Improved Accuracy
Cost: 1 mote
Duration: One turn
Type: Supplemental
Minimum Archery: 2
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to all the mage's Archery attacks this turn. This Charm may be purchased more than once, with each additional application increasing the number of dice added by 2, but the total bonus for all applications of this Charm cannot exceed the mage's Archery or Arete, whichever is lower. Spend 1 additional mote to have this Charm affect all the mage's Archery attacks until the end of the scene.
Lethal Accuracy
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 3
Minimum Arete: 2
Prerequisite Charms: Improved Accuracy
Add 2 dice to all the mage's Archery attacks this turn. This Charm may be purchased more than once, with each additional application increasing the number of damage dice by 2, but the total bonus for all applications of this Charm cannot exceed the mage's Archery or Arete, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene. This Charm's effects are cumulative with Improved Accuracy.
Trick Shot
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 4
Minimum Arete: 2
Prerequisite Charms: Lethal Accuracy
Add 2 dice on all the mage's Archery attacks this turn. This Charm may be purchased more than once, with each additional application increasing the number of dice by 2, but the total bonus for all applications of this Charm cannot exceed the mage's Arete or Archery, whichever is lower. Spend 3 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene. This Charm's effects are cumulative with Improved Accuracy and Lethal Accuracy.
Swift Arrow
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 3
Minimum Arete: 2
Prerequisite Charms: Lethal Accuracy
All the mage's Archery attacks this turn are more difficult to dodge, subtracting 2 dice from any target's attempt to dodge the attack(s). This Charm may be purchased more than once, with additional applications subtracting 2 additional dice from dodge attempts against this attack, but the total number of dice subtracted from a single dodge cannot exceed the mage's Arete or Archery, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene.
Seeking Arrow
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 4
Minimum Arete: 3
Prerequisite Charms: Swift Arrow
All the mage's Archery attacks this turn are more difficult to dodge, subtracting 2 dice from any target's attempt to dodge the attack(s). This Charm may be purchased more than once, with additional applications subtracting 2 additional dice from dodge attempts against this attack, but the total number of dice subtracted from a single dodge cannot exceed the mage's Arete or Archery, whichever is lower. Spend 3 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene. This Charm's effects are cumulative with Swift Arrow.
Fanged Arrow
Cost: 2 motes
Duration: One turn
Type: Suplemental
Minimum Archery: 2
Minimum Arete: 2
Prerequisite Charm: Improved Accuracy
All the mage's Archery attacks this turn inflict 2 additional dice of damage on a successful hit. This Charm may be purchased more than once, with additional applications adding 2 more damage dice on a successful hit, but the total dice added by all applications of this Charm cannot exceed the mage's Arete or Archery, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene.
Heavy Arrow
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 3
Minimum Arete: 3
Prerequisite Charms: Fanged Arrow
All successful Archery attacks the mage makes this turn inflicts twice the pre-soak damage for purposes of Knockdown and Knockback, though the attack doesn't actually inflict more damage. Spend 3 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene.
Smooth Broadhead
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 3
Minimum Arete: 2
Prerequisite Charms: Fanged Arrow
All the mage's Archery attacks this turn subtract 2 from the armor soak of the arrow's target against attacks enhanced with this Charm. This Charm may be purchased more than once, with additional applications subtracting another 2 from the armor soak of the target against attacks enhanced with this Charm, but the armor soak subtracted against attacks enhanced with this Charm cannot exceed the mage's Arete or Archery, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene.
Wind-Sharp Arrow
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 4
Minimum Arete: 3
Prerequisite Charms: Smooth Broadhead
All the mage's Archery attacks this turn subtract 2 from the armor soak of the arrow's target against attacks enhanced with this Charm. This Charm may be purchased more than once, with additional applications subtracting another 2 from the armor soak of the target against attacks enhanced with this Charm, but the armor soak subtracted against attacks enhanced with this Charm cannot exceed the mage's Arete or Archery, whichever is lower. Spend 3 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene. This Charm's effects are cumulative with Smooth Broadhead.
Bloodfire Arrow
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 5
Minimum Arete: 4
Prerequisite Charm: Fanged Arrow
All the mage's Archery attacks this turn, if successful, deal aggravated damage instead of their lethal damage. Aggravated damage can be soaked by armor, but not by Charms or Stamina. Spend 4 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene. This Charm has no effect on weapons that inflict bashing or status damage.
From Quiver to Quarry
Cost: 2 motes
Duration: 1 scene
Type: Supplemental
Minimum Archery: 2
Minimum Arete: 2
Prerequisite Charms: None
The mage adds 2 to her initiative bonus during any turn in which she fires a bow until the end of the scene. This Charm may be purchased more than once, up to a number of times equal to her Arete or Archery, whichever is lower, and each additional application adds another 2 to the mage's initiative.
Zen Archery
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Archery: 3
Minimum Arete: 2
Prerequisite Charms: From Quiver to Quarry
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, roll an Archery attack a second time, though she must accept the result of the second roll. Spend 2 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene, though the mage may not reroll any attack more than once, and may not, in any case, reroll more attacks in a turn than his Arete or Archery, whichever is lower.
Seer's Arrow
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Archery: 4
Minimum Arete: 3
Prerequisite Charms: Zen Archery
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, reroll an Arcyery attack a number of additional times no greater than his Arete or Archery, whichever is lower. She must, however, accept the result of the last reroll she makes. Spend 3 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene, though the mage may not reroll any attack more than a number of times equal to his Arete or Archery, whichever is lower, and may not, in any case, reroll more attacks in a turn than his Arete or Archery, whichever is lower.
Two Paths
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Archery: 4
Minimum Arete: 3
Prerequisite Charms: Zen Archery
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, reroll an Archery attack and choose the more desireable of the two results. Spend 3 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene, though the mage may not reroll any attack more than once, and may not, in any case, reroll more attacks in a turn than his Arete or Archery, whichever is lower.
Garda-Fletched Arrow
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Archery: 5
Minimum Arete: 4
Prerequisite Charms: Guided Strike
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, reroll an Archerey attack a number of additional times no greater than his Arete or Archery, whichever is lower, choosing which to accept. Spend 4 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene, though the mage may not reroll any attack more than a number of times equal to his Arete or Archery, whichever is lower, and may not, in any case, reroll more attacks in a turn than his Arete or Archery, whichever is lower.
Rapid Fire
Cost: 3 motes
Duration: Instant
Type: Extra Action
Minimum Archery: 3
Minimum Arete: 3
Prerequisite Charms: Lethal Accuracy, Zen Archery
The mage may make an extra Archery attack this turn. This Charm may be purchased more than once, with each application granting an additional attack, but cannot make more attacks in a turn than his Arete or Archery, whichever is lower. Spend 3 additional motes to have this Charm last until the end of the scene, allowing the mage to take the extra action(s) during any turn in which he makes an Archery attack and does not split his dice pools.
Waterless Rain
Cost: 5 motes
Duration: Instant
Type: Extra Action
Minimum Archery: 5
Minimum Arete: 5
Prerequisite Charms: Rapid Fire
The mage may make an extra Archery attack this turn. This Charm may be purchased more than once, with each application granting an additional attack, but cannot make more attacks in a turn than his Arete or Archery, whichever is lower. Spend 5 additional motes to have this Charm last until the end of the scene, allowing the mage to take the extra action(s) during any turn in which he makes an Archery attack and does not split his dice pools. This Charm is cumulative with Rapid Fire.
Iron Bow Parry
Cost: 2 motes
Duration: One turn
Type: Supplemental
Miminum Archery: 2
Minimum Arete: 2
Prerequisite Charms: Improved Accuracy
The mage may parry a melee attack with her bow provided she has a parry action available to her, using her Dexterity + Archery pool with any applicable penalties for splitting dice pools. This does not grant the ability to parry attacks listed as not allowing parries, such as Blazing Solar Bolt. This Charm may be invoked as many times in a turn as the mage has actions, to a maximum number of parries equal to the mage's Arete or Archery, whichever is lower. Spend 2 additional motes to have this Charm last until the end of the scene, allowing the mage to take a parry action with her bow without requiring a stunt.
Steady Aim Parry
Cost: 3 motes
Duration: Instant
Type: Supplemental
Miminum Archery: 4
Minimum Arete: 2
Prerequisite Charms: Iron Bow Parry
The mage may fire an arrow in an effort to parry any one attack directed at anyone within range of her weapon provided she has an action available to her, using her Dexterity + Archery pool with any applicable penalties for splitting dice pools. This does not grant the ability to parry attacks listed as not allowing parries, such as Blazing Solar Bolt. Spend 3 additional motes to have this Charm last until the end of the scene, allowing the mage to parry incoming attacks against himself or his allies using fired arrows without requiring a stunt.
Arrows of Ether
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Archery: 1
Minimum Arete: 2
Prerequisite Charms: None
The mage may draw her bow dry, creating one normal arrow of a type (target, broadhead, frog crotch, or fowling) she chooses on the string. This arrow lasts long enough to strike its target before vanishing. This Charm may be purchased more than once, with each additional purchase allowing him to create one additional arrow per turn, to a maximum number of arrows in a turn equal to her Arete or Archery, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene, allowing the mage to fire a number of conjured arrows each turn equal to the number of applications of this Charm she has purchased.
Conjure Bow
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Archery: 2
Minimum Arete: 2
Prerequisite Charms: Arrows of Ether
The mage may conjure a bow out of thin air. Regardless of its type, this weapon has a range of 150 yards, a Rate of 2, a maximum Strength of 3, and no additional properties. This Charm does not provide ammunition. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Archery, whichever is lower. Each additional application improves accuracy by 1, Max Strength by 1, Rate by 1, or Range by 50 yards. The mage must choose which statistics to improve at the time the bow is conjured.
Improved Range
Cost: 1 mote
Duration: One turn
Type: Supplemental
Minimum Archery: 2
Minimum Arete: 1
Prerequisite Charms: None
Add 50 yards to the touched bow's range until the end of the turn. This Charm may be purchased more than once, with each application adding another 50 yards to the bow's range, not to exceed a number of applications equal to the mage's Arete or Archery, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene. This Charm's effects are cumulative with Exceptional Bow.
Exceptional Bow
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Archery: 3
Minimum Arete: 3
Prerequisite Charms: Arrows of Ether, Improved Range
A bow the mage touches becomes exceptional until the end of the scene, granting 1 point to accuracy, rate, or range (+50 yards per point). This Charm may be purchased more than once, but the total number of bonus points granted by all applications of this Charm cannot exceed the mage's Arete or Archery, whichever is lower.
Range of Sight
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 5
Minimum Arete: 3
Prerequisite Charms: Improved Range, Trick Shot
All the mage's Archery attacks this turn may target anything she can see with no range penalty. This does not grant the arrows the ability to strike incorporeal beings, but it does allow the mage to attack opponents behind objects using Cornering Vision or to attack those viewed via scrying. Spend 4 additional motes to have this Charm affect all the mage's Archery attacks until the end of the scene.