Back to Abyssal Charms or Dusk Caste

Basic Abyssal Melee charms

Wracking Pain Strike

  Cost: 2 motes
  Duration: Instant
  Type: Supplemental
  Minimum Melee: 3
  Minimum Essence: 2
  Prerequisite Charms: Savage Shade Style

The Abyssal's charms strike deep and effectively, the blade following the natural lines of the bodies essence, and the exalt flooding the wound with necrotic essence. An attack enhanced with this charm leaves particularly painful, bleeding, disease-prone wounds. So long as the attack inflicts at least one level of damage, the Abyssal gives the target a -2 wound penality that stacks with his natural wound penality. This penality increases by -1 each time this charm is successfully used on the same victim. In addition, these wounds are more likely to become infected, gaining a difficulty penality to the Stamina + Resistance roll to avoid infection equal to the Abyssals essence.

Grip-Weakining Disarming Blow

  Cost: 1 mote per die
  Duration: Instant
  Type: Supplemental
  Minimum Melee: 3
  Minimum Essence: 2
  Prerequisite Charms: Five Shadow Feint

The Abyssal strikes out at his opponents weapon with a brutal strike, channeling entropic essence through his blade and into his opponents weapon arm. The disarm attempt is resolved normally, according to the rules on page 238 of the Exalted corebook. If the disarm attempt is successful, the defender looses one die from his Wits + Melee roll to retain his weapon for every mote that the Abyssal spent when activating this charm. This cannot lower the opponents pool lower than his Essence rating, and the Abyssal must activate this charm prior to making the attack roll for the Disarm attempt. After successfully disarming an opponent, the weapon flies a number of yards away equal to the Abyssals (Strength x 5) in a direction of the Abyssals choice.

Other Charms

  • Attunement Shattering Block does no allow instant reattunement. If the character wishes to quickly reattune, he can spend a dice action within one round to quickly maintain his attunement. This requires the character re-commit the attunement cost of the weapon, and make a difficulty 1 Wits+Lore roll. If the character does not take this action on her very next action, the attunement fades entirely. The artifact weapon is unavailable until it is reattuned, and cannot be used for either attacks or defenses. See Abyssals, page 171.