EAGLE-EYE SET AFLAME
Cost: 5m; Mins: Tzeentch 0, Essence 2; Type: Simple
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Tendril-Mind Insinuation
Tzeentch has many eyes, some of which watch, invisible, about Malfeas and Creation alike. There is nothing he cannot see, nowhere he does not know, and it is atop this foundation of presumed omniscience that he builds his perfect plans. Upon activating this Charm, the warlock creates a Sorcerous eye of flame that floats at any spot within (Essence x100) yards of him (he does not need to be able to perceive this spot). The eye is not actually a creature of any kind, but an immaterial Sorcerous projection, invisible except to sight that can perceive dematerialized spirits. As such, it cannot be destroyed by attacks, even those that would strike immaterial creatures, but can be destroyed with appropriate countermagic, ending this iteration of the Charm.
The warlock may spend a miscellaneous action (Speed 5, DV-1) looking through the eye until his DV refreshes, allowing him to perceive what it perceives. This perception is both omnidirectional and omnisensory, with every sense directed equally in every direction from the eye. It also uses the warlock's own senses – if he has enhanced or impaired them (such as with Essence-Dissecting Stare or Shuddering Senses Stirred) then these effects apply to his perceptions through his eye. While the warlock is looking through the eye, he may direct it, mentally propelling it in any direction at a rate of up to (Infernal's Occult) yards per tick. He may still perceive and interact with his own surroundings during this scrying, but suffers an external penalty of -2 to all his dicepools while doing so (if he would rather not suffer this penalty, he can reflexively end the scrying earlier at no penalty, refocusing on the here and now).
The Infernal may have only one eye of flame active at once. Unlike a normal Sorcerous Charm, the Infernal may reflexively end this Charm himself, at any distance. Dimensional barriers do not impair this Charm, though effects that would block scrying prevent the Infernal from looking through the eye in question.
The Infernal may purchase this Charm a second time at Essence 3+, increasing the maximum number of eyes he may have manifested at once to three. A third purchase at Essence 4+ increases the maximum number a second time, to (Essence).
SIGHT OF THE UNIVERSAL ALCHEMIST
Cost: 5m; Mins: Tzeentch 0, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Eagle-Eye Set Aflame
What use is a chemist who cannot read a formula? Tzeentch concocts whole new realities in which to play out his scenarios, and so it is the formula of the universe that he must read. Other than its duration and keywords, the effects of this Charm are identical to those of All-Encompassing Sorcerer's Sight (Exalted Corebook, pg 222). Despite the Sorcerous keyword, the Infernal may reflexively end the effects of this Charm.
In addition, when activating Eagle-Eye Set Aflame, the Infernal may pay an additional mote. If he does so, he grants the eye created by that Charm the effects of All-Encompassing Sorcerer's Sight for the duration of its existence.
ALL-SEEING IS ALL-KNOWING
Cost: — ; Mins: Tzeentch 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Eagle-Eye Set Aflame
When Tzeentch was imprisoned, he offered up four of his souls to be executed, though they struggled and cried in a manner most convincing. These days, the peacock-feathers that line his humaniform jouten's cape sport four additional eyes. Few have noticed, and none have commented. Ultimately, only Szoreny knows the truth of what happened to those deva. With each purchase of this Charm, the Infernal's eyes gain two abilities of his choice, chosen from the four listed below.
Thought: The eye benefits from a fraction of the colossal intelligence of Huga, allowing it to function without the Infernal's continuous attention. It can move and follow the Infernal's instructions as though it were an automaton, able to travel to specific locations the Infernal knows the way to, follow specified people it can perceive, or move in a pattern until it finds a specified area, item or character. Orders may be transferred whenever the Infernal is looking through the eye, immediately overriding any previous commands. Once the eye's orders are completed or inapplicable, it will immediately stop in place. It has no ingenuity or initiative, and will not do anything it was not specifically tasked with doing, nor will it develop solutions to any problems that may occur or innovate in the face of complications with its orders. For example, if it is ordered to follow the dragonblood carrying a set of battleplans, and the dragonblood hands these plans to a mortal servant, the eye will stop in place, its orders considered inapplicable.
Memory: The eye gains a drop of the endless memory of Mune, letting it carry a record of everything it perceives (it is considered to use the Infernal's unenhanced senses for this purpose – his magical enhancements are only applied when he is looking directly through it). Whenever the Infernal looks through the eye, he may spend a diceless miscellaneous action retrieving its memories, perfectly integrating them into his own. This integration occurs automatically when the Infernal dismisses an eye, but if the eye is dispelled by another character, all stored memory is lost. The Infernal may also have an eye project any of its memories outward in a construct of immaterial light, perfectly portraying events as they occured (though he may have it start or finish its recollection at any point, allowing a certain amount of creative editing).
Decision: The eye is infused with a touch of the perfect judgement of Kosi, allowing it to notify its creator of particular events. When looking through an eye, the Infernal may specify certain conditions, ranging in complexity from "Someone enters the room" to "A blonde man in gold armour says the word 'Cellar-door' to a young girl". When one of these conditions is met, the eye instantly sends the warlock a signal in the form of a beckoning whisper, a sudden sense of illusory heat, a jangling tone or some other unmistakable sign. "My orders are no longer applicable" is obviously an acceptable condition. Each eye may have up to (Essence) triggers lying in wait at a time, each one with a different signal for their conditions being met. If the eye is also infused with Thought, then instead of a signal being sent to him, the Infernal may link a trigger to a new order (as defined in that entry), set when creating the eye. This allows the Infernal to, with a little planning, create multi-layered and complex programs.
Speech: The eye acquires an echo of the many-throated voice of Talo, giving it the ability to transmit the Infernal's voice. When he is looking through the eye, he may speak through it as well, just as though he were at its location. At no additional cost, he may choose to give his voice a reverberating, ominous tone, increasing the difficulty of any roll to identify him by voice by two. He may also, at no additional cost, cause the flaming eye to become visible, and may (if he wishes) instead have it instead as a humanoid figure composed of those same flames. Finally, he may have the drone telepathically present his message to up to (Occult) characters within (Essence) yards of it, preventing his words from being overheard. Any social attacks the Infernal makes through the eye use his own traits as if though he was present at the eye's location, and he may enhance them with Charms as normal.
LENS OF THE VIATICAL
Cost: 20m; Mins: Tzeentch 0, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous, Touch
Duration: Instant
Prerequisite Charms: Eagle-Eye Set Aflame
Tzeentch could tell the lesser beings of the world so many things. He could tell them that all places are as one, that all roads lead to their destination, that paths unseen riddle the universe like tunnels in the woodwork of a house, built into it at the time of its construction. Many of these things would be true, many would be half-truths, a great number would be outright lies. One thing that is certain, though, is that he truly enjoys making a dramatic escape from out of the clutches of his enemies.
This Charm may be activated whenever the Infernal has at least two burning eyes active at once. He touches one, and spends twenty motes to turn both that eye and one other in the same plane of existence into linked portals for the duration of the Charm, allowing instantaneous travel from one point to the other. Eyes altered in such a way pulse and stretch, their pupils lengthening and splitting open into a fire-rimmed tear in reality, through which the other side can be seen (though when no demons can perceive the portal this view sometimes switches to a great void dotted with unblinking eyes). This shift makes them visible and Obvious even to mundane senses, though they are no more vulnerable than before. The Infernal can still use the eye as normal, although it is rendered immobile.
Any character or object that moves into one of the portals emerges out of the other one, just as though they were walking through a mundane door. Each portal is normally large enough to allow a single, average-sized human through at once without slowing. However, the edges of the portal are unnervingly elastic, and larger (or additional) characters can fit through by squeezing – this requires a Speed 6 miscellaneous action from each character, which renders them effectively inactive until their DV refreshes, just as though they were in a clinch with the portal.
Characters who move through a portal must immediately roll their total number of mutation points (counting negative mutations as positive ones for this purpose), at a difficulty of 3. If they succeed, they move through as normal. If they fail, they suffer a single level of unsoakable aggravated damage, which they may only avoid by accepting a number of points of negative mutations (of the Storyteller's choice) equal to the amount by which they failed.
The warlock may use this Charm on an active portal to close it (and any connected to it, if he wishes) and change it back into an eye.
A second purchase of this Charm allows the Infernal to pay (number of linked portals-1) points of Willpower when activating the Charm, or subsequently pay that point as a miscellaneous action when touching a portal. If he does so, the portal (and all portals linked to it) stretches wider with a sound like tearing sinew, increasing its capacity for easy movement to (Essence) average-sized humans at once (or an equivalent mass).
In addition, he may activate this Charm again when touching another eye of his (that is not acting as a portal). If he does so, he may link that eye into his portal network, creating a three-(or four, or five)-way portal. Any character stepping into such a portal will emerge out of whichever portal they desire, if they have one in mind. If not, they will exit out of a randomly-chosen portal from the network (including the one they just entered).
At Essence 8+, this Charm can be used to create portals between two separate planes of existence. Tzeentch has been forbidden from doing so as part of his surrender oaths, and the Yozis cannot escape their prison through such portals, but a Green Sun Prince could easily open gateways into Malfeas, Yu-Shan, the Underworld, or even his own Heretical soulscape. Interdimensional portals are Blasphemy effects, and have the difficulty of the roll to pass through them unharmed increased to 5.