Wheel of the Turning Heavens
Cost: 35m
Target: Area
This spell cannot be cast during the day. When cast, the sorcerer's Essence shoots upward as a brilliant beam of white light and explodes like a fireworks display visible to every creature within (Essence x 100) yards who can see the sky. Instead of fading, the sparks slowly swirl clockwise in kaleidoscopic displays that last (Essence x 30) minutes. In the center floats the sign of the Maiden of Serenity. The interlacing sparks trace out many astrological sigils the Sidereals would rather keep to themselves. but no one will remember them.
All sentient creatures are entranced by the display and forget what they were doing. They take no actions. When the spell ends, they do not remember what happened while they stared at the sky. People outside the area just see pretty lights (though the display might attract them into the spell's area). The sorcerer himself is immune. Once he casts the spell, he may take other actions normally.
Players of Essence wielders may roll (Wits + Integrity), difficulty equal to the caster's Essence, to break free and look away from the blazing display. This roll must be repeated each time the character sees the sky during that period. Averting one's gaze inflicts a -2 dice penalty to all actions taken in locations where the sky is visible. Instead, Essence wielders may spend three Willpower to resist the Illusion effect for a scene. The spell ends if Sapphire or Adamant Countermagic targets the sorcerer, if the caster is slain, or if any creature enchanted by the spell is harmed while entranced.
This spell was actually developed for entertainment. If the sorcerer spends only 15 motes, the result is a beautiful, distracting but harmless display.