Fountain of Knowledge
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Lore: 1
Minimum Arete: 1
Prerequisite Charms: None
This Charm grants the mage 2 dice on a Lore check related to commanding knowledge. This Charm may be purchased more than once, with additional applications adding 2 more dice, though the maximum number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Lore, whichever is lower.
Spirit Mentor Method
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Lore: 2
Minimum Arete: 1
Prerequisite Charms: Fountain of Knowledge
This Charm grants the mage 2 dice on a Lore check related to spirit knowledge. This Charm may be purchased more than once, with additional applications adding 2 more dice, though the maximum number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Lore, whichever is lower.
Fire Spirit's Gift
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 2
Minimum Arete: 2
Prerequisite Charms: Spirit Mentor Method
The mage conjures a small amount of fire in an area within (Arete x 10) or (Lore x 10) feet, whichever is lower, that is frequented by flame - such as a candle, torch, hearth, or a forge - or as an orb within a foot of her hand. The martial applications of this Charm are not numerous, being mostly used for everyday effects such as lighting a chandelier, starting a campfire, or providing a temporary light source. This fire can spread if provided with fuel, allowing it to thrive even after the scene ends. Direct contact with this flame inflicts 1 die of lethal damage every minute, which cannot be soaked by armor, but is soaked as normal and separately from any other damage by those who can soak lethal damage, so an Exalt struck by a flaming arrow would soak the damage from the arrow separately from the damage from the fire. For creatures that can soak lethal damage, the difficulty of the Stamina + Resistance check is 1, the resisted effect is 0, the failed effect is 1L, and the interval is 1 minute. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Lore, whichever is lower. Each additional application adds 1L to the failed effect. Every 2 applications adds 1L to the resisted effect. Every 3 applications adds 2 to the difficulty. Four or more applications reduces the interval to 1 turn. Mortals cannot normally soak the damage from this Charm or roll a Stamina + Resistance check to evade the damage. Striking a target with this flame requires an appropriate combat Ability, though no actual weapon is generally required and successes do not increase the damage from this attack. If the flame moves more than a foot from the mage, he can no longer control its movement without the use of other Charms. Applications of this Charm counter and are countered by applications of Ice Spirit's Gift and Scatter the Coals on a one-for-one basis. Unlike most Charms, the mage may activate Fire Spirit's Gift again before its duration expires, but its effects are not cumulative against the same target.
Angry Flame's Hunger
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Lore: 3
Minimum Arete: 3
Prerequisite Charms: Fire Spirit's Gift
The mage can direct the movement of a fire within (Arete x 10) or (Lore x 10) feet, whichever is lower, sending it against a target within range. Striking a target with this flame requires an appropriate combat Ability, though no actual weapon is generally required, and successes do not increase the damage from this portion of the attack. The damage inflicted by this fire is dependant upon the size of the fire commanded and is calculated as environmental damage. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Lore, whichever is lower. Additional applications increase the size of the fire the mage can command with this Charm, equal to a failed effect of 1L per application. Applications of this Charm counter applications of Angry Flame's Hunger on a one-for-one basis. Unlike most Charms, the mage may activate Angry Flame's Hunger again before its duration expires, but its effects are not cumulative against the same target.
Scatter the Coals
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Lore: 4
Minimum Arete: 2
Prerequisite Charms: Fire Spirit's Gift
The mage may extinguish fires within (Arete x 10) or (Lore x 10) yards, whichever is lower. A fire that has a failed effect of 1L or less is snuffed out. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower. Each additional application increases the size of the fire that can be snuffed out by 1L. This Charm can also extinguish a number of smaller flames, such as the candles in a large room or the torches illuminating a corridor. Applications of this Charm counter and are countered by applications of Fire Spirit's Gift on a one-for-one basis.
Light Spirit's Gift
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 2
Minimum Arete: 2
Prerequisite Charms: Spirit Mentor Method
The mage illuminates an immobile area within (Arete x 10) or (Lore x 10) feet, whichever is lower, with a sourceless light as bright as a grassy area during a full moon or conjures a mobile orb of light with the same brightness (Clear 25 yards / murky 50 yards) within a foot of her hand. Striking a target with this orb light requires an appropriate combat Ability, though no actual weapon is required. If the orb of light moves more than a foot from the mage, it instead adheres to its chosen target. A creature with funtional eyes that is struck by an offensive version of this Charm must make a Stamina + Resistance check against a difficulty of 1 or be partially blinded, losing 1 success on any attack roll and suffering a -1 die penalty on all other checks requiring clear vision until the light fades. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Lore, whichever is lower. Each application adds 25/50 yards to the range of vision and increases the difficulty to resist blindness by 1. A sighted creature struck by 4 or more applications of this Charm is rendered completely blind for the duration of the Charm, subtracting 2 successes from all attack rolls and losing 2 dice from all other actions unless it can perform them while blind. At 6 or more applications, the light in the area is so intense that all sighted creatures must make a Stamina + Resistance check (difficulty of 1, plus 1 per application after 6) or suffer partial blindness. A creature whose eyes are struck by 6 or more applications must make an additional Stamina + Resistance check (difficulty of 1, plus 1 per application after 6) or be rendered permanently blind. At 8 or more applications, the light in the area is so intense that those who fail the Stamina + Resistance check are completely blinded until the Charm's effects end. Applications of this Charm counter and are countered by applications of Night Spirit's Gift on a one-for-one basis. Unlike most Charms, the mage may activate Light Spirit's Gift again before its duration expires, but its effects are not cumulative against the same target.
Might of the Unconquerable Sun
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Lore: 3
Minimum Arete: 3
Prerequisite Charms: Light Spirit's Gift
The mage illuminates an immobile area within 10 yards with concentrated sunlight or conjures a mobile orb of concentrated sunlight within one foot of her hand. In addition to providing perfect vision within 10 yards, clear vision within 25 yards, and murky vision out to 50 yards any creature or spirit within the primary area of effect that is vulnerable to sunlight suffers its full effects. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Lore, whichever is lower. Each additional application increases the radius of the primary area of effect by 10 yards, the range of clear vision by 25 yards, and the range of murky vision by 50 yards. Striking a target with the orb of sunlight requires an appropriate combat Ability, though no actual weapon is required, and a demon, ghost, undead, or other creature of darkness struck in this fashion suffers 1 die of unsoakable aggravated damage for every 3 applications of this Charm to which it is exposed, rounding down. Spend 3 additional motes to have this Charm last until the end of the scene, though the orb can only strike one target before its light becomes immobile. Night Spirit's Gift will not function within this Charm's primary area of effect. Unlike most Charms, the mage may activate Might of the Unconquerable Sun again before its duration expires, but its effects are not cumulative against the same target.
Ice Spirit's Gift
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 2
Minimum Arete: 2
Prerequisite Charms: Spirit Mentor Method
The mage conjures a small amount of cold as an orb in her hand. This Charm can be used to chill 8 cubic feet of warm liquid, turn a cubic foot of water into ice, condense a several ounces of water out of the air (2 ounces to a cup, depending on the humidity), and similar minor feats. Direct contact with this cold inflicts 1 die of bashing damage every five minutes, which cannot be soaked by armor, but is soaked as normal and separately from any other damage by those who can soak lethal damage, so an Exalt struck by a cold blade would soak the damage from the weapon separately from the damage from the cold. Striking a target with this cold orb requires an appropriate combat Ability, though no actual weapon is generally required and successes do not increase the damage from this attack. For those who can soak lethal damage, this counts as environmental damage with a difficulty of 1, a resisted effect of 0, a failed effect of 1B, and an interval of 5 minutes. If the orb moves more than a foot from the mage, he can no longer control its movement without the use of other Charms. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower. Additional applications allow the mage to chill 8 more cubic feet of liquid, freeze one more cubic foot of water, condense more water out of the air, and so forth. Each additional application increases the failed effect by 1B. Every 3 applications increases the difficulty to resist the damage by 1 and increases the resisted effect by 1B. At 4 applications, the interval drops to 1 minute. At 6 or more applications, the resisted effect and failed effect are instead 1L and 3L respectively, and additional applications beyond the 6 add lethal damage, not bashing. At 8 applications or more, the interval becomes 1 turn. Applications of this Charm counter and are countered by applications of Fire Spirit's Gift on a one-for-one basis. Unlike most Charms, the mage may activate Ice Spirit's Gift again before its duration expires, but its effects are not cumulative against the same target.
Wind Spirit's Gift
Cost: 3 motes
Duration: Special
Type: Long
Minimum Lore: 4
Minimum Arete: 3
Prerequisite Charms: Fire Spirit's Gift, Ice Spirit's Gift
After performing a ritual lasting at least an hour, the mage may exert some degree of control over the weather within a number of miles equal to his Arete or Lore, whichever is lower. The mage's control over the weather is seldom direct, meaning that while she may summon strange weather, normal conditions will gradually prevail. The more unusual and violent the conjured weather, the more rapidly it fades away, though if the number of applications a mage uses exceeds the requirements for the weather he conjures, it will extend the duration. A severe thunderstorm brought to a desert during the dry season would likely last a matter of minutes, while a snow storm produced in the middle of a cold winter might drop snow for days. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower. At 1 application, the mage can produce or dispel a stiff breeze. At 2 applications, she may obscure the sun with clouds, clear a few clouds from the sky, or make minor changes to the local temperature. With 3 applications, it is possible to raise or dispel a fog or produce appropriate precipitation. At 4 applications, the mage can conjure and dispel storms or produce a noticeable heat wave or cold snap. At 5 applications, severe and unseasonable weather patterns are within reach. With 6 applications, the mage can bring rain to the driest desert, a respite from rain to a tropical rainforest, or snow to a temperate area in early summer. At 8 applications, the mage could bring snow to the hot deserts of the South in the middle of summer, hot weather to the frozen North in the dead of winter, or drought to a rainforest. Applications of this Charm counter and are countered by other applications of Wind Spirit's Gift on a one-for-one basis.
Conjure Lightning
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Arete: 5
Prerequisite Charms: Wind Spirit's Gift
The mage may conjure a stroke or ball of lightning, using an appropriate combat Ability to target its effects, though no actual weapon is generally required, and successes do not increase the damage from this attack. This attack can be dodged, but not parried. On a successful hit, this bolt of lightning inflicts 1L, which cannot be soaked except with appropriate Charms or Stamina (provided the target can soak lethal damage with its Stamina). This Charm may be purchased more than once. Each additional application increases the damage from this Charm by 1L, to a maximum lethal damage equal to the mage's Arete or Lore, whichever is lower.
Night Spirit's Gift
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 2
Minimum Arete: 2
Prerequisite Charms: Spirit Mentor Method
The mage suppresses light sources in an immobile area within (Arete x 10) or (Lore x 10) yards, whichever is lower, or conjures a mobile orb of darkness within one foot of her hand. This area of darkness has a radius of (Arete x 10) or (Lore x 10) yards. The strength of this darkness depends on the level of light in the area and the number of applications of this Charm the mage uses. Striking a target with this orb darkness requires an appropriate combat Ability, though no actual weapon is required. If the orb of darkness moves more than a foot from the mage, it instead adheres to its chosen target. A creature with funtional eyes that is struck by an offensive version of this Charm must make a Stamina + Resistance check against a difficulty of 1 (+1 difficulty for every additional application of this Charm after the first) or be completely blinded, losing 2 successes on any attack roll and suffering a -2 die penalty on all other checks requiring clear vision until the darkness fades. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower. At 1 application, light is completely eliminated if the conditions permit clear vision at 0 yards. At 2 applications, light is completely eliminated if the clear vision range is 5 yards or less. At 3 applications, light is completely eliminated if the clear vision range is 10 yards or less. At 4 applications, light is completely eliminated if the clear vision range is 25 yards or less. At five applications, light is completely eliminated if the clear vision range is 50 yards or less. If the magic is insufficient to eliminate light, the clear vision range is reduced by one category per application. For example, 3 applications could reduce clear vision during a full moon on snowy ground from 50 yards to 5 yards (and murky vision, in this case, would only extend 25 yards, not 100). This Charm has no effect on illumination conditions that do not limit visibility unless at least 5 applications are applied. At 5 applications, an overcast day is reduced to a clear vision range of 50 yards, and a sunny day is as bright as an overcast day. At 8 applications, the light of an overcast day is completely supressed, and a sunny day is reduced to a clear vision range of 50 yards. At 10 applications, the light of a sunny day is completely suppressed. Applications of this Charm counter and are countered by applications of Light Spirit's Gift on a one-for-one basis. Unlike most Charms, the mage may activate Night Spirit's Gift again before its duration expires, but its effects are not cumulative against the same target.
Honoring the Spirit Approach
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 3
Minimum Arete: 1
Prerequisite Charms: Spirit Mentor Method
Until the end of the scene, the mage becomes supernaturally attuned to the expectations of spirits with which she is interacting. The mage will reflexively respond in the appropriate and mannerly fashion toward the spirit(s). This does not, in itself, grant the mage the ability to speak the spirit's language, nor does it allow deep scrutiny of the spirit's interests, desires, or thoughts. However, even if the mage is not able to understand the spirit, she will not offend it with her ignorance unless the spirit is particularly malicious (and some are). This Charm includes providing knowledge of proper prayers, rituals, and sacrifices to honor the spirit, but not to request favors of any kind.
Proper Sacrificial Practice
Cost: 6 motes
Duration: One scene
Type: Long
Minimum Lore: 4
Minimum Arete: 2
Prerequisite Charms: Honoring the Spirit Approach
This Charm takes at least one hour to activate. A mage who knows this Charm counts as a priest for the purposes of appealing to gods for aid. If the mage's Charisma + Performance roll to win the favor of a god succeeds, his player may roll 1 die. Each success on this roll increases the intensity of the spirit's response. The form this takes depends entirely on the petitioned spirit. Some will provide assistance more than once. Others will increase the potency of the favors they grant. A few who have already materialized might even provide direct assistance, though this is very rare and always reserved for causes the god has a direct interest in succeeding.
Gift of Essence
Cost: 1 Willpower
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Arete: 3
Prerequisite Charms: Proper Sacrificial Practice
The mage may donate as many motes of Essence as she desires to a spirit, to the limits of her supply of Essence or the spirit's maximum capacity. This is an excellent way to win the favor of materialized spirits, elementals, and summoned demons. It does not allow the mage to donate Essence to dematerialized spirits unless he has the capacity to interact with dematerialized spirits. Spend 4 additional motes to allow the spirit to tap the mage's Essence pool as it's own until the end of the scene. It is rumored that the Cult of the Illuminated employs a version of this Charm that allows mortal sorcerers to donate Essence to their Celestial Exalted masters.
Cult-Tapping Devotion
Cost: 8 motes + 1 Willpower
Duration: One scene
Type: Long
Minimum Lore: 5
Minimum Arete: 4
Prerequisite Charms: Gift of Essence
The mage must lead a number of willing participants in a ritual lasting at least one hour to activate this Charm. Until the end of the scene, each participant other than the mage may expend a point of temporary Willpower (or 1 mote of Essence, if normally capable of wielding Essence) at any time to add 1 mote to the mage's Essence pool, though this cannot bring her above her maximum Essence pool. If properly organized, the mage may use this Charm to invoke spell after spell while her followers spend Willpower to replenish her depleted reserves. Used in combination with Gift of Essence, a sorcerer-priest may lead her flock in an extended devotion to fuel the Charms of the worshipped spirit.
Humble Mortal's Plea
Cost: 3 motes + 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Lore: 4
Minimum Arete: 2
Prerequisite Charms: Honoring the Spirit Approach
Mortals are bound to obey the spirits of the Celestial Bureaucracy, but few seem to realize that the spirits are likewise bound to treat mortals with some modicum of respect and dignity or risk the same treatment from their superiors. By means of this Charm, the mage begs a spirit for mercy, offering promises of obedience in exchange. So long as the mage has not attacked or deliberately wronged it, the spirit must spare the mage and offer him an opportunity to attone. This can be anything from merely leaving the spirit's domain forever to serving the spirit for a specific period of time to making a sacrifice in the spirit's honor, but it will always be a task of which the mage is capable and it will never be directly fatal to him (though it might require the sacrifice of someone close to him). So long as the mage agrees to this bargain and makes a sincere effort to accomplish it, the spirit cannot harm the mage either directly or through another agent loyal to it. Be warned, though, that any tasks an angry spirit assigns can be decidedly unpleasant - from finding a white rose in a hedge maze of red rose bushes to cleaning the foulest slime from some creature's lair to undertaking a pilgrimage to some distant temple to missionary work in a violent city. If the mage breaks his oath, the spirit may choose the manner of his punishment, and even suicide seldom preserves an oathbreaker from this fate. There are, after all, ways to punish and torment even the dead. If the mage breaks the oath, this Charm will not preserve her from the fate the spirit chooses. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower, and each application increases the number of people on whose behalf the mage may beg for mercy, though individuals, not the group, not just the mage, is beholden for the disobedience of each member. At 2 applications, the mage may protect a small group, as many as 10 people besides herself. At 3 applications, the mage may protect a hamlet with a population of 100 or less. At 4 applications, the mage may protect a village with a population of up to 1,000. At 5 applications, the mage may plead for mercy on the behalf of a large town of up to 10,000. At 6 applications, the mage may protect a city of up to 100,000 people. At 7 applications, the mage may beg for mercy on the behalf of a large city or nation of up to 1,000,000 people. At 8 applications, the mage may delay the vengence of a spirit upon as many as 5,000,000 people. At 9 applications, this rises to 10,000,000 people. At 10 applications, this reaches 20 million. Note that while these numbers are impressive, this protection only protects those who know of and accept the spirit's orders and lasts only so long as all who have asked the spirit for mercy keep their oaths. While most spirits will simply demand the capture and satisfactory punishment of those who break the oath, sparing those who remain true to the promise so long as they quickly bring the oathbreaker to justice, others will fly into a murderous rage and avenge themselves upon the entire community.
Omen-Desiring Prayer
Cost: 3 motes + 1 Willpower
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Arete: 1
Prerequisite Charms: Honoring the Spirit Approach
A spirit of the mage's choice hears his prayer so long as he is within the range of the spirit's domain. This Charm allows the mage to ask one question of the spirit in hopes of receiving an answer. The likelihood of a response increases dramatiaclly if the mage takes the time to make a sacrifice in the spirit's honor or if she has the spirit's favor for past services rendered to it. Unlike Divination (Awareness), the spirit is only capable of answering questions correctly if its knowledge of the subject is accurate, but it is also more likely to produce direct answers if the mage has served it well before or if answering the question will further its own interests. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower, and additional applications allow the mage to ask a further question of the spirit. Pestering a god too often or with unimportant questions is generally a recipe for a shortened existance, and the spirit is under no obligation to tell the truth if lies would be more useful to its purposes.
Favor-Begging Supplication
Cost: 4 motes + 1 Willpower
Duration: Instant
Type: Long
Minimum Lore: 5
Minimum Arete: 3
Prerequisite Charms: Proper Sacrificial Practice, Humble Mortal's Plea, Omen-Desiring Prayer
The mage must spend at least an hour in meditation to activate this Charm. This Charm allows the mage to make one request of a spirit in whose domain she currently occupies. This request may be anything from asking for drought-ending rains to the destruction of an enemy city. Provided it is within the power of the spirit to grant the request, it must provide the mage with a course of action or circumstance under which it will grant the request and, if the mage meets the demands, answer the prayer. Nothing prevents the spirit from making a request that is fatal to the mage, dispicable, or otherwise discouraging, but the task must always be at least remotely possible. For all but the cruelest spirits, this task is usually consistent with the magnitude of the favor, though it is common knowledge that spirits play favorites when deciding upon this task. Mages who have served the spirit faithfully in the past are less likely to receive dangerous or exceedingly troublesome tasks than strange mages for the same favors.
Ritual of the Incarnate Deity
Cost: 5 motes per permanent Essence of the spirit
Duration: Instant
Type: Long
Minimum Lore: 5
Minimum Arete: 5
Prerequisite Charms: Gift of Essence, Favor-Begging Supplication
In order to activate this Charm, the mage must lead a number of willing participants in a six-hour ritual on the date and at the time most sacred to the spirit (including demons and elementals) in question, usually culminating in a great sacrifice (a hundred cattle of the highest quality, the community's entire supply of a resource necessary to its survival, the first-born children of each of the participants, the participants themselves, a hundred prisoners taken in battle, etc...) upon which all participants in the ritual may each spend one point of temporary Willpower. Provided the sacrifice is pleasing to the spirit, the ritual is timely, the ceremony takes place within the spirit's domain, the total number of points of Willpower expended by the participants is equal to or greater than its maximum Essence capacity, and its permanent Essence does not exceed the number of applications of this Charm the mage has purchased and payed the Essence for, the spirit will almost always Materialize at the site of the ritual. The being is under no obligation to the mage or the other participants, but very few spirits can resist such a display of devotion from a potential pool of disciples unless they have reason to suspect a trap. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Lore, whichever is lower, and each additional application increases the permanent Essence of spirits the mage may convince to Materialize with this Charm by 1.
Death Sight
Cost: 1 mote
Duration: One scene
Type: Simple
Minimum Lore: 2
Minimum Arete: 1
Prerequisite Charms: None
Until the end of the scene, the mage can see dematerialized ghosts. This makes it easy to recognize corpses belonging to hungry ghosts and war ghosts, as well as those possessed by Nemissaries. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Lore, whichever is lower. Additional applications of this Charm allow the mage additional sensory experience to the dead - hearing at 2 applications, scent at 3, touch at 4, taste at 5. This Charm does not allow the mage to interact with ghosts in any way, but it will allow him to sense them for what they are.
Wake the Dead
Cost: 2 motes + 1 Willpower
Duration: Instant
Type: Long
Minimum Lore: 3
Minimum Arete: 2
Prerequisite Charms: Death Sight
This Charm requires a twelve-hour ritual and an acceptable corpse. The corpse rises as one of the walking dead under the control of the mage. This mockery of life remains animate and obedient to its creator until it or the mage is destroyed. The walking dead continue to decay, and most do not last more than a month. The mage may have only one of the walking dead serving him at a time. This Charm may be purchased more than once, with each additional application allowing the mage to animate another of the walking dead, to a maximum number of walking dead equal to the mage's Arete or Lore, whichever is lower.
Death-Speaking
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 3
Minimum Arete: 2
Prerequisite Charms: Death Sight
Until the end of the scene, the mage may speak to any ghosts in the area, even those that have not materialized. This Charm does not grant the ghost the ability to understand the mage's language.
Circle of Salt
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Lore: 3
Minimum Arete: 2
Prerequisite Charms: Death Sight
For as long as this Charm lasts, no ghosts may come within (Arete x 10) or (Lore x 10) feet of the mage, and ghosts already within that area must leave it at best speed. Spend 2 additional motes to have this Charm last until sunrise.
Bind Hungry Ghost
Cost: 3 motes + 1 Willpower
Duration: Special
Type: Long
Minimum Lore: 3
Minimum Arete: 3
Prerequisite Charms: Death-Speaking, Circle of Salt
This Charm requires a three-hour ritual culminating at midnight and a corpse belonging to the hungry ghost to be bound. The Essence paid for this Charm is considered committed. The ghost will obey the mage to the best of its limited intelligence for as long as the mage commits the 3 Essence to this Charm and the ghost exists. The mage can end this Charm at any time by withdrawing the committed Essence, which thereafter refreshes as usual. The mage cannot have more than one hungry ghost bound to her at a time. This Charm may be purchased more than once, with each application increasing the maximum number of hungry ghosts she may have bound to her at a time by one, to a maximum number of bound hungry ghosts equal to her Arete or Lore, whichever is lower.
Bind War Ghost
Cost: 4 motes + 1 Willpower
Duration: Special
Type: Long
Minimum Lore: 4
Minimum Arete: 4
Prereuisite Charms: Bind Hungry Ghost
This Charm requires a four-hour ritual culminating at midnight and a corpse belonging to the war ghost to be bound. The Essence paid for this Charm is considered committed. The ghost will obey the mage to the best of its ability for as long as the mage commits the 4 Essence to this Charm and the ghost exists. The mage can end this Charm at any time by withdrawing the committed Essence, which thereafter refreshes as usual. The mage cannot have more than one war ghost bound to her at a time. This Charm may be purchased more than once, with each application increasing the maximum number of war ghosts she may have bound to her at a time by one, to a maximum number of bound war ghosts equal to her Arete or Lore, whichever is lower.
Bind Nemessary
Cost: 5 motes + 1 Willpower
Duration: Special
Type: Long
Minimum Lore: 5
Minimum Arete: 5
Prerequisite Charms: Bind War Ghost
This Charm requires a six-hour ritual culminating at midnight and an item of personal significance belonging to the Nemessary to be bound. The Essence paid for this Charm is considered committed. The Nemessary will obey the mage to the best of its ability for as long as the mage commits the 5 Essence to this Charm and the Nemessary exists. The mage can end this Charm at any time by withdrawing the committed Essence, which thereafter refreshes as usual. The mage cannot have more than one Nemessary bound to her at a time. This Charm may be purchased more than once, with each application increasing the maximum number of Nemessaries she may have bound to her at a time by one, to a maximum number of bound Nemessaries equal to her Arete or Lore, whichever is lower.
Scavenger's Eye
Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Lore: 2
Minimum Arete: 1
Prerequisite Charms: Fountain of Knowledge
A mage can determine at a glance whether an object or artifact was created during the First Age. Spend 1 mote to have this Charm last until the end of the scene.
Eye for Detail
Cost: 2 motes
Duration: Instant
Type: Simple
Minimum Lore: 3
Minimum Arete: 1
Prerequisite Charms: Scavenger's Eye
This Charm grants the mage 2 dice on a Lore check related to understanding or using a First Age device. This Charm may be purchased more than once, with additional applications adding 2 more dice, though the maximum number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Lore, whichever is lower.
Consequences
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Lore: 4
Minimum Arete: 2
Prerequisite Charms: Eye for Detail
The mage receives a brief vision of the last time the touched object was used, noting the consequences of the use, not the cause and effect nor the identity of the one to use the device.
Ask the Inanimate
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Arete: 2
Prerequisite Charms: Consequences
The mage may ask 5 yes/no questions about an object touched and receive honest answers about the object's function, history, past owners, and so forth. The object cannot answer questions about things it has not experienced. Repeated use of this Charm by the same mage yields no additional results. A mage may never ask more than 5 questions of a single object. This Charm may be purchased more than once, increasing the number of questions the mage may ask of an object by 5.
Read the True Name
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Arete: 2
Prerequisite Charms: Consequences
The mage instantly discerns the given name of an artifact touched, if any. This includes both proper names, such as the name of a particular Reaver Daiklaive, and generic names. It does nothing else, though names of this sort can often give hints about the function of the device in question.
Ease Attunement
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Lore: 2
Minimum Arete: 2
Prerequisite Charms: None
Add 2 dice to a single Lore check the mage makes to attune herself to a Demesne or Manse. This allows the mage to refresh spent Essence more quickly, but it does not grant any ability to use the powers of Hearthstones or devices made of the Five Magical Materials that require a commitment of Essence. Mage's do not refresh Essence as quickly as Exalted, being limited to (Demesne rating x 2) or (Arete x 2) per hour, whichever is lower. This Charm may be purchased more than once, with additional applications adding 2 more dice, though the maximum number of dice granted by all applications of this Charm cannot exceed the mage's Arete or Lore, whichever is lower.
Commitment
Cost: Special
Duration: Special
Type: Supplemental
Minimum Lore: 3
Minimum Arete: 3
Prerequisite Charms: Ease Attunement
The mage may pay the commitment cost of a device made of one of the Five Magical Materials. The commitment cost is the same as for Exalted, and all materials are considered to be of "the wrong material" for purposes of gaining the special bonuses normally granted to the appropriate Exalted.
Geomantric Connection
Cost: 2 motes
Duration: Special
Type: Supplemental
Minimum Lore: 4
Minimum Arete: 4
Prerequisite Charms: Commitment
The mage may make use of a Hearthstone from a Manse to which she is attuned exactly as though she were one of the Exalted, though the rate at which she regains Essence as a result of the Hearthstone is half that of an Exalted (1 mote per Manse rating per hour).
Break the Bond
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Lore: 5
Minimum Arete: 5
Prerequisite Charms: Geomantric Connection
This Charm instantly breaks the victim's attunement to one Manse or Demesne. The mage must touch or strike either the target or the Manse/Demesne to which the target is attuned. If the victim is attuned to more than one Manse/Demesne, randomly determine which connection is severed.