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EXALTED • GAMES OF DIVINITY APPENDIX• SPIRIT CHARMS

APPENDIX

SPIRIT CHARMS

The spirit Charms in this chapter are templates. Each volved. For instance, Landscape Travel allows a spirit to
spirit has its own way of doing things, and its Charms travel easily within “its natural element.” The Exalted
reflect its unique identity. One spirit might cast Tiny Gift who learns this Charm would be able to use it in the
(a small “blessing”) by biting its target, while a second same element that the spirit did. If she learned it from
utters complex benedictions and a third gives its target a a forest spirit, for example, it would enable easy travel in
trinket to wear. While each of these spirits possesses the forest areas.
same Charm, each one may see it as a totally different Eclipse Caste Exalted always learn the version of
ability. Some spirits might not be able to use every aspect a Charm that the spirit uses, with all inherent limita-
of a Charm, while others can do things with a Charm that tions and style, not the generic Charm. In the case of
seem beyond the magic’s ability. blessings and curses, which are particularly broad, the
Treat these Charms as guidelines. Expand upon them. Exalted learns only the one or two effects that the
Narrow them. Give each one a personality to fit the spirit spirit prefers to use.
you create. They are suggestions that have been balanced, Spirits aren’t particularly eager to teach their powers
not strict rules. Don’t feel limited by what you find here. to mortals. They might exchange knowledge of a Charm in
The “Prerequisite Charms” are also guidelines. You return for a significant favor or quest. Characters might
will find that not all spirits in the previous sections who are also trick a spirit into teaching them a Charm.
listed as having the same Charm use it in the same way, and While Materialize may technically be learned by
a few of them don’t even possess the normal minimum Exalted, it won’t do them any good unless they somehow
requirements; this is deliberate. If you think a spirit would end up disembodied. Any other Charms that similarly
have one Charm but would never have learned its prereq- have no effect on Exalted may be learned but do little
uisite, then go with that. You might choose a different good until something makes them useful. In addition, the
prerequisite instead if it makes more sense. Storyteller should feel free to disallow the acquisition of
any Charm that seems too powerful for the game.
ECLIPSE CASTE CHARMS
Members of the Eclipse Caste Solar Exalted are COMPASSION
capable of learning Charms from spirits. Some Charms’ Spirits use Compassion to heal and help others, as
effects depend largely on the nature of the spirit in- well as to extend their senses beyond themselves.

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EXALTED • GAMES OF DIVINITY APPENDIX• SPIRIT CHARMS

DREAMSPEAK FORETELL THE FUTURE LANDSCAPE CAMOUFLAGE


Cost: 5 motes Cost: 10 motes Cost: 5 motes
Duration: One scene Duration: Variable Duration: One scene
Type: Simple Type: Simple Type: Simple
Minimum Compassion: 1 Minimum Compassion: 1 Minimum Compassion: 1
Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 1
Prerequisite Charms: None Prerequisite Charms: Natural Prognostication Prerequisite Charms: Landscape Travel
This Charm allows a spirit to speak with the target in With a successful Perception + Compassion check, This Charm allows a spirit to camouflage itself, so
his dreams. The target must be asleep, and the spirit must this spirit may deliberately attempt to foresee what may long as it is within its natural element (a forest spirit must
know approximately where he is, although the spirit need come. The number of successes determines how long it be within the trees; an earth spirit could camouflage itself
not be present there. Roll the spirit’s Intelligence + takes the spirit to glean the information. The spirit must against grass, earth or stone; a fire spirit could camouflage
Compassion. The more successes the spirit gets, the more sleep, meditate or in some other way “go within” for one itself within or against a fire or against hot desert sands).
easily it converses with the dreamer. Four or more suc- day per success. More successes means more information Roll the spirit’s Wits + Compassion. Every success adds
cesses indicates that not only can the spirit appear in the and more time spent “under.” This spirit sees what may be, one to the difficulty of Perception + Awareness checks to
dream, but it will seem to be of extreme significance to not what must be. notice the spirit.
the dreamer.
HAND OF DESTINY LANDSCAPE HIDE
DREAMSCAPE Cost: 14 motes, 1 Willpower Cost: 6 motes, 1 Willpower
Cost: 10 motes, 1 Willpower Duration: Variable Duration: One scene
Duration: One scene Type: Simple Type: Simple
Type: Simple Minimum Compassion: 1 Minimum Compassion: 2
Minimum Compassion: 1 Minimum Essence: 6 Minimum Essence: 2
Minimum Essence: 4 Prerequisite Charms: Foretell the Future Prerequisite Charms: Landscape Camouflage
Prerequisite Charms: Dreamspeak This Charm allows a powerful spirit, upon a successful This Charm allows a spirit to hide within a solid piece
This Charm allows a spirit to govern the dream of a Perception + Compassion check, to glimpse the hand of of its natural landscape. A forest spirit might sink into a
sleeping mortal. It may shape that dream in whatever way Destiny moving behind the curtains of reality,. The num- tree trunk; a spirit of the plains might sink into the ground.
it wishes, appearing or not appearing in the dream as it ber of successes determines how much of Destiny’s plan the During its time within its element, the spirit’s senses are
pleases. Roll the spirit’s Manipulation + Compassion. spirit glimpses. It also determines how much of that plan muted. Roll the spirit’s Stamina + Resistance if the item in
The more successes, the more the spirit can manipulate. notices the spirit. The more the spirit sees, the more the which it hides suffers any damage. If the roll fails, the spirit
The spirit must know either the approximate location of spirit becomes caught up in whatever is happening. The is forced out of the item. If the roll succeeds, the spirit may
the dreamer or his identity. While the spirit may harm spirit may feel compelled to take part in the plan — and choose to stay in the item, but it will take any damage that
the dreamer inside of the dream, no damage carries over not necessarily in the way it would have chosen. Few spirits the item takes, health level for health level. If the item is
to the real world. will use this Charm lightly, and they may require great particularly sturdy, it may add up to five health levels to the
boons or services in return for its use. If the Storyteller spirit’s total, at the Storyteller’s discretion — one health
NATURAL PROGNOSTICATION chooses, this Charm may have the same sleep or medita- level per success on the original roll.
Cost: 2 motes tion requirement as Foretell the Future — except that the
Duration: Instant spirit must go within for at least one week for each success. TRACKING
Type: Reflexive Spirits can spend months dreaming, trying to comprehend Cost: 5 motes
Minimum Compassion: 1 Destiny’s plan. Duration: One scene
Minimum Essence: 1 Type: Simple
Prerequisite Charms: None LANDSCAPE TRAVEL Minimum Compassion: 2
The spirit is naturally in tune with the patterns of Cost: 4 motes Minimum Essence: 1
destiny and the astrological forces. A simple success on a Duration: One scene Prerequisite Charms: None
Perception + Compassion check causes this spirit’s behav- Type: Reflexive This Charm allows a spirit to track someone or some-
ior (actions, words) to reflect in some small way the path Minimum Compassion: 1 thing on a successful Perception + Compassion check. One
of things to come. Most spirits with this Charm don’t Minimum Essence: 1 success is all that’s needed for a spirit to track a normal
notice themselves using it and would shrug if it was pointed Prerequisite Charms: None human in the spirit’s natural domain, regardless of the prey’s
out to them; it’s simply a part of what they are. The number This Charm allows a spirit to travel quickly, comfort- Survival skill. More successes are needed if the spirit wishes
of successes indicates the importance of the event that is ably and easily in its natural element. A forest spirit might to track an Exalted, another spirit or some other supernatu-
prognosticated and/or the level of detail provided. The gain perfect balance and sticky feet to allow it to travel ral creature capable of supernatural Stealth or if it wishes to
words and actions of such spirits are frequently ambiguous easily along tree limbs and to jump from tree to tree. A track outside of its natural domain. Other modifiers (such as
and often enigmatic. water spirit might walk on water or develop gills and fins familiarity with the prey or weather conditions) apply only
if it didn’t have them already. to tracking beings capable of supernatural misdirection —
see the rules in the main Exalted book for details.

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SENSE DOMAIN involves the return of something disposable (temporary


Willpower, Essence motes, etc.) does not fade — it is simply
• Four dots to Abilities, distributed as the spirit sees fit.
These may include Abilities the target does not normally
CONVICTION
Cost: 5 motes, 1 Willpower Spirits may use Conviction to employ mental attacks
used up as normal. Abilities the target does not possess may possess, unless he is not physically capable of possessing
Duration: Instant against others, as well as to affect others’ emotions and
not be affected unless otherwise stated. Statistics that have them. This may not raise a target’s Ability score above six.
Type: Reflexive mental states.
maximums (Willpower, for example) may not be raised • Two dots to Attributes, distributed as the spirit sees fit.
Minimum Compassion: 2
above their maximums unless otherwise stated. • The return of one temporary Willpower point. (The CONFUSION
Minimum Essence: 1
target’s Willpower may not be raised above his maximum.
Prerequisite Charms: Measure the Wind TINY GIFT Cost: 6 motes, 1 Willpower
The returned Willpower may be used up normally but will
This Charm enables the spirit to get a feel for how Duration: One scene
Cost: 5 motes not disappear when the week is over.)
things are going within its domain of influence (up to a half Type: Simple
Duration: One day • The return of 10 motes of Essence.
mile in diameter per point of Essence but most often Type: Simple Minimum Conviction: 2
• The effects of one Charm (maximum Virtue 1,
related to a geographical feature — for instance, a single Minimum Essence: 1
Minimum Compassion: 1 Essence 1) that the spirit possesses may be conferred upon
tree and a little land surrounding it might be a spirit’s area Prerequisite Charms: None
Minimum Essence: 1 the target. These effects last no longer than one week.
of influence). Roll the spirit’s Perception + Compassion. Roll the spirit’s Manipulation + Conviction with a
Prerequisite Charms: None • Good luck: The target gains one extra die to add to
One success allows the spirit to sense the presence of any difficulty equal to the target’s Essence. Simple success or
The effects of this Charm always fade by the next normal Ability checks and to Charm checks.
direct and immediate danger (to itself or to the domain) in sunset, and the Charm may not be used more than once per one extra success indicates that the target is mildly con-
• Create a good luck charm, walkaway or other
the area. Two successes allow a reasonably thorough cata- fused. He might confuse one direction along a path with
day. Some possible gifts: talisman of permanent duration.
logue of the influences at work in the area and the another. Two or three extra successes indicate that the
• One extra dot added to an Ability of the spirit’s choice. • A permanent mark appears on the target in an
intentions they have with regard to the spirit or its domain. target is quite confused. He might believe that traveling
• The return of 2 motes of Essence. obvious place. This mark can be seen only by spirits and
Three or more successes allows the spirit to know almost after dark in the woods without a lantern is a perfectly
• Good luck: The target gains one extra die to add to Exalted using a sensory Charm that allows them to per-
anything currently going on within its domain that isn’t all normal Ability checks (not Charms). reasonable thing to do. Four or more extra successes
ceive Essence at work. While mortals cannot see the mark,
protected by some sort of supernatural ward or misdirec- indicate that the target is completely addled and may well
it obviously alters the character’s horoscope and can be
tion. Charms, sorcery and exceptional Ability rolls or BENEFACTION detected in that fashion. Effects vary, depending on the
do something very dangerous. He could try to scale a cliff
stunts may block this insight or remove successes, at the Cost: 10 motes face in the dark or go to sleep in a bear’s den. Fair Folk are
meaning of the mark.
Storyteller’s discretion. Some spirits that have no natural Duration: One week immune to this power.
domain may be able to use this ability in any area they’ve Type: Simple ENDOWMENT MEMORY MIRROR
spent several days exploring (Storyteller’s discretion; two Minimum Compassion: 1 Cost: 20 motes, 1 permanent Willpower
additional successes required). Cost: 6 motes, 1 Willpower
Minimum Essence: 2 Duration: Instant
Duration: Instant
Prerequisite Charms: Tiny Gift Type: Simple
SUMMON FOOD The effects of this Charm last for one week, and the
Type: Reflexive
Minimum Compassion: 3
Cost: 5 or 10 motes Minimum Conviction: 2
Charm may not be used more than once per week. Some Minimum Essence: 5
Duration: Instant Minimum Essence: 2
possible benefactions: Prerequisite Charms: Largess
Type: Simple Prerequisite Charms: None
• Two dots of Abilities, distributed as the spirit sees fit. This blessing is never given lightly. Great tales are told
Minimum Compassion: 3 The spirit must touch its target in order to employ this
• One dot added to an Attribute. of the massive quests that lead to such rewards and of the
Minimum Essence: 2 Charm (normal Dexterity + Brawl or Martial Arts check).
• The return of 5 motes of Essence. heroes who achieve them. This Charm may only be used
Prerequisite Charms: None If successful, roll the spirit’s Manipulation + Conviction
• Create a good luck charm, walkaway or other once per year.
Spirits use this Charm to summon food for those who with a difficulty equal to the target’s Essence. The more
talisman that lasts for a week. • One dot added to an Attribute, duration permanent.
need it. The spirit must succeed at a Stamina + Compassion successes, the more of the target’s memories the spirit
• Good luck: The target gains one extra die to add to • Two dots to Abilities, distributed as the spirit sees
check. Each success the spirit achieves allows it to summon absorbs. This may temporarily befuddle the target, but
normal Ability checks (not Charms). fit, duration permanent. This may include Abilities the
enough food for a full meal for one person (the spirit may Memory Mirror does not actually remove the target’s
• A mark appears on the target in an obvious place target does not normally possess, unless he is not physically
choose to summon less than its successes allow it to). For 5 memories, just duplicates them. With a simple success, the
(forehead, hand, etc.) that can be seen only by spirits and capable of possessing them.
motes, the food summoned is edible. For 10 motes, the food spirit obtains only the most basic details: profession, name
Exalted using a sensory Charm that allows them to per- • One permanent Essence point.
is some of the finest nourishment ever tasted. and any major life events. Four or more extra successes
ceive Essence at work. This power is most often used to • The return of all temporary Willpower that the
indicate near-total memory absorption.
grant safe passage through an area or as a mark of favor. target has lost.
BLESSINGS • The effects of one Charm (maximum Virtue 2, MEMORY SPONGE
Every now and then, a spirit wants to reward someone LARGESS Essence 2) that the spirit possesses may be conferred upon Cost: 12 motes, 1 Willpower
or would simply like to show favor for a mortal. Blessings Cost: 15 motes, 1 Willpower the target. These effects last for as long as the effects of the Duration: Instant
are one way to go about this. Blessings, even more than Duration: One week Charm that was conferred would normally last. In rare cases, Type: Reflexive
other Charms, are highly individualized to the spirit in Type: Simple the effect may be permanent (Storyteller’s discretion). Minimum Conviction: 4
question. Break the guidelines below (or add to them or Minimum Compassion: 2 • Good luck: The target’s temporary Willpower is Minimum Essence: 3
modify them) if it suits your story. Just try to keep the power Minimum Essence: 4 always one higher than her permanent Willpower. The Prerequisite Charms: Memory Mirror
level about the same. Prerequisite Charms: Benefaction effect is permanent. This Charm works like Memory Mirror, except that the
In all cases, the spirit must succeed on a Charisma + The effects of this Charm last for one week, and the • Create a double- or triple-effect talisman of memories are drained out of the target as they enter the spirit’s
Compassion check. Abilities and Attributes may not be Charm may not be used more than once every other week. permanent duration. mind. Roll the spirit’s Manipulation + Conviction with a
raised above 5 unless otherwise stated. Any blessing that Some possible effects:

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difficulty equal to the target’s Essence. The more successes the SOUL RAPT Prerequisite Charms: Instill Obedience
spirit achieves, the fewer details the target remembers, until For each success on a Conviction + Presence check,
Cost: 10 motes, 2 Willpower
only the smallest details remain. Four or more extra successes the spirit may raise an individual’s Presence by one dot.
Duration: Indefinite
indicate that the target suffers from near-total amnesia. The The spirit may not increase the target’s Presence by more
Type: Simple
memories have actually been removed and cannot be recov- dots than the spirit’s Essence, although it may increase it
Minimum Conviction: 5
ered through association or prompting. above 5. Only one use of this Charm may be active on an
Minimum Essence: 4
individual at any given time. The Presence lasts for one
MEMORY TRANSFERENCE Prerequisite Charm: Possession
day for each dot of the spirit’s Willpower.
Cost: 15 motes, 2 Willpower As the Possession spirit Charm, roll the spirit’s Ma-
Duration: Instant nipulation + Conviction against the target’s Willpower in WORLDLY ILLUSION
Type: Reflexive a resisted action. If the spirit gains more successes than the Cost: 20 motes, 1 Willpower per person
Minimum Conviction: 4 target has temporary Willpower, then the initial posses- Duration: Instant
Minimum Essence: 4 sion succeeds. As long as the spirit occupies the victim, Type: Reflexive
Prerequisite Charms: Memory Sponge temporary Willpower cannot be regained. The possessing Minimum Conviction: 4
This Charm allows a spirit to transfer memories be- spirit must relinquish control of the victims body at least Minimum Essence: 3
tween two subjects. The spirit must be able to touch both once per week, though it isn’t necessary to abandon the Prerequisite Charms: Harrow the Mind
subjects at once, and if they are evading, the spirit must victim. The spirit must make the attempt to regain control The target of this Charm finds herself in an illusory
succeed on a Dexterity + Brawl or Martial Arts roll. This of the victim by repeating the initial possession roll. After world of the spirit’s design. The illusion is total and covers
is not a reflexive attack, and if the spirit is attempting to each month of possession, the victim loses one point of all senses — according to all of her senses, the target has
touch both targets in the same turn it activates the Charm, Willpower permanently. If a spirit fails in its attempt to been transported elsewhere. The illusion has a nearly
split its dice pool at least three ways. regain control of its victim, the spirit is expelled, and the instant duration but may appear to last for up to one day to
After the spirit touches the targets, roll its Manipula- victim cannot be possessed by that spirit again. the mind of the target.
tion + Conviction with a difficulty equal to the higher of the GEAS This Charm requires the spirit to touch its target (a
two target’s Essences. The memories are moved from one nonreflexive Dexterity + Brawl or Martial Arts roll if she’s
Cost: 1 mote per day (min 15, max 28), 2 Willpower
subject to another, not copied. The spirit gets a vague idea actively evading) or to look in her eyes. The spirit may use
of the shape of the memories — enough to identify blocks Duration: One to 28 days this effect on multiple people at once, but all of them must
Type: Simple
of them and figure out what should be moved. The spirit find themselves in the same illusion, and the spirit must
Minimum Conviction: 5
remembers only vague details afterward, not specifics. touch all of them at once.
Minimum Essence: 4
The more successes on the roll, the more precisely the Any damage the target takes within the hallucination is
Prerequisite Charms: Instill Obedience
spirit can identify and choose what to move and the more purely illusory. However, if the target dies within the illusion,
it can move. Simple success allows the movement of a few This Charm allows a spirit to lay a geas, or bond, upon then her player must succeed on a Stamina + Resistance roll
a target. It requires eye contact and a successful Manipu-
random memories, three successes allows large, important or have the character fall into a coma for one day per point of
lation + Conviction check, with at least three successes.
memories, and five or more extra successes allow the spirit the spirit’s Essence (or longer, at the Storyteller’s discretion,
The spirit may order the target to perform one task, which
to transfer an entire lifetime’s worth of memories — or just if it suits the dramatic needs of the story).
may include such broad orders as “serve me for one month.”
a single dark and hidden secret. Note that the transfer is
one way — a spirit that wishes to swap two personalities The spirit may not order the target to do something that DREAMBANE
would directly harm the target, but it may order him to Cost: 15 motes, 1 Willpower
between bodies has to roll five or more extra success on two
attempt a difficult or dangerous goal as long as there is a Duration: Reflexive
uses of the Charm.
reasonable chance of success (Storyteller’s discretion). Minimum Conviction: 3
INSTILL OBEDIENCE This Charm has a minimum cost of 15 motes, even if it is Minimum Essence: 6
Cost: 10 motes, 1 Willpower to last only one day. This Geas does not completely govern Prerequisite Charms: Dreamscape
Duration: One day the target’s actions; rather, it gives the target a compulsion This Charm acts exactly as the Compassion Charm
Type: Simple to work toward the task he has been given. For each day Dreamscape, except that the roll made is Manipulation +
Minimum Conviction: 3 that the target fails to work in good faith toward the task, Conviction and that any harm done to the target within the
Minimum Essence: 3 he loses one temporary Willpower and takes one health dream has a chance of leaking through to the target’s physical
Prerequisite Charms: Stoke the Flame level of aggravated damage. For each two days spent body (as either bashing or lethal damage, as appropriate).
The spirit channels Essence into the target to alter his working in good faith toward the task, he regains one If the target takes damage in the dream, her player
emotional state, instilling within him a desire to obey the health level lost for disobeying the geas. must make a reflexive Wits roll to see how much slips
spirit. Roll the spirit’s Charisma + Conviction with a LEND AUTHORITY through to harm the character’s real body. For every
difficulty equal to the target’s Essence. Simple success success on the Wits roll, one health level is subtracted from
Cost: 15 motes
merely makes the target slightly more likely to obey, while the damage that the character took in the hallucination
Duration: One day x the spirit’s Willpower
three successes forces him to obey completely unless such before it is applied to her real body. The character can
Type: Simple
obedience would cause him physical harm. At five suc- never take more damage to her real body from a single
Minimum Conviction: 3
cesses, the target does anything the spirit commands. event in the hallucination than the Essence of the spirit
Minimum Essence: 3
that used Dreambane on her.

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Each time damage gets through the soak roll, the spirit, and it requires at least three additional successes to A successful Intelligence + Temperance check allows dangerous beast but not into a lava flow or to the bottom
target’s player may make a Willpower roll. With three or affect someone in combat with it. the spirit to open up a portal large enough for it to step of the ocean unless the target could survive those places).
more successes, the character wakes up. The player must through. The portal lasts for one turn; during that time, Roll the spirit’s Dexterity + Temperance. Each success
also succeed a Willpower roll if the character takes enough STILLNESS anyone else may step through it as long as they can fit allows one target to be captured in this manner.
damage to kill her in the dream before she wakes up. If the Cost: 3 motes through the opening. With one success, the portal takes
roll botches, the character dies (if mortal) or enters a coma Duration: One scene the travelers to a random (though not immediately harm- SUSTENANCE
for one week per point of the spirit’s Essence (if Exalted). Type: Reflexive ful) location. With two successes, the spirit may loosely Cost: 3 motes
If the roll fails, the character wakes up at Incapacitated and Minimum Temperance: 1 direct the exit point (“Southern deserts, please”) or go Duration: Instant
must heal normally. If the roll succeeds, she wakes up with Minimum Essence: 1 directly to its home. Five or more successes allow the spirit Type: Simple
only one additional health level of bashing damage. This Prerequisite Charms: None to direct the portal wherever it pleases. Extra successes Minimum Temperance: 1
Charm may only be used on one target at a time. This Charm allows the spirit to remain absolutely, beyond the successes required for pinpointing the portal’s Minimum Essence: 1
perfectly still. exit point allow the spirit to triple the radius of the portal. Prerequisite Charms: None
TEMPERANCE CAMOUFLAGE TRANSPORT
The spirit must touch a mortal in order to activate this
Charm. This does not involve a Brawl or Martial Arts
Spirits use Temperance to defend themselves, as well
Cost: 10 motes Cost: 20 motes, 1 Willpower check, as this Charm works only on a sleeping mortal.
as to steal Essence from others.
Duration: One scene Duration: Instant After the spirit touches the target, roll its Wits + Temper-
DONNING SPIRITUAL ARMOR Type: Simple Type: Simple ance. For each success, the spirit devours 1 mote of Essence.
Cost: 5 Motes Minimum Temperance: 3 Minimum Temperance: 4 This Charm always involves some other method of suste-
Duration: One scene Minimum Essence: 2 Minimum Essence: 4 nance as well. The spirit might feed on the dreams and
Type: Simple Prerequisite Charms: Stillness Prerequisite Charms: Portal nightmares of the mortal — or on her breath. Whatever
Minimum Temperance: 2 This Charm allows the spirit to camouflage itself A successful Dexterity + Temperance check allows the spirit feeds on does not harm the mortal, although it
Minimum Essence: 2 within whatever environment it happens to be in. A spirit the spirit to transport itself wherever it chooses. For each might have mild (and temporary) effects when the mortal
Prerequisite Charms: None standing against a rock takes on the coloration of that success, it may transport one passenger (willing or unwill- wakes up. Even if the spirit does not regain the Essence it
The small god summons up the forces of the elements rock, and its edges might soften a bit, making its outline ing) as well, though it costs one additional Willpower spent, it still feels satiated from the other part of its meal.
or similar powers to protect it from harm. The spirit gains difficult to make out against the background. Roll the point if there are passengers involved. All passengers must
armor equal to Temperance + Essence. This armor can be spirit’s Wits + Temperance. Successes on this roll are be within the line of sight of the spirit. The spirit must have STEAL SUSTENANCE
used to soak any form of bashing or lethal damage, includ- added to any successes on the spirit’s Dexterity + Stealth been to the destination before. Cost: 6 motes, 1 Willpower
ing damage caused by environmental conditions such as roll if it is attempting to actively hide. The result is the Duration: Instant
excessive heat or cold. Elementals and elementally associ- number of successes observers’ players must roll on their BANISH Type: Simple
ated spirits always surround themselves with elemental Wits + Temperance checks (four net successes are re- Cost: 10 motes, 1 Willpower per target Minimum Temperance: 2
protections such as a hauberk of tough roots, a shirt of quired if the spirit is still, three if it moves slowly, two if it Duration: Instant Minimum Essence: 1
flexible rock or a breastplate of living flame. Other spirits moves normally, and one if it moves quickly). Type: Simple Prerequisite Charms: Sustenance
don armor of light or darkness or, occasionally, transform Minimum Temperance: 4 The spirit must touch a sleeping mortal in order to
HURRY HOME Minimum Essence: 4 activate this Charm. Roll the spirit’s Strength + Temper-
their ordinary garb into supernally beautiful and durable
Cost: 10 motes, 1 Willpower Prerequisite Charms: Transport ance. At least two successes are required. Not only does this
garments of pure magic.
Duration: Instant With this Charm, a spirit may banish any targets within Charm steal 2 motes of Essence per success, but it also
HOODWINK Type: Reflexive line of site to a random habitable location up to one mile devours something that leaves the mortal impaired in some
Cost: 8 motes, 1 Willpower Minimum Temperance: 2 distant (i.e., a human would not be banished to an underwa- way — hearing, sight, etc. — although it leaves the body
Duration: Instant Minimum Essence: 1 ter location or dumped in a lava flow). Roll the spirit’s apparently unharmed. Only supernatural healing of some
Type: Reflexive Prerequisite Charms: None Perception + Temperance. Each success allows one target to sort restores the loss; it never heals normally. Even if the
Minimum Temperance: 2 With a successful Wits + Temperance check, a spirit may be banished in this manner. The more successes, the farther spirit does not replenish the Essence it spent, it feels satiated.
Minimum Essence: 1 escape whatever situation it is in and return to its own home away the target is likely to be sent. This Charm must be used
Prerequisite Charms: None — what exactly constitutes the spirit’s home is a matter for within the bounds of the spirit’s home territory. ESSENCE INVEIGLE
This Charm allows the spirit to temporarily distract the Storyteller discretion. The more tense and hurried the situa- Cost: 6 motes, 2 Willpower
target, causing his attention to focus on something other tion, the more successes the spirit requires. One success is all CAPTURE Duration: One week (at least)
than the spirit. Roll the spirit’s Manipulation + Conviction that’s needed in a relaxed, quiet setting. Five successes take Cost: 15 motes, 1 willpower per target Type: Simple
with a difficulty equal to the target’s Essence. Simple success the spirit home even in the middle of a combat. Duration: Instant Minimum Temperance: 3
distracts the target for a turn — long enough for the spirit to Type: Simple Minimum Essence: 2
PORTAL Minimum Temperance: 5 Prerequisite Charms: Sustenance
run away or dematerialize. Three or more extra successes
Cost: 15 motes, 1 Willpower Minimum Essence: 6 The spirit has consensual sex with a mortal in order to
distract the target from anything it was thinking about the
Duration: One turn Prerequisite Charms: Banish activate the Charm, so no Brawl or Martial Arts rolls are
spirit, such as suspicions, accusations, anger, etc. Five or
Type: Simple With this Charm, a spirit may transport any targets required. Amidst the merriment, roll the spirit’s Manipu-
more extra successes means the target does not remember
Minimum Temperance: 3 within line of site to a location of the spirit’s choosing, as lation + Temperance. For each success, the spirit devours
the spirit until something or someone reminds him of what
Minimum Essence: 3 long as it isn’t immediately deadly to the target (the target 1 mote of Essence. What is more, the victim later develops
he was thinking. This Charm requires extra successes to
Prerequisite Charms: Hurry Home could be transported into a cage or into the cave of a an unquenchable craving for another rendezvous with the
distract a target who is feeling negative emotions toward the

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EXALTED • GAMES OF DIVINITY APPENDIX• SPIRIT CHARMS

spirit. If the victim returns freely, the process is repeated be used to enhance any task that requires speed or haste such SHAPECHANGE direction, and they are obvious to anyone who is close
(and any lost Wits suffered from the process below are as picking a lock before the guard arrives, stopping someone enough to observe them.
Cost: 12 motes per day
regained). If the victim does not return within one week, from bleeding to death or any form of combat. It can also only
roll his Wits + Conviction –1 die for each time the spirit be used on tasks that require both clear thought and nimble
Duration: Variable PARALYZE
Type: Simple Cost: 6 motes
successfully used the Charm against the victim. If the roll fingers. No activity can simultaneously benefit from both this
Minimum Valor: 2 Duration: Instant
yields fewer successes that the spirit’s Willpower, the Charm and the Uncanny Prowess Charm.
Minimum Essence: 2 Type: Reflexive
victim loses a point of Wits temporarily. If he does not
return to the spirit that day, repeat the process the next DETAILS Prerequisite Charms: None Minimum Valor: 2
Cost: 3 motes The spirit may, upon a successful Charisma + Valor Minimum Essence: 1
day, continuing every day until the victim either returns of
Duration: One scene check, take on any physical form it wishes; it must pay the Prerequisite Charms: None
his own volition, succeeds in breaking the Charm or
Type: Reflexive cost for the full duration in advance (if the spirit breaks the Through the use of this Charm, spirits can paralyze
reaches 0 Wits (in which case the victim loses all control
Minimum Valor: 2 Charm early, the extra motes are not recovered). After that, targets. A spirit must touch its target for this Charm to
and will do anything within his power to return to the
Minimum Essence: 2 the spirit must reactivate the Charm if it wishes to continue work, which may require a successful Dexterity + Brawl or
spirit). If the victim’s Wits + Conviction roll succeeds
against the spirit’s Willpower, the Charm is cancelled, and Prerequisite Charms: None the masquerade, making the Charisma + Valor check again. Martial Arts check. If the spirit successfully touches its
Spirits use the Details Charm to change small details The spirit must spend another 10 motes and a Willpower target, roll its Strength + Valor with a difficulty equal to
all temporary Wits losses are regained. This Charm has no
of their physical appearance, upon a successful Charisma point in advance (once per use of the Charm, not per day) the target’s Stamina. Every extra success the spirit achieves
effect on beings with an Essence higher than the spirit’s.
+ Valor check. Each use of this Charm allows one discrete if it wishes its Abilities, Attributes, etc. to change with its causes the target to suffer a -2 penalty to all rolls involving
VALOR detail to be changed. The size and complexity of the detail
depends on the number of successes the spirit achieves.
form. This latter restriction does not apply if the spirit has a
very limited number of forms and knows them very well.
movement or agility for the rest of the scene.
Spirits use Valor to affect the physical world, whether The Shapechange Charm may be seen through in the AFFINITY ELEMENT CONTROL
positively or negatively. Valor Charms are often used to One or two successes allow a small detail to be changed:
hair length, the shape of the spirit’s pupils. Three or four same manner as the Form Match Charm, above. Cost: 6 motes
harm others.
allow the spirit to change larger details: the design of a Duration: One scene
WILL-O-WISP
UNCANNY PROWESS dress, the length of its limbs. Five or more successes allow Type: Simple
Cost: 5 motes Minimum Valor: 2
Cost: 2 motes the spirit to create details from nothing: a bracelet where
Duration: One turn Minimum Essence: 2
Duration: Special there was none.
Type: Simple Prerequisite Charms: None
Type: Reflexive
Minimum Valor: 2
FORM MATCH Minimum Valor: 2 The spirit may use this Charm to affect whichever
Cost: 8 motes per day, 1 Willpower Minimum Essence: 1 element(s) it shares an affinity with. For example, a forest
Minimum Essence: 1 Prerequisite Charms: None
Prerequisite Charms: None Duration: Variable spirit could affect wood, and possibly earth (Storyteller’s
Type: Reflexive The spirit causes brief, somewhat muddled manifestations discretion). This allows spirits to cause or calm small floods
The spirit may add a number of dice equal to its Valor of sound, smell and light, such as a ball of light or indistinct
score to a single Dexterity roll. This roll could be anything Minimum Valor: 2 and rainstorms, to whip a small torch into a raging inferno
Minimum Essence: 1 sounds of conversation. Roll the spirit’s Manipulation + Valor. or a delicate dance of firelight, to create gusts of wind, to
from a single blow with a weapon to a single performance The more successes, the more noticeable these manifestations
or even to the roll to create a single piece of fine jewelry. Prerequisite Charms: Details open a hole in the earth or to twist tree limbs into manacles.
The spirit may, upon a successful Charisma + Valor are (louder, brighter) and the longer they may last. This Charm Roll the spirit’s Manipulation + Valor. The number of
When used for longer endeavors, this Charm adds dice to may not be used in precise ways — no writing words or making
each roll of a single extended action. However, it can only check, take on another’s physical form. This requires the spirit successes indicates how fine a level of control the spirit has and
to touch the being to be emulated, which may require a pictures in light, and no speaking distinct phrases. how powerful an effect it can create. One success allows a spirit
be used on one endeavor at a time, the Essence invested in
this Charm cannot be regained, and the Charm cannot be successful Dexterity + Brawl or Martial Arts check, depend- GHOSTLY PRESENCE to call forth a mild rain or to light a campfire, while three allow
recast until the task has been completed or abandoned. ing on the circumstances. The spirit must pay in advance and a spirit to cause a rainy day or to build a torch into a bonfire
Cost: 8 motes
choose up front how many motes to spend; if it chooses to without any extra fuel. Five successes might allow a spirit to
CREATION OF PERFECTION Duration: One scene
break the Charm early, those motes are not recovered. create a phantom lover out of air itself or to instantly consume
Type: Simple
Cost: 2 motes A very successful Perception + Awareness check may a large wooden structure in flames. The spirit may manipulate
Minimum Valor: 3
Duration: Special see through the disguise. Four successes indicate that small a one-yard cube of an element per point of Essence it possess.
Minimum Essence: 1
Type: Simple elements of the disguise seem wrong, while five or more In the case of area effects such as rain, it could cause the effect
Prerequisite Charms: Will-o-Wisp
Minimum Valor: 2 indicate that the shapechanging seems patently false. in a five-yard radius per permanent Essence point.
The spirit may cause the same manifestations as
Minimum Essence: 2 Also, some spirits and Exalted may possess Charms de-
Prerequisite Charms: None signed to see through such trickery.
Will-o-Wisp, again making a Manipulation + Valor ELEMENT CONTROL
check. This time, however, it may create distinct pat- Cost: 10 motes, 1 Willpower
This Charm allows spirits to create supernaturally ex- Certain actions may allow someone to see through such
terns. For instance, ghostly writing may be created. This Duration: One scene
quisite items or to perform feats of inhuman skill with various a disguise or may momentarily break through the disguise;
Charm may be used to hold a conversation with a target Type: Simple
crafts. When using this charm, roll Intelligence + Valor for superstitions of various areas prescribe different actions.
while the spirit is unmanifested. The number of successes Minimum Valor: 3
the spirit. Every success gained on this roll can be added to a Some of these include: looking at someone’s reflection in a
affects how distinct the manifestations are, how precisely Minimum Essence: 3
single Craft, Medicine, Occult or Larceny roll designed to fractured mirror, looking at someone through lenses that
controlled they are and just how thoroughly the spirit Prerequisite Charms: Affinity Element Control
create an item or to carry out a slow and careful process such have been soaked in a special herbal solution, blowing ashes
may manipulate its medium. With five successes, the The same as Affinity Element Control, except that
as performing surgery, compounding a drug, putting on a of certain types of wood into someone’s face. Which super-
spirit may paint simple scenes out of light, sound and the spirit can control any element, not just one to which
disguise or creating a magical talisman. This Charm cannot stitions apply depends on the spirit. Some particularly
smell. These scenes may not be larger than 10 feet in any it is attuned.
difficult “rituals” may break the disguise entirely.

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EXALTED • GAMES OF DIVINITY APPENDIX• SPIRIT CHARMS

WEATHER CONTROL willfulness. The effects of this Charm last for one day or In all cases, roll the spirit’s Manipulation + Valor for
until the spirit chooses to release the target, whichever the curse to take effect. Abilities, motes and temporary
Cost: 10 motes
comes sooner. This Charm is a favorite among demons, Willpower may not be lowered below 0; Attributes, Es-
Duration: Instant
who use it to bring out the worst in targets. sence and permanent Willpower may not be lowered
Type: Simple
below 1. Any curse that involves the loss of something
Minimum Valor: 3 ELEMENT KISS disposable (temporary Willpower, motes of Essence) sim-
Minimum Essence: 2 Cost: 20 motes, 1 Willpower ply lasts until the target regains the points as normal.
Prerequisite Charms: Affinity Element Control Duration: One week The suggestions below are just that: suggestions. It is
This Charm allows the spirit to control the weather. Type: Reflexive possible, in rare cases, that high-level curses (Scourge, and
Note that this may duplicate some effects of the Element Minimum Valor: 2 perhaps Malediction) may also affect Backgrounds (such
Control Charms, but its effects are limited to weather Minimum Essence: 2 as a spirit cursing someone to lose his friends), Virtues and
phenomena: rain, fog, floods, storms, heat, cold, etc. This Prerequisite Charms: Element Touch Charms. When creating a new curse for a spirit, however,
Charm affects a larger area as well — a one-mile radius per This Charm is the same as Element Touch, but it lasts keep in mind that an Exalted may learn the Charm, and try
permanent Essence point. Roll the spirit’s Manipulation + for one week or until the spirit chooses to release the target, to balance the power accordingly.
Valor; the number of successes determines the size of the whichever comes sooner. Like Element Touch, this Charm
effect the spirit can create and the length of time before the requires the spirit to touch its target. If the spirit achieves TINY DAMNATION
area’s natural climate reasserts itself. One success allows three or more successes, the target may have hallucina- Cost: 5 motes
small changes — a low wind could be created, or a heavy tions that support and intensify his reaction. Duration: One day
wind could be downgraded to a moderate wind. Three Type: Simple
successes allow the creation of a moderate rainstorm or a ELEMENT INFUSION Minimum Valor: 1
mild heat wave. Five successes allow wild changes in local Cost: 30 motes, 2 Willpower Minimum Essence: 1
weather patterns, such as high heat in the middle of the Duration: One month Prerequisite Charms: None
month of Ascending Water. It takes one hour per success Type: Reflexive The effects of this Charm always fade by the next
for the local weather patterns to reassert themselves. Minimum Valor: 3 morning’s sunrise, and it may not be cast more than once
Unnatural or one-time meteorological effects that are halted Minimum Essence: 3 per day on the same target. Some possible curses:
by the use of this Charm can be considered ended. Prerequisite Charms: Element Kiss • One dot lost from an Ability of the spirit’s choosing.
This Charm is similar to the lesser Element Kiss and • The loss of one temporary Willpower point.
IGNITE Element Touch Charms, but lasts for one month or until the • The loss of 2 motes of Essence.
Cost: 1 or 5 motes spirit chooses to release the target (whichever comes sooner). • Bad luck: The target loses one die from any normal
Duration: Instant The spirit must either touch the target or look into the Ability checks (not Charm checks) that relate to the way
Type: Reflexive target’s eyes. Roll the spirit’s Manipulation + Valor with a in which the target offended the spirit.
Minimum Valor: 2 difficulty equal to the target’s Essence. With two or more
Minimum Essence: 2 successes, the target has the hallucinations described under IMPRECATION
Prerequisite Charms: None Element Kiss. At three or more successes, the target may Cost: 10 motes
The spirit may, upon a successful Stamina + Valor well harm herself under the force of her reaction. Duration: One week
check, set fire to whatever item it touches. This requires 5 Type: Simple
motes if the item is nonflammable. CURSES Minimum Valor: 1
ELEMENT TOUCH Not all relations between spirits and mortals are Minimum Essence: 2
friendly. The little gods have their own rules and demand Prerequisite Charms: Tiny Damnation
Cost: 10 motes, 1 Willpower
their own etiquette, and improper behavior may earn a The effects of this Charm last for one week, and it may
Duration: One day
spirit’s wrath. Curses are one means at the spirits’ disposal not be cast more than once per week on the same target.
Type: Reflexive
to punish mortals. Curses are very much unique to the Some possible curses:
Minimum Valor: 2
spirit, just as blessings are. A drink of water from one spirit’s • Loss of two Ability dots, distributed as the spirit sees fit.
Minimum Essence: 2
favored well may activate its curse, while another spirit • The loss of two temporary Willpower points.
Prerequisite Charms: None
might confer its curse with the gift of an object or with a • The loss of one Attribute dot of the spirit’s choosing.
This Charm causes its target to become “touched” by
touch. When designing a spirit’s curse, do not hesitate to • The loss of 5 motes of Essence.
the spirit’s element. The spirit must touch its target for this
break, add to or modify the guidelines below if it suits your • Bad luck: The target removes one die from normal
Charm to work, possibly requiring a successful Dexterity +
story (though you should try to keep the power level Ability checks (not Charm checks).
Brawl or Martial Arts attack. Roll the spirit’s Manipula-
approximately the same). • A mark appears in an obvious place on the target
tion + Valor with a difficulty equal to the target’s Essence.
Most small gods will be able to use only one or two that only spirits or Exalted with some sort of supernatural
The more extra successes, the more intense the target’s
aspects of a curse. As always, an Eclipse Caste Solar sight can see. This may, for example, urge any spirits who
reaction to this Charm. A fire-aspected spirit causes some-
Exalted may only learn the aspect of a curse that the spirit meet the target to torment him.
one to grow feverish. The target might take on some of the
personality traits associated with fire: a hotheaded temper, teaching her knows, never the generic “template.”
lusty libido, curiosity, anger, vengeance, forcefulness or

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EXALTED • GAMES OF DIVINITY APPENDIX• SPIRIT CHARMS

MALEDICTION This curse is never cast lightly, and it may not be cast
more than once per year. Only spirits that have been
Cost: 15 motes, 1 Willpower
drastically wronged in heinous ways would consider using CULT
Duration: One week There is Essence in worship. Prayers and burnt offerings provide power to those gods who receive
this curse (if just because they wouldn’t be able to cast it
Type: Simple them. In this fallen age, the Essence of prayer lures gods to demand the worship of men. They are not
again for another year).
Minimum Valor: 2 alone in this, for some Exalted accept worship as well, and even mortal cult leaders like the doomed
• Loss of one Attribute point, permanently. It must be
Minimum Essence: 4 prophet Ikerre can gain power from worship. Though it does not provide as much Essence as ownership
bought back up through practice (and experience points).
Prerequisite Charms: Imprecation of a Manse or Demesne, worship is harder to disrupt. While a god’s control of a holy place can be directly
Against a mortal character, this Charm also permanently
The effects of this Charm last for one week, and it may contested, her cult will attempt to continue worship even if it becomes illegal.
lowers the character’s maximum score in that Ability by one.
not be used on a target more than once every two weeks. It doesn’t matter if the god’s worshipers like her or not. What matters is that they make regular
• Loss of two Ability points, permanently, distributed
Some possible effects: offerings and prayers to her. Cults that hate and fear a god are less likely to persist if the local political
as the spirit sees fit. Only practice and experience points
• Loss of four Ability points, distributed as the climate turns against her, however. Having this Background does not make an Exalt or mortal into a god,
may buy this back up again.
spirit sees fit. it just grants them access to Essence and Willpower.
• Loss of one permanent Willpower point.
• Loss of two Attribute points, distributed as the • Loss of one permanent Essence point. The Immaculate Order’s attitude about personal cults is very dim, but the more autocratic Great
spirit sees fit. Houses are effectively cults.
• Loss of all temporary Willpower.
• Loss of three temporary Willpower points. x None, the god has no cult and must rely on respiration and control of holy places to regain Essence.
• The effects of one Charm (maximum Virtue 2,
• Loss of 10 motes of Essence. • The god has a small but devoted cult, with perhaps a half-dozen full time priests or ascetics tending
Essence 2) that the spirit possesses may be conferred upon
• Bad luck: The target removes one die from both to his shrines and singing his praises. Every morning when the sun rises or sets (the god picks), the god
the target, but the effect is twisted in some way (as
normal Ability checks and Charm checks. Malediction). This lasts for twice as long as the Charm gains a point of temporary Willpower.
• The effects of one Charm (of Virtue 1, Essence 1) •• The god’s faith lays its hand on the everyday life of a large community or several small ones.
would normally last. In rare cases (Storyteller discretion),
that the spirit possesses may be conferred upon the target, Several hundred people offer the god daily prayers and small offerings, and the god has feasts and sacred
the effect may be permanent.
but that effect is twisted in some way. If Natural Prognos- days (perhaps informal ones) throughout that area. The god gains a point of temporary Willpower every
• Bad luck: The target attracts ill-intentioned spirits
tication were conferred, the target might predict only the morning or evening and, in addition, gains 2 motes of Essence per hour from worship.
wherever he goes. Duration permanent.
bad things that will happen to his companions. Or his • The spirit may permanently change some physical ••• The god is venerated in a region. Several thousand people daily seek the god’s favor or
predictions might be more than a little mixed up. Land- forbearance. Gods who are divine rulers of a single city have this level of worship. The god may regain
feature of the target, such as facial hair or eye color. (This
scape Travel, if cast on someone traveling through a forest, a point of temporary Willpower once every 24 hours as a reflexive action requiring no dice. The god gains
alteration may not change any Attributes by more than
might force him to travel through the trees and prevent 3 motes of Essence per hour from the power of the cult.
one point.)
him from ever touching the ground. This twisted Charm •••• The god’s worship is the faith of a nation. Tens of thousands of beings hold the god in
lasts for no more than one week. SPIRIT-CUTTING reverence. There are regional festivals in the god’s name that draw merchants and traders from all
SCOURGE Cost: 1 mote around. The god may have a city sacred to her where she rules either symbolically or in truth. Once every
Duration: Instant 12 hours, the god may gain back a point of temporary Willpower as a reflexive action that requires no
Cost: 20 motes, 1 permanent Willpower
Type: Supplemental dice, and the god’s cult blesses her with 4 additional Essence per hour.
Duration: Instant
Minimum Valor: 3 ••••• The god’s worship is the faith of a region, and he is seen as the arbiter of some major sphere
Type: Simple
Minimum Essence: 2 of life affairs, such as hunting, war or procreation. There are seasonal festivals in the god’s honor all over
Minimum Valor: 3
Prerequisite Charms: None the land, many children carry the god’s name, and much is done in honor of that name. The god must
Minimum Essence: 5 This Charm allows a materialized spirit to launch a surely face fierce competition from other powerful divinities for the prayers and honors and will have
Prerequisite Charms: Malediction
single attack at an unmanifested spirit. For the purposes of to spend a great deal of time furthering his worship. Every six hours, the god can gain a point of temporary
the individual attack, the small god attacks the immaterial Willpower as a diceless reflexive action, and the god gains back 6 motes per hour from the constant
spirit normally. prayers of the faithful.

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