Of all the Paths of mortal magic, this one is barely more than a legend anymore, though it was one of the more common areas of study during the First Age. During its long history, it has also been known as Sociomancy, Cultomancy, Synergism, Communimancy, and Gestaltomancy. It is thought that Diplomancy was lost at the end of the First Age when the vast majority of its practitioners were slain by the Dragon-Blooded while defending their Solar masters. At least one text in a library at the Heptagram describes the Diplomancers of the First Age as living Manses for the Anathema, though few scholars now would hazard a guess as to what that could mean. Little more is known about Diplomancy except that its spells forged bonds between individuals that allowed them to perform deeds greater than themselves. No starting magician should begin play with spells from this Path except under extraordinarily bizarre circumstances, and learning new Diplomancy spells without undertaking a magnificent quest is out of the question.
The simplest spells of Diplomancy (Envoy Circle) improve the ability of the magician to communicate and negotiate with others, allow the magician to form a group devoted to a single task, or provide the magician with some benefits in exchange for his sworn loyalty. Its more powerful spells (Friend Circle) allow the members of the groups the magician brings together to share knowledge, thoughts, and strength of will. They can also enforce the obedience of those who swear fealty to the magician or allow the magician's master to benefit from her power more directly. Its most potent spells (Family Circle) can forge unbreakable and eternal bonds between members of the group, virtually eliminating the ability of servants to disobey the orders of their masters. They can also grant the magician's master enormous benefits or allow the magician to benefit from the spells of her servants.
Some scholars of obscure lore claim that many among the Dragon-Blooded still mourn the necessity of destroying the Diplomancers, since their powers would be a great boon to the stability of the Realm. Others, however, claim the Diplomancers only encouraged the hubris of the Anathema by their service, and that the All-Seeing Eye, to this day, has orders to destroy suspected Diplomancers without hesitation. In either case, no sorcerous society of Diplomancers has come to the Imperial City looking for new masters to serve. Oddly, the gestalts and bonds of lordship and fealty produced by Diplomancers bear an uncanny likeness to the actualization of the Immaculate Philosophy. The strange rumor that several Abyssal Exalted have been actively looking for Diplomancers and information about Diplomancy are rather chilling, if half of what is said about this Path's practitioners is true.
Speak the Oath of Fealty
Cost: 4 motes
Prerequisite Spells: None
The magician must be in skin-to-skin contact with the target of this spell - who must possess either a higher Permanent Essence or Heroism than the magician - and swear an oath of loyalty and obedience. The magician cannot be magically compelled to cast this spell. It fails to take hold if the magician is under the effect of any Charm, magic, or sorcery or if the magician is suffering from one or more health levels of bashing, lethal, or aggravated damage. It also has no effect if the magician's Heroism and Essence are both equal to or greater than the target's.
Thereafter, the magician becomes the Vassal of that being, and the being becomes the magician's Daimyo. As a Vassal, the magician cannot work against the Daimyo's interests unless she fails a Conviction check or spends a point of temporary Willpower. She cannot take direct action against the Daimyo or disobey a direct order (even a suicidal order) from him except by breaking the oath, an action resulting in the loss of a point of Conviction and a number of points of Permanent Willpower equal to the Daimyo's Essence.
The magician's loyalty is intense enough to generate Essence, refreshing the Daimyo's (and her Daimyo's, Daimyo's Daimyo's) supply at the rate of 1 mote per day. Distance is not a factor in this. Whenever the Vassal acts in the interests of her Daimyo, she adds 1 die to all Ability checks she makes. No Vassal may have more than one Daimyo, though there is no limit to the number of Vassals a Daimyo may have. However, if the Vassal's Daimyo is the Vassal of another Daimyo, the Daimyo's Daimyo possesses all the powers of Daimyo over his Vassal's Vassals, and ordering a Vassal to act against the wishes of one's Daimyo is as difficult as acting against one's Daimyo personally.
This spell unusual in that it is extremely difficult to dispel. It is usually permanent, though it is immediately broken without negative effects if ever the Vassal's Heroism and Essence both equal or exceed the Daimyo's. The Vassal can consciously break the oath, but the penalties for doing so are stiff. Even Countermagic is of only limited use in breaking this bond. If the Daimyo's Heroism is 4, this spell can only be broken with Silver Countermagic or better. If the Daimyo has an Essence of 2 or a Heroism of 5 or more, it requires at least Gold Countermagic. If the Daimyo is an Exalt with an Essence of 3 or a spirit with an Essence of 3 or 4, it requires Emerald Countermagic. If the Daimyo is a Celestial Exalted with an Essence of 4 or a spirit with an Essence of 5 or 6, it requires Sapphire Countermagic. If the Daimyo is a Solar Exalted with an Essence of 5 or more or a spirit with an Essence of 7 or 8, only Adamant Countermagic can break the bond. If the Daimyo is a spirit with an Essence of 9 or more, not even the most powerful Exalted sorcerer can break this bond. The only other way to sever this connection is to use White Witch's Favor or Trust in the Soul's Power to increase the Vassal's Heroism or Essence so that it temporarily exceeds the Daimyo's.
Hear What Is Meant
Cost: 5 motes
Prerequisite Spells: None
Until the end of the scene, the magician hears, in his native tongue, the words of anyone speaking to him or with the intention that he hear. He is also able to pick up on shades of meaning and subtle tones of voice, granting him a number of dice on Perception + Bureaucracy, Presence, and Socialize rolls involving one-on-one interactions equal to his Compassion. This does not grant the magician the ability to speak to those whose language he does not speak.
Read the Heart's Desire
Cost: 6 motes
Prerequisite Spells: Hear What Is Meant
This spell affects a target within (Compassion x 10) yards and lasts until the end of the scene. Shaping the Essence for this spell is so subtle that the magician can cast it while carrying on a conversation so long as she remains reasonably still. The magician becomes aware of what the target hopes to gain or accomplish by his words and actions in the present situation. This is fairly precise, though it doesn't necessarily reveal the target's motives. A general who rides forth from his army under a banner of truce for example, might be doing so to lure the enemy commander into an ambush, but he might also wish to join sides against a common enemy. A magician using this spell would be able to recognize the difference between the two, though she wouldn't be able to discern whether the general is deserting because of the emergence of a common enemy or because he envies his ruler's power and hopes to convince his master's enemies to grant him the throne of the very nation whose armies he once led.
Speak to the Soul
Cost: 6 motes
Prerequisite Spells: Hear What Is Meant
This spell affects a target within (Compassion x 10) yards and lasts until the end of the scene. Shaping the Essence for this spell is so subtle that the magician can cast it so long as she remains reasonably still. The magician can silently speak to the target, provided they share a common language, though the target cannot reply in a like fashion without additional magic. This spell requires the magician's attention once it is cast, however, and the magician cannot send messages during any turn in which he is attacked, takes evasive action or holds a conversation with someone else.
This spell may also be used on any number of the magician's Vassals or to deliver a message to the magician's Daimyo, regardless of their distance from him. In this case, the communication is two-way. These versions of this spell only deliver words in a soundless voice in the subject's mind. If the magician uses this spell to communicate with more than one target he may switch between them, speaking to one, a few, or all of them at a time, though he generally cannot "listen" to more than one voice at a time with anything approaching comprehension.
Organize Task Force
Cost: 5 motes
Prerequisite Spells: None
This spell affects as many of the magician's Vassals as she wishes plus a number of additional targets equal to the magician's Conviction. The magician and all her intended targets must be in skin-to-skin contact with one another during the turn in which the magician completes this spell, though all the targets need not be in skin-to-skin contact with the magician. Most groups clasp hands in a line or circle while the magician shapes the Essence, though this is not always practical in a given situation - combat, for example. Making contact with the other members of the group usually requires a single action.
The magician declares a goal during the turn in which this spell is cast. This can be as specific as "extinguish the fire" or as vague as "defend the city from attackers." Until the end of the scene, each member of the group (other than the magician) has 1 die each turn to add to an Ability check intended to accomplish the stated goal. The members of the group are under no compulsion to obey the magician's orders or pursue the stated goal, but they do not receive the bonus die if they do not work to achieve the magician's intended objective.
Presenting the Sword
Cost: 10 motes + 1 feat
Prerequisite Spells: Speak the Oath of Fealty
Until the end of the scene, the magician may make Vassals of those who willingly and with full knowledge of the consequences swear an oath of loyalty and obedience to him. The magician must physically touch each target and cannot make more Vassals with a single spell than his Conviction. This spell has no effect on a target whose Heroism and Essence are equal to or greater than the magician's.
The result of this spell is the same as if the targets had cast Speak the Oath of Fealty and made themselves Vassals of the magician, including all benefits and limits provided to Vassals and Daimyo. It is just as difficult to dispel, though a bond to a mortal Daimyo is far easier for one of the Exalted to break. In addition to increasing the speed at which the magician refreshes Essence, the Daimyo's maximum Essence pool is increased by 1 per Vassal (and their Vassals, their Vassals' Vassals, and so forth) sworn to him. While there is no limit to the number of Vassals a Daimyo may have, the number of motes the magician refreshes from Vassals and increase in his Maximum Essence Pool cannot exceed (Primary Virtue x Willpower x Essence).
Unflagging Faith of the People
Cost: 8 motes
Prerequisite Spells: Speak the Oath of Fealty
Until the end of the scene, the magician may spend temporary Willpower to refresh the temporary Willpower of her Daimyo, her Vassals, or a touched target. There is no limit to how many points of Willpower she may spend in a turn to refresh the Willpower of her Daimyo or Vassals, but she may only refresh 1 point of Willpower per turn if the target is neither Daimyo or Vassal. In no case may she raise a target's temporary Willpower above his Permanent Willpower. Each point of Willpower spent raises a single valid target's temporary Willpower by 1. The magician may also transfer temporary Willpower from a Vassal to herself, another Vassal, the touched target, or her Daimyo, though the magician cannot siphon more points of Willpower from Vassals in a turn than she has Conviction.
Gather the Elite Circle
Cost: 12 motes
Prerequisite Spells: Organize Task Force
This spell affects as many of the magician's Vassals as she wishes plus a number of additional targets equal to the magician's Conviction. The magician and all her intended targets must be in skin-to-skin contact with one another during the turn in which the magician completes this spell, though all the targets need not be in skin-to-skin contact with the magician. Most groups clasp hands in a line or circle while the magician shapes the Essence, though this is not always practical in a given situation - combat, for example. Making contact with the other members of the group usually requires a single action.
Each member of the group chooses a single Ability to contribute. Until the end of the scene, whenever a member of the group (including the magician) makes a roll using one of the Abilities contributed by another member of the group, she may use the higher rating in that Ability between her own rating and that of the member who contributed the Ability. Thus, if a member of the group contributed his Melee (for which he has a rating of 4), whenever another member of the group rolls to attack or parry with her Melee Ability, her effective Melee Ability is either her own rating or 4, whichever is higher. If more than one member of the group contributes the same Ability, only the highest one is used. This spell does not affect Heroics or Charms.
Bare the Soul
Cost: 8 motes
Prerequisite Spells: Speak the Oath of Fealty
Until the end of the scene, the magician may spend Essence to refresh the Essence of her Daimyo, her Vassals, or a touched target. There is no limit to how much Essence she may transfer in a turn to refresh the Essence of her Daimyo or Vassals, but she may only refresh a number of motes equal to her Compassion if the target is neither her Daimyo or Vassal. In no case may she raise a target's Essence above his Maximum Essence Pool. Each mote of Essence spent adds 1 mote to a single valid target's Essence pool. The magician may also transfer Essence from a Vassal to herself, another Vassal, the touched target, or her Daimyo, though the magician cannot siphon more than her Maximum Essence Pool in motes from Vassals in a turn.
Circle of Concordant Thought
Cost: 10 motes
Prerequisite Spells: Organize Task Force
This spell affects as many of the magician's Vassals as she wishes plus a number of additional targets equal to the magician's Conviction. The magician and all intended targets who are not Vassals must be in skin-to-skin contact with one another during the turn in which the magician completes this spell, though all the targets need not be in skin-to-skin contact with the magician. Most groups clasp hands in a line or circle while the magician shapes the Essence, though this is not always practical in a given situation - combat, for example. Making contact with the other members of the group usually requires a single action.
Until the end of the scene, the members of the group (including the magician) may communicate to one another in words without speaking, though they cannot understand languages they do not ordinarily speak. Any member of the group may send a message to one, some, or all the other members of the group during a given turn. Sending a message requires some measure of concentration, however, and no one may send a message during any turn in which she is attacked, takes evasive action, or holds a conversation with a member outside of the group. Moreover, they are capable of receiving a number of simultaneous messages equal to their Wits each turn without risk of confusion. The magician's capabilities are even greater. He can send a number of messages equal to his Conviction each turn (though this still requires concentration) and can receive any number of messages in a turn without being confused by the massive input.
The magician may also deliver a messages to his Daimyo, regardless of her distance from him. This communication is two-way, and the Daimyo may send messages to any members of her Vassal's group, though they can only send messages in response if she specifically chooses to allow it during a given turn. The magician's Daimyo can send and receive messages to and from other members of the group as easily as the magician himself can.
Many Eyes
Cost: 10 motes
Prerequisite Spells: Read the Heart's Desire
This spell affects as many of the magician's Vassals as she wishes plus a number of additional targets equal to the magician's Conviction. The magician and all intended targets who are not Vassals must be in skin-to-skin contact with one another during the turn in which the magician completes this spell, though all the targets need not be in skin-to-skin contact with the magician. Most groups clasp hands in a line or circle while the magician shapes the Essence, though this is not always practical in a given situation - combat, for example. Making contact with the other members of the group usually requires a single action.
The magician enters a trance in which she is utterly deprived of her natural senses. The magician sees, hears, and feels the world as though the targets' bodies were her own. She may ride the targets' senses for as long as she wishes and is fully capable of discerning one from another even if their numbers are great. The magician may end this spell at any time as a simple action, waking from her trance. She may also withdraw her attention from one or some of the targets, though she cannot borrow their senses again during the trance once she has withdrawn her presence. The magician is no less vulnerable to starvation and dehydration than normal while in this trance, so it is imperative she pay attention to how long she has been riding the senses of others.
This spell does not allow the magician to control the targets in any way, nor can she activate Heroics, cast spells, or perform any other action besides observing what the targets see, hear, and experience. Spells already active upon her remain in effect. Charms and spells that detect possession will recognize the magician's presence in the targets' bodies, though they cannot normally attack her except with Charms that allow them to harm unmanifested spirits.
Witness the Oath
Cost: 17 motes
Prerequisite Spells: Presenting the Sword
This spell is identical to Presenting the Sword except it only creates a single Vassal and the magician is merely a third party to the oaths of the target(s) to another who becomes Daimyo. The magician, the swearing Vassal, and the new Daimyo must all be in skin-to-skin contact during the turn in which this spell is completed. The magician's Heroism and Essence are irrelevant to the strength of the bond or whether she may normally accept the oaths of the Vassal. Only the Heroism and Essence of the Daimyo and the Vassal are important for determining whether the oath can bind the Vassal and how difficult the bond will be to dispel.
Loyalty unto Death
Cost: 17 motes + 1 feat
Prerequisite Spells: Unflagging Faith of the People, Bare the Soul
This spell is fast and requires no shaping. It can, in fact, be used exactly like a reflexive Charm. Until the end of the scene, whenever the magician's Daimyo or one of his Vassals suffers health levels of damage, she may choose to suffer the wounds in his stead. The magician may also transfer wounds from Daimyo to self, from self to Vassal, or from Vassal to Vassal, though the number of health levels he may transfer in this way in a single turn cannot exceed her Compassion. The being who suffered the wound (not the one who was the target of the attack) accepts the full risks of infection, bleeding and complications resulting from damage inflicted in this way, whether it is bashing, lethal, or aggravated.
Reward the Faithful
Cost: 1+ mote + 1 feat
Prerequisite Spells: Bare the Soul
This spell may be cast while the magician is shaping the Essence for the target spell, though the time required to shape the target spell is increased by 1 turn. The target spell must be one that affects the magician or a single target. If the target spell would normally affect only the magician, it also affects a number of Vassals chosen by the magician equal to the number of motes he spent to cast Reward the Faithful. If the target spell would normally affect a single target, it instead affects a number of Vassals chosen by the magician equal to the number of motes he spent to cast Reward the Faithful. Range is not a factor, though Vassals in a Shadowland, an Elsewhere, or otherwise beyond the limits of ordinary Creation cannot be targeted by this spell.
Living Channel of Power
Cost: 14 motes
Prerequisite Spells: Many Eyes
Until the end of the scene, the magician may share the senses of a number of Vassals no greater than his Conviction. In addition, he may compel them to cast spells as though he were physically present there, using any spells in his repertoire and his own Essence (or that borrowed from others by means of other magic). The magician may not shape or cast more than one spell at a time in this fashion but may have a single Vassal cast several consecutive spells or have several Vassals cast spells consecutively.
Emperor's Tithe
Cost: 14 motes
Prerequisite Spells: Reward the Faithful, Living Channel of Power
For the next 24 hours, the magician is aware whenever one of her Vassals casts a spell or activates a Charm, as well as the exact nature of its effects. If she chooses, the Daimyo may force the Vassal to spend 1 additional mote (if it is available), and the Daimyo also benefits from the spell or Charm as if it had been cast upon her by the Vassal.
Inviolable Oath of Service
Cost: 20 motes
Prerequisite Spells: Witness the Oath, Loyalty unto Death
This spell is almost identical to Presenting the Sword. It requires a ritual lasting at least one hour to cast, only affects a single target per casting and is virtually impossible to break. If the Vassal fails a Conviction check or spends Willpower to work against the Daimyo's interests, she suffers crippling pain (-4 penalty to all actions) until the Daimyo or his designated representative forgives her. If the Vassal directly opposes the Daimyo or his designated representatives or disobeys his direct order, she dies in a dramatic and horrible fashion within 24 hours.
Calculate the effective Circle of this spell normally based on the Heroism, Essence, and status of the Daimyo, but add one Circle to the result. Thus, the bond to a mortal Daimyo with a Heroism of 5 or higher can only be broken with Emerald or stronger Countermagic, and an oath sworn to a Solar Daimyo with an Essence of 5 or higher cannot be broken except through the direct intervention of a Celestine Spirit.