Archery Craft Linguistics Occult Sail
Athletics Dodge Lore Performance Socialize
Awareness Endurance Martial Arts Presence Stealth
Brawl Investigation Medicine Resistance Survival
Bureaucracy Larceny Melee Ride Thrown

Melee

Master Stroke
Cost: 1 mote
Duration: One turn
Type: Supplemental
Minimum Melee: 1
Minimum Arete: 1
Prerequisite Charm: None
Until the end of the turn, add 2 dice to all the mage's Melee attacks. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total bonus for all applications of this Charm cannot exceed the mage's Melee or Arete, whichever is lower. Spend 1 additional mote to have this Charm affect all the mage's Melee attacks until the end of the scene.

Thirsty Saber Strike
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 2
Minimum Arete: 2
Prerequisite Charms: Master Stroke
Until the end of the turn, add 2 dice to all the mage's Melee attacks. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total bonus for all applications of this Charm cannot exceed the mage's Melee or Arete, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene. This Charm's effects are cumulative with Master Stroke.

Crossing of Blades
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 3
Minimum Arete: 1
Prerequisite Charms: Master Stroke
Until the end of the turn, add 2 dice to all the mage' Melee parries. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total bonus for all applications of this Charm cannot exceed the mage's Melee or Arete, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's melee attacks until the end of the scene.

Masterful Parry
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 4
Minimum Arete: 2
Prerequisite Charms: Crossing of Blades
Until the end of the turn, add 2 dice to all the mage' Melee parries. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total bonus for all applications of this Charm cannot exceed the mage's Melee or Arete, whichever is lower. Spend 3 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene. This Charm's effects are cumulative with Crossing of Blades.

Riposte
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 5
Minimum Arete: 3
Prerequisite Charms: Thirsty Saber Strike, Masterful Parry
Until the end of the turn, all attempts to parry or dodge the mage's Melee attacks suffer a -2 die penalty. This Charm may be purchased more than once, with each additional application increasing the penalty by 2 dice, but the maximum penalty inflicted by all applications of this Charm cannot exceed the mage's Arete or Melee, whichever is lower. Spend 4 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene.

Lethal Thrust
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 3
Minimum Arete: 2
Prerequisite Charm: Master Stroke
Until the end of the turn, add 2 dice of appropriate damage to all the mage's successful Melee attacks. This Charm may be purchased more than once, with each additional application adding 2 more damage dice, but the total bonus for all applications of this Charm cannot exceed the mage's Arete or Melee, whichever is lower. Spend 2 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene.

Decapitating Stroke
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 5
Minimum Arete: 3
Prerequisite Charms: Lethal Thrust
Until the end of the turn, add 2 dice of appropriate damage to all the mage's successful Melee attacks. This Charm may be purchased more than once, with each additional application adding 2 more damage dice, but the total bonus for all applications of this Charm cannot exceed the mage's Arete or Melee, whichever is lower. Spend 4 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene. Damage from this Charm is cumulative with that of Lethal Thrust.

Malice Edge
Cost: 4 motes
Duration: One turn
Type: Simple
Minimum Melee: 5
Minimum Arete: 4
Prerequisite Charm: Decapitating Stroke
Until the end of the turn, the mage's Melee attacks now deals aggravated damage, instead, which is soakable by armor but not Charms or Stamina. Spend 4 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene.

Anvil-Slicing Attack
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 4
Minimum Arete: 3
Prerequisite Charms: Lethal Thrust
Until the end of the turn, armor soak against the mage's successful Melee attacks is reduced by 2. This Charm may be purchased more than once, with each additional application reducing armor soak by 2 more, but the total armor soak eliminated by all applications of this Charm cannot exceed the mage's Arete or Melee, whichever is lower. Spend 3 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene.

Part Steel Like Silk
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Archery: 5
Minimum Arete: 4
Prerequisite Charms: Anvil-Slicing Attack
Until the end of the turn, armor soak against the mage's successful Melee attacks is reduced by 2. This Charm may be purchased more than once, with each additional application reducing armor soak by 2 more, but the total armor soak eliminated by all applications of this Charm cannot exceed the mage's Arete or Melee, whichever is lower. Spend 4 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene. This Charm's effects are cumulative with Anvil-Slicing Attack.

Forceful Blow
Cost: 3 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 4
Minimum Arete: 3
Prerequisite Charms: Lethal Thrust
Until the end of the turn, the impact of the mage's Melee attacks is increased significantly, effectively doubling the damage she inflicts for purposes of Knockdown and Knockback, though her blows don't actually inflict more damage. Spend 3 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene.

Staggering Pain Strike
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 5
Minimum Arete: 3
Prerequisite Charms: Forceful Blow
Until the end of the turn, the mage's blows are much more likely to stun an opponent, effectively doubling the damage she inflicts with Melee attacks for purposes of Stunning, though these attacks do not inflict more damage. Spend 4 additional motes to have this Charm affect all the mage's Melee attacks until the end of the scene.

Crippling Blow
Cost: 4 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 5
Minimum Arete: 4
Prerequisite Charms: Staggering Pain Strike
Until the end of the turn, whenever the mage makes a successful Melee attack, roll a die for every health level of damage inflicted after soak. Each success reduces the victim's dice pools by one die for a number of turns equal to the mage's Arete or Melee, whichever is lower. Multiple penalties from this Charm affecting the same opponent do not stack, but the highest active penalty applies. If the dice pool penalty exceeds the victim's Essence + Stamina + Resistance, she is completely immobilized until the penalty is less than this number. Spend 4 additional motes to apply this Charm's effects to all the mage's Melee attacks until the end of the scene.

Guided Strike
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 3
Minimum Arete: 2
Prerequisite Charms: Master Stroke
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, roll a Melee attack or parry a second time, though she must accept the result of the second roll. Spend 2 additional motes to have this Charm last until the end of the scene, though the mage may not reroll any attack or parry more than once, and may not, in any case, reroll more attacks and/or parries in a turn than his Arete or Melee, whichever is lower.

Perfected Strike
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 4
Minimum Arete: 3
Prerequisite Charms: Guided Strike
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, reroll a Melee attack or parry a number of additional times no greater than his Arete or Melee, whichever is lower. She must, however, accept the result of the last reroll she makes. Spend 3 additional motes to have this Charm last until the end of the scene, though the mage may not reroll any attack or parry more than a number of times equal to his Arete or Melee, whichever is lower, and may not, in any case, reroll more attacks and/or parries in a turn than his Arete or Melee, whichever is lower.

Dice with Death
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 4
Minimum Arete: 3
Prerequisite Charms: Guided Strike
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, reroll a Melee attack or parry and choose the more desireable 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 attack or parry more than once, and may not, in any case, reroll more attacks and/or parries in a turn than his Arete or Melee, whichever is lower.

Black Hand of Fate
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 5
Minimum Arete: 4
Prerequisite Charms: Perfected Strike, Dice with Death
The mage may, before an enemy's defensive actions are declared or combat damage is calculated, reroll an attack a number of additional times no greater than his Arete or Melee, whichever is lower, choosing which to accept. Spend 4 additional motes to have this Charm last 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 Melee, whichever is lower, and may not, in any case, reroll more attacks in a turn than his Arete or Melee, whichever is lower.

Windmill Defense Technique
Cost: 4 motes
Duration: One turn
Type: Reflexive
Minimum Melee: 5
Minimum Arete: 3
Prerequisite Charms: Crossing Blades, Guided Strike
Until the end of the turn, the mage may use a Melee weapon to parry one attack of which he is aware even if he has no actions remaining to do so. This Charm may be purchased more than once, increasing the number of free parries the mage may make in a given turn, to a maximum number of free parries in a turn equal to the mage's Melee or Arete, whichever is lower. Spend 4 additional motes to have this Charm last until the end of the scene.

Whirling Blade Assault
Cost: 3 motes
Duration: One turn
Type: Extra Action
Minimum Melee: 4
Minimum Arete: 3
Prerequisite Charms: Lethal Thrust, Guided Strike
The mage may make an extra Melee attack this turn using his full dice pool. This Charm may be purchased more than once, with each application granting an additional attack, but the mage cannot make more attacks in a turn than his Arete or Melee, whichever is lower. Spend 3 additional motes to have this Charm last until the end of the scene.

Retrieve Weapon
Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Melee: 1
Minimum Arete: 2
Prerequisite Charms: None
The mage may call an unattended weapon within (Arete x 10) or (Melee x 10) yards, whichever is lower, to her hand. The weapon will overcome gravity, travelling the distance in a straight line almost instantly, but will not pass through obstructions of any kind. The weapon cannot be stolen from the grasp of another creature or stolen from a sheath, for example.

Conjure Weapon
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Melee: 2
Minimum Arete: 3
Prerequisite Charms: Retrieve Weapon
The mage may conjure a normal, non-magical Melee weapon with a maximum Resources cost of 1. This Charm may be purchased more than once, with additional applications increasing the maximum Resources value of the conjured weapon by 1, to a maximum Resources value equal to the mage's Melee or Arete, whichever is lower. This Charm can conjure exceptional weapons of the Resources value or less.

Yards-Long Thrust
Cost: 2 motes
Duration: One turn
Type: Supplemental
Minimum Melee: 3
Minimum Arete: 2
Prerequisite Charms: Master Stroke
Until the end of the turn, the mage may strike an opponent with a Melee attack as long as the target is within (Arete x 10) or (Melee x 10) yards, whichever is lower. Spend 2 additional motes to have this Charm last until the end of the scene.

Crossover Charms

Athletics

Occult

Archery Craft Linguistics Occult Sail
Athletics Dodge Lore Performance Socialize
Awareness Endurance Martial Arts Presence Stealth
Brawl Investigation Medicine Resistance Survival
Bureaucracy Larceny Melee Ride Thrown