Occult Charms
Excellency
Hidden Secrets Whisper
Cost: 1m/die; Mins: Occult 1, Essence 1
Type: Supplemental (Any roll); Duration: Instant
Keywords: Air, Balanced, Excellency
Prerequisite Charms: None
Your soul is a subtle wind that whips the supernatural world around you.
Add 1 die per 1m spent.
Every 10 you roll lets you reroll 1 failed die that didn’t come up as a 1.
Sorcery
Emerald Circle Sorcery
Cost: –; Mins: Occult 3, Essence 1
Type: Permanent; Duration: Permanent
Keywords: None
Prerequisite Charms: Any 4 other Occult Charms
You have crossed into the Emerald Circle.
You may use Emerald Circle Sorcery.
You must define your Initiation and pick a shaping ritual. You learn 1 spell for free. It becomes your control spell.
Five Winds Raiment
Cost: 3m, 1a; Mins: Occult 5, Essence 2
Type: Supplemental (Shape Sorcery); Duration: Until spell is cast
Keywords: Air
Prerequisite Charms: Emerald Circle Sorcery
Your elemental Essence is a powerful shield. You wrap the world around yourself while weaving sorcery. You are beyond harm.
Get +1 Defense and (Essence) bonus Hardness while shaping.
AIR AURA – Get (higher of Essence or Stamina) bonus Hardness instead. All of these bonuses are non-Charm.
Essence 1
Soul-Fire Cremation Technique
Cost: 5m; Mins: Occult 2, Essence 1
Type: Simple; Duration: Instant
Keywords: Fire
Prerequisite Charms: None
A holy incantation sends a corpse to final rest.
You launch a spark of holy fire that fully cremates a dead body. This prevents the body from giving rise to a hungry ghost. It has no effect on a hungry ghost that is already risen.
The thinking ghost may choose to re-enter the cycle of reincarnation when their body is burned. If they do not, they form a positive Minor Tie to you for the act of ensuring their passage.
Seed and Salt Warding
Cost: 1m, 1wp; Mins: Occult 3, Essence 1
Type: Simple; Duration: One day
Keywords: Variable (Earth or Wood)
Prerequisite Charms: None
Your spiritual power keeps the ghosts at bay.
Ward an area using:
- EARTH: Salt.
- WOOD: Germinated grain.
Roll (Intelligence + Occult) to make the ward. No ghost with Resolve less than the total successes you roll can cross the threshold. Ghosts with sufficient Resolve must pay 1wp to cross the line. The restless dead are automatically repelled.
Spirit-Detecting Mirror Technique
Cost: 4m; Mins: Occult 1, Essence 1
Type: Reflexive; Duration: One scene
Keywords: Air, Balanced
Prerequisite Charms: None
You use the shine of glass to pull back the veil bewteen worlds.
You must be touching a glass or any reflective surface in order to use this Charm.
You can see any dematerialized spirits as reflections in the glass, and you can hear what they are saying by listening to the whispers. No one else can see or hear them.
You only take a -1 penalty for attacking a dematerialized spirit, as long as you can see their reflection.
Spirit-Grounding Shout
Cost: 3m; Mins: Occult 2, Essence 1
Type: Supplemental (Any Attack); Duration: Instant
Keywords: Air, Balanced, Uniform
Prerequisite Charms: Spirit-Detecting Mirror Technique
Your shout is a shockwave that pulls spirits into Creation.
Strike an immaterial spirit.
If you attack that same target next turn, this Charm costs 1m less. The discount stacks until the Charm costs 0m. Reset the discount if you attack another target or if you go a round without attacking the target.
Secret Wind Revelation
Cost: 3m; Mins: Occult 3, Essence 1
Type: Reflexive; Duration: Instant
Keywords: Air, Balanced
Prerequisite Charms: Spirit-Detecting Mirror Technique
You can smell the subtle Essence of spirits on the wind, and the wind whispers their secrets to you.
Whenever a dematerialized spirit comes within long range of you, you can roll (Perception + Awareness) with (Occult) bonus dice against the spirit’s (Dexterity + Stealth) to know its exact location. If you fail, you still detect the spirit, just not it’s exact location.
Essence 2
Dragon’s Sacred Talon
Cost: 4m; Mins: Occult 3, Essence 2
Type: Supplemental (Any Attack); Duration: Instant
Keywords: Balanced, Dual, Variable(Earth or Wood)
Prerequisite Charms: Seed and Salt Warding
Spirits bow to the birthright of the Chosen.
Choose one:
- EARTH: Supplement an attack made against a creature of the wyld;
- WOOD: Supplement an attack made against the undead.
Withering
Add (Essence) damage after soak.
Decisive
Deal aggravated damage. Double 10s.
Fivefold Resonance Strike
Cost: 5m; Mins: Occult 3, Essence 2
Type: Simple; Duration: One scene
Keywords: Air/Earth/Fire/Water/Wood
Prerequisite Charms: None
You extend your mind to the world around you, and see the world as it is.
Meditate for up to a scene. Detect all elemental manifestations within (higher of Essence or 3) range bands of you.
While you are meditating, you add a non-Charm success on any Awareness, Investigation, Occult, or Survival roll to detect or track jade, elementals, demesnes, manses, or any other kind of elemental magic.
Spirit-Chaining Strike
Cost: 4m; Mins: Occult 3, Essence 2
Type: Simple; Duration: Instant
Keywords: Air, Balanced
Prerequisite Charms: Spirit-Grounding Shout
You wrap your target in gossamer-thin threads of elemental Essence, grounding them in the world for your allies to strike.
Roll a gambit with any Ability. Add (Essence / 2, round up) automatic successes on the attack roll. You may enhance this attack with Spirit-Grounding Shout for free.
If you succeed on the Inititaive roll, the target is bound by glowing threads of elemental Essence and pulled partially into the material world. Any Prince in the scene can see it and attack or be attacked by it. Your target remains snared for (1 + [threshold successes / 2, round down]) rounds.