Charms (Earth): Craft

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Elemental Aspect: Earth

Shaping Hand Style

Cost: 2m;
Mins: Craft (Ability) 2, Essence 1;
Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Craft Excellency
Source: Manual of Exalted Power: Dragon-Blooded, p. 142 + Errata


This Charm allows an Exalt to enchant their hand to function as any kind of tool—hammer, axe, pick, etc.—while remaining a usable hand.

In addition to its martial utility, this Charm provides a +3 die equipment bonus to Craft rolls that could logically benefit from the emulated tool. This does not count against Charm bonus limits.

For the purposes of Artifact Creation, Shaping Hand Style counts as a Rudimentary Workshop.

Stone-Carving Fingers Form

Cost: 1m per cubic yard;
Mins: Craft (Ability) 3, Essence 2;
Type: Simple (Dramatic Action)
Keywords: Elemental, Shaping
Duration: Instant
Prerequisite Charms: Shaping Hand Style
Source: Manual of Exalted Power: Dragon-Blooded, p. 142 + Errata


Carefully striking certain points on a piece of stone, after a minute of work this Charm allows the Dragon-Blood to strike a final blow, shattering the excess stone that surrounds the object within the stone that the Exalt wishes to bring out. With sufficient skill in Martial Arts, the Terrestrial may use her bare hands with this Charm.

In addition to sculpting rock, the Charm can create anything that can be made with Craft (Earth) by striking the appropriate raw materials, though the character can use any Craft Ability. Each additional purchase adds another element, but he must use the appropriate elemental Craft Ability for everything besides earth. Only non-magical items may be created with this Charm. The only living beings this Charm can modify are non-magical, non-sentient plants.

Perfect Climbing Attitude

Cost: 1m;
Mins: Craft (Ability) 3, Essence 2;
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Stone-Carving Fingers Form
Source: Manual of Exalted Power: Dragon-Blooded, p. 142 + Errata


This Charm allows the Exalt to climb with ease by manipulating a rock surface.

Characters climbing with aid of this Charm do so at twice their normal walking speed. With Essence 3+, the Charm helps scale any surface and can do so without digging into it (the Exalt can't choose to dig into anything magical, such as a manse's walls).

Benediction of Elemental Empowerment

Cost: 30+m, 1wp;
Mins: Craft (Ability) 3, Essence 3;
Type: Simple
Keywords: Elemental, Shaping, Touch
Duration: 5 hours
Prerequisite Charms: Any Craft Excellency
Source: None. [OOC: This Charm replaces the sorcery spell Ritual of Elemental Empowerment, which no longer exists].


This Charm is popular amongst the officers of the Realm Legions, allows a Dragonblood to infuse mundane equipment with elemental energies. While equipment so empowered remains far short of artifice, it allows the Exalt to bolster the mortal units which accompany them into more fitting companions to the Terrestrial Exalted. Supply officers of the Realm Legions use this charm to equip bodyguards and ranger scales, but while known it sees far less use in Lookshy, where such troops are typically equipped with works of artifice.

The Dragonblood gathers up a quantity of mundane objects. These may not be artifacts, made from the magical materials, or already be enchanted (including from sorcery, thaumaturgy, etc). If already subject to the effects of a different variant or activation of this charm, the Dragonblood may choose to replace the old effect with this new activation. The total weight of the objects empowered may not exceed [corresponding elemental Craft + Specialty] x5 pounds, +5 pounds for each additional 5 motes spent to activate the charm. The objects must be surrounded by the element which they shall be imbued with (submerged in salt water, placed on hot coals, raised into a strong wind, placed on moss in a circle of trees, an appropriate elemental assistant, or similar).

When the charm is completed, the mundane objects are permanently enchanted with the appropriate elemental effect amongst the following:

Air: Items blessed with the Lightness of Air have their weight reduced to one-fifth normal. Heavy clothing takes on the weight and softness of silk, armor reduces fatigue penalty by one. Additionally, with the commitment of a mote of Essence or a point of WP, armor reduces its Mobility penalty by one, while weapons add +1 to their Rate.

Earth: Items blessed with the Solidity of Earth become stronger and do not wear out. Cloth is not easily cut or torn, glass becomes nearly unbreakable, weapons never rust or need sharpening, while armor gains +2L/+2B to soak.

Fire: Items blessed with the Radiance of fire become immune to fire. This provides no benefit to the wearer, but natural fire cannot damage the item itself. The items may also shed heat with the commitment of a mote of Essence or a point of WP. Clothing and armor keep the wearer warm (+3 dice Resistance vs cold weather), while weapons heat to incandescence and inflict +2L DMG.

Water: Items blessed with the Fluidity of Water can change shape into an item of the same substance and mass in a form the bearer knows well. Clothing re-tailors itself, weapons can become unobtrusive items of similar size, armor can fold itself into a compact bundle. Changing shape does not repair damage to an object. Activating this ability requires investing the object with a mote of Essence or point of Willpower, and the object remains in its new form for as long as that investment remains committed.

Wood: Items blessed with the Rejuvenation of Wood heal themselves. Dents and cuts in armor seal up, clothing mends itself, weapons become like new after battle, a charcoal nub used to write never wears away. As long as the item has not taken enough damage to destroy it outright, it heals one level per hour, and superficial damage disappears in minutes.


When a Dragonblood first purchases this charm, they gain access to the blessing appropriate to their own Aspect. Each additional purchase of this Charm after the first adds access to an additional element beyond the character’s aspect. Only one element may be chosen per activation of this charm, though the Dragonblood may choose amongst any elements to which they have access.

Flaw-Finding Examination

Cost: 1m for touch or 3m for sight, plus 1wp to repair;
Mins: Craft (Ability) 3, Essence 1;
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Leader, War
Duration: One minute
Prerequisite Charms: None
Source: Manual of Exalted Power: Dragon-Blooded, p. 141-142 + Errata


This Charm allows a Terrestrial to find the weak points in an object, allowing her to easily repair or bolster it, or to strike a devastating blow.

The activation roll uses the character's highest Craft ability. Fixing objects is a Shaping effect, and the Charm can only repair non-magical inanimate objects by default. Broken structures must be repaired by mending each component object. Repairing a damaged simple artifact requires Essence 3+ and each use counts as (Essence rating) successes toward the task. Repairing or maintaining magitech or other exotic craft products further requires at least a dot of the appropriate Craft. If a special character uses this Charm to study flaws, she can communicate her findings to her leader or a fellow officer to enhance the next attack against the target made by the unit or character, respectively. If a character or unit has multiple applications of this Charm advising it on how to destroy an object, the formula for damage increase is (raw damage x 2) + (total Essence of advisors past first).

Charm of Lesser Unmaking

Cost: 5m;
Mins: Craft (Ability) 5, Essence 3;
Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Flaw-Finding Examination
Source: Manual of Exalted Power: Dragon-Blooded, p. 143 + Errata


This Charm allows the Exalt to reduce any crafted item to its basic component parts, or its simplest state. The Terrestrial can untie knots or separate the leather from a swords hilt instantly. Items crafted of a single piece (cups, small statues, etc.) are not affected by this Charm.

The activation roll uses the character's highest Craft Ability. This Charm must be successively activated a number of times equal to the difficulty to disassemble the target, but all activations after the first cost 0m. This Charm can only disassemble inanimate artifacts or enchanted objects that are rated less than 3 dots, not made entirely of the magical materials, and are inherently fragile, such as those made with the Art of Enchantment. It may always dissassemble objects under the effects of Benediction of Elemental Empowerment


Charm of Greater Unmaking

Cost:
Mins: Craft (Ability) 5, Essence 4;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Charm of Lesser Unmaking
Source: Errata (overriding Manual of Exalted Power: Dragon-Blooded, p. 143-144)


This Charm upgrades Charm of Lesser Unmaking by allowing it to be placed in a Combo with Charms of other Abilities, adding the option to tear something into original raw materials and letting a single activation destroy any non-magical object.


Unchain the Dragon's Heart

Cost: 5m, 1wp;
Mins: Craft (Ability) 6, Essence 6;
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Stone-Carving Fingers Form, Charm of Greater Unmaking
Source: Lords of Creation, p. 79


This Charm allows a Dragon-Blood to shatter and consume a hearthstone, taking its Essence into his own Essence pool.