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[[exalted_gi:exalted_cc:imbue_amalgam]]


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Imbue Amalgam

Circle: Sapphire
Cost: 15+m

Among the greatest and most recognizable works of sorcery, this spell was widely used in the First Age by the Celestial Exalted to craft ideal servants, guardians, and aides.

Imbue Amalgam requires a small, detailed statue (Resources ••••), crafted in the form that the sorcerer wishes the amalgam to take. Imbue Amalgam is a Shaping effect that can be cast on any mortal, living human or animal; it may not be cast on the Exalted, spirits or gods, elementals, or creatures of darkness or the Wyld.1) The target keeps their permanent Essence (which may be raised), but their Essence pool is replaced with the version noted before. They retain access to any Charms they know, but may not cast any spells, even though they retain the knowledge of them. 2)

Casting the spell is a four-hour ritual that requires committing all the Essence to be spent and is easily interrupted - any interruption causes the statue to crack and the Essence to be lost. This includes interruption by the subject, who must therefore be either willing, or at least restrained.

When complete, the subject takes on the form of the statue, and the statue changes to match his original form. An amalgam is impossible to disguise as a normal human - they are inarguably magical constructs, and thus, most sorcerers do not bother to hide their nature. The amalgam resonates with the same Essence that empowers the sorcerer - when it spends Essence, it is marked with its maker's caste mark and anima banner (though it does not gain the caste anima effect), and it is subject to the same Charm limits as the sorcerer's Exalt type (for dice adders, etc). 3)

The statue is an arcane link to the amalgam for the purposes of any spells that require an arcane link. The sorcerer who cast the spell may hold the statue and spend 1m to communicate with the amalgam. Casting this spell on an amalgam or on the statue reverses it, if it is cast by the same person who did so originally. A subject under the effect of this spell is otherwise immune to further castings of it.

The amalgam gains an unnatural Servitude effect toward the sorcerer. It may spend a point of Willpower to disobey the understood intention of an order, but it must spend it anew for each such order.4)

A sorcerer may not have more amalgams then his permanent Essence. Should he attempt to exceed the limit, the ritual fails; if his Essence is reduced, he does not lose any, but may not be able to replace one if it falls.5)

Base Amalgam (15m):
The amalgam is augmented during the processes: it gains one dot of Stamina, additional natural soak of +5B/+5L, and can parry lethal weapons unarmed without a stunt. In addition, if it has Intelligence •, it gains a dot of Intelligence. If it is missing any attributes (if, for example, it is an animal and has no social attributes), it gains those attributes at ••.6) It is also considered an Exalt for healing, infection, disease, resistance to magic and Charms, stunts, and counting 10s.

Attributes (2m each):
The sorcerer may add up to (Essence + Occult) Attribute dots to the amalgam. No attribute may be raised above the sorcerer's Essence.

Abilities (1m each):
The sorcerer may add up to (Essence + Occult) Ability dots to the amalgam. No ability may be raised above the sorcerer's Essence, though they may be raised above the sorcerer's own level in the ability.

Willpower (4m each):
The sorcerer may add up to (Essence) to the amalgam's Willpower.

Essence (4m each):
The sorcerer may raise the amalgam's permanent Essence up to (Essence - 1). An amalgam has an Essence pool of Essence x 10 peripheral motes.7)

Virtues (4m each):
The sorcerer may add up to (Essence) Virtue dots.8)

Soak/Hardness (1m per +1L/+1B):
The sorcerer may raise the amalgam's natural armor by up to (Essence + Occult), and may raise the amalgam's natural hardness by up to (Essence).9)

Natural Attacks (1m per change):
The sorcerer may alter natural attacks (punch, kick, and clinch) a maximum of (Essence + Occult) times per attack. Each alteration may apply: convert bashing damage to lethal; -1 Speed); +1 Accuracy; +1 Damage; +1 Defense; +1 Rate. Speed and Rate may be improved only once each.

Natural Ranged Attack (1m):
The sorcerer may grant the amalgam a natural ranged attack. It is Speed 5, Accuracy +0, Damage +0, Rate 1, Range 100. It may then be augmented as above, with increases in range at 100m per mote.

Charms (3m, 5m, or 10m 1wp 5xp each):
The sorcerer may grant the amalgam any Charms he knows, provided that the amalgam meets the prerequisites for them. In addition, he may grant the amalgam the First, Second, or Third Excellencies for any ability; the amalgam receives the same versions of the Excellencies that the sorcerer receives (and may therefore receive attribute Excellencies instead, if the sorcerer is a Lunar Exalted). These Charms cost 3 motes each.10)

The sorcerer may also grant the amalgam any general spirit Charm, any Charm native to his Exalt type, or any Terrestrial or Celestial Martial Art Charms, as long as someone who does know the Charm assists in the ritual. These Charms cost 5 motes each.11)

It is possible to grant the amalgam access to Charms that even the sorcerer does not have access to, such as unique spirit Charms or Charm native to another type of Exalt. This is immensely draining, as it requires melding incompatible Essences; however, it offers the potential for great power. Someone who knows the Charm must assist in the ritual, and these Charms cost 10 motes and a point of temporary Willpower; additionally, the sorcerer must spend 5xp for each such Charm. Because these Charms are not native to the amalgam's Essence, using one incurs an additional 2m cost on top of the Charm's normal cost.12)

Under no circumstances may an amalgam learn or cast spells of sorcery or necromancy, or learn or activate any martial arts styles of the Sidereal level.13)

1)
switched target delimiter to mortal humans or animals, makes more sense to me
2)
clarified to cover interaction of previous
3)
linking mark/anima to caster is a thematic change
4)
reduced the severity to bring it back to base
5)
sanity check
6)
dealing with low scores; whee, free ability dots
7)
free pool, because pool was cheap anyway and who cares
8)
added just because
9)
added hardness because why not?
10)
clarified Excellency status
11)
charms that do not lead to crazytown
12)
restriction on crazytrain charm issue
13)
thematic and crazytrain chaining issue