Green Flame Rising (Exalted vs Dresden Files)

At two dots, Enchanting or Alchemy would be best. At one dot, Healing would be best, as it has an accelerated rest ritual that allows us to condense eight hours of sleep into minutes.
 
At two dots, Enchanting or Alchemy would be best. At one dot, Healing would be best, as it has an accelerated rest ritual that allows us to condense eight hours of sleep into minutes.
We should be aiming for 2 dots of alchemy, for the near industrial scale potion making. We won't be limited to foregoing sleep ourselves, but could also get Lydia more AP. She should be able to earn XP on her own, if nothing else.
 
We should be aiming for 2 dots of alchemy, for the near industrial scale potion making. We won't be limited to foregoing sleep ourselves, but could also get Lydia more AP. She should be able to earn XP on her own, if nothing else.
For now, we probably shouldn't expect Lydia to meekly start chugging New Fun Drugs energy drinks that Molly cooked up in her garage with the power of hellfire.
 
Also note that there are 0 related charms for healing other people without drawbacks in the native Infernal toolkit, or really even in Ancient Sorcery, but there are Infernal charms to do basically everything else in that list, if not necessarily as well. There's a charm to access the Exalted crafting system, after all.

Just as a point to think about.
 
It is if you are using Mana, Molly is not so it would be Essence control which Bob really cannot teach, plus mechanically the path is not available to Exalts in the splat from what I recall
Thonk.jpg

...Is Essence Control something we can develop as a discrete magical discipline? Patterned off Mana Control in terms of general purpose and utility?
Why there isnt mana control? I'm pretty sure its the basics of basics
Not necessary, there are traditions entirely without it. It really strengthens the sorcs that do have it, though.
 
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[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
 
Thonk.jpg

...Is Essence Control something we can develop as a discrete magical discipline? Patterned off Mana Control in terms of general purpose and utility?

Not necessary, there are traditions entirely without it. It really strengthens the sorcs that do have it, though.

Yes, but I am not sure if it would be worth it since you already have a better way to spend Essence to make successes, excellencies, so that cuts off a lot of the potential early gains.
 
Yes, but I am not sure if it would be worth it since you already have a better way to spend Essence to make successes, excellencies, so that cuts off a lot of the potential early gains.
Stockpiling [mana? Or essence I guess] in items, using path effects to mask the infernal in our aura, spells and anything we produce, producing persistent -1 difficulty effects, IIRC at higher dots some metamagic stuff is allowed, and at uttermost expression, rapid energy regeneration.

It is a useful path, regardless of the resource it runs on. If anything, higher dots only gets stronger if we work on essence instead of mana.
 
[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori

Reading through the link I think this is the way to go. Enchantment doesn't seem to be general purpose enchantment. It is focused on making fetishes, and those are basically spells in a jar. Alchemy is actually more suited to our crafting focus because at alchemy 3 we can start making magic metals and other materials with unnatural properties.

That seems to be the point we can start to talk about making diamonds with the ductility of steel we can hammer into scalemail and swords made of obsidian metal that sharpens to an atomic edge.
 
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[X] Enchantment, as skilled as you may be in mundane crafting you will eventually strike the limits of what matter alone can provide so why not learn the weaving of spirit into substance?
 
A Big difference between essanse and mana is that mana seems to have to care about the laws of physics. Conservation of energy and the like.

Essanse doesn't even need to pretend to care about the laws of physics. It costs Molly exactly the same amount of essanse for Molly to make a diamond as to cut a piece of wood and don't get me started on perfect defenses.

Actually people that are familiar with the mana should turn white on hearing that Molly can make artificial diamond furnaces using just her own internal power. Because that is enough raw power energywise that it should make a fairy queen balk.

[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
 
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[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
 
So.....what can we do with those options?
For normal spells, dots of paths do not represent discrete abilities, but broad spectrums of capabilities. As long as it looks vaguely consistent with the path and other effects it offers, most things are typically allowed. GM is the final arbiter, though.

A lot of paths that seems to be lacking can be made useful with some imagination.

At every dot of paths, new rituals become available. IIRC, you get one freebie ritual at every new dot of a path, but otherwise they cost a minor amount of XP. These are discrete abilities that typically take a long time to cast, but they are generally capable of effects "on the go" sorcery is incapable of, both numerically and qualitatively.

In simpler terms, Rituals work at +1.5 Dots average of strength compared to "normal" spells. That is a lot, given that Dot strength increase is not linear.

There are "ritual only" paths, but you do not pay more xp for these; that merely represents that casting time is always slow asf. In return, they are typically either more versatile or potent than other paths. Alchemy and Enchanting can replicate most other paths to some extent, but involve crafting time. Weather Manipulation can reliably destroy cities at 4 dots or so. Stuff like that.

If you roll a gross amount of sux, typically double what you needed otherwise, your spells and rituals get stronger. Infernals who are theoretically capable of hitting 30+ sux on a roll, theoretically can use this mechanic at the point where mortal sorcs cap out. What sorceries with 7-8 dots of effective power look like is anyone's guess.

Anyway
Focus on potions and preparation of high-quality materials. Potion to run twice as fast? Two dots. Super-metal for weapons and armors? Three dots. Life extension? Four dots. Various "+dots of [Attributes]" effects are available at all levels. Side effects are typically mild.
Focus on persistent artifacts and gadgets. Sword of +1 Damage? Mail of +1 armor? One dot. At two dots, you can add +2. Higher level artifacts often require upkeep, but are correspondingly stronger: shoes that double speed permanently as long as [condition] is true is three dots. Sword that deals aggravated damage to [Splat X] is three dots. Increasing attributes? Enchantment isn't good at it, but at four dots it can do it. At five dots, some really strong stuff can be done, but upkeep and side-effect get more and more troublesome. Pouch of infinite money, as long as you only take 5 dollars per day out of it is 5 dots. Gun that deals 12 dice of damage to [Splat X] is 5 dots.
Anything imaginable to do with dreams. Healing Rosie is two-three dots with AP spending, Four without. Messaging people through dreams is four dots. Physically entering dreams is six dots, and allows for incredibly whacky stuff, like taking things and people out of dreams. The path is heavily tilted toward high-dots effects, and we'd need to work with DP to actually make lower dots useful.
[] Shadowcasting, you already have an affinity for shadows, drawn as it might be from a fell place, being able to invoke the dark more readily would be of use in battle and out of it
Each dot of shadowcasting provides additional +1 dice to sneaking. That's pretty much terrestrial excellency-grade goodness, very good. Otherwise, increasing difficulty adjustments to enemies that fail the willpower roll, and physical solid shadows at higher dots. Not super useful outside of sneak buffs, tbh.
Vaunted "sleep is for the weak" is one dot ritual. Otherwise... Revised's healing system is a bit of a mess, to be entirely honest. Paths of Power Healing is a lot more internally consistent. Still, to sum it up; instant healing of serious injuries is very difficult. Healing bashing damage instantly is 3 dots, Lethal is 6 which is bullshit because ressurecting people is 6 dots. Over long-term time periods, genetic defects and serious illnesses are 4-5 dots. "You don't recover instantly, but heal X times faster than usual" effects are available at all dots. Healing aggravated is impossible, which is bullshit because reviving people from death is possible.

Healing from Paths of Power makes a lot more sense. I should write down its mechanics down at some point, maybe DP would allow us to use it instead.
Summon thinking beings. Revised's summoning... Apparently doesn't teleport things, only compels them to come to you under their own power? IDK how that would work. Higher-dots creatures could teleport themselves, of course...

Anyway, at 1-3 you summon critters and mundane humans, at 4-5 you summon supernatural stuff, at 6 you summons gods.
Ask questions, receive answers. At one dot, you can ask about only about things in near vicinity, that happened recently, and recieve vague asf answers. At six dots, you know everything about anything at wish, as long as it isn't specifically shielded.
...
Yeah, DP wanted to nerf this path, IIRC.
There is some stuff that is very good, but isn't mentioned in DP's list. Fortune was widely considered as one of the most useful paths, for example. Shame that Shapeshifting is not available; Molly would've had a lot of fun with ability to change her appearance at will. One dot is sufficient for most cosmetic changes. Time manipulation paths are kind of busted. Illusion has a lot of utility. Mana Manipulation, if it could be made to work for Essence could multiplicatively increase our effective essence pool. And so on.

Enchantment doesn't seem to be general purpose enchantment. It is focused on making fetishes, and those are basically spells in a jar.
Descriptions on WoDwiki are deceptive, this allows +1 swords to be crafted just fine. Although spells in a jar is also possible. Explicit "awaken spirit of an item to get it to become magical" path exists in MtA's version of sorcerer's book, though.
 
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For now, we probably shouldn't expect Lydia to meekly start chugging New Fun Drugs energy drinks that Molly cooked up in her garage with the power of hellfire.
This is how "need only one hour of sleep" potion making ritual engine should be portrayed (but with more profane iconography and Old Realm Languages, and possibly an invocation of Divine Ignition or Isidoros or two in there). I'll accept no substitutes.

A Big difference between essanse and mana is that mana seems to have to care about the laws of physics. Conservation of energy and the like.

Essanse doesn't even need to pretend to care about the laws of physics. It costs Molly exactly the same amount of essanse for Molly to make a diamond as to cut a piece of wood and don't get me started on perfect defenses.

Actually people that are familiar with the mana should turn white on hearing that Molly can make artificial diamond furnaces using just her own internal power. Because that is enough raw power energywise that it should make a fairy queen balk.

[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
Magic is an additional set of laws adjacent to normal physics. Mana manipulation extends the situation beyond what is normally considered by mundane scientists.

Essence is the raw building blocks of reality, Stuff from which stuff that makes up superstrings is made. To manipulate essence is not to twist reality. It is to define it.

Also, canon example alchemical recipes and enchantments from various sources, up to 2 dots of each path. Which ones @DragonParadox will allow is a question:
• A powder that, when mixed with alcohol, induces slumber almost immediately. The target must roll Stamina (difficulty 8) or spend a point of Willpower to stay conscious; he must remake this attempt (at a -1 to Difficulty each time) every round until he succumbs or the drug no longer has a chance of success. Unconsciousness lasts for (10 - Stamina) hours, during which they cannot be roused. Vampires are almost immune to this drug (+2 to Stamina, add Fortitude, and effects, if they succumb, last 10 - (Stamina + Fortitude) minutes), but werewolves in their "normal" form (Homid or Lupus) are susceptible (+2 to the roll).
• A pill that removes all side effects from a minor cold or flu for 24 hours when taken and reduces the recovery time for the illness to one half.
•• A form of prophecy-bearing super-LSD. When ingested, the user will be able to see things that were not previously obvious to him or will be granted a vision of the future. These messages will always be cloaked in symbolism and analogy, but will be correct... to the limits of the user's understanding.
•• A potion that doubles the user's running speed for one scene. After using this potion, the user must make a Stamina check (difficulty 6) or be totally out of breath and shaky (-2 on all physical die rolls) for the next hour.
• A liquid that, when imbibed, removes minor Health Level penalties (through Injured) until the individual is wounded again or heals.
• A powder that, when combined with an alcoholic beverage, immediately recovers them from the effects of alcohol, both intoxication and hangovers alike.
• A mirrored material that cannot be chipped or smashed.
• An incredibly strong super glue, more potent than even the strongest commercial epoxies.
• A potent poison (one with a Toxin Rating of 7)
•• A liquid that allows the drinker to go for an entire week with only one hour's sleep per night.
•• A powder that grants a vision to whomever consumes it; this vision is always clothed in symbolic language, and may either portend future events or show previously unknown aspects of a current situation.
•• Metal that can be crafted into a blade with an ultra-keen edge, one that never needs to be re-sharpened.
•• An adrenaline-boosting "energy drink" that improves the user's Strength by one (to a maximum of five) for a scene. After it wears off, the imbiber takes 1 bashing damage from the exertion of their body.
•• Eyedrops that, when utilized by someone lacking the Awareness talent, grants them 1 dot of it, which is experienced as strange visual hallucinations.
• Cure for the Common Cold: a pill that negates the symptoms of the common cold or flu for 24 hours. Additionally, it reduces recovery time from the illness by half.
• Dionysus's Forgiveness: This foul-tasting concoction purges alcohol from the drinker's system, curing either inebriation or hangover
• Inebriated Sleep: a powder that can be mixed into alcohol to induce sleep in whoever drinks it. When imbibed, the consumer must roll Stamina (difficulty 8), spend a point of Willpower, or else fall asleep. Each roll is made at a cumulative -1 difficulty, as the drug loses potency. This sleep will last for 10-Stamina hours. If used on a Vampire, they roll Stamina + Fortitude + 2 dice against it, rendering them mostly immune.
• Painkiller: a drink that will reduce dice pool penalties from injury by one level
• Speed-Healing: a "potion" that halves healing time for bashing and lethal damage.
• Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.
•• 160-Hour Energy Drink: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
•• Enhance Ability: an elixir that can enhance a specific ability in a person who drinks it. The drinker gains a specialty in that ability for the duration (or +2 dice when it is relevant if they already have one) for one hour per success on the creation.
•• Eternal Blade: a blade, whether knife, dagger or sword, that never needs to be sharpened.
•• Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
•• Liquid Insight: A derivative of LSD, the user can see connections they otherwise couldn't and perhaps even a minor vision of the future or past. These connections and visions will be symbolic and work through analogy, but if properly deciphered they will be correct.
•• Ointment of Maedb: When rubbed into the eyes, this salve allows the subject to see supernatural beings. It only reveals that they are supernatural, not their nature.
•• Polymorph: a potion that allows the drinker to take on a different form, restricted to simple changes within a human framework, and they cannot perfectly duplicate another person.
•• Speed: Though it shares a name with a common drug, Speed is not chemically related to it. It is much safer, and just allows the user to run twice as fast for the duration of one scene. However, this is still exhausting, and after the scene, the user makes a Stamina check (difficulty 6) or else suffer -2 on all physical die rolls due to exhaustion for the next hour.
• Minor items that have a very limited utility and very limited effects that will never be seen as magical by any who don't know what to look for. They might add one (or, less frequently, two) dots to an Attribute or Ability, grant a bonus to an attack or skill (never more than a +1) or some other boon.
— An army surplus jacket that adds two dots to Arcane whenever the character is in a crowd.
— A custom made handgun that subtracts 1 from the difficulty of all aimed shots made with the weapon (or, alternatively, subtracts 1 from the difficulty of all wild shots made with it).
— A small stuffed animal that brings restful sleep, no matter the recipient's state of mind or state of intoxication; anyone sleeping in the same bed as the toy will sleep like a baby.
— A small medallion with a chrysoprase in the middle of it, carved in the shape of a hawk's eye, carried on a fine silver chain. Once a day, when rubbed, it will give the wearer the vision of a hawk for the space of one scene. (This adds 2 dice to Perception, for purposes of seeing things at long distance or noticing movement).
•• A more powerful version of a T alisman that could be previously made (adding +2 to an Ability or Attribute or +2 to some task), or a Talisman capable of changing reality in some subtle but more noticeable or magical fashion.
— A liquor flask that, when carried in a breast pocket, will unerringly attract the first bullet that would hit the carrier to itself. This provides three dice of lethal soak. After', the flask is useless. (Apparently this Enchantment was very popular with Allied sorcerers during World War II).
— A handful of bullets (1 per success rolled on the Enchantment) that do an additional 2 dice of damage to whatever they hit.
— A silver ankle bracelet, with many hanging baubles, that gives the wearer an additional two levels in Dancing whenever it is worn, if it is plainly visible.
• A silver toe ring which protects its wearer from incoming projectiles if she is barefooted at the time (granting +2 dots of Dodge vs. projectiles only).
• A colored candle that grants the user some onetime favor after it's burned (two points of Resources, Arcane, Allies, or Influence, depending on the color; each color is a different ritual). The granted Background works once to provide that favor, and then fades.
• A handful of grave dust that helps the user sleep soundly, but wakes them immediately if they're approached with hostile intent.
• An oak picture frame that preserves any painting or document placed within it for as long as the frame remains intact. Both frame and contents must be sealed with almond oil and sprinkled with pure water whenever it's switched out.
• Small stones that improve the psychic abilities of the wielder, reducing the difficulties of Psychic Numina by 1.
• Small stones that inhibit external psychic abilities, raising the difficulty of Psychic Numina aimed at the wielder by 1.
• An oak box that protects a single, specific item inside it from thievery (increasing the difficulties of any action taken to retrieve it by 2). The magic is good until the item is removed from the box. Both the box and item must be treated with willow smoke each time it's closed.
• A piece of amber jewelry that fends off magic, granting the wearer one die to any roll made to resist magical effects (such as Sorcery, Spheres, Thaumaturgy, and Cantrips, among other possibilities). It will last for a number of months equal to the creator's successes before needing to be re-made.
• An auto-targeting scope/laser that needs to be specifically tailored to a gun it's made for, which causes an automatic 1 dice bonus for "aiming" if the scope/laser can be looked through or seen, even clumsily, but doesn't increase the maximum bonus aiming can provide, although does work as a normal scope.
• A set of special tools that grant +1 die or -1 difficulty to appropriate Crafts rolls.
• A pair of glasses that will improve the sight of even the most sharp-eyed individual, granting them +2 dice to any sight-based Alertness rolls. These glasses need to be cleaned with a specially prepared mixture of rubbing alcohol each night after they're worn, or they lose their magic.
•• An iron nail that enables the user to cause someone to painfully stub their toe. The nail must be driven into a footprint left by the target.
•• A golden charm that alerts the wearer when the talisman maker (or some other single party) is in danger. The charm must be sprinkled with wine each time it is used, and works once for each enchanting success.
•• A rowan ring that partially negates fae magic aimed at the caster, increasing the difficulty of any such effect by two. It works for one incident per success.
•• A black cloak that makes the wearer almost invisible in darkness or shadows, granting three dice of Stealth to the wearer when traveling in dim light. Of course, wearing a cloak in public might draw attention to you anyway.
•• An experimental firearm that subtracts one from the difficulty of shots made with it and adds one more die of damage, but that will backfire incredibly badly should the wielder ever botch, injuring them or perhaps destroying the weapon entirely.
•• A highly modified UV light that can reveal even distant traces of someone's passing, granting two dice to any rolls made to track someone, and sets the maximum difficulty of such tracking to 9 (preventing "impossible" trails).
•• A high-tech ocular targeting piece, attached to both the eye of the user (akin to a contact lens) and a ranged weapon, removing the penalties of targeted shots with it entirely.
•• A magically enhanced focus that adds one die to the casting of Sorcerous spells or two to Sorcerous rituals utilizing it.
• Boring Coat: This army surplus jacket grants two additional points of Arcane (up to a maximum of 5) when worn in a crowd
• Dead-Aim Gun: A handgun that reduces the difficulty of all aimed shots by 1
• Hawkeye Medallion: A medallion with a chrysoprase serving as the eye of a hawk's head. It grants 2 dice to Perception for long-distance sight and detecting movement when rubbed. This power works once a day.
• Preserving Frame: A oak frame that will perfectly preserve whatever document or painting is placed in it. It must be sealed with almond oil and sprinkled with pure water to work, but then it will work until the frame is broken.
• Sleep's Protector: A small stuffed animal that guarantees that anyone who sleeps with it gets a full night of restful sleep, no matter what state of mind or intoxication they are in
•• Banality Ring: A rowan ring that, once per success on enchantment, negates any fae cantrip targeting the wearer, giving them an effective Banality of 10.
•• Bulletproof Flask: A liquor flask that provides three dice of soak against one source of Lethal damage. It works by sitting in the user's breast pocket and drawing a bullet or other weapon to it. It can only be used once.
•• Dancer's Bangle: A silver anklet with charms hanging from it that grants two extra dice on all Dancing rolls.
•• Danger Sense: A small golden charm that warns when some (specific) person is in danger. It must be sprinkled with wine to reset it for another use and it will work once per success rolled to create it.
•• Ghost Hands: Gloves that allow the wearer to interact with the Underworld directly without having to enter it.
•• Hyperbullets: Bullets that go so fast that they do an additional two dice of damage. One is created per success on the Enchantment roll.
•• Toe Nail: An iron nail that, when driven into someone's footprint, causes them to painfully stub their toe.

Alchemy has health potions, "don't need to sleep but for an hour a day" potion, polymorph, and, on a lighter note, a cure for the common cold for our siblings.
 
[X] Enchantment, as skilled as you may be in mundane crafting you will eventually strike the limits of what matter alone can provide so why not learn the weaving of spirit into substance?
 
A Big difference between essanse and mana is that mana seems to have to care about the laws of physics. Conservation of energy and the like.

Essanse doesn't even need to pretend to care about the laws of physics. It costs Molly exactly the same amount of essanse for Molly to make a diamond as to cut a piece of wood and don't get me started on perfect defenses.

Actually people that are familiar with the mana should turn white on hearing that Molly can make artificial diamond furnaces using just her own internal power. Because that is enough raw power energywise that it should make a fairy queen balk.

[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
Essence does seem to be more fundamental in a lot of ways, but it's worth remembering 'regular' magic is also bullshit and in a lot of ways acts more like it's humoring physics then following it.

It looks lower energy and more reasonably constrained, until you realize that Harry can dip into the cast off energy of people's emotions to make a beam of fire and force the size of his torso to hurl a werewolf out of one building and half way into another.

Physical energy is really the wrong way to think about this stuff, unless you're a scrub or mortal.
 
[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
 
Does Harry know anything from the path of fortune? I vaguely recall a short story that had him getting confronted by some wannabes after clearing up some bad luck they'd just barely managed to wish on some old woman he knew (I think it's somewhere in Side Jobs). So he can at least minimally interact with it.

No that'd I'd expect him to be good at it didn't that sort of thing doesn't show up in the books, but if he's got a enough to get us started with Bob it'd be worth considering.
 
[X] Alchemy, you already have a start on it of a sort thanks to the unwilling donations of Rhys and the Fomori
 
[X] Enchantment, as skilled as you may be in mundane crafting you will eventually strike the limits of what matter alone can provide so why not learn the weaving of spirit into substance?

It can do basically everything alchemy can do but better since it permanent.
 
[X] Summoning, warding and binding, selling this one to Harry will probably be the hardest...but if you can though. You remember all too well the fear and awe saw reflected in the gaze of the Pathfinder 'nurse' and of vampires subtle and overt, a useful thing in negotiating even with dark spirits more powerful than your electronic friends (Requires additional Persuasion rolls)

Specifically so we can summon devils of the Wicked City to get them to teach their techno-magical enchantments and alchemy as it synergises vastly better with Molly's Wicked City crafting charm.

We should be aiming for 2 dots of alchemy, for the near industrial scale potion making. We won't be limited to foregoing sleep ourselves, but could also get Lydia more AP. She should be able to earn XP on her own, if nothing else.

Remember that by default the products of alchemy last one day before going off. Industrial scale production is impossible because distribution is impossible.
 
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