Fleetness of the Wolf
Cost: 1 mote
Duration: One scene
Type: Supplemental
Minimum Athletics: 1
Minimum Arete: 2
Prerequisite Charms: None
For the rest of the scene, add 4 yards to the mage's normal sprinting speed. This Charm may be purchased more than once, with additional applications adding another 4 yards to the mage's sprinting speed, but the maximum speed added cannot exceed the mage's (Arete x 4) or (Athletics x 4) yards, whichever is lower.
Leap the Moon
Cost: 1 mote
Duration: One scene
Type: Supplemental
Minimum Athletics: 2
Minimum Arete: 2
Prerequisite Charms: None
Until the end of the scene, the mage adds 2 to her Strength + Athletics pool for the purpose of jumping or leaping. This Charm may be purchased more than once, with each additional application increasing the mage's Strength + Athletics pool by 2 for the purpose of jumping or leaping, but the total bonus conferred by all applications of this Charm cannot exceed the mage's (Arete x 2) or (Athletics x 2), whichever is lower.
Multi-Tasking
Cost: 3 motes
Duration: One turn
Type: Reflexive
Minimum Athletics: 3
Minimum Arete: 3
Prerequisite Charms: Fleetness of the Wolf, Leap the Moon
The mage may take one additional Athletics action, including jumping, sprinting, making the best of a fall, lifting, and breaking objects. This Charm can be purchased more than once, with each application granting 1 additional Athletics action, to a maximum number of additional actions equal to the mage's Arete or Athletics, whichever is lower.
Grabbing the Pit's Edge Reflex
Cost: 1 mote
Duration: One scene
Type: Reflexive
Minimum Athletics: 1
Minimum Arete: 1
Prerequisite Charms: None
Until the end of the scene, add 2 dice to all the mage's Athletics checks related to landing and making the best of a fall. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the number of dice added by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower.
Walk the Narrow Path
Cost: 1 mote
Duration: One turn
Type: Reflexive
Minimum Athletics: 1
Minimum Arete: 2
Prerequisite Charms: Grabbing the Pit's Edge Reflex
Add 2 dice to all the mage's Athletics checks related to maintaining his balance on narrow surfaces. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the number of dice added by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. Spend 1 additional mote to have this Charm's effects last until the end of the scene.
Wire-Walking Mastery
Cost: 2 motes
Duration: One turn
Type: Reflexive
Minimum Athletics: 2
Minimum Arete: 2
Prerequisite Charms: Walk the Narrow Path
Until the end of the turn, the mage can walk and stand on surfaces too narrow to normally support her, such as tightropes, clotheslines, and narrow ledges, without fear of losing his balance. This Charm does not insulate the mage from outside factors attempting to dislodge him, such as forceful blows or strong gusts of wind, nor does it preserve him if the surface upon which he is walking breaks or falls. While walking a narrow surface in this fashion, the mage must make a Dexterity + Athletics check to attack, parry, dodge, or take other actions normally demanding quick movements. The difficulty of this roll is equal to half the number of dice the mage rolls for the rapid action, rounding up. Spend 2 additional motes to have this Charm's effects last until the end of the scene.
Gentle Slope
Cost: 1 mote
Duration: One scene
Type: Supplemental
Minimum Athletics: 2
Minimum Arete: 1
Prerquisite Charms: Grabbing the Pit's Edge Reflex
Until the end of the scene, add 2 dice to all the mage's Athletics checks related to climbing. While this Charm's effects last, the mage may also move up a steep slope as though it were a gentle rise, moving at his normal walking or sprinting speed. This Charm may be purchased more than once, with each additional application adding 2 more dice to climbing checks, but the number of dice added by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. The mage may not walk or crawl along ceilings in this fashion, nor may he walk up walls.
Walk the Walls
Cost: 2 motes
Duration: One scene
Type: Supplemental
Minimum Athletics: 3
Minimum Arete: 2
Prerequisite Charms: Gentle Slope
Until the end of the scene, the mage may walk up or stand on vertical surfaces as though they were gentle slopes. She also treats ceilings as vertical surfaces for purposes of climbing, and adds 2 dice to all her Athletics checks to "climb" ceilings. This Charm may be purchased more than once, with each additional application adding 2 more dice to climbing checks involving ceilings, but the number of dice added by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. The climbing bonus granted by this Charm is cumulative with that of Gentle Slope. The mage may not stand or walk on ceilings by means of this Charm. If the mage falls within arm's length of a vertical surface, she can easily land on it with a successful Wits + Athletics roll against a difficulty of 1 rather than suffering the full consequences of a normal fall.
Above as Below
Cost: 3 motes
Duration: One scene
Type: Supplemental
Minimum Athletics: 4
Minimum Arete: 3
Prerequisite Charms: Walk the Walls
Until the end of the scene, the mage may stand on, walk or run up and down steep slopes, walls, and along ceilings as easily as she could traverse flat ground. If the mage's fall takes him within arm's length of any surface or sturdy object, he may choose to fall on it instead of suffering the full consequences of a normal fall, though this requires a successful Wits + Athletics check for ceilings.
Climb the Mountain of Wind
Cost: 4 motes
Duration: One scene
Type: Supplemental
Minimum Athletics: 5
Minimum Arete: 3
Prerequisite Charms: Above as Below
Until the end of the scene, the mage may walk on or climb thin air as easily as walking or climbing a steep slope or wall. If the mage increases her altitude, her horizontal movement rate is reduced by 4 yards per one foot she ascends. The mage must remain within 10 feet of a solid surface that could hold her normal weight, so she could walk above a field but would plummet if she tried to pass over a body of water. If this Charm is comboed with Above as Below, this solid surface need not be horizontal. This Charm may be purchased more than once, with each additional application increasing the mage's maximum distance to a solid surface by 10 feet, but this Charm can be purchased a maximum number of times equal to the mage's Arete or Athletics, whichever is lower.
Walls Like Water
Cost: 8 motes
Duration: Instant
Type: Simple
Minimum Athletics: 4
Minimum Arete: 4
Prerequisite Charms: Above as Below
The mage and his equipment may move up to 1 foot through solid objects not warded or constructed using one of the Five Magical Materials. This does not provide protection against attacks or the elements. This Charm may be purchased more than once, with each additional application increasing the distance the mage may move by 1 foot, to a maximum number of feet equal to the mage's Arete or Athletics, whichever is lower. Spend 4 additional motes to have this Charm last until the end of the turn, rendering him immune to physical attacks for the duration of the Charm's effects but preventing him from moving farther in a turn than 1 foot per application of this Charm.
Travel Without Motion
Cost: 8 motes
Duration: Instant
Type: Simple
Minimum Athletics: 5
Minimum Arete: 4
Prerequisite Charms: Walls Like Water
The mage may travel without crossing the intervening space. The mage may travel up to 10 yards in any direction, passing through walls and other barriers. The mage may not enter or leave warded areas or places surrounded by at least three unbroken circles (one per dimension blocked) of one or more of the Five Magical Materials. If the mage's destination is occupied by a solid object, the motes are still expended, but the Charm fails. Spend 6 additional motes to have this Charm last until the end of the scene, allowing the mage to travel without motion as his dice action once per turn. This Charm may be purchased more than once, with each additional application increasing the range of this instantaneous travel by 10 yards, not to exceed a number of yards equal to the mage's (Arete x 10) or (Athletics x 10), whichever is lower.
Perfect Journey
Cost: 10 motes
Duration: Special
Type: Simple
Minimum Athletics: 5
Minimum Arete: 5
Prerequisite Charms: Travel Without Motion
The mage may travel without crossing the intervening space. The mage may travel to any place she has been provided her point of departure and destination are not warded or surrounded by at least three unbroken circles of one or more of the Five Magical Materials. Travel is not instantaneous, but it is safe and fast - 5 miles per hour (120 miles per day). The mage experiences the time, so dehydration and hunger can pose serious problems if the journey is a long one.
With Mole's Slowness
Cost: 2 motes
Duration: One scene
Type: Supplemental
Minimum Athletics: 1
Minimum Arete: 3
Prerequisite Charms: None
The target's sprinting speed is decreased by 4 yards per turn for the rest of the scene. If this Charm reduces the victim's sprinting speed to 0, the target is rooted to the spot until the Charm's duration expires, cannot dodge, and may be attacked from behind. The mage must touch or successfully strike the target to activate this Charm, channelling it through any touch or attack. This Charm may be purchased more than once, with additional applications further decreasing the target's sprinting speed by 4 yards, but it cannot be purchased more times than the mage's Arete or Athletics, whichever is lower.
Fleetness of Stone
Cost: 2 motes
Duration: One scene
Type: Supplemental
Minimum Athletics: 2
Minimum Arete: 3
Prerequisite Charms: With Mole's Slowness
The target's initiative is reduced by the 2 until the end of the scene. The mage must touch or successfully strike the target to activate this Charm, channelling it through any touch or attack. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Athletics, whichever is lower, and each additional application increases the initiative penalty by 2.
Freeze the Limbs
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Athletics: 4
Minimum Arete: 3
Prerequisite Charms: Fleetness of Stone
The target loses one of her actions on her next turn. The mage must touch or strike the target to activate this Charm, channelling it through any touch or successful attack. The victim may still split her actions as normal, and the lost action counts as her last action of the turn. If the target wishes to take one action while under the effects of this Charm, she suffers a -2 die penalty to her action, -3 and -4 for two actions, -4, -5, and -6 for three actions. Using this Charm more than once against the same target does not normally create cumulative effects. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Athletics, whichever is lower, and each additional application increases the duration for which the character loses one action by one turn.
Halt the Opponent
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Athletics: 5
Minimum Arete: 4
Prerequisite Charms: Freeze the Limbs
The target cannot take any actions during her next turn. The mage must touch or strike the target to activate this Charm, channelling it through any touch or successful attack. This does not interfere with the use of Charms that do not require shaping, but it prevents Sorcery. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Athletics, whichever is lower, and each additional application increases the duration of paralysis by one turn.
Power Lifting
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Athletics: 3
Minimum Arete: 2
Prerequisite Charms: None
The mage adds 2 dice to her Str + Athletics pool for purposes of lifting or breaking objects. In combat, this translates to an additional 2 dice of damage, but only against inanimate objects for the purpose of breaking them. The total number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. Spend 2 additional motes to have this Charm's effects last until the end of the scene. This Charm may be purchased more than once, with each additional application increasing the Strength + Athletics pool by 2 more dice, but the maximum number of dice granted by all applications of this Charm cannot exceed the mage's (Arete x 2) or (Athletics x 2), whichever is lower.
Hideous Strength
Cost: 4 motes
Duration: 1 turn
Type: Simple
Minimum Athletics: 5
Minimum Arete: 3
Prerequisite Charms: Power Lifting, Cat's Leap
The mage's Strength is increased by 1 until the end of her next turn. All aspects of Strength are affected by this Charm, including damage and Strength + Ability checks. This Charm may be purchased more than once, with each additional application increasing the Strength conferred by 1, but the total Strength bonus conferred by all aplications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. Spend 4 additional motes to have this Charm's effects last until the end of the scene.
Superhuman Agility
Cost: 4 motes
Duration: 1 turn
Type: Simple
Minimum Athletics: 5
Minimum Arete: 4
Prerequisite Charms: Fleetness, Cat's Leap
The mage's Dexterity is increased by 1 until the end of her next turn. All aspects of Dexterity are affected by this Charm, including combat and other Dexterity + Ability checks. This Charm may be purchased more than once, with each additional application increasing the Dexterity bonus conferred by 1, but the total Dexterity bonus conferred by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. Spend 4 additional motes to have this Charm's effects last until the end of the scene.
Lightning Reflexes
Cost: 4 motes
Duration: 1 turn
Type: Simple
Minimum Athletics: 4
Minimum Arete: 4
Prerequisite Charms: Multi-Tasking
The mage's Wits is increased by 1 until the end of her next turn. All aspects of Wits are affected by this Charm, including initiative and Wits + Ability checks. This Charm may be purchased more than once, with each additional application increasing the Wits bonus conferred by 1, but the total Wits bonus conferred by all applications of this Charm cannot exceed the mage's Arete or Athletics, whichever is lower. Spend 4 additional motes to have this Charm's effects last until the end of the scene.