It sounds like you're looking for something analogous to the spirit charm Hurry Home:
It's on page 142 of Rolls of Glorious Divinity.
Possibly something like the Ring of Vanishing Escape
RING OF VANISHING ESCAPE (ARTIFACT •••••)
Repair: 3

Though the Chosen are the greatest warriors ever to walk the face of Creation, even the mightiest
of the Solar Exalted can find themselves overcome in battle. Savants developed these artifacts as a means
of prudently retreating from certain defeat. The talismans appear as two concentric rings of the appropriate
magical material etched with arcane sigils. The rings are detachable; the inner one is intended to be
worn as jewelry, while the outer ring must be installed in the hearthstone pedestal of a level-3+ manse
to which the character is attuned (each manse can accommodate only one such device). Once the outer
ring is installed, the manse's hearthstone provides Essence as if it had a rating one dot less than its true
value, but the jewel continues to provide its other powers normally. The worn ring must be attuned for
a commitment of three motes to make the two-part artifacts functional.

If all of the necessary conditions are met, the Exalt can activate the ring at any time and from any
location as a diceless miscellaneous action costing 12 motes. Upon activation, the character's body and
personal possessions dissolve into wisps of glowing smoke as she teleports to the central room of the manse
housing the outer ring. The sudden transport is spiritually exhausting. As a result, the character suffers
a -3 internal penalty to all non-refl exive actions for one scene. Rings of vanishing escape do not receive
magical material bonuses, but still cost double to attune if they are constructed of the wrong material.

Until recently, the elders of the Sidereal Exalted were the only Chosen known to own copies of
these artifacts in the Second Age, using them to transport to their Celestial Manses in Yu-Shan without
the hassle of traveling through a Heaven Gate. In the past few years, however, some deathknights have
been seen to vanish in a disturbing spray of shadows as they fl ed to their Underworld manses. A ring of
vanishing escape cannot transport a character into or out of planes of existence that are sealed from the
world in some fashion, including Malfeas and Autochthonia. Moreover, characters traveling deeper into
the Wyld than the Middlemarches cannot use these artifacts to fi nd their way home.
Wonders of the Lost Age pg 54
 
For my two cents, the way I'd make a non-5-dot version of that ring would be something that first, requires investing Background dots to maintain (it's fueled by a 3-dot Manse that has no other purpose, you need Resources 4 to pay for all the expensive oils and shit that keep your landing zone properly consecrated, etc) and second, leaves you broken and screaming on arrival, so that even an Exalt is going to be effectively crippled for at least a few weeks - assume that it involves bad-touching the Loom and the Loom bad-touches back, or you're skimming the edges of the Beyond, or something equally painful and dangerous.
 
Dif's Underworld Creatures
In the spirit of the season I have decided to try my hand at a few more spooky critters of the Underworld, attempting to give it a bit more texture than none at all. For those of you who missed my batch from last year, you can find them here and here. But all that aside, here we go!

Loomers:
Old legends and folk tales speak of an ancient race of giants, proudly drawn from the roots of mighty oaks to shepherd the tallest forests and sculpt the clouds into pleasing shapes for the creators of the world. What little truth remains of these stories lingers on in the fog-shrouded lands of the Eastern underworld, where thunderstorms can yet walk silently astride the monsoons of blood and sleeting flecks of chipped bone. A loomer itself is rarely seen except at a distance, a towering mass thickly wreathed in the dismal and grey cloudscape, notable only for its slow gait as it slinks into a canyon or behind a low mountain. More commonly the creature goes unseen in its natural habitat of immense and lofty forests, thin legs and hunched-down forearms blending into the dense wood as simply additional pairs of tall, pale and upright shapes disappearing into the canopy above.

The plasmic beast lurks primarily at night, the cover of darkness combined with its unreadable magnitude granting it ample stealth to reach down through the branches and snatch up whatever it finds with barely a whisper through the leaves. Be it a missing pack animal, supply wagon or idle traveler, no sign but a rush of wind is ever heard or found in the wake of the passage of a loomer's grasp, belying its incredible size and lethargic speed. Occasionally these creatures lope their way across the border of a shadowland into Creation, carrying cold and sour stormclouds into the open Threshold plains. When caught outside of its favorable environment the illusion masking its plasmic form is easily shattered with the onset of twilight, revealing the immaterial loomer as a gargantuan and malformed humanoid skeleton clambering with all-fours across the countryside.

Its long ribs scrape the tops of trees and houses, a layer of dark cloudcover wicking over its skull from within the cavernous eye sockets and boiling out down its spine like a smoky cloak. Sometimes manifested loomers can be mistaken for approaching seasonal storms, collecting up a soaring thunderhead is it sporadically halts in mid-step with the impression of thoughtfulness for the surroundings. Many eastern tribes insist witnessing the bony limbs of a loomer pawing up the ground from a stormcloud on the horizon spells unfavorable death for all who see the beast firsthand, and ritually seal up all windows and doors until the inclement weather passes into morning.


Luckless:
There is no shortage of regrets in the Underworld, but the palpable injustice of a life which never had the option to thrive carries power all its own. The darkest of destinies shred to tatters at the descent of a newly-formed ghost, congealing on impact into litters of these snuffling, feeble creatures. Regarded by the inhabitants of the Underworld's major cities to be something of a nuisance, if not outright vermin, luckless are drawn like moths towards the light of capable and powerful beings as masters of their own fate.

Crudely canine in form and size but absent the distinguishing features, these plasmics lack eyes, mouths or even limbs, squirming along the ground in the ungainly fashion of an animal tied in a sack. Upon locating a being of notable skill and esteem during a moment of repose, the creature gingerly hooks the chin of its long snout around the neck of its unwilling companion and hangs lazily down her back, seeking to live out success and competence vicariously as a shoulder-slung observer. Neither strong nor especially cunning, most luckless find themselves roughly tossed aside out of disgust or irritation, but some ghosts find an unexpected appreciation for the creature's presence. Such close proximity to the luckless and its deep, nasal sighs against her ear are easily mistaken for a warm, audible breath along the nape of the neck and throat, while its misshapen body gives a reassuring though foreboding weight of recognition.

These traits invariably cause problems when one of these plasmics finds its way into the mortal world immaterial and unseen, searching for its latest makeshift courier. Any unfortunate subject to such a haunting can quickly develop a growing paranoia of being watched or stalked by unseen forces perpetually at her back, literally saddled by the uncomfortable and inauspicious feelings these beasts extrude. However, it takes very little effort for an experienced exorcist to cast a luckless away from a harried victim, though she will doubtlessly find herself confused to what degree the creature appears to truly bask in the practiced ease of its own banishment.


Lingers:
Just as raw meat left exposed to the elements will spontaneously generate maggots, due care is taken in the death-tainted lands of the underworld to never inter a formerly living body, lest the practice produce a clutch of these plasmic creatures to plague the surrounding countryside. Resembling a lengthy, gnarled digit of too many segments, lingers exist somewhere between worm and snake, leeching whatever living essence can be found seeping into the dirt of its birthplace. Its narrow head ends with a horse-like snout, the corpus of its withered lips and gums peeled tightly back from the bone into a rictus of blunted teeth for tilling soil.

Possessing no real organs for ingesting what it craves, spiritual or otherwise, most linger infestations are typically unsustainable and short. The creatures gorge themselves rapidly on the fertile health of the earth, leaving it stripped barren and unsuitable for any kind of growth, before dissolving away once the task is complete and leaving a crystal of petrified essence behind. These stones denature and become inert after some time, but if ground into a fine powder while potent can create a short-lived poison that causes nightmarish, even fatal, visions in both the living and the dead.

It is rare for a linger to ever escape a shadowland, but nefarious occultists and necromancers have been known to cultivate them to befoul harvests, vineyards and the geomancy of Wood-resonant demesnes or manses with a single vindictive summoning. The abundance of Creation is boundless and so too becomes the hunger of the beasts, keeping them an active blight upon the land far longer than the stasis of the Underworld would allow. Unless slain or banished, several lingers can devastate a small farm and portions of the nearby wilderness in a manner of weeks before finally wasting away. Only the small, dead stones of a linger's passing give any evidence to the cause.


Lamplights:
Ritual bonfires and the burning of sacred or valuable objects is common among many of Creation's cultures, particularly during prayer to the gods and funerals to bless the deceased with a favorable passing. The significance of these rites bleeds into the Underworld as gifted essence and grave goods, but some ghosts have discovered fresh applications for this object-sympathy. When the doomed stars of the Underworld align, ghosts of all social classes and occupations flock to "bonfires of vanities" to symbolically purge themselves of material found disruptive to conducting personal business in the lands of the dead, or overly-defining of their former mortal lives.

Normally the destruction of these ties places the safety of the hapless ghost at risk, but on a long enough span even the most powerful and influential begin the chafe against the dependency most dead carry towards meaningful objects. The mightiest would rather challenge the uneasy grip of Lethe than dangers found by probing for similar answers in the depths of the labyrinth. Such a challenge is the birth of a lamplight, so when the rituals are performed with the utmost care upon an item of significance, these small flecks of blazing ash and ember become animatedly infused with all the passions held within the object sustaining its relationship to its owner.

The name stems from the many standard practices to immediately bind the plasmic before it has the presence of mind to escape, from trapping it inside some manner of lantern, atop an old candle, or even within a moldering eye socket. The type of passion granted to the lamplight heavily colors its behavior, with objects of great sentimental value more passive and focused on serving utility roles like guiding its bearer to loved ones, while those of weapons or possessing suitably martial destinies draw the ghost who holds its leash towards conflicts and strife. Folklore tells tales of lamplights who persist long after their wielder has passed into either Lethe or Oblivion, becoming "freely roaming" sources of stability themselves in the transitory world of the dead, though the accuracy of these stories is difficult to judge. If a freed lamplight ever truly comes to pass, it is doubtlessly snatched up quickly by those with the most to gain by adopting the creature, and no doubt an elicit trade would fuel many a private market for wealthy ghosts seeking to cement their metaphysical standing.
 
A question on healing like an exalted.

So a woman is hurt. Injured. Spine broken, knocked into a coma. Unlikely to awaken. Someone, a mortal sorcerer, summons a Sesseljae to come and help heal her.

Will it work? I know that the stomach bottle bugs can repair injuries, and let people heal like an exalted. But can this healing let them heal crippling injuries? I'm not very sure.
 
So a woman is hurt. Injured. Spine broken, knocked into a coma. Unlikely to awaken. Someone, a mortal sorcerer, summons a Sesseljae to come and help heal her.

Will it work? I know that the stomach bottle bugs can repair injuries, and let people heal like an exalted. But can this healing let them heal crippling injuries? I'm not very sure.

I would say no, if only so that Exalted doctors aren't overshadowed by any idiot with a beer barrel and a demon beckoning guide.
 
I would say no, if only so that Exalted doctors aren't overshadowed by any idiot with a beer barrel and a demon beckoning guide.
Oh.Damn.

Uh.... what if the spine isn't broken? But there's certainly a spinal injury that would affect her ability to walk.

Normally, it would take a miracle. Or a highly skilled surgeon of incredible caliber to fix it. But the Sesseljae has Medicine 5, and excellencies, so... its alright?
 
A question on healing like an exalted.
So a woman is hurt. Injured. Spine broken, knocked into a coma. Unlikely to awaken. Someone, a mortal sorcerer, summons a Sesseljae to come and help heal her.
Will it work? I know that the stomach bottle bugs can repair injuries, and let people heal like an exalted. But can this healing let them heal crippling injuries? I'm not very sure.
They could perform surgery, probably fix a lot of the problems.
But I think they mostly work with flesh and poisons, not sure they can actually do much for bone.
Or diseases for that matter.
On the other hand-
Normally, it would take a miracle. Or a highly skilled surgeon of incredible caliber to fix it. But the Sesseljae has Medicine 5, and excellencies, so... its alright?
-Medicine5 with a Specialty should be the equal to the absolute best Surgeon we currently have available in the real world, the only significant difference would be Equipment bonuses and that can be equalized by the Sesseljae's Charms.
 
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Exalted level healing, as in "heals like an Exalted" rather than "heals others with the skill of an Exalted" can indeed allow someone to recover from crippling injuries within limits. A spinal injury could indeed heal with time and rest, and without lingering nerve damage at that.
 
Is nerve damage, or even nerves in general, an actual thing in Exalted?
If nothing contradicts it, assume real world physics is at work
Exalted level healing, as in "heals like an Exalted" rather than "heals others with the skill of an Exalted" can indeed allow someone to recover from crippling injuries within limits. A spinal injury could indeed heal with time and rest, and without lingering nerve damage at that.
What about a broken spine?
 
Granted, if you die of a broken neck first you aren't healing, but a break in the lower back is perfectly heal-able.
Oh... oh?

Sorry. Its just that i thought that exalted healing does not heal things that have no psossibility of being healed.

An exalted with cuts and slashes on his limbs, will heal with neither a limp nor scarring nor aches and pains.

An exalted with a chopped off limb can not heal from that.

An exalted with a spinal injury, i.e. damaged spine vertebrae or damage to the nerve, can still heal. But one with a severed nerve fiber can't.

Or am i wrong again?
 
Exalted do not naturally heal Crippling damage or injuries of equivalent magnitude to amputation; which should be obvious from the fact that there exist Charms that say "this lets you heal Crippling damage". Stomach bottle bugs are likewise incapable of doing so. A broken spine or nerve damage to the point of paralysis would qualify as Crippling; thus Exalts would not heal it unless they'd taken Charms that let them do so; and a stomach bottle bug would not be able to help much.
 
Exalted do not naturally heal Crippling damage or injuries of equivalent magnitude to amputation; which should be obvious from the fact that there exist Charms that say "this lets you heal Crippling damage". Stomach bottle bugs are likewise incapable of doing so. A broken spine or nerve damage to the point of paralysis would qualify as Crippling; thus Exalts would not heal it unless they'd taken Charms that let them do so; and a stomach bottle bug would not be able to help much.

Ah, you're misremembering things, probably because lesser Crippling injuries heal normally for Exalts and because Exalts don't take disabling wounds from taking large amounts of damage and so you're forgetting the "lesser" kinds of Crippling that can result from injuries.

It's p152 of the Exalted 2e core.

Strictly by RAW, only full-on amputation as a natural Crippling effect is beyond the capacities of Exalted-level healing. Thus by strict RAW Exalted-level healing can cure a broken back, thus massively devaluing Bane's accomplishments. I would personally recommend that Exalts should treat a broken back as a disabling injury (thus requiring surgery to correct things for them enough that their natural healing can piece things back together), but just by the text a broken back is not an amputation and thus Exalted-level healing will correct it as it heals.
 
If nothing contradicts it, assume real world physics is at work

What about a broken spine?
I would just like to prea-face this by saying it's my personal head Canon.

But from what I've seen thus far in my reading of 2nd edition Exalted. It's best to take a page out of the late Terry Pratchett's books and have everything work just like Our World right down to the subatomic level, but Creation is permeated with magic Essence that you need the small gods watching everything, so you don't turn into a giant caterpillar every time you go to boil water.
 
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Once again, this is still a draft and there's a changelog where I'll record feedback and improvements. As it's a google doc, it's a living document and I'm sure you'll tell me if I've missed any ramifications or nasty interactions or any of my ideas were just plain bad. Hell, I'm expecting it.
I know I'm picking the absolute tiniest of nits here, but Szoreny's quicksilver sap was statted in compass of celestial directions: Malfeas and you don't mention in the charmset that the statline replaces the one in the book.
 
I know I'm picking the absolute tiniest of nits here, but Szoreny's quicksilver sap was statted in compass of celestial directions: Malfeas and you don't mention in the charmset that the statline replaces the one in the book.

Oh yeah. I'll add it to my big document of changes that I still need to merge back into the actual document.

... but I still think mine is better as a game thing. I mean, holy shit, that Quicksilver Sap is 7A/Minute with a -3 penalty. That's literally more lethal than Kimbery poison - and it doesn't kill at all like actual mercury. It's just a big number kill-fast Poison - which would be better than Spiteful Sap Tincture if a Charm could make it.

Mine is meaningfully distinct from Kimbery's poisons, because it acts more like heavy mental poisoning as a more slow and progressive thing that builds up over time.
 
Exalted do not naturally heal Crippling damage or injuries of equivalent magnitude to amputation; which should be obvious from the fact that there exist Charms that say "this lets you heal Crippling damage". Stomach bottle bugs are likewise incapable of doing so. A broken spine or nerve damage to the point of paralysis would qualify as Crippling; thus Exalts would not heal it unless they'd taken Charms that let them do so; and a stomach bottle bug would not be able to help much.
That's why you get a parasitic demon that can take the place of the lost limb or damaged organ! Sure it'll whisper prayers to the Yozi into you sleeping mind, and if you have it attached too long the sunlight starts to bother you, and but that's the price to pay for functioning legs.

That look like locusts leg

Yes, I do solve literally all of my problems with demon-summoning.
 
Oh yeah. I'll add it to my big document of changes that I still need to merge back into the actual document.

... but I still think mine is better as a game thing. I mean, holy shit, that Quicksilver Sap is 7A/Minute with a -3 penalty. That's literally more lethal than Kimbery poison - and it doesn't kill at all like actual mercury. It's just a big number kill-fast Poison - which would be better than Spiteful Sap Tincture if a Charm could make it.

Mine is meaningfully distinct from Kimbery's poisons, because it acts more like heavy mental poisoning as a more slow and progressive thing that builds up over time.
IIRC, and if my reading comprehension isn't on the fritz again, the Quicksilver Sap in the book would be considered Szoreny's Quicksilver Heartsap by your charmset, which going just by the cannon books you could only be exposed to by stabbing Szoreny himself and being sprayed with it like that one charm that Szoreny invented entirely by himself with absolutely no input from Kimbery at all, honest. :V
Which vaguely implies that Szoreny realized that Kimbery was better at poison that he was and decided that couldn't stand.

While I have you here I should probably ask if you are still working on or making changes to the Oramus charmset, because the Mythos Exultant looks like it could be used as a version of craftsman needs no tools with no mote cost by a sufficiently crafty and literal minded player.
 
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