The Talisman of Ten-Thousand Eyes

May 23, 2016

The final Artifact for the game I’m running is the Talisman of Ten Thousand Eyes, an artifact mentioned in the core book but not given a full suite of Evocations.  The forum user “Daerian” made a version of the Talisman and posted it on the Onyx Path Forums (here in point of fact), and I liked it so much I stole it (with Daerian’s kind permission)!  I made a few, small modifications, but otherwise I left much of the original Talisman intact.  Behold!

The Talisman of Ten Thousand Eyes (****)

A phylactery of great sorcerous puissance, this talisman is wrought from rune-etched orichalcum and set with a gleaming ruby of ten facets. Each facet seems to reflect ten more within its depths, which reflect even more, creating the illusion of infinity that gives this relic its name. You have claimed the talisman as your own, using it either to initiate yourself into sorcery or as a wellspring of power to draw upon. Its ten thousand eyes are ever watchful, giving warning when malefic forces roam unchecked, and serving as a lens through which you may cast your sight or presence.

Evocations of the Talisman of Ten Thousand Eyes

A Solar who spends 4 motes to attune to the Talisman of Ten Thousand Eyes gains Sorcerer’s Supreme Wisdom for free.

 Sorcerer’s Supreme Wisdom 
Cost: None (0-3m); Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Upon laying his hand on the ruby of his talisman, a sorcerer can manipulate the world’s glowing patterns of Essence. His own Essence joins with the world, becoming one with the spells he casts.  All spells cast by the sorcerer, if stunted as being channeled through his Talisman, can take on motifs of his anima, representing his power and understanding of Essence– for example, if his anima materializes as giant tiger, the form of Flight of Brilliant Raptor can instead become a leaping tiger of flames. This is left to the sorcerer’s discretion – he can always cast the unmodified version of his spells if he so chooses. If the sorcerer infuses his spells with his legend, enemies’ rolls to dispel his spells suffer a -2 penalty and increase his spells’ Distortion goal by 2 to represent different, less familiar versions of spells.

Additionally, if the Sorcerer didn’t gather any sorcerous motes in the turn, he can channel his own Essence though his Talisman and use its power to stabilize his spells. He can reflexively pay up to three motes from his own Essence pool in order to not lose sorcerous motes on a one-for-one basis.

Sorcerer’s Supreme Might
Cost: 3m; Mins: Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Sorcerer’s Supreme Wisdom

Upon laying his hand on the ruby of his talisman, the sorcerer can channel his energies through it, refining his powers beyond his normal limits.  When the sorcerer takes the first shape sorcery action to begin casting a spell, he can commit 3m until the spell is completed. If he does, all subsequent shape sorcery actions gain one automatic non-Charm success until the spell is cast. This power is specifically incompatible with the Hierophant’s Eye Hearthstone.

Sorcerer’s Supreme Power
Cost: None; Mins: Essence 2
Type: Supplemental
Keywords: None
Duration: Special (one spell)
Prerequisites: Sorcerer’s Supreme Wisdom

When those that are most important to him are in danger, when darkness encroaches upon things dearest to him, the sorcerer always stands firm.  Upon laying his hand on the ruby of his talisman, the sorcerer channels endless energies through it, refining his powers ever more, breaking through the limitations of his spells.

This power can only be activated in direct support or furtherance of a Defining Intimacy (or a Major or Defining Intimacy for the sorcerer’s Control spell).  When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the talisman or draws on its power, treat the Sorcerer’s Essence rating as though it were one higher than its true value for the purpose of effect calculations. Additionally, if the shaped spell has a direct damage component (examples from Core: Death of Obsidian Butterflies, Flight of the Brilliant Raptor, or Death Ray) the sorcerer can strengthen his spell and only then cast it by gathering more sorcerous motes.  He can gather up to (2 x Essence) additional sorcerous motes before casting spell.  Every 2 sorcerous motes gathered in this fashion add 1 die to the spell’s damage.

Special activation rules: This Evocation awakens at no experience cost when the Sorcerer uses his Control spell in direct support or furtherance of a Defining Intimacy.

Sorcerer’s Supreme Body
Cost: 6m; Mins: Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might

As sorcery is the language of the world and one with it, by mastering these connections the sorcerer can use his Talisman to eschew his mortal form and for a time become one with the world.  This power cannot be used in combat. For the duration of this power, the sorcerer can materialize and dematerialize at will with no mote cost and is always able to perceive spirits.  He also cannot materialize inside any material object and is always visible as a hazy, translucent image to both material and immaterial beings.  He can be struck by material attacks while dematerialized, but they suffer a 3-die penalty.

This power automatically ends if the sorcerer rolls Join Battle, as such a violent act instantly breaks the required focus. If at the time the sorcerer was dematerialized inside a material object, he is removed from it and materialized next to it by the shortest possible route.

Sorcerer’s Supreme Mind
Cost: 6m; Mins: Essence 2
Type: Simple
Keywords: Perilous
Duration: One scene
Prerequisites: Sorcerer’s Supreme Might

The mind of the sorcerer is his greatest asset. By forcing his will through the ruby of his Talisman, the sorcerer is able to give his thoughts almost physical form, moving objects by his determination alone.

While this power is active, the Sorcerer may move objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air.  His telekinesis trails ripples of spatial distortion as prehensile tendrils of mental force, often taking on colors of his anima. This charm uses the lower of the sorcerer’s Intelligence or Dexterity and lower of his Occult or normally applicable Ability for determining dice pools and has a Strength of the Sorcerer’s Essence score. This power has short range. This power can hold up to Essence x2 inanimate items at the same time.  The Evocation does not have a combat function, though a particularly potent sorcerer-craftsman could potentially unlock a further Evocation to do so.

This power automatically turns of if Sorcerer suffers Initiative crash and cannot be reactivated for the next three turns – all items wielded by it instantly fall to the ground. Outside combat, this power automatically ends with the same results if the sorcerer ever loses consciousness.  This Evocation may be used even if the sorcerer is dematerialized.

Sorcerer’s Supreme Soul
Cost: 5m; Mins: Essence 3
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisites: Sorcerer’s Supreme Body, Sorcerer’s Supreme Mind

As the sorcerer masters his body and mind, joining them with his Talisman and reforging his legend anew, he no longer fears his enemies.  The pure force of his soul channeled through his spells shields his body from charm. This power materializes as a semitransparent sphere around the sorcerer, often marked by hues of his anima.  When the sorcerer takes a shape sorcery action, he can activate this power to gain (Occult + Intelligence + Essence/2, rounded down) soak until his spell is cast or countered. This effect doesn’t stack with other magic or armor – use only the highest value.  Against decisive attacks, this Evocation provides (Essence+1) hardness or, if the sorcerer has Twilight anima power active, adds 2 to its power.

Sorcerer’s Supreme Self
Cost: None; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sorcerer’s Supreme Soul, Celestial Circle Sorcery

The cosmic power of the sorcerer grows together with his Talisman, while previous limits never chain him again.  By using his knowledge of higher sorceries and refining his powers through the Talisman, he becomes one with his magic.

By paying an additional point of Willpower and doubling a spell’s cost, the sorcerer can cast any Terrestrial Circle spells he knows with the added bonus as if it was his Control spell.  However, he doesn’t gain any additional special effects modifying his Control spell (for example, shaping rituals consider them normal, not Control spells) – such spells aren’t considered Control spells for any other bonuses except the spell’s own Control bonus.


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