal. If he does disguise his anima, only its appearance changes; a Dragon-Blooded will still damage his surrounding with his anima flux, for example.

    The Illusion does change voice and accent, but mannerisms, patterns of speech, not included; those require standard Larceny rolls. This physical disguise is perfectly immune to mundane scrutiny and may not be resisted with Willpower expenditure. Appropriate non-Excellency Charms may pierce the ruse using standard roll-off rules, the sorcerer rolling (Essence + Willpower). Thus without magic the disguise will never be seen through by observation, though may be by interaction.

    Component: The sorcerer requires an arcane link to the person being impersonated, specifically a bodily sample such as blood, hair, or tissue. The impersonated one need not be alive for the arcane link to properly function. The arcane link is consumed in the casting of this spell.

    Dragon of Smoke and Flame
    Cost: 12m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Limited, Obvious, Scrying
    Duration: Until dismissed

    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, always moving at the sorcerer's same speed, no matter how fast that may be. 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, which produces light like daylight at which (Essence x 5) yards clear vision ends and at which (Essence x 10) yards murky vision ends (see Vision in Exalted, p. 135).

    This sorcerous construct can infallibly guide the sorcerer to any specific location that she has been at or seen (either by her own eyes or by magic) before; it automatically succeeds all navigation rolls to find this locale. This even works in dangerously variable environments, such as the mutable Wyld or the twisting Labyrinth of the Underworld. It cannot, however, find locations mystically obscured from scrying. If an effect opposes this one, roll (Essence + Willpower) in the roll-off. Changing the location the to which the serpent guides requires a the sorcerer take a miscellaneous action to speak the new destination to the dragon.

    Alternatively, the sorcerer can bid her guide to seek a destination with specific desired properties (as complex and subtle as the sorcerer wishes), such as the nearest source of water. In this case, the sorcerer's player rolls (Intelligence + Occult) as a miscellaneous action to give her command to the serpent of fire and ash, 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.
    4 Highly uncommon properties, such as shelter from the elements in a nigh-featureless wasteland or a specific herb in a vast forest.
    6 Rare properties, such as deposits of gold, diamonds or other valuable but non-magical materials.
    8 Very rare properties, such as deposits of jade or safe haven in the Wyld.

    The guide will continue to seek out the desired property until the sorcerer changes what her dragon seeks. The spell cannot locate places with unique or even exceedingly rare properties such as deposits of most Magical Materials (jade being the exception) or most artifacts. Demesnes usually have a difficulty of (their dot rating + 2). What counts as common or uncommon may vary by Storyteller discretion based on the region where the sorcerer casts the spell. Should the (Intelligence + Occult) roll fail, the serpent of soot and light merely loops around the caster until she gives it another command. Telling the dragon to locate a destination with the same desired property of a previous failed attempt imposes the standard external penalty of -1 per failed attempt (see Exalted, p. 121) on the roll. Recasting the spell resets the penalties.

    Food from the Aerial Table
    Cost: 10+m, 1wp; Circle: Emerald; Type: Simple (2+ actions)
    Keywords: Obvious
    Duration: Instant

    The Essence around the sorcerer condenses into a cascade of food that is edible without any preparation. The way the food manifests is dependant entirely on the nature of the caster: A Wood Aspect Terrestrial may produce soft pink flower petals, while a a Zenith Caste Solar might form bright golden discs. A Chosen of Serenity could manifest beautiful blue crystalline candied stars, while A No Moon Lunar might produce brittle black acorns. The viands may taste like anything too, from sweet to rich to pleasantly bitter, but is always tasty and edible. The sorcerer manifests enough food to feed (Essence) Magnitude individuals. For every additional five motes spent and extra shaping action taken, the Magnitude of people this spell can feed increases by one. The food manifests in an area (Essence x [5 per Magnitude fed]) yards radius, centered on the sorcerer. In the first shaping action, the first (Essence) Magnitude worth of food forms. Every shaping action thereafter forms the next Magnitude worth of food. Depending on the caster, the food might rain out of the sky, pop out of the ground like mushrooms, form like dew upon a leaf, or any other overt manifestation. If the sorcerer desires, she can cast this spell in long ticks to cause the viands to form only within her hands, slowly over the minutes, instead of forming in an area around her.


    A single meal of the magical food provides complete and balanced nourishment for a full day, including water. The mystical food even strengthens those who consume it: a meal eaten with significant amounts of the Food from the Aerial Table grants a +(Essence) dice bonus to Survival rolls to withstand harsh condition as well as to any rolls to resist Poison and Sickness effects for a full day; multiple meals do not grant cumulative bonuses. It also increases consumers' healing rates by a factor of (the sorcerer's Essence).

    The food keeps for (Willpower) days before dissolving into ash, although mundane preservation methods can extend that time four-fold and simple thaumaturgical procedures can make it last indefinitely. The food does not rot, nor can it be poisoned or carry any disease, but it ashes if it is mixed into other foods or cooked in any way. The sorcerous viands do not, however, sustain mortal life as fully as real food: Every (Willpower x 4) days with no other food, the amount of mystical provisions required to keep fed cumulatively increases by 100%. After consuming a day's worth of real food, the amount required to sustain oneself resets to normal values.

    Incantation of Effective Restoration
    Cost: 20+m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Touch, Obvious
    Duration: Varies

    Imprinted upon the Essence of all things is the memory of its flawless form, so long as the majority of it is still intact (that is, greater than fifty percent). Otherwise, the object's Essence only retains the memory of being a piece of something greater. This spell taps into these memories to restore a single object back to its pristine shape. This spell can affect any object that is not part of a structure and cannot repair structures themselves. The sorcerer must Touch the object to begin the spell.

    When the spell is cast, the object rises up a yard into the air and begins to slowly turn. As its Essence is awakened and empowered, it calls out to missing pieces to return. If its broken pieces are within a thousand miles and have a direct flight path to its majority piece, they also rise into the air and — after a moment slowly rotating to find their bearings for six ticks — hurl themselves toward the epicenter of the spell, eager to rejoin and become whole again. At such speeds they shred the air, screaming like eldritch thunder and causing great winds. If the pieces cannot do this, they instantly teleport to a place in a loud sorcerous crack and bright flash of light with those qualifications. Both effects are Obvious and can be heard and seen for at least miles around. The pieces travel at (the sorcerer's Willpower x 100) miles per hour. When they reach the majority piece, they click into place and their Essence rejoices as it becomes one once more. If a broken piece no longer exist in any way, such as if it were destroyed by Total Annihilation or thrown into Oblivion, the sorcerer may reflexively pay an extra five motes to forge a duplicate piece purely out of Essence. It fades into being a yard adjacent to the majority piece. Multiple missing pieces require multiple Essence expenditures. Note that a piece burnt to ash, rusted to dust, eaten and digested, or similarly annihilated does not need to be forged anew from Essence; the spell will return every particulate of ash or mote of dust to the majority piece, and rebuild it.

    The object also appeals to its own substance to transform back into its immaculate state. Rust and verdigris return to gleaming metal and cracked leather becomes one again supple as its state returns to that which it was when the object was first made or formed. This process continues for the spell's duration, affecting returning pieces as well.

    If the majority piece is countermagicked, the spell ends. If one of the broken pieces is countered, that piece will not make its way to the majority piece; the spell will repair, but not fully restore, the object. (Taking pieces out of creatures counts as an unblockable and undodgable Shaping attack which, if successfully defended against, will keep the the piece from returning just as if it were countermagicked). Recasting this spell on the same object will attempt to fix it once more, again calling the broken piece to unify with the rest.

    When the object has been restored anew, it hovers in place, continuing its slow spin, waiting for someone to grasp it. After a minute of this, the spell ends on its own, and the object lowers carefully to the floor, landing softly enough that even the most fragile thing will not break.

    This spell cannot be used on artifacts that have a rating greater than (the sorcerer's Essence – 1) nor on those with a Repair rating (and N/A artifacts are out of the question). It cannot be used to reconstitute a broken piece of an artifact out of pure Essence; when the spell ends, the artifact remains incomplete.

    The Incantation of Effective Restoration can be used on a whole object to restore it mint condition, thereby removing any current need for maintenance. This does not, however, replace fuel, lubricants, reagents, or other such expendable materials.

    Purifying Flames
    Cost: 13m, 1wp; Circle: Emerald; Type: Simple (in long ticks)
    Keywords: Obvious
    Duration: Instant

    The sorcerer closes her eyes, forcing her Essence through a series of metaphysical gates of will, cleansing it of all impurities and beyond. She releases that Essence in the form of a blazing white, heatless flame that seeks out any impurities, corruption, and decay that dare offend the sorcerer. The flames languorously move throughout a (Willpower)-yard radius about the sorcerer over the next nine minutes. This is treated as an attack against all targets in the area of effect. It is unblockable but can be dodged if the target wishes to dodge and is able to move at all, since the flames move so slowly.

    The fire neutralize all Poison and Sickness effects in anything they touch, as well as any effects that would be deleterious to someone upon consumption. This includes decay, rot, or other forms of corruption. Against supernatural effects, the purifying flames will only be successful if the sorcerer's Essence is greater than the Poison's Toxicity, the Sickness's Magical Treatment difficulty, or (if the effect has neither) the effect's creator's Essence. The Great Contagion is, obviously, outside of the scope of this spell. The fires affect food and drink, fouled wells, self-contained water sources, people, animals, plants and more. The sorcerer can, however, force the flames to omit certain targets if the sorcerer wishes them not to be purified.

    When a deleterious effect is purified, it is purged, expelled from the target in the most expedient way possible. For objects or structures, it seeps from its surface. It boils away in a steam from bodies of water. It pools and drips from a plant's leaves or bark. Creatures expel it by vomiting or sweating it out through their pores. This process takes about three minutes, during which time creatures are rendered effectively inactive (as a Crippling effect).

    The mystic flames also deal significant damage to many forms of undead, attempting to remove its rot and the decay of death. If the flames successfully touch the undead (with the attack as describe above), they deal (Willpower) dice of unsoakable aggravated damage per action until the monstrosity is truly dead.

    Raising the Earth's Bones
    Cost: 20m, 1wp; Circle: Emerald; Type: Simple (Dramatic Action)
    Keywords: Component, Shaping
    Duration: Instant

    This spell bends the earth to the sorcerer's will, forcing it to take on the shapes he desires. First, he must mark out the general area he wants to affect by driving cut sapling branches into the ground. The definition of "ground," in this case, must be a contiguous region of earth, mud, sand, clay, stone, or some other earthy or stony substance; Magical Materials (such as jade) or magically reinforced earth (such as that of demesnes or the Elemental Pole of Earth) cannot be affected by this spell. If the sorcerer has no stakes, he may drive his Essence into the ground instead by increasing the cost of this spell by ten motes, forming shafting of light shining the colors of his anima like candlelight. This makes the spell Obvious. Enough stakes must be placed to roughly sketch out the shape of the resultant structure—usually this means placing them at corners and vertexes or every few yards of a curve. The maximum area he can mark out is (Willpower + Essence) acres.

    As part of the dramatic shaping action the sorcerer takes, he must pace along the lines of any berms, mottes, buildings, or trenches he wishes to construct. When his circuit is complete, the sorcerer visualizes the structure he wants to create. The Storyteller may require an (Intelligence + Craft [Earth]) roll to visualize the structure correctly; generally, the difficulty of the Craft roll is two less than it would be to design the structure the traditional way, to a minimum of zero. Therefore, simple structures of difficulty 1 or 2 such as box housing or walls do not require a roll at all. The Storyteller may also require a (Intelligence + War) roll if the structure is being built for war.

    The sorcerer then steps off the path and slowly raises his arms, palms facing upwards, over the next five minutes. The paced lines and stakes glow ocher-yellow as earth and stone flow like wax to shape themselves into proper forms as a Shaping effect. The maximum distance above or below the surface the sorcerer can form his structure is (Essence x 5) yards; one story is about 3 to 5 yards, depending on the construction.

    If there is any creature larger than a rabbit or any sapient beings where the raising of earth was to take place, it fails to happen in that location, leaving an area a yard radius around the being unrisen. Smaller creatures or non-sentient plant life, however, does not impede the spell, moving along with the earth.

    The sorcerer also is limited by the earth at hand—if he does not have enough earth to shape, his structure will be left unfinished. Note that the structure will be constructed of that earthy material, although the shaping process can help increase structural integrity; sand will turn into glass or quartz while mud and clay will harden as if it were dried or fired. This gives the structure a minimum lethal and bashing soak of (Willpower) and at least (Willpower x 3) Damaged and (Willpower x 5) Destroyed health levels. Stone walls, to note, have 12L/18B soak and 40/80 Damaged/Destroyed health levels. (See Exalted p. 154 for more more information on the soak and health levels of structures made of various materials.)

    Component: The sorcerer must stake out the outline of his structure with cut sapling branches. If he cannot, he must increase the cost of the spell by ten motes. He must also, as a somatic component, pace the perimeter of his spell, step off the path, and raise his arms. If he steps off the path before completing the circuit or cannot raise his hands, the spell fails.

    Spirit of Might
    Cost: 20+m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Banish, Component, Obvious
    Duration: Instant (varies)

    The sorcerer strikes her fist upon the ground and speaks the barking Titan's Call. The mystically empowered word amplifies the sound of her striking fist and shapes it into an immaterial being of pure might. Its manifestation is dependant on the sorcerer, often reminiscent of her anima or totem, if she has one. Great angelic beings may reach down to help pull a door from its hinges, or a bear-totem may push a boulder of the sorcerer's path.

    The construct of Essence forms within one yard of the sorcerer. It can be commanded only by her, and only in Old Realm. The Spirit of Might can be ordered only to perform feats of strength and can do so continuously if required, like holding up a portcullis. The construct has a pool for feats of strength of (the sorcerer's Willpower x Essence x 2) and never works cooperatively. This may may be increased by one for each mote the sorcerer increases the cost of this spell. The construct lasts for one full day, plus an extra full day per additional two motes the cost of this spell is further increased. At the end of this time, the sound of the sorcerer's fist striking the ground again echos, fading away as the Spirit of Might does as well.

    The Spirit of Might is considered immaterial (but manifest) unless it is performing a feat of strength. Thus, the construct can only be damaged by attacks that can strike the immaterial. It has bashing and lethal soak of (Willpower x 2) and Hardness of (Willpower). Damage is applied as a reduction in the number of automatic successes it has for feats of strength rolls. Once that total reaches zero, the construct is destroyed, and the spell ends.

    If this spell can be cast with long ticks, the construct is bound to a single location and able to perform to only a specific feat of strength, such as hefting a gate or hurling boulders from a nearby pile at a fortress wall. The sorcerer may set trigger conditions or passwords by which the Spirit of Might will start or stop enacting the feat of strength. Unlike in the standard casting of this spell, the construct only manifests visibly when performing the feat of strength. When created this way, the Spirit of Might lasts for one full week, plus an extra full week per additional five motes the cost of this spell is increased.

    Component: The sorcerer must strike her fist upon the ground and speak the Titan's Call.

    Spoke the Wooden Face
    Cost: 10m, 1wp; Circle: Emerald; Type: Simple (Dramatic Action)
    Keywords: Banish
    Duration: Instant (Indefinite)

    The sorcerer turns a tree into a conduit through which she may communicate over long distances. First, the sorcerer must carve a face into a living tree. This ritual is the spell's dramatic shaping action, requiring one hour's time. If the sorcerer wishes the face to look like more than a crude and obvious effigy, his player must succeed on a (Dexterity + Craft [Wood]) roll. The sorcerer may use successes on this roll for a variety of purposes. A single success can make the face look like the sorcerer. Success can be spent make the face blend in with the tree's natural features, requiring observers to roll against the sorcerer's successes to notice or find the face at all. Successes can also be spent make the face look like someone else, requiring onlookers to roll against the sorcerer's successes as if it were a disguise. The effigy does not count as an arcane link to the sorcerer unless it is active.

    Thereafter, from any location in any plane of existence, the sorcerer may concentrate and spend one mote to instantly and reflexively see and hear from the carved image's point of view and speak through its mouth for as long as she wishes. She may make social attacks through the face, and empower her senses and voice with Excellencies if desired. The magic of the spell allows the sorcerer to easily act through the wooden face as well as her own body, thus suffering no penalties. She may even speak on her own as well through the face at the same time. Taking actions that require concentration (such as any action that needs dice rolled, like social attacks) imposes multiple action penalties on the sorcerer to flurry the actions. The sorcerer may shift points of view at most once per tick.

    Others can key themselves to a wooden face, allowing them to use it as if they cast the spell. This requires the individual to touch the face and spend five motes (or the sorcerer can also touch the face and spend five motes). The individual then must attune to the face, just like one attunes to a manse. All who are keyed to the face must agree that this new individual also attune to the face, again just like a manse. The sorcerer can eject an attunement at any later time if she wishes.

    Only one person can use the wooden face at a time. The sorcerer can automatically usurp control, and never can have his control of the face usurped. Others may attempt clashes of wills to attain control for an action at a time.

    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.

    The spell is forcibly canceled if the tree is killed or if the effigy is removed from the tree.


    Summoning of the Harvest
    Cost: 5+m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Component, Counter-Resist
    Duration: (Essence) years or (Essence) minutes

    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 in an radius dependant on the number of motes the sorcerer uses to cast this spell: One mile radius per five motes spent, although he may choose a smaller radius if desired.

    He may cast this spell in one of two ways: The first will ensure the crops and animals grow well, are free of disease, and are bountiful when harvest comes. This grants (the sorcerer's Essence) automatic successes to any rolls dealing with tending the crops or bringing in the harvest. Furthermore, Any rolls using the product of the harvest — crafts, cooking, medicine, resisting disease after consuming the food, etc — gain a +1 die bonus. This effect lasts (Essence) years.

    The second method is the same as the first, except the area is (Essence x 100) yards radius per five motes and the harvest (or a year's worth of growth, if the crop takes multiple years to come to term) cumulates within (Essence) minutes of casting; plants mature and bring forth bountiful crops, and pregnant animals birth their offspring without complications. While useful in an emergency, this method sometimes does disrupt the normal farming cycles. This method can only be used once per year on the same patch of land. Additional attempts in that time fail automatically — even those cast by other sorcerers.

    No affected living thing is harmed in any way by this spell. Summoning of the Harvest does not affect intelligent creatures. Sorcerers often use this spell on areas afflicted with drought, as it forces a successful harvest even in the absence of proper irrigation. Much of the Blessed Isle has been enhanced by this spell, and continues to be enhanced by local sorcerers, truly making the Isle live up to its name.

    Component: A tear needs to be shed, and the glyph traced by the sorcerer's hand for this spell to function.

    Water from Stone
    Cost: 11m, 1wp; Circle: Emerald; Type: Simple
    Keywords: Component, Obvious
    Duration: Instant

    To cast this spell, the sorcerer simply strikes a large boulder (on the scale of approximately a half a yard on its smallest dimension or larger) with a hand-to-hand attack. The boulder cracks at the struck location. From this rent water begins to trickle. Quickly, the flow greatens, becoming a forceful current within a minute that cuts a new stream in the nearby landscape. The water is pure, cool and drinkable. Enough pours forth to quench the thirst of up to (Willpower) individuals for a day. If the casting of the spell has witnesses, the stream's size increases dramatically: the number of individuals the stream can sustain becomes Magnitude ([Magnitude of witnesses] + 1), up to a maximum of Magnitude (the sorcerer's Willpower). Even after the witnesses are gone, the stream will continue to flow with the initial volume.

    The stream's base duration depends on climate conditions: In places of abundant water, it lasts (Willpower) decades. In temperate places, it lasts (Willpower) years. In arid regions, it lasts (Willpower) months. In places of no water at all, the full torrent halts within (Willpower) days. In all cases, however, a thin trickle will always be left, enough so that a small pool, spring, or oasis will form.

    The actions of terrestrial gods or water elementals can also affect the stream's duration. Spirits taking care of the stream or integrating it into their purview will allow the stream to last as if it were in the next better clime (streams in abundant water regions will last forever). Spirits working to remove the stream lower the duration to what is effectively the next worse climate (streams in deserts will be gone in [Willpower] hours).

    Similar to ritual circles, at any time before the duration of the stream ends, any sorcerer who knows this spell may use a lesser variant that takes a miscellaneous action and costs eleven mote to perform. Doing so resets the duration, using the new sorcerer's Willpower.

    Component: The sorcerer must strike a boulder to cast this spell.


    The setting is bronze age, with the city itself being landlocked. Iron exists. So does bronze. But it isn't very advanced. The sorcerers's stats are Occult 5, Intelligence 5, and Essence 3. Willpower 10

    Using 3e casting of spells, which means he can cast indefinitely, as long as he has willpower. His character is compassionate, but he's often very unmotivated and not very attentive.

    Also, anyone can tell me how to put things in spoilers?
    Last edited by Accelerator; 2019-03-13 at 08:59 AM.

  2. - Top - End - #2
    Pixie in the Playground
     
    DruidGirl

    Join Date
    Jan 2016

    Default Re: Thought experiment - best way for this sorcerer to help a city? [Exalted]

    What do the people of the city need?
    Why do they need that thing?
    And, generally speaking, there are few Workings that a large number bronze age cities could benefit from.

    Details on the location matter when it is what you wish to change. For example, Sparta was built on slavery supporting a soldier caste. Is there slavery in this city?

  3. - Top - End - #3
    Dwarf in the Playground
    Join Date
    Feb 2019

    Default Re: Thought experiment - best way for this sorcerer to help a city? [Exalted]

    Quote Originally Posted by NekoMancer657 View Post
    And, generally speaking, there are few Workings that a large number bronze age cities could benefit from.
    Wait. Why?

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