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Ride

Stableman's Keen Eye
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Ride: 1
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to the mage's next Ride roll related to evaluating a mount. 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 Ride, whichever is lower. Spend 1 additional mote to have this Charm aid all the mage's rolls to evaluate mounts until the end of the scene.

Swift Courier Method
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Ride: 1
Minimum Arete: 2
Prerequisite Charms: Horse Breeder's Expertise
Add 2 dice to the mage's next Ride roll related to pushing a mount to the limits of its abilities. 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 Ride, whichever is lower.

Faith in the Mount Leap
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Ride: 2
Minimum Arete: 2
Prerequisite Charms: Swift Courier Method
The mage receives 1 automatic success on her next Ride roll related to jumping. This Charm may be purchased more than once, with each additional application adding another automatic success, to a maximum number of automatic successes equal to the mage's Arete or Ride, whichever is lower. Note that this Charm merely converts one die of the mage's Attribute + Ride ability into an automatic success. Spend 2 additional motes to have this Charm last until the end of the scene. Spend 4 additional motes to have this Charm last for one full day.

Path of Least Resistance
Cost: 3 motes
Duration: One scene
Type: Supplemental
Minimum Ride: 3
Minimum Arete: 3
Prerequisite Charms: Faith in the Mount Leap
The mage's mount automatically picks the swiftest and safest route along the path the mage wishes to follow, greatly reducing the chance the mount will be injured when pushed. Spend 3 additional motes to have this Charm last for one full day.

Pursuit-Evading Maneuvers
Cost: 2 motes
Duration: One scene
Type: Supplemental
Minimum Ride: 3
Minimum Arete: 2
Prerequisite Charms: Swift Courier Method
The mage receives 1 automatic success on her next contested Ride roll related to out-running a pursuer or riding down a fleeing person or creature. This Charm may be purchased more than once, with each additional application adding another automatic success, to a maximum number of automatic successes equal to the mage's Arete or Ride, whichever is lower. Note that this Charm merely converts one die of the mage's Attribute + Ride ability into an automatic success. Spend 2 additional motes to have this Charm last for one full day.

Ride Like the Wind
Cost: 3 motes
Duration: One scene
Type: Supplemental
Minimum Ride: 4
Minimum Arete: 3
Prerequisite Charms: Path of Least Resistance, Pursuit-Evading Maneuvers
Horse and rider may navigate any terrain short of water, deep snow, or sheer cliffs as though they were as smooth and flat as a good road, ignoring most terrain-related obstacles and delays. Spend 3 additional motes to have this Charm last for one full day.

Flaming Horseshoes Journey
Cost: 10 motes + 1 Willpower
Duration: One day
Type: Simple
Minimum Ride: 5
Minimum Arete: 5
Prerequisite Charms: Ride Like the Wind
The horse and rider travel so quickly they appear as no more than a blur to the eye. They can travel anywhere the mount could normally go (including enhancements from other Charms) without danger of ambush or mishap, moving up to 300 miles in a single day before the horse must rest for one full day. This Charm may be purchased more than once, up to a number of times equal to the mage's Arete or Ride, whichever is lower, and additional applications increase the distance the mage and her mount may travel by 100 miles. Almost any mount that is forced to travel at this speed for two consecutive day dies of exhaustion halfway through the second day. Even if given a day to rest between days of travel, a mount that makes more of these rapid trips than her Stamina without receiving a week of rest must make a Stamina + Athletics each day after at a cumulative +1 difficulty each additional day or die of exhaustion at some point during the day's journey.

Horse Breeder's Expertise
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Ride: 1
Minimum Arete: 1
Prerequisite Charms: None
Add 2 dice to the mage's next Ride roll related to breaking or training a mount. 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 Ride, whichever is lower.

Master Cavalryman Skill Set
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Ride: 2
Minimum Arete: 1
Prerequisite Charms: Horse Breeder's Expertise
Add 2 dice to the mage's next Ride roll related to riding under stress. 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 Ride, whichever is lower.

Graceful Mounting Technique
Cost: 2 motes
Duration: Instant
Type: Simple
Minimum Ride: 3
Minimum Arete: 2
Prerequisite Charms: Master Cavalryman Skill Set
The mage may effortlessly mount any creature of sufficient size that passes within 10 feet of him, whether it is his own mount, an unclaimed mount, or even a mount with an enemy rider. This Charm may be purchased more than once, to a maximum number of times equal to the mage's Arete or Ride, whichever is lower, with each additional application increasing the range from which the mage may mount a creature by 10 feet. Spend an additional 2 motes to have this Charm affect all the mage's attempts to mount until the end of the scene.

Tight-Kneed Saddle Grip
Cost: 2 motes
Duration: One scene
Type: Reflexive
Minimum Ride: 3
Minimum Arete: 2
Prerequisite Charms: Master Cavalryman Skill Set
Until the end of the scene, whenever the mage must make a Wits + Ride check to stay mounted in combat may do so without splitting their dice pool.

Horse-Preserving Armor
Cost: 3 motes
Duration: One scene
Type: Simple
Minimum Ride: 4
Minimum Arete: 3
Prerequisite Charms: Tight-Kneed Saddle Grip
Until the end of the scene, the mage's mount 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 Ride, whichever is lower.

Fearless Red-Eyed Horse Enchantment
Cost: 4 motes + 1 Willpower
Duration: One scene
Type: Simple
Minimum Ride: 5
Minimum Arete: 4
Prerequisite Charms: Horse-Preserving Armor
Until the end of the scene, the mage's mount is utterly immune to fear, obeying its rider's commands without hesitation even if it would mean certain death or the proximity to the undead.

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