Demonic Tattoos of CecaeliaJuly 21, 2016
At the risk of being too prolific, I’ve also made Evocations for some demonic tattoos, like Mara’s but for Cecaelia, the Heartless Sentinel, a custom 2CD I made back in 2nd Ed.
Evocations of the Demonic Tattoos of Cecaelia
Turn the Tides
Cost: None; Mins: Essence 1
Cecaelia, the Heartless Sentinel, draws her power from Kimbery, the Sea that Marched Against the Flame, and her sorcerers draw similar power from the ocean. Once per story, when fully submerged in a body of water at least four range bands across, the sorcerer may benefit from a free full Occult Excellency. Note that this Charm has the Mute Keyword; the sorcerer’s power is never obvious.
Power from the Sea
Cost: None; Mins: Essence 2
Prerequisites: Turn the Tides
Sorcery is draining on the reserves of a sorcerer; Cecaelia understands this, and reinvigorates her chosen. Once per story, when submerged in a body of water at least four range bands across, the sorcerer may regain one point of temporary Willpower. This cannot take the sorcerer above his normal maximum.
Cost: None (+1WP); Mins: Essence 3
The demons summoned by a sorcerer of Cecaelia are often touched by her power and her form. The sorcerer may spend one extra point of Willpower when casting Demon of the First Circle to grant the summoned demon Gills (as per the three-dot Merit) and allow it to swim at its normal movement speed (generally one range band per turn). These benefits last until the demon is killed or its service ends, and always come with some visible alteration to the beast’s anatomy. Blood Apes altered by this Evocation might have a strong tail instead of legs, while a Beauteous Wasp might have fins instead of wings.
Cost: None; Mins: Essence 4
Prerequisites: Cecaelian Manipulation
This Evocation permanently enhances its prerequisite, further mutating the demons so summoned and altered. In addition to the normal effects of Cecaelian Manipulation, Cecaelian Mastery grants the demon a non-Charm bonus die to all rolls made while submerged. This Evocation yet further alters the demon’s appearance, making it unquestionably aquatic in nature. Blood Apes may retain only the barest vestige of fur, replaced by glistening scales and a series of thick, writhing tentacles in place of legs, while a Beauteous Wasp may have traded in its legs for ephemeral yet beautiful undulating fins.
Pull of the Tides
Cost: None; Mins: Essence 4
Prerequisites: Cecaelian Mastery, Power from the Sea
Even the immutable nature of sorcery can be mutable when exposed to the ever-changing waters of the sea. When the sorcerer is fully submerged in any body of water at least four range bands across, his control spell automatically alters to contain aspects of the ocean or ocean life (he may cast Invulnerable Skin of Bronze only to find himself covered in protective barnacles, for example, while Death of Obsidian Butterflies might produce razor-sharp coral anemones instead). Further, once per story, he may invoke this Evocation at no cost to empower his control spell while so submerged. If he does so, the sorcerer finds the spell’s cost reduced by either 5 sorcerous motes (to a minimum of 5) or one Willpower (to a minimum of 1).
Reading Kimbery’s Depths
Cost: 10m, 1w; Mins: Essence 5
Prerequisites: Pull of the Tides
In the deepest waters of Kimbery, there are enchanted secrets and forbidden futures. With this final Evocation, the sorcerer can tap into those secrets to find (or craft) a future for himself that is pleasing to him. When the sorcerer uses this Evocation, he describes an event or end he wishes to accomplish. When he completes this description, he plucks that future from Kimbery’s depths, gaining (Essence) non-Charm dice to be held in reserve. The greater the detail of the future, the more potent this Evocation becomes; add any stunt dice for the description to these non-Charm dice. For the remainder of the story, the sorcerer may draw from this pool to add up to two non-Charm dice to any roll that is taken in accordance with the fell prophecy he has created. The Storyteller is the final arbiter of what counts as “accordance,” but in general, if the sorcerer is acting toward his desired end, he should be able to draw from the pool.