Exalted 2E - Fanbase - Hundredfold Facets of Enlightenment
Exalted 2E - Fanbase - Hundredfold Facets of Enlightenment
Exalted 2E - Fanbase - Hundredfold Facets of Enlightenment
Hundredfold Facets
Of Enlightenment
Credits
Note
Contents
Introduction
2
Solar Charms
4
General Charms.............................................................. 4
Dawn............................................................................... 4
Zenith.............................................................................. 9
Twilight......................................................................... 15
Night............................................................................. 23
Eclipse............................................................................ 27
Lunar Charms & Knacks
33
Knacks........................................................................... 33
Strength......................................................................... 36
Dexterity........................................................................ 37
Stamina......................................................................... 38
Charisma....................................................................... 41
Manipulation................................................................. 41
Appearance................................................................... 42
Perception..................................................................... 42
Intelligence.................................................................... 43
Wits............................................................................... 46
Terrestrial Charms
48
General Charms............................................................ 48
Air................................................................................. 48
Earth.............................................................................. 51
Fire................................................................................. 54
Water............................................................................. 55
Wood............................................................................. 55
Abyssal Charms
58
General Charms............................................................ 58
Dusk............................................................................... 58
Midnight........................................................................ 61
Daybreak........................................................................ 64
Day................................................................................ 67
Moonshadow................................................................. 69
Infernal Charms
74
General Charms............................................................ 74
Malfeas.......................................................................... 74
Cecelyne........................................................................ 80
She Who Lives In Her Name....................................... 81
Adorjan......................................................................... 87
Ebon Dragon................................................................. 89
Fair Folk Charms
93
The Mask....................................................................... 93
The Heart...................................................................... 94
The Cup........................................................................ 95
The Staff........................................................................ 95
The Sword..................................................................... 95
The Way........................................................................ 95
The Raksha Way........................................................... 99
Martial Arts
103
General Charms.......................................................... 103
Miscellany
104
Artifacts....................................................................... 104
Manse Powers.............................................................. 106
Necrotech.................................................................... 108
Thaumaturgy............................................................... 108
Introduction
Charm design is an art. Theres no one thing that can tell
you how best to make a new Charm, or even if its appropriate
to whomever youre giving it to. Solar Exalted shoot flaming
energy from their swords, Terrestrials boost their Strength with
Resistance and Lunars have Attribute Charms that are more
specialized than some Charms found in Ability-based sets.
The best way to build new Charms is, first, to familiarize yourself with extant powers. Understand the themes and costs of a
Charm set, and even if youre not innovative enough to come
up with new ones yourself, youre well on the way to discerning
whether someone elses Charms are up to snuff. Second only to
that is to experiment. Few, if any, Charms in this document did
not get revised more than once, even months after they were
originally finished. Think about them. Test them. If you think
its perfectly fine after the first draft, youre probably wrong.
This document began as half a test of my own skills and half
a desire to see anything at all like it somewhere. Sometime
around November 2008, it was about 30 pages long and mostly
contained Solar Charms. The aim at the outset was to provide
100 Charms for Solars and Abyssals, 50 for Lunars and 40 for
Terrestrials. Six months later, almost none of the initial text
remains, and there are 164 Solar, 89 Abyssal, 72 Infernal, 80
Lunar, 39 Dragon-Blooded, 29 Fair Folk and 2 Martial Arts
Charms, along with a variety of additional materials including
artifacts and manse powers.
Goals
Quality Control
This section outlines logical trends that the rules have not
formalized (such as the interaction of Simple Charms and the
Mandate keyword), as well as expanding the rules with new
keywords or basic information that this document treats as
standardized information.
General Charms
Keywords
ArtilleryCharms with this keyword either apply only to artillery weapons or have a special function when used with such
weapons. Artillery weapons are marked with the A tag and
many mundane artillery pieces are described in Scroll of Kings,
p. 136-141. Existing Charms that should carry this keyword include: Trance of Unhesitating Speed (Exalted, p. 187; weapons
with Rate 1 that take more than one Miscellaneous action to
reload should be considered to have Rate less than 1), Rain of
Feathered Death (Exalted, p. 189), Essence Thorn Cannonade
(Dreams of the First Age, Book IILords of Creation, p.
84). The following weapons should be considered to carry the
A tag, all from The Books of Sorcery, Vol. IWonders of
the Lost Age: implosion bows (p. 130); medium, large and very
large concussive Essence cannons (p. 131); Essence twisters (p.
132); lightning ballistae (p. 132) and storm hammers (p. 135).
MandateWhen a Simple Charm produces a Mandate of
Heaven effect (Exalted Storytellers Companion, p. 130), it
is assumed that the mote cost of that Charm is deducted from
the characters pool at the beginning of their next played scene.
This extends to the mote cost of any Charms in a Combo with
the Mandate Charm. The mote costs of reflexive Mandate
Charms can be recovered normally during dominion actions
and are not missing from the characters mote pool at the beginning of his next played scene unless he somehow recovered
no or too few motes during his dominions actions.
Introduction
Feats of Strength
In more than one place, the pool for feats of strength are
defined as a static value. On Exalted, p. 185, static values are
given a very strict cap on modification, disallowing any use of
Charms to increase them by more than 50%. This makes a few
Charms already in print less useful, and it makes it difficult to
design new ways to manipulate feats of strength. If raw damage, post-soak damage or soak were treated the same way, the
same problems would arise on a wider scale. Because of this,
it is suggested that one ignore this limitation for the purposes
of feats of strength. With the Charms in this document, then,
Solar and Lunar characters can quickly reach the limits of the
table outlined in Exalted, p. 127. For every point of Strength +
Athletics beyond 20, the maximum lifting capacity of the feat
increases by 500 pounds.
Math
Mortals
Wordplay
Yes, the alliteration lies heavy on the ground here. Puns, too.
Film and literature references abound. Not good ones, either;
check the Lunars chapter for a Battlefield Earth joke. Its a sickness, and I apologize.
Introduction
Chapter One
Solar Charms
General Charms
(Ability) Essence Perfection
Dawn
Archery
Keen-Eyed Trajectory
With sharp aim and sure hand, the Solar artillerist lets loose
precise attacks against distant foes. After learning this Charm
the Solar may apply his Archery Charms to artillery weapon
attacks normally, unless the Storyteller decides they could not
function in the context of artillery weapons. Normal rules for
Charm use in mass combat still apply, so a stunt is required to
use Supplemental Archery Charms with mass combat artillery
attacks.
Horde-Scattering Payload
Solar Spike
Martial Arts
Blow-for-Blow Exchange
Melee
Foe-Cleaving Force
Mountain-Slaying Attack
targets a structure, it inflicts damage on all the contiguous component objects and smaller structures that make it up. If the
entirety of a target is not within (Essence) miles of the point of
impact, the attack is a limited threat (Scroll of Kings, p. 41).
Indomitable Puissance
Thrown
Heaven-Skimming Bombardment
War
Zenith
Integrity
released and those motes are no longer truly the Solars, unless
they remain committed.
Lawgivers with Essence 6+ may also purchase this Charm
again, up to a number of times equal to the amount by which
their permanent Essence exceeds five. For each such additional
purchase of this Charm, the Exalt adds a bonus success to any
and all contesting rolls he makes during Charm conflict.
Unconquerable Transcendence
Heroic Resurgence
Performance
10
Creation-Spanning Whisper
Mastery-of-Passion Nuance
This Charm permanently enhances its prerequisite, changing its type to supplemental. It no longer is a social attack
itself, but instead enhances other social attacks, adding (Appearance) extra dice and, apart from the normal effects of the
social attack, building an Intimacy of love as described under
Husband-Seducing Demon Dance. Solars with Essence 6+
also reduce the mote cost of Husband-Seducing Demon Dance
to five, and those with Essence 8+ reduce its cost to zero motes
and zero Willpower.
Presence
Glorious Imperative
Hero-Inspiring Interrogatory
11
Authority-Radiating Stance
12
Devil-Flaying Proclamation
A Solar may target his Lunar mate who has Solar Bond 5
to further enhance the effects of the Background. There is no
Legendary Solar Bond, but successful application of the Charm,
which can initially be resisted at the normal cost of two Willpower, permanently imposes an otherwise irresistible unnatural
emotion on the Lunar, which inflicts an internal penalty equal
to the Solars permanent Essence on any dice pool the Lunar
uses to knowingly oppose the Solar.
Resistance
13
Solar Gills
One might see Sustenance of Inner Glory as partially redundant with Hardship-Surviving Mendicant Spirit. It is.
But committing ten, five or even zero motes to a Survival
Charm may not be as useful as being able to forever and always hold ones breath for long periods. Hardship-Surviving
Mendicant Spirit allows one to breathe in any environment
safely, but it doesnt actually allow you to stop breathing. A
spirit whose Possession Charm specifically involves choking
the breath from a target would bypass Hardship-Surviving
Mendicant Spirit, but not Sustenance of Inner Glory.
Perfected Constitution
14
This Charm permanently enhances its prerequisite, extending its duration to one day. Another purchase of this Charm at
Essence 6+ reduces the mote cost of Immunity to Everything
Technique to (10 Exalts Essence). At Essence 7+ a third
purchase extends the Charms duration indefinitely.
Survival
Refuge-Finding Intuition
Element-Resisting Prana
Twilight
Craft
15
Wonder-Sculpting Alacrity
16
Investigation
Misdeed-Unveiling Illumination
Evidence-Discerning Method
Heart-Reading Glance
Lore
Wonder-Working Syllabus
Chaos-Warding Benison
Infinity-Compassing Conquest
17
Elder-Uplifting Generosity
18
Medicine
Woe-Conquering Hands
Aura of Salubrity
Occult
19
The Art of the Dead: The Solar Exalted only excel in fields
dealing with the Underworld slightly more than their peers. Art
of the Dead rituals that require less than an hour to complete
instead reduce the time of their execution to a single Miscellaneous action.
The Art of Demon Summoning: The spawn of the Yozis recognize their conquerors, and acquiesce readily. Rituals of the Art
of Demon Summoning do not cost any Willpower for the Solar
to perform; they are almost as natural as any mundane activity.
Summoning, warding and otherwise manipulating demons with
this Art requires no consumable components, not even sacrifices normally necessary to summon particular demons. The
Exalt can also perform the rites of Expulsion (Demons) and Banish (Species of demon) (see The Books of Sorcery, Vol. III
Oadenols Codex, p. 142) naturally, without learning those
rituals or achieving the requisite Degree in the Art, both as
Miscellaneous actions.
The Art of Elemental Summoning: Since they are the natural
rulers of Creation, the Solar Exalted can expect obeisance from
elementals. Rituals of this Art that take less than an hour to
perform take only a single Miscellaneous action for the Exalt.
The Summon (Species) and Beckon (Species) rituals (The Books
of Sorcery, Vol. IIIOadenols Codex, p. 136) are enhanced,
adding the Exalts Essence in extra successes to the relevant
rolls. Alternately, the Lawgiver may use those rituals to summon higher-Essence elementals; forgoing the extra successes
to summon elementals of Essence 4 or 5 with Summon (Species)
and those with Essence 6 or 7 with Beckon (Species).
The Art of Enchantment: Any rituals of this Art that take a
day or more to complete instead require only (10 Essence)
hours from the Lawgiver, to a minimum of one hour. Those
rituals that enchant an object for a limited time, such as [Lesser
Wonder] (Exalted, p. 139) have their duration multiplied by the
Exalts Essence.
The Art of Geomancy: The Exalt adds his Essence in extra
successes to rolls for the Art of Geomancy. Any rituals of this
Art that take multiple hours to perform instead take one hour,
or if they take days or weeks they instead take hours and days,
respectively. Procedures that normally take an hour or less can
instead be performed as Miscellaneous actions.
The Art of Husbandry: The Celestial Refinement of the Art
of Husbandry is not about making the Solar himself better at
the Art, but rather making him better at using it for the good
of many. The Exalt may instruct a group of people with a Magnitude up to (his Essence) in a number of rituals of this Art
equal to (his Occult). These precise directions allow those students to go forth and carry out those rituals even if they do not
know them, using the Solars dice pools if theirs would be lower.
These instructions are complex and precise, and if someone
does not perform a given ritual at least once a week they forget
how to do it properly and must be re-taught. Any given character can have learned rituals in this way from only one Solar at a
time; instruction from another Lawgiver forces them to forget
the previous instructions.
The Art of Spirit Beckoning: The Creation-Ruling Mandate
makes the Solar Exalted the ultimate authority thereof. The
difficulty of any rituals in this Art dealing specifically with a god
or gods that are officially a part of the Terrestrial Bureaucracy
20
actions she takes. The sorcerer Exalt may also take voluntary
reflexive actions while taking sorcery actions, such as moving;
this does not allow the Solar to activate Charms or otherwise
spend motes on other powers while casting sorcery, but previously established Charm effects that allow the Exalt to perform
reflexive actions such as counterattacks are valid options.
Purchase of this Charm again at Essence 8+ allows the Exalt
to spend motes on Charms and similar powers during Cast or
Shape Sorcery actions. Even when activating only one Charm
this costs a point of Willpower, as if activating a Combo, and for
the purposes of Combo-Basic Charms Shape and Cast Sorcery
actions are treated as Simple Charms.
Magic-Defying Mudra
21
22
Cost: 50m, 3wp + 10m, 1wp per banishment; Mins: Occult 10,
Essence 10; Type: Simple (Speed 4)
Keywords: Compulsion, Holy, Obvious
Duration: Indefinite
Prerequisite Charms: Golden Gaoler Geasa
As the Unconquered Sun and his fellow gods did at the close
of the Primordial War, the Solar Exalted can arrange their Essence and hands in the occult patterns that bind the incomprehensible powers of the Yozis in Hell. But this law of the universe
was written before the Yozis were debased, and it is against all
such titanic beings that the Solar Exalted may use itbe they
Primordial or Yozi or, oddly enough, unshaped Fair Folk. Upon
making the Victory Over Primordials Mudra, any such expansive beings within ten miles, and any such beings Third and
Second Circle souls (or Emanations in the case of unshaped)
must cease all hostile activitiesincluding the environmental
damage that occurs naturally within them. This Charm does
not force environmental entities to do anything other than
lie quiescent, ready for negotiation or reimprisonment. Commoner raksha, minions, First Circle demons and the like are so
minuscule that they are not bound by this Charms effect.
The Lawgiver maintains the Mudra as long as he wishes,
and its effects are just as lasting. In the event that someone
assaults a subsidiary being, that sub-soul or noble alone may
respond in kind. If a titan or its fetichor an unshaped or its
ruling Emanationare directly assaulted, the entire being and
all its sub-entities are released from the binding and can not
be bound again until another scene has begun. By performing
a Miscellaneous action and spending ten motes (which are not
committed) and one Willpower, the Exalt may compel a single
Yozi or unshaped, or any single such beings subsidiary entities,
to flee back to Hell or the Deep Wyld, respectively. Beings so
banished must make all haste to fulfill the order, and must take
along its subsidiary entities of status (i.e., Second and Third
Circle demons, noble raksha). First Circle souls, commoners
and minions are normally carried along for the ride at the beings own initiative.
The effects of this Charm, whether binding or banishing,
are an unnatural compulsion. Unfortunately for the Yozis, the
oaths that they swore on their defeat make it impossible for
them or their souls to defy this compulsion, even with Charms
that allow resistance against irresistible influence. Unshaped
raksha and Primordials may resist either or both compulsions
this Charm produces by spending five points of Willpower. Resisting the compulsion to lie quiescent breaks this Charms hold
over a target, causing subsequent attempts to banish a target to
fail until this Charm can be reestablished in another scene.
Night
Athletics
Nimble Footwork
Immovable Righteousness
Sunbeam-Pursuing Alacrity
23
Castle-Toppling Shove
Unconquered Might
Adamant-Crushing Grip
Indomitable Sinews
24
Awareness
Treasure-Warding Caution
Creation-Spanning (Sense)
Dodge
Larceny
25
or, again, Perfect Mirrorthe Exalt may switch their alter ego
without activating the Charm normally. Instead, the motes remain committed to the previous activation, and the disguise
simply changes; the Solar again rolls ([Wits or Manipulation]
+ Larceny) to determine the quality of the new faade, and
this takes the usual six long ticks. By spending two Willpower
to switch personae, the Exalt may do so in short ticks instead.
Elsewhere Fingers
Wonder-Appropriating Concentration
26
Wall-Surpassing Method
Stealth
is considered to be outside Fate; none of her actions are dictated, manipulated or predicted by the Loom. This makes her
immune to any effect that targets only those that are a part of
Fate, including Sidereal astrology and many Sidereal Charms.
The Exalt can not be found by searching the Loom, and any of
her activities during this Charms duration are not accounted
for even after the Charm lapses. See The Manual of Exalted
PowerSidereals for more on Fate and the Loom.
Another purchase of this Charm at Essence 5+ extends the
duration of Vanishing from Minds Eye Method indefinitely.
Eclipse
Bureaucracy
Market-Commanding Proclamation
Creation-Ruling Pronouncement
27
Solar is in all ways treated as the leader of the group, gaining any appropriate Backgrounds (like Backing) and under the
Mandate of Heaven rules making him the legitimate sorcerer
for the duration of the Charm. Groups and dominions with
leaders whose Essence is equal to or higher than the Solars are
immune to this Charm, as are organizations led by other Solars
of any Essence level.
The group can not resist this unnatural compulsion, but their
leader can by spending four points of Willpower. In so doing, a
power struggle ensues, requiring more intricate maneuvering
to determine who is in charge and potentially leaving someone
else as leader in the interim or even after, or simply grinding the
groups processes to a halt. If the Exalt releases the motes committed to this Charm the group will return to their old ways and
old leader, unless they have been properly reorganized to recognize the Solar as their leader without magical compulsion.
28
down through bureaucratic means fail automatically, and magical attempts face a difficulty increased by the Exalts Essence.
Should the Solar choose instead to spend five motes and a
Willpower, the bureaucracy suffers a major dysfunction that
hides the object or information. Paperwork is lost, destroyed
or entirely erroneous, contradicting the various recollections of
any involved bureaucrats. This permanently destroys existing
information that would lead to the recovery of the subject in
question, whether it is an item or information itself. New information that enters the bureaucracy later is not affected.
Linguistics
Ride
29
30
six motes and one Willpower, but the Solar may activate the
Charm at no mote cost, restricting its benefit to loyal animals
and vehicles he owns (see Exalted, p. 238).
World-Crossing Stamina
Sail
Sun-Racing Clip
Socialize
Dragon-Shaping Enthusiasm
31
Lord-and-Vassals Agreement
Slumbering-Bear-Wakes Attentiveness
32
Tiger-in-the-Rushes Rally
Chapter Two
Sky-Heart Mastery
Am I Immaterial?
33
Stygian Mask
34
Shapeshifting Refinement
Snake-Hand Style
35
War Form
Man-Animal Perfection
Strength
Attack Enhancement
Devastating Blow
Damage Enhancement
36
Feats of Strength
Dexterity
Defensive
Deer-Footed Grace
Crafting
37
Every-Son Guardianship
Movement
38
Stamina
Endurance
Environmental
Essence-Regaining
Scavenger-Wins-the-Egg Defense
Fury
Healing
39
of Halting the Scarlet Flow and Bruise-Relief Method are incompatible, and the Exalt may benefit from only one or the
other effect during any given action (much as Fury-OK and
normal Charm activation are exclusive). Use of this Charm
counts as a Fury-OK version of Bruise-Relief Method for the
purposes of stacking their effects.
Blood-and-Soul Fortification
Soak Enhancement
Foes-like-Flies Stance
40
Substance
Charisma
Nation-Herding Exultations
Holy
Interaction
Territory
Manipulation
Social Unit
Community-Inspiring Stewardship
41
Appearance
Disguise
Many-Moons Face
Interaction
Perception
Craft
Person Examination
Fly-on-the-Wall Vantage
42
Wyld Perception
Intelligence
43
44
Insight
Silver-Faced Succor
Sorcery actions as Miscellaneous actions which can be flurried normally. Making use of sorcery still prevents the use of
Charms or other Essence-based powers, but the Exalt can take
other actions while she shapes and releases a spell. This effect
is too short-lived to be compatible with spells that require a
dramatic ritual, nor is it compatible with necromancy.
Silver-Horned-Walker Prana
Wyld
Form-Fixing Meditation
45
Wits
Reaction
Snake-Pit Deliberation
46
Horizon-to-Horizon Lightning
47
Chapter Three
Terrestrial Charms
General Charms
Expansive (Ability) Prowess
Air
Linguistics
48
unit, but this does not enhnace the effect of this Charm. Only
a unit the Dragon-Blood is personally leading can benefit from
Melas Banner-Bearer Stance.
Occult
Lore
Ancestor-Hero Reverberation
49
discount a second time; this still does not allow her to reduce a
spells mote cost to below half its normal cost.
Dragonseed Soul-Companion
50
Thrown
Boulders-like-Raindrops Shower
Dragonclaw Gale
Earth
Craft
51
Integrity
52
Demon-Fighting Proscriptions
Resistance
Fortification-Tumbling Bullrush
Rushing forward like an avalanche, unstoppable and overwhelming, the Dragon-Blooded can penetrate any barrier. This
Charm is a Dash action that the Exalt takes to slam his body
against a barrier, hoping to punch through and continue on to
the foes on the other side. The Terrestrial rolls his Strength +
Resistance as an attack against the obstacle, while the attacks
base damage is equal to his bashing soak and is bashing itself. If
the Dragon-Bloods lethal soak is higher than the targets, the
attack becomes piercing. The Exalt suffers no damage from the
use of this Charm, barring special contact-based defenses on
the surface he plows into. Keep in mind the limited threat rules
in Scroll of Kings, p. 41. The Exalt may finish his movement
on the other side of the barrier if he inflicts a number of health
levels in excess of an items Damaged track or enough health
levels on a vehicle to begin marking Minor Damage against it.
The Storyteller may allow other methods of activating this
Charm, such as while falling through the sky on to the hull of a
flying battle carrier. Keep in mind that powerful motion is more
important than whether or not the Exalt is actually performing
a Dash action according to the rules.
War
Brotherhood-in-Arms Tactics
Keywords: Touch
This is a clarification and modification of the Charm found
in The Manual of Exalted PowerDragon-Blooded, p. 149.
The Charm gains the Touch keyword. Please refer to the rule
for targeting mass combat units found on Exalted, p. 162 and
the clarification of the Touch keyword in this documents introduction.
53
Fire
Athletics
Stones-like-Leaves Updraft
Dodge
Presence
Fog of War
Melee
54
Water
Sail
Pirate-Scuttling Invocation
Bureaucracy
Investigation
Heart-Maze Navigation
Wood
Archery
Dragonwrath Fusillade
55
Medicine
56
Ride
Dragon-Hoof Approach
57
Chapter Four
Abyssal Charms
General Charms
Melee
Archery
Dusk
58
Blood-Soaked Expertise
59
60
Thrown
Horizon-Shattering Attack
War
Legion-Dispersing Howl
Midnight
Integrity
that those who would suppress his power might briefly touch
the Neverborns chill dead souls. If the suppression fails to affect
the deathknight, the attacker suffers a number of unsoakable
aggravated levels of damage equal to (Exalts Essence 5).
Performance
Forum-Conquering Rant
61
This Charm permanently enhances its prerequisite, changing its type to Supplemental. It no longer is a social attack itself, but instead enhances other social attacks, adding (Appearance) extra dice and, apart from the normal effects of the social
attack, building an Intimacy of lust as described under Irresistible Succubus Style. Abyssals with Essence 6+ also reduce the
mote cost of Irresistible Succubus Style to five, and those with
Essence 8+ reduce its cost to zero motes and zero Willpower.
Presence
Commanding Whisper
62
Mind-Cracking Invective
Resistance
Unstoppable Grotesquery
63
64
Daybreak
Craft
Investigation
Fate-of-all-Heroes Intuition
Lore
Medicine
Occult
Grave Affinities
World-Shredding Evocation
65
66
God-Home Invasion
Divinity-Denying Strike
Soul-Measuring Glance
Day
Athletics
Home-Wrecking Fury
Foe-Prostrating Technique
67
Dodge
68
Larceny
Stealth
Shadow-Lengthening Presence
Moonshadow
Bureaucracy
Black Primacy
69
Motivation, Virtues and Intimacies: The ghost gains a new fearbased Intimacy of duty to the Abyssal. Its Motivation is replaced
with one of servitude to the Neverborn that transformed it,
with the understanding that to fulfill that Motivation it should
serve the Abyssal. A ghost who harbors any positive Intimacies
probably wont return, and if it does only as nothing more than
an object lesson. The ghosts Virtues may also be reduced just
like its Attributes, with no limit on the number of dots removed
as long as they have one dot left in each Virtue. Experience
points gained from reducing Virtues can be spent to increase
other Virtues, or to increase Attributes, Abilities or to learn
Arcanoi or necromantic spells.
Charms and Necromancy: The ghosts Arcanoi can be completely rearranged by the Neverborn, removing knowledge of
one Charm to be replaced with knowledge of another. In the
end, the ghost should have the same number of Charms. Like a
nephwrack, the ghost becomes capable of learning and casting
necromantic spells of the Iron Circle. The ghost can learn (or
be given through the transformation) the Shadowlands Circle
Necromancy Charm, with an experience cost equal to the normal cost for its Arcanos Charms. Some of the ghosts Charms
may also be discarded to be replaced by spells on a one-for-one
basis.
Market-Slaying Confidences
70
Linguistics
Idyl-Undermining Catchphrase
Ride
Battlement-Piercing Trick
Sail
71
Socialize
Tomb-Soul Quietude
Tension-Discerning Scrutiny
72
Heart-Breaking Revelation
73
Chapter Five
Infernal Charms
If the Yozis were ever singular beings, some of the Charms
here represent their evolution into place-selves; if they were always location-entities, then these represent the basic principles
upon which they built themselves. Access to these Charms may
have ramifications well outside the scope of their immediate
power and use, and the question of whether or not a Yozi grants
access to them should always be kept in mind.
General Charms
74
Malfeas
By Torment Immortalized
Hell-Soothing Reprieve
World-Ruling Intensity
Loyalty-Invoking Demonstration
75
76
World-Ordering Clangor
Purity-of-Anger Sculpture
Unquestionable Decree
77
78
Hell-Body Kingdom
The Infernal is now an environmental being. She can produce her voice from any surface in the structures that make
up her body just as she can perceive through them. Without
contrivances such as specially prepared frescoes or masks from
which to speak, the Infernals Appearance is 0 for the purposes
of making social attacks, but the Exalt is likewise immunized
from the effects of Appearance on social attacks that target her.
Her alien selfdom transcends the aesthetics of servitor races.
She suffers a -4 internal penalty when performing actions that
deal solely with things small enough to be classified as objects
(Exalted, p. 213) and her Dodge and Parry DV are inapplicable
against the attacks of such small characters. A lesser, -2 penalty
applies when dealing with structure-sized things smaller than
50 yards in their longest dimension, though foes this large allow
the Exalt to apply her DVs. On top of these penalties, noticing
such tiny things (Exalted, p. 135) incurs a -2 internal penalty.
The Exalt may interact with and notice large collected groups
(Magnitude 3+) of these small things at no penalty. None of
these penalties apply to the characters MDVs, but if she fails to
notice someone so small their social attacks against the Infernal
automatically fail. The Exalt may voluntarily ignore tiny social
attacks, rendering her immune to her inhabitantss pleas.
Such a metropolis-body may move at the characters standard Move and Dash rates, but speeds in excess of (Stealth)
yards per tick impose unstable footing on residents (Exalted,
p.155) and may also result in environmental damage (Exalted,
p. 131) from loose objects. Flying furniture usually has Damage
2B to 5B per minute, Trauma 2. Unless she employs Charms or
other methods, the landscape that the Infernal moves across
is usually decimated, digging great furrows in the ground as a
city, its streets and even attached countryside drags itself over
or through another environment. As her physical body is now
made up entirely of structures, she is inflexible and enormous.
She can rearrange her own structures, moving any of them
around at a rate of one yard per tick, which may be necessary to
extricate herself from a manse or magical structure in her center that she could not absorb. Faster repositioning is possible
but more violent, allowing the Infernals structural components
to rearrange with similar actions and speeds as a normal Move
or Dash. Rearranging a structure at a rate faster than one yard
per tick has the same effects as the whole city-self moving too
quickly. Other methods of rearrangement exist; Malfeas often
unmoors layers of himself to crush others out of spite.
Worth specific mention are Craft projects to build, repair or
alter structures that are part of the Infernal, which the Exalt
may initiate without a humaniform manifestation or a labor
pool to do the work for her. Her body consumes and dashes together building materials until she grows. She may repair, alter
or tear down her structures, and with sufficient raw materials
may build new structures that she need not pay to assimilate.
When the Exalt uses World-Ordering Clangor to work on herself, it allows her to complete (Essence x 10) effective hours of
work for every real hour of effort.
When called to combat a foe, without the use of Charms she
may collapse one of her structures over an area, dealing damage as if the structure were a vehicle that crashed into those
unfortunate enough to be a target (see The Books of Sorcery,
Vol. IWonders of the Lost Age, p. 32 and Scroll of Kings,
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80
used to build manses. That is, until the Exalt learns Breath of
the City. Upon learning this Charm, the Infernal develops his
own unique geomancy. This geomancy is identical to that of the
Demon Citys. It pools into demesnes and may be developed
into manses as normal. The Exalt himself, if he wishes to do
so, may manipulate the geomancy violently and quickly. This
functions just as normal geomantic manipulation (The Books
of Sorcery, Vol. IIIOadenols Codex, p. 45-54), but any period of time necessary to change the geomancy is reduced to a
single Miscellaneous action which can not be part of a flurry
and does not require normal geomantic tools or restructuring.
Each Miscellaneous action costs the Exalt a single level of aggravated damage. Manses are too stable to disrupt in this way.
The Exalt may also molest his own geomancy in the normal,
less harmful fashion as if he were 100 laborers.
The Infernal may now also absorb existing manses into his
Hell-Body Kingdom as he would other structures, as well as demesnes. Vitriol-aspected manses and demesnes may be assimilated as normal, but there is difficulty in grafting the geomancy
of Creation or other places onto ones city-self. Every hour that
the Exalts Hell-Body Kingdom contains a non-vitriol manse or
demesne, he suffers one unsoakable level of aggravated damage. A manse of foreign aspect will likely have to be destroyed
so that the Exalt can quickly change the underlying demesnes
aspect; otherwise, the manse is simply too stable and would
require years-long work.
Cecelyne
two lower than the Exalts. This generally places only the very
weakest Second Circle souls under the power of the Infernal to
bind, at least until his Essence climbs higher. There will almost
always be political ramifications to binding such high-order
souls, as their Third Circle masters are never pleased if this
Charm is used without first seeking their permission. Usually,
Second Circle demons become familiars through this Charm
only by personal dispensation of their progenitor Yozi, such as
Kimberys Dawn being bound to Lintha Ng Hut Dukantha.
Multitudinous Repletion
attacks with it. This modified version of the Charm may still be
further enhanced by use of Teeming Swarm Reprimand, which
still costs one mote and one Willpower per target.
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get has been subjected to this change, they may only receive
further mutations from this Charm if these new mutations are
supplementary to the vision emergent in the initial mutation.
For instance, if the vision of the Exalt was to create a world of
smaller, more fragile servitor races, she could inflict the Tiny
mutation on someone with this Charm. Even if her vision later
changed, any member of a servitor race that had received a
mutation with this Charm previously could not then be subject
to the Large mutation from the same Exalt. If a target loses all
such mutations through some means, the Infernal may then
impose mutations of a new vision on them.
A second purchase of this Charm allows the Exalt to inflict a
set of mutations with a total point value equal to her Essence,
instead of just one at a time.
83
Severe Punishment
84
Soul-Matrix Crystallization
85
86
Adorjan
87
88
Lessons in Motion
Ebon Dragon
A World of Fools
89
90
To Love is to Destroy
91
92
Chapter Six
Past Glories
93
94
must still be evoked into Creation and other places outside the
Wyld. While made of soulsteel, objects conjured through this
Charm are not artifacts and provide no additional powers.
Glamour Resistance: As with Essence-Forging Art, items
created through this power are useless against Creation-born
whose (Perception + Essence) exceeds the rakshas Intelligence. Ghosts themselves can not be forged into items with
this Charm unless their (Perception + Essence) is equal to or
less than the rakshas Occult. Finally, as impermanent works
of glamour, items crafted through this effect instantly revert to
actual ghosts when touched by cold iron.
The Heart
Name
Undetectable Lie
The Cup
The Way
Cup Combat
Dissonance of Principles
The Staff
Way Combat
Grace-Forging
The Sword
Domination
Beguilement
95
Touch of Totality
Rejection of Proximity
96
Most often, the quests put forth due to this Charm reflect
the interest that the unshaped has in Creation. The Chaos
Lord usually demands that the challenger bring it back some
piece of seemingly trivial but hard-to-find information or perform an extremely dangerous, unnecessary-seeming task. In
any case, having achieved whatever goal the unshaped sets for
him, upon returning the raksha is given safe passage to the Arcane Redoubt of the formless monster where he may attempt to
wrest his reward from its Heart Emanation as normal (Graceful
Wicked MasquesThe Fair Folk, p. 63).
If the challenging raksha finds the alternate quest too daunting or otherwise unpalatable, he may choose to carry out the
standard quest available to all raksha. Failure or a botch on the
Sword-shaping roll to initiate the quest has the usual results
either way.
Dream-Scent Trail
97
Moving
Wave-Racing Clip
98
Infinity-Eel Traversal
World-Dreaming Gaze
CasteThe Guide
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100
Reality Shaping
Way-Shaping Combat
Wyld ArtifactsSpectacles
Like other Graces, the Way Grace can be forged into Wyld
artifacts (Graceful Wicked MasquesThe Fair Folk, p. 133145). These artifacts are called spectacles, and they are used
to manipulate whole scenes and the way people interact with
those scenes. Think of a spectacle as a set piece on a stage, one
that becomes integral to the action on that stage. Like adjurations and treasures, a character must possess a spectacle to
make use of it. Attuning to a spectacle requires the commitment of two motes per dot of its Artifact rating.
Spectacles can be divided into two basic categories: trails
and trials. A trail allows those who follow it to get to interesting destinations more quickly, while a trial hampers those who
travel it. In either case, the spectacle adds methods and barriers
to travel into a location, granting or requiring that one have
one or more mutations to be able to move about in a waypoint.
Each spectacle comes with a certain number of mutation points
with which customize the trails and trials it imposes.
Much like oneiromantic spells, spectacles require Assumptions to exist as physical objects, which must be bought using
the mutation points available to build the spectacles effect. To
gain the benefits of these trails and trials, the raksha who possesses it imbeds the item in a prominent landmark in a waypoint.
This allows the spectacle to immediately take effect, altering
the landscape or available methods of travel. The landmark
that a spectacle merges with gains a certain level of protection,
imposing an increase in difficulty to change it with shaping actions equal to its Artifact rating. The landmark itself also gains
the same level of resiliency as an equal level artifact. The owner
may remove a spectacle at any time, ending the effect; others
may remove a spectacle as well, but this requires a Strength +
Athletics total of (10 + spectacles Artifact rating).
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formed into gossamer to fashion the wings. Each pair is custommade for one person and are useless to others. Putting them on,
a character can fly through the air with Move and Dash actions
at twice their normal movement rates; they can also ascend at
normal movement rates and dive at 10 times normal speed.
Attempting to carry the wings outside the waypoint results in
their extricating themselves and flying back to the patagiast;
this is often fatal for those who try to fly away. Assumption of
Bestial Visage (1mp) gives this trail its shape, while Abomination (6mp; Wings mutation) defines the advantage it provides.
FreeholdsThe Garden
Chapter Seven
Martial Arts
General Charms
103
Chapter Eight
Miscellany
Artifacts
Repair: 3
In the First Age, there was a vast infrastructure built on everincreasing complexity of design and artifice. Iconic of this ethos
was the Hyperion key, an artifact for making other artifacts.
Each key was cast first from orichalcum before being carved
and hollowed to accept a series of starmetal-and-moonsilver
studs and wiring. A completed Hyperion key could be used to
unlock the potential mystical resources that are bound up in
nearly everything. Hyperion keys are special tools that make
excellent additions to an artificers workshop, as long as he is
willing to commit four motes to attune them for the duration
of a project.
While benefiting from a Hyperion keys effect an artificer
ignores the -2 internal penalty due to working with magical
materials they do not resonate with. More impressively, the key
can be used to unlock the potential in mundane items, allowing
them to substitute for standard exotic ingredients. Doing so,
the artificer must make use of a less impressive but similar ingredient, such as a common sword instead of a legendary blade.
A project to create an artifact may only benefit from one such
elevated ingredient at a time; any other ingredients must be
suitably exotic as normal.
A Hyperion key draws out and destroys impurities in the
materials used to construct an artifact, but some of the mundanity of the items it uplifts accumulates around its studs and
wiring. Every day of use necessitates a technician with Craft
(Magitech) 3+ spend an hour purifying and recalibrating the
key. Missing one such maintenance reduces the keys efficacy,
so that it only lowers the internal penalty of working with inappropriate magical materials to -1. Two missed maintenance
periods and it no longer elevates mundane ingredients. Missing
three maintenance cycles, the key is rendered inoperative and
must be repaired.
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or village the fortune to witness and suffer the conflict of elephant, mandrill and dog. The targeted area must be home to
1,000 or fewer people, or roughly Magnitude 2 or less according
to the Mandate of Heaven (Storytellers Companion, p. 133).
The lorekeeper rolls their (Dexterity + Martial Arts) twice every scene as contested rolls against each other, as the elephants
and mandrills battle the noble dogs that protect the Creationborn. If the dogs side wins or there is a tie, then they have successfully protected the people of the area. Should the elephants
and mandrills win, however, the extra successes on the roll are
treated as an attack that targets everyone in the area. The base
damage of the attack is (lorekeepers Essence x 2)L.
Every scene that Creation-born are present for such conflict,
the lorekeeper also rolls his (Manipulation + Medicine). This
roll is applied to each target individually, treating their Essence
as the difficulty. Should it succeed against a given target, they
gain bonus dots of Valor equal to the threshold successes on the
roll against them. Extra dots of Valor gained from this spell are
treated as a normal increase in the trait in every way, except for
the purposes of nourishing raksha. These bonus dots last for a
single scene and a target can not gain more dots of Valor from
this spell than their permanent Essence.
The elephant and mandrill hordes do not trouble Creationborn whose (Stamina + Essence) exceeds the lorekeepers
Dexterity, and Creation-born with (Wits + Essence) greater
than the lorekeepers Medicine are immune to the courage this
spell grants. Though it is generally less effective against them
than other Creation-born, the raksha delight in posting signs
that inflict the Curse of Boatmurdered near Mountain Folk
settlements. Only the Fair Folk truly know why.
This spell is built on the Assumption of the Citys Heart
(4mp), producing conflict with two different applications of
Thousand Gnawing Fangs (1g x 3 x 2 = 6mp). It encourages
bravery through the Manacles of Virtue (3mp). For more on
oneiromancy and the aforementioned Charms, see Graceful
Wicked MasquesThe Fair Folk.
Repair: 2 or 3
Named for their massive, scything blades, these warstrider
accessories are devastating and, in the Second Age, considered
an underhanded and dishonorable weapon. An enormous steel
frame reinforced with white jade supports jade blades that are
held down with powerful moonsilver-alloy springs wound tight.
Upon release, these scythes whip over the warstriders shoulders to decimate whatever unfortunate target lies in front of
the war machine. During the Age of Sorrows thats all there is
to these weapons, but in the First Age the wicked mantis frame
was a complex machine that whirled deadly blades around the
warstrider throughout combat.
Attaching or removing a mantis frame from a warstrider
should be treated as building a one-dot artifact.
Second Age Mantis Frame (Artifact ): The simplistic,
wound-spring version of the mantis frame that modern warstriders sometimes sport is merely a set of heavy blades held
down with tension and released at an opportune time. It takes
an hour and a successful Intelligence + Craft (Magitech) roll
to set the blades, but during combat the pilot merely releases a
catch as a Miscellaneous action, sending the blades arcing over
his head and into his foe. A pilot can try to reset the blades
in the heat of battle, but this requires a Miscellaneous action
and a successful difficulty 4 Dexterity + Craft (Magitech) roll
(remember that warstriders usually impose large mobility penalties). Failure on either of these rolls renders the blades inoperable, and a failed battlefield reset damages the springs, necessitating repair. These mantis frames are powerful but simple
machines, and do not require attunement.
First Age Mantis Frame (Artifact ): More elaborate than
their modern counterparts, First Age mantis frames involve a
complex series of jade wheel-locks, steel cables and pulleys.
These weapons are nearly identical in function to Second Age
versions, but they operate almost completely independent of
the pilot and do not require arduous work to reset. Every other
action during close combat, the mantis frame can execute an
attack against any foe the warstrider is engaged with. The pilot
must attune these frames by committing five motes; otherwise,
they function just like a Second Age mantis frame.
Making an attack with either version of the mantis frame requires the pilot to make a Dexterity + Martial Arts roll, though
the First Age version does not actually count as a dice action
for the pilot. Before combat a clever technician can disguise a
mantis frame as part of the architecture of a warstrider, which
increases the time to set the frame to three hours (or, in the
case of First Age frames, requires that they be set at all, which
still takes three hours). The Intelligence + Craft (Magitech)
rolls difficulty rises to 3, but any threshold successes on this
action are added as bonus successes to make the first attack in
a scene using the frame unexpected.
Both versions require an hour of maintenance for every scene
in which they are used, and if they are in arrears by five or more
hours they cease to function. Second Age mantis frames have a
Repair rating of 2, while First Age versions are Repair 3.
Speed Acc.
Dmg Def
Rate
Tags
*
+3
26L/5
1/2 or 1 O, P
Repair: 4
As the First Age drew to a close, despite their growing madness the Solar Exalted presided over a world largely known for
its prosperity and peace. With a massive infrastructure in place
to leaven the cares of humanity, even the ravages of age or
simply disliking ones body were small concern. Body modification became a common fixture amongst the rich, and even
the moderately wealthy could afford treatments to keep them
young for hundreds of years.
Repair: 5
Even ancient Solars of the First Age with the loftiest of ideals
understood that war, or the prospect of war, spurred technological development. So even the wonder-workers who conjured
nascent universes out of roiling chaos turned their genius to
crude devastation. The reality inversion detonator (RID) not
only relies on but enhances the inherent instability of a protoshinmaic vortex (Dreams of the First Age, Book IILords
of Creation, p. 95) (PSV) to produce a truly monstrous weapon. These precision instruments are calibrated to hold the vortex in a stasis field, extending its maintenance life-time until
the weapon is used, at which point it destabilizes the motonic
shell of the singularity and rips the raw potentiality out into the
world at large.
A RID is usually constructed as an unassuming gray box, one
side of which folds out to reveal intricate series of mirrors and
focusing lenses that channel local geomancy into a stabilizing
web around the containment cusps in the center. These cusps
are the resting place for the PSV. Once primed by placing a
vortex in the device, it extends the stable life of the plasmoid
ball from one month to an entire season. The builder usually
chooses three command codes, one for maintenance, one for
safe disarming and one for detonation. Each must be input in
sequence after the previous, so one must know all three to use
a RIDs greatest, most terrible function.
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Entering the maintenance code grants access to the internal machinery while keeping the PSV shielded, allowing the
device to continue working safely without exposing technicians to dangerous radiation or temptation. It takes an hour
to reset all of the lenses and balances, a simple diceless action
for anyone with Craft (Magitech) 4+. This maintenance must
be performed once every week; missing one week requires actual repair of the stressed and cracked lenses and overheated
starmetal probability wiring. Missing two weeks of maintenance
in a row completely dissociates the machinery from the PSV,
and the vortex will begin destabilizing normally.
With the safe disarm code, the PSV is deliberately but carefully destabilized, allowing the singularity to dissipate as if it
had been abandoned during construction. The RID still needs
regular weekly maintenance, or else it can no longer maintain
containment and the PSV will destabilize dangerously.
By inputting the final code and choosing a detonation time
up to a week away, the device is set to shear the motonic shell
of the singularity in as dangerous a way as possible while focusing the released energies through adamant lenses which, while
obliterated in the potentiality-explosion, spread the devastation far and wide. Disarming a RID during countdown requires
an extended Wits + Lore roll with a cumulative difficulty of 50,
an interval of ten minutes and a normal difficulty of 4 for those
familiar with First Age technology or 6+ for anyone else. Upon
detonating the RID and everything for miles around evaporates
in a maelstrom of Wyld energies, as the device cuts away as
much of the vortexs corona as possible and at the same time
compresses what geomancy can be detected around the thing
into a feedback loop.
Everything within five miles is Shaped into component motes
as the local reality buckles and becomes Pure Chaos. For a mile
outside this area, everyone and everything is subject to such
Wyld energies that they must roll their Willpower + Essence
against a difficulty of 5 or they, too, will be annihilated as their
surrounding environment transforms into Deep Wyld. Another half mile outside this ring of Deep Wyld the area becomes
Middlemarch-strength Wyld and a mile outside that becomes
as strong as the Wylds Bordermarches. In these last two fringe
areas, potential victims are only subject to the normal hazards
of the Wyld, but they must make immediate Willpower + Essence rolls to resist mutation as if they had spent the appropriate amount of time in the area to merit regular Wyld mutation.
See Exalted, p. 283 and The Compass of Celestial Directions,
Vol. IIThe Wyld, p. 139 for more on the Wyld and Wyld
mutation. As with a normal PSV rupture, each of these Wyld
zones reduces its severity by one category every century that
passes, leaving behind tainted land.
Blasphemoose (Artifact ;
Deep Wyld Horror)
106
Manse Powers
One-Point Powers
Booster Engines
Maneuvering Thrusters
Three-Point Powers
Four-Point Powers
107
Necrotech
Attribute Augmentations
Thaumaturgy
Synthesize Leather (1, Intelligence, 2, 2 hours): With this procedure the alchemist can create a false type of leather common
to the Mountain Folk (Scroll of Fallen RacesMountain
Folk, p. 22). It takes two hours to prepare and lay out a single
yards worth of synthetic leather, but it takes a week for the substance to dry. The drying process can be sped up with the use
of moderated heat sources, reducing the time to a single day,
but in the Second Age this requires an additional Resources 3
expenditure per yard as well as needing someone to constantly
watch the fire (a fine alternative is to summon a fire elemental
for the task). Any First Age magitechnological workshop would
be equipped with the necessary heating elements, as are the
Mountain Folks underground manufactories.
Wode (1, Intelligence, 2, one hour): Northeastern tribes are
known to apply dyes to their bodies, stinging substances that
heat the blood and burn the skin, sending warriors into frenzy.
Pounding the wode leaf and mixing it with water to make this
dye is not particularly difficult, and so it is common. Depending
on the complexity of the patterns, it can take anywhere from a
few seconds to many hours to apply wode. This ritual produces
enough wode to paint five men.
Shortly after application, the recipient begins to feel feisty.
This has no mechanical effect unless the hopeful berserker can
succeed on a difficulty 2 Charisma + Integrity roll. If successful, they suffer a -1 internal penalty to Temperance rolls and
gain a bonus die to Valor rolls. As an astringent, wode helps to
keep mortals from bleeding to death; if a single wound inflicted
on a mortal only deals one level of lethal damage, wode will
keep it from bleeding. This lasts for six hours per application.
August Flesh Bathos Treatment (2, Wits, 4, five minutes):
Whether or not they are destined to reform (as a god) or become something else (as an elemental), the concatenated
motes that make up a divine corpse persist for a short period
before dissipating. While the body lasts, a quick thaumaturge
can wrest a gruesome souvenir from it for preservation, either
as a trophy or mystical component of some larger project. This
ritual must be performed within the scene that the spirit was
slain, and it does not grant the thaumaturge the ability to reach
the bodies of naturally immaterial beings which immediately
dematerialize upon death. Of course, spirits with even more
insubstantial bodies than others, such as volitional winds and
fogs, require even more exotic exercises to harvest.
108
At the height of the First Age, not only Solar Exalted but
mortals could alter the very nature of humanity, transforming
people into barely recognizable members of their species. With
the Art of Biothaumaturgy, the thaumaturge can modify the
bodies of living beings to improve them, making them age
slower, giving them claws or changing the gross shape of their
body. This Art is largely lost in the Second Age, as it required a
powerful infrastructure and intense training to support, but the
return of the Lawgivers may see the return of transhumanist
body modification.
This Art is one of changing the Essence and nature of a
subject, improving or at least modifying its health, sometimes
in the form of imposing mutations. These mutations are not
Wyld-based and do not hamper its viability in Creation, nor
The Three Bs
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110
Geomantic Reinforcement Grid (3, Intelligence, [reinforcement rating], [reinforcement rating] weeks): Preparation for
this procedure requires that the thaumaturge make a thorough
survey of all the wellsprings of Essence to be included in a geomantic relay network; this ritual produces a plan that will bolster the Essence reserves of that network (Dreams of the First
Age, Book IILords of Creation, p. 99). The thaumaturges
player counts up all the geomantic relays in the network and
divides that number by ten, rounding down, to find the reinforcement rating. Every manse to be a part of the network
must be accounted for, and any change in the network or power
failure renders this boost unavailable until the network returns
to its original state or is rebuilt according to the plan. While
the network is operable, it receives an extra number of power
points to distribute equal to (reinforcement rating).
This involves making minor but integral modifications
to the geomancy of each involved manse. This does not increase the difficulty of building or designing the manses, but
the plan must be followed from beginning to end in the manse
construction process; they can not be added to a completed or
mid-construction manse. This rituals difficulty is equal to the
reinforcement rating, and it takes an equal number of weeks
to draw up the plan. This ritual requires no Resources expenditures except whatever might be necessary to travel to each
manse and demesne to assess its dragon lines.
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