Name
|
Ability
|
Cost
|
Duration
|
Type
|
Keywords
|
Effect
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Excellency |
All below |
1m |
Scene |
Refl |
Bal (Elem) |
Gain dice (max Ability + Speciality) as follows: +1 always, +1 for relevant speciality, +1/+2 if applicable intimacy (life-threatening situation counts as +2 to surviving), +0-+2 from anima.
|
Excellency+ |
Aw, Inv |
1m |
Inst |
Suppl |
Bal (Elem) |
Gain +1 succ and convert all dice from this charm to succ (2 dice -> 1 succ, round up).
|
Loquacious Courtier Technique |
Soc |
As Excellency+ |
Bal, Fire, Mute |
As Excellency+, or add 1 point to Guile.
|
Audience-Enthusing Display |
Perf |
As Excellency+ |
Bal, Wood |
As Excellency+, and and ignore penalty for targeting multiple characters.
|
Master Healer Meditation |
Med |
1m (+Exc) |
Inst |
Suppl |
Bal, Exc, Wood |
Exc: +1m -> +1 die & +1 succ, 1/action.
|
Hidden Secrets Whisper |
Occ |
1m (+Exc) |
Scene |
Suppl |
Bal, Exc, Air |
Exc: +1m -> +2 succ, 1/action.
|
Granite Curtain of Serenity |
Int |
1m (+Exc) |
Scene |
Suppl / Refl |
Bal, Exc, Unif, Earth |
Exc: +1m -> +1 succ OR add 1 point to Resolve, 1/action. Also ignore penalties from wounds, deprivation, or poison.
|
Become the Hammer |
MA (/Brawl) |
1m (+Exc) |
Scene |
Suppl / Refl |
Bal, Exc, Unif, Water |
May block lethal damage unarmed. Exc: +1m -> +2 succ OR add 1 point to Parry, 1/action.
|
Unobstructed Hunter’s Aim |
Arch |
1m (+Exc) |
Scene |
Suppl |
Bal, Exc, Unif, Wood |
Exc: +1m -> +1 die & remove penalties from visual obstructions up to dice from exc., 1/action.
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Name |
Ability |
Cost |
Duration |
Type |
Keywords |
Effect
|
Ox-Body Technique (x1) |
Res |
– |
Perm |
Perm |
– |
Get one −1 and one −2 Health level.
|
Sky-Calming Draw |
Arch |
1m |
Scene |
Suppl |
Air, Uniform |
Ignore weather penalties, increase weap range +100m (or +1 succ if range < 300m).
|
Death From Nowhere |
Arch |
1m |
Inst |
Suppl |
With-only, Bal, Air/Water |
Ignore 4 soak (max(Per,Ess)).
|
Wood Dragon Vitality |
MA |
1m |
Inst |
Refl |
Dual, Wood |
Add MA(+Ess) soak vs. With or -1 die (instead Ess/2, round up) to Dec.; (in Wood Aura).
|
Eyes of the Wood Dragon |
MA |
1m |
Inst |
Suppl |
With-only, Wood |
Add Per to raw With. dam, can make Piercing att. In aura, no Def Penalty for Piercing att.
|
Mind-Over-Body Meditation |
MA |
1m, 1Wp |
Inst |
Simple |
Peril, Wood |
Roll max(Ess,3) -> heal 1 non-A for each succ (min 1). 1/scene, only in combat.
|
Dragon’s Sacred Talon |
Occ |
1m |
Inst |
Suppl |
Balanced, Dual, Earth/Wood |
Can supplement any attack, Earth vs Fey, Wood vs. undead. With add Ess to dam after soak, Dec deal Aggr and double 10s to dam.
|
Lehtien Peitto |
Evoc |
1m, 2i |
Scene |
Refl |
|
Gain Light Cover vs. attacker, max Ess different enemies.
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Friend-to-All-Nations Attitude |
Soc |
– |
Perm |
Perm |
Wood |
After 1 hr of exposure, may gain temp. Soc specialty, max. Ess at a time.
|
Loyalty-Reading Meditation |
Soc |
1m |
Inst |
Suppl |
Fire |
When Reading Intentions to find Intimacy based on emotion, the Intimacy penalizes the target’s Guile as with Resolve (Exalted, p. 215).
|
Smoke-Wreathed Mien |
Soc |
1m |
Inst |
Refl |
Fire |
Gain +2 Guile (when aware someone is reading me).
|
Auspicious First Meeting Attitude |
Soc |
1m |
Inst |
Simple |
Bal, Water |
When meeting someone for the 1st time, can create a positive Tie if successful in (Cha/App/Per + Soc) vs. min(Guile, Resolve).
|
Sweeten-the-Tap Method |
Soc |
1m, 1Wp |
Scene |
Simple |
Fire / Wood |
Increase alcohol potency, cause Minor positive Tie to all partiers and suffer -1 Guile. With Botch, tie towards me is negative.
|
Shadow-Dispersing Radiance |
Soc |
1m |
Inst |
Suppl |
Bal, Fire |
If my App higher than their Guile, get bonus dice equal to diff.
|
Rumor-Dredging Gaze |
Soc |
2m,1Wp |
Inst |
Refl |
Mute, Water |
When Read Intentions, +1 succ, and instead of my choice, I get Intimacy they most want to keep hidden from me. If use info to bargain of threaten in same scene, get +1 succ and +1 Wp if successful.
|
Hidden Petal Aria |
Perf |
1m |
Inst |
Suppl |
Wood |
Hide one-sentence message in performance, can target any part of audience. Magical detection diff is max(Man,Perf).
|
Invisible Street Performer Technique |
Perf |
1m |
1 Perf |
Simple |
Bel, Air |
Others cannot notice me if my Man+Perf wins over their Resolve. Other actions than Perf require flurry. Join Battle or overtly noticable actions end this charm.
|
Talented Improvisation |
Perf |
1m |
Inst |
Refl |
Bal, Wood |
After roll, reroll (Ess) failed dice.
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Wound-Closing Technique |
Med |
1m |
Inst |
Simple |
Wood |
15 min tending wounds, then (Int+Med), each succ converts 1 level of L to B. Alternatively, if equal to (Wound Penalty+1), can heal 1 B. Need full day of bedrest or heal all damage until can use again.
|
Ailment-Sensing Meditation |
Med |
1m |
Inst |
Simple |
Bal, Wood |
Diagnose in seconds, if successful, gain temporary Med specialty, indefinite, max 1 at a time.
|
Disease-Banishing Technique |
Med |
1m, 1Wp |
Inst |
Suppl |
Bal, Wood |
+1 Succ to treat disease. If threshold succ exceed max(virul / morbid), patient gets temp Res specialty in that disease (max 1 at a time).
|
Seed and Salt Warding |
Occ |
1m, 1Wp |
1 day |
Simple |
Wood |
Repel ghosts & other undead: lay a line of grain, max radius 30 m, then (Int + Occ). Powerful ghosts can pay 1Wp to cross if Resolve > result.
|
Quarry Revelation Technique |
Surv |
1m |
Inst |
Suppl |
Bal, Wood |
Gain 1 succ. on tracking and may contest perfect magical concealment.
|
Beast-Taming Aspect |
Surv |
1m |
Inst |
Suppl |
Bal, Wood |
Gain +1 succ to train an animal (p.554), or to influence with Perf or Pre. Can claim affected animal as familiar after (it's Resolve) weeks of successful interactions.
|
Wind-Carried Words Technique |
Lin |
1m |
Inst |
Simple |
Air |
Send spoken message, max. few sentences, to target within (Ess*5) miles. Message cannot be overheard or intercepted by mundane means; magical attempts must overcome diff (Ess + Lin).
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Elemental Concentration Trance |
Lore |
1m |
Inst |
Simple |
Bal |
Meditate on element a few minutes, then roll (Per/Int/Wits + Bur/Inv/Lor/Med/Surv) w/ +1 succ to introduce a related fact.
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Elemental Bolt Attack |
Lore |
1m |
Inst |
Simple |
Dual |
Ranged attack (Dex + Arch/Thrown), range 30m (+1a -> 100m), may use Abil charms. Wood, does lethal and decisive attacks add poison with Damage 1i/round (B if Crashed), duration (Ess+5), and penalty −1.
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