Crimson Torrent's Charms and Sorceries

Aggression Punishing Technique
4 motes, reflexive, instant, Solar Counterattack, melee 4, essence 2
The Solar parries not with his weapon, but with gusts of essence fueled wind. The character makes a parry at this full parry dice pool*. This parry can be made at a distance of up to the character’s essence x 10 yards. The Solar may parry attacks made against others so long as they are within range. The gust of wind is extremely violent, throwing those caught in its wake off their feet. Any parried attacker using a hand-to-hand weapon must succeed at a dexterity + athletics roll at difficulty 3 or fall prone.
*2e: Against a single attack use full parry DV.

Benevolent Guardian Defense
5 motes, 1 willpower, reflexive, instant, Aggression Punishing Technique, melee 4, ess 3
This functions exactly the same as Heavenly Guardian Defense with the exception that the parry may be made at a distance of the Solar’s essence x 10 yards and may be used to intercept an attack aimed at another.
2e: Cost reduced to 6 motes.

Sol Invictus Warding Stance
8 motes, 1 willpower, simple, one scene, Aggression Punishing Tech, melee 5, ess 3
The Solar may make a parry at this full dice against any attack he is aware of up to a distance of his essence x 10 yards*. This may parry attacks aimed at others. Any parried attackers using a hand-to-hand weapon must succeed at a dexterity + athletics roll at difficulty 3 or fall prone.
*2e: -1 to any action's DV penalty, ignores onslaught penalties. Those within (essence x 10 yards) gain +1 to their parry DV.

Flawless Paragon Form
12 motes, 1 willpower, simple, one scene, Benevolent Guardian Defense, Sol Invictus Warding Stance, melee 5, essence 4
This is the signature charm of the ancient Twilight Caste Solar Flawless Paragon. It is the culmination of his defensive charms and served him and his Circle well until his death during the primordial war.
For a single scene the Solar gains the benefits of Sol Invictus Warding Stance. He may make a number of counterattacks, per Solar Counterattack, equal to his dexterity each turn. His melee dice pool is also increased by his permanent essence.