Avoid the Blow
Cost: 1 mote
Duration: One turn
Type: Supplemental
Minimum Dodge: 2
Minimum Arete: 1
Prerequisite Charms: None
Whether the mage senses attacks a moment before they happen, erects a field that deflects incoming attacks, or moves with supernatural quickness to avoid attacks, this Charm's effects are the same. The mage gains 2 dice to a all Dodge attempts this turn against attacks of which she is aware, provided she still has actions available with which to dodge. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the number of dice it provides against a single attack cannot exceed the mage's Arete or Dodge, whichever is lower. Spend 1 additional mote to have this Charm affect all the mage's dodge attempts for the rest of the scene.
Timely Dodge
Cost: 2 motes
Duration: One turn
Type: Reflexive
Minimum Dodge: 3
Minimum Arete: 2
Prerequisite Charms: Avoid the Blow
The mage may, before an enemy's combat damage is calculated, roll a dodge a second time, though she must accept the result of the second roll and discard the results of the first. Spend 2 additional motes to have this Charm last until the end of the scene, though the mage may not reroll any dodge more than once, and may not, in any case, reroll more dodges in a turn than his Arete or Dodge, whichever is lower. This Charm does not allow the mage to dodge if she has no actions available to do so.
Idealized Evasion
Cost: 3 motes
Duration: One turn
Type: Reflexive
Minimum Dodge: 4
Minimum Arete: 3
Prerequisite Charms: Timely Dodge
The mage may, before an enemy's combat damage is calculated, reroll a dodge a number of additional times no greater than his Arete or Dodge, whichever is lower. She must, however, accept the result of the last reroll she makes, discarding the others. Spend 3 additional motes to have this Charm last until the end of the scene, though the mage may not reroll any dodge more than a number of times equal to his Arete or Dodge, whichever is lower, and may not, in any case, reroll more dodges in a turn than his Arete or Dodge, whichever is lower. This Charm does not allow the mage to dodge if she has no actions available to do so.
Seer's Evasion
Cost: 3 motes
Duration: One turn
Type: Reflexive
Minimum Dodge: 4
Minimum Arete: 3
Prerequisite Charms: Timely Dodge
The mage may, before an enemy's combat damage is calculated, roll a dodge a second time and pick the better of the two results. Spend 3 additional motes to have this Charm last until the end of the scene, though the mage may not reroll any dodge more than once, and may not, in any case, reroll dodges in a turn than his Arete or Dodge, whichever is lower. This Charm does not allow the mage to dodge if she has no actions available to do so.
Fortunate Sidestep Method
Cost: 2 motes
Duration: One turn
Type: Reflexive
Minimum Dodge: 3
Minimum Arete: 2
Prerequisite Charms: Avoid the Blow
The mage may dodge incoming attacks this turn even if she does not have any actions available to her, provided she is aware of the attack. The mage receives 2 dice to dodge incoming attacks. These dice may be used to supplement her normal dodge attempts (including those enhanced by Charms) or to make a limited dodge attempt even if the mage would not normally have a dodge action available. This Charm may be purchased more than once, with additional applications adding 2 more dice to dodge attempts, though the total number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Dodge, whichever is lower. Spend 2 additional motes to have this Charm last until the end of the scene, though the total number of dodge actions it grants each turn cannot exceed the mage's Arete or Dodge, whichever is lower.
Be Elsewhere
Cost: 3 motes
Duration: One turn
Type: Reflexive
Minimum Dodge: 4
Minimum Arete: 3
Prerequisite Charms: Fortunate Sidestep Method
The mage may dodge incoming attacks this turn using her full Dexterity + Dodge pool, even if she does not have any actions available to her, provided she is aware of the attack. This Charm may be purchased more than once, increasing the number of free dodges the mage may take by one each, but the total number of free dodges the mage can make during a given turn cannot exceed her Arete or Dodge, whichever is lower. Spend 3 additional motes to have this Charm last until the end of the scene, granting the extra dodge(s) each turn.
Dodge the Wind
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 5
Minimum Arete: 4
Prerequisite Charms: Seer's Evasion, Be Elsewhere
Whether because attacks pass through him or because he vanishes Elsewhere for a moment, the mage can avoid any attacks directed at him this turn, even ones that do not allow a dodge and even if he has no actions with which to dodge, provided he is aware of the attack. Spend 4 motes to have this Charm last until the end of the scene, though the mage cannot avoid more attacks in a turn than her Arete or Dodge, whichever is lower.