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Resistance

Pub-Crawler's Endurance
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Resistance: 2
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to the mage's next Resistance check related to resisting the effects of alcohol or poison. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total number of dice added by all applications of this Charm cannot exceed the mage's Arete or Resistance, whichever is lower. Most poisons are fatal to mortals, and this Charm does not, in itself, allow the mage to survive the effects of poison without additional magical aid. Spend 1 additional mote to have this Charm affect all appropriate Resistance checks until the end of the scene

Toxin-Resisting Spirit
Cost: 3 motes
Duration: One scene
Type: Reflexive
Minimum Resistance: 4
Minimum Arete: 2
Prerequisite Charms: Pub-Crawler's Endurance
Until the end of the scene, the mage may roll Stamina + Resistance to resist the effects of poison exactly in the manner of the Exalted, though failing to resist a poison is usually lethal.

Venom-Weathering Constitution
Cost: 4 motes
Duration: One scene
Type: Reflexive
Minimum Resistance: 5
Minimum Arete: 3
Prerequisite Charms: Toxin-Resisting Spirit
For as long as this Charm's effects persist, the difficulty of the mage's Stamina + Resistance checks to withstand poison is reduced by 1, to a minimum difficulty of 1. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Resistance, whichever is lower, and each additional application further reduces this difficulty by 1, to a minimum difficulty of 1. Further, the mage only suffers the dice penalty for poison in the manner of the Exalted, rather than being in danger of certain death should this check fail.

Pearl-Diving Lungs
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Resistance: 2
Minimum Arete: 2
Prerequisite Charms: Pub-Crawler's Endurance
Add 2 dice to the mage's next Resistance check related to holding her breath. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total number of dice added by all applications of this Charm cannot exceed the mage's Arete or Resistance, whichever is lower.

Essence-Breathing Method
Cost: 3 motes
Duration: Ten minutes
Type: Reflexive
Minimum Resistance: 3
Minimum Arete: 3
Prerequisite Charms: Pearl-Diving Lungs
The mage may go without air for the duration of this Charm.

Dancing with the Dead
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Resistance: 2
Minimum Arete: 2
Prerequisite Charms: Pub-Crawler's Endurance
Add 2 dice to the mage's next Resistance check related to resisting disease. This Charm may be purchased more than once, with each additional application adding 2 more dice, but the total number of dice added by all applications of this Charm cannot exceed the mage's Arete or Resistance, whichever is lower.

Unassailable Health Prana
Cost: 3 motes
Duration: One day
Type: Reflexive
Minimum Resistance: 4
Minimum Arete: 3
Prerequisite Charms: Dancing with the Dead
For as long as this Charm's effects persist, the difficulty of the mage's Stamina + Resistance checks to avoid infection, either from injuries or disease, is reduced by 1, to a minimum difficulty of 1. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Resistance, whichever is lower, and each additional application further reduces this difficulty by 1, to a minimum difficulty of 1. This Charm will even increase the mage's resistance to the Great Contagion.

Skin of the Dragons Defense
Cost: 2 motes
Duration: One scene
Type: Simple
Minimum Resistance: 2
Minimum Arete: 2
Prerequisite Charms: None
Until the end of the scene, the mage may soak lethal damage with half his Stamina (rounding down) exactly as the Exalted do. This provides defense against both weapons and environmental damage.

Wall of Magic Alone
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Resistance: 4
Minimum Arete: 3
Prerequisite Charms: Skin of the Dragons Defense
Until the end of the scene, the mage gains 1 additional point of lethal and bashing soak. This Charm may be purchased more than once, with each additional application adding 1 more point of lethal and bashing soak, to a maximum number of applications equal to the mage's Arete or Resistance, whichever is lower.

Skin of Iron
Cost: 4 motes
Duration: One scene
Type: Simple
Minimum Resistance: 5
Minimum Arete: 4
Prerequisite Charms: Wall of Magic Alone
Until the end of the scene, the mage gains 1 additional point of lethal and bashing soak. This Charm may be purchased more than once, with each additional application adding 1 more point of lethal and bashing soak, to a maximum number of applications equal to the mage's Arete or Resistance, whichever is lower. This Charm's effects are cumulative with those of Wall of Magic Alone.

Coal-Walking Exercise
Cost: 3 motes
Duration: One turn
Type: Reflexive
Minimum Resistance: 4
Minimum Arete: 2
Prerequisite Charms: Skin of the Dragons Defense
Until the end of the turn, damage inflicted on the mage by environmental effects is reduced by 1. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Resistance, whichever is lower, with each additional application reducing damage inflicted by environmental effects by an additional 1. Spend 3 additional motes to have this Charm's effects last until the end of the scene.

Tolerate the Elements
Cost: 5 motes
Duration: One scene
Type: Reflexive
Minimum Resistance: 5
Minimum Arete: 5
Prerequisite Charms: Skin of Iron, Coal-Walking Exercise
Until the end of the scene, the difficulty to resist damage inflicted on the mage by environmental effects is reduced by 1, to a minimum difficulty of 1. Mortals are not normally able to resist environmental damage, and this Charm does not, in itself, grant the mage the ability to resist environmental damage without the aid of other Charms. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Resistance, whichever is lower, with each additional application reducing the difficulty to resist damage inflicted by environmental effects by an additional 1, to a minimum difficulty of 1.

Crossover Charms

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