Adamant Circle (Third Circle)
ABJURATION OF THE MAIDENS
Cost: 40m + 1lhl
Target: Area (Essence) miles in diameter
Creation's sky holds 25 constellations of special
import: five sets of five, each set in the domain of one
of the Maidens of Fate. The sorcerer takes five hours to
mark each constellation's sigil in an enormous circle
upon the Earth, one with a diameter that stretches a
number of miles equal to his Essence. The sorcerer
then may call upon the power of all Five Maidens to
defend that place. A small, central circle holds the
Unspoken Word, a glyph every thinking creature
understands but none may speak.
Once this spell has been invoked, the 25 great
signs—above and below—begin to glow, though the
constellations' gleam is seen only within the spell's
area. The caster cuts her hand and pours her blood
upon the central sign. Strands of her blood become
light as they fall from her fingers, as matching radiance
shoots into the sky from the 25 signs and surrounds the
warded area's boundary with an iridescent fl are.
For five days, neither Charms nor sorcery may pass
the circle's boundary. Powers that create an area of
effect may be used outside it even if their area would
normally extend into the protected space, but the magic
fails at the barrier and within. Hearthstones and their
effects, the magical materials and the abilities of spirits
with a higher Essence than the sorcerer are all unaffected
by Abjuration of the Maidens, but no Essence
wielder may use any other magic within its bounds.
Only a sorcerer whose Essence surpasses the caster's
may destroy this spell with Adamant Countermagic,
and that only while standing upon the central rune.
The spell may be renewed for another fi ve days at any
time, for the same Essence cost.
ATROCIOUS FIRE TRANSFORMATION
Cost: 35m
Target: Body of water
In the uttermost South, lakes and rivers of fi re
fl ow like water. The sorcerer copies the Essence of the
South's liquid fi re and casts it into a body of water—and
10-yard-high scarlet fl ames sweep over its surface. The
resultant burning water fl ows and eddies, just as normal
water does, but it also ignites everything it touches that
could conceivably burn. Everything caught in the fl ames
is destroyed, except enchanted objects or those made
from the magical materials. The fl aming water deals
environmental damage (6A/action, Trauma 5).
The burning water cannot be quenched. Other
water that comes in contact with it will be vaporized.
If the added water is a truly enormous quantity—if, for
example, a transformed fi re-river fl ows into a lake of
normal water—then the water will heat, but not boil,
with the burning water fl oating on top of it.
Atrocious Fire Transformation lasts a number of
hours equal to the sorcerer's Essence, and the caster
herself is immune to the fl ames. This spell works on
any body of water, even that created or enhanced with
magic. The fl ames extend one mile outward from the
caster. On still waters the effect is static; on a river, the
fl aming water fl ows downstream, and new fl ames continually
appear at the point of casting. A medium-sized
river—for these purposes, any river that does not appear
on the map printed on the Exalted endpapers—can
be covered in fl ames from bank to bank.
For the duration of this spell, elementals associated
with the transformed body of water become
fi re elementals. All their traits remain the same, but
their Charms become fi re-based and their attitudes,
appearances and emotions fl uctuate violently, at the
Storyteller's discretion.
BENEDICTION OF ARCHGENESIS
Cost: 40m
Target: Area
Within herself, a Solar Circle sorcerer holds a living
power to compare with the fury of a tsunami, the
force of an earthquake—or the still, quiet resilience of
an ancient forest. As she chooses to give herself to the
land around her, the Solar grants it all the bounty and
vitality of her own Exalted Essence. Whether a stinking,
rotting swamp or a barren, rocky plateau, any land may
be remade, lush and arable. The benediction covers up
to (Essence x 100) square miles of consistent terrain—all
desert, all mesa, all marshland or the like.
At sunset on the new moon of Ascending Water,
the character begins casting Benediction of Archgenesis
from the geomantic center of the domain she wishes to
revitalize. Shaping this spell is a dramatic action that lasts
until sunrise. The sorcerer cuts her bare feet so that her
blood falls upon the ground. From then on, she walks in
an expanding spiral, pouring her life into the earth drop
by drop, sacrifi cing fi ve levels of aggravated damage. At
sunrise, clouds gather overhead and release a soft, warm
rain to wash the sorcerer's blood into the land.
The effects of the benediction become apparent to
the naked eye just after the rain stops. Any snow or ice
on the ground has melted completely, and for a few days
thereafter, any fl owering plants already in the region will
bloom. By Resplendent Earth, all the plants throughout
the region grow larger and healthier. Animals come
to nest and play. By summer, the place is transformed.
Desert becomes soil; bogs drain. The Blessed Isle never
saw such lush growth. The weather is more temperate,
the days blessed only by the briefest of showers. Both
local animals and people bear unprecedented numbers
of healthy offspring. This effect reduces the diffi culty of
all Survival rolls in the region by one and increases the
typical Compassion of extras from that region by one
dot. Transforming wasteland into land where people and
wholesome creatures can easily live is a Shaping effect.
Only Adamant Countermagic can disrupt the new
environmental harmony if someone uses it for that purpose
within the fi rst year. Otherwise, the place remains a lush
and fertile land. Although the region's initial, supernatural
fecundity will not continue after the fi rst year, the blessed
region will remain arable forever, with proper care.
Gaia's gifts have limits, though. Using Benediction
of Archgenesis on land that can already be
farmed gives one year of frenzied, hyper-normal fertility—
followed by 10 years of deadly famine from the
exhausted earth.
CLEANSING SOLAR FLAMES
Cost: 50m + 10m per 50 square miles beyond the fi rst
Target: Touched shadowland
This spell must be cast during the day at the geomantic
center of a shadowland—that place through
which all its Essence fl ows are poisoned. As the sorcerer
casts Cleansing Solar Flames from that point, sunlight
pierces the shadowland's miasma, shining warmly
upon the caster and collecting in growing clouds
until a thunderhead of light rises above her, visible
for miles. And then, the sorcerer lifts her head in a
piercing cry as the sun-cloud impales her with a bolt
of golden lightning that passes through her into the
ground and explodes outward in a glittering wave. The
solar lightning holds the sorcerer for 10 minutes per 50
miles of shadowland she converts. When she is done,
the sun-cloud dissipates, and normal sunlight shines
over land that is now severed from the Underworld
and fully part of Creation once more.
If the sorcerer is moved or her attention wavers at
any time during the cleansing, then this entire spell
fails. Black storm winds of deathly Essence rip across
the sky and scatter the sun-cloud in a terrifying (though
harmless) backlash.