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List of Solar Exalted Charms

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This is a list of Charms for the Solar Exalted.

General CharmsEdit

Dawn CasteEdit

Note: In Exalted First Edition, Brawl and Martial Arts were two separate Abilities, both of which were on the Dawn's list of favored Abilities, and the War Ability had not yet been introduced. Brawl and MA were folded into one Ability in Exalted Second Edition and Exalted Third Edition; these editions instead feature the War Ability on the Dawn's list of favored Abilities.

ArcheryEdit

THERE IS NO WIND Edit

Cost: 3m or 5m; Mins: Archery 4, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency

The Solar’s heart knows the arrow’s path. She spends three motes and fires a single flawless shot, regardless of distance, visibility, weather and other prevailing conditions. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range.    

ACCURACY WITHOUT DISTANCE Edit

Cost: 1m, 1wp; Mins: Archery 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: There is No Wind
The Solar fires a single perfect shot. The Exalt spends this Charm’s cost and fires an arrow at a valid target. This Charm supplements the player’s Archery roll and guarantees that the arrow hits. This Charm can be used in archery contests and for trick shots—such as severing a rope from afar—but it is most often used in attacks. Resolve such attacks normally. If the attack would have missed without this Charm, then it hits, calculating its raw damage based on an assumption of 0 attack successes. This Charm does not change the normal rules for valid targets—shooting “the gap in his armor” does not allow the Exalt to bypass armor soak, nor does this Charm allow the Exalt to fire through a stone wall or beyond the maximum Range of his bow without additional magic.

FORCEFUL ARROW Edit

Cost: 3m; Mins: Archery 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: There is No Wind
Essence imbues the Lawgiver’s arrow with great force. This Charm supplements an Archery-based attack. If the attack hits and rolls even one die of damage, the enemy’s player rolls (Stamina + Resistance) against a difficulty of (the attack’s post-soak damage dice). On failure, the attack knocks the enemy away from the Exalt a number of yards equal to the Exalt’s Essence. Objects do not get a roll, but are instead knocked back automatically if (the raw damage x 50) exceeds the object’s weight in pounds.

TRANCE OF UNHESITATING SPEED Edit

Cost: 2m or 4m per attack; Mins: Archery 3, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Archery Excellency
The ideal archer flows with soft and unhesitating grace through the motions of firing her weapon. This Charm is a magical flurry of two or more Archery-based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. Some Archery weapons, such as firewands and siege crossbows, are difficult to fire rapidly. Characters using Trance of Unhesitating Speed with a weapon that has a Rate less than 1 must spend four motes rather than two motes on each attack. This Charm need not be Obvious if the character does not exceed the normal Rate of the bow, but it can be Obvious at any time if the activating character desires.

ARROW STORM TECHNIQUE Edit

Cost: 8m, 1wp; Mins: Archery 5, Essence 2; Type: Supplemental
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Trance of Unhesitating Speed
Against a single Solar, the armies of the unrighteous fall. This Charm enhances an Archery-based attack. The Solar can apply this attack (for which he rolls only once) against (his permanent Essence x 3) valid targets. He cannot apply this attack to a single person or human-sized object more than once, but he can apply it repeatedly against the same military unit or larger object. This Charm requires that the character have separate ammunition for each target. The character can use this Charm even with weapons such as firewands that would normally require a reloading action between shots.

FLASHING VENGEANCE DRAW Edit

Cost: 3m; Mins: Archery 3, Essence 2; Type: Supplemental
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Trance of Unhesitating Speed
To assault the Chosen of the Unconquered Sun is folly. Their retribution is swift and terrible. The Exalt must have an Archery weapon available for use to invoke this Charm, but it need not be in her hands. This Charm enhances the Join Battle action, giving the Solar a number of bonus successes on the Join Battle roll equal to her Essence. This Charm immediately and reflexively draws and readies an available Archery weapon.

ESSENCE ARROW ATTACK Edit

Cost: 2m; Mins: Archery 2, Essence 2; Type: Supplemental
Keywords: Combo- OK, Obvious
Duration: Instant
Prerequisite Charms: None
The character charges an arrow with Essence. The effects are based on the character’s fighting style and anima. This Charm always adds the character’s Essence in damage to an Archery-based attack. In addition, players can pick one of the following effects when purchasing this Charm. Fiery Arrow Attack: The Solar’s arrow (or appropriate ammunition) catches fire mid-flight. If the Solar’s Archery-based attack strikes a flammable material, this Charm ensures that it ignites. This Charm always destroys wooden ammunition when it’s used. Dazzling Flare: The Solar’s arrow (or other ammunition) glows with holy fire or brilliant sunlight. This Charm makes the Solar’s Archery-based attack Holy, and it inflicts aggravated damage against creatures of darkness (see p. 192). The arrow shines brightly enough to be seen for (the Solar’s Essence x 10) miles, if fired straight upward or otherwise unobstructed. Righteous Judgment Arrow: The Solar can spend a third mote on this Charm to add four extra dice of damage to the attack. This variation has a distinctive visual effect usually related to the character’s anima. For example, if a Twilight’s anima display shows a mandala of blue and gold light, her Righteous Judgment Arrow might have streamers of blue and gold that congeal into a mandala symbol in front of the target as the arrow hits. Characters can purchase additional effects for this Charm at a cost of one experience point each or one bonus point for both.

PHANTOM ARROW TECHNIQUE Edit

Cost:—(1m per attack); Mins: Archery 3, Essence 2; Type: Permanent
Keywords: Obvious
Prerequisite Charms: Essence Arrow Attack
The bane of the mortal archer is her dependence on ammunition, but Lawgivers can use this Charm to shape sparkling arrows of Essence. This Charm permits a Lawgiver to make ranged attacks without using ammunition. Each such attack costs one mote of Essence. The Exalt can attack as if using any form of ammunition without Resources cost, such as a broadhead, fowling, frog crotch or target arrow. This Charm permanently enhances the Exalt’s capabilities. Therefore, shaping motes into ammunition is an unrolled reflexive action and not a Charm activation.

SUMMONING THE LOYAL BOW Edit

Cost: 1m; Mins: Archery 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Phantom Arrow Technique
The Chosen may set aside their weapons for a time, but a life of peace can never be their fate. The Solar first draws a ranged weapon that he owns and has used to inflict damage in battle. This Charm banishes that weapon to Elsewhere. The Solar can then draw the weapon directly from Elsewhere later, using a miscellaneous action. The Charm ends when he does so. If he cancels the Essence committed to this Charm while the weapon is Elsewhere, the weapon falls to the ground at his side. This Charm can banish only objects (including artifacts) deliberately created as ranged weapons.

IMMACULATE GOLDEN BOW Edit

Cost: 5m, 1wp; Mins: Archery 4, Essence 3; Type: Simple (Speed 5)
Keywords: Obvious Duration: One scene
Prerequisite Charms: Phantom Arrow Technique
The Solar shapes his Essence into a deadly bow. Each bow has an appearance unique to the Exalt who conjures it. It has a Range of 300 yards. It has Rate and Accuracy equal to the Lawgiver’s permanent Essence score. It inflicts lethal damage, and its damage bonus is also equal to the character’s permanent Essence. (The raw lethal damage of each shot equals [the character’s Strength + Essence + extra successes + any bonus from arrows].)

INEXHAUSTIBLE BOLTS OF SOLAR FIRE Edit

Cost: 8m, 1wp; Mins: Archery 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Phantom Arrow Technique
The Solar’s quiver holds the arrows of the sun. This Charm allows the Solar to shape arrows from ambient Essence at will for the remainder of the scene. Doing so functions as Phantom Arrow Technique but does not cost one mote of Essence per arrow. This Charm can create firedust charges in addition to the normal ammunition options. Ammunition created by this Charm adds one die to its normal damage and never strikes an unintended target. It will stop in midair for an instant before vanishing rather than hurt someone the Solar wishes spared.

SOLAR FLARE METHODOLOGY Edit

Cost: 5m, 1wp; Mins: Archery 5, Essence 4; Type: Simple (Speed 5)
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Inexhaustible Bolts of Solar Fire
The Solar shapes his Essence into a firewand. Each such weapon has an appearance unique to the Exalt who conjures it. It has a Range of 15 yards. It has Rate 2 and Accuracy equal to Lawgiver’s permanent Essence score. Its raw damage equals 16L, plus extra successes.

RAIN OF FEATHERED DEATH Edit

Cost: 3m or 8m per duplicate; Mins: Archery 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Phantom Arrow Technique
Essence multiplies the force of the Lawgiver’s blow. This Charm creates duplicates of the Exalt’s Archery-based attack, usually meaning that one arrow or firewand charge becomes several in flight. The Solar spends three motes per duplicate attack and can create up to (her permanent Essence score) duplicate attacks. Treat the original attack and all duplicates as a single attack when making attack and defense rolls, but if they hit, calculate the damage for each attack separately. If Rain of Feathered Death is used with ammunition costing more than one dot of Resources per shot or placed in a Combo with Charms that affect the arrow’s damage, the cost for this Charm increases to eight motes per duplicate. All duplicates fade after the attack.

BrawlEdit

Martial ArtsEdit

THUNDERCLAP RUSH ATTACK Edit

Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fists of Iron Technique
When the Solar Exalt strikes, she is swifter than lightning. The character pours Essence into quickening her actions. She then makes an unarmed Martial Arts attack. This Charm has a lower Speed and DV penalty than normal attacks.

KNOCKOUT BLOW Edit

Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant Prerequisite Charms: Solar Hero Form
Solar Exalted with this Charm can topple even behemoths with a single punch. This Charm supplements an unarmed Martial Arts attack. This Charm takes effect if the attack hits and inflicts even one health level of damage. If [damage successes x Exalt’s Essence] is greater than the target’s remaining health levels, this Charm knocks the target unconscious, and the target remains so for a scene.

MeleeEdit

HUNGRY TIGER TECHNIQUE Edit

Cost: 1m; Mins: Melee 2, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant Prerequisite Charms: Any Melee Excellency
Solar warriors make themselves one with their blades. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Solar’s player to count extra successes on the attack roll twice for the purposes of determining raw damage.

FIRE AND STONES STRIKE Edit

Cost: 1m per die; Mins: Melee 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant Prerequisite Charms: Hungry Tiger Technique
The Solar demonstrates his strength with a powerful Essence fueled blow. The Exalt spends up to (his Strength score) motes and makes a Melee-based attack. If the attack hits, this Charm adds one die to the post-soak damage for each mote spent.

ONE WEAPON, TWO BLOWS Edit

Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Melee Excellency
The Solar warrior is as swift as the first rays of dawn. This Charm adds one to the Rate and one to the Accuracy of his weapon until his next action.

PEONY BLOSSOM ATTACK Edit

Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows
The maneuver named Peony Blossom Attack burns significant Essence to unleash a powerful flurry of blows. The Lawgiver moves as smoothly and rapidly as ice on hot metal. This Charm is a magical flurry of two or more Melee- based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to only the highest penalty for any one attack.

IRON WHIRLWIND ATTACK Edit

Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Peony Blossom Attack
The maneuver named the Iron Whirlwind Attack conserves Essence but requires an utmost exertion of will. This Charm is a magical flurry of many Melee-based attacks. The Exalt makes a total number of attacks equal to (her Dexterity + 1). This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack.

INVINCIBLE FURY OF THE DAWN Edit

Cost: —; Mins: Melee 5, Essence 4; Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Iron Whirlwind Attack
The Solar burns with holy prowess in battle and moves like lightning. This Charm increases the maximum number of attacks received from Peony Blossom Attack and Iron Whirlwind Attack by two. It may improve custom Melee extra-action Charms at the discretion of the Storyteller.

CALL THE BLADE Edit

Cost: 1m; Mins: Melee 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Obvious
Duration: Instant Thunderclap Rush Attack Knockout Blow
Prerequisite Charms: None
The Solar’s weapons know their master. The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.

SUMMONING THE LOYAL STEEL Edit

Cost: 1m; Mins: Melee 3, Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Call the Blade
This Charm functions exactly as the Archery Charm Summoning the Loyal Bow, save that it applies to hand-to-hand rather than ranged weapons. Characters are explicitly permitted to draw their stored weapons from Elsewhere using Charms such as Call the Blade.

GLORIOUS SOLAR SABER Edit

Cost: 6m+, 1wp; Mins: Melee 4, Essence 3; Type: Simple
Keywords: Combo-OK, Holy, Obvious
Duration: One scene
Prerequisite Charms: Call the Blade
The Essence of the Lawgiver manifests in a gleaming blade of the sun. This blade is always a glowing weapon that inflicts aggravated damage against creatures of darkness and sheds sunlight as bright as a torch. The Exalt can summon this weapon to her hand from anywhere it has fallen, as a diceless miscellaneous action. The player defines the appearance of this blade when purchasing this Charm. She can also define its weapon qualities, as follows. If she chooses a light, agile blade with Speed 3, she can divide a number of points equal to the Solar’s Melee score between its Accuracy, Defense and lethal damage. If she chooses a larger sword with Speed 5, she can divide a number of points equal to twice the Solar’s Melee score between its Accuracy, Defense and lethal damage. In both cases, Accuracy, Defense and Damage begin at 0 and cannot be lowered. The player can change this choice and allocation only when the character raises her Melee score. This weapon has unlimited Rate. Characters can use this Charm to summon paired blades, one in each hand. Doing so increases the Charm’s cost by four additional motes, to a total of 10 motes, one Willpower. Players wishing to have multiple options can purchase this Charm a number of times equal to the character’s Melee. Each purchase defines a different blade with distinct properties.

IRON RAPTOR TECHNIQUE Edit

Cost: 2m or 4m; Mins: Melee 3, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: Instant Prerequisite Charms: Call the Blade
The maneuver named Iron Raptor Technique extends the Solar’s reach. Her weapon flies toward the enemy like a hungry bird of prey, then returns at the Solar’s call. This Charm is a Melee-based attack that costs two motes and can attack enemies up to (Essence x 8) yards from the Solar. It is in all other ways treated as a normal Melee attack. If the Exalt has Essence 3 or more, she can spend two additional motes for a total cost of four motes and throw a burning arc of energy from her weapon instead of the weapon itself. This is called the “Sandstorm-Wind Attack.” It cannot be blocked without a stunt or Charm.

BLAZING SOLAR BOLT Edit

Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple (Speed 4)
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Iron Raptor Technique
The Solar’s Caste Mark blazes. She then casts solar fire from her weapon at her enemy. This Charm is a Melee-based attack. Its attack pool equals (Dexterity + Melee + Essence). It has a Range of (Essence x 10) yards and cannot exceed it. It cannot be blocked or dodged without the use of Charms or other magic. It ignores cover, including shields, but it cannot otherwise strike around obstacles. It deals lethal damage with a base damage, before adding attack successes, of (the Exalt’s Strength + Willpower). It deals aggravated damage against creatures of darkness.

DIPPING SWALLOW DEFENSE Edit

Cost: 2m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency
The maneuver named Dipping Swallow Defense restores defensive advantage to a beleaguered or overextended fighter.This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it’s inapplicable, but it takes no further penalties.

BULWARK STANCE Edit

Cost: 5m; Mins: Melee 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Basic
Duration: Until next action
Prerequisite Charms: Dipping Swallow Defense
Like a terrible war machine, the Solar walks through the field of his enemy’s blades and is unmoved. This Charm causes the character to ignore penalties that apply to his Parry DV until his next action. This includes penalties invoked by his own attacks. Note that the effects of inapplicability are not a “penalty” on DV.

HEAVENLY GUARDIAN DEFENSE Edit

Cost: 4m; Mins: Melee 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bulwark Stance
The character invokes this Charm in response to an attack. The attack must not be unexpected, and the character must have a weapon in hand. This Charm is a parry that perfectly defends against any attack, even if it is unblockable. Mundane weapons can break when used with this Charm. If the character uses this Charm and a mundane weapon to block an attack that inflicts at least 25L raw damage before soak, the weapon breaks (though it still successfully parries). This Charm has one of the Four Flaws of Invulnerability (see boxed text) common to all Solar perfect defenses. Cost: 5m, 1wp; Mins: Melee 5, Essence 2; Type: Simple Keywords: Combo-OK Duration: One scene Prerequisite Charms: Bulwark Stance The world weeps when the Chosen fall, and so, the Unconquered Sun has given them every mastery of defense. For the remainder of the scene, this Charm removes the onslaught penalty other characters’ attacks impose on the Exalt’s DV. It also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero.

SOLAR COUNTERATTACK Edit

Cost: 3m; Mins: Melee 4, Essence 1; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Dipping Swallow Defense
Those who attack the Chosen of the Sun invite their own deaths. The Solar invokes this Charm after using her Parry DV against an attack. This Charm gives the Solar a counterattack, which is resolved in Step 9 of the initial attack’s resolution.

READY IN EIGHT DIRECTIONS STANCE Edit

Cost: 5m; Mins: Melee 5, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-Basic, Obvious
Duration: Until next action
Prerequisite Charms: Solar Counterattack
The Solar stands ready to force back any foe. Until his next action, whenever he uses his Parry DV against an attack, this Charm provides him with the option to make a counterattack. Note the rules for counterattacks on pages 150 and 183.

PROTECTION OF CELESTIAL BLISS Edit

Cost: —; Mins: Melee 5, Essence 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Heavenly Guardian Defense
This Charm allows the character to prepare a single invocation of the Heavenly Guardian Defense maneuver in advance. The character can have at most one invocation prepared at any given time. The character invokes the Heavenly Guardian Defense Charm, paying the normal four motes. He can later use the Heavenly Guardian Defense against one attack of his choice, in any circumstance when using the Charm would be legitimate. Preparing the Charm counts as a Charm use, but invoking its abilities later does not. The motes remain committed until the Solar uses the Charm to block a single attack. If the Solar has Essence 6 or higher, he may prepare up to his Melee score in invocations of the Heavenly Guardian Defense, and the cost to activate that Charm is reduced to three motes.

ThrownEdit

JOINT-WOUNDING ATTACK Edit

Cost: 3m; Mins: Thrown 3, Essence 1; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
Even in a pitched battle, the Lawgivers strike with controlled precision. This Charm enhances a Thrown-based attack so that it stuns or cripples the Solar’s opponent. For each health level of damage this attack inflicts, this Charm subtracts one die (as a -1 internal penalty) from the target’s Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts for the remainder of the scene. The players and Storyteller decide how the effect is inflicted—it could be an injured hand, slashed tendons or a stunning blow to the head. Storytellers will have to work with the players to determine how the attack cripples more exotic opponents such as automata and the walking dead.

OBSERVER-DECEIVING ATTACK Edit

Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
The Solars’ opponents are often arrogant and attempt to predict how and when the Lawgivers will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them. This Charm conceals a Thrown-based attack. Characters watching the Solar need (the Solar’s Essence) successes on a reflexive (Wits + Awareness) roll to notice him making the attack. This success requirement decreases by one each additional time the Solar uses this Charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack. For example, a Solar attacking from behind might wound an enemy in the side or chest by having his missile curve at the last moment.

MIST ON WATER ATTACK Edit

Cost: 3m per action; Mins: Thrown 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Varies
Prerequisite Charms: Observer-Deceiving Attack
This is a Charm of silent death that imbues the Solar’s weapon with Essence. It supplements a Thrown-based attack Charm cannot speak or cry out. This Charm silences their every action. The bells they ring make no noise, and if they fall off of a wall, they will land silently. In short, their actions are not valid targets for hearing-based Awareness rolls. Should the attack kill the target, no one will notice the target’s death until the Charm expires. The corpse usually remains standing, and a combination of circumstances, dramatic necessity and perfect timing and execution on the Solar’s part keeps the target’s companions from noticing the death. This Charm can impose silence for a number of the Solar’s actions equal to her Essence score. The Chosen must pay three motes for each action of silence she wishes to buy. The initial attack counts as an action. The Charm expires at the end of the appropriate action.

FALLING ICICLE STRIKE Edit

Cost: 1m; Mins: Thrown 4, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Observer-Deceiving Attack
Surprise is at the foundation of all military undertakings. The Sun’s Chosen strike with secrecy and rapidity, confusing and confounding their enemies. Falling Icicle Strike enhances an unexpected attack (see pp. 155-156). Count damage successes for this attack twice. If the player rolls five damage dice and gets two successes, it will strip away four of the target’s health levels.

TRIPLE-DISTANCE ATTACK TECHNIQUE Edit

Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it flies true. This Charm enhances a Thrown-based attack. The Exalt spends three motes and triples the Range of the weapon. If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.

CASCADE OF CUTTING TERROR Edit

Cost: 5m; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
In the First Age, not even the most elusive demons could escape the Solars’ judgment. This Charm supplements a Thrown-based attack, filling the air with dozens or hundreds of duplicates of the Lawgiver’s thrown weapon. This Charm renders the target’s Dodge DV inapplicable against this attack. It also doubles the Solar’s successes on the attack roll before comparing it to defense, in Step 3 of attack resolution.

RETURNING WEAPON CONCENTRATION Edit

Cost: —; Mins: Thrown 3, Essence 2; Type: Permanent
Keywords: None
Prerequisite Charms: None The Solar cherishes his weapons.
This Charm gives the character three bonus successes on any valid action that, if it succeeds, will physically reclaim one or more of the throwing weapons he owns— whether by yanking one back to him on a cord, snatching several up while running past, grabbing a knife from the lava’s surface before it sinks or snatching a weapon physically from an enemy who has stolen it. This Charm does not affect attempts to reclaim throwing weapons by non-physical means such as persuasion, nor does it help when the character is taking preparatory actions such as running across a hair-thin bridge to where his weapon rests. Returning Weapon Concentration also makes any weapon slide free of any target without resistance, so that the lightest tug can reclaim even a knife sheathed to the hilt in a tree.

CALL THE BLADE Edit

Cost: 1m; Mins: Thrown 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Returning Weapon Concentration
This Charm functions exactly as the Melee version on pages 191-192, save as noted above.

SPIRIT WEAPONS Edit

Cost: 2m; Mins: Thrown 4, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Returning Weapon Concentration
The Exalt shapes weapons from shadows, Essence and light. This Charm permits a Lawgiver to create temporary throwing weapons. Each such weapon costs two motes of Essence to create. Each has the weapon qualities of a Thrown weapon costing at most Resources 2, such as an exceptional hatchet or throwing knife. These weapons last for one scene, but they thrive on the Essence of the Exalt who created them. If anyone else uses them to make an attack, these weapons fade away during Step 2 of the attack’s resolution.

WarEdit

ROUT-STEMMING GESTURE Edit

Cost: 4m, 1wp; Mins: War 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, War
Duration: Until next action
Prerequisite Charms: Any War Excellency
The glory of the Solar Exalted steadies those who follow them. The Exalt can target up to her Essence in military units or (Essence x 100) scattered individuals with this Charm. The Exalt chooses the targets insofar as she cares to specify; otherwise, this Charm affects the closest non-enemy targets. Individual targets must be able to see or hear the Exalt. Targeted units must be able to see or hear some sort of Solar-sent signal. This Charm causes targets to succeed automatically on all Valor rolls. If used in the instant one or more targets fail a Valor roll, this Charm allows the targets that failed to reroll, but the reroll does not automatically succeed. This Charm’s effects last until the Exalt’s next combat or mass combat action.

COMMANDING THE IDEAL CELESTIAL ARMY Edit

Cost: 3m; Mins: War 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Rout-Stemming Gesture
The Lawgiver’s forces know his will. The Solar calls out an order or message. It is still conveyed by his voice, his signal or by relays, but the message is effectively instantaneous—his troops find themselves reacting almost as an extension of the Solar’s desires. This Charm conveys a message up to 12 words in length to one or more loyal units within (Essence x 100) yards and guarantees that the message is clearly understood. This Charm has special effects when used immediately before a roll to determine whether a targeted unit hesitates or can change order rapidly. If the Exalt gives an appropriate order, the roll succeeds automatically.

MOB-DISPERSING REBUKE Edit

Cost: 7m, 1wp; Mins: War 3, Essence 2; Type: Simple (Speed 3 in long ticks)
Keywords: Combo-OK, Social, War
Duration: Instant
Prerequisite Charms: None The Lawgiver chastises the unworthy rabble.
This Charm forces the player of an enemy unit most of whose members are within (Essence x 100) yards to make an immediate check for rout. The difficulty of this roll is 1 if the unit has Magnitude greater than the Exalt’s Essence, and 2 otherwise. This Charm can be used socially rather than in war, in which case the Exalt can treat any mob, gathering or social group he can reasonably chastise as the target military unit.

FURY INCITING PRESENCE Edit

Cost: 10m, 1wp; Mins: War 3, Essence 3; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Mob-Dispersing Rebuke
The righteous anger of the Lawgivers inspires mortals to service. The Exalt attempts to persuade everyone who can hear him to join him in righteous violence, his player rolling (Charisma + [Performance or War]). This Charm organizes all characters whom the Exalt successfully persuades and who do not resist the persuasion (see p. 179) into an unordered military unit under the Exalt’s direction. This unit dissolves if the Exalt abandons it for more than 15 long ticks.

GENERAL OF THE ALL-SEEING SUN Edit

Cost: 1m; Mins: War 5, Essence 4; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fury Inciting Presence
The Solar Exalted do not abandon their forces. This Charm informs the Lawgiver of the position and status of all units within (Essence x 10) miles containing a commander, hero, relay or sorcerer loyal to the Solar or to a cause for which the Solar is fighting. This includes solo units, but not solo extras. The character determines only the strategic position of each unit—where units are located relative to one another and to major landmarks such as mountains, cities and rivers. The status information that the Solar learns is the unit’s fatigue, order and current Magnitude. The Solar acquires this information as an instinct but can convert it mentally into a battle map if appropriate for the character. The Storyteller is the final authority on whether a Solar without established loyalties is fighting for a given cause. This Charm gives the Lawgiver awareness of all the major landmarks within one mile of any loyal units.

HEROISM-ENCOURAGING PRESENCE Edit

Cost: 8m, 1wp; Mins: War 4, Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Rout-Stemming Gesture, Fury Inciting Presence
The Chosen radiate the confidence and surety of the Unconquered Sun. This Charm affects any unit or social group that the Solar commands and every ally within (Essence x 5) yards. This Charm’s targets no longer need to make Valor checks. In war, this Charm prevents rout and reduces the chance of fatigue (see p. 374).

TIGER WARRIOR TRAINING TECHNIQUE Edit

Cost: 10m, 2wp; Mins: War 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Heroism-Encouraging Presence
Under the banner of the Solar Exalted, even bandits and peasants become deadly warriors. This Charm involves training a military unit. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others’ traits past her own.

LEGENDARY WARRIOR CURRICULUM Edit

Cost: —; Mins: War 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: One week
Prerequisite Charms: Tiger Warrior Training Technique Solar Exalted imbue their warriors with something of their own nature.
This Charm enhances the Exalt’s ability to train warriors. This Charm allows him to use Tiger Warrior Training Technique to train others in any of the following:

  • Military Abilities he possesses at 4 or more. In addition to the Abilities already available through Tiger Warrior Training Technique, military Abilities include Thrown, War, Integrity, Resistance, Survival, relevant Craft, Medicine, Athletics, Awareness, Stealth, Ride and Sail.
  • Willpower. The Exalt can train Willpower to a maximum of 7.
  • Bonus dice. The Solar can devote one week’s training to rare and special techniques. This gives trained characters two bonus dice or one bonus success for a specific activity defined by the Solar during training. This benefit must have military relevance, it does not apply to Exalted targets, and it is not cumulative. Characters must abandon their previous training and lose the previous bonus to benefit from this Charm again. This bonus can apply to rolls for any Ability and is considered an artificial two-die specialty that stacks with (at most) one die of other specialties. Examples include a one-success bonus in silent communication, a two-die bonus in fighting when outnumbered and a two-die bonus for nocturnal fighting. Non-extras must pay four bonus points or eight experience points for this benefit, and they go into experience debt as usual if they cannot pay. The Storyteller is the final authority on whether a special technique has military relevance.
IDEAL BATTLE KNOWLEDGE PRANA Edit

Cost: 10m, 1wp; Mins: War 5, Essence 5; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Commanding the Ideal Celestial Army, General of the All-Seeing Sun
Those who follow the Lawgivers work as one. Ideal Battle Knowledge Prana provides the Solar and those who follow her—units directly or indirectly under the Solar’s command within (Essence x 10) miles—with an instinct for the battlefield and the Solar’s desires. This Charm halves the number of relays necessary to order each targeted unit. It also increases the Drill of all such units by one and increases the Might of these units by one (to a maximum of 3).

Eclipse CasteEdit

BureaucracyEdit

LinguisticsEdit

RideEdit

SailEdit

SocializeEdit

Night CasteEdit

AthleticsEdit

AwarenessEdit

DodgeEdit

LarcenyEdit

StealthEdit

Twilight CasteEdit

CraftEdit

OBJECT-STRENGTHENING TOUCH Edit

Cost: 5m; Mins: Craft 2, Essence 1; Type: Simple (Speed 5)
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Any Craft Excellency
The things of the world strive to serve the Solars well. This Charm makes an object more difficult to break. It increases the number of successes necessary to damage the object by the character’s Essence. It increases the (Strength + Athletics) rating necessary to break the object with a feat of strength by the character’s Essence. No combination of Charms that includes Object-Strengthening Touch can increase these totals by more than the character’s Essence.

DURABILITY-ENHANCING TECHNIQUE Edit

Cost: 3m; Mins: Craft 3, Essence 2; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Object-Strengthening Touch
The craftsmen of the Unconquered Sun shore up the Essence of the world. This Charm increases the number of successes necessary to damage the object by one. It increases the (Strength + Athletics) rating necessary to break the object by one. These effects are permanent, but no combination of Charms that includes Durability-Enhancing Technique can increase these totals by more than the character’s Essence.

CHAOS-RESISTANCE PREPARATION Edit

Cost: 5m, 2wp; Mins: Craft 4, Essence 2; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Object-Strengthening Touch
The chaos of the Wyld corrodes the things of Creation. For every thing the touch of madness improves, one hundred things are ruined. Since the beginning, Lawgivers have opposed the ravages of the Wyld. This Charm makes an object immune to Shaping effects and Wyld chaos for as long as the Essence remains committed. The object is also permanently made stronger. Specifically, in the Wyld, this Charm permanently makes random unfortunate incidents affecting the object 10 times less frequent. This Charm permanently increases the difficulty of rolled Shaping effects targeting the object by two.

CRACK-MENDING TECHNIQUE Edit

Cost: 10m, 1wp; Mins: Craft 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Any Craft Excellency
The Lawgivers mend the flaws in the world. This Charm supplements any valid dramatic action to repair an object. This Charm allows the character to accomplish (Essence x 3) hours worth of normal repair work for each hour invested. It also allows the character to mend cracks and seal broken pieces together without glue or nails, leaving a join as strong and seamless as if the object were new. The character can perform the equivalent of days of painstaking labor in a few hours, reassembling and cleaning the shreds of a burnt letter or piecing a shattered crystal decanter back together.

SHATTERING GRASP Edit

Cost: 5m; Mins: Craft 5, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK Duration: One scene
Prerequisite Charms: Any Craft Excellency
The secrets of mending include the secrets of breaking. This Charm is a dramatic action taken to disassemble an object or structure. The character chooses whether to harmlessly or destructively take the object apart. This Charm allows the disassembly of only those objects the character can break with a feat of strength, adding twice the character’s Craft to the character’s (Strength + Athletics) pool to determine valid feats. This Charm can disassemble a single object in (8 – Essence) minutes, with a minimum of three minutes. This Charm can target larger structures, such as castles and villages. In such cases, the Exalt proceeds methodically from one major component to the next, taking them apart at the normal rate, until he is interrupted or the task is complete. To take apart a large structure, the Exalt must dedicate at least (8 – Essence) hours, with a minimum of three hours, to the task; he cannot stop early unless he finishes or unexpected events interrupt him. The Exalt cannot demolish anything larger than a large castle or village with a single invocation of this Charm.

CRAFTSMAN NEEDS NO TOOLS Edit

Cost: 7m, 1wp; Mins: Craft 4, Essence 3; Type: Supplemental
Keywords: Combo-OK Duration: Instant
Prerequisite Charms: Any Craft Excellency
The Chosen bring harmony to Creation. This Charm supplements a Craft action. It removes the need for tools as well as penalties for crafting without tools. The character still needs raw materials. This Charm can enhance a Craft action to build something, in which case the character accomplishes (Essence x 3) hours of work for each hour invested.

InvestigationEdit

CRAFTY OBSERVATION METHOD Edit

Cost: 5m; Mins: Investigation 3, Essence 2; Type: Simple (DV -1)
Keywords: Combo-OK Duration: Instant
Prerequisite Charms: Any Investigation Excellency
The world holds no mysteries to the Chosen of the Sun. This Charm is an Investigation-based action wherein the character studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.

EVIDENCE-DISCERNING METHOD Edit

Cost: 5m, 1wp; Mins: Investigation 4, Essence 1; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK
Duration: One story
Prerequisite Charms: Any Investigation Excellency
The Lawgivers see into others’ hearts. This Charm allows the character to make an Investigation-based roll to profile someone’s personality. The character need not interact with the target, but must have sufficient material evidence of the target’s personality to estimate the target’s nature. If the target deliberately sends out misleading cues, subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. Corrupted or incomplete evidence can also impose an external penalty. If the roll succeeds, then each success reduces external penalties on dramatic, social and mass combat actions the character takes against the target. This Charm cannot reduce external penalties by an amount greater than the Solar’s Essence. The Exalt can have only one profile of a given target. The crispness of the profile—that quality that reduces external penalties—lasts only as long as the committed Essence. The Lawgiver’s player cannot roll again to build a new profile unless the story ends or a new piece of evidence allows a dramatic reconceptualization of the target’s personality.

JUDGE’S EAR TECHNIQUE Edit

Cost: 3m; Mins: Investigation 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo- OK Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character’s Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.

IRRESISTIBLE QUESTIONING TECHNIQUE Edit

Cost: 4m; Mins: Investigation 3, Essence 2; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Compulsion, Obvious, Social
Duration: One scene
Prerequisite Charms: Judge’s Ear Technique
This Charm forces the truth from those who would lie to the heroes of the dawn. It involves an interrogation, and the Solar’s player rolls (the appropriate Social Attribute + Investigation) when the Exalt invokes Irresistible Questioning Technique. This Charm exerts unnatural mental influence on the target. The target can resist with MDV. If the roll succeeds, the target is compelled to answer the Exalt’s questions honestly. Resisting costs one Willpower per five minutes, to a maximum of three Willpower, and the compulsion lasts for one scene. This Charm loses effectiveness with repeated use. Increase the target’s MDV by three if an Exalt has used Irresistible Questioning Technique or a similar Charm on the target this story.

COURTIER’S EYE TECHNIQUE Edit

Cost: 3m; Mins: Investigation 3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Lawgivers understand the harmonies of the world. This Charm allows the character to detect others’ importance or wealth with a glance. This Charm targets one individual the character can sense. The Exalt’s player rolls (Perception + Investigation), adding the Solar’s Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. If the Exalt succeeds, she learns the target’s Resources and Influence ratings. In addition, she can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers. The Solar may not attempt to use this Charm on a given target more than once per scene.

CONSUMER-EVALUATING GLANCE Edit

Cost: 2m; Mins: Investigation 3, Essence 1; Type: Reflexive
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Courtier’s Eye Technique
The intentions of others are transparent to the Chosen of the Sun. The Exalt uses this Charm immediately after interacting with a target. The Solar’s player rolls (Perception + Investigation). The difficulty of this roll is 1, but subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. On a success, this Charm forces the target’s player to declare the target’s intentions in this interaction.

KNOW THE SOUL’S PRICE Edit

Cost: 5m, 1wp; Mins: Investigation 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Servitude
Duration: Instant
Prerequisite Charms: Courtier’s Eye Technique, Judge’s Ear Technique
In the savage world that is Creation, everyone has a price. Even those whom jade coin cannot buy will sell themselves for something—sex, fame, the reclaimed honor of an ancestor or the salvation of the world. The Exalt uses this Charm immediately after interacting with a target. The Solar’s player rolls (Perception + Investigation). The difficulty for this roll is 1, but subtract an external penalty of ([the target’s Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. On a success, this Charm forces the target’s player to declare the target’s price. If the Exalt meets that price, this Charm invokes an unnatural Servitude effect—the target becomes loyal to the Exalt and must spend one Willpower per scene to act in a knowingly disloyal fashion. This servitude lasts until the Exalt betrays the bargain—as by reclaiming an object given as the price—or the target has spent a total of 10 Willpower to act disloyally.

LoreEdit

HARMONIOUS ACADEMIC METHODOLOGY Edit

Cost: 10m, 2wp; Mins: Lore 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Any two Lore Excellencies
Enlightened Lawgivers bring wisdom to the masses. This Charm involves training an organized social group such as a class, ministry or guild. This action requires five or more hours of effort in any given week to bear fruit. In each week of training, the trainer picks one trait to train: Conviction, Temperance, Perception, Intelligence, Craft (Air, Earth, Fire, Water or Wood), Investigation, Lore, Linguistics, Performance, Presence or Socialize. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the group or as a solo character, increasing her own traits. She cannot increase others’ traits past her own.

LEGENDARY SCHOLAR CURRICULUM Edit

Cost: —; Mins: Lore 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: One week
Prerequisite Charms: Harmonious Academic Methodology
The Solar scholar has a special mastery of training. This Charm enhances the Exalt’s ability to train others. This Charm allows him to use Harmonious Academic Methodology to train others in any of the following:

  • Social and scholarly Abilities he possesses at 4 or more. In addition to the Abilities already available through Harmonious Academic Methodology, appropriate Abilities include Awareness, Bureaucracy, exotic Crafts, Integrity, Larceny, Medicine and Occult.
  • Virtues. The Exalt can train any Virtue to a maximum of 4.
  • Attributes. The Exalt can train others’ Charisma, Manipulation and Wits to a maximum of 4. She can even train Appearance with an appropriate rationale.
  • Specialties. The Exalt can train others in specialties for any Ability she can train.
CHAOS-REPELLING PATTERN Edit

Cost: 8m; Mins: Lore 3, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One hour
Prerequisite Charms: None
The presence of the Lawgivers wards away chaos. This Charm surrounds the character with a mystic pattern of Essence— what the Fair Folk call an “island of Creation” or a “dead waypoint.” The character’s immediate vicinity—out to (her Essence) in yards—functions according to the laws of Creation, even if the character is in the Wyld, Malfeas or some stranger location.

WYLD-SHAPING TECHNIQUE Edit

Cost: 20m, 1wp; Mins: Lore 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Two Lore Excellencies, Chaos-Repelling Pattern
In the First Age, Lawgivers used the Wyld-Shaping Technique to conquer the Wyld and expand Creation. They stood at the edge of the world and forced shape into the teeth of the howling storm. This Charm forces a region of chaos to take form as the Exalt commands. Wyld-Shaping Technique is an extended dramatic action. The dice pool used equals (the Solar’s Intelligence + Lore). Each roll requires five hours of effort, and the character pays the Charm’s cost with each roll. This roll has a base difficulty of 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5 in the Middlemarches and 10 in the Bordermarches of the Wyld. The Lawgiver can spend accumulated successes at any point to complete part of her construction. This functions as follows. Demesne: To forge a demesne, the Solar must first create the land and then spend successes equal to its demesne level. Land: To create a stable region—such as land—the Solar must spend successes equal to its Resources value. She can spend up to five successes at a time. This does mean that creating fertile land and mineral resources requires more effort per acre than blasted plains, desolate marshes and lifeless ocean. The Solar can use Wyld-Shaping Technique in this region as if it were the Middlemarches of the Wyld, but all other effects consider it a Tainted Land—touched by Wyld energy, but a part of Creation. Magical Things: To create a manse or artifact, the Solar applies the successes on this roll directly as Craft successes in manse or artifact construction. This Charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement this process with Craft Charms such as Craftsman Needs No Tools. People: To create extras, the Solar spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Solar spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Solar can spend up to five successes at a time. Wealth: To create portable wealth, the Solar must spend successes equal to its Resources value. She can spend up to five successes at a time. Things made by this Charm are not real in and of themselves. Their reality stems entirely from Creation—from the reality of the Lawgivers, the Imperial Mountain and the Loom of Fate. As long as the created things continue to interact with Creation or the Exalted, as through the magical trade networks established in the First Age to tame the Wyld, they survive. If something created by this Charm fails to interact extensively with the things of Creation during a story, it begins to lose its reality. Roll its creator’s Essence against either difficulty 1 or, if the Solar’s creation does not interact with real things that story at all, difficulty 2. After three failures without any extensive interaction with Creation or an Exalt, something created by this Charm fades away entirely. Creatures made using Wyld-Shaping Technique are outside Creation’s processes of life and death. They do not reincarnate in Creation or as a real creature unless Heaven orders their pattern woven into the Loom of Fate. Nor do they form ghosts unless the Neverborn intervene to recreate their Essence pattern as such. They fade away upon their deaths and are no longer valid targets for Charms or other effects unless otherwise stated.

WYLD CAULDRON TECHNOLOGY Edit

Cost: —; Mins: Lore 5, Essence 4; Type: Permanent
Keywords: None Duration: Instant
Prerequisite Charms: Wyld-Shaping Technique
The Lawgiver may craft reality from the Wyld. This Charm enhances the Exalt’s Wyld-Shaping Technique, allowing the character to make permanent and real things. Land/Wealth: The character can make real land or wealth with Wyld-Shaping Technique. This follows the normal rules, but the character must make a sacrifice—normally, a quantity of orichalcum or jade with Resources value equal to the Resources value of the creation. The character cannot sacrifice functional artifacts. The character can instead spend (Resources value x 2) in experience points, carving the necessary land or wealth out of his soul. Magical Things: If the character builds a manse or artifact out of materials imported from Creation, the result is real—it does not lose its reality as described above. People: The character can change a person or a social group with Wyld-Shaping Technique. Doing so subtracts an external penalty equal to the target’s MDV from the successes on the character’s Wyld-Shaping roll. If the character succeeds, she may change the target’s Motivation and impose a number of points of Wyld mutations equal to the Solar’s Essence. The target can resist this change by spending four Willpower. The target can alternatively spend two Willpower and state a short condition, such as “do not make me hideous” or “do not make me a traitor,” which limits the Solar’s options but does not prevent the effect. Storytellers can veto conditions such as “do not change me at all.” Targets of this Charm must be present in the Wyld and within (Essence x 10) yards of the Solar.

ESSENCE-LENDING METHOD Edit

Cost: 3m; Mins: Lore 2, Essence 1; Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: None
The intricate Essence flows of the anima are as a child’s toys to the savants of the Sun. This Charm allows the Solar to give up to (her Essence x 3) motes to another character. The Solar loses exactly as many motes as the target gains, in addition to the cost of this Charm, but this transfer does not count as spending motes for the purposes of anima banner flare. Transferred motes go first to the target’s personal and then to the target’s peripheral Essence but cannot increase either the target’s personal or the target’s peripheral Essence past their normal maximums.

WILL-BOLSTERING METHOD Edit

Cost: 5m, 1wp; Mins: Lore 3, Essence 1; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Essence-Lending Method
Solar loremasters understand the subtle and delicate patterns of Essence that give rise to free will and the self. This Charm strengthens those patterns, reinforcing the target’s determination and certainty. This Charm allows the character to give up to (her Essence) in Willpower to the target. The Solar loses exactly as much Willpower as the target gains, in addition to the Willpower spent on this Charm, but this does not count against the normal limits on Willpower expenditure. This Charm cannot increase the target’s Willpower past its normal maximum.

POWER-AWARDING PRANA Edit

Cost: 15m, 1wp; Mins: Lore 4, Essence 3; Type: Simple
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Essence-Lending Method
The Lawgivers share great secrets with their disciples. This Charm targets an Essence 1 character who cannot channel Essence. This Charm increases the target’s effective Essence to 2, allows him an (initially empty) 15-mote pool and the ability to regain Essence as a Solar Exalt, and it permits him to learn Solar Charms with the normal training time for 10 experience points each. The target has access to this increased Essence, pool and Charms only when actively under the influence of Power-Awarding Prana (i.e., for only as long as the awarding Solar’s Essence motes remain committed).

ORDER-AFFIRMING BLOW Edit

Cost: 15m, 1wp per Essence; Mins: Lore 5, Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Wyld-Shaping Technique, Will-Bolstering Method
The Lawgivers restore the hidden patterns of the soul. This Charm targets an individual, whom the Solar must touch. The Lawgiver spends 15 motes and an amount of Willpower equal to the target’s permanent Essence. This Charm shatters all Shaping effects on the target, including long-term or permanent effects such as Wyld mutations and Sidereal astrology. The target is immune to further Shaping effects for the remainder of the scene. Using this Charm outside the Wyld on one of the Fair Folk destroys the target. The dream-wrought bodies of the Fair Folk are a Shaping effect, and this Charm renders them into statues, dreams, objects, animals or ordinary humans at the Storyteller’s discretion. Note that the Exalt must successfully touch Fair Folk to use this Charm against them.

IMMANENT SOLAR GLORY Edit

Cost: —; Mins: Lore 5, Essence 3; Type: Permanent
Keywords: Obvious Duration: Indefinite
Prerequisite Charms: Any Lore Excellency
The Solar draws strength from the harmonious governance of Creation. The greater the social structure he commands, the more Essence he may wield. This Charm allows the Solar to recover motes by tending to the affairs of a kingdom, organization or social or military unit he leads. Each hour spent inspiring the people or performing administrative tasks allows the Solar to recover motes equal to the unit’s Magnitude. In addition, each purchase of this Charm increases the character’s Peripheral Essence pool by 10 motes. This Essence cannot be committed to an artifact. The character cannot recover this Essence normally—he can refill this pool only through the technique above and with Essence-recovery Charms. The player may purchase this Charm a total number of times equal to the Exalt’s Essence.

MedicineEdit

TOUCH OF BLISSFUL RELEASE Edit

Cost: 5m; Mins: Medicine 2, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Touch
Duration: Solar’s Essence in hours
Prerequisite Charms: Any Medicine Excellency
Those who serve the Solars faithfully need know no pain. The recipient of this Charm feels a temporary euphoria qualitatively similar to an opium high. This Charm cancels up to three points of the target’s penalties from Sickness, Poison and Crippling effects and wound penalties. Its effects linger for five minutes after the duration expires. Touch of Blissful Release is not physically addictive to the target.

CONTAGION-CURING TOUCH Edit

Cost: 2m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Any Medicine Excellency
Tie a Solar physician and a man dying of the plague to an anchor and cast them into a stormy sea—still the Solar may have the ingenuity to heal the victim. This Charm supplements a Medicine-based action to treat a patient. It does not reduce the time required for medical treatment, but otherwise allows the Solar to treat patients in unfavorable conditions without medicines, penalties or a stunt. The medical shortcuts involved depend on the Exalt in question. Some learn special pressure points, others channel raw Essence to heal, and still others inspire new strength in their patients through words and actions.

WOUND-MENDING CARE TECHNIQUE Edit

Cost: 10m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Until the day ends
Prerequisite Charms: Any Medicine Excellency
Solar physicians can speed a patient’s recovery from even the most terrible wounds. This Charm supplements a dramatic action to treat, monitor and tend to the patient. This action requires one hour spent without a stunt or a Charm. The Solar’s player rolls (Intelligence + Medicine). This Charm replaces the normal benefits of medical care, instead allowing the target to recover a number of lethal or bashing health levels equal to the number of successes at the end of the day. If the target spends the day resting, the target recovers a number of additional lethal and bashing health levels equal to the Solar’s permanent Essence. No patient can benefit from this Charm more than once per day.

ANOINTMENT OF MIRACULOUS HEALTH Edit

Cost: 10m; Mins: Medicine 4, Essence 2; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Wound-Mending Care Technique
The Essence of the Solar Exalted fills others with new life. The efforts of the Solar healer inspire the injured, the broken, the faltering and the weak to rise and take their burdens up again. This Charm gives the target a number of temporary -1 health levels equal to the user’s Essence. These health levels are the first lost when the character takes damage, and they are never healed back. When the Solar stops committing Essence to this Charm, the additional health levels fade without ill effect, whether or not they have been lost. They also fade instantly if Anointment of Miraculous Health is used on the target again.

WOUND-CLEANSING MEDITATION Edit

Cost: 10m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Contagion-Curing Touch, Wound-Mending Care Technique
Great Solar healers can draw the poison from even unnatural wounds. This Charm enhances a dramatic action to treat, monitor and tend to the patient. This action requires one hour without a stunt or a Charm. This Charm replaces the normal benefits of medical care. Instead, the Solar’s player rolls (Intelligence + Medicine). If she succeeds, the Solar converts the target’s aggravated wound levels to lethal wound levels.

FLAWLESS DIAGNOSIS TECHNIQUE Edit

Cost: 1m; Mins: Medicine 1, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The eyes of the Solar Exalted see the hidden truths of others’ pains. This Charm lets the Solar automatically determine which of the target’s observable traits and described symptoms are medically related. If the Solar uses this Charm in the process of a formal diagnosis, normally a dramatic (Perception + Medicine) action with a Speed of 5 long ticks, this Charm protects her from any error in diagnosis. If she has enough information, she accurately identifies each condition, its source and its additional effect. If she does not have enough information—as when a target who caught an unknown disease from eating infected human brains successfully conceals his cannibalism—she recognizes that some key piece of the puzzle is missing.

AILMENT-RECTIFYING METHOD Edit

Cost: —; Mins: Medicine 3, Essence 2; Type: Permanent
Keywords: Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique
Disease and corruption cannot stand against the Solars’ healing light. Solar Exalted with this Charm can cure any Sickness effect. This Charm guarantees that any attempt Solars make to treat a sickness is considered supernatural. It halves the length of the patient’s convalescence. If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable illness, such as the Great Contagion, she can spend five motes and banish it from the patient’s system. Treating sickness in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm.

BODY-PURIFYING ADMONITIONS Edit

Cost: —; Mins: Medicine 3, Essence 2; Type: Permanent
Keywords: Touch
Duration: Instant
Prerequisite Charms: Flawless Diagnosis Technique
The Lawgivers bring purgation and purity. Solar Exalted with this Charm can force even the most terrible Poison effects from the target’s body. This Charm guarantees that any attempt they make to treat a poison is considered supernatural. If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable poison, such as spiritual taint, Yozi impregnation or even spells such as Blood of Boiling Oil, she can spend five motes and banish it from the patient’s system. Treating poison in this fashion is a dramatic Medicine-based action that takes 20 minutes unless sped by a stunt or Charm.

WHOLENESS-RESTORING MEDITATION Edit

Cost: —; Mins: Medicine 3, Essence 3; Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Flawless Diagnosis Technique
Essence can repair even severed limbs. Solar Exalted with this Charm can cure any Crippling effect. This Charm guarantees that any attempt they make to treat the effect is considered supernatural. If the Exalt’s player rolls five or more successes on a Medicine roll for the Solar to treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-induced paralysis, she can spend five motes and restore the patient. Treating Crippling injuries in this fashion is a dramatic Medicine-based action that takes one hour unless sped by a stunt or Charm. It takes the patient several days of convalescence to repair otherwise permanent damage such as lost limbs or blindness.

INSTANT TREATMENT METHODOLOGY Edit

Cost: 7m; Mins: Medicine 2, Essence 2; Type: Simple (Speed 7, DV -1)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Any Medicine Excellency, Flawless Diagnosis Technique
Rarely is a Solar forced to leave a task unfinished. This Charm is a Medicine-based action in which the character treats a patient. The Charm functions exactly as any Medicine-based dramatic action that takes up to one hour, save that the character performs it in a handful of seconds. As with Contagion-Curing Touch, the medical shortcuts involved depend on the Exalt in question. This Charm does not remove the need for appropriate medicine, surgical tools and suchlike, but the Solar can use a stunt or Combo to work around these limitations. This Charm speeds only that portion of treatment that actively involves the physician. It does not accelerate any rest, recovery and convalescence the patient normally performs on his own. It can act as the dramatic action required by Charms such as Wholeness- Restoring Meditation and Wound-Mending Care Technique.

OCCULT TERRESTRIAL CIRCLE SORCERY Edit

Cost: —; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Exalted shape the Essence of the world. This Charm lets the character hone her will to the razor-sharp edge necessary to perform magic of the so-called First Circle—a power infinitely greater than mortal thaumaturgy. This magic can affect up to a few hundred individuals at a time, and its spells take only a few moments to cast. This Charm allows the character to take Terrestrial Circle Sorcery actions (see p. 252).

CELESTIAL CIRCLE SORCERY Edit

Cost: —; Mins: Occult 4, Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Terrestrial Circle Sorcery
Celestial Circle Sorcery can slay thousands, level fortresses and bind Second Circle demons to the Exalt’s will. Only the Celestial Exalted can master this powerful sorcerous initiation. This Charm permits the character to take Celestial Circle Sorcery actions (see p. 252).

SOLAR CIRCLE SORCERY Edit

Cost: —; Mins: Occult 5, Essence 5; Type: Permanent

Keywords: None

Duration: Instant

Prerequisite Charms: Celestial Circle Sorcery

The sorcery reserved for the Lawgivers is a work of perfection and adamant. The spells of Solar Circle Sorcery are awesome beyond words—they can bring life to regions or slay entire armies. This Charm permits the character to take Solar Circle Sorcery actions (see p. 252).

SPIRIT-DETECTING GLANCE Edit

Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK Duration: One scene
Prerequisite Charms: None
Spirits cannot hide from the Lawgivers. Spirits such as demons, ghosts and gods often move through the world in dematerialized form, completely hidden from all observers. This Charm lets the character see, hear, smell and feel—but not touch—dematerialized creatures. It makes dematerialized creatures within the normal range of the character’s senses valid targets for the character’s Awareness actions, including reflexive Awareness actions.

SPIRIT-CUTTING ATTACK Edit

Cost: 1m; Mins: Occult 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit-Detecting Glance
The Solar Exalted may attack even the subtle Essence of dematerialized spirits. This Charm enhances an attack, making dematerialized creatures within the attack’s normal range valid targets. The attack deals aggravated damage to spirits, materialized or otherwise. This Charm is explicitly permitted to supplement actions using other Abilities. Note that if the character cannot see the spirit he attacks, he receives the normal -2 external penalty.

GHOST-EATING TECHNIQUE Edit

Cost: 2m; Mins: Occult 4, Essence 3;
Type: Reflexive (Step 10)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit-Cutting Attack
The heroes of the First Age used Ghost-Eating Technique to slay the Neverborn and the demon hordes. Spirits normally dissipate rather than dying when they lose all of their health levels to damage. The Solar invokes this Charm after making a successful attack that damages or dissipates a spirit. In addition to the normal damage from this attack, this Charm transfers a number of motes from the spirit to the Solar equal to (the Solar’s permanent Essence x 2). If the spirit loses its last health level to this attack and dissipates, this Charm consumes the spirit utterly. Its Essence dissolves, and it will never be remade.

SPIRIT-REPELLING DIAGRAM Edit

Cost: 10m; Mins: Occult 5, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Obvious
Duration: One scene
Prerequisite Charms: Spirit-Cutting Attack
The Solar casts out spirits. She spreads her arms, and a blazing ring of gold-white light spreads from her, forming a circle centered on the character with a radius equal to (the character’s Essence) yards. This circle remains centered on the character for the remainder of the scene. This Charm imposes a Compulsion effect on all dematerialized creatures who take actions in this scene. They are compelled not to enter the circle while dematerialized and not to stay within the circle while dematerialized. Resisting costs Willpower equal to the Lawgiver’s Essence, after which the spirit can ignore the Spirit-Repelling Diagram for the remainder of the scene.

ALL-ENCOMPASSING SORCERER’S SIGHT

Cost: 6m; Mins: Occult 5, Essence 2; Type: Reflexive (Step 1)

Keywords: None

Duration: One scene

Prerequisite Charms: Spirit-Detecting Glance

Nothing is hidden from the Lawgivers. The character augments his vision with the ability to see patterns of Essence. This Charm allows the character to see motes, Essence-fueled effects, power and invisible but magical creatures and effects. These things become valid targets for the character’s visual Awareness rolls, including reflexive visual Awareness rolls. The ability to perceive Essence patterns has the following effects: All Charms are treated as Obvious with respect to the character. Dematerialized and invisible creatures and effects are considered visible. The character recognizes all artifacts, manses and demesnes as such. The character can automatically recognize a creature with Essence 4+ as a supernatural creature. Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts—for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the target’s Essence in dice to any attempt by the character to pierce mundane or magical Stealth. Similarly, this Charm does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them. If the character makes a conscious attempt to analyze what he sees, this Charm allows an (Intelligence + Occult) roll to do so. Identifying the exact effects of an unknown Charm or spell is difficulty 5. Gauging the rating of a person’s Essence trait, a demesne, a manse or an artifact has difficulty 2.

SORCERER’S BURNING CHAKRA CHARM Edit

Cost: —; Mins: Occult 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Varies
Prerequisite Charms: All-Encompassing Sorcerer’s Sight
The Lawgivers see all things truly. This Charm functions as All-Encompassing Sorcerer’s Sight, but it has no cost—the character gains the benefits automatically whenever her anima banner is at or beyond the 4-7 mote level. If she wishes to use Essence sight at some other time, she may commit one mote reflexively to do so. While that mote remains committed, her Caste Mark burns visibly, and she has access to the benefits of All-Encompassing Sorcerer’s Sight.

OccultEdit

Zenith CasteEdit

Note: In Exalted First Edition, Endurance and Resistance were two separate Abilities, both of which were on the Zenith's list of favored Abilities, and the Integrity Ability had not yet been introduced. Endurance was folded into Resistance in Exalted Second Edition and Exalted Third Edition; these editions instead feature the Integrity Ability on the Zenith's list of favored Abilities.

EnduranceEdit

IntegrityEdit

INTEGRITY-PROTECTING PRANA Edit

Cost: 5m, 1wp; Mins: Integrity 1, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
The Sun’s Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character’s stomach or turn her armor to lava, whether it’s manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character’s DV is not applicable. This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character’s body through shaping. Nor is it an “attack” when a Wyld effect transforms the character’s armor into harmless gossamer spider webs—simply an undesirable effect.

DESTINY-MANIFESTING METHOD Edit

Cost: —; Mins: Integrity 3, Essence 2; Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Integrity-Protecting Prana
A Solar forges her own destiny, and none gainsay her will. This Charm increases the difficulty of any rolled Shaping effect (see p. 217) used against the character by two. Characters using Shaping effects that involve the character can remove this penalty with any stunt that reconciles the Shaping effect with the Lawgiver’s sense of her own destiny. In the Wyld or the Labyrinth, this Charm reduces the frequency of random unfortunate incidents by a factor of 10. There is no cost to use this Charm—it is a permanent enhancement to the Exalt’s nature.

RIGHTEOUS LION DEFENSE Edit

Cost: —; Mins: Integrity 3, Essence 1; Type: Permanent
Keywords: None Duration: Permanent
Prerequisite Charms: None
To the Solar Exalted, “death” and “surrender” are almost the same thing. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character’s Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal—not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or a war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.) This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see p. 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point. Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.

STUBBORN BOAR DEFENSE Edit

Cost: —; Mins: Integrity 3, Essence 2; Type: Permanent
Keywords: None Duration: N/A
Prerequisite Charms: None
Solar Exalted in Limit Break cannot temper their glory with wisdom. This Charm causes the character to treat all directives from unnatural mental influence as unacceptable orders while in Limit Break.

PHOENIX RENEWAL TACTIC Edit

Cost: —; Mins: Integrity 4, Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Any Integrity Excellency
From every Solar’s heart flows an infinite stream of arete—excellence, Virtue and raw commitment to life. The player picks one Virtue when purchasing this Charm and can purchase this Charm multiple times to cover additional Virtues. Whenever the Solar would otherwise recover one or more Willpower points from stunts or natural recovery, this Charm gives the character the option to recover one point (one channel) of the chosen Virtue instead. The Storyteller may veto Virtue recovery from stunts opposed to that Virtue, such as the restoration of a Compassion point garnered from ripping an enemy’s heart out of his chest.

TEMPTATION-RESISTING STANCE Edit

Cost: 6m; Mins: Integrity 2, Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Stackable, Social
Duration: One scene
Prerequisite Charms: Any Integrity Excellency
In foul nests of demons whose ways of corruption assault the human mind; amidst the courts of faeries gluttonous for human souls; in Nexus, surrounded by a thousand temptations— though the whole world seeks to drag him down, the Lawgiver is unmoved. This Charm increases the character’s Dodge MDV by his Temperance for the remainder of the scene. Storytellers can allow the Exalt to use his Conviction, Compassion or Valor score instead of Temperance if the character has appropriate motivation.

ELUSIVE DREAM DEFENSE Edit

Cost: 5m; Mins: Integrity 4, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social Duration: Instant (Story)
Prerequisite Charms: Temptation-Resisting Stance
Like a dream slipping from a waking man’s grasp, the Solar eludes others’ attempts to chain his mind. The Solar uses this Charm in response to an attempt at mental influence, be it natural or unnatural. In addition to its core effects, this Charm perfectly negates that attempt at influence. This Charm defends the character against mental influence by forging an instant, sorcerously charged Intimacy (see boxed text) to an idea or ideal that protects him. For the purposes of this Charm, this Intimacy might be enmity with the person attempting influence, contempt for that person or loyalty to something that the influence would make him betray. This effect is optional if the character already has such an Intimacy. If he has a preexisting one that is applicable, the magic can bolster it to inviolability instead. Characters observing the Solar when this Charm is used can make a reflexive (Perception + Investigation) roll against a difficulty of the character’s Temperance to notice the newborn or newly renewed enmity, loyalty or disdain. The Solar genuinely accepts the Intimacy to which he commits himself with this Charm, although the player decides how much weight he gives it compared to his other ideas, plans, loyalties and goals. At the end of the story, the Essence charge dissipates from the Intimacy, and it is no longer a perfect defense, though the character may maintain it for later use, the sake of the memory or out of genuine feeling.

TRANSCENDENT HERO’S MEDITATION Edit

Cost: 10m, 4wp; Mins: Integrity 5, Essence 4; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Obvious, Social
Duration: Instant Prerequisite Charms: Elusive Dream Defense
The Lawgivers shatter delusions and see all things truly. This Charm shatters all long-term Compulsion, Illusion and Servitude effects upon the Solar. The character can ignore mental influence that would prevent her from using this Charm. Characters can substitute an unsoakable aggravated health level of damage for the mote portion of this Charm’s cost if they are otherwise unable to pay.

SUN KING RADIANCE Edit

Cost: —; Mins: Integrity 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Elusive Dream Defense
Others look to the Lawgivers for strength against temptation. This Charm allows characters loyal to the Solar to replace their own Essence with the Solar’s Integrity score when calculating mental defense. It subtracts two dice (as a -2 internal penalty) from the dice pools of characters loyal to the Solar when they are actively attempting to betray that loyalty. This Charm has no effect on Abyssal Exalted or other Solar Exalted.

SPIRIT-MAINTAINING MANEUVER Edit

Cost: 5m per 1wp; Mins: Integrity 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Integrity Excellency
The Solar Exalted draw on their unwavering desire and intention to survive sustained mental assault. This Charm allows the Exalt to refuse unnatural mind control effects (see p. 180) and Virtue compulsions (see p. 115) at a reduced Willpower cost. This Charm reduces the Willpower cost by one point for each five motes spent. If the Exalt pays the entire cost in Essence, she does not accumulate Limit. For example, if rejecting a supernaturally persuasive offer would normally require two Willpower, the Exalt can spend two Willpower; five motes, one Willpower; or 10 motes. If the character would normally break free of the mental influence after spending a certain amount of Willpower, treat the character as having paid the full Willpower price even if it is paid in motes.

UNHESITATING DEDICATION Edit

Cost: 4m, 1wp; Mins: Integrity 3, Essence 2; Type: Simple
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Righteous Lion Defense
The Solar dedicates himself to a new goal or ideal. If the Solar has not already established an Intimacy to this ideal, this Charm allows him to do so instantly. This Charm lets the Solar treat this Intimacy as an additional Motivation, with all the benefits and drawbacks thereof. Lawgivers can invoke this Charm repeatedly but they can benefit from only a number of additional Motivations equal to their Conviction.

PerformanceEdit

RESPECT COMMANDING ATTITUDE Edit

Cost: 5m; Mins: Performance 3, Essence 2; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: None
Others listen when the Lawgivers speak. In ancient days, they commanded the attention of Primordials, beasts and gods. This Charm involves a performance or oration, and the Solar’s player rolls (an appropriate Social Attribute + Performance) when invoking Respect Commanding Attitude. This Charm exerts unnatural mental influence on everyone who can see or hear the character. If the extra successes exceed a given target’s MDV, that target suffers a compulsion to stay in the Exalt’s company and respectfully observe the performance. Resisting this compulsion for five minutes costs one Willpower, up to a maximum of three Willpower per scene, and such resistance allows the target to leave, heckle or even forcibly silence the character.

PHANTOM-CONJURING PERFORMANCE Edit

Cost: —; Mins: Performance 3, Essence 3; Type: Permanent
Keywords: Obvious Duration: Variable
Prerequisite Charms: Any Performance Excellency
Essence enhances the Solar’s arts. This Charm allows the Solar to create ghostly images, Essence flares, ethereal music and strange sensory effects when using a Performance Excellency or Presence Excellency. These effects do not seem entirely real, they remain within (Essence x 10) yards of the Solar, and they cannot be used to confuse or deceive others without a stunt. This Charm has no cost, but the Solar need not use its effects.

HEART-COMPELLING METHOD Edit

Cost: 6m; Mins: Performance 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: One scene
Prerequisite Charms: Any Performance Excellency
The Solar Exalted rise above the common through their understanding of others’ desires. This Charm supplements a Performance-based roll to rouse emotion in others. It exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires the desired emotion intensely for a scene. Resisting the influence costs two Willpower.

MEMORY-REWEAVING DISCIPLINE Edit

Cost: 10m, 1wp; Mins: Performance 5, Essence 2; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Illusion, Social
Duration: Instant
Prerequisite Charms: Phantom-Conjuring Performance, Heart- Compelling Method
The Lawgivers define others’ reality. This Charm is a Performance- based social attack that encourages a specific belief—for example, overwriting the audience’s memories and convincing them that the Solar has always lived in their town. This Charm exerts unnatural mental influence on every valid target of this roll. If their MDV is less than the extra successes on the roll, this Charm inspires them to believe. It also creates an instant commitment (see p. 201) to that belief. Shaking off the illusion requires one Willpower per scene, and the effect lasts until the targets break their commitment to the false belief.

HUSBAND-SEDUCING DEMON DANCE Edit

Cost: 10m, 1wp; Mins: Performance 5, Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Emotion, Obvious,
Social Duration: Instant
Prerequisite Charms: Heart-Compelling Method
In answer to the call of the Solar Exalted, in ancient times, people gave up their homes and families and marched to war. Some Lawgivers gave speeches and shone with the sun’s radiance, but others called their servants with beauty—piping, dancing or playing at the harp, wordlessly and terribly calling their soldiers to their deaths. The Solar gives a performance, her player rolling ([Charisma or Manipulation] + Performance) and adding her Appearance in bonus dice. This Charm exerts unnatural mental influence on all who witness it. Characters with Mental DV less than the Solar’s successes must spend two Willpower or fall instantly in love either with the Solar or something the Solar represents. This effect does not depend on gender or sexual preference. Targets incapable of sexual attraction to the Solar suffer starry-eyed infatuation or dedication to the Solar’s cause rather than romantic desire. This love is a form of commitment (see p. 201). Targets can break the commitment naturally but they must spend one Willpower in each scene where they deliberately attempt to shake it off.

PresenceEdit

HYPNOTIC TONGUE TECHNIQUE Edit

Cost: 10m, 1wp; Mins: Presence 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social, Stackable, Touch
Duration: Solar’s Charisma in days
Prerequisite Charms: Any Presence Excellency
It is hard for mortals to resist the shining glory of the Solar Exalted. This Charm exerts unnatural mental influence to create a Compulsion effect. The Lawgiver’s player rolls (Manipulation + Presence). If the result exceeds the target’s Mental DV, the target receives a compulsion to follow one order given by the Solar. The order can be as complicated as the Solar desires. The target must spend one Willpower to resist the order but need pay this cost only once per day. The influence fades when the Charm expires. When the Solar uses Hypnotic Tongue Technique, the target is not aware of the compulsion, nor does the Solar need to spell out the order explicitly in words. If the target wishes to recognize the influence or remember it later, doing so costs four Willpower, which must be spent all at once, and the target is thenceforth fully aware of the effect. Recognizing or remembering the influence is not considered “resisting” it, and the target does not gain Limit from doing so.

MAJESTIC RADIANT PRESENCE

Cost: 7m; Mins: Presence 4, Essence 3; Type: Reflexive (Step 2)

Keywords: Obvious, Social

Duration: One scene

Prerequisite Charms: Any Presence Excellency

The Solar burns with the incandescent radiance of the Unconquered Sun. This Charm intimidates others, negating any physical or social attack made against the Solar unless the attacker’s player succeeds on a reflexive resistance roll. The Solar’s player chooses when purchasing this Charm whether a difficulty 1 Valor roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker need succeed only once per action, no matter how many attacks she makes during a flurry. This Charm’s effects are a form of unnatural mental influence, and characters can spend three Willpower to resist the effects of Majestic Radiant Presence for a scene.

TERRIFYING APPARITION OF GLORY Edit

Cost: 3m; Mins: Presence 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Majestic Radiant Presence
The Solar burns with impossible glory. This Charm can supplement any attempt at natural mental influence. It renders the target’s Dodge MDV inapplicable. This Charm is specifically permitted to supplement rolls for other Abilities. Reduce this Charm’s cost to 2 motes if Majestic Radiant Presence is already active.

UNDERLING PROMOTING TOUCH Edit

Cost: 7m, 1wp; Mins: Presence 5, Essence 3; Type: Simple
Keywords: Obvious, Touch
Duration: One story
Prerequisite Charms: Majestic Radiant Presence
Those who speak for a Solar share his majesty. This Charm imbues a target character with Solar Essence. When the target believes herself to be acting or speaking in the Solar’s name, her player adds the Solar’s Essence in dice to Presence rolls made for the character.

AUTHORITY-RADIATING STANCE Edit

Cost: 3m; Mins: Presence 4, Essence 3; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Majestic Radiant Presence
The Solar assumes the mantle of authority. This Charm is a form of unnatural mental influence. For the rest of the scene, each character who interacts personally with the Exalt and has a lower MDV than the Exalt’s Presence suffers an unnatural Illusion effect. He believes that the Exalt is someone with authority over him. Recognizing this belief as an illusion costs two Willpower. This Charm, as a specific exception to the usual rules for unnatural effects, does not cost Limit to resist.

IRRESISTIBLE SALESMAN SPIRIT Edit

Cost: 3m; Mins: Presence 4, Essence 2; Type: Supplemental
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the ultimate salesmen and recruiters. Irresistible Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action. This Charm doubles the Solar’s successes on the roll before comparing them to the target’s MDV.

WORSHIPFUL LACKEY ACQUISITION Edit

Cost: 12m, 1wp; Mins: Presence 5, Essence 4; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, Servitude, Social
Duration: Solar’s Charisma in days
Prerequisite Charms: Any Presence Excellency
The Solar Exalted surround themselves with the faithful. This Charm is a Presence-based social attack that inspires someone to recognize the Solar’s greatness. The target chosen must be a valid target for persuasion attempts. The Solar’s player rolls ([Charisma or Manipulation] + Presence), subtracting the target’s MDV from the successes as an external penalty. If the Solar succeeds, this Charm exerts unnatural mental influence and creates a Servitude effect. It compels the target to serve the Solar loyally. This effect costs one Willpower per day to resist. This Charm creates an instant commitment (see p. 201) to the Solar. The target cannot begin breaking faith (see p. 201) with that commitment until the Charm’s effects end. The mental influence lasts until the target has fully shaken off this loyalty.

ENEMY-CASTIGATING SOLAR JUDGMENT Edit

Cost: 2m; Mins: Presence 1, Essence 3; Type: Supplemental
Keywords: Combo-OK, Holy, Obvious, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
The Solar ignites her spirit with the Essence of the Unconquered Sun. This Charm can enhance a physical attack. This Charm makes the attack Holy and causes the attack to inflict aggravated damage against creatures of darkness (see p. 192). This Charm can also enhance social attacks that create guilt, shame or fear, or where the Exalt uses a stunt to draw on these emotions. It makes the attack Holy. This Charm makes creatures of darkness treat the social attack as unnatural mental influence that costs one Willpower to resist. This Charm also halves the creature’s base MDVs against the attack. This Charm is specifically permitted to enhance rolls based on other Abilities.

ResistanceEdit

WHIRLWIND ARMOR-DONNING PRANA Edit

Cost: 1m; Mins: Resistance 1, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
When the Solar armors himself for battle, there is no delay or fumbling—Essence smoothes his course. This Charm allows the Exalt to make one minute’s progress on donning armor in a single action. The Solar Exalted normally use this Charm for a number of successive actions equal to the armor’s mobility penalty in order to complete the armor-donning process. For example, six actions and six invocations allows an Exalt to gird himself in chain swathing. Facing exigent circumstances such as limited Essence or frequent interruptions, he could also spend two minutes’ effort and four invocations of the Charm. This Charm applies to personal worn items, including body armor, shields, clothing and warstriders.

HAUBERK-LIGHTENING GESTURE Edit

Cost: 1m; Mins: Resistance 3, Essence 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Whirlwind Armor-Donning Prana
Armor worn in countless battles becomes a part of the Solar’s spirit. It is always on hand when its master calls. The Solar first dons a suit of armor that she owns and has worn in battle. This Charm banishes that armor to Elsewhere. The Solar can gird herself in that armor directly from Elsewhere. Doing so takes as much time as donning the armor normally would, and she can use Whirlwind Armor-Donning Prana to speed the process. The Charm ends when she does so. If she cancels the Essence committed to this Charm while the armor is fully or partially Elsewhere, any donned pieces return Elsewhere, and then, the entire suit appears within arm’s reach. This Charm applies to body armor and shields, but not other worn items.

GLORIOUS SOLAR PLATE Edit

Cost: 10m, 1wp or 13m, 1wp; Mins: Resistance 4, Essence 3; Type: Simple
Keywords: Obvious Duration: One scene
Prerequisite Charms: Hauberk-Lightening Gesture
The Solar armors herself in the blazing glory of the Unconquered Sun. This Charm creates a suit of golden body armor from the Solar’s anima. The character can design the armor to suit his personal aesthetic and mood—it can be sleek, imposing, ornate or simple. Regardless of aesthetic, it is always unmistakably medium or heavy armor, and it always glows with a golden light resembling an 8-10 mote Solar anima display. This light is bright enough to read by in a three-yard radius. Characters can only use this Charm if they are not already wearing body armor or a warstrider. It creates armor with 10L/10B soak, 5 Hardness, a -1 mobility penalty and no fatigue penalty. The character is instantly fully armored. For an additional three motes, if the character is not carrying a shield, he can create a glowing shield that gives a +1 cover DV bonus against hand-to-hand attacks and a +3 cover DV bonus against ranged attacks. This shield is always unmistakably a shield and bears the sunburst emblem of the Unconquered Sun.

ARMORED SCOUT’S INVIGORATION Edit

Cost: 3m per fatigue/mobility reduction; Mins: Resistance 4, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Hauberk-Lightening Gesture
In these grim and degenerate times, the Chosen of the Sun must be as soldiers ready for a battle. They cannot relax in the face of their enemies, and must sometimes wear armor for days at a time. Yet, they do not weary. For each three motes spent, this Charm reduces both the fatigue value and the mobility penalty of the Solar’s armor by one, to a minimum of 0. A fatigue value of 0 means that the Solar’s player need never roll to see whether her character becomes fatigued from wearing the armor. This Charm lasts until the character removes the armor in question. This Charm applies to any combination of worn items that give a mobility or fatigue penalty. This includes body armor, shields, combinations of body armor and shields, warstriders and articles of clothing that impose mobility or fatigue.

DURABILITY OF OAK MEDITATION Edit

Cost: 3m; Mins: Resistance 2, Essence 1; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
A boy cannot cut down an oak tree with a kitchen knife. Nor can a mere mortal slay the Solar with petty blows of mortal steel. The Solar invokes this Charm after an attack hits but before damage is rolled. This Charm sets her Hardness against that attack to 8.

SPIRIT STRENGTHENS THE SKIN Edit

Cost: 1m per pre-soak damage die removed; Mins: Resistance 2, Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation
The unconquerable flame of the Solar’s spirit armors her against attack. She invokes this Charm after an attack hits her but before damage is rolled. This Charm reduces the raw (presoak) damage of the attack by one die for each mote spent. This Charm can reduce the damage of the attack to zero.

IRON SKIN CONCENTRATION Edit

Cost: 2m; Mins: Resistance 3, Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Durability of Oak Meditation
Mortal weapons are as the stings of wasps and hornets to the Lawgivers reborn. The Solar invokes this Charm after an attack hits him but before damage is rolled. Roll (his Stamina + Resistance) against a difficulty equal to the attacker’s Essence (up to a maximum of 6). On a success, this Charm prevents all damage from the attack; on a failure, this Charm still gives him +4A/+8L/+8B soak.

IRON KETTLE BODY Edit

Cost: 4m, 1W Mins: Resistance 3 Essence 2; Type: Simple
Duration: Scene
Prerequisite Charms: Iron Skin Concentration
The Lawgivers are armored in righteousness, and many need no other hauberk. This Charm gives the character +4A/+8L/+8B soak for the scene. This Charm cannot be used by characters wearing armor. The defense provided by this Charm is compatible with Iron Skin Concentration’s effects.

ADAMANT SKIN TECHNIQUE Edit

Cost: 4m; Mins: Resistance 5, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit Strengthens the Skin, Iron Skin Concentration
Driven by her purpose and her Virtues, the Exalt becomes invincible. The Solar invokes this Charm immediately before the damage of a physical attack or similar effect is rolled. This Charm is a perfect defense against the raw damage of the attack, reducing it to zero after all other effects. This Charm has one of the Four Flaws of Invulnerability (see p. 194).

ESSENCE-GATHERING TEMPER Edit

Cost: 1m; Mins: Resistance 1, Essence 1; Type: Reflexive (Step 8)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The more terrible the enemies and adversities they face, the greater the power of a Solar’s spirit. The Solar invokes this Charm when hit by an attack with the potential to damage her—that is, an attack with a calculated raw damage exceeding her Hardness, which therefore rolls at least one die of damage. The Solar’s player rolls two dice for each damage die rolled. For each success on this roll, to a maximum of her Stamina in successes, the Lawgiver receives a number of motes of Essence equal to her permanent Essence score. For example, an Essence 2 Solar with Stamina 3 would receive two motes with one success, four motes with two successes and six motes with three or more successes. This Charm cannot increase the Solar’s Essence pool past its normal maximum, and the Solar can never gain more than 20 motes from any combination of Charms including Essence-Gathering Temper during a single one of her actions.

WILLPOWER-ENHANCING SPIRIT Edit

Cost: 4m; Mins: Resistance 3, Essence 1; Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Essence-Gathering Temper
The Lawgiver draws inner strength from the challenges that face him. He invokes this Charm when hit by an attack that damaged him—that is, an attack that cost him at least one health level of damage. His player rolls one die for each health level lost. This Charm restores one point of temporary Willpower plus one point for each success rolled. This Charm cannot raise the Exalt’s Willpower above its normal value.

BATTLE FURY FOCUS Edit

Cost: 5m; Mins: Resistance 3, Essence 1; Type: Simple (Speed 7)
Keywords: None
Duration: One scene
Prerequisite Charms: Any Resistance Excellency
The character steels herself for the struggle ahead. She awakens in her soul a deep and terrible passion—stoic dedication, primal rage, merciless justice or some other emotion appropriate to her nature—and lets it drive her into battle. This Charm gives the character an extra die to all combat- related pools and reduces all wound penalties by one. The character must be engaged in combat or attempting to become so engaged. She can attack at range and differentiate friend from foe, but she cannot utter sentences of more than a few words, move away from the enemy or perform complex actions such as retrieving a small object from a pack. To end this Charm prematurely, her player must spend one Willpower.

BLOODTHIRSTY SWORD-DANCER SPIRIT Edit

Cost: 10m, 1wp; Mins: Resistance 4, Essence 2; Type: Simple (Speed 7)
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Battle Fury Focus
When ordinary means have failed, and there is nothing left save life and death, then it befits the god-kings of legend to give themselves over to the battle-trance and make themselves implacable enemies to their foes. This Charm functions as Battle Fury Focus but is in all ways greater. It gives the character three extra dice to all combat-related pools and removes all wound penalties. The character’s mind is consumed by the battle-trance. The character cannot speak coherently and cannot retreat. She may only take one or more of the following actions: moving toward her current target by the shortest route, attacking enemies within range, waiting for an attacker to engage her or selecting the nearest enemy as a new target when her previous target is incapacitated, dead or not locatable. This Charm lasts until the character can no longer locate an enemy to kill. Enemies include known enemies and those who get in her way. Strangers and acquaintances can earn the enemy label if they are dressed like the enemy or if they act in a suspicious fashion. The character will not attack close friends, relatives or lovers for suspicious action or clothing—they must actively interfere to become targets of attack. To end this Charm prematurely, the Solar must spend three Willpower and gain one Limit. Reduce this to one Willpower and no Limit if a loved one or friend attempts to restrain the character. Unfortunately, if the Exalt does not spend the Willpower when a loved one attempts to break her battle-trance, she is almost certain to lash out at the unrecognizable blur distracting her from slaying her target.

OX-BODY TECHNIQUE Edit

Cost: —; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Lawgiver additional health levels. A player may purchase this Charm up to once per dot of the Resistance Ability her character possesses. Each purchase provides one of the following, at the player’s option, determined at the time of purchase:

  • One -0 health level
  • Two -1 health levels
  • One -1 health level and two -2 health levels
UNBREAKABLE WARRIOR’S MASTERY Edit

Cost: 3m, 1wp; Mins: Resistance 5, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Resistance Excellency, Ox-Body Technique
The Solar shakes off wounds that would cripple a lesser person. This Charm applies when someone uses an attack with a Crippling effect against the Solar. The Solar’s player rolls (Stamina + Resistance) against a difficulty of the attacker’s Essence. If she succeeds, this Charm negates the Crippling effect.

IMMUNITY TO EVERYTHING TECHNIQUE Edit

Cost: 6m, 1wp; Mins: Resistance 5, Essence 3; Type: Simple (Speed 4)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Resistance Excellency
Not easily are the Lawgivers slain. This Charm stops poison and sickness from doing further damage to the character for one scene. This Charm also prevents the character from suffering new Poison or Sickness effects during this scene. Effects that would poison or sicken him have no effect whatsoever. The character can walk hand-in-hand with plague victims, sprinkle poison on his food and eat ichneumon eggs as caviar. There are never ill effects later from these indiscretions.

BODY-MENDING MEDITATION Edit

Cost: 10m; Mins: Resistance 1, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Until the day ends
Prerequisite Charms: None
Even wounded nigh unto death, a Lawgiver will marshal the strength to rise again. This Charm supplements a dramatic action to marshal the character’s inner resources for recovery. This action requires one hour without a stunt or another Charm. The Solar’s player rolls (Stamina + Resistance). Success speeds his healing rate by a factor of 10 or, if the character prefers, adds directly to the successes of a physician using Wound-Mending Care Technique on the character. See page 149 for more on natural healing rates. Characters can activate Body-Mending Meditation when inactive (see p. 143).

SurvivalEdit

FRIENDSHIP WITH ANIMALS APPROACH Edit

Cost: 3m; Mins: Survival 1, Essence 2; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Majestic Radiant Presence
Even the beasts and birds recognize the heroes of the dawn. This Charm keeps natural animals from attacking the character unless they are provoked or driven by unusual pain or fear. It allows the Exalt to communicate with natural animals—with sounds and gestures—as if they shared a common language. Animals have limited capacity for comprehension, and the Exalt cannot convince an animal to adopt a belief or plan that it cannot understand. Characters can activate Friendship with Animals Approach when inactive (see p. 143).

SPIRIT-TIED PET Edit

Cost: 10m, 1wp, 1xp; Mins: Survival 3, Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Friendship with Animals Approach
Since the First Age, the Lawgivers have forged magical bonds with their chosen beasts. The target of this Charm must be an animal loyal (see p. 175) to the Exalt. Normally, the Exalt wins this loyalty through persuasion and the use of the Friendship with Animals Approach. The Exalt can only use this Charm if he has no familiar, and using it on a new animal for the first time removes his Familiar Background entirely. This Charm is a dramatic action requiring several hours of interaction with the target. It increases the Exalt’s Familiar Background by one dot, to a maximum of five. When the Exalt’s Familiar Background reaches a sufficient level to have the animal as a Familiar, it becomes his familiar. For example, a tiger requires three applications of this Charm to become the Exalt’s familiar, and two more to give the Exalt the abilities conveyed by Familiar 5.

BESTIAL TRAITS TECHNIQUE Edit

Cost: 10m, 2wp; Mins: Survival 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Friendship with Animals Approach
Animals trained by the Solar Exalted become more loyal and more powerful. This Charm involves training a natural animal or familiar. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm replaces the normal effects of that training. In each week of training, the trainer picks one of the following to train:

  • Strength, Dexterity, Stamina or Perception. This Charm increases the animal’s Attribute by one dot, to a maximum of (its species average + 2).
  • Valor. This Charm increases the animal’s Valor by one dot, to a maximum of 4.
  • Athletics, Awareness, Martial Arts, Resistance or Survival. This Charm increases the animal’s Ability by one dot, to a maximum of the Solar’s own rating in that Ability.
  • Health and size. This Charm gives the animal an additional -1 health level and, optionally, increases its size by 10%. This Charm can give an animal a number of extra levels no greater than its Stamina.
  • Intelligence. This Charm gives the animal the effective intelligence of a six-year-old human. Using this Charm on a familiar increases all of these maximums by one and allows training the animal to adult human intelligence.
HARDSHIP-SURVIVING MENDICANT SPIRIT Edit

Cost: 10m; Mins: Survival 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The wilderness cannot subdue the heroes of the dawn. This Charm negates any environmental external penalties to Survival rolls made for the Solar. This means that the coldest glacier and the hottest desert are no more deadly for the Solar than the gentlest rolling plain. She can find food and water easily, she ignores inclement weather even when lightly dressed, and she does not suffer undue blisters, bug bites or plant poison even walking barefoot through the Far East. This Charm does not protect against environmental damage, however, so if the environment is deadly enough to force regular Resistance rolls, the Solar needs Element-Resisting Prana to endure it.

ELEMENT-RESISTING PRANA Edit

Cost: —; Mins: Survival 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hardship-Surviving Mendicant Spirit
This Charm enhances the character’s Hardship-Surviving Mendicant Spirit. When using that Charm, the character now becomes immune to environmental hazards. She can survive in a bonfire, underwater, in a volcano’s caldera or in a pool of boiling acid, all with ease. She takes damage or suffers Poison, Crippling or Sickness effects only when directly inflicted upon her by some character’s action.

ETERNAL ELEMENTAL HARMONY Edit

Cost: —; Mins: Survival 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hardship-Surviving Mendicant Spirit
This Charm enhances the character’s Hardship-Surviving Mendicant Spirit. It reduces that Charm’s cost to 5 motes and allows the character to activate Hardship-Surviving Mendicant Spirit even when she’s inactive (see p. 143). If the Solar has Essence 6+, this Charm negates the cost for Hardship-Surviving Mendicant Spirit entirely.

FOOD-GATHERING EXERCISE Edit

Cost: 3m; Mins: Survival 5, Essence 2; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK
Duration: Instant Prerequisite Charms: Any Survival Excellency
The land gives its strength to the Lawgivers. This Charm affects the character or a group she leads with a Magnitude no greater than her Essence. The character or group may forage in the wild and find enough food for a small meal each. It takes five applications of this Charm per day to keep a group well fed. If the Solar has dependents not foraging with her, food found with this Charm can be brought back to them. For example, for three motes, a 10-person group can find enough food to maintain two dependents for a day.

TRACKLESS REGION NAVIGATION Edit

Cost: 7m; Mins: Survival 4, Essence 2; Type: Reflexive Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Any Survival Excellency
The deepest wilds are no mystery to the Solar Exalted. This Charm affects the character herself or a group she leads with a Magnitude no greater than her Essence. While this Charm is in effect, the character or group travels 10 miles per day across the harshest terrain and 20 miles per day across normal wilderness. The Solar’s player automatically succeeds at any valid Survival roll for the Exalt to find her way—though the character must have enough information to make this a valid roll.

UNSHAKEABLE BLOODHOUND TECHNIQUE Edit

Cost: 8m, 1wp; Mins: Survival 5, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Trackless Region Navigation
The Lawgivers hunt down their enemies with a relentless passion. This Charm supplements a roll to track an opponent. It guarantees that the Solar achieves at least (target’s successes + 1) successes on the tracking contest, after taking all penalties into account. If another Charm contests this effect, add the Solar’s Essence in automatic successes to her opposed roll to maintain the effects of this Charm.

TRACELESS PASSAGE Edit

Cost: 5m, 1wp; Mins: Survival 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Unshakeable Bloodhound Technique
Solar heroes with this Charm can vanish into the wilderness. This Charm affects the Solar or a group she leads with a Magnitude no greater than her Essence. It enhances a roll made to travel without leaving signs of her (or the group’s) presence. This Charm guarantees that any tracker achieves, at most, zero successes on the contest to track the character or group. If another Charm contests this effect, such as Unshakeable Bloodhound Technique, add the Solar’s Essence in automatic successes to her opposed roll to maintain the effects of this Charm.

EYE-DECEIVING CAMOUFLAGE Edit

Cost: 6m; Mins: Survival 5, Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Trackless Region Navigation
This Charm is a dramatic action to camouflage the Solar or some person or object, and it normally takes one hour to perform. The player rolls (Intelligence + Survival) to determine the quality of the camouflage. This Charm makes the camouflaged thing impossible to detect with Awareness rolls using ordinary senses. Characters with inhuman sensory acuity, such as Lawgivers using Keen Smell and Taste Technique, can discover the hidden thing by opposing the camouflage roll with (their Perception + Awareness). Characters conducting a thorough search, such as a miscellaneous Investigation action with a normal Speed of five long ticks, can oppose the camouflage roll with an appropriate dice pool.

CITY-MOVING SECRETS Edit

Cost: —; Mins: Survival 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Survival Excellency
This Charm enhances the character’s Survival Charms. Survival Charms that allow the character to extend their benefits to a group of Magnitude 1 or more—such as Trackless Region Navigation—increase the allowed Magnitude for that unit by one. Players can purchase this Charm a number of times equal to the Solar’s Essence.

ReferencesEdit

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