Benemancy

Also known as Blessing, White Magic, and Boons, Benemancy is the magic of good fortune. At its most basic (Hope Circle), it allows the magician to bestow minor blessings and turns of fortune upon a target. At middle levels (Faith Circle), it can bestow significant gifts of good fortune, channel the raw energies of good luck itself, and even provide some protection from negative magicks. In its highest form (Fulfillment Circle), the magician can completely eliminate the consequences of a poor decision or insulate a target against significant black magic.

Benemancy is a very common and well-liked area of study. It is most often a secondary area of study that pays for itself in the love of the people on whom the magician bestows his blessings. It is generally a subtle enough art that even those not preserved by Benemancy might attribute the good fortune they receive to the (nonmagical) blessing of the Benemancer. Many cultures, however, recognize the paradoxical similarity between the blessings of Benemancy and the horrible curses of Malomancy and respectfully fear the magician, lest luck at dice and a safe journey become a plague of boils and a barbarian raid.

Hope Circle

Benediction
Cost: 5 motes
Prerequisite Spells: None
For the next 24 hours, the target cannot botch rolls of one Ability chosen by the caster, and the target gains a number of additional dice to all those Ability rolls equal to the magician's Compassion or the target's Heroism, whichever is lower. This spell may provide its bonus to the same target more than once while another Benediction is in effect, but no Ability may benefit from its effects more than once at a given time. This does not affect Charms or rolls to activate Heroics.

Bolster the Believer's Faith
Cost: 10 motes
Prerequisite Spells: Benediction
The target regains 1 point of temporary Willpower. This may not raise a target's temporary Willpower higher than her permanent Willpower.

Bless the Soldier's Arms
Cost: 10 motes
Prerequisite Spells: Bolster the Believer's Faith
For the next 24 hours, one of the target's Abilities chosen by the magician counts as 2 higher for the purpose of choosing and activating Heroics. No one Ability may benefit from this spell more than once at a given time.

Heroism-Enhancing Talisman
Cost: 5 motes + 2 motes per feat transfered
Prerequisite Spells: Bolster the Believer's Faith
The magician may transfer Heroics from himself to the target, to a maximum number of feats equal to the magician's Compassion. The target's Heroics pool cannot exceed its normal maximum capacity. Exalted and other Essence-wielders who do not have a Heroics pool instead gain 2 motes per feat transfered to them in this way.

White Witch's Blessing
Cost: 3 per difficulty of Heroic + 1 feat
Prerequisite Spells: Benediction
This ritual requires at least an hour to perform. The magician chooses 1 Heroic she is capable of activating (including those that grant an Edge temporarily). For the next 24 hours, the target may activate that Heroic (using the magician's dice pool) by spending a feat even if she normally does not meet the minimum requirements. Exalted and other creatures who do not have a Heroics pool may spend 1 Willpower to activate this Heroic, instead.

Faith Circle

Good Luck Charm
Cost: 15 motes
Prerequisite Spells: Benediction
For the next 24 hours, the target receives 1 extra die on all Ability checks other than those used to activate Heroics or related to Charms. No one may benefit from more than one Good Luck Charm at a time.

Virtue-Encouraging Counsel
Cost: 10 motes + 5 motes per point of Virtue gained
Prerequisite Spells: Heroism-Enhancing Talisman
For the next 24 hours, one of the target's Virtues is increased, though the magician cannot increase a Virtue so that it exceeds his own. The target benefits from this blessing exactly as if her Virtue were at the new level - gaining feats, greater magical potency, increased protection from certain negative effects, more dice when channeling Willpower through that Virtue. In the case of Exalted and magicians whose Quirks imitate the effects of the Great Curse, this increased Virtue can also be a liability.

White Witch's Favor
Cost: 15 motes
Prerequisite Spells: Bless the Soldier's Arms
For the next 24 hours, the target's Heroism is counted as 1 higher for the purposes of choosing and activating Heroics and resisting negative effects (including spells). The maximum benefit any creature may gain from all uses of this spell upon her at a time cannot exceed her Conviction. Exalted and other creatures who do not have a Heroics pool may spend 1 Willpower to activate Heroics, instead.

Expand Mortal Potential
Cost: 20 motes
Prerequisite Spells: Bless the Soldier's Arms
For the next 24 hours, one of the target's Attributes is increased by 1, to a maximum of 5.

Pass the Sacred Gift
Cost: 15 motes
Prerequisite Spells: White Witch's Favor
For the next 24 hours, the target benefits from 1 Edge the magician possesses even if she normally does not meet the minimum requirements. No one may be the recipient of more Edges than her Conviction.

Fulfillment Circle

Trust in the Soul's Power
Cost: 20 motes + 5 motes per point of Essence
Prerequisite Spells: Virtue-Encouraging Counsel, White Witch's Favor
For the next 24 hours, the target's permanent Essence is treated as 1 higher. This improves a magician's capacity to store Essence and grants increased protection from many Charms and spells. It does not make a mortal into one of the Exalted or God-Blooded or allow her to build a pool of Personal or Peripheral Essence. If used on one of the Exalted or God-Blooded, it increases the maximum Essence pools of these beings in addition to providing the benefits granted mortals, but does not allow the being to learn Charms higher than her normal Permanent Essence would allow. Multiple uses of this spell on a single creature are not cumulative (use the highest active rating). The magician cannot increase a creature's Permanent Essence in this fashion by more than his Compassion, and cannot raise a creature's Permanent Essence higher than its Heroism (or its original Permanent Essence, in the case of the Exalted and God-Blooded).

Reverse the Fatal Step
Cost: 25 motes
Prerequisite Spells: White Witch's Favor
This spell requires no shaping. The magician merely spends the motes and Willpower before his next turn to activate its magic. The hero may erase the action he took last turn, together with its consequences, opting to take another action, instead. For example, if he stepped on a floor tile that triggered an alarm, he may reverse the consequences of stepping on that tile and choose another. This spell does not allow the magician to take the same course of action in the hopes of garnering a better result. If she fired an arrow at a guard's back and achieved a single success on the roll, and that guard detected the ambush in time to dive out of the way and raise an alarm, the magician could reverse the consequences of attacking the guard but could not simply fire the arrow again in the hopes of rolling more successes on the attack the next time or that the guard will roll fewer successes to detect and/or evade the attack. Changing an action superficially (such as by spending Willpower or describing the attack differently) will not change the result, though significant changes in the intent of the action (such as firing the arrow at a tapestry near the guard in the hopes of bringing it down on him) might grant another roll. A single turn's action can only be affected by this spell once. If the magician missed the guard on the first attempt and then failed to bring down the tapestry on the next, she could not cast this spell a second time in order to try that turn a third time.

Restore the Weary Faith
Cost: 25 motes
Prerequisite Edges: Heroism-Enhancing Talisman
For the purposes of channeling Virtues only, the current story ends for the touched target, allowing him to channel Willpower through Virtues as if he had not done so since the beginning of the story.