@rogthnor for Wisdom of the Spheres you need to tighten up the wording to make it clear that other characters can benefit from the reduced training times. Also, I think this should follow Sanity-Shattering instruction, and maybe only affect people targeted by that charm. As it stands it's both much better than it and two essence lower than it.
Bachial Oracle feels like it should be Cecelyne/Oramus heresy since she's more focused on working with large groups of people. Most of Oramus charms that involve large groups of people require them to be mad or drives them mad as part of the cost. I think it might work as a charm that turns Mad groups of people into perfect workcrews that carry out dream carried instructions to build/maintain things. I'm thinking of Glory in Buffy the Vampire Slayer getting all the crazy people in town to build her a tower.
So first off all, thank you so much for the feedback!
Secondly, could you go into your thoughts on why Wisdom of the Spheres is stronger than Sanity Shattering Instructions? I meant for it to be slightly weaker on the whole, slower to take effect (in return for taking less active effort on the Infernal's part) and an aide go allies and enemies alike
Lastly, as to the "Oramus is meant to be individual social as opposed to Cecelyne's mass social" you're absolutely right, but I don't like that so these charms are part of a sort of Informal expansion meant to let my character do mass Oramus play
This is just like, a personally design Aesthetic of mine, but I really like the idea that each Yozi charm should have a way of sort of "terraforming" a society into a specific setting.
Like, one of the core themes of the Infernal Charmsets is that Aesthetically, their powers make them look and act like villains. Malfeas By Rage Recast and Devil-Tyrant Shintai are designed so that fighting a Malfean Infernal is like fighting a 3 stage JRPG boss for instance (or Frieza). As part of that, I think each Yozi should have charms designed to warp the local area to match their aesthetics. When the an Infernal "takes over" (and this can mean anything from a Malfean Infernal conquering a kingdom to a metagonian one deciding to sit alone in a swamp) it should warp the setting so that the Brave Solar can rail against how the evil Infernal has warped and corrupted the world.
Like to me, the best charm earthscorpion ever made was Callused City Growth because it was just so elegant. In a single charm they were able to give Malfeas exactly the sort of setting warping terraforming I am talking about. Callused city growth, combined with fealty acknowledging audience and by rage Recast (charms any Malfean Infernal who wants to be a leader should have) means that a malfean leader is incentivized towards creating vast, sprawling demon cities, urban hellscape populated by monsters and ruled by fear.
In this case, both these charms are meant to be my Oramus organizational charms, meant to pair with the existing dream charms (which really are quite powerful mass social charms already anyway) in order to actualize how in many cosmic horror stories the coming of the horror is presided by strange dreams which drive people mad, while also acting as a muse to artists and scientists.
The intended use is that the Infernal wanders into town, and everyone starts recieving strange dreams and nobody knows where they came from, but there is such knowledge in those dreams (Inescable Visions + Knowledge of the Spheres) and the arts and sciences flourish! The whole city is taken with this strange fervour, this fascination for the dreams which have given them so much, and many start to worship these dreams but such strangeness is easily forgiven for it is only natural to be curious about a mystery like the dreams represent and do the dreams not deserve worship for all they have given the city? And then, of those who worship these dreams, they have their prayers answered, and the greatest of them are given great gifts and can create things normally the purview of lesser spirits or gods! What matters their madness in the face of such greatness! (Bachanial Muse and Bachanial Oracle) Soon the whole city has turned to the worship of its muse, and great works and wonders are created, many of which exist only in the minds of the mad, but are as real to them as the air we breath (planned charm for the ability to craft great things but they only effect the mad). The city had become a place both great and terrible, full of gibbering madmen who's thoughts have been spun off into creations only they can see, who walk across invisible bridges and live off of imaginary food. Paranoid and distrustful of outsiders, violent and cruel but oh so great
So basically it makes Yharnam