I've been in favor for a long time of having high-essence effects being upgrades to existing charms, with maybe a couple of potent but thematically appropriate AND limited-utility custom charms.

Heck, I'm rather partial to charm upgrades in general, either repurchases or as Essence goes up, simply because I don't like there being entries on a charm sheet that get dusty and are never really used any more.
 
Does action economy not apply in exalted? Because "10 combatants with relevant stat numbers" seems like quite a lot.
 
Does action economy not apply in exalted? Because "10 combatants with relevant stat numbers" seems like quite a lot.


Turn them into a Size 1 battle group ;)

Or just abstract the devastation caused by the tentacles that do not directly attack PCs.

If this is all still regarding Magma Kraken, it doesn't really behave like 10 combatants.

...If the kraken uses multiple tentacles to attack, it makes a single attack roll and divides the successes among all targets to determine who is hit, before rolling damage separately for each.
 
Though at this point for myself I'm more interested in adapting charms and spells to function in a fic than mechanical applications in a game. I was originally going to write it pretty close to the rules in the books, but it came off largely clunky.
 
When it comes to using Celestial Circle Sorcery for combat, Demon of the Second Circle is still the best, assuming you can afford to keep a bound second circle demon or three hanging around, which may not always be the case. It's also remarkably safe, assuming you've maxed Int+Occult+Specialty and spend willpower on the binding roll, which gives only a .6% chance to fail to bind Octavian. Why, it's almost safe enough that a sorcerer might be tempted to summon him without taking any extra precautions...

If you want something to do in combat, spending 2-3 actions casting Magma Kraken is a reasonable opening. It provides potent attacks, battlefield control, larger onslaught penalties, and really nasty grapples. Just don't expect it to actually kill a high level combatant outright. You can certainly cast it multiple times, though this quickly becomes really expensive once you exhaust your stores of free excellencies and sorcerous motes. Casting a spell or two and then entering into normal combat seems to be what most sorcerous initiations encourage.
 
Why, it's almost safe enough that a sorcerer might be tempted to summon him without taking any extra precautions...

*note by a Twilight Caste: we call these sorcerers dead idiots*

Honestly, if you want to use Sorcery in combat without summoning taken into account, it seems to me like Wood Dragon's Claw or Incomparable Body Arsenal as Control spells are probably your best options once you've gone down their Evocation trees a bit.
 
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I am working on a set of sort-of-pseudo-martial arts charmsets that gives non-Enlightened with awakened essence a bonus on actions, like one based in lore giving knowlege related boosts rather than combat ones.

rather than favored weapons there would be favored specialties.
ie: the enlightened welder style. Favored specialties: diferent types of metalwork. Then the charms would be things like a surprise negator for attacks that would blind you, a form type charm that reduces time needed for a metalwork project, and a pseudo-excellency that lets you double specialty dice for a roll (at a cost of one or two motes per extra die, perhaps? Still useful for Enlightened because they don't count towards charm dice caps?)
 
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Here's a Pyromaniac Combat Sorcerer:
Intelligence 5, Occult 5.
Performance 5, at least Charisma 3. Take the "Burnt Offerings" shaping ritual from "Pact with an Ifrit Lord".
Take Resources 3 or 4, as well as the "Suzerain of the Endless Flame" and "The Burning Name" merits.
Learn Flight of the Brilliant Raptor, though there is no need to learn it as a control spell.

Whenever needed, you make a Resources 2 burnt offering, rolling 8 dice against difficulty 3. Without an excellency that's only succesful on average, with a full Excellency you can easily gain 4 net successes and thus expect 5 sorcerous motes from that.
In combat, you use "The Burning Name" to attack by summoning flames from your eyes, limbs or mouth. That's a short range mundane thrown weapon, using (Intelligence + Occult) for attacking.

If you want to finish off a dangerous enemy, you use Flight of the Brilliant Raptor. You need 12 motes (thanks to Suzerain of the Endless Flame) and probably start out with 5. Using a full occult excellency for your shaping rolls, that's very likely doable in a single round.
The attack roll is (Perception + Occult), so you want decent Perception and will probably use an Excellency on it. Effectively this is a long-range attack that adds your Willpower to your Raw Decisive damage.
It also leaves behind a bonfire, so the enemy likely has to make a difficulty 5 (stamina + resistance) roll at least once or take 4L damage.

Investment at character creation:
6 skill points, 4 bonus points, 6 attribute points (in 2 different categories), 7 merit points, 1+ charms (Terrestrial Circle Sorcery + other spells).

If you instead want more control over fire (and less collateral damage), you can take the shaping ritual where you draw motes from flames. This will most likely increase your casting time for Flight of the Brilliant Raptor to two rounds until you have higher Essence, but it also allows you to neatly extinguish most fires toe fuel your spells.

Other useful charms for this are Ancient Tongue Understanding (just as a prerequisite, later you can use it for free bonus successes on occult/shape sorcery rolls) and Supernal Control Method for one free Occult Excellency per scene.
Masterful Performance Exercise is a nice basic charm, its one automatic success effectively equals one more sorcerous mote per combat.
Ask your GM whether your flame attack (which curiously enough doesn't have the Flame-tag) can be enhanced by thrown charms. RAW supplemental charms don't apply if you don't use their ability, so sadly that's not the case without GM-permission.
 
Would you rather they have called it "Invoking the Ebon incandescence of soul cessation"?
Yes.

If I'm invoking the dread power of the Circle of Adamant, mystic might that has been absent from the eyes of Creation since the End of the First Age, I'd like it to have something with a touch more dignity to it than something called "Death Ray."
Yeah gotta agree. If you have a detailed, interesting, compelling world of the dead, with evocative names, then your death beam spell should reference that.
- Spear of Oblivion
- Ebon Arrow of Ending
- Labyrinth Serpent Soul Fang

Even the not-serious overwrought thing @Matsci came up with would be better than a generic sci-fi Death Ray.
 
Yeah gotta agree. If you have a detailed, interesting, compelling world of the dead, with evocative names, then your death beam spell should reference that.
- Spear of Oblivion
- Ebon Arrow of Ending
- Labyrinth Serpent Soul Fang

Even the not-serious overwrought thing @Matsci came up with would be better than a generic sci-fi Death Ray.
I agree, but the spell actually has nothing to do with the Underworld or Oblivion. It's basically a Diablo 3 Wizard's Disintegrate spell.
 
Fylakae, the Panda Dragons
Demon of the First Circle
Progeny of the Avocet Attendant
Named after the same black-and-white bears that inspired the common djalan slur, the panda dragons are far shaggier and more heavily muscled than their namesakes, with a longer snout and only two legs. A fylaka's forelegs are thick and powerful, with long black claws, but at the back their body trails into a long, thick tail, like a white-furred snake. They tend to bind their limbs and tail with hoops of etched metal, as braces and weapons, for the panda dragons are martial artists almost without exception, practicing the katas of Hell in their dreams.

This is a great deal of time to spend practicing, for the fylakae also suffer from chronic narcolepsy, and spend most of their time slumbering, spewing breaths of thick steam from their fanged mouth. They can use this steam to project their senses into the world while they slumber, but this cuts into their training dream-time, and so those who wish to avoid their casually violent attention are still advised to wait for them to fall asleep. A fylaka can wind its way into Creation whenever a spirit bound to guard a place abandons its post - the demon will replace them and curl up to sleep, killing them if they return.
I didn't make that connection, because I recall the ORIGINAL source of Revlid's inspiration, from way back when he told me he intended to write up a demon like this.

EDIT: Sorry, THIS pool.

/pools/4295


So while Po is a panda and the Dragon-Warrior kung fu master, it's Hong Meiling who is all of it -- the dragon, panda, martial artist, AND location-guardian who is often depicted as constantly sleeping on the job. (Only instead of a sleeping nose-bubble, it's steam.)

A demon based more on Po would trade the sleeping and location-guarding for an obsession with food -- both cooking it (one of the reasons they are summoned) and eating it (one of the reasons to be careful when summoning them).
 
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They seriously named the most powerful attack spell Death Ray?

(throws up hands, walks out)
Yeah.

It's actually kind of the point. There are all these fancy spells, all these complex mythic powers with flowery names and elaborate special effects, growing weirder and more intricate as they advance in power (from obsidian butterflies to magma krakens...) and then there is the apex of sorcery's destructive power, its purest expression, which is a ray of pure destructive Essence. That's called Death Ray. And annihilates things.

I like it.

I mean, isn't this the subset of the fanbase that was head over heels when EarthScorpion rewrote Total Annihilation as a straight-up mini-nuke missing only the mushroom cloud, pretty much removing the bare amounts of fluff it had (the name of Ligier) and making it just "at the apex of his sorcerous power, the sorcerer knows how to blow shit up real good without fancy tricks?" How come now you don't like it?
 
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Wood Dragons Claw can easily be cast in combat, taking only 5sm to do so. It essentially gives you a light artifact weapon and two charm-like effects: one that adds damage to a grapple, one that can grant any one tag to the claw.
If it is your control spell, you can add Evocations to your claw - which is great since you can of course not actually loose the claw like you could an artifact weapon.
Stupid optimization shenanigans: A mortal sorcerer is technically capable of learning evocations in this way. I mean, assuming the group is both okay with blatant shenanigans, and willing to homebrew some E1 evocations that don't cost motes, which seems unlikely.

Cantata of Empty Voices doesn't really do enough damage to be that effective in combat (2L/round at most)
Correction: 2L and one temporary willpower a round, which is a big deal; you can't count on stunting willpower recovery in 3e. And mass combat units check to rout every time they take damage. And it expands over the course of a couple dozen rounds to a one-mile radius. It's lousy at one-on-one combat, and not great at five-on-five, but it's far and away the best army-breaker in the book.
 
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Yes.

If I'm invoking the dread power of the Circle of Adamant, mystic might that has been absent from the eyes of Creation since the End of the First Age, I'd like it to have something with a touch more dignity to it than something called "Death Ray."

Yes but I'm certainly not debating the sense of humor of a mad First Age Sorcerer who invented something so destructive in the first place. :p
 
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