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DragonBlood Exalted Charm Cards

Dragon-Blood Charm Cards By (Copyright White Wolf Publishing, Inc.):


Air Cards by Jill Sprague
Earth Cards by Jill Sprague
Fire Cards by Jill Sprague
Wood Cards by Lael Buchanan
Water Cards by Andrew Merzetti

Special Thanks to Geoffrey C. Grabowski for the help.

Thanks to Lindharin for help above and beyond, Lael for actually editing while I get through the Caste Books, and Jill Sprague for work far
beyond that of mortal men (three sets of cards!).

Editing and Peer Review By: Lael Buchanan

How to Use These Cards:


For best results, print out on cardstock. Alternatively, the cards are designed to be glued onto a
standard Tarot card or blank index card.

IMPORTANT NOTES:
“Exalted and the Age of Sorrows are trademarks of White Wolf Publishing, Inc.
All rights reserved. Exalted is copyrighted by White Wolf Publishing.”

These cards are for personal use only. Please do not propagate them onto the Internet or
place them on a web page. Download them from http://www.white-wolf.com/fandownloads
If you spot any errors or are interested in helping with later sets, contact Eric Brennan at lesinvisible@hotmail.com
These cards were created by permission of White Wolf Publishing, Inc. http://www.white-wolf.com
Language-Learning Ritual Thousand Tongues Meditation Poisoned Tongue Technique Voice of Mastery
Linguistics (Air, DB Page 177) Linguistics (Air, DB Page 177) Linguistics (Air, DB Page 178) Linguistics (Air, DB Page 178)
Cost: 5 Motes, 1 Willpower Cost: 4 Motes Cost: 2 Motes, 1 Willpower Cost: 5+ Motes, 1 Willpower
Duration: One Week Duration: One Scene Duration: Concentration Duration: One Scene
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Linguistics: 2 Minimum Linguistics: 3 Minimum Linguistics: 3 Minimum Linguistics: 4
Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 3
Prerequisite Charms: None Prerequisite Charms: Language-Learning Prerequisite Charms: Thousand Tongues Prerequisite Charms: Poisoned Tongue
Description: The PC spends an hour Ritual Meditation Technique
meditating with something to focus on and Description: The PC may speak and Description: The Charm’s range cannot go Description: The PC may add his Essence
listening to a native speak. For the duration understand any spoken language up to a past 100 feet x the PC’s permanent Essence. dice to his dice pools involving speech.
of the Charm the Exalt is completely fluent maximum of his Essence in different To twist a conversation, the player must roll Each additional mote doubles the number of
in the language without trace of an accent. languages. Only the basics of a language are Manipulation + Linguistics. Number of people affected by the Charm. The character
The character may also read and write the known and any attempt at social or commu- successes determine the degree to which the must be able to speak the target’s language
language. Once the Charm expires, so does nicative actions are at a –4 penalty. Each conversation has been twisted. Conversation either naturally or through magic.
knowledge of the language. point of permanent Essence above the participants get reflexive Wits + Perception
minimum required will reduce this penalty rolls (diff. equals the PC’s permanent
by –1. Essence) to notice the use of this Charm.

Wind-Carried Words Technique Voices on the Wind With One Mind Elemental Concentration Trance
Linguistics (Air, DB Page 179) Linguistics (Air, DB Page 179) Linguistics (Air, DB Page 179) Lore (Air, DB Page 180)
Cost: 1 mote/sentence, plus distance Cost: 3 Motes, plus distance Cost: 2 Motes per dot of increase Cost: 5 Motes, 1 Willpower
Duration: Instant Duration: One Minute Duration: One Scene Duration: One Day
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Linguistics: 3 Minimum Linguistics: 4 Minimum Linguistics: 5 Minimum Lore: 2
Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 2 Minimum Essence: 1
Prerequisite Charms: None Prerequisite Charms: Wind-Carried Words Prerequisite Charms: Voices on the Wind, Prerequisite Charms: None
Description: For base cost the PC may send Technique Voice of Mastery Description: PC concentrates on her
a sentence (at least vaguely mouthed) to the Description: For the basic cost the PC can Description: For every 2 motes that the PC aligned element allowing her to compact a
ear of any person in range. The range of this clearly hear normal speech from a distance, spends, a recipient gains one dot each of week’s worth of learning into a single day.
Charm starts at roughly 100 feet multiplied and he can gain the general direction of the Wits, Perception, and Melee up to the Using this Charm for more days in a row
by the PC’s permanent Essence score. speaker. The base distance is determined by caster’s Linguistics rating. The characters than the character’s Lore skill causes one
Doubling the amount of Essence spent on multiplying the PC’s permanent Essence by are very well coordinated and may parry level of unsoakable Lethal damage per day.
the Charm can increase the range by a factor 100 feet. This distance can be increased 10 blows intended for their comrades who are This damage can only be healed by time and
of 10. The PC must only know the general fold each time the character doubles the in reach. The casting character may link as does not start healing until one week after
direction of the target. amount of Essence spent. The character many people as she has dots of Essence and the character suffers it.
must choose the target beforehand. must include the character herself. She must
also increase the recipients’ traits by equal
amounts.
Elemental Empowerment Meditation Elemental Succor Method Elemental Bolt Attack Elemental Burst Technique
Lore (Air, DB Page 180) Lore (Air, DB Page 181) Lore (Air, DB Page 181) Lore (Air, DB Page 181)
Cost: 1+ Willpower Cost: 5 Motes + 1 Willpower per lethal Cost: 1 Mote per 2L damage Cost: 1 Mote per 1L damage
Duration: Instant health level or 2 motes per bashing health Duration: Instant Duration: Instant
Type: Simple level Type: Simple Type: Simple
Minimum Lore: 4 Duration: Instant Minimum Lore: 2 Minimum Lore: 3
Minimum Essence: 3 Type: Simple Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: Elemental Concentra- Minimum Lore: 5 Prerequisite Charms: None Prerequisite Charms: Elemental Bolt
tion Trance Minimum Essence: 3 Description: The PC rolls Dexterity + Attack
Description: For every Willpower point the Prerequisite Charms: Elemental Empower- Athletics or Archery to hit with a bolt of her Description: Similar to Elemental Bolt
PC spends while maintaining physical ment Meditation aligned element. The attack has a range of Attack only a blast of element is used rather
contact with her element she will gain Description: The PC must be able to 20 yards x the character’s permanent than a bolt. The burst affects a circular area
Essence motes equal to her score in Lore. If immerse herself as much as possible in her Essence and it does 2L damage for every with a radius equal to the character’s
the character spends more Willpower in a aligned element and must spend the allotted mote spent. Accuracy equals the character’s permanent Essence in yards. Everyone in
single day than her permanent Essence cost for each health level she desires to heal. Essence. The D-B can only spend her that area who fails to parry or dodge takes a
score, each additional use of Willpower in Lost limbs and other such extreme injuries Stamina’s worth of motes on this Charm. base damage of 1L per mote invested. A
this Charm causes one unsoakable level of cannot be healed. character cannot spend more motes than her
bashing damage. permanent Essence.

Dragon Vortex Attack Spirit-Detecting Mirror Technique Harmonious Wind-Luring Song Spirit-Grounding Shout
Lore (Air, DB Page 182) Occult (Air, DB Page 182) Occult (Air, DB P age 183) Occult (Air, DB Page 183)
Cost: 10 motes, 1 Willpower Cost: 2 Motes Cost: 5 Motes Cost: 5 Motes
Duration: One Scene Duration: One Scene Duration: One Hour Duration: Instant
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Lore: 5 Minimum Occult: 2 Minimum Occult: 2 Minimum Occult: 3
Minimum Essence: 4 Minimum Essence: 1 Minimum Essence: 1 Minimum Essence: 3
Prerequisite Charms: Elemental Empower- Prerequisite Charms: None Prerequisite Charms: Spirit-Detecting Prerequisite Charms: Spirit-Detecting
ment Meditation, Element Burst Technique Description: The PC can use any reflective Mirror Technique Mirror Technique
Description: A deadly area of element is surface to see spirits. If the PC can see a Description: The PC can call spirits to Description: The PC utters the Charm and
created by this attack. Anyone in the area spirit reflected in the surface he can also direct the wind. They must be able to speak opposed Essence rolls are made for her and
other than the PC who summoned the Vortex hear what the spirit is saying. the spirit’s language and it takes 5 minutes to the target. If the PC wins the spirit is forced
takes lethal damage equal to the character’s perform this Charm. It calls forth no more to materialize for no less than the PC’s
Essence every turn. The damage cannot be than a stiff breeze, and the character can permanent Essence in minutes. The Essence
dodged or parried. The Vortex extends 10 direct the wind’s direction by singing for a comes from the spirit’s reserves and any
feet from the character per point of perma- turn. remaining cost comes from the PC using the
nent Essence. It remains stationary once Charm. If there is not enough Essence
invoked and will last through its duration between the two the spirit remains immate-
unless the summoning character is killed. rial. This will not work on a spirit with an
Essence higher than the PC.
Spirit-Chaining Strike Spirit-Shredding Attack Terrestrial Circle Sorcery Feeling-the-Air Technique
Occult (Air, DB Page 183) Occult (Air, DB Page 183) Occult (Air, DB Page 184) Stealth (Air, DB Page 184)
Cost: 3 Motes, 1 Willpower Cost: 4 Motes Cost: 1 Willpower Cost: 3 Motes
Duration: 5 minutes Duration: Instant Duration: Instant Duration: One Scene
Type: Supplemental Type: Supplemental Type: Simple Type: Simple
Minimum Occult: 4 Minimum Occult: 5 Minimum Occult: 3 Minimum Stealth: 2
Minimum Essence: 3 Minimum Essence: 3 Minimum Essence: 3 Minimum Essence: 2
Prerequisite Charms: Spirit-Grounding Prerequisite Charms: Spirit-Grounding Prerequisite Charms: None Prerequisite Charms: None
Shout Shout Description: Invoking this Charm allows Description: The PC may move and act
Description: The PC must strike the spirit Description: The PC must be able to the PC to cast one Terrestrial Circle spell. with her vision fully impaired without
and then makes a reflexive Intelligence + successfully strike the spirit. This blow will This Charm may not be made part of a penalty, but she cannot read, tell colors, or
Occult roll with a difficulty equal to the do normal damage to spirits. The player also Combo. discern information that requires vision or
spirit’s Essence. Each extra success gives reflexively rolls Willpower + Essence perfect spatial awareness. It reduces fighting
the spirit a one die penalty to all his rolls. If against a difficulty of the spirit’s Essence. blind penalties by half.
the penalty exceeds the spirit’s Essence Each extra success reduces the spirit’s
score, it is immobilized and is unable to act temporary Essence by the PC’s permanent
for the rest of the scene. Uses of this Charm Essence. The Essence drained from the
are additive so long as it is never allowed to spirit is dissipated and if its temporary
lapse. Essence is completely drained, the spirit is
irrevocably destroyed.

Soundless Action Prana Zone of Silence Stance Distracting Breeze Meditation Trackless Passage Style
Stealth (Air, DB Page 184) Stealth (Air, DB Page 184) Stealth (Air, DB Page 184) Stealth (Air, DB Page 185)
Cost: 1 mote per minute Cost: 4 Motes, 1 Willpower Cost: 1 Mote per 2 successes Cost: 2 Motes per being per mile
Duration: Varies Duration: One minute per point of perma- Duration: One Scene Duration: Instant
Type: Simple nent Essence Type: Simple Type: Simple
Minimum Stealth: 3 Type: Simple Minimum Stealth: 2 Minimum Stealth: 3
Minimum Essence: 3 Minimum Stealth: 4 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Feeling-the-Air Minimum Essence: 3 Prerequisite Charms: None Prerequisite Charms: Distracting Breeze
Technique Prerequisite Charms: Soundless Action Description: Every mote of Essence Meditation
Description: This Charm eliminates the Prana invested in this Charm acts as 2 automatic Description: Every two motes invested in
noise of any action taken directly by the PC. Description: A Zone of Silence suppresses successes against a single target that might this Charm completely obliterate all traces of
It provides no direct benefit to Stealth rolls, all sound within an area that extends a detect the PC’s presence. The Charm can be one being’s passage for a distance of one
but many actions will no longer have any number of yards equal to twice the PC’s directed at more than one target so long as mile. Normal tracking attempts fail
chance of attracting attention, and there permanent Essence. Each extra mote of the appropriate Essence has been paid. The automatically and magical tracking attempts
should be no difficulty penalties for moving Essence invested increases the radius by a PC must not be easily detectable when the simply allow the magic user to track
through areas where it would most likely single yard, but the D-B may spend no more Charm is activated, and it does nothing to normally. The PC may conceal as many
make noise. The PC may not speak while extra motes than her permanent Essence. conceal her passage. The PC cannot spend beings as he has points of permanent
using this Charm, but may communicate in The Zone moves with the character. more motes than her permanent Essence Essence.
other ways.
Wind-Walking Technique Dragon Shroud Technique Seeking Throw Technique Loyal Weapon
Stealth (Air, DB Page 186) Stealth (Air, DB Page 186) Thrown (Air, DB Page 186) Thrown (Air, DB Page 186)
Cost: 2 Motes Cost: 6 Motes, 1 Willpower Cost: 1 Mote per 2 dice Cost: 1 Mote
Duration: Until broken Duration: One Scene Duration: Instant Duration: Instant
Type: Simple Type: Simple Type: Supplemental Type: Supplemental
Minimum Stealth: 3 Minimum Stealth: 5 Minimum Thrown: 2 Minimum Thrown: 3
Minimum Essence: 3 Minimum Essence: 4 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Trackless Passage Prerequisite Charms: Soundless Action Prerequisite Charms: None Prerequisite Charms: Seeking Throw
Style Prana, Wind-Walking Technique Description: For every mote spent the PC Technique
Description: The PC gains the ability to Description: The Dragon Shroud blurs the gains 2 dice for a Thrown attack roll. This Description: This Charm allows the PC to
walk across any roughly horizontal surface character’s form as well as muffles sound, cannot increase the PC’s dice pool by more retrieve any valuable weapon after throwing
including those normally impossible to masks scent, and suppresses body heat. The than her Thrown Ability score. The player it at a target. It works on any weapon at all
cross. The Charm also gives perfect balance Charm gives a flat +2 difficulty bonus to must declare how many motes she will use and a Melee weapon will have the same
and excellent timing thus reducing difficulty attempts to spot the PC. It is quite effective before making the attack roll. accuracy, speed, and damage as usual with a
modifiers in some situations. The PC can at masking the PC’s identity and does range in yards equal to 10 times the
cross these surfaces in any manner he nothing to hide his tracks. character’s Essence, but they must use the
chooses, but he must keep moving otherwise Thrown Ability, rather than Melee. A
the Charm ends. The PC can carry his successful Dexterity + Athletics roll will
normal gear and up to his own weight in allow someone else to catch the weapon but
additional burdens. only if they beat the PC at a Strength +
Athletics roll.

Persistent Hornet Attack Invisibly Hidden Chakram Method Whirlwind Shield Form Vengeful Gust Counterattack
Thrown (Air, DB Page 187) Thrown (Air, DB Page 187) Thrown (Air, DB Page 188) Thrown (Air, DB Page 188)
Cost: 3 motes Cost: 10 Motes per weapon, 1 Willpower Cost: 3 Motes +1 for each additional person Cost: 2 Motes
Duration: Essence in turns Duration: Instant protected Duration: Instant
Type: Simple Type: Simple Duration: One Scene Type: Reflexive
Minimum Thrown: 3 Minimum Thrown: 4 Type: Simple Minimum Thrown: 4
Minimum Essence: 2 Minimum Essence: 3 Minimum Thrown: 3 Minimum Essence: 2
Prerequisite Charms: Loyal Weapon Prerequisite Charms: Persistent Hornet Minimum Essence: 2 Prerequisite Charms: Whirlwind Shield
Description: A weapon enchanted with this Attack Prerequisite Charms: None Form
Charm strikes a single target each turn with Description: Attacking with one or more of Description: The PC’s Essence acts as a Description: If the PC knows she will be
the PC’s Perception + Thrown skill. The these waiting weapons, which must be number of automatic successes that are the target of a ranged attack, the player may
weapon acts on the same initiative as the designed to be thrown is a reflexive action subtracted from any attempt by an attacker to make an immediate Dexterity + Thrown
character. Once a weapon has been assigned that must be done at the same time that the make a ranged attack against the target. This check in place of a dodge or parry attempt.
a target it cannot be changed. The weapon character takes his regular action and it can Charm can be used to protect others, but If this roll exceeds the attacker’s roll, the
can be attacked, but the difficulty to hit is be done in conjunction with any other they must remain within the character’s missile’s path is reversed and will strike the
the PC’s Essence. If struck it is simply simple action. It takes a Dexterity + Thrown perception range. attacker with a number of successes equal to
knocked out of the air. The player must attack. There is no limit on how many can the extra successes rolled on the above
declare that he is using this Charm before be thrown in a turn and each is thrown with check. If the roll does not beat out the
throwing the weapon. the PC’s full Dexterity + Thrown pool. The attacker’s roll the successes can be used to
PC can hide as many weapons as his deflect the attack.
Essence x 2.
Wind Weapons Wind Armor Technique Precision Observation Method All-Encompassing Earth Sense
Thrown (Air, DB Page 188) Thrown (Air, DB Page 189) Awareness (Earth, DB Page 189) Awareness (Earth, DB Page 190)
Cost: 3 Motes per weapon Cost: 1 Mote per 1B/1L Cost: 1 Mote per 2 dice Cost: 2 Motes
Duration: Instant Duration: One scene per point of permanent Duration: Instant Duration: One Scene
Type: Simple Essence Type: Reflexive Type: Simple
Minimum Thrown: 5 Type: Simple Minimum Awareness: 2 Minimum Awareness: 2
Minimum Essence: 3 Minimum Thrown: 5 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Persistent Hornet Minimum Essence: 3 Prerequisite Charms: None Prerequisite Charms: Precision Observa-
Attack, Vengeful Gust Counterattack Prerequisite Charms: Vengeful Gust Description: Each mote invested enhances tion Method
Description: A wind weapon has a base Counterattack the PC’s Awareness by 2 dice for a single Description: The PC cannot be surprised by
damage and accuracy of the PC’s permanent Description: The Wind Armor has a 1B/1L roll only. The PC cannot more than double any means. Two extra motes per person
Essence. The maximum number that can be soak rating for every mote of Essence her Awareness with this Charm. allows the PC to extend this effect to her
created is equal to the PC’s permanent committed to it and has no mobility penalty fellows. The PC must be in contact with the
Essence. The weapons are thrown as a or fatigue value. Its maximum rating is the ground in some manner.
reflexive action using the PC’s Dexterity + PC’s permanent Essence. It also works and
Thrown, plus the accuracy of the weapon can be added to physical armor. This Charm
and any appropriate modifiers. If multiple can be used on others, but they cannot move
weapons are created, they are thrown all at farther away than 5 x the PC’s permanent
once at full dice pool and can have one or Essence in yards.
multiple targets.

Feeling the Dragon’s Bones Entombed Mind Technique Sight-Riding Technique Hearing & Touch-Riding Technique
Awareness (Earth, DB Page 190) Awareness (Earth, DB Page 191) Awareness (Earth, DB Page 191) Awareness (Earth, DB Page 191)
Cost: 2 Motes Cost: 5 Motes Cost: 4 Motes Cost: 4 Motes
Duration: Instant Duration: 5 Minutes Duration: Until Disrupted Duration: Until Disrupted
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Awareness: 3 Minimum Awareness: 4 Minimum Awareness: 3 Minimum Awareness: 3
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: All-Encompassing Prerequisite Charms: Feeling the Dragon’s Prerequisite Charms: Precision Observa- Prerequisite Charms: Precision Observa-
Earth Sense Bones tion Method tion Method
Description: Roll Intelligence + Awareness. Description: Roll Manipulation + Presence, Description: Range is PC’s Essence in Description: Range is PC’s Essence in
The range is the PC’s Awareness x 25 feet difficulty is the target’s Essence. A simple miles. Roll Awareness + Essence against miles. Roll Awareness + Essence against
(double for each additional mote spent). success puts the target to sleep for an hour, target’s. If PC gets one success he success- target’s. If PC gets one success he success-
More successes will yield more information additional successes add hours. Nothing can fully Sense-Rides the target. If the two fully Sense-Rides the target. If the two
about things touching the ground within the awaken the target while under the effects of characters tie, and the target is Exalted then characters tie, and the target is Exalted then
range. this Charm. the target gets to roll Awareness (diff. 3) to the target gets to roll Awareness (diff. 3) to
sense that he was a target of this Charm. sense that he was a target of this Charm.
The PC can see through the eyes of the The PC may perceive anything the target
target and gets full benefit of any sight- hears or touches, including any magical
enhancing enchantments that the target has enhancement that the target applies to
applied to himself. himself. The PC cannot understand
languages that he does not know, even if the
target does.
Smell and Taste-Riding Technique Sight-Destroying Method Hearing And Touch-Destroying Method Smell and Taste-Destroying Method
Awareness (Earth, DB Page 191) Awareness (Earth, DB Page 191) Awareness (Earth, DB Page 191) Awareness (Earth, DB Page 191)
Cost: 4 Motes Cost: 3+ Motes, 1 Willpower Cost: 3+ Motes, 1 Willpower Cost: 3+ Motes, 1 Willpower
Duration: Until Disrupted Duration: 1 Turn per point of permanent Duration: 1 Turn per point of permanent Duration: 1 Turn per point of permanent
Type: Simple Essence Essence Essence
Minimum Awareness: 3 Type: Supplemental Type: Supplemental Type: Supplemental
Minimum Essence: 2 Minimum Awareness: 4 Minimum Awareness: 4 Minimum Awareness: 4
Prerequisite Charms: Precision Observa- Minimum Essence: 3 Minimum Essence: 3 Minimum Essence: 3
tion Method Prerequisite Charms: Sight-Riding Prerequisite Charms: Hearing and Touch- Prerequisite Charms: Smell and Taste-
Description: Range is PC’s Essence in Technique Riding Technique Riding Technique
miles. Roll Awareness + Essence against Description: Roll Essence + Awareness Description: Roll Essence + Awareness Description: Roll Essence + Awareness
target’s. If PC gets one success he success- against the target’s Perception. Each extra against the target’s Perception. Each extra against the target’s Perception. Each extra
fully Sense-Rides the target. If the two success adds a –1 penalty to any task success adds a –1 penalty to any task success adds a –1 penalty to any task
characters tie, and the target is Exalted then involving sight. If the number of successes involving Hearing or Touch. Each success involving smell and taste.
the target gets to roll Awareness (diff. 3) to exceeds the target’s Perception, then the allows the target to ignore one level of
sense that he was a target of this Charm. target is rendered blind for the duration of Wound Penalties. If the number of suc-
The PC may perceive anything the target the Charm. cesses exceeds the target’s Perception, then
tastes or smells, including any magical the target is rendered deaf for the duration of
enhancement that the target applies to the Charm and ignores all wound penalties.
himself.

Essence Disruption Attack Shaping Hand Style Stone-Carving Fingers Form Perfect Climbing Attitude
Awareness (Earth, DB Page 192) Craft (Earth, DB Page 192) Craft (Earth, DB Page 192) Craft (Earth, DB Page 194)
Cost: 3+ Motes, 1 Willpower Cost: 2 Motes Cost: 1 Mote per cubic foot Cost: 1 Mote
Duration: 1 Turn per point of permanent Duration: One Hour Duration: Instant Duration: One Scene
Essence Type: Simple Type: Simple Type: Simple
Type: Supplemental Minimum Craft: 2 Minimum Craft: 3 Minimum Craft: 3
Minimum Awareness: 5 Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 2
Minimum Essence: 4 Prerequisite Charms: None Prerequisite Charms: Shaping Hand Style Prerequisite Charms: Stone-Carving
Prerequisite Charms: All three (Sense)- Description: PC’s hand functions as a Description: Roll Wits + Craft. The PC Fingers Form
Destroying Method Charms single chosen tool. The hand can perform must spend at least a full minute carefully Description: PC can climb a sheer stone
Description: PC spends up to 3 + perm. any function that the normal tool is capable striking the stone. The number of successes wall at rate of 10 feet per turn, 20 feet or
Essence. Roll Awareness + Essence (diff. 3). of performing. The character may also use affects whether the stone is broken away or a more per turn up a rough surface. No ability
If successful, roll Willpower + Essence (diff. the hand regularly while the Charm is piece of art. roll needed. Those following the PC get 2
target’s Essence). Each extra success adds 1 activated. Each hand may be automatic successes for any climbing check.
mote to the cost of all Charms used by the Ultra sheer surfaces require multiple
target, to a maximum of the number of extra successes.
essence spent on this Charm.
Flaw-Finding Examination Charm of Lesser Unmaking Charm of Greater Unmaking Ox-Body Technique (Dragon-Blood)
Craft (Earth, DB Page 194) Craft (Earth, DB Page 194) Craft (Earth, DB Page 195) Endurance (Earth, DB Page 195)
Cost: 1 Mote (touch), 3 Motes (sight) Cost: 5 Motes Cost: 10 Motes, 1 Willpower Cost: None
Duration: One Minute Duration: Instant Duration: Instant Duration: Permanent
Type: Simple Type: Simple Type: Special Type: Special
Minimum Craft: 3 Minimum Craft: 5 Minimum Craft: 5 Minimum Endurance: Varies
Minimum Essence: 1 Minimum Essence: 3 Minimum Essence: 4 Minimum Essence: 1
Prerequisite Charms: None Prerequisite Charms: Flaw-Finding Prerequisite Charms: Charm of Lesser Prerequisite Charms: None
Description: Character studies the object Examination Unmaking Description: PC buys extra health levels.
for at least a minute. If trying to fix a flaw, Description: Roll Essence + Craft (diff. Description: Similar to Lesser Unmaking, Each level of the technique provides one –1
roll Intelligence + Craft and spend a varies as the complexity of the object). only item is reduced to materials rather than and one –2 health level. The character
Willpower to do so. If trying to break the Enchantments increase the diff. by 1. Max. parts. Diff. 1 for normal items, diff. 3 for cannot take Ox-Body more times than they
object, the next physical attack does double volume is equal to Essence in cubic yards. exceptional items, diff. 5 if the item includes have points of Endurance.
the damage. PC must remain in contact with item for a one of the five Magical Materials.
number of turns equal to diff. If the roll
succeeds, the object is disassembled into its
component parts.

Unsleeping Earth Meditation Uneating Earth Meditation Unbreathing Earth Mediation Unfeeling Earth Mediation
Endurance (Earth, DB Page 196) Endurance (Earth, DB Page 196) Endurance (Earth, DB Page 196) Endurance (Earth, DB Page 196)
Cost: 1 Mote Cost: 2 Motes Cost: 2 Motes Cost: 3 Motes, 1 Willpower
Duration: One Day Duration: One Day Duration: One Scene Duration: Varies
Type: Simple Type: Simple Type: Simple Type: Reflexive
Minimum Endurance: 2 Minimum Endurance: 3 Minimum Endurance: 4 Minimum Endurance: 3
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: None Prerequisite Charms: Unsleeping Earth Prerequisite Charms: Uneating Earth Prerequisite Charms: Unbreathing Earth
Description: PC can go without sleep for Meditation Meditation Mediation
24 hours. Using the Charm more than the Description: Character does not need to eat Description: PC does not need to nor can Description: PC may ignore all wound
PC’s Essence + Endurance will cause the PC or drink. Using the Charm more days than she breathe during the scene where this penalties for turns equal to his Stamina +
to lose one point of temporary Willpower the PC’s Essence + Endurance will cause 1 Charm is invoked. This means also that the Endurance.
per day. Willpower cannot be recovered bashing health level per day. PC cannot heal PC cannot speak or create noise with her
until PC’s had 24 hours of uninterrupted until discontinuing use of the charm. voice. Can be used on a voluntary target by
sleep. touching him.
Untiring Earth Meditation Unflagging Vengeance Meditation Five-Dragon Fortitude Five-Dragon Blocking Technique
Endurance (Earth, DB Page 196) Endurance (Earth, DB Page 196) Martial Arts (Earth, DB Page 197) Martial Arts (Earth, DB Page 197)
Cost: 5 Motes, 1 Willpower Cost: 3 Motes + 1 Willpower/person Cost: 1 Mote/2B or 1L Cost: 4 Motes, 1 Willpower
Duration: One Day Duration: Until Satisfied Duration: Instant Duration: One Scene
Type: Simple Type: Simple Type: Reflexive Type: Simple
Minimum Endurance: 3 Minimum Endurance: 4 Minimum Martial Arts: 3 Minimum Martial Arts: 3
Minimum Essence: 2 Minimum Essence: 4 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: Unsleeping Earth Prerequisite Charms: Unfeeling Earth Prerequisite Charms: None Prerequisite Charms: Five-Dragon
Meditation Meditation, Untiring Earth Meditation Description: PC soaks damage before it is Fortitude
Description: As long as the PC’s feet touch Description: PC requires no food, sleep, or rolled. The Charm is compatible with armor. Description: PC adds his Essence to all
the earth once every two turns, he incurs no rest till his vendetta is fulfilled. Experiences parry rolls. Bonus applies to parry rolls after
fatigue from any source. The Charm does no fatigue. Soaks lethal and bashing damage dice pool splits. PC may make reflexive
not relieve already present fatigue. PC may with Stamina + Endurance. No ill effects till parries rolling permanent Essence. PC may
also ignore wound penalties up to his Essence in days has passed. See Exalted: D- parry lethal damage without a stunt if he is
permanent Essence rating. B, Page 196 for more details. weaponless.

Five-Dragon Claw Five-Dragon Force Blow Five-Dragon Form Five-Dragon Fist


Martial Arts (Earth, DB Page 198) Martial Arts (Earth, DB Page 198) Martial Arts (Earth, DB Page 199) Martial Arts (Earth, DB Page 199)
Cost: 1 mote Cost: 2 Motes Cost: 5 Motes Cost: 6 Motes, 1 Willpower, 1 Health Level
Duration: Instant Duration: Instant Duration: One Scene Duration: Instant
Type: Supplemental Type: Simple Type: Simple Type: Simple
Minimum Martial Arts: 3 Minimum Martial Arts: 3 Minimum Martial Arts: 4 Minimum Martial Arts: 5
Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 4
Prerequisite Charms: None Prerequisite Charms: Five-Dragon Claw Prerequisite Charms: Five-Dragon Prerequisite Charms: Five-Dragon Form
Description: Character does lethal rather Description: Doubles normal base damage Blocking Technique Five-Dragon Force Description: A normal Martial Arts attack
than bashing damage on an unarmed attack. of Martial Arts attacks (extra successes do Blow does aggravated damage. Cannot be used in
not double). In addition, roll Strength + Description: PC does lethal damage and a Combo or with a weapon.
Martial Arts, add to normal damage in a soaks lethal damage with bashing soak
reflexive opposed roll against the target’s levels. Adds Essence to Dexterity or
Strength + Resistance. If PC wins target is Strength for running speed, jumping
knocked down. distances, and the weight she can lift or
carry. PC may only use one form-type
Charm at a time.
Five-Dragon Invulnerability Five-Dragon Wrath Strength of Stone Technique Impervious Skin of Stone Meditation
Martial Arts (Earth, DB Page 199) Martial Arts (Earth, DB Page 199) Resistance (Earth, DB Page 200) Resistance (Earth, DB Page 200)
Cost: 5 Motes, 1 Willpower Cost: 1 Mote/attack, 1 health level Cost: 2 Motes per person Cost: 1 Mote per 2B/2L soak
Duration: Instant Duration: Instant Duration: One Scene Duration: One Scene
Type: Reflexive Type: Extra Action Type: Simple Type: Simple
Minimum Martial Arts: 5 Minimum Martial Arts: 5 Minimum Resistance: 2 Minimum Resistance: 2
Minimum Essence: 3 Minimum Essence: 4 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Five-Dragon Form Prerequisite Charms: Five-Dragon Prerequisite Charms: None Prerequisite Charms: Strength of Stone
Description: PC ignores damage from any Invulnerability, Five-Dragon Fist Description: PC meditates with a pebble for Technique
single non-magical attack. If the attack was Description: PC may make an extra attack 5 minutes and gains 1 dot each of Stamina Description: Bonus to soak cannot be
magical, then the PC adds a bonus of his per mote spent, all against a single target. and Strength. This effect can be used on greater than the character’s Essence. The
permanent Essence to his lethal and bashing All attacks are rolled as normal. If the target others if a circle is formed with a pebble soak does not apply to damage caused by
soak levels. dodges or parries, one roll is compared to all between each pair of hands. Each character sorcery or attacks enhanced with Charms.
the attacks. The maximum number of only benefits from one application of this
attacks possible with this Charm is the PC’s Charm.
Permanent Essence.

Mountain Toppling Method Air Protection Form Earth Protection Form Fire Protection Form
Resistance (Earth, DB Page 200) Resistance (Earth, DB Page 201) Resistance (Earth, DB Page 201) Resistance (Earth, DB Page 201)
Cost: 4 Motes Cost: 3 motes Cost: 3 motes Cost: 3 motes
Duration: One Turn Duration: One Scene Duration: One Scene Duration: One Scene
Type: Supplemental Type: Simple Type: Simple Type: Simple
Minimum Resistance: 2 Minimum Resistance: 3 Minimum Resistance: 3 Minimum Resistance: 3
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: Strength of Stone Prerequisite Charms: Impervious Skin of Prerequisite Charms: Impervious Skin of Prerequisite Charms: Impervious Skin of
Technique Stone Meditation Stone Meditation Stone Meditation
Description: After a moment’s concentra- Description: PC gains a bonus (equal to Description: PC gains a bonus (equal to Description: PC gains a bonus (equal to
tion the character’s Strength increases by 5 Essence) to lethal and bashing soak against Essence) to lethal and bashing soak against Essence) to lethal and bashing soak against
with or against objects of earth or stone environmental or non-magical attacks of Air. environmental or non-magical attacks of environmental or non-magical attacks of
(includes jade weapons). Does not apply to magical attacks. Air Earth. Does not apply to magical attacks. Fire. Does not apply to magical attacks.
Aspects learn this Charm as if it is Air Earth Aspects learn this Charm as if it is Fire Aspects learn this Charm as if it is Fire
Aspected. Earth Aspected. Aspected.
Water Protection Form Wood Protection Form Chaos-Warding Prana Defense-From-Anathema Method
Resistance (Earth, DB Page 201) Resistance (Earth, DB Page 201) Resistance (Earth, DB Page 201) Resistance (Earth, DB Page 201)
Cost: 3 motes Cost: 3 motes Cost: 5 Motes, 1 Willpower Cost: 6 Motes, 1 Willpower
Duration: One Scene Duration: One Scene Duration: One Scene Duration: One Scene
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Resistance: 3 Minimum Resistance: 3 Minimum Resistance: 3 Minimum Resistance: 5
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 4
Prerequisite Charms: Impervious Skin of Prerequisite Charms: Impervious Skin of Prerequisite Charms: (Element) Protection Prerequisite Charms: Chaos-Warding
Stone Meditation Stone Meditation Form Prana
Description: PC gains a bonus (equal to Description: PC gains a bonus (equal to Description: The PC may ignore the Description: PC adds permanent Essence to
Essence) to lethal and bashing soak against Essence) to lethal and bashing soak against warping effects of the Wyld. Neither his the difficulty of magical attacks (Charm-
environmental or non-magical attacks of environmental or non-magical attacks of person nor his gear can be affected. This based and Sorcery) made against her by an
Water. Does not apply to magical attacks. Wood. Does not apply to magical attacks. protection can be extended if the PC pays Anathema. These are automatic successes,
Water Aspects learn this Charm as if it is Wood Aspects learn this Charm as if it is the full cost of the Charm and touches the but do not protect against subtle effects like
Water Aspected. Wood Aspected. other character. mind control.

Effortlessly Rising Flame Falling Star Maneuver Bellows-Pumping Stride Incense Smoke Ladder
Athletics (Fire, DB Page 202) Athletics (Fire, DB Page 202) Athletics (Fire, DB Page 203) Athletics (Fire, DB Page 203)
Cost: 1 Mote Cost: 1 Mote per 2 Dice Cost: 1 Mote Cost: 2 Motes
Duration: Instant Duration: Instant Duration: One Scene Duration: Instant
Type: Reflexive Type: Supplemental Type: Reflexive Type: Reflexive
Minimum Athletics: 2 Minimum Athletics: 2 Minimum Athletics: 3 Minimum Athletics: 4
Minimum Essence: 1 Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: None Prerequisite Charms: Effortlessly Rising Prerequisite Charms: Falling Star Maneu- Prerequisite Charms: Bellows-Pumping
Description: This Charm allows the PC to Flame ver Stride
rise from a prone or supine position without Description: Charm adds two dice per mote Description: Exalt can move up to Description: The character can run up
taking an extra action. Also may be used to expended to the damage of an attack. No Dexterity + 12 yards and still act in a turn vertical surfaces (requiring at least a 2 step
add two dice to the PC’s Athletics when more motes can be spent than the PC’s and up to (Dexterity x 5) + 25 yards as his running start) and across the surface of
determining how far she can jump. permanent Essence rating. Damage is added only action. Character leaves behind fiery liquids. However, he cannot stop and if the
before soak is applied. footprints when walking and a fire trail when liquid is dangerous his feet may still be
running. This fire will spread as normal. badly damaged.
Dancing Ember Stride Phoenix Mate’s Lament Fiery Prowess Swift Legion Technique
Athletics (Fire, DB Page 203) Athletics (Fire, DB Page 204) Athletics (Fire, DB Page 204) Athletics (Fire, DB Page 204)
Cost: 3 Motes Cost: 1 Mote per 2 Soak Cost: 1 Mote per 2 dice Cost: 2 Motes per subject
Duration: Instant Duration: Instant Duration: Instant Duration: One Scene
Type: Simple Type: Reflexive Type: Supplemental Type: Simple
Minimum Athletics: 5 Minimum Athletics: 5 Minimum Athletics: 2 Minimum Athletics: 4
Minimum Essence: 3 Minimum Essence: 2 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Incense Smoke Prerequisite Charms: Falling Star Maneu- Prerequisite Charms: Effortlessly Rising Prerequisite Charms: Bellows-Pumping
Ladder ver Flame Stride, Fiery Prowess
Description: PC moves a distance up to Description: The PC may add 2 to his soak Description: PC improves his Athletics Description: All targets of this Charm
twice his ordinary movement rate upward, or against non-magical environmental hazards Ability by two dice per mote spent. The (which may include the PC himself) double
if already in the sky, he can move horizon- for every mote spent (max. of Athletics Charm cannot be used to more than double their basic speeds (as in Bellows-Pumping
tally as if he were on the ground. The score) as long as he is moving at least half the base value of his Athletics score. Extra Stride). The PC may not aid more compan-
Charm requires that he remain moving. PC his maximum running speed. Essence spent is lost. Increase lasts for a full ions than his permanent Essence.
carries weight of Strength + Athletics as turn.
usual.

Threshold Warding Stance Hopping Firecracker Evasion Virtuous Negation Defense Flickering Candle Meditation
Dodge (Fire, DB Page 204) Dodge (Fire, DB Page 204) Dodge (Fire, DB Page 205) Dodge (Fire, DB Page 205)
Cost: 1 Mote Cost: 2 Motes Cost: 2 Motes Cost: 1 Mote per 2 dice
Duration: Instant Duration: Instant Duration: Instant Duration: Instant
Type: Reflexive Type: Reflexive Type: Reflexive Type: Reflexive
Minimum Dodge: 2 Minimum Dodge: 3 Minimum Dodge: 4 Minimum Dodge: 2
Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 1
Prerequisite Charms: None Prerequisite Charms: Threshold Warding Prerequisite Charms: Hopping Firecracker Prerequisite Charms: None
Description: PC may dodge while leaving Stance Evasion Description: PC gains 2 Dodge dice for
his feet in place. The Charm will not work if Description: PC can leap, dive, or tumble Description: PC shoves a companion every mote spent. No more dice can be
he is completely immobilized, but otherwise up to his normal running pace (half of within reach (5 yards) out of the way of an added than the character’s Dodge Trait.
allows him to use his full dodge pool. This Dexterity + 12 yards) when he succeeds in attack. PC rolls his own dodge. If he
Charm does not generate a pool for the doge, dodging an attack while using this Charm. doesn’t dodge he takes the damage, if he
but merely allows the PC to Dodge when he gets no successes on the roll the attack
normally could not. strikes its original target.
Smoke Obscuring Effect Safety Among Enemies Arrow-Consuming Flame Defense Smoldering Karma Strike
Dodge (Fire, DB Page 205) Dodge (Fire, DB Page 206) Dodge (Fire, DB Page 206) Dodge (Fire, DB Page 207)
Cost: 1 Mote per 2 dice + 1 per ally Cost: 3 Motes Cost: 5 Motes Cost: 3 Motes
Duration: One Scene Duration: Instant Duration: One Scene Duration: Instant
Type: Simple Type: Reflexive Type: Simple Type: Reflexive
Minimum Dodge: 4 Minimum Dodge: 4 Minimum Dodge: 5 Minimum Dodge: 5
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 3
Prerequisite Charms: Flickering Candle Prerequisite Charms: Flickering Candle Prerequisite Charms: Safety Among Prerequisite Charms: Virtuous Negation
Meditation Meditation Enemies Defense, Smoke Obscuring Effect, Safety
Description: PC can only contribute as Description: PC redirects an enemy’s attack Description: Arrows fail to harm the PC. Among Enemies
many dice as he has dots in Dodge. Allies to another target (preferably an enemy) He gains +2 soak against metal and wooden Description: If PC is attacked in close
cannot more than double their own Dodge within 3 yards of the PC. Player rolls weapons. Weapons of Hard Stone or the 5 combat and the attacker fails to achieve any
scores. PC may not use the Charm on more Dexterity + Dodge, needing 4 successes. If MM are unaffected. Unarmed attackers take net successes on his attack roll, the PC with
allies than he has Essence. successful, attack acts as though it were 3L fire damage each time they attack, soaked this Charm can activate it and make a
aimed at the new target all along. normally. reflexive hand-to-hand attack with his full
pool. This Charm cannot be used to respond
to a counterattack.

Dragon-Graced Weapon Ghost-Fire Blade Refining the Inner Blade Stoking Bonfire Style
Melee (Fire, DB Page 207) Melee (Fire, DB Page 208) Melee (Fire, DB Page 208) Melee (Fire, DB Page 208)
Cost: 1 Mote Cost: 2 Motes Cost: 3 Motes, 1 Willpower Cost: 1 Mote per 2 dice
Duration: Instant Duration: Instant Duration: One scene Duration: Instant
Type: Supplemental Type: Supplemental Type: Simple Type: Supplemental
Minimum Melee: 2 Minimum Melee: 3 Minimum Melee: 4 Minimum Melee: 2
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 1
Prerequisite Charms: None Prerequisite Charms: Dragon-Graced Prerequisite Charms: Dragon-Graced Prerequisite Charms: None
Description: PC pays cost before attack Weapon Weapon Description: Adds 2 dice to Melee pool for
roll. Effect is based on PC’s Aspect. Air: Description: Allows character to hit Description: After a few seconds of every mote spent. PC cannot more than
target rolls Dexterity + Athletics (diff. 2) or dematerialized spirits. Otherwise attack is concentration the PC can conjure a weapon double his Melee Ability. Essence must be
is knocked prone. Earth: target loses 2 dice completely normal. of his favored element. This weapon has the spent before making the attack roll.
from all action rolls until next turn. Fire: same stats as an ordinary weapon of its type
target soaks additional 4L on next action. and it will be enchanted as though using the
Water: -3 from target’s initiative one turn. Charm Dragon-Graced Weapon.
Wood: Raises attack damage by 2L.
Portentous Comet Deflecting Mode Deadly Wildfire Legion Threshing Floor Technique Ringing Anvil Onslaught
Melee (Fire, DB Page 208) Melee (Fire, DB Page 208) Melee (Fire, DB Page 209) Melee (Fire, DB Page 209)
Cost: 3 Motes, 1 Willpower Cost: 1 Mote per 2 dice + 1 per ally Cost: 2 Motes + 1 mote per ally Cost: 8 Motes
Duration: Instant Duration: One Scene Duration: One turn Duration: Instant
Type: Reflexive Type: Simple Type: Simple Type: Extra Actions
Minimum Melee: 5 Minimum Melee: 4 Minimum Melee: 5 Minimum Melee: 5
Minimum Essence: 3 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3
Prerequisite Charms: Stoking Bonfire Style Prerequisite Charms: Stoking Bonfire Style Prerequisite Charms: Stoking Bonfire Style Prerequisite Charms: Threshing Floor
Description: Spend necessary Essence and Description: PC may ensorcel one ally per Description: PC chooses a target, and Technique
roll Dexterity + Melee after an opponent’s mote spent, up to permanent Essence. PC spends the essence. Then, so long as an ally Description: PC chooses a target, player
unenhanced hand-to-hand attack. If one spends additional motes to improve Melee is within movement distance from the target, rolls Melee only. For each success, the Exalt
success is obtained the PC blocks his Abilities, two dice per mote spent. Cannot she may make a melee attack on the target gains an extra attack against the target this
opponent’s attack completely. add more dice than PC’s Melee, nor can you on her action and then return to her original turn. The PC cannot gain more extra attacks
more than double their Melee. position. than his Melee.

Phantom Fire-Warrior Horde Blazing Courageous Swordsmen Inspira- Glowing Coal Radiance Aura of Invulnerability
Presence (Fire, DB Page 209) tion Presence (Fire, DB Page 209) Presence (Fire, DB Page 210)
Cost: 1 Mote per 2 dice Presence (Fire, DB Page 209) Cost: 2 Motes Cost: 3 Motes
Duration: Instant Cost: 1 Mote per subject Duration: One Turn Duration: One scene
Type: Supplemental Duration: One Scene Type: Simple Type: Simple
Minimum Presence: 2 Type: Simple Minimum Presence: 3 Minimum Presence: 4
Minimum Essence: 2 Minimum Presence: 3 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: None Minimum Essence: 2 Prerequisite Charms: None Prerequisite Charms: Glowing Coal
Description: Charm creates fire phantoms Prerequisite Charms: Phantom Fire- Description: Any foe that wishes to attack Radiance
that increase the PC’s intimidation abilities. Warrior Horde the PC in hand-to-hand combat any time Description: PC gains a point of soak and
The character gains 2 dice for every mote Description: Each subject (up to 2 times before the PC’s next turn must first succeed three temporary bashing health levels. PC
spent to his Presence but can no more than perm. Essence) receives one additional at a reflexive Willpower test. One success can benefit from this Charm only once per
double his Presence Ability. bashing health level. This level is the first will allow the enemy to act normally. scene. The health levels are the first lost
one lost when damage is taken. Charm can Enemies at range may attack without when damage is applied and cannot be
only be used on characters that are under the concern. healed back even with magic during the
PC’s command. scene.
Warlord’s Convocation Unbearable Taunt Technique Moth to the Candle Loquacious Courtier Technique
Presence (Fire, DB Page 210) Presence (Fire, DB Page 211) Presence (Fire, DB Page 211) Socialize (Fire, DB Page 211)
Cost: 8 motes, 1 Willpower Cost: 2 Motes Cost: 4 Motes, 1 Willpower Cost: 1 Mote per 2 dice
Duration: One Scene or Instant Duration: Essence in turns Duration: One turn Duration: One scene
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Presence: 5 Minimum Presence: 2 Minimum Presence: 4 Minimum Socialize: 2
Minimum Essence: 3 Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 1
Prerequisite Charms: Blazing Courageous Prerequisite Charms: Glowing Coal Prerequisite Charms: Unbearable Taunt Prerequisite Charms: None
Swordsmen Inspiration, Aura of Invulner- Radiance Technique Description: The PC adds 2 dice per mote
ability Description: Target loses 2 dice from dodge Description: Target must be within 10 yards spent to her Socialize ability. She can add
Description: Roll Manipulation + Presence and parry pools when fighting anyone other and have an Essence lower than the PC. no more dice than she has dots in Socialize.
and the target reflexively resists with than the PC. Out of combat a successful Target must use his next action to attack the
Willpower. Every net success causes the Manipulation + Presence roll and cutting PC, regardless of the intervening danger in
target to serve the PC as a loyal servant for comment will make the target look foolish. doing so. Intervening dangers cannot be so
one week. 5 or more and he will serve long- dangerous as jumping into a chasm.
term.

Sweeten-the-Tap Method Wary Yellow Dog Attitude Seizing-the Tongue Technique Brother-Against-Brother Insinuation
Socialize (Fire, DB Page 211) Socialize (Fire, DB Page 212) Socialize (Fire, DB Page 212) Socialize (Fire, DB Page 212)
Cost: 2 Motes Cost: 1 Mote Cost: 2 Motes Cost: 4 Motes, 1 Willpower
Duration: One Scene Duration: Instant Duration: Instant Duration: One scene
Type: Simple Type: Reflexive Type: Reflexive Type: Simple
Minimum Socialize: 3 Minimum Socialize: 3 Minimum Socialize: 3 Minimum Socialize: 3
Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: Loquacious Courtier Prerequisite Charms: Sweeten-the-Tap Prerequisite Charms: Loquacious Courtier Prerequisite Charms: Seizing-the-Tongue
Technique Method Technique Technique
Description: Reduces the difficulty of all Description: During an unexpected combat, Description: Allows the PC’s player to Description: Both targets must be present.
Socialize rolls for anyone present and the PC can activate this Charm to add 3 to reroll any Socialize roll. The reroll must be A comment should be made to one about the
drinking the affected alcohol. her Initiative roll. This Charm can only be accepted and only one reroll may be made. other that may seem untrustworthy. Targets
used during the first three turns of an If part of a Combo, the motes must be spent must have a lower Essence than Exalt.
unexpected combat. again for the whole Combo when this Charm Charm is well known in the Realm.
is activated.
Warm-Faced Seduction Style Friend-to-All-Nations Attitude Smoothing-Over-the-Past Technique Drowning Embrace
Socialize (Fire, DB Page 212) Socialize (Fire, DB Page 213) Socialize (Fire, DB Page 213) Brawl (Water, DB Page 213)
Cost: 1 Mote Cost: 2 motes Cost: 3 Motes, 1 Willpower Cost: 1 Mote
Duration: Instant Duration: One Scene Duration: One scene Duration: Instant
Type: Supplemental Type: Simple Type: Reflexive Type: Supplemental
Minimum Socialize: 3 Minimum Socialize: 3 Minimum Socialize: 5 Minimum Brawl: 2
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 2
Prerequisite Charms: Loquacious Courtier Prerequisite Charms: Warm-Faced Prerequisite Charms: Warm-Faced Prerequisite Charms: None
Technique Seduction Style Seduction Style Description: The victims of this Charm
Description: PC who uses the Charm Description: PC suffers no penalties to her Description: PC must have higher Essence drown on dry land; survivors actually cough
momentarily increases her Socialize pool by Socialize Ability when in a strange land, so than target. Charm causes target to forget up water. This Charm must be used in
up to 5 dice for seductive purposes. Cannot long as she knows the local tongue. Charm about a past event that may reflect poorly on conjunction with a clinch attack. The PC’s
more than double the character’s Socialize is less effective in melting pot cultures as the what the PC is trying to do now. Can be clinch does lethal rather than bashing
Ability. Charm picks up on several standards at once. used more than once on same target. damage. For each successive turn the clinch
is maintained and this Charm is invoked, the
clinch does an additional +1L damage.
Stopping the use of this Charm for even a
turn will reset the damage of the clinch to
normal.

Riptide Method Pounding Surf Style Fist-Spinning Maelstrom Blade-Deflecting Palm


Brawl (Water, DB Page 213) Brawl (Water, DB Page 214) Brawl (Water, DB Page 214) Braw (Water, DB Page 214)
Cost: 1 Mote per attack/foe Cost: 1 Mote Cost: 2 Motes per attack, 1 Willpower Cost: 1 Mote
Duration: One turn Duration: Instant Duration: Instant Duration: Instant
Type: Extra Action Type: Supplemental Type: Extra Action Type: Reflexive
Minimum Brawl: 4 Minimum Brawl: 2 Minimum Brawl: 4 Minimum Brawl: 3
Minimum Essence: 2 Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 1
Prerequisite Charms: Drowning Embrace Prerequisite Charms: Drowning Embrace Prerequisite Charms: Pounding Surf Style Prerequisite Charms: None
Description: PC can wrestle up to 4 others Description: The PC makes a Brawl attack. Description: Grants extra attacks; each Description: Upon activating this Charm,
at once. Make a Dex + Brawl roll to initiate Damage for the first such attack ignores one costs 2 motes. The PC must be facing the user may parry any incoming brawl,
each attack, which must be a clinch or hold. point of target’s soak. If the PC uses this multiple opponents, and must attack each martial arts or melee attacks with his Brawl,
Each attack (max. 4) costs 1 mote. Each Charm again and strikes the target again opponent at least once. The PC cannot including specialties, and with no penalty or
must be against a different target, who may later in the scene, each later blow ignores an launch more attacks in a turn than she has harm for fighting unarmed. This Charm
dodge or parry. In later turns the PC may, additional point of soak (thus 2nd attack is - dots of Brawl. does not generate a Parry Pool, but rather
after the initiative roll but before anyone else 2 soak, 3rd -3, etc). The target’s armor is not allows the PC to use their bare hands to
acts, spend motes to keep the Charm active actually damaged by this Charm; no other parry lethal attacks without fear.
— cost is as before. If he has less than 4 attackers gain this benefit against the victim,
victims held, on his action he may pay more and the armor penalties expire at the end of
motes and attempt to clinch or hold others the scene.
within reach. If the PC doesn’t pay motes
each turn, he must let one or more victims
free. PC may not move while using this
Charm.
Become the Hammer Flow Past Defenses Benevolent Master’s Blessing Confluence of Savant Thought
Brawl (Water, DB Page 215) Brawl (Water, DB Page 215) Bureaucracy (Water, DB Page 215) Bureaucracy (Water, DB Page 216)
Cost: 1 Mote Cost: 2 Motes + 1 Mote each add. Turn Cost: 1 Mote, or 1 Mote per 2 dice Cost: 2 Motes
Duration: Instant Duration: One turn Duration: One Scene Duration: One scene
Type: Supplemental Type: Supplemental Type: Simple Type: Simple
Minimum Brawl: 3 Minimum Brawl: 5 Minimum Bureaucracy: 2 Minimum Bureaucracy: 3
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Blade-Deflecting Prerequisite Charms: Riptide Method, Prerequisite Charms: None Prerequisite Charms: Benevolent Master’s
Palm Pounding Surf Style, Become the Hammer Description: The PC may grant an assistant Blessing
Description: A punch or kick delivered with Description: After the PC makes a a Bureaucracy bonus of 2 dice per mote Description: The PC may use this Charm to
this Charm does lethal damage rather than successful hold attack, she may use extra spent. The assistant can’t more than double tap into whatever bureaucracy lies around
bashing and is treated as an attack with a successes on that roll to reduce her enemy’s her Bureaucracy, and the PC can’t donate her and to understand its general nature, and
weapon for the purpose of parrying. As lethal and bashing soak totals by that amount more Ability than he has. Alternately, for 1 some specifics, such as where goods or
usual, additional strikes made using this until her next action or until the enemy mote, the PC may split his Bureaucracy documents are kept or who is responsible for
Charm during the same turn require that the breaks the hold. The result may be main- amongst a group of people (making them what area of administration. This Charm
Essence cost of the Charm be paid again. tained by paying 2 motes per additional turn. into temporary help), giving a maximum of doesn’t grant unfettered access to guarded or
Once each turn the hold is maintained, the one point to each. The assistants must be locked areas, but the PC can use her
PC may roll Essence: every success on this able to find the PC for answers to their Bureaucracy in place of her Socialize for
roll further reduces the target’s soak by a questions, and if they can’t, the Charm fails. purposes of dissembling about paperwork,
point. The PC is not normally harmed by While supervising, the PC technically has no permissions and passage.
attacks on the held foe, although a botched Bureaucracy, and can only look after his
attack may hurt her. charges. Assistants must have originally
possessed no dots in Bureaucracy.

Geese-Flying-South Administration Bestow the Saffron Mantle Thrashing Carp Serenade Thoughtful Gift Technique
Bureaucracy (Water, DB Page 216) Bureaucracy (Water, DB Page 216) Bureaucracy (Water, DB Page 217) Bureaucracy (Water, DB Page 217)
Cost: 5 Motes, 1 Willpower Cost: 1 Mote + 1 Mote per dot lent Cost: 3 Motes Cost: 2 Motes
Duration: One task Duration: Special Duration: One scene Duration: Instant
Type: Simple Type: Simple Type: Simple Type: Simple
Minimum Bureaucracy: 4 Minimum Bureaucracy: 4 Minimum Bureaucracy: 3 Minimum Bureaucracy: 4
Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Confluence of Savant Prerequisite Charms: Geese-Flying-South Prerequisite Charms: Benevolent Master’s Prerequisite Charms: Thrashing Carp
Thought Administration Blessing Serenade
Description: The PC may focus her entire Description: Before going on a journey, the Description: By means of this Charm, the Description: Using this Charm, the PC
network to expedite one task: tax collection, PC may designate a proxy (usually a token PC may slow the tasks and deliberations of a intuits the perfect gift (for public presenta-
recruiting, selling merchandise, etc. At the of some kind is given), who administers targeted bureaucracy or deliberative body to tion) or bribe (for private dealings). This
task’s completion, profits in money increase precisely as, and as skillfully as, the PC a near standstill. The range of effect is the can, for example, smooth social situations,
by 1% per success on an Intelligence + would have. This Charm is effective for a sound of the PC’s voice. In order to make or help gain favors or access that might seem
Bureaucracy roll, or in goods by 2%. number of weeks equal to the successes on a progress, the opposing bureaucrat must best otherwise unattainable. Specifying gift or
Recruitment/conscription are increased by Perception + Bureaucracy roll, but the exact the PC in an opposed Stamina + Bureau- bribe, the PC rolls Perception + Bureau-
2% per success on a Charisma + Bureau- duration is not known to the PC or the cracy roll. Note that only the experienced or cracy. The PC must know the intended
cracy roll. The Storyteller must determine proxy. The PC may end the Charm sooner rash would use this technique in an august recipient; if known by reputation only,
base results before any adjustment is made. than this, and if he does so, committed body such as the Deliberative. increase Difficulty by 2. Note that the Charm
These improvements are magical; the Essence begins to return normally. does not provide the gift, merely the
bureaucracy is not improved in the long information.
term.
Testing the Waters Indisputable Physical Analysis Technique Scent-of-Crime Method Falsehood Unearthing Attitude
Bureaucracy (Water, DB Page 217) Investigation (Water, DB Page 217) Investigation (Water, DB Page 217) Investigation (Water, DB Page 218)
Cost: 3 Motes Cost: 1 Mote per 2 dice Cost: 2 Motes Cost: 5 Motes + 1 Willpower
Duration: Instant Duration: Instant Duration: One scene Duration: One scene
Type: Simple Type: Supplemental Type: Simple Type: Simple
Minimum Bureaucracy: 5 Minimum Investigation: 2 Minimum Investigation: 3 Minimum Investigation: 3
Minimum Essence: 2 Minimum Essence: 1 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Thrashing Carp Prerequisite Charms: None Prerequisite Charms: None Prerequisite Charms: Scent-of-Crime
Serenade Description: The PC can improve his Description: After spending Essence, the Method
Description: With but a moment’s consider- Investigation dice pool by 2 dice per mote PC makes a Manipulation + Investigation Description: With this Charm, the PC can
ation, the PC using this Charm knows how spent. He can’t more than double his roll. A success points the investigator to the target one person, and for the rest of the
many votes yea, nay or abstaining would Investigation Trait, and must pay full motes person within eyesight with the greatest load scene he will get a tingling sensation at the
result should the matter under discussion be even if he needs to raise a Trait by only one of guilt, from whatever source, through back of his neck whenever the target utters a
called to a vote. It doesn’t reveal by whom die. observation of nervous habits, mannerisms statement that he knows to be false. The
the votes would be cast. This Charm can etc. This is subjective, and mostly left to the Charm doesn’t detect evasions or half-truths.
only be used on groups of 7 or more. Storyteller. Note that this Charm will not If the target is aware of this scrutiny, he may
point to those who feel no guilt for crimes conceal lies by spending 1 Willpower per
that they may have committed, and does not statement. This Charm has no effect if the
indicate the reason that the person is target’s permanent Essence is equal to or
suffering from guilt. greater than the PC’s Essence.

Bloodhound’s Nose Technique Revelation of Associates Hunch Homeward Trail Discovery Method Observer Awareness Method
Investigation (Water, DB Page 218) Investigation (Water, DB Page 218) Investigation (Water, DB Page 219) Larceny (Water, DB Page 219)
Cost: 6 Motes + 1 Willpower Cost: 4 Motes + 1 Willpower Cost: 5 Motes + 1 Willpower Cost: 1 Mote
Duration: One scene Duration: Instant Duration: Instant Duration: Instant
Type: Simple Type: Simple Type: Simple Type: Reflexive
Minimum Investigation: 4 Minimum Investigation: 4 Minimum Investigation: 5 Minimum Larceny: 2
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 1
Prerequisite Charms: Indisputable Physical Prerequisite Charms: : Indisputable Prerequisite Charms: Revelation of Prerequisite Charms: None
Analysis Technique, Scent-of-Crime Method Physical Analysis Technique Associates Hunch Description: This Charm tells the PC if he
Description: The PC spends 10 minutes Description: By meeting a person, the PC Description: By meeting a person, the PC is being observed. Spend the Essence and
walking around the scene of a crime or event can sense the identities of that person’s can determine the place that the person calls roll Perception + Larceny. One success
and makes an Investigation roll to find closest associates. Roll Perception + home. This is either the primary residence, indicates whether or not the PC is being
pieces of evidence. Then, in connection with Investigation; each success gives the name or the place the subject truly considers to be observed. Each additional success points out
this evidence, the PC spends the price of the and one-sentence description of 2 of the his home. If the subject has the Manse the location of an observer, starting with the
Charm and rolls Intelligence + Investigation. target’s compatriots. Even if the roll fails, Background, the Charm will almost certainly closest.
With 1 success, the PC receives an impulse the PC will learn information on 1 of the point to this (except if this Manse is
pulling him in the direction of the person target’s associates. Associates are revealed protected from such divination by sorcery, in
who left the evidence. With 3 or more roughly as follows: family, members of which case the Charm will point to another
successes, the PC also receives a fleeting sworn brotherhoods, allies, mentors, residence). The Charm will only identify a
glimpse of the person as he appeared at the connections and henchmen. The Storyteller building, not parts thereof, and can indicate
time of the crime or event. can change this order as he sees fit. that that subject has no true home if that is
the case.
Trackless Walk Style Ears of the Snowy Owl Window-in-the-Door Technique Resetting Tumblers Technique
Larceny (Water, DB Page 220) Larceny (Water, DB Page 220) Larceny (Water, DB Page 221) Larceny (Water, DB Page 221)
Cost: 2 Motes Cost: 1 Mote Cost: 2 motes Cost: 3 Motes
Duration: One scene Duration: One minute Duration: One turn Duration: Instant
Type: Simple Type: Simple Type: Simple Type: Reflexive
Minimum Larceny: 3 Minimum Larceny: 4 Minimum Larceny: 5 Minimum Larceny: 3
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: Observer Awareness Prerequisite Charms: Observer Awareness Prerequisite Charms: Ears of the Snowy Prerequisite Charms: None
Method Method Owl Description: The PC can immediately
Description: By activating this Charm Description: By using this Charm in Description: Using this Charm, the PC discard his most recent failed Larceny action
when entering a location, the PC prevents conjunction with a listen-oriented Perception renders transparent an area before his eyes of by spending motes to reroll. This must be
himself from leaving inadvertent evidence of roll, the PC can hear conversations and roughly two feet square. The area doesn’t done immediately after the first roll, and
any kind, such as a footprint, or even a movement in other rooms as clearly as if the move with the PC’s gaze. The PC can see before the Storyteller describes its success or
single hair. It does not prevent the PC from walls weren’t there. This Charm eliminates through about 3 inches of stone, about 6 failure. The PC must accept the result of the
being observed, or from deliberately leaving only those penalties that may exist for inches of wood, or about an 1½ inches of reroll. Also, if the Larceny action and this
evidence. Characters using this Charm can physical obstructions to listening, not those iron or jade. The material is only transparent Charm are part of a Combo, then using the
only be tracked supernaturally, but the short for distance. to the user of the Charm, and remains so for Charm forces the PC to re-spend all
duration makes it expensive to conceal one’s the full turn. Note that walls etc. can be necessary Essence to reactivate the other
passage for a long while. enchanted to prevent this kind of voyeurism. Charms in the Combo, even if he doesn’t
need to reroll or reactivate them.

Artful Sprinting Theft Space-Crossing Theft Technique Hurricane-Predicting Glance Storm-Outrunning Technique
Larceny (Water, DB Page 221) Larceny (Water, DB Page 221) Sail (Water, DB Page 221) Sail (Water, DB Page 222)
Cost: 1 Mote Cost: 5 Motes Cost: 1 Mote Cost: 3 Motes
Duration: One turn Duration: Instant Duration: Instant Duration: One scene
Type: Supplemental Type: Simple Type: Simple Type: Simple
Minimum Larceny: 3 Minimum Larceny: 5 Minimum Sail: 2 Minimum Sail: 3
Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Resetting Tumblers Prerequisite Charms: Window-in-the-Door Prerequisite Charms: None Prerequisite Charms: Hurricane-Predicting
Technique Technique, Artful Sprinting Theft Description: Looking at the sky, the PC can Glance
Description: With this Charm, the PC can Description: The PC can cause an object predict the weather for the next day or so. Description: This Charm allows a ship’s
use his full dice pool on simple Larceny that is in his sight to disappear from its This Charm will fail if a magical event or officer to double the ship’s movement rate
actions (those taking one turn to complete) current location and reappear in his hands. sorcery is changing the weather. This charm for the scene (allowing, possibly, for
while running flat out. (Ordinarily, even the This applies to objects worn by other can sometimes be used to predict events outrunning a fleet to port, beating a storm,
simplest Larceny actions require the PC to sentient beings, but not those they are other than, but connected to, the weather; for etc). The greatly increased speed may
slow down somewhat, using only ½ holding in their hands. Also, the object must example, a PC might be able to determine require 1 or more Sail rolls, especially if
maximum movement.) The action can take not weigh more than about 15 pounds (the exactly when a fleet will set sail if he is moving through hazardous waters. Note that
place at the beginning, middle or end of the Storyteller will also use her judgement about aware that said fleet is waiting for the storm this Charm will have no effect if used on the
movement. what can be taken). to break. This Charm only works when the deck of a becalmed vessel.
PC is on water.
Fine Passage Negotiating Style Sturdy Bulkhead Concentration Pirate-Masquerading Method Spring Follows Winter
Sail (Water, DB Page 222) Sail (Water, DB Page 223) Sail (Water, DB Page 223) Archery (Wood, DB Page 223)
Cost: 3 Motes Cost: 3 Motes Cost: 3 Motes Cost: 2 Motes
Duration: One scene Duration: One scene Duration: One scene Duration: Instant
Type: Reflexive Type: Simple Type: Simple Type: Reflexive
Minimum Sail: 4 Minimum Sail: 4 Minimum Sail: 5 Minimum Archery: 2
Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 3 Minimum Essence: 1
Prerequisite Charms: Hurricane-Predicting Prerequisite Charms: Fine Passage Prerequisite Charms: Fine Passage Prerequisite Charms: None
Glance Negotiating Style Negotiating Style Description: PC may re-roll their entire
Description: With this Charm, the PC Description: This Charm adds 3 health Description: When a ship under the PC’s Dexterity + Archery attack. She must accept
knows, within 5 miles of the ship’s location, levels and 2 soak to the ship’s hull for the command comes into contact with hostile the second result. If this Charm is included
all of the following: submerged hazards, scene. The Charm can only be activated by ships, this Charm will camouflage it as a in a Combo, the Essence costs for all other
prevailing current, danger spots and safe the character while aboard, and the benefits ship of that allegiance, whether it be Charms in the Combo must be paid again as
channels. The net effect is to increase the remain only as long as the character remains merchantman, pirate vessel, or any other. if for a second shot, but only one arrow is
pilot’s Sail dice pool by 3 dice for the scene so. This is largely a visual illusion — the actually fired.
for the purpose of avoiding hazards. Note vessel’s flag changes appearance, the crew
that this Charm does not directly protect the appears to be of the appropriate kind, etc.
ship from such hazards; if the pilot makes a The Charm doesn’t change the line of the
bad mistake, this Charm will not prevent the ship itself (no hiding warships in a fleet of
hull from being rent asunder. fishing smacks, for instance). The Charm
fails should any viewer set foot on the ship;
once aboard, visitors and raiders see the ship
as it really is.

Swallows Defend the Nest Harvest of the Hunter Life-Swelling Sap Strike Dragonfly Finds Mate
Archery (Wood, DB Page 224) Archery (Wood, DB Page 224) Archery (Wood, DB Page 224) Archery (Wood, DB Page 225)
Cost: 1 Mote per Arrow Cost: 2 Motes Cost: 3 Motes Cost: 1 Mote
Duration: Instant Duration: Instant Duration: Instant Duration: Instant
Type: Extra Action Type: Simple Type: Supplemental Type: Reflexive
Minimum Archery: 3 Minimum Archery: 3 Minimum Archery: 5 Minimum Archery: 3
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 2
Prerequisite Charms: Spring Follows Prerequisite Charms: Spring Follows Prerequisite Charms: Harvest of the Prerequisite Charms: Spring Follows
Water Winter Hunter Winter
Description: PC may fire up to her Description: PC can create normal arrows Description: The PC can cause his arrows Description: PC may fire an arrow to parry
Permanent Essence arrows per turn at a cost from any plant. The number of arrows made to bloom into trees and plants when they hit another ranged projectile launched at her. If
of 1 Mote per arrow. PC rolls her full per use of this Charm is equal to the PC’s the undead (includes ghosts, hungry ghosts, the PC’s Dexterity + Archery (do not include
Dexterity + Archery dice pool for each shot. Permanent Essence. nemissaries, and walking dead). Such specialties or item bonuses) exceeds the
creatures suffer Aggravated damage from number of successes rolled to attack the
this attack. This Charm has no effect on character with a ranged attack, that attack
living creatures, Abyssal Exalted, or fails.
Deathlords.
Seven-Year Swarm Volley Sparrow Dives at Hawk Infection-Banishing Prana Dread Infection Strike
Archery (Wood, DB Page 225) Archery (Wood, DB Page 225) Medicine (Wood, DB Page 226) Medicine (Wood, DB Page 226)
Cost: 3 Motes, 1 Willpower + 1 Mote per Cost: 5 Motes, 1 Willpower Cost: 1 Mote Cost: 2 Motes
person defended Duration: Instant Duration: Instant Duration: Instant
Duration: One Turn Type: Reflexive Type: Simple Type: Supplemental
Type: Simple Minimum Archery: 5 Minimum Medicine: 2 Minimum Medicine: 3
Minimum Archery: 4 Minimum Essence: 3 Minimum Essence: 2 Minimum Essence: 2
Minimum Essence: 2 Prerequisite Charms: Seven-Year Swarm Prerequisite Charms: None Prerequisite Charms: Infection-Banishing
Prerequisite Charms: Dragonfly Finds Volley Description: PC can remove Infection from Prana
Mate Description: PC may use her Dexterity + a wound with but a touch. The wound will Description: The PC’s weapon is far more
Description: PC can defend multiple Archery to defend against any attack within not become re-infected afterwards under any likely to cause infection. The Stamina +
people from ranged attacks. PC must have range of her bow. If the PC’s successes circumstances. Resistance roll to avoid infection has its
and fire two arrows per person that is to be exceed the attack’s, then the excess difficulty increased by 2, even for Exalted.
protected. PC makes a Dexterity + Archery successes are imeediately applied as an
roll. Until her next action, compare any archery attack against the attacker. PC may
ranged attacks against a protected character not use any other Charms in the same turn
to the result. The PC’s successes are that this Charm is used.
subtracted from the incoming attack, like
any other defense, if the result is less than
one, the attack misses.

Disease-Banishing Technique Wound-Closing Touch Grievous Wound Alteration Energy Madness-Analyzing Stare
Medicine (Wood, DB Page 226) Archery (Wood, DB Page 226) Medicine (Wood, DB Page 227) Medicine (Wood, DB Page 227)
Cost: 4 Motes, 1 Willpower Cost: 2 Motes per Health Level converted, Cost: 3 Motes and 1 Willpower per health Cost: 3 Motes
Duration: Instant 1 Willpower level converted Duration: Instant
Type: Simple Duration: Instant Duration: Instant Type: Simple
Minimum Medicine: 4 Type: Simple Type: Simple Minimum Medicine: 3
Minimum Essence: 2 Minimum Medicine: 4 Minimum Medicine: 5 Minimum Essence: 2
Prerequisite Charms: Infection-Banishing Minimum Essence: 3 Minimum Essence: 3 Prerequisite Charms: Infection-Banishing
Prana Prerequisite Charms: Disease-Banishing Prerequisite Charms: Wound-Closing Prana
Description: PC may banish one disease Technique Touch Description: PC makes a Perception +
from a target with a touch. The target will Description: Spending at least one mote Description: Allows the PC to covert 1 Medicine roll with a difficulty of 2. If she
lose his next turn if one would be available, causes all bleeding wounds to close. For Aggravated health level to 1 Lethal health succeeds, then she can detect any external
but will be cured of one disease. every 2 motes spent, 1 lethal wound level is level. This Charm can be used on other influences on the target, including low-
converted to 1 bashing wound level. PC characters. Willpower compulsions or mind affecting
does not have to convert all of her wounds. sorceries. She can even trace magical
This Charm can be used on others. influences back to their sources.
Purity of Mind Method Memorable Performance Technique Talented Improvisation Dance of Flashing Swords
Medicine (Wood, DB Page 227) Performance (Wood, DB Page 228) Performance (Wood, DB Page 228) Performance (Wood, DB Page 228)
Cost: 5 Motes, 1 Willpower Cost: 1 Mote per 2 dice Cost: 2 Motes Cost: 2 Motes, 1 Willpower, +1 Mote per
Duration: Instant Duration: Instant Duration: Instant extra enemy
Type: Simple Type: Supplemental Type: Reflexive Duration: One Scene
Minimum Medicine: 4 Minimum Performance: 2 Minimum Performance: 3 Type: Reflexive
Minimum Essence: 3 Minimum Essence: 1 Minimum Essence: 2 Minimum Performance: 4
Prerequisite Charms: Wound-Closing Prerequisite Charms: None Prerequisite Charms: Memorable Minimum Essence: 2
Touch, Madness-Analyzing Method Description: The PC can add dice to her Performance Technique Prerequisite Charms: Talented Improvisa-
Description: PC can remove any one Performance dice pool. She can no more Description: PC may re-roll any Perfor- tion
insanity or external influence affecting the than double her Performance Ability. mance roll, as long as this Charm is Description: PC can cloak a real combat in
target. PC must have used Madness- Adding just one die still costs one mote of activated before the results of the roll are the appearance of a Stage Combat. This
Analyzing Stare on the target first. Sorcer- essence. described. If this Charm is included in a cover can only be applied to the PC, her
ous effects that are ongoing must be Combo, the Essence costs for all other enemy, and any extras in the fight. It cannot
countered by Emerald Countermagic. Charms in the Combo must be paid a second be applied to anyone that joins the fight
time, but if they require dice rolls, those rolls later. Characters with an Essence higher
are not re-rolled. than the PC’s are not fooled.

Enchanting Performance Protective Performance Scattered Pearl Hoof Falls Heaven-Gracing Leap
Performance (Wood, DB Page 229) Performance (Wood, DB Page 229) Ride (Wood, DB Page 229) Ride (Wood, DB Page 229)
Cost: 8 Motes, 1 Willpower Cost: 8 Motes Cost: 1 Mote Cost: 3 Motes
Duration: Instant Duration: Until Performance Ends Duration: One Turn Duration: Instant
Type: Simple Type: Simple Type: Reflexive Type: Reflexive
Minimum Performance: 4 Minimum Performance: 5 Minimum Ride: 2 Minimum Ride: 3
Minimum Essence: 2 Minimum Essence: 3 Minimum Essence: 1 Minimum Essence: 2
Prerequisite Charms: Memorable Prerequisite Charms: Enchanting Prerequisite Charms: None Prerequisite Charms: Scattered Pearl Hoof
Performance Technique Performance Description: The mount’s speed is Falls
Description: PC must make a Charisma + Description: PC can protect a crowd from increased by the PC’s Ride Ability in yards. Description: PC makes a Charisma + Ride
Performance roll. The number of successes ranged attacks and mind-affecting sorceries. Additionally, the PC receives 2 additional roll. Two successes will allow the mount to
determines the size of the crowd affected. The crowd’s Essence scores are considered dice for Ride checks. These bonus dice do safely jump half its movement for that turn.
The affected crowd is instilled with simple to be one point higher for resisting sorceries, not raise the Ride Ability for purposes of Other distances and numbers of successes
suggestion of the PC’s choice. and they have 2 additional lethal and attacking while mounted. are at the Storyteller’s discretion.
bashing soak.
Cloud-Harnessing Method Ebony Spur Technique Charge of One Hundred Generals Great Heart Companion
Ride (Wood, DB Page 230) Ride (Wood, DB Page 230) Ride (Wood, DB Page 230) Ride (Wood, DB Page 231)
Cost: 4 Motes Cost: 1 Mote per 2 damage dice Cost: 1 Mote per mount/rider pair, Plus 1 Cost: 2 Motes
Duration: One Turn Duration: Instant Willpower Duration: One Turn per success
Type: Reflexive Type: Supplemental Duration: One Charge Type: Reflexive
Minimum Ride: 5 Minimum Ride: 3 Type: Supplemental Minimum Ride: 3
Minimum Essence: 3 Minimum Essence: 2 Minimum Ride: 5 Minimum Essence: 2
Prerequisite Charms: Heaven-Gracing Prerequisite Charms: Scattered Hoof Falls Minimum Essence: 2 Prerequisite Charms: Scattered Pearl Hoof
Leap Description: With a successful Dexterity + Prerequisite Charms: Ebony Spur Falls
Description: PC makes a Dexterity + Ride Ride roll, the PC may add up to her Ride Technique Description: PC makes a Charisma + Ride
roll. If successful, the mount’s movement Ability in damage dice to her hand-to-hand Description: All of the riders covered under roll; each success guarantees a turn during
for this turn is doubled and suffers no attacks. Ranged attacks are not affected by this Charm attack on the PC’s initiative and which the PC’s mount will not bolt or flee
environmental Ride check penalties. this Charm. all of the attacks are resolved before any for any reason.
delayed attacks on the part of the defenders.
Any defender who is damaged and not
knocked out or killed must make a Ride or
Athletics check to avoid being unhorsed or
knocked down. The number of attackers
may not exceed the PC’s permanent Essence
x 5.

Dance of the Jade Bridle Wild-Wandering Forester Charm Forgiveness-of-Nature Invoking Prana Quarry Revelation Technique
Ride (Wood, DB Page 231) Survival (Wood, DB Page 232) Survival (Wood, DB Page 232) Survival (Wood, DB Page 232)
Cost: 10 Motes, 1 Willpower Cost: 1 Mote per 2 Dice Cost: 2 Motes Cost: 2 Motes
Duration: Special Duration: Instant Duration: Instant Duration: One Day
Type: Supplemental Type: Supplemental Type: Reflexive Type: Simple
Minimum Ride: 5 Minimum Survival: 2 Minimum Survival: 2 Minimum Survival: 3
Minimum Essence: 3 Minimum Essence: 1 Minimum Essence: 2 Minimum Essence: 2
Prerequisite Charms: Great Heart Prerequisite Charms: None Prerequisite Charms: Wild-Wandering Prerequisite Charms: Wild-Wandering
Companion Description: The PC can add dice to her Forester Charm Forester Charm
Description: PC can break even the wildest Survival dice pool. She can no more than Description: PC may immediately re-roll Description: PC may use this Charm to
of mounts. PC rolls Charisma + Ride, double her Survival Ability. Adding just one any failed Survival roll. She must accept the magically aid her in tracking nearly any
mount rolls Stamina + Willpower. The die still costs one mote of essence. second roll. If this Charm is part of a creature. The trail must be less than a week
specific difficulty is determined by the Combo, then the PC must pay the costs for old and not concealed by magic. PC rolls
Storyteller, but expect an Extended Test. all of the other Charms in the combo a Perception + Survival and needs only one
second time even if they do not contribute success to follow the creature regardless of
dice to this roll. the terrain.
Trail Concealing Measurement Ration-Extending Method Hostile Environment Preparation Method Shelter Creation Technique
Survival (Wood, DB Page 233) Survival (Wood, DB Page 233) Survival (Wood, DB Page 233) Survival (Wood, DB Page 233)
Cost: 3 Motes Cost: 2 Motes Cost: 3 Motes, + 1 per companion Cost: 5 Motes + 1 Mote per person beyond
Duration: One Day Duration: One Hunt Duration: One Day 6
Type: Simple Type: Simple Type: Simple Duration: One Scene
Minimum Survival: 3 Minimum Survival: 3 Minimum Survival: 4 Type: Simple
Minimum Essence: 2 Minimum Essence: 2 Minimum Essence: 2 Minimum Survival: 5
Prerequisite Charms: Quarry Revelation Prerequisite Charms: Quarry Revelation Prerequisite Charms: Wild-Wandering Minimum Essence: 3
Technique Technique Forester Charm Prerequisite Charms: Hostile Environment
Description: PC’s trail is concealed so that Description: PC’s successes for hunting Description: The PC, and any companions, Preparation Method
no one without magical aid can track her. and finding food are doubled through the may reduce the difficulty of Survival rolls to Description: The PC can rapidly create a
Those with magical aid make normal use of this Charm. avoid damage from the environment. If the semi-magical shelter out of local materials.
tracking rolls. difficulty is reduced below 1, then they do The shelter will only last for a day.
not even need to roll.

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