Dull Pain
Cost: 1 mote
Duration: 1 scene
Type: Simple
Minimum Endurance: 2
Minimum Arete: 1
Prerequisite Charms: None
The mage becomes more tolerant of pain, converting a -1 health box to a -0 health box, a -2 health box to a -1 health box, a -3 health box to a -2 health box, or a -4 health box to a -3 health box. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Endurance, whichever is lower, and each additional application converts one more health box. Spend 1 additional mote to have this Charm last 24 hours. Spend 1 additional mote and 1 point of temporary Willpower to have its effects last until the mage withdraws the Essence.
Berserker's Endurance
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Endurance: 3
Minimum Arete: 2
Prerequisite Charms: Dull Pain
The mage's body becomes more durable than an ordinary mortal's, conferring one -1 health level or two -2 health levels for the duration of the Charm. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Endurance, whichever is lower. If the mage has wounds when this Charm's effects end, those wounds marked in added health boxes are eliminated. For example, if a mage who used Ritual of Endurance to gain a -1 health level received 2 health levels of lethal damage (a -0 and a -1), at the end of the scene, the injured -1 health level box is the first one lost. Spend 2 additional motes to have this Charm last an entire day.
Staunch
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Endurance: 4
Minimum Arete: 2
Prerequisite Charms: Berserker's Endurance
The mage may stanch the bleeding of all his wounds. These wounds may reopen if agitated.
Sweat Out the Fever
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Endurance: 3
Minimum Arete: 2
Prerequisite Charms: Dull Pain
This Charm adds 2 dice to the mage's Stamina + Endurance roll to recover from a disease she has contracted. This Charm may be purchased more than once, with additional applications adding 2 more dice, but the total number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Endurance, whichever is lower. This Charm has no effect on the Great Contagion.
Keep the Watch
Cost: 1 mote
Duration: 1 day
Type: Supplemental
Minimum Endurance: 2
Minimum Arete: 2
Prerequisite Charms: None
This Charm adds 2 dice to all Endurance checks to stay awake. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Endurance, whichever is lower.
Morning Regrets
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Endurance: 3
Minimum Arete: 3
Prerequisite Charms: Keep the Watch, Dull Pain
The mage dispels all normal after-effects of heavy drinking, drug use, and other debauchery. It also prevents the character from catching any minor diseases to which she was exposed, including venereal diseases, but not more deadly plagues, and eliminates the risk of pregnancy for both the mage and any partners by whom he might otherwise have fathered a child.
Insomnia
Cost: 3 motes
Duration: 1 day
Type: Simple
Minimum Endurance: 3
Minimum Arete: 3
Prerequisite Charms: Keep the Watch
The mage does not sleep for the duration of this Charm's effects, though she still suffers the usual penalties due to sleep deprivation.
Sleep Quickly
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Endurance: 3
Minimum Arete: 3
Prerequisite Charms: Keep the Watch
The mage derives as much benefit from a long nap as most mortals gain from 8 hours of sleep, reducing his need for rest by one hour. This Charm may be purchased more than once, with each application further reducing the need for sleep by one hour, to a maximum number of applications equal to the mage's Arete or Endurance, whichever is lower. The mage can choose to activate this Charm either immediately before going to sleep or retroactively as soon as he wakes. It should be noted the mage does not refresh Essence at the faster rate except during hours in which she sleeps.
Lidless Eyes
Cost: 3 motes
Duration: 1 day
Type: Reflexive
Minimum Endurance: 4
Minimum Arete: 3
Prerequisite Charms: Insomnia, Sleep Quickly
The mage does not require sleep for as long as this Charm is active and suffers no penalties for sleep deprivation. Moreover, for every uninterrupted hour she meditates, the target of this Charm refreshes Essence at the faster rate.
Convict's Hope
Cost: 2 motes
Duration: 1 day
Type: Supplemental
Minimum Endurance: 3
Minimum Arete: 2
Prerequisite Charms: Keep the Watch
The mage gains 2 dice to Endurance checks related to resisting fatigue, whether caused by armor, encumbrance, or hard labor. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Endurance, whichever is lower.
Castaway Blessing
Cost: 3 motes
Duration: 1 day
Type: Supplemental
Minimum Endurance: 4
Minimum Arete: 3
Prerequisite Charms: Convict's Hope
The mage gains 1 automatic success on Endurance checks related to treading water. This Charm may be purchased more than once, with each application addding another automatic success, but the total number of automatic successes provided by all applications of this Charm cannot exceed the mage's Arete or Endurance she has, whichever is lower.
Forty Days Fasting
Cost: Special
Duration: Special
Type: Long
Minimum Endurance: 4
Minimum Arete: 3
Prerequisite Charms: Convict's Hope
The mage must spend one hour to activate this Charm. The mage can go without food for one full day, committing 2 motes to the effort. On the following day, she must commit 4 motes, instead. On the third day, 6. And so forth. These motes remain committed until the mage has three full meals in one day. If the mage does not or cannot pay the Essence cost, he begins to suffer the normal effects of starvation.
Not a Drop to Drink
Cost: Special
Duration: Special
Type: Long
Minimum Endurance: 4
Minimum Arete: 4
Prerequisite Charms: Forty Days Fasting
The mage must spend one hour to activate this Charm. The mage can go without water for one full day by committing 3 motes to the effort. On the following day, she must commit 6 motes, instead. On the third day, 9. And so forth. The motes remain committed until the mage has one gallon of water to drink in a single day. If the mage does not or cannot pay the Essence cost, he begins to suffer the normal effects of starvation.
Miraculous Longevity Routine
Cost: 1 mote
Duration: One day
Type: Long
Minimum Endurance: 2
Minimum Arete: 2
Prerequisite Charms: None
This Charm requires a 10 minute ritual. For the duration of this Charm's effects, the mage does not age. The cumulative effects of repeated use of this Charm make it possible to extend one's life up to 10 years. It is possible to purchase this Charm more than once, up to a number of times equal to the mage's Arete or Endurance, whichever is lower, and additional applications increase the mote cost by 1, the length of the ritual by 10 minutes, and the maximum extension of life by 10 years.
Ritual of the Chosens' Blood
Cost: 2 motes
Duration: One month
Type: Long
Minimum Endurance: 3
Minimum Arete: 3
Prerequisite Charms: Miraculous Longevity Routine
This Charm requires a 1 hour ritual during the full moon. This Charm has no effect during Calibration, though it resumes its effects afterward as though those five days had not passed. For the duration of this Charm's effects, the mage does not age. The cumulative effects of repeated use of this Charm make it possible to extend one's life up to 100 years. It is possible to purchase this Charm more than once, up to a number of times equal to the mage's Arete or Endurance, whichever is lower, and additional applications increase the mote cost by 2, the length of the ritual by 1 hour, and the maximum extension of life by 100 years.
Laugh at the Anathema
Cost: 3 motes
Duration: One year
Type: Long
Minimum Endurance: 4
Minimum Arete: 4
Prerequisite Charms: Ritual of the Chosens' Blood
Activating this Charm requires the mage to spend the one of the five days of Calibration in uninterrupted meditation. For the duration of this Charm's effects, the mage does not age. The cumulative effects of repeated use of this Charm make it possible to extend one's life up to 1000 years. It is possible to purchase this Charm more than once, up to a number of times equal to the mage's Arete or Endurance, whichever is lower, and additional applications increase the mote cost by 3, the time spent in meditation during the Calibration by 1 day, and the maximum extension of life by 1000 years.
Flourish in Immortality
Cost: 10 motes
Duration: Ten years
Type: Long
Minimum Endurance: 5
Minimum Arete: 5
Prerequisite Charms: Laugh at the Anathema
Activating this Charm requires the mage to enter a comatose slumber for one full year during which he does not eat, sleep, or breathe, but is otherwise completely helpless. For the duration of this Charm's effects, the mage does not age.