Spells That Don't Suck

Which Emerald Circle Spell is the Most Useful?

  • Flight of Separation

    Votes: 0 0.0%
  • Flight of the Brilliant Raptor

    Votes: 0 0.0%
  • Hound of the Five Winds

    Votes: 1 100.0%
  • Infallible Messenger

    Votes: 0 0.0%
  • Invulnerable Skin of Bronze/Unbreakable Bones of Stone

    Votes: 0 0.0%
  • Raising the Earth's Bones

    Votes: 0 0.0%

  • Total voters
    1
This thread has given me ideas for my Monday exalted game now.


Abysal necromancer sorcerer. I already had a focus on war charms for the concept. Now I now how to make Damon good use of it!
 
Abyssal necromancers have a lot of built-in support for the war context. All the advanced necrotech devices require necromancy to activate for a scene. Shield of Shattering Bones is a very tricksy way to use minions as ablative health levels. And of course, mass animation of corpses and hungry ghosts (make a spell that raises their bodies, lower and higher souls as instant troops, then condemns them all to Oblivion at the end of a scene) is perfectly in-theme for a necromancer.


Then of course, you have Hive Mind Horror Tactics, the encircling omnomnom War Charm and Nowhere Is Safe (from Athletics), which all key off enhancing a unit composed of creatures of death.
 
Not just those; you also have that one spell which auto-raises everyone killed within the area as uncontrolled zombies/skellies, which is horrifically effective both as a combat support spell and as a general plot device (why yes, I am going to curse this area's geomancy forever and raise an Inauspicious Citadel atop the blood and bones of a thousand slaughtered souls).
 
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So, returning to this discussion! :)


I've been having similar debates with my other friends over the summer, and we have a hard time agreeing on a "best" Terrestrial spell (other than summoning). So I decided to add a poll to this thread, because I'm curious to see the favorites here.
 

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