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Excel focuses on feats of physical strength, agility, movement, and prowess. It is an affinity for Seekers and Champions, but if the Attack Charm ends up universal-affinity, it can probably be justified as being just affinity for Champions, allowing the rest of the Charm "wheel" to be unmodified.

Base CharmsEdit

  • Celestial Swiftness

Action: Reflexive


Cost: 1 Wisp

Double your Speed for the rest of the Scene.

  • Variation: Celestial Prowess

Action: Reflexive


Cost: 1 Wisp

Add your Inner Light to your Athletics for one non-magical roll.

  • Variation: Celestial Power

Action: Instant


Dice Pool: Resolve + Inner Light


Cost: 1 Wisp

For a number of turns equal to twice your dots in Excel, add one to your Strength for each casting success.

  • Upgrade: Celestial Poise

While under the effects of Celestial Swiftness, you use the higher of your Wits or Dexterity as your Defense.

When you use Celestial Prowess, you may apply your Defense against ranged attacks that turn.

If you have the Celestial Might Variation, even while not active, you treat the Size and minimum Strength of any object as being 2 lower than normal for the purposes of wielding it as a weapon.

InvocationsEdit

  • Aria

Variation: Daring Leap


Cost: 1 Wisp


Action: Reflexive


Quadruple the distance you travel (horizontally or vertically) with a jump, or reduce the effective distance of a fall you experience by 75% (take one bashing damage for every 12 yards fallen, and damage becomes lethal at 120 yards or more).

  • Aqua

Variation: Speed of Thought

Cost: 2 Wisps

Action: Reflexive

Your thoughts race, reacting to your surroundings with preternatural speed. Use this Charm before you roll intiative to treat your die roll as a 10.

  • Fuego

Upgrade: Blazing Speed


Cost: 1 Wisp


Action: Reflexive


When you move a distance equal to or greater than your normal Speed while under the effects of Celestial Swiftness, you leave a blazing trail of fire in your wake. The fire is about half as high as you are, providing minor (-1) concealment to anyone behind it, is about a yard wide, and as long and as winding as your movement this turn. The flame is considered Bonfire-sized (2) with Torch intensity (+1) and persists for a number of turns equal to half your Inner Light, rounded up, or until you choose to dispel it. If you run into someone in order to engulf them in this flame, they are entitled to a Dexterity + Athletics roll to get out of the way and avoid damage.

  • Legno

Variation: Lift Us Up

Cost: 1 Wisp

Action: Reflexive

You lend your strength to your allies. When one of your allies makes a roll involving a Physical attribute, they may substitute your dots in that attribute for their own.

  • Terra

Variation: Tireless

Cost: 1 Wisp

Action: Instant

Your body endures, far beyond when most people would drop from exhaustion. For the next 48 hours after you use this Charm, you do not require food, water, or sleep.

  • Vetriolo

Upgrade: No Pain, No Gain


Cost: 1 Resistant lethal damage


When you use the Celestial Prowess Variation, you ignore all penalties from the Practical Magic of the Queen of Storms for that turn.

  • Vuoto

Upgrade: Shadow Trail


Cost: 1 Wisp


When you move a distance equal to or greater than your normal Speed while under the effects of Celestial Swiftness, you are concealed within a cloak of shadows. Opponents outside of melee range must make a reflexive Wits + Composure roll, penalized by your Inner Light, to see where you are. If they fail this roll, they cannot attack you until your next turn. Use of this Upgrade is a sin against Belief 7.

Apex PowersEdit

  • Aria

Variation: Wind-Borne Grace


Cost: 2 Wisps

Action: Instant

You move with breathtaking grace and agility. For the rest of the scene, you may balance or move as if you weighed nothing at all. In game terms, this negates any and all penalties to your movement speed as well as penalties to any Dexterity + Athletics check from situational modifiers or degree of difficulty, even if that check is normally impossible. Running across water, running up a wall, balancing your entire body on two fingertips on the tip of an opponent's sword, feats of agility such as these can be accomplished with a simple, unpenalized Dexterity + Athletics roll. Penalties for your own physical or mental state, such as wound penalties, or a Charm that penalizes “all actions” you take, still apply.

While under the effect of the Excel Charm, you may reflexively pay 1 Wisp each time you are attacked (whether at range or in melee) to contest the attacker's roll with a Dexterity + Athletics roll of your own instead of subtracting your Defense. If the attacker rolls more successes, you only take damage equal to the difference; if you roll more successes or a tie, you nimbly evade damage altogether.

  • Aqua

Variation: Cat's Cradle


Cost: 1 Wisp + 1 Wisp per additional person


Action: Reflexive (yourself) or Instant (to transport others)

Roll: Intelligence + Inner Light

You step into a pool of water and vanish into it as if it were a depthless well, only to emerge from another pool of water. Both pools must be wide enough to accommodate your body and anyone you intend to take with you, but need not be more than an inch deep. You may take others with you by holding on to them as you use Cat's Cradle, as long as they keep their grip tight they will fall into the pool and reappear with you. Those holding on to you for whom you don't spend Wisps for merely get their feet wet and are not transported.

The Sympathy modifier applies to the location of the pool you wish to transport to.

  • Fuego

Variation: Titanic Might


Action: Reflexive


Cost: 2 Wisps, 1 Willpower


For one turn, your Strength is tripled. Apply this multiplicative effect after any bonuses that add to your Strength, such as that of Celestial Power, but before any effects that merely add dice to a Strength roll, such as the Practical Magic of the Queen of Swords. Take note that the types of items you can lift and wield while this Charm is active may provide far more significant equipment bonuses than normal gear and can easily go above the theoretical +5 equipment bonus maximum.

  • Legno

Variation: Serene Grace


Action: Reflexive


Cost: 1 Wisp

Substitute your Presence + Composure for one of your Physical Attributes for one roll. For example, attacking with a magic wand would be Presence + Composure + Firearms, or resisting the effects of a poison would be Presence + Composure + Resolve. You may not substitute an attribute for the purpose of casting a Charm.

  • Terra

Variation: Unyielding Endurance


Action: Reflexive


Cost: 2 Wisps, 1 Willpower.


For the rest of the scene, you suffer no wound penalties, cannot be knocked down, do not need to roll to remain conscious if all of your Health boxes are filled with bashing or lethal damage, and do not die if all of your Health boxes are filled with aggravated damage. If you would take additional damage when all of your Health boxes are filled with aggravated damage, lose one permanent Willpower dot instead, regardless of the amount of damage you would have taken. This Charm cannot be "refreshed" before its duration runs out, so you cannot delay your death for longer than one scene -- but if you are healed before the end of the scene, you will survive.

  • Vetriolo

Variation: Berserk Wrath

Action: Instant

Cost: 1 Wisp, 1 resistant aggravated damage

For the rest of the scene, whenever you use the Practical Magic of the Queen of Storms to boost a Physical Attribute, you add 5 dice instead of 2.

  • Vuoto

Variation: Shadow Step


Cost: 1 Wisp


Action: Reflexive

You step into a shadow and fall into it as if it were a hole in the ground, only to emerge from another shadow within 10 yards for every dot of Inner Light you have. Both shadows must be wide enough to accommodate your body. Use of this upgrade is a sin against Belief 6.

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