Animal Magnetism
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Presence: 1
Minimum Arete: 2
Prerequisite Charms: None
Add 2 dice to the mage's next Presence check related to seduction. 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 cannot exceed the mage's Arete or Presence, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene.
Garden of Delights Glamour
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Presence: 3
Mimimum Arete: 3
Prerequisite Charms: Animal Magnetism
The mage may create an illusion that is nothing more than a scent in an area up to 10 feet wide within 100 feet. Depending on the nature of the illusion and the mage's knowledge of the subject matter, observers may receive a Perception check to notice flaws in the illusion. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower, and additional applications increase the area of effect by 10 feet, the range by 100 feet, and the potential complexity of the scent. Each additional application allows the mage to add one additional scent to the overall effect. At 1 application, the scent is set when this Charm is activated. At 3 or more applications, odors may shift at the mage's whim for the duration of this Charm's effects. At 6 or more successes, the mage can mask even the strongest natural scents, though creatures with unusually keen noses will still be able to pick these out from among the other odors. Note that this Charm cannot eliminate scents, only mask them.
Invisible Orchard's Fruits
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Presence: 3
Minimum Arete: 3
Prerequisite Charms: Animal Magnetism
The mage may create an illusion that is nothing more than a taste in an area up to 10 feet wide within 100 feet. Depending on the nature of the illusion and the mage's knowledge of the subject matter, observers may receive a Perception check to notice flaws in the illusion. Note that most tastes are distorted in the absence of scent. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower, and additional applications increase the area of effect by 10 feet, the range by 100 feet, and the potential complexity of the scent. Each additional application allows the mage to add one additional taste to the overall effect. At 1 application, the taste is set when this Charm is activated. At 3 or more applications, tastes may shift at the mage's whim for the duration of this Charm's effects. At 6 or more successes, the mage can mask even the strongest natural flavors, though creatures with unusually refined tastes will still be able to pick these out from among the other odors. Note that this Charm cannot eliminate tastes, only mask them.
Blade of Velvet Deception
Cost: 4 motes
Duration: One scene
Type: Simple
Minimum Presence: 5
Minimum Arete: 4
Prerequisite Charms: Garden of Delights Glamour, Fairie Orchard Fruits
The mage may create an illusion that is purely tactile in an area up to 10 feet wide within 100 feet. Depending on the nature of the illusion and the mage's knowledge of the subject matter, observers may receive a Perception check to notice flaws in the illusion. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower, and additional applications increase the area of effect by 10 feet, the range by 100 feet, and the intensity of the sensation. With 1 application, the mage may make a wooden door feel a cool and smooth to the touch as iron. With 3 applications, the tactile sensations shift and change at the mage's whim as long as he is within the area of effect. With 5 applications, the mage could make the blade of a sword feel as soft as velvet, though the pain as it cut him would quickly disabuse him of the notion that the blade was harmless. At 6 applications or more, the mage may spend 4 additional motes to allow this illusion to deliver Charms that require the mage to touch a target, though this counts as the mage's dice action for the turn.
Master of Debate Approach
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Presence: 2
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to the mage's next Presence check related to persuasion. 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 cannot exceed the mage's Arete or Presence, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene.
Victim of False Logic
Cost: 2 motes
Duration: One turn
Type: Simple
Minimum Presence: 3
Minimum Arete: 2
Prerequisite Charms: Master of Debate Approach
The target of this Charm, who must look the mage in the eye during the turn when it is activated, is momentarily vulnerable to his suggestions. The mage makes a statement of fact, and the victim believes it until the end of the turn unless he has immediately contradictory evidence disproving the mage's assertion at her disposal or before her eyes. This Charm will not affect a target whose Intelligence is higher than 1. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Presence, whichever is lower, with additional applications increasing the Intelligence of victims the mage may affect with this Charm by 1. Spend 2 additional motes to have the victim believe the statement until the end of the scene. Attempting to force the target to commit suicide by means of this Charm is futile, but mages have been known to make statements that resulted in victims believing suicide to be the best course of action.
Dominance and Submission
Cost: 4 motes + 1 Willpower
Duration: One scene
Type: Simple
Minimum Presence: 5
Minimum Arete: 3
Prerequisite Charms: Victim of False Logic
The target of this Charm, who must look the mage in the eye during the turn when it is activated, is dragged into a contest of wills with the mage to retain free will. The mage and the victim roll a contested Willpower check, and either may channel a point of temporary Willpower through a relevant Virtue to add dice to this check. If the mage is victorious, the victim must obey all non-suicidal orders the mage gives him until the end of the scene. If the victim rolls more successes, he retains free will. If the mage botches her Willpower check or the target achieves 5 more successes than the mage, the mage must instead obey all non-suicidal commands given her by her intended victim until the end of the scene. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower, with each additional application granting the mage 1 extra die on this Willpower check. Spend 4 additional motes to force the target to obey for one full day if this Charm is effective, though this extended duration also applies if the mage becomes the victim of his intended target.
Engaging Conversationalist Approach
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Presence: 2
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to the mage's next Presence check related to making friends. 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 cannot exceed the mage's Arete or Presence, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene.
Friend in Need Awareness
Cost: 2 motes
Duration: One scene
Type: Reflexive
Minimum Presence: 3
Minimum Arete: 2
Prerequisite Charms: Engaging Conversationalist Approach
The mage is instantly aware if one of her close friends within 5 miles is in immediate danger. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Presence, whichever is lower, with each additional application increasing the range by 5 miles, as well as increasing the knowledge gained about the nature of the trouble. At 2 applications, the mage may extend his query to include close allies, and will recognize the approximate level of peril (mild, moderate, severe, mortal). At 3 applications, the mage can extend the query to include followers, regular contacts, and close friends and family members of immediate associates, as well as determine the direction in which the endangered individual lies. At 4 applications, the mage may extend his query to include casual acquaintances, as well as discern the approximate distance to the endangered associate. At 5 applications, the mage may extend his query to include even complete strangers, as well as discern the some information about the nature of the threat (enemy, accident, Fair Folk, criminal, ghost, etc...). Spend 2 additional motes to have this Charm alert the mage to threats to friends an associates for the next 24 hours.
Friends Everywhere Comfort
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Presence: 4
Minimum Arete: 3
Prerequisite Charms: Friend in Need Awareness
Through some coincidence or another, a friend or acquaintance of the mage's arrives with some form of casual assistance. This can range from something as simple as inviting the mage in for a meal when she is hungry to showing up to spirit her away from a place where enemies are searching for her. It will not provide for the mage if she is captured, attacked, or any in any other situation that demands the ally risk life or limb on the mage's behalf, nor is it of any help if the mage has no allies within a number of miles equal to her Arete or Presence, whichever is lower. The mage rolls a number of dice equal to her rating in one relevant Background (Allies, Backing, Contacts, Followers, Influence, or Mentor), with successes increasing the usefulness of the assistance and reducing the delay before its arrival. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower, with each additional application increasing the number of dice she may roll by 1. Note that people who aid the mage in significant ways will expect some form of repayment (money, gifts, future favor, etc...), and failure to reciprocate assistance is a sure way to lose allies.
Desperate Evacuation Request
Cost: 4 motes + 1 Willpower
Duration: Instant
Type: Reflexive
Minimum Presence: 5
Minimum Arete: 4
Prerequisite Charms: Friends Everywhere Comfort
Through some coincidence or another, a friend, band of allies, or simply a mob comes to the mage's rescue, provided they can reach the mage in the time allotted them for the rescue. The village elders might hire local mercenaries to track down the mage a few days after his capture, but their influence from across the sea is going to be minute to none. Rescuers will take risks in keeping with their characters and their relationship with the mage in an effort to protect or liberate him, though the mage does not control them directly. Rescue attempts are not certain to succeed. Even a company of trained soldiers isn't going to stand much chance against a pack of Lunars and a band of Wyld barbarians who are holding the mage captive. The mage rolls a number of dice equal to her rating in one relevant Background (Allies, Backing, Contacts, Followers, Influence, or Mentor), with successes determining the showing the individuals related to that Background make and how quickly they arrive. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower, with each additional application allowing the mage to roll dice equal to her rating in another relevant Background, though no single Background may be rolled more than once. Keep in mind this is a huge favor, and those involved will expect the mage's deepest appreciation at the very least. Failure to reciprocate assistance is a sure way to alienate allies.
Barbaric Threats Method
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Presence: 1
Minimum Arete: 2
Prerequisite Charms: None
Add 2 dice to the mage's next Presence check related to intimidation. 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 cannot exceed the mage's Arete or Presence, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene.
Dazzling Banner of Power
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Presence: 3
Minimum Arete: 2
Prerequisite Charms: Barbaric Threats Method
The mage glows with power. The mage may even choose to immitate the anima banner of an Exalt whose appearance he knows, though if he has not seen the banner of the Exalt type in question, observers may make a Perception + Occult check to recognize the banner as false. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Presence, whichever is lower. At 1 application, the anima banner is equal to that of an Exalt who had spent 1-3 motes of Peripheral Essence. At 2 applications, the effect is the same as that of an Exalt who had spent 4-7 motes of Peripheral Essence. At 3 applications, 8-10 motes. At 4, 11-15. At 5, 16 or more. This anima banner does not produce the side-effects normally associated with the anima banner of the Exalt in question. A mage imitating the anima banner of a Fire-aspected Terrestrial will not inflict damage by his mere presence as a result of the anima flux associated with the Dragon-Blooded.
Clear Threat Illusion
Cost: 6 motes
Duration: One scene
Type: Simple
Minimum Presence: 5
Minimum Arete: 3
Prerequisite Charms: Dazzling Banner of Power
The mage may create an illusion that has a purely visual manifestation as long as it is within 100 yards of the caster and can be completely contained within a sphere with a radius of 10 feet. Depending on the nature of the illusion and the mage's knowledge of the subject matter, observers may receive a Perception check to notice flaws in the illusion. It will be much easier to convince explorers that a doorway is a wall than to convince a village that a large, flying, fire-breathing reptile has just appeared out of thin air in the middle of the town square. If the illusion lacks essential sensory output, observers immediately receive an Intelligence + Awareness check at a difficulty of 1 to recognize the absence. The mage cannot create an illusion in a place he cannot see when this Charm is activated. This Charm may be purchased more than once, with each additional application increasing the range by 50 yards, the radius of the area of effect by 10 feet, and adding elements to the illusion, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower. At 3 applications or more, illusions of this kind can move within the bounds of the area of effect (10 ft radius sphere) but only if the mage can see the illusion. All movement ceases if the mage cannot see the illusion. At 6 applications or more, the mage may spend 3 additional motes to allow this illusion to deliver Charms that require the mage to touch or strike a target, using an applicable combat Ability as though the illusion were the mage, though this is only possible if the illusion is capable of movement, and this counts as the mage's dice action for the turn.
Growl of the Hunting Omen Dog
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Presence: 4
Minimum Arete: 3
Prerequisite Charms: Dazzling Banner of Power
The mage may create an illusion that has a purely audial manifestation as long as its apparent origin is within 100 yards of the caster and has a volume no greater than the shouting voices of 5 people. Depending on the nature of the illusion and the mage's knowledge of the subject matter, listeners may receive a Perception check to notice flaws in the illusion. It will be much easier to convince a small crowd that a bard is singing out of tune than to reproduce a symphony flawlessly. Note that this illusion cannot silence existing noises. It can only cover them up or distort them. The mage cannot create an illusion he cannot hear when this Charm is activated. This Charm may be purchased more than once, with each additional application increasing the range by 50 yards, the volume by the voices of 5 people, and the capabilities of the illusion, to a maximum number of times equal to the mage's Arete or Presence, whichever is lower. At 1 application, the sound must be decided upon when this Charm is activated and cannot be altered by the mage. At 3 or more applications, sounds produced by this illusion may change at the mage's whim, though all capacity for change ceases if the mage cannot hear the illusion. At 6 or more applications, the illusion can imitate speech, song, and even complex music so long as the mage can hear the illusion.
Craft Glamour
Cost: 10 motes
Duration: Special
Type: Simple
Minimum Presence: 5
Minimum Arete: 5
Prerequisite Charms: Blade of Velvet Deception, Clear Threat Illusion, Growl of the Hunting Omen Dog
The mage creates an illusion so perfect it is effectively real. The illusion cannot create magical devices, including First Age artifacts, Hearthstones, and objects made of the Five Magical Materials, very little else is outside the bounds of reason so long as it fits within a 1-foot sphere. The duration is equal to a number of units of measure equal to the mage's Arete or Presence, whichever is lower, with the type of unit depending on how closely the glamour matches reality. If the mage creates something from nothing, the measurement is in turns. If she makes something from very little (mice to horses), it is measured in scenes. If she makes something only slightly different from its general shape and size (a table into a rocking chair), it is measured in days. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Presence, whichever is lower, with additional applications increasing the size and believeability of the illusion. At 1 application, a 1-foot sphere. At 2 applications, a 3-foot sphere. At 3, 5-foot. At 4, 10-foot. At 5, 15-foot. At 6, 25-foot. At 7, 40-foot. At 8, 60-foot. At 9, 90-foot. At 10, 150-foot. Characters whose Perception is higher than the number of applications of this Charm the mage is using see through the harshest aspects of this illusion, treating the glamour exactly like a combined illusion of all five senses (Garden of Delights Glamour, Invisible Orchard's Fruits, Blade of Velvet Deception, Clear Threat Illusion, and Growl of the Hunting Omen Dog) with a number of applications each equal to the number of applications the mage employed on Craft Glamour. While this can still be disorienting, it is far less dangerous than many Glamours can be. Note that an individual who sees through the glamour cannot benefit from the illusion, either.
Fearless Captain's Resolve
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Presence: 2
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to the mage's next Presence check related to leadership. 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 cannot exceed the mage's Arete or Presence, whichever is lower. Spend 1 additional mote to have this Charm last until the end of the scene.
Unspoken Threat Stride
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Presence: 3
Minimum Arete: 3
Prerequisite Charms: Dazzling Banner of Power, Fearless Captain's Resolve
Players of characters attempting to attack the mage must make a Willpower check to do so unless they and their immediately available allies outnumber the mage and any obviously present allies by at least 2 to 1. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Presence, whichever is higher, with each additional application increasing the ratio by a factor of one - 3 to 1 at 2 applications, 4 to 1 at 3 applications, and so forth. Note that this Charm does not prevent enemies from attacking the mage's allies.