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⚠ <pre>NAME NATURE Schuyler of the Dancing Flame Thrillseeker CONCEPT HOMELAND Escaped Slave Gladiator The Deep South CASTE EXALTATION Forsaken (Dawn) Gladiator Battle

EXPERIENCE: 27 unspent, 356xp spent, 383 history

Attributes--- Strength 5 Charisma 3 Perception 2 Dexterity 4 Manipulation 2 Intelligence 3 Stamina 3 Appearance 3 Wits 4

Abilities--- /DAWN/ ZENITH TWILIGHT Archery Endurance 2 /Craft/ 4 Brawl 2 Performance Investigation Martial Arts Presence 2 Lore 3 Melee 5 Resistance 2 Medicine Thrown /Survival/ 5 /Occult/ 5

NIGHT ECLIPSE SPECIALTIES /Athletics/ 4 Bureaucracy Melee: Scythes (x3) Awareness 3 Linguistics 2 Athletics: Climbing /Dodge/ 4 Ride 1 Survival: Deserts Larceny Sail 1 Crafts: Essence-Manipulation Stealth Socialize Occult: Fire Magics (x2)

Languages: Barbarian (South); Flametongue, Rohan

Virtues--- Compassion ** Conviction *** Temperance * Valor *****


Willpower 8 VIRTUE FLAW: Self-Aggrandizing Sulk (Valor) xxxxx xxx "You desires are thwarted, or you are denied something you want."

				Limit (4/10)

Essence 5 ESSENCE RESERVES 23 Personal 23/23 (0 commited) 54 Peripheral 42/42 (12 commited)


Health Levels--- -0 -1 -2 -4 Incap / //// ////// / /

SOAK OTHER COMBAT STATS natural: 1/3 (0 agg-soak) Initiative: 8 armor: 9/11 (-0 mob, 1 fatigue) "Green Armor" (8/8) IBA: 11/13 + 10 Hardness (10/10) UBS: 4/8, or 12/16 with Green Armor (4/8)

IBA/UBS: 15/21 + 10 Hardness

Weaponry--- Weapon Name Damage Acc Defense Rate Speed Scythe of Dalavar-Staff (+12L) 17L +6 (15) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 22
  With UBS+ISE max	(+22) 27

Scythe - Golden Blade (+17L) 22L +6 (15) +9 (18) 3 +9 (17)

  With UBS or ISE max	(+17L) 27
  With UBS+ISE max	(+22) 32
	Glows like a torch!

Scythe - Fire Blade (+12L) 17L +6 (15) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 22
  With UBS+ISE max	(+22) 27
	Ignores soak of most undead, can attack immaterial ghosts/spirits

Scythe - Ghost Blade (+12L) 17L +6 (15) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 22
  With UBS+ISE max	(+22) 27
	Ignores mundane armor-based soak, cannot be parried by mundane weapons

Scythe - Void Blade (+17L) 22L +11 (20) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 27
  With UBS+ISE max	(+22) 32
	Wounds are +1 dif to heal w/medicine roll

IBA Weapons (+2+6L) 13L +1 (10) +0 whee +3 (11)

  With UBS or ISE max	(+13L) 18L
  With UBS+ISE max	(+18L) 23

IBA Clinch (+2+8L)15L +0 (9) 1

  With UBS or ISE max	(+15L) 20L
  With UBS+ISE max	(+20L) 25L

Do OB? (+8L) 13L +7 (16) +5 auto 0 1

Magma Kraken 20 10 0 1 Caster

	Strength: 10 	Dexterity: 5 (Caster's Ess) 	Brawl: 5 (caster's Occult score)
	Soak: 10L, hardness 10 	raw damage: 20 (5L+Str10+Ess.)
	act on the caster's initiative, 
	Successes add to damage as usual. 10s count twice. Damage is considered fire damage.

Charms--- Charm Name page # type cost (duration)

Surprise Anticipation Method

	Surprised I am Not.

Excellent Strike pg.162 Simple 1 mote/die

	Add 1 die per mote spent to a single melee attack up to dex+melee

Hungry Tiger Technique pg.163 Supplemental 1 mote

	Double damage

One Weapon, Two Blows pg.163 Simple 3 motes

	Attack target twice in one turn. both occur on initiative, but each is rolled separately

Retrieve the Fallen Weapon pg.163 Simple 1 mote

	This Melee charm allows your weapon to fly through the air and into your hand,
	overcoming gravity and friction to reach your hand.  It won't defeat doors, chains, 
	or other substantial obstacles however.  You must also be able to see your weapon to 
	use this charm!

Iron Raptor Technique pg.164 Simple 2 motes

	This charm allows the character to use his weapon to attack up to Dex+5 yards away.
	The weapon whirls through the air to strike its target, like a bloodthirsty, metal
	bird of prey, and then spinds obediently back to the weilder's hand.  The character
	attacks with his Melee pool, as usual, and the damage is determined using his Strength
	as if it were a normal Melee attack. Iron Raptor attacks can be blocked like normal Melee
	attacks. Botched IR attacks can result in stuck or lost weapons, or injury to the Exalted
	using the charm.

Sandstorm-Wind Attack (Revised)

  Cost: 3 motes
  Duration: Instant
  Type: Simple
  Minimum Melee: 3
  Minimum Essence: 2
  Prerequisite Charms: Radiant Golden Blade

The Exalt charges his weapon with bright Solar essence, causing it to crackle with a visible aura of energy. With a quick slash the character sends the burning edge of solar fire toward a distant opponent, making a Dexterity + Melee attack with an Accuracy of the character's Essence rating. This attack has a base damage equal of (Essence + the Weapon's base damage)L. Orichalcum weapons channel this Solar energy better than any other type of weapon, and add +3L damage to the above formula. This attack has a range increment of (Essence x 10) yards, and can attack at twice that range with a -2 penality or triple that range with a -4 penality.

Edge of Morning Sunlight (Revised)

  Cost: 1 mote
  Duration: Instant
  Type: Supplemental
  Minimum Melee: 4
  Minimum Essence: 2
  Prerequisite Charms: Radiant Golden Blade

The Solar Exalted channels some of the essence of the Dawn through his blade, giving it the power to burn away the darkness and enhancing its effectiveness against their ancient primordial enemies and those touched of their essence. When used against the demon-touched or the weakest of the undead, this charms effects are potent indeed. Any Extra who is wounded by an attack enhanced with this charm is instantly snuffed out. More powerful opponents suffer additional dice of damage equal to the Solar's Essence rating and an additional -1 wound penality if they are injured by the attack. This charm affects all kinds of demons, and undead, as well as Deathlords and the Abyssal Exalted.

Corona of Radiance (Revised)

  Cost: 5 motes, 1 willpower
  Duration: One scene
  Type: Simple
  Minimum Melee: 5
  Minimum Essenc E??: 2
  Prerequisite Charms: Edge of Morning Sunlight

The character channels Solar Essence through her anima, adopting a stance of purity in the face of the coming dark. With a flash of white light, the characters anima erupts into a raging inferno of pure white fire, enveloping both the Solar and her weapon in the pure energy of the Unconquered Sun. Any attacks against the character made by Creatures of Darkness (undead, demons, Abyssal exalted...) are at +1 difficulty, and such creatures must soak aggravated damage equal to the Solar's Essence rating if they strike her without a weapon. All of the Solar's attacks against such creatures inflict aggravated damage, and gain the benefits of Edge of Morning Sunlight.

Burning Solar Wind

  Cost: 5+ mote per target, 2 willpower
  Duration: Instant
  Type: Simple
  Minimum Melee: 5
  Minimum Essence: 4
  Prerequisite Charms: Blazing Solar Bolt

With a quick breath and an elegant kata, the Solar channels a fury of raw Solar Essence into one of the most devestating charms of the First Age. Instead of drawing on the power of his castemark, the character using this charm channels his entire anima through his blade and lashes out with it toward his enemies. The fires of the Solar's soul fan out like a flood, attacking one target per mote of essence spent when activating this charm. The enemies targeted with this charm must be loosely grouped together, with those nearer to the Solar being targetted by the charm before those further away. You must spend at least 5 motes powering this charm, but there is no upper limit to how many targets you can attack.

The character makes a single unblockable and undodgeable Dexterity + Melee roll, to which he adds a number of automatic successes equal to his Essence rating. This attack can only be defeated with Perfect Defenses, and has a base damage equal to the characters Essence rating to which successes add normally. The extreme range of this charm is equal to 100 yards; all targets must be within that range. This charm does aggravated damage to Creatures of Darkness, including Abyssal Exalted.

Other Cool Trick Charms

    * Blazing Solar Bolt has its applicability tweaked slightly. This charm is unblockable, even with Charms, but it can be dodged. Someone attempting to dodge this attack without a charm has a difficulty on his dodge roll equal to the characters Essence rating. 

Blazing Solar Bolt pg.166 Simple 3 motes, 1 willpower

	Lance of energy leaps between castemark and weapon, then lances to the target. Dex+Melee
	Cannot block or dodge without the use of charms. Lethal base Str+WP. Against inhabitants
	of Malfaeas and the Underworld, BSB does Aggravated damage.

Golden Essence Block pg.166 Reflexive 1 mote/2 die

	The character uses Essence to guide her weaon, allowing her to parry the attacks of many foes.
	The character may spend Essence to block and hand-to-hand attack that she is aware of, at the cost of
	1 mote per 2 dice. The player cannot use more dice to parry any single attack than her Melee dice pool.
	For this charm only, this is her ENTIRE pool, in cluding item and specialty bonuses. If she buys an
	odd number of dice, she loses the fractional mote left over from the buying of the last die.

Dipping Swallow Defense pg.166 Reflexive 2 motes

	Block with full dex+melee 

Bulwark Stance (Revised)

  Cost: 4 motes
  Duration: Instant
  Type: Supplemental
  Minimum Melee: 3
  Minimum Esssence: 2
  Prerequisite Charms: Golden Essence Block

The character gains the ability to use defensive Essence flows to gain perfect form and poise, aligning himself naturally against all of a given opponents attacks. When used, this charm enhances the effects of a single dodge attempt so that it can be used against every attack an opponent makes for the rest of the turn. The character makes the appropriate roll as many times as necessary. All benefits, modifiers and penalities on the supplemented parry charm also apply to all additional parries made with this charm. If placed in a combo with the appropriate parry charm, Bulwark Stance can be used with a reflexive parry as normal.

Heavenly Guardian Defense (Revised)

  Cost: 3 motes, 1 willpower
  Duration: Instant
  Type: Reflexive
  Minimum Melee: 4
  Minimum Essence: 2
  Prerequisite Charms: Bulwark Stance, Dipping Swallow Defense

The Solar adopts the posture of the perfect swordsman, becoming undefeatable by mundane force alone. When using this charm, the character may block a single attack against him without rolling a parry. This is a perfect defense, and defeats any blockable attack that it is presented against without fail. If used against an unblockable attack, the character can roll his full Dexterity + Melee defense pool against a difficulty of the opponents Essence; on a success, he stops the attack. A character using a mundane weapon to block the attacks of Essence 6+ gods, demons, or deathlords will almost certainly destroy the weapon so used, but the attack will be stopped at no harm to the Exalted.

Fivefold Bulwark Stance pg.167 Reflexive 5 motes, 1 willpower (one scene)

	use full Dex+Melee to parry any attacks you are aware of for a scene.

Ox-Body Technique pg.170 Special N/A (permanent)

	This Endurance charm gives the Exalted possessing it extra health levels.  
	She gains two 2-levels, and a single 1-level.  she has taken this charm Twice, and 
	can any take the charm a number of times equal to his Endurance rating.

Hardship-Surviving Mendicant. pg.180 Simple 5 motes (one day)

	For 1 day, the character can survive in the most hostile of conditions, without repercussions.

Trackless Region Navigation pg.181 Simple 7 motes (one day)

Food-Gathering Exercise pg.181 Simple 3 motes per person (one hour)

Flawless Handiwork Method pg.182 Supplemental 3 motes per success

	This Craft Charm allows you to send Essence through your hands and tools, 
	allowing you to Purchase a number of additional successes (after you make the roll) 
	equal to your characters' [ Essence + the number of successes rolled ].

Terrestrial Circle Sorcery pg.191 Simple 1 willpower Celestial Circle Sorcery pg.191 Simple 2 willpower

Spirit-Detecting Glance pg.192 Simple 3 motes (one scene)

	Percieve unmanifested spirits!

Spirit-Cutting Attack (Revised) Supplemental 1 mote

	A Solar with this charm can reflexively attune himself so that he exists in tune with 
	both the material and the immaterial world, gaining the ability to strike or otherwise 
	interact with immaterial beings (gods, elementals, demons and ghosts) for the rest of the 
	turn. Most interactions are resolved normally, but the character may choose to cushion his 
	blows partially in his material nature as a warning or a method of displaying power. If he 
	does such, the characters attacks only inflict bashing damage which can only be soaked by 
	half the creatures Stamina rating. These subdual attacks never inflict lethal damage. 
	This charm is explictly permitted to be placed in combos with charms of other abilities.

Ghost-Eating Technique Supplemental 5 motes

	Kill ghosts dead. Does Agg damage to unmaterialized spirits, and drains Ess x 2 motes from
	the spirit's pool.  Does not do special things to materialized spirits.

Graceful Crane Stance pg.193 Reflexive 3 motes (one scene)

	This Athletics charm makes you extraordinarily limber, deft and light.  
	For the remainer of the scene, the character has near-perfect balance and can 
	stand on things far too narrow and weak to normally support him (the tips of 
	pine trees, horizontal flagpoles, roof gables, and so forth) with no fear of 
	falling or breaking the object.  This does not generally require a roll of any kind.

Lightning Speed pg.193 Reflexive 1 mote (one turn)

	Double sprinting distance for 1 turn

Feather-Foot Style PG.206 Reflexive 5 motes (one scene)

	Run across surfaces that can not normally support human weight, such as water or lava.
	Dangerous substances can still hurt, however.

Increasing Strength Exercise pg.194 Simple 3 motes/dot (one scene)

	Add Str. at 3 motes per dot, limit of Ess dots.

Sensory Acuity Prana pg.196 Simple 5 motes (one scene)

	This Awareness charm lets you enhance all five of your senses, allowing 
	you to see farther and in less light, hear softer sounds and distinguish between 
	them more easily and differentiate various tastes, textures and scents quite 
	easily -- he can be a master chef or perfumer.  The basic mechanical effect is
	to increase the character's Awareness by a number of dice equal to his Essence, 
	though there are many other situations where these senses may come into play and 
	it's up to the Storyteller to portray them.

Keen Sight Technique pg.196 Simple 3 motes (one scene)

	See really really well.

Reed in the Wind pg.197 Reflexive 1 mote per 2 die

	This Dodge charm lets you purchase Dodge dice, either to be used on their 
	own as a Dodge attempt or to be added to another defense.  You cannot buy more 
	bonus dice than your regular Dexterity + Dodge pool, meaning that you cannot more 
	than double your pool.  If there are odd numbers of dice in your pool, any excess 
	dice after buying the last one are lost without repayment.

Soothing Meditative Method

  Cost: 8 motes
  Duration: Varies
  Type: Simple
  Minimum Lore: 3
  Minimum Essence: 2
  Prerequisite Charms: None

A Solar using this charm can enter a restful trance-like state, completely relaxing his mind and body and allowing the natural flow of essence through Creation to gently ease sore muscles and carry away his troubles. The character may commit this charm for the duration of a nights rest or a lengthy meditation session, enjoying numerous benefits. Any rest enhanced with this charm is twice as useful as normal, allowing the Solar to survive on as little as two and a half to four hours of sleep every day. Even an hours rest is sufficient to wipe away most fatigue, and a full nights sleep is impossibly soothing. If his rest was enhanced with this charm, the character adds his Essence rating to his normal Conviction roll to regain willpower every day. Lastly, a character using this charm is connected to the essence of the world around him, allowing him to easily wake from rest with full awareness if disturbed.

Wiki/1 - I've not yet...err...made this charm yet:D I will, however, soon.

COMB Os? <7xp>; Iron Raptor Technique, and Edge of Morning Sunlight

Spells page # cost (duration)

-TERRESTRIAL

Death of Obsidian Butterflies pg.217 15 motes 1WP

	Calls forth a cascade of obsidian butterflies with razor-sharp wings, up to a foot wide.
	They attack in a pattern 30 yards wide, 100 yards long and 10 yards high.

	Per+Occult + Ess automatic sux.  Everyone in the area not behind an inch or more of stone
	or several inches of wood is subject to attack.  Defend as a melee attack.

	Raw damage is 8L + extra successes.

	The shattered butterflies remain behind afterwards. Don't walk barefoot.

Dragon of Smoke/Serpent of Flame B 3 C?.35 20 motes (One Full Day, or Destination Reached; Dispellable)

	This spell, once cast, summons up a guide.  This guide is composed of inky-black 
	smoke during the day, and heatless white flame that provides sufficient light to see 
	as if by natural daylight at night.  The guide can take you to a location of which you 
	are aware, or it can be asked to find a location possessing certain qualities (the 
	nearest source of fresh water, for instance).  If such a location cannot be found or 
	does not exist, the guide merely circles around aimlessly until given another task.  
	The spell lasts for one day, until the location is reached, or until dismissed -- whichever 
	comes first.

Becoming the Wood Friend SS.101 14 motes 1WP (Until the Caster Next Sleeps)

    "Until the caster next sleeps, this spell puts her in unconscious unity
	with the entire plant kingdom.  The caster can run at top speed through a
	dense forest and fight without penality in the midst of a thorny thicket.
	She will be able to avoid plants with ease, and the plants themselves will
	avoid tripping her or even snagging her clothing.  Although this spell does
	not protect the caster from mud, sharp rocks or dangerous animals that may
	be concealed by thick grass or dense forests, plants of all sorts will 	
	provide no hindrance.  She may travel through forest or scrub of any
	thickness as if it were open terrain, for the purposes of her speed of
	travel and fatigue rolls.  Also the caster cannot be tracked by mundane
	trackers, only those of supernatural skill (Exalts using Charms and spirits
	with access to the Landscape Charms, for example). The sorcerer adds +2 to
	the difficulty of such magical beings tracking her. This sorcery is
	incompatible with other effects that make the sorcerer harder to 
	track."

    "The sorcerer also adds his Essence to his Strength when determining his
	jumping distance when braciating or leaping in or through wooded
	environments, and likewise adds his Essence to his Dexterity when
	determining his base movement speed in forests, jungles, savannahs or other
	green environments."

    "However, while under the effect of this spell, the caster's player must
	make a successful Willpower roll for her character to seriously harm a large
	amount of vegetation.  Harvesting fruit or herbs does not count as serious
	harm, but cutting live wood or setting a forest/grassland to fire to hinder
	pursuit does.  Performing such an act instantly ends the spell and the
	Sorcerer cannot cast it again for three days afterwards."

Flight of Separation SS.106 10 motes 1WP

	Instantly transforms the caster into a flock of birds that explode into the air
	with a rush of rainbow Essence.  The effect of this spell occurs on the end of
	the turn in which it is cast, rather than on the beginning of the next.
	The birds fly together at 20mph, for Ess (5) miles before merging back.

	The caster retains all stats, but gains Ess to Dodge.  Can only move or dodge 
	while in birdies form.

	The number of birds is Perm Ess + HL x 10.  And the type is whatever fits the caster.

Ritual of Elemental Empowerment SS.114 30 motes 1WP(Permanent)

	This spell requires the enactment of a lengthy ritual that lasts from sunrise 
	until noon, and for the presence of a large amount of the element to be used in the 
	casting to be present (a bonfire, a stream, a large grove of trees, etc).  Only one 
	element can be focused at once, and the spell must be cast upon an inanimate object.  
	The effects of the ritual are permanent, and vary depending on the element choosen.

	If used to empower an item with 
		AIR, the item can either become exceptionally light
		 	or gain the ability to become cool or cold at the owners users command.  

		EARTH makes the item tougher and more resistant to damage -- you can drop a fragile
		 	glass figurine with no danger of it breaking.  

		FIRE allows the item to grow warm or hot at the users command.  

		WATER enables an item to change shape into any other form of the same item -- fancy
 			robes into a set of survival gear into an Imperial Dress Uniform.  

		WOOD allows an item to rapidly heal any damage it has suffered.

Unbreakable Bones of Stone SS.123 20 motes 1WP

	Until the sun next crosses the sky, the spirits of the Earth imbue her bones,
	causing her eyes to turn the color of granite, her skin to turn cold, rough and 
	ashen, and her body weight to increase by 50%

	Add Ess to Str and Sta.   
	Wound penalties are reduced by half (round down)
	Falling damage taken is reduced by half (round up)

Virtous Guardian of Flame SS.124 25 motes 1WP (commited essence)

	This spell lasts until the sun next crosses the horizon, and summons forth a 
	small being composed of magical flame.  This small lantern-sized being floats near 
	the target, or can be commanded to rest within a lamp or upon a torch.  The instant 
	the target is attacked, however, the Guardian explodes forward to protect him -- either 
	turning into a flaming shield to deflect ranged attacks, or a fiery sword to parry 
	melee attacks.  The Guardian can be given rough instructions on how to defend, but it 
	will not directly attack -- though those attacking unarmed might get burnt on a 
	successful parry!

	The Guardian uses the characters' Charisma + Occult score to parry attacks, and 
	can be commanded to split its dice pool to defend against all attacks if necessary.

-CELESTIAL Incomparable Body Arsenal pg.221 30 motes 2WP (Essence in hours)

	* Incomparable Schuyler Arsenal? gets str+2 (7) and sta+2 (5) and +10 soak(added to natural soak) 
	and weapons are speed +3, acc +1, str(+2)+6 lethal damage on melee attacks.

Cloud Trapeze SS.126 25 motes 2WP

	Envelops the Caster and up to 500lbs of people/equip per point of Ess.  The white vapor
	is solid, and will livet it into the sky to a destination determined by the carrier.
	It appears to be a simple white cloud from the outside, but trnasparent from the inside.
	It lasts as long as the sorc concentrates on it, travels up to 100mph.

	IF the caster wishes to travel slowly and disguise herself among the other clouds, 
	Wits+Occult+Ess auto sux to hide.

	Cannot cast spells or charms while directing the cloud. Protects from weather, but not
	mean people, who must attack as if fighting blind.

Magma Kraken SS.131 35 motes 2WP (One Scene OR Until Destroyed)

	Upon casting this spell, bright red strands of Essence emanate from the caster's fingertips 
	and burrow into the ground within 500 yards. The earth begins to shake in an area extending 
	50 yards from where the strands struck the ground. On the next turn, tremendous tentacles of 
	superheated molten rock erupt from the ground and sweep through the caster's foes.

	The caster chooses where in the 50-yard radius each of the tentacles erupts. Playres of those 
	near where a tentacle bursts forth must make a reflexive Dex+Athletics roll dif 2 to avoid being 
	knocked over. The tentacles last an entire scene unless destroyed or countered. When the spell ends, 
	the kraken tentacles harden into serpentine structures of obsidian.

	There are 10 kraken tentacles at the time of casting, each 15 yards long. All of the 
	tentacles have:

	Strength: 10
	Dexterity: 5 (Caster's Ess)
	Brawl: 5 (caster's Occult score)
	Soak: 10L, hardness 10
	raw damage: 20 (5L+Str10+Ess.)
	act on the caster's initiative, 
	Successes add to damage as usual. 10s count twice. Damage is considered fire damage.

	Kraken tentacles have no social or mental atts, and no Stamina. The tentacles are 
	constructs of Essence, and have a sorcerous awareness of the caster's foes that are 
	in range. Kraken tentacles ignore all bashing damage and soak the first 10L of lethal 
	damage from any given attack. They have 10 HL, and regenerate at the endo f each turn. 
	A tentacle must take 10 HL of damage in a single turn to be destroyed.

	The caster may take control of a tentacle and use it to do a clinch maneuver. This takes 
	the caster's full concentration and is equivalent to a simple-type Charm so he cannot 
	activate Charms that are not reflexive, split his dice pools, or cast spells. After the 
	first turn of control, the sorc may take one additional tentacle under his control each turn, 
	and can control a maximum number of tentacles equal to his Perception. All of these tentacles 
	may attempt to cling or grapple at their full dice pool, while the others mindlessly smash the 
	closest foe. If the caster's concentration is broken, the clinch or hold of all the tentacles is broken.

Summon the Army of the Wild SS.134 30 motes 2WP (Until the Sun Next Crosses the Horizon)

	All animals within Essence (5) miles will come to the caster's aid. Even well-trained animals
	will leave their masters behind and come to fight for her.  The spell does not affect sentient
	or magical creatures, nor familiars.  The spell calls animals larger than songbirds. Not rats,
	insects or other vermin.

	All animals will travel to the caster and follow her into battle. The caster must travel with her army.
	Until the sun next crosses the horizon, the animals will fight fiercely for the caster.

	None of the animals called will attempt to harm one another. Both predators and prey will work together
	in an uncanny display of bestial cooperation. They will fight to the death.  They will seek to defend
	themselves, but will not flee.

	The caster designates an enemy, then the horde will attack the enemy until the spell ends, the target
	is destroyed, or they are ordered to retreat.

	The caster can issue general mental commands to the army. The animals are not imbued with extra bonuses.

Radiant Burning Wings wiki 30 motes 2WP (Until the Sun next crosses)

	Basic Effects: 
	Travel Flight (Str+ess)x10 mph.  ascend (dex)x5mph.  Dive (dex)x15mph   Sta+End roll per hour
	Combat Flight (strx3)+(Essx5) yards per turn and take another action. Ascend (Dex x 5) yds dive x3
	Must move 10yd/turn unless dex+ath dif2 to hairpin turn
	Flight Specialty +3 - stacks
	Reflexive - Block like tower shield (+1dif melee, +2dif ranged, burn wooden missiles)
	Barehand Attackers soak 10L
	Dive-Attack:  Add +3 Dmg, +1 Dif to defend
	wing-clip - 10L vs dodge dif2 (targets can attack H 2 H? at this point)
	Burning Feather		+Essence(5)	+4L	60 yards	3

This spell causes a large pair of burning golden wings to grow from the back of the caster, supported on a golden frame and composed of hundreds of burning feathers. This spell remains in effect until the sun either rises of sets, and the casters castemark burns fiercely during the entire duration of the spell. The sorcerer's wings have a span of about twenty four feet, and burn brighter than the fiercest bonfire, visible for miles during the day and for far greater distances at night. While the sorcerer is not harmed by the wings, they can get quite uncomfortably warm for those nearby and incautious use can cause fires. The wings are so large that their use is restricted in tight spaces, but the character need not keep them fully extended at all times. It only requires a Simple action to carefully fold the wings behind ones back, the end result only adding a foot to the characters effective height.

While the wings are useful for overland travel, allowing the sorcerer to travel at (Strength + Essence) x 10 miles per hour in such situations, the spell was designed more as a tactical battle aide. When used in combat, the character can fly at (Strength x3) + (Essence x5) yards per turn and still take another action. The character can climb (Dexterity x5) yards per turn while flying, and dive at triple that rate. Under normal circumstances, the character must move at least 10 yards per turn. Hovering in place is a difficulty 3 Dexterity + Athletics roll, and requires a dice action every turn to maintain. The manuverability of the wings is also quite impressive, allowing the sorcerer to make hairpin turns or stop on a dime, but these manuevers also require Dexterity + Athletics rolls. In general, a character can only attack a given target once every other turn unless he executes a hairpin turn with a difficulty 2 Dexterity + Athletics dice action. Landing does not require a roll, but ascending into flight is a Dexterity + Athletics roll that gives the character five yards of height per success.

In addition to giving the character greatly enhanced tactical movement, the wings themselves are useful in combat. The wings themselves can be used as Tower Shields if the character has enough room to use them, subtracting one success from melee attacks and two successes from ranged attacks. The character is also immune to mundane arrows that don't somehow avoid the wings, the wooden arrows instantly combusting to ash. The wings themselves are white hot, and anyone who attacks the Sorcerer without a weapon while his wings are extended suffers 10L damage. By flying exceptionally low and clipping anyone in his flight path, the Sorcerer can also inflict this damage on gathered masses of targets. A difficulty 2 dodge roll will avoid all damage from this attack, but anyone unwilling or unable to make the roll suffers 10L damage as the Sorcerer passes overhead. However, attempting this manuever exposes the Sorcerer to the attacks of any prepared targets with a ready weapon. Outside of such manuevers or when making actual attacks against opponents ready to fight back, however, the Sorcerer is generally proof from non-ranged attacks.

The Sorcerer does not simply gain wings, but also the instinct to use them. He gains a general "Flying" speciality, with a rating of 3, which stacks with any normal speciality dice he might have. These dice can add to any relevant dice pools, not being attached to any one ability, and specifically add to all Athletics and Dodge rolls made while the character is aloft. Every hour of flight or scene of combat requires a Stamina + Endurance roll, with a difficulty determined by the storyteller, to avoid fatigue.

Weapon Name Damage Acc Defense Rate Speed Scythe of Dalavar-Staff (+12L) 17L +6 (15) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 22
  With UBS+ISE max	(+22) 27

Scythe - Golden Blade (+17L) 22L +6 (15) +9 (18) 3 +9 (17)

  With UBS or ISE max	(+17L) 27
  With UBS+ISE max	(+22) 32
	Glows like a torch!

Scythe - Fire Blade (+12L) 17L +6 (15) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 22
  With UBS+ISE max	(+22) 27
	Ignores soak of most undead, can attack immaterial ghosts/spirits

Scythe - Ghost Blade (+12L) 17L +6 (15) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 22
  With UBS+ISE max	(+22) 27
	Ignores mundane armor-based soak, cannot be parried by mundane weapons

Scythe - Void Blade (+17L) 22L +11 (20) +4 (13) 3 +4 (12)

  With UBS or ISE max	(+17L) 27
  With UBS+ISE max	(+22) 32
	Wounds are +1 dif to heal w/medicine roll

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