Custom Charms
From Logoscreation
S = Solar Charm
L = Lunar Charm
D = Dragon-Blooded Charm
Si = Sidereal Charm
A = Abyssal Charm
Al = Alchemical Charm
Sp = Spirit Charm
FF = Fair Folk Charm
Solars, Sidereals, DBs and other Ability based charms
Archery
Martial Arts
Plowshares to Swords Understanding (S)
Cost: -
Type: Permanent
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisites: Solar Hero Form
As the Lawgiver masters his Essence, he begins to master the world around him, and for one who's Essence is that of a warrior, the world is a weapon. This charm permanently enhances the Solar's capabilities. Any time that the Solar uses an improvised weapon, he adds his Essence to the weapon's Accuracy and Defense, and increases its Rate by 1. At Essence 4, this charm also reduces the Speed of the weapon by 1.
Everything Under The Sun Meditation (S)
Cost: -
Type: Permanent
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisites: Plowshares to Swords Understanding
The Lawgiver is a master of his own destiny, unlimited by circumstance, and his choice of weapons should reflect his unfettered future. This charm permanently enhances the Solar's capabilities, allowing him to select one weapon with the M-Tag for every point of Essence he possesses. These selected weapons are considered Form-type weapons for use with Solar Hero Style charms. At Essence 4 and higher, the Solar may select weapons without the M-Tag.
Melee
Thrown
Razor-Edge Wall Attack (S)
Cost: 1m/attack
Type: Extra Action (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisites: Returning Weapon Concentration, Cascade of Cutting Terror
Even armed with the simplest of weapons, the Solar Exalted could face multitudes and in the end, only they would still draw breath. When this charm is activated, the Exalt may make a thrown attack with his weapon of choice. If this attack is successful, even if it fails to do any damage, the martial artist may then spend 1 mote of essence and make another attack against a different target. This continues until the Exalt misses an attack, runs out of Essence, or runs out of valid targets for the charm's effects. This attacks ignore the Rate of the weapon.
In Mass Combat, this charm doubles the amount of damage done to a mass combat unit once for each mote spent, to a maximum number of motes equal to the magnitude of the unit attacked.
War
Integrity
Performance
Presence
Resistance
Survival
Craft
Investigation
Lore
Drinking From the Root of the World (S)
Cost: 1m
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Minimum Lore: 3
Minimum Essence: 1
Prerequisites: Any Lore Excellency
The Lawgivers take their respite anywhere they may within their dominion. When this charm is activated, the Solar's caste mark flares, drawing in golden motes of essence that appear in the air around the Exalt. The Exalt rolls Wits + Occult, adding his Essence in automatic successes if this charm is used during the day outside of a shadowland. Every success rolled restores one mote of Essence to the Exalt's pool, to a maximum of his normal essence pool maximums. Additionally, no combination of charms including Drinking from the Root of the World may add more than 20 motes to the character's mote pool during a single action.
Sun-Dappled Leaves Understanding (S)
Cost: 15m
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One Scene
Minimum Lore: 5
Minimum Essence: 5
Prerequisites: Drinking From The Root of the World, Immanent Solar Glory, Power Awarding Prana
As a Lawgiver is the master of Creation, so should she become a master of her own Essence. When this charm is activated, the Solar's anima flares to life and remains active at the 10+ motes stage until the charm's effect ends. While the charm is active, the Solar is considered to have Essence 10 for the purposes of charm effects, static values such as minimum damage and DVs, essence pools, and other purposes. This does not allow them to learn or use abilities that would normally be outside of their reach due to Essence requirements, but for all other purposes, they have 10 Essence.
Medicine
Occult
Godslaying Genius Meditation (S)
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Occult: 5
Minimum Essence: 4
Prerequisites: Ghost-Eating Technique
In the Primordial War, the Solars developed this charm to give them the strength to defeat hordes of the Primordials' minions at once. This charm permanently enhances the effects of Ghost-Eating Technique, allowing the Solar to activate Ghost-Eating Technique with an extra 1 mote surcharge when striking a killing blow against a spirit, demon, god, elemental or other valid target of Ghost-Eating Technique.
As the spirit dies, the Solar gains a number of temporary willpower points equal to the spirit's permanent Essence dots. This can put the Solar's temporary willpower higher than their permanent willpower, but any dots of temporary willpower that remain at the end of the scene are lost if they exceed the character's permanent willpower. Use of this charm inside Yu Shan is a Severity 3 offense.
Mandate of Divine Consumption (S)
Cost: -
Type: Permanent
Keywords: None
Duration: Permanent
Minimum Occult: 5
Minimum Essence: 5
Prerequisites: Godslaying Genius Meditation
It is the mandate of the Lawgivers to protect Creation, even from itself. This charm permanently enhances Ghost-Eating Technique, allowing the solar to activate that charm with a surcharge of 1 willpower when striking the killing blow against a valid target of Ghost-Eating Technique.
As the spirit dies, its power passes to the Exalt, whose personal and peripheral mote pools are both refresh to full. Additionally, until the end of the scene, the Solar adds the spirit's dots of permanent Essence to his own permanent Essence for purposes of charm effects and determining static values, minimum damage and mote pools.
