Manual of Exalted Power: Dragon-Blooded

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This page covers minor fixes and errata for the Dragon-Blooded Manual of Exalted Power. These can be found in page order in the long list below. Any areas which provoke more than about a paragraph of discussion should be spun off into their own subpage.

The Dragon-Blooded book covers character creation and mechanics for playing a Dragon-Blood from the Realm, Lookshy or beyond. It runs over the Dragon-Blooded houses and institutions of Creation as well, specifically focusing on the Houses of the Realm. There are several new Martial Arts Styles in this book - Five Celestial level Immaculate styles as well as two Terrestrial level styles. There is also one new Terrestrial Circle Spell.

Errata Legend
p. 666 – Objects with a red background are official errata. These were published by the White Wolf developers.
Source: Official Errata (provide download name or date)
p. 555 – Orange background signifies comments from the authors and developers. These are semi-official and taken from e-mails, conversations and messageboards.
Source: Author or Developer (provide source such as "WW Forum" or "Conversation 01-01-2001"
p. 444 – Text with a blue background is an unofficial, fan-written clarification that explains confusingly written rules or tries to make sense out of contradictory texts.
Source: Wiki User name
p. 333 – Objects with a green background are small unofficial, fan-made houserules that attempt to fill the holes in the Exalted system. These are only suggestions. Speak to your Storyteller about these.
Source: Wiki User name

Chapter One: The Scarlet Dynasty

Chapter Two: The Outcaste

Chapter Three: Character Creation

p. 96 – Starting Immaculate PCs get two initiation charms automatically, as well as five extra charms, giving them seven in total.
Source: John Chambers
p. 105 – The rules for determining if a Dragon-Blooded child exalts involve rolling a single 10-sided die. If both parents are patricians of proper breeding with numerous Dragon-Blooded relatives, the child Exalts on a roll of 1-2. If one parent's a Dragon-Blood and the other is a mortal of poor breeding, the child will Exalt on a roll of 1-3. If one parent's a Dragon-Blood and the other's a patrician of good stock with Dragon-Blooded relatives, the child Exalts on a roll of 1-4. If both parents are Dragon-Bloods, the child Exalts on a roll of 1-6.The Breeding Background adds to the number that must be rolled, and it applies from both parents if both have high enough Breeding. Thus, if two Dragon-Bloods, one with Breeding 4 and one with Breeding 5, have a child, the child will Exalt on a roll of 1-9 (the normal 1-6 for the child of two Terrestrials, plus 1 for the Breeding 4 parent, plus another 2 for the Breeding 5 parent).
Source: [Official Errata]
p. 105 – Saying this another way: A normal mortal has an effective 'Blood Purity' of 0; a patrician or someone with a lot of Dragon-Blooded ancestry has a 'Blood Purity' of 1; a Dragon-Blooded has a 'Blood Purity' of 3 or their Breeding background, whichever is higher. Add the Blood Purity of both parents together; the child Exalts unless the roll is greater than this number.
Source: Ialdabaoth
p. 117 – While it is stated on page 97, page 117 doesn't reiterate that Fire Aspects are immune to natural fires while their animas flare.
Source: [Official Errata]
p.121 – The Wood Aspect Anima poison has the following stats:
Damage = Essence/minute
Toxicity = Essence
Tolerance = None
Penalty = - [1/2 Essence, rounded up]
Source: [Official Errata]
p. 121 – An Older semi-official ruling gives the Wood Aspect Anima poison has the following stats
Damage = Essence/minute
Toxicity = Essence
Tolerance = (Stamina + Resistance)/minute
Penalty = - [1/2 Essence, rounded up]
Source: Alan Alexander
p. 121 – It has been pointed out that you need to take (Stamina + Resistance) doses/minute before any effects occurred. The proposed fix is to set Tolerance to zero.
Source: Thanatos
p. 121 – Poisons already base their Tolerance on the target's traits. Presumably Alan is canny enough to realize that basing such a thing on the poisoner's stats is counterproductive, and the target is the one who wants the high Stamina + Resistance in this situation.
Source: Plague of Hats
p. 122 – The Fire Aspect Anima. If an unarmed or melee attack suceeds in doing at least one level of damage, roll an additional number of post-soak damage dice equal to the essence of the Dragon-Blooded. If a Charm is in effect which does (for example) 4L fire damage, then the extra anima damage can boost this as well, assuming the original 4L does at least one damage. Therefore a melee attack that does 4L fire damage can be boosted twice by this anima ability.
Source: John Chambers
p. 122 – All Dragon-Blooded Anima effects activate automatically at the 11+ anima level.
Source: Alan Alexander

Chapter Four: Traits

Chapter Five: Charms

p. 126-187Social Combat and Unnatural Mental Influence. The following charms impose Unnatural mental influence, which can be resisted by spending 1 willpower and accruing 1 point of limit:
  • Glowing Coal Radiance (p.156)
  • Unbearable Taunt Technique (p.156)
  • Moth to the Candle (p.157)
  • Warlord's Convocation (p.158)
  • Passion Transmitting Nuance (p.159)
  • Brother-Against-Brother Insinuation (p.160)
  • Warm-faced Seduction Style (p.160)
  • Smoothing-Over-The-Past Technique (p.160)
Source: Alan Alexander
p. 126-187Penalties. All charm penalties are Internal penalties, unless stated otherwise.
Source: Alan Alexander
p. 127New and Updated Keywords

Action-Only: A reflexive Charm with this keyword can only be activated on a tick when the character acts and only once per tick. It may not be used on the ticks between actions.

Cooperative: Close contact means that each participating Dragon-Blood must be within five yards of one or more other participants to harmonize animas.

Dynasty: A Charm with this keyword has special effects on human descendants and occasionally other blood relatives. For these purposes, a blood relative is defined as anyone with whom the character shares a common ancestor no more than five generations back. A descendant is anyone who traces direct lineage to the Exalt, regardless of the number of generations. Some Charms differentiate between relatives who are mortal versus Dragon-Blooded, as noted in their description. Celestial Exalted are never considered blood relatives or descendants unless a Charm explicitly says so.

Elemental: When the same or different Charms list effects that vary by element which are functionally identical, these effects never stack. For example, a target choking on seawater cannot have his action delayed more than three ticks by repeatedly hitting him with further action-delaying attacks. Some common Elemental effects function differently than printed. The -2 internal penalty for buffeting should be a -1 external penalty. Charms that induce knockback or knockdown with a successful hit always function and do not afford a roll for the victim to avoid falling prone. Further, hurling someone back or prone is a Knockback effect and only imposes the buffeting penalty on complementary unit targets unless the Charm encompasses most of the area the unit occupies. References to bonus levels of damage (usually via fire) add dice instead. Wood toxins are a Poison effect and any penalties they impose are internal. Although they do not stack, these toxins automatically take hold with a successful hit to impose their usual penalty; the victim receives no roll to avoid this. For reference, the Wood anima toxin is: Damage (Essence)L/action, Toxicity (Essence), Tolerance None, Penalty –(half Essence) and inflicts one dose per action to each victim who makes skin-to-skin contact, whether momentary or continuous.

Holy: A complementary unit primarily composed of creatures of darkness is itself considered such for the purpose of Holy Charms.

Leader #: Any character capable of acting in mass combat may use Charms as explained on p. 166 of Exalted, including unit commanders. However, applying non-Excellency Charms to enhance the entire unit's action or to extend the benefits of a personal Charm to the entire unit normally require justification as a form of special stunt. Charms with the Leader keyword do not require this justification and have the same overall function in mass combat when leading a complementary unit as they do normally, whether to enhance the unit or the unit's actions. Unit bonuses also apply normally to use of these Charms. Unless specific differences are noted, Leader Charms operate identically in both personal and mass combat. When the Leader keyword lists a number beside it, an Exalt must have that Essence rating to apply the Charm to a unit she leads. Cooperative Charms with a Leader function allow the led unit to join with its special characters to produce the usual magnified effect. By definition, Charms with the Leader keyword automatically have the War keyword. Leader Charms with grappling benefits only apply those benefits to clinch special characters or solo units, as complementary units are invalid targets of such attacks.

Purity #: Charms with this keyword channel the Elemental Dragons through birthright, requiring the minimum Breeding indicated in parentheses to learn them. The Eclipse anima and similar powers allow these Charms to be learned without Breeding as though their minimum Essence was one dot higher. The steady dilution of the Dragon-Blooded race has made Purity magic vanishingly rare, almost legendary. Knowing about each of these Charms requires an (Intelligence + Occult) roll at a difficulty of the highest minimum trait required for them. Incidentally, this is also the difficulty to know about the special support effects of each Terrestrial Charm capable of aiding Celestial Exalted leaders, as the Immaculate Order does its utmost to stamp out this heretical knowledge.

War: All special characters in a complementary unit and that unit's champion during mid-battle duels are fellow officers to one another. If a Charm functions differently when targeting a fellow officer, it deactivates if that relationship no longer applies due to either character leaving the unit. Cooperative Charms ignore their usual range limit for close contact when used by fellow officers, as the unit itself conducts the harmonization.

Source: [Official Errata]

General Charms

p. 128The First Excellency & DVs. Every mote spent gives two dice, which are rolled to determine their effect on DV.
Source: Alan Alexander
p. 128The Second Excellency and maximum increases. You can spend up to Ability + Specialty motes, and every two motes spend gives you one automatic success.
Source: Alan Alexander
p. 128The Third Excellency. This charm is incompatible with either the First or Second Excellency.
Source: Alan Alexander
p. 128Terrestrial (Ability) Reinforcement. Keyword: War. No contact is required to target a fellow officer; Exalted fellow officers may have Abilities raised higher than twice their rating (but still no higher than the donor's rating). With Essence 4+, targeting an Exalted unit leader and committing additional motes equal to the unit's Magnitude simultaneously applies the Charm to every member of the unit. Only Exalted fellow officers ignore the twice rating cap for a unit blessing, but boosting rank and file can increase the unit's Close Combat Rating or Ranged Combat Rating.
Source: [Official Errata]
p. 128Excellencies and Out of Aspect Surcharges. For the purposes of applying the out-of-aspect surcharge, each individual Excellency is considered to be a Charm under the tree associated with that Ability.
Source: Alan Alexander

Linguistics

p. 129Language-Learning Ritual. Keyword: Stackable. Each commitment sustains fluency in a different language (written fluency requires Lore 1.
Source: [Official Errata]
p. 129Cipher Missive. Deciphering a document created with this Charm is an extended action with a difficulty of (Exalt's Essence rating), cumulative difficulty equal to the successes the Dragon-Blood rolled and a roll interval of (Exalt's Essence rating) days.
Source: [Official Errata]
p. 130Craft Icon. Replace the word "reduce" in the second paragraph with "reproduce."
Source: [Official Errata]
p. 130Thousand Tongues Meditation. The Exalt can reflexively shift which characters the Charm targets at will.
Source: [Official Errata]
p. 130Poisoned Tongues Technique. Keyword: War. The listed duration means the character must constantly reactivate the Charm to maintain its effects, but the cost to do so is 0m so long as the Exalt keeps targeting the same overall conversation. If using this Charm to alter the resolution of a target's social attacks, the Terrestrial replaces the target's dice pool with his own (Manipulation + [Presence or Performance as appropriate to the type of address]) and may use the hijacked action to do anything that is normally possible with a social attack using that dice pool (within the limits established by the successes rolled). Social attacks enhanced by magic are beyond the power of this Charm to twist. Used in mass combat to target an enemy unit in range, each success reduces the total number of relays it is considered to have (communication failure can result). If the unit leader realizes this is going on and successfully rallies for organization, relays are restored and the unit is immune to further use of the Charm for the rest of the scene.
Source: [Official Errata]
p. 131Voice Of Mastery. The Charm's targets can't be reset without reactivation.
Source: [Official Errata]
p. 131Wind-Carried Words Technique. Keywords: Social. The Charm can target any location the Exalt can describe, as noted. If the intended recipient is within (Essence x 5) miles of that location and is not in an airtight room, the message finds them. The message can carry a single normal Presence-based social attack as part of activating the Charm, but this attack can't be further augmented with Charms besides Presence Excellencies.
Source: [Official Errata]
p. 131Speech Without Words. The Exalt must be able to see all participants at the time of activation and can't change them without reactivation. The roll to transmit or understand complex messages is reflexive and mandatory, with a difficulty of 1-5 set by the Storyteller. Social attacks may be conveyed through gestures, but may also require a transmission roll for complex statements and automatically fail to affect targets who do not make a required understanding roll. A second purchase at Linguistics 5+ removes the need for transmission/understanding rolls and allows participants to gesture subtly enough that onlookers fail to recognize them as communication without a (Perception + Awareness) roll at a difficulty of the Exalt's Essence.
Source: [Official Errata]
p. 132With One Mind. Keywords: Dynasty, War. This Charm links the Exalt and up to (Linguistics rating) individuals she can perceive within a mile for as long as those characters stay within this radius. Double the number of maximum participants if all members are blood relatives of the Terrestrial. The activation cost is 1m per character, but this is waived for any character the Exalt gifts with trait dots. The difficulty of the roll to coordinate attacks by linked members is only 1 and they may always parry on each others behalf as though they had used a Defend Other action to set this up. Trait dots conferred by this Charm cannot increase anothers rating above the Exalt's rating. Because the same bonus must be purchased for each beneficiary, the Terrestrial must still purchase wasted dots to give a higher bonus to members who can benefit from them. Used in mass combat, the Charm can link a unit leader with fellow officers, all of whom count as one additional relay regardless of actual role.
Source: [Official Errata]

Lore

p. 132Elemental Concentration Trance. This Charm can accelerate training times for any Charm that shares the Terrestrial's aspect or non-magical trait. Charms to learn sorcery or necromancy are never eligible, regardless of aspect. The Charm may also be used to speed research or other actions to gain information from available sources.
Source: [Official Errata]
p. 132Eternal Mind Meditation. The Exalt can contest the effects of any Charm that altered the character's memories using a standard roll-off, though the character must first think to check the altered recollection. He can also focus on memories associated with an Intimacy (which reasserts it) or his Motivation, doubling the MDV bonuses or penalties that trait provides in Social Combat for the scene as long as he is not already focusing on it.
Source: [Official Errata]
p. 133Elemental Bolt Attack. Keyword: Leader. Additional purchases of this Charm enable evocation of elements other than the Terrestrial's aspect, but each activation can only express one known element. The bolt may also be aimed with Thrown. Characters can always enhance a bolt's accuracy with Lore Excellencies (or Athletics Excellencies, if using that Ability). If using Archery or Thrown, the character can enhance it as normal for an attack using the Ability and may place Elemental Bolt Attack in a Combo with Charms of that Ability. The accuracy bonus for Cooperative use of the Charm does not count against Charm dice bonus limits; the only limit is the number of Dragon-Blooded who may be gathered together to unleash the fury of the elements. Any special character can contribute to a Cooperative activation, even heroes and relays.
Source: [Official Errata]
p. 133Dragon Bolt and Dragon Burst. No more than (Essence) Dragon-Blooded may cooperate to empower this charm. The Essence used is that of the focus character.
Source: Alan Alexander
p. 134Elemental Burst Technique. The Charm type is Permanent, purchase of which adds a new "setting" to Elemental Bolt Attack that functions as described for Elemental Burst Technique (subject to the pertinent rules established above for a standard Elemental Bolt Attack). The Exalt assigns the setting per activation.
Source: [Official Errata]
p. 134Terrestrial Circle Sorcery has no cost. Terrestrial Circle Spells still cost 1wp to cast as per normal.
Source: Alan Alexander

Occult

p. 134Harmonious Wind-Luring Song. Type is Simple (Speed 5 in long ticks, -0 DV). Duration is one day. This Charm does not summon an actual spirit, but rather invokes the power of such beings to create winds that may blow anywhere within a radius of (Occult x 100) yards around the Terrestrial. Multiple currents can blow in different directions within the radius, typically to help allies while hindering enemies. When using this Charm to speed or slow a vehicle propelled by the wind (such as a ship or airboat with sails), the net modifier to per tick speed is the Exalt's (Sail + Essence) and this is applied after any adjustments to the vehicle's own speed. Changing the wind's direction or rearranging where it blows within the permitted radius is a diceless miscellaneous action.
Source: [Official Errata]
p. 134Spirit-Grounding Shout. Keyword: Shaping. A spirit forced to materialize must still possess the Materialize Charm to do so, but accomplishes forced materialization reflexively. If the spirit lacks sufficient motes to accomplish this, the Terrestrial knows how many motes are still required and may pay them. If he does not, the spirit also spends no motes and the Charm does nothing.
Source: [Official Errata]
p. 134Spirit-Chaining Strike. Keywords: Crippling, Leader. Each threshold success on the activation roll imposes a cumulative -1 internal penalty. A spirit becomes Inactive but fully conscious for a scene once the total penalty imposed by all activations of this Charm exceeds its Essence rating. The only actions a paralyzed spirit can take are mental actions that do not affect others. Leader only applies if attacking a solo unit or special character spirit while commanding a unit whose attacks can hit that spirit. A paralyzed spirit ceases to be a special character and drops out of its unit.
Source: [Official Errata]
p. 135Spirit-Shredding Attack. Keywords: Leader. Each threshold success on the activation roll strips away (Exalt's Essence rating)m from the spirit as a Shaping effect. The imposition of permanent death with a killing blow is not Shaping. Leader applies as per Spirit-Chaining Strike.
Source: [Official Errata]
p. 135Fivefold Resonance Sense. Once the Exalt has (Occult 4+, Essence 3+), this Charm can detect artifacts and other objects made of detectable magical materials that are attuned to someone else, but any such items carried by their owner are considered to be concealed by any magic that conceals said owner. With (Occult 5+, Essence 3+), the Charm is no longer automatically trumped by Celestial or Solar magic and just uses roll-off rules when confronted with concealing magic.
Source: [Official Errata]
p. 135Seeing the Maker's Hand. This Charm can never discern the workings of N/A Artifacts and may only analyze simple artifacts by default. Analyzing the product of exotic crafts like Magitech or Genesis require that the Exalt have at least one dot in that Craft. Large artifacts require 2 uses to yield any useful information for anything up to the size of a warstrider or 3 for anything bigger (+1 if not a simple artifact). With Occult 5+, the Exalt may analyze artifacts attuned to others.
Source: [Official Errata]

Stealth

p. 136Feeling-the-Air Technique. Keyword: Leader 5. If a Dragon-Blood suffers a Crippling injury that blinds him completely, duration increases to Indefinite and cost becomes 0m.
Source: [Official Errata]
p. 136Soundless Action Prana. Characters using this Charm are ineligible targets for (Perception + Awareness) rolls based solely on hearing. For example, if the Exalt is moving around a room, but a closed door bars any visual detection, the sounds he would otherwise make do not prompt checks to notice him. Human-range senses other than vision and hearing are insufficiently acute to detect things at any real range, so an Exalt using Soundless Action Prana with full visual cover is basically undetectable without magic.
Source: [Official Errata]
p. 136Zone of Silence Stance. See Soundless Action Prana above. Obviously, this Charm suppresses spoken social attacks. If magic is used inside the zone that functions via sound through than producing sound as an incidental effect, a standard roll-off determines whether it ignores the zone or fails to work (and in which case no costs are paid, though an action may be wasted, depending on the magic).
Source: [Official Errata]
p. 137Distracting Breeze Meditation. Keyword: Leader 4. Leader allows the targeting of enemy units as though they were individuals.
Source: [Official Errata]
p. 137Trackless Passage Style. Keyword: Leader 4. Leader treats dots of Magnitude as individuals to determine cost; must conceal all Magnitude to cloak a unit's march.
Source: [Official Errata]
p. 137Trackless Passage Style. When this Charm is opposed by another Charm, roll as per p.179 in the Core. Trackless Passage Style automatically fails against Charms invoked by someone with a higher Essence. If the other Charm succeeds its roll, it gets its normal effects, unless the text of that Charm states otherwise (i.e.Bloodhound's Nose)
Source: Alan Alexander
p. 137Wind-Walking Technique. Common sense guides the definition of horizontal surface; inclines are fine, sheer surfaces are not.
Source: [Official Errata]

Thrown

p. 138Loyal Weapon. Keyword: Leader 4. If this Charm is used to retrieve a weapon that only exists in the moment of the attack (such as Elemental Bolt Attack or Deadly Blades of the Five Dragons), the projectile continues to exist with the same statistics and returns to the Exalt's hand so that it may be hurled again without requiring reactivation of the effect that created it. Unless Loyal Weapon is applied again, such projectiles then disappear like normal.
Source: [Official Errata]
p. 138Persistent Hornet Attack. Keyword: Leader 6. The Charm's type is Extra Action, but instead of creating a flurry, each of the actions occurs sequentially as noted in the Charm. Actions past the first use the indicated dice pool and require no additional effort on the part of the Terrestrial, leaving him free to do other things. Standard Combo rules govern the need to pay for other enhancing Charms per attack.
Source: [Official Errata]
p. 138Invisibly Hidden Chakram Method. The cost is 2m and the type is Reflexive (Step 1 or 2). Each activation may either banish a held thrown weapon the Exalt owns Elsewhere or retrieve it from Elsewhere to an available hand as a reflexive Ready Weapon action. The latter use may conjure a weapon as part of the attack that throws it (and perhaps to parry if the Exalt has some means of doing so with a Thrown weapon).
Source: [Official Errata]
p. 139Whirlwind Shield Form. Keyword: Leader. Gusts of force apply an external penalty of half the Exalt's Essence rating against all ranged attacks made against him or protected allies within range. The Leader use shields dots of Magnitude as though individuals to a maximum of (Essence -1) dots; all dots must be protected for any benefit.
Source: [Official Errata]
p. 139Vengeful Gust Counterattack. Keywords: Leader 5. Type is Reflexive (Step 5 and Step 9). The Charm's rolled parry is applied in lieu of the character's Parry DV. If this generates enough successes to throw the projectile back, only then is a counterattack in Step 9 that applies the appropriate number of successes in place of an attack roll and has a base damage equal to the weapon's base damage in its original trajectory. With Essence 4+, the Charm can protect any vehicle on which the Exalt is a special character.
Source: [Official Errata]
p. 139Deadly Blades of the Five Dragons. Keyword: Stackable. The duration is Until Thrown. For every 3m spent during activation, the Charm creates one elemental weapon with the normal statistics of its kind that is clearly formed of the appropriate aspect Essence. Repeated activation of this Charm stacks to produce more weapons, but the Exalt cannot create more than (Essence rating) weapons among all activations. These weapons may be given to others, and vanish into nothingness if thrown at their creator or used for any purpose other than throwing them at a target. When thrown, they ignore all multiple action penalties that apply to the attack roll and impose elemental effects as explained, but vanish after hitting. Additional purchases of this Charm each add another element to the Exalt's repertoire beyond that of his aspect, but a created weapon can have only one element imbued in it.
Source: [Official Errata]
p. Elemental Armor Technique. Keywords: Leader, Stackable. Multiple activations of the Charm are cumulative, but cannot exceed the stated soak limits for a single activation of the Charm. Soak provided by the Charm is armor. Elemental effects that state they provide DV bonuses instead apply an equivalent external penalty to all relevant incoming attacks. Each purchase of this Charm after the first adds an additional element to the Charm. Characters may evoke these by adding +2m per element to the Charm's cost, in which case the armor has the powers conferred by those elements in addition to its normal effects.
Source: [Official Errata]

Awareness

p. 140All-Encompassing Earth Sense. Keyword: Leader.
Source: [Official Errata]
p. 141Entombed Mind Technique. Keyword: Social. Type is Simple (Speed 5 in long ticks). This Charm does not go into effect until the character's DV refreshes, and only if the subject has been kept motionless by her own volition, another compulsion or physical restraints. Threshold successes determine how many hours a victim sleeps. Appropriate Charms may awaken a sleep using roll-off rules. Dreams of treasure are a plot point under Storyteller control and can't be deliberately induced.
Source: [Official Errata]
p. 141Sense-Riding Technique. Keyword: Shaping. The dice pool to notice an attempt to ride senses is (Wits + Awareness). Tagging someone is an unblockable, undodgeable Shaping attack. Wards against scrying block this Charm.
Source: [Official Errata]
p. 141Sense-Destroying Method. Type is Simple. This Charm requires an unblockable attack roll to hit a target in line of sight using (Perception + Awareness + Essence), applying an external penalty of the target's Perception. On a hit, the number of successes remaining translate directly into the internal penalty applied to use of the targeted sense or negation of wound penalties if numbing touch, respectively.
Source: [Official Errata]
p. 142Essence Disruption Attack. Keyword: Shaping. This is an unblockable, undodgeable attack with a range of (Essence x 3) yards. Reference to net successes in the activation roll means threshold successes.
Source: [Official Errata]
p. 142Essence Disruption Attack. This is an attack. Add the crippling keyword.
Source: RRimmel

Craft

p. 142Shaping Hand Style. Duration is Indefinite. In addition to its martial utility, this Charm provides a +3 die equipment bonus to Craft rolls that could logically benefit from the emulated tool. This does not count against Charm bonus limits.
Source: [Official Errata]
p. 142Stone-Carving Fingers Form. Cost is 1m per cubic yard. Keywords: Elemental, Shaping. Type is Simple (Dramatic Action). In addition to sculpting rock, the Charm can create anything that can be made with Craft (Earth) by striking the appropriate raw materials, though the character can use any Craft Ability. Each additional purchase adds another element, but he must use the appropriate elemental Craft Ability for everything besides earth. Only non-magical items may be created with this Charm. The only living beings this Charm can modify are non-magical, non-sentient plants.
Source: [Official Errata]
p. 142Perfect Climbing Attitude. Characters climbing with aid of this Charm do so at twice their normal walking speed. With Essence 3+, the Charm helps scale any surface and can do so without digging into it (the Exalt can't choose to dig into anything magical, such as a manse's walls).
Source: [Official Errata]
p. 142Flaw-Finding Examination. Keywords: Leader, War. Type is Simple (Dramatic Action). The activation roll uses the character's highest Craft ability. Fixing objects is a Shaping effect, and the Charm can only repair non-magical inanimate objects by default. Broken structures must be repaired by mending each component object. Repairing a damaged simple artifact requires Essence 3+ and each use counts as (Essence rating) successes toward the task. Repairing or maintaining magitech or other exotic craft products further requires at least a dot of the appropriate Craft. If a special character uses this Charm to study flaws, she can communicate her findings to her leader or a fellow officer to enhance the next attack against the target made by the unit or character, respectively. If a character or unit has multiple applications of this Charm advising it on how to destroy an object, the formula for damage increase is (raw damage x 2) + (total Essence of advisors past first).
Source: [Official Errata]
p. 143Charm of Lesser Unmaking. Keywords: Combo-OK, Shaping, Touch. The activation roll uses the character's highest Craft Ability. This Charm must be successively activated a number of times equal to the difficulty to disassemble the target, but all activations after the first cost 0m. This Charm can only disassemble inanimate artifacts that are inherently fragile, such as those made with the Art of Enchantment.
Source: [Official Errata]
p. 143Charm of Greater Unmaking. Cost: —. Type and Duration are Permanent. Keyword: Remove Combo-Basic. This Charm does not function at all as written. Instead, it upgrades Charm of Lesser Unmaking by allowing it to be placed in a Combo with Charms of other Abilities, adding the option to tear something into original raw materials and letting a single activation destroy any non-magical object.
Source: [Official Errata]

Integrity

p. 144Unsleeping Earth Meditation. The number of hours is 25, not 24. Once Willpower begins to decay, it lowers the size of the Exalt's Willpower pool, but not her permanent rating. The pool resets to normal after appropriate rest.
Source: [Official Errata]
p. 144Untiring Earth Meditation. Keywords: Leader 5. Blessed units can't lose Endurance and add +1 to Morale from near immunity to pain.
Source: [Official Errata]
p. 144Oath of the Ten-Thousand Dragons. Keyword: Dynasty. Prerequisites: None. This Charm bolsters Intimacies of loyalty, creating them as necessary. The loyalty must be to a group, a blood relative or a Celestial Exalt. The reinforced Intimacy reasserts itself each day at dawn if removed (temporarily nullifying that purchase of the Charm until it returns) and the Terrestrial cannot voluntarily weaken it. The bonus provided by this Charm is not limited by and does not count toward the maximum Charm bonus to MDV. Characters can purchase this Charm any number of times, but can't undo an oath that becomes inconvenient.
Source: [Official Errata]
p. 144Ten-Thousand Dragons Fight as One. Mins: Integrity 2. Duration is Instant. Prerequisites: None. Use of this Charm instantly creates an Intimacy toward another Exalt that may have any emotional context the user wishes, positive or negative. It may also reassert an Intimacy to a Terrestrial or change the context of an existing intimacy. Intimacies created by this Charm are normal Intimacies apart from the speed at which they form and fall away e if the character has too many.
Source: [Official Errata]
p. 144Unflagging Vengeance Meditation. Keyword: Leader. Once an Exalt has sworn vengeance, he brings the Charm's power to any unit he leads, pushing them until the weak die or desert their mad commander. Exalted with this Charm may swear oaths of eternal enmity with Oath of the Ten-Thousand Dragons to bolster Intimacies of vengeance against a group or specific individual, provided they haven't sworn an oath of loyalty to that target.
Source: [Official Errata]
p. 145Granite Curtain of Serenity. Keyword: Leader. Type is Reflexive (Step 2). Prerequisites: Add Any Integrity Excellency.
Source: [Official Errata]
p. 145Inviolate Dragon Spirit. Keyword: Leader. Type is Reflexive (Step 2). Prerequisite: Any Excellency (not Ten-Thousand Dragons Fight As One). This Charm empowers a curt retort to parry any mental influence, even unblockable attacks. It also rids the Exalt of all Compulsion effects currently affecting her, including all addiction. The Leader use can only parry attempts to sway the unit (such as Performance-based social attacks) and doesn't rid unit members of Compulsions.
Source: [Official Errata]
p. 145Chaos-Warding Prana. Keyword: Leader 7. This Charm provides absolute immunity to all Shaping effects save for those generated by Celestial Exalted using any magic that Terrestrial Exalted are incapable of learning. This weakness does not apply if the Terrestrial's Breeding is greater than or equal to the Essence of the Celestial doing the Shaping. This Charm's defense extends to all objects within (Essence rating) yards of a protected character who owns them.
Source: [Official Errata]
p. 146Defense-From-Anathema Method. Keyword: Leader 5. For the purposes of this Charm, Anathema includes Celestial Exalted and all creatures of darkness. The defense bonus also applies against complementary units predominantly composed of or led by such beings. The capacity to ward against Creation's enemies is a Holy effect. The defense against Celestials draws on Gaia's Primordial power and her love for her descendants to protect them from the worst abuses of the Incarnae's Chosen, a feat the Yozis cannot match in their broken state.
Source: [Official Errata]
p. 146Defense-from-Anathema Method. Solar and Lunar Exalted both count as 'Anathema' for the purposes of this charm. However, individual GMs should see fit to adjust this definition if needed for their campaign.
Source: Alan Alexander

Resistance

p. 146Strength of Stone Technique. Dots conferred by this Charm count against Charm bonus dice limits.
Source: [Official Errata]
p. 147Mountain Toppling Method. Keywords: Leader. Strength conferred by this Charm may exceed but also counts against Charm bonus dice limits.
Source: [Official Errata]
p. 147Impervious Skin of Stone Meditation. Keyword: Leader. Soak conferred is natural soak.
Source: [Official Errata]
p. 147Impervious Skin of Stone Meditation. You can increase your soak by up to your Essence, with each mote spent granting two levels of soak.
Source: Alan Alexander
p. 147(Element) Protection Form. Keyword: Leader. Soak conferred is natural soak.
Source: [Official Errata]
p. 148Unbreathing Earth Meditation. Type is Reflexive (Step 2).
Source: [Official Errata]
p. 148Unfeeling Earth Meditation. Type is Reflexive (Step 2).
Source: [Official Errata]

War

p. 148War Charms. The minimum ability for all War charms is 3.
Source: Alan Alexander
p. 148Enfolded in the Dragon's Wings. A steed is a valid beneficiary of this Charm. With Essence 3+, add the Cooperative and War keywords. Exalted acting as special characters in a complementary unit with Magnitude less than their Essence rating may pay 1m per Magnitude dot to shield all members of the unit with this Charm (and all their mounts, in the case of cavalry). Each additional Exalt using the Charm this way cumulatively adds +1 to the highest Essence rating among them to determine if the unit can be protected, but all participants must commit motes equal to the unit's Magnitude to do this. While an entire unit is protected, all members are shielded—even Exalted.
Source: [Official Errata]
p. 148Tireless Footfalls Cadence. References to fangs mean 10 soldiers. If the number of affected soldiers within the unit does not equal the number of members that constitute its Magnitude, the unit receives no benefit from the Charm.
Source: [Official Errata]
p. 149Armor-Hardening Concentration. With Essence 3+, this Charm gains the power to enchant an entire mass combat unit as per Enfolded in the Dragon's Wings. The cost to do this is 2m per dot of Magnitude. Using the Charm this way increases the unit's Armor rating accordingly.
Source: [Official Errata]
p. 149Phantom-Warrior Horde. Keyword: Action-Only. Penalties imposed by the Charm are internal. The difficulty of a mortal's Valor roll is the Exalt's War rating.
Source: [Official Errata]
p. 149Blazing Courageous Swordsmen Inspiration. Keyword: Combo-OK. The extra health level conferred is a -0. When the Charm ends, reapply each beneficiary's current damage to his normal health track. With Essence 3+, this Charm gains the power to enchant an entire mass combat unit as per Enfolded in the Dragon's Wings. A unit blessed this way has one additional health level at every dot of Magnitude.
Source: [Official Errata]
p. 149Blazing Courageous Swordsman Inspiration. This charm grants additional -0 health levels.
Source: Alan Alexander
p. 150Ramparts of Obedient Earth. Keywords: Action-Only, Shaping. By default, each activation of the Charm molds one cubic yard per 2m spent. All affected volume must be contiguous. The difficulty to avoid falling in a sinkhole is the Exalt's Essence rating and an entire unit may be knocked down if the pit or trench is large enough. With Essence 4+, the Terrestrial can shape 10 cubic yards per 2m and can mold rock, allowing more grandiose constructions and excavations. Modifying terrain can affect the cover provided and how swiftly units may move over it as appropriate to the resultant landscape.
Source: [Official Errata]
p. 150Dragon-Seared Battlefield. The deleterious conditions of this Charm impose an external penalty to all non-reflexive actions equal to half the Exalt's War rating. The listed radius is a maximum; the Exalt can create a smaller effect if desired.
Source: [Official Errata]
p. 151Dragon Vortex Attack. This Charm creates an environmental hazard within its radius that inflicts (Essence rating)L dice of damage (not levels, unless Essence 7+) per action with Trauma (Essence rating). If a Dragon-Blood is immune to a vortex, characters she has protected with Enfolded in the Dragon's Wings are also immune (not just those protected by the vortex's creator). A second purchase of this Charm at Essence 6+ adds the Holy keyword, inflicting aggravated damage to creatures of darkness.
Source: [Official Errata]

Athletics

p. 151Effortlessly Rising Flame. Keyword: Leader. Using the Charm as a Leader effect also adds the Action-Only Keyword.
Source: [Official Errata]
p. 151Falling Star Maneuver. Keyword: Leader. If applying this Charm to a ranged attack with a stunt, all that is required is for the target to lack cover.
Source: [Official Errata]
p. 151Bellows-Pumping Stride. Keyword: Action-Only. Fires created by the Charm are treated as a one-time bonfire with only 1L damage that fills a trail one yard across, tracing the path of the Exalt's tread since his last action.
Source: [Official Errata]
p. 152Incense Smoke Ladder. Add the Action-Only keyword.
Source: [Official Errata]
p. 152Dancing Ember Stride. The penalty for aerial actions is internal.
Source: [Official Errata]

Dodge

p. 152Threshold Warding Stance. Keyword: War.
Source: [Official Errata]
p. 152Hopping Firecracker Evasion. Type is Reflexive (Step 7). This Charm may only be activated if the incoming attack missed and the Exalt applied a dodge-based defense against it. The character reflexively moves as per a Dash action away from the opponent, causing all subsequent attacks in a flurry that can no longer reach the Exalt to automatically miss.
Source: [Official Errata]
p. 153Virtuous Negation Defense. Keyword: War. This Charm cannot protect against undodgeable attacks or attacks targeting characters more than (Dodge + Essence) yards away. If the attack is redirected, the target perfectly dodges it and the attack resolves normally against the Exalt. If the activation roll isn't sufficient to perfectly dodge the attack, the Terrestrial may apply his Dodge DV or Parry DV as normal. The possibility for failure in this Charm constitutes its flaw of invulnerability. When used in mass combat, this Charm ignores usual range limits to allow a special character to protect any fellow officer in his unit (champions can only be protected from attacks by non-champions).
Source: [Official Errata]
p. 153Virtuous Negation Defense . The charm should say "This is a reflexive Charm that can be used freely without the need for a Combo. It can be activated on any tick on which an applicable ally of the Exalt is subject to an attack."
Source: Alan Alexander
p. 153Safety Among Enemies. This Charm may only be activated if the Dragon-Blood successfully dodges an incoming attack as a result of applying Step 5 defenses (do not compare DV and attack pools). Because the Charm is predicated on a successful defense rather than providing a defense, it is solely considered an attack for Charm conflicts.
Source: [Official Errata]
p. 153Safety Among Enemies. As DV is calculated in Step 2 and this charm is effective in step 5, any excellencies (or anything else that increased DV) would be included in the calculation. to determine the attackers raw dice pool.
Source: Alan Alexander
p. 153Elemental Defense Technique. Keyword: Leader 6. By default, the Charm obliterates non-magical projectiles that are personal scale, whether arrows or thrown weapons. Inherently non-magic projectiles do not become magical just because a Charm enhanced the attack. Conferred soak is armor that stacks with other armor. References to DV bonuses are separate external penalties applied against attacks. The Charm does not damage attackers directly, but instead projects an environmental hazard in a one yard radius around the Terrestrial with Damage: 4B/action (2L/action for the fire version) and Trauma (Exalt's Essence rating).
Source: [Official Errata]
p. 153Elemental Defense Technique. This charm also affects Charm-supplemented arrows, but not arrows crafted from pure essence. It cannot stop perfect attacks.
Source: Alan Alexander
p. 153 – Presumably you assume each autosuccess counts as two dice.
Source: Kath
p. 154Smoldering Karma Strike. Keyword: Leader. This Charm follows normal rules regarding its interaction with other counterattack effects and may be activated whenever the Exalt successfully dodges an attack by any means.
Source: [Official Errata]
p. 154Unassailable Body of (Element) Defense. Keyword: Shaping. The limitations of this perfect defense constitute its Flaw of Invulnerability.
Source: [Official Errata]

Melee

p. 155Dragon-Graced Weapon. Keyword: Leader. Each additional purchase of this Charm after the first adds an additional element beyond the character's aspect. Each additional purchase of this Charm after the first adds an additional element beyond the character's aspect. Every activation incorporates the Exalt's base element, but can also incorporate any number of additional elements unlocked with extra Charm purchases. The total cost to activate the Charm is half the number of elements unleashed, all of which provide their usual power.
Source: [Official Errata]
p. 155Blinding Spark Distraction. Keywords: Counterattack, Crippling, Leader. Type is Reflexive (Step 9). The Charm may be activated in response to any attack the Exalt defended against with a Melee-based parry, even if that parry was not sufficient to prevent a hit. The Terrestrial chooses a target within two yards (who need not be the attacker) and the Charm throws sparks at that target as an unblockable, undodgeable -0 DV counterattack. If this hits and the target successfully looks away, she suffers a -2 internal penalty to all non-reflexive actions until her DV refreshes twice. If she doesn't look away, the penalty increases to -4.
Source: [Official Errata]
p. 156Ghost-Fire Blade. Keyword: Leader. If this Charm enhances the first attack in a flurry, each activation to enhance subsequent attacks in the flurry costs 0m. The Leader use of this Charm can inflict aggravated damage but does not extend the capability to strike dematerialized beings. Ignore the last sentence of the Charm.
Source: [Official Errata]
p. 156Refining the Inner Blade. The created weapon inflicts aggravated damage to creatures of darkness and benefits from all Elemental effects for elements the Exalt has integrated via purchases of Dragon-Graced Weapon.
Source: [Official Errata]
p. 156Portentous Comet Deflecting Mode. Keyword: Leader. The Charm can't block unblockable attacks. The limitations on this perfect defense constitute a special flaw of invulnerability. The Leader use cannot block designated area effects, but may block the massed attacks of complementary units.
Source: [Official Errata]
p.156Portentous Comet Deflecting Mode I consider this charm to be far too weak for the cost, I instead replace it with the following:

Portentous Comet Deflecting Mode

Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Reflexive (Step 3); Keywords: Combo-OK, Obvious; Duration: Instant; Prerequisite Charms: Any Melee Excellency.

This charm may be activated in response to any attack for which the Terrestrial's Melee-based Parry DV would be applicable. When activated the Player rolls their (Dexterity + Melee) pool with difficulty 1. If successful then at Step 3 of Combat Resolution the Dragon-blood's Parry DV is set to be equal to the total number of successes rolled on the attack-roll plus any automatic successes purchased with the 2nd Excellency or spent willpower. This is an explicit exception to the normal rules governing the maximum bonus which may be applied to DV through charms, but a DV which has been raised higher than its normal limit this way may not be raised any further by charms.

Source: Bazzalisk
p. 15Threshing Floor Technique. With Essence 3+, all individuals blessed by the Charm are considered the same character for the purpose of imposing an onslaught penalty on the target against their attacks. This onslaught continues to accumulate until the Exalt's DV refreshes.
Source: [Official Errata]
p. 15Ringing Anvil Onslaught. Keywords: Leader. The Charm provides a magical flurry of (activation roll successes + 1, maximum of Melee rating + 1) Melee attacks against a single target that ignore rate, do not suffer multiple action penalties and collectively impose a -1 DV penalty. The activation roll may be boosted with Melee Excellencies.
Source: [Official Errata]

Presence

p. 156Glowing Coal Radiance. Keywords: Combo-OK, Dynasty, Leader, War; replace Compulsion with Emotion. Type is Reflexive (Step 2). No Willpower roll is required. Instead, the Charm exerts a fear-based internal penalty of the Exalt's (Presence rating) to all physical and social attacks aimed solely at him by anyone in range with a dodge MDV less than his (Appearance + Presence + Breeding). Apply intimidation-based effective Appearance for an ugly Terrestrial. Characters who pay 2wp (4wp if a descendant) become immune all use of this Charm by the Terrestrial for the scene, ignoring its unnatural mental influence. Leader use affects units engaged with the Exalt's unit.
Source: [Official Errata]
p. 156Glowing Coal Radiance. This charm is now Reflexive. It imposes Unnatural mental influence.
Source: Alan Alexander
p. 156Unbearable Taunt Technique. Keywords: Action-Only, Combo-OK, Dynasty, Social, War; replace Compulsion with Emotion. Type is Reflexive (Step 1). Duration is always (Essence rating) actions, regardless of type of combat. In personal or mass combat, an affected target or unit that target commands suffers a -1 DV penalty when defending against anyone besides the Exalt or a unit he leads. In social combat, the victim suffers a -2 internal penalty to all social actions. Spending 2wp (4wp if a descendant) makes a character immune to this unnatural influence for a scene.
Source: [Official Errata]
p. 156Unbearable Taunt Technique. This charm imposes Unnatural mental influence.
Source: Alan Alexander
p. 157Moth to the Candle. Keywords: Combo-OK, War. Resisting each use of this unnatural influence costs 2wp, and this may be done at any point to terminate its effect. complementary units are valid targets of this Charm. Supporting special characters cannot be compelled to leave their unit, but if affected, take no action of their own for the duration. With (Presence 5+, Essence 3+), the compulsion lasts one scene and range increases to (Essence x 100) yards. Essence 5+ removes the Essence rating limit on valid targets.
Source: [Official Errata]
157Moth to the Candle. This charm imposes Unnatural mental influence.
Source: Alan Alexander
p. 158Aura of Invulnerability. Keywords: Combo-Basic, Leader, War. Conferred soak is natural. When the temporary health levels fade, they heal three levels of bashing damage (and/or lethal if Essence 4+) and any remaining damage is reapplied to the character's normal health levels. This can be fatal. The leader use of the Charm only applies temporary levels to the unit's health for its current Magnitude and does not provide healing.
Source: [Official Errata]
p. 158Terrifying (Element) Dragon Roar. Keywords: Combo-OK. To use this Charm, make an unblockable attack roll of Appearance + Presence + Breeding; the attack's range is (Essence x 6) yards. The target cannot be larger than (Essence x 2) yards in any dimension. A successful hit causes the following effects as appropriate. Air: All non-magical glass within a yard of the target shatters and the target suffers one level of unsoakable bashing damage; the target loses its sense of hearing for a scene as a Crippling effect. Earth: The pulverizing vocalization destroys a non-magical inanimate target or comparably-sized segment of a larger structure that is made of earth, clay, stone, etc. Other targets suffer 4B from the explosion of the ground beneath them. Fire: Ignites everything readily flammable within a yard of the target as an environmental hazard with Damage 2L/action, Trauma 3. Non-flammable objects suffer no damage upfront, but may be burned by the non-magical fires the Charm sets. Water: The roar extinguishes any volume of non-magical fire it can target and knocks targeted beings prone. Wood: As Air above, but shattering non-magical wood instead of glass. A Terrestrial with Essence 5+ can pay an extra +1wp when activating the Charm to unleash an area attack against every valid target in range.
Source: [Official Errata]
p. 158Warlord's Convocation. Keywords: Combo-OK, Dynasty, Social; replace Compulsion with Servitude. The type is Simple (Speed 5 in long ticks). This Charm can exclusively target Terrestrial Exalted and humans (including those with supernatural heritage or awakened Essence). The roll for the Charm's unnatural social attack is (Appearance + Presence + Breeding). If the attack succeeds, the target must pay 2wp (4wp if a descendant) or gain an Intimacy of loyalty to the Exalt. This Intimacy resists removal for a number of weeks equal to the remaining successes after applying MDV, during which time it reasserts itself completely whenever the target gets a roll to regain Willpower from sleep. Good treatment extends the duration of enchantment as stated in the Charm. With 5+ remaining successes, a character made loyal by the Charm serves as faithfully as a henchman (per the Background) while bearing an enchanted Intimacy.
Source: [Official Errata]
p. 158Warlord's Convocation This charm is usable against any mortal or Terrestrial, but it fails against characters with a higher Essence than the Dragon-Blooded and also against members of the Dragon-Blooded's sworn brotherhood. It creates an intimacy in the target towards the Terrestrial using the charm that lasts for the specified duration and ignores the normal maximum for intimacies. This charm imposes Unnatural mental influence
Source: Alan Alexander
p. 158Auspicious First Meeting Attitude. While active, this Charm confers a +3 specialty “Exclusively against (target character name)” that applies to all social actions using any Ability during social combat. This counts as a natural specialty rather than a Charm bonus for the purpose of adding dice with other Charms, but the character still cannot apply more than +3 among all specialties. Simultaneous activations can target different characters. Cumulatively reduce the Charm's specialty by -1 per prior scene of social combat in which the Exalt and the target both participated. Each additional purchase of this Charm allows the Terrestrial to select one of the following conditions that “resets” the bonus: consensual sex with the target, not interacting with the target for a season, completing a task directly requested by the target that takes a scene or longer to accomplish.
Source: [Official Errata]
p. 159Passion Transmuting Nuance. Keyword: Combo-OK. Type is Simple (Speed 5 in long ticks). This Charm cannot be a character's first action in social combat (replacing the requirement of ticks spent conversing). The Charm's unnatural social attack uses a dice pool of (Manipulation + Presence + Essence); if it beats the target's MDV, the desired emotion burns in her heart for a scene (also reducing her Temperance to 1 unless that is her primary Virtue). Feelings conferred by the Charm provide the same social combat benefits and drawbacks as a high-rated Virtue. Paying 1wp at any point frees a character from this Charm.
Source: [Official Errata]
p. 159Passion Transmitting Nuance. This charm imposes Unnatural mental influence. The charm opposes the target's MDV (with a -1 for every dot of Essence the Dragon-Blooded has over the target).
Source: Alan Alexander

Socialize

p. 159Sweeten-the-Tap Method. Keyword: Combo-OK. This Charm enchants a particular social event attended by no more than (Socialize rating) Magnitude individuals. Anyone at the event who consumes alcohol or any other recreational intoxicant finds the experience far more pleasurable than normal and suffers a penalty of -1 to MDV for the scene from lowered inhibitions. If any social attack botches against an intoxicated individual, she is deeply offended and must pay 1wp not to Join Battle against the attacker with her next action as an unnatural Compulsion. This Charm may be repurchased multiple times to enchant different social pleasures, including having sex, participating in/being an active spectator to violence (such as duels or fight clubs), and anything else the Storyteller approves. Those who indulge in the chosen vice are affected as above. Different versions of the Charm stack, but only one use of each version can enchant the same event.
Source: [Official Errata]
p. 159Jade Defense. Keywords: Combo-OK; remove Social. The Charm's bonus adds directly to the Exalt's Dodge MDV rather than the difficulty of specific rolls. The bonus to Essence functions as written.
Source: [Official Errata]
p. 160Brother-Against-Brother Insinuation. Keywords: Combo-OK, Emotion, Illusion. The roll for the Charm's unblockable unnatural social attack is (Manipulation + Presence), adding a number of bonus successes equal to the Exalt's Socialize. If successful, the target instantly gains a negative Intimacy toward the badmouthed person with an emotional context appropriate to the Terrestrial's allegations. If the target has an existing positive Intimacy toward the subject of the Dragon-Blood's ire, success converts that connection to a negative emotional context. Resisting the creation of a new Intimacy costs 2wp to resist. Preventing a positive Intimacy from becoming tainted is easier, requiring only 1wp. Those who fail the roll to remember the Exalt's involvement later on may pay 3wp to recall the truth, shattering the Charm's unnatural Illusion.
Source: [Official Errata]
p. 160Brother-Against-Brother Insinuation. This charm imposes Unnatural mental influence.
Source: Alan Alexander
p. 160Warm Faced Seduction Style. This Charm can enhance seduction-based social attacks using any Ability and may be put in a Combo with Charms of other Abilities. It boosts the Ability used as indicated, with each dot added counted as a bonus die from Charms. The attack also becomes unnatural mental influence costing 1wp to resist.
Source: [Official Errata]
p. 160Warm Faced Seduction Style This charm costs 1m and lets you add dice equal to your Socialize rating to a Presence-based roll for seduction, up to a maximum bonus of 5. This charm imposes Unnatural mental influence.
Source: Alan Alexander
p. 160Smoothing-Over-The-Past Technique. Keywords: Dynasty; replace Compulsion with Illusion. The Charm costs only 3m to target a descendant. If the roll for this unblockable unnatural influence succeeds, the target can pay 1wp right then to resist (but does not realize anyone attempted to alter her memories). Paying a total of 3wp this way immunizes a character from further use of the Charm by the Exalt for a day. Once memory has been suppressed, however, the cost to break free and remember the truth is 5wp per alteration. With Essence 5+, the duration drops to Instant, but suppressed memories remain so until reclaimed with appropriate Willpower expenditure.
Source: [Official Errata]
p. 160Smoothing-Over-The-Past Technique. This charm imposes Unnatural mental influence.
Source: Alan Alexander

Bureaucracy

p. 160Benevolent Master's Blessing. Keyword: Combo-OK. Duration is Indefinite. This Charm does not function at all as described. Instead, while active, it improves the capability of its prerequisite to boost the Bureaucracy rating of anyone who is a recognized subordinate in an organization to which the Exalt belongs. Applied to such targets, Terrestrial Bureaucracy Reinforcement treats all of them as if they were holding hands at the time of activation (regardless of actual location), ignores the usual cap of twice the beneficiary's Bureaucracy rating and has duration Indefinite.
Source: [Official Errata]
p. 161Benevolent Master's Blessing appears to be nigh useless, see Benevolent Master's Blessing for problems and suggested fixes.
Source: Bazzalisk
p. 161Confluence of Savant Thought. This Charm provides information, not access. The targeted organization does not regard the Exalt as a member or give her the privileges of such, but she does understand who within the organization has the power to bestow such privilege and may then lobby, bully or otherwise compel cooperation from those individuals. The Charm does not reveal any secrets that a rank-and-file member of the organization could not learn with successful mundane inquiry, so insinuating into the All-Seeing Eye does not reveal the identities of secret operatives.
Source: [Official Errata]
p. 161Geese-Flying-South Administration. Keyword: Combo-OK. The cost to resist the unnatural Intimacy formed by the Charm (and associated effects) cannot exceed 5wp. With Essence 3+, the Charm affects Dragon-Blooded descendants as though they were mortals, but said descendants must still be recognized subordinates of the Exalt within the hierarchy of the enchanted organization.
Source: [Official Errata]
p. 162Bestow the Saffron Mantle. Keywords: Combo-OK, Dynasty, Servitude. The Exalt may imbue a target with less than her own Bureaucracy rating, paying accordingly. A touched mortal can pay 2wp to avoid the unnatural influence of this Charm, but must do so at the time of activation. It is not possible to reactivate the Charm while using it. Transferring the Exalt's soul in the moment of death is an irresistible total control effect; the deceased uses the host's Physical Attributes and Appearance, but otherwise has her own non-magical traits while possessing her subordinate. The Willpower rating of a spent vessel drops to 0. Dragon-Blooded descendants are also viable targets of this Charm, but can't be possessed.
Source: [Official Errata]
p. 163Thrashing Carp Serenade. Upon activation, the Exalt targets an organization. For the duration of the Charm, whenever any member of the targeted organization who can perceive the Exalt takes any action that directly advances the group's official agenda, that action suffers an external penalty of the Exalt's Bureaucracy rating. This does not apply to actions taken in personal or mass combat. It is not immediately evident that the Terrestrial is the source of the disruption. These rules entirely replace the listed rules for the Charm. Only the highest penalty among all uses of this Charm applies to any action.
Source: [Official Errata]
p. 163Testing the Waters. Keyword: Combo-OK. Voters with a dodge MDV greater than the Exalt's (Perception + Bureaucracy) count as abstentions. The Charm also can't analyze potential voters whom the Exalt can't perceive, such as those who are not present for the meeting. Because the Charm extracts the information from the minds of others rather than divining the future, it can predict the votes of beings outside fate.
Source: [Official Errata]
p. 163Finding the Water's Depth. Keywords: Combo-OK, Dynasty, Compulsion. Duration is one scene. Add a number of successes to the activation roll equal to the Exalt's Essence rating (or twice that number if targeting a descendant). The number of successes remaining after applying the target's Dodge MDV (the attack is unblockable) determines what the Terrestrial learns. If the Exalt pays a price that he learns is acceptable before the Charm ends, the target must accept the deal unless she pays 2wp to resist the Charm's unnatural influence (which prematurely ends it).
Source: [Official Errata]
p. 163Thoughtful Gift Technique. Cost is 8m, 1wp. Keywords: Combo-OK, Dynasty, Servitude. This Charm duplicates the effects of the Solar Charm Know the Soul's Price (Exalted, p. 214) with the following exceptions: the activation roll is (Perception + Bureaucracy) and the target is free after spending a total of 5wp. Also, the Charm exerts no Servitude when targeting a character with an Essence rating more than one dot higher than the Terrestrial unless the target is the character's sibling, parent or child. The Exalt may know what gifts are best for her elders, but this does not place them in her debt when she shows due reverence and gratitude for their daily beneficence.
Source: [Official Errata]
p. 164Distraction of the Babbling Brook. Keywords: Replace Compulsion with Illusion. This Charm can enchant any written contract already written or any spoken contract the Exalt plans to offer with his next action. Either way, it requires an activation roll of (Wits + Bureaucracy), adding successes equal to the Exalt's Essence. Anyone whose Dodge MDV is less than the number of successes falls prey to the unnatural Illusion unless she pays 3wp to notice the truth for a scene. Higher Essence and use of appropriate Celestial Charms also provides immunity as stated in the Charm. Application of MDV replaces the listed roll for defense.
Source: [Official Errata]
p. 164Drowning in Negotiation Style. Keyword: Combo-OK. A contract is not binding unless the signatories do so of their own free will (i.e. not compelled by unnatural influence). Less invasive coercion such as threats don't void a signature. It is not required for all signatories to benefit from the contract. The penalty for deliberate breach of contract is (Exalt's Essence rating at the time of activation)L unsoakable damage. A signatory has a number of days equal to her Essence rating to fix an accidental breach to avoid this damage, but the countdown only starts upon becoming aware of the error. Essence 4+ makes this Charm holy, inflicting aggravated damage to creatures of darkness.
Source: [Official Errata]

Investigation

p. 164Scent-of-Crime Method. A Storyteller should assess a character's actions against her Virtue ratings, Intimacies and Motivation when assessing how much guilt she carries. The following tiers provide a basic rubric for comparison: none, minimal (I'm not perfect, but I feel good about my deeds), slight (I harbor regrets, but nothing I can't live with), moderate (I don't think I'm a bad person, but I really screwed up in a way I can't get over), intense (No matter what good I do, I can't atone for my mistakes and frequently brood on these failings), severe (I'm a bad person), overwhelming (I deserve death or worse for what I've done).
Source: [Official Errata]
p. 165Tampering Detection Technique. The use of any Charm to enhance an action that qualifies as tampering forces a roll-off to determine if the Terrestrial discerns that action, even if that Charm is merely an Excellency.
Source: [Official Errata]
p. 165Bloodhound's Nose Technique. This Charm does not function as printed. Instead, it allows the character to make a standard Investigation roll in a matter of seconds to find clues that would normally take ten minutes of careful searching. If the roll yields any successes, the Exalt also receives a brief murky glimpse of whatever individual the investigation is trying to locate (usually the criminal responsible for a crime). This glimpse is not enough to make an identification, but always contains clues that are relevant and useful in solving the mystery. The Charm automatically loses all roll-offs with other Charms that conceal evidence or otherwise contest its effects.
Source: [Official Errata]
p. 166Revelation of Associates Hunch. The soldiers of the gods should not pry into the affairs of their betters. Beings with a higher Essence rating and all Celestial Exalted are invalid targets of this Charm. All demons are valid targets regardless of their Essence. The Charm never reveals associates who are invalid targets.
Source: [Official Errata]
p. 166Homeward Trail Discovery Method. Knowing the location of a target's home yields direction and distance. If the Exalt already knows the location of the residence through other referents, the information is more specific (e.g. "on Redstone Street a block south of the intersection with Orchid Way"). The Charm cannot find residences in another realm of existence.
Source: [Official Errata]

Larceny

p. 166Observer Awareness Method. The (total number of successes x 10) determines the radius in yards in which the Charm pinpoints the location of observers, but it can't pinpoint observers who are supernaturally concealed (just note their presence).
Source: [Official Errata]
p. 167Trackless Walk Style. Use of this Charm thwarts non-magical tracking attempts, but does not affect the resolution of supernatural tracking contests against Celestial Charms or comparable powers. Any Investigation roll to find clues at a crime scene protected by this Charm suffers an external penalty of the Dragon-Blood's Larceny rating.
Source: [Official Errata]
p. 167Ears of the Snowy Owl. Use of this Charm eliminates penalties from obstruction and makes sounds valid targets for Perception rolls to notice as though such obstructions were not present. Wards against scrying block this Charm.
Source: [Official Errata]
p. 167Naked Thief Style. Type is Reflexive. Use of the Charm negates all penalties for failing to have the right tools for a Larceny action (including all rolls of an extended action). It also provides a +2 quality equipment bonus that does not count toward Charm bonus limits.
Source: [Official Errata]
p. 168Window-In-The-Door Technique. Wards that block scrying stop this Charm. Transparency extends one inch through metal, three inches through stone and six inches through anything else. With Essence 3+, all measurements upgrade to yards instead of feet or inches. Only the Terrestrial sees through matter affected by this Charm; others perceive its usual opacity.
Source: [Official Errata]
p. 168Imposter's Voice Technique. Keyword: War. The disguise created by this Charm is purely auditory, but infallible to those without supernatural senses to pierce it. Using this Charm to disrupt a unit's relays requires concealment and close proximity (generally restricting it to solo unit saboteurs), but the unit is considered to have (Exalt's Larceny rating) fewer relays for the purposes of communication failure until the commander successfully rallies for organization to make the unit immune for a scene.
Source: [Official Errata]
p. 168Precise Ink Technique. The roll to remember handwriting is difficulty 2.
Source: [Official Errata]
p. 168Waters of Honesty Method. If observed cheating attempt is accomplished or hidden via Charms, standard roll-off determines whether Waters of Honesty Method functions (with a +5 success bonus given to the opposing magic).
Source: [Official Errata]
p. 168Perfect Gambling Prana. Type is Reflexive. This Charm enhances a non-magical effort to cheat in ways that that are possible (if highly improbable), ensuring the desired result. It does not alter probability or otherwise interact with fate.
Source: [Official Errata]
p. 168Flood of Victory Prana. Duration is one game. Cheating is accomplished in the same ways as Perfect Gambling Prana.
Source: [Official Errata]

Martial Arts

p. 169Blade-Deflecting Palm. Keyword: Leader. Duration is one scene. Prerequisites are Currents Sweep to Sea or Pounding Surf Style (not any Martial Arts Excellency or supernatural martial arts Charm). The character also adds one to his Parry DV.
Source: [Official Errata]
p. 169Become the Hammer. Keyword: Leader. Duration is one tick, type is Reflexive (Step 1).
Source: [Official Errata]
p. 169Disarming Strike Prana. Keyword: Leader. Cost is 1m, type is Reflexive (Step 1). As a Leader effect this Charm may only target special characters or solo units. This takes precedence over the version of the Charm listed on p. 41 of Scroll of the Monk.
Source: [Official Errata]
p. 169Dragon-Claw Elemental Strike. Keyword: Leader. This Charm enhances an unarmed attack. The earth effect blocks conscious movement that shifts location, such as walking or using a teleport power. It does not stop the target from moving in place to dodge or other wise defend (albeit with a penalty). Being rooted in place is a -1 external penalty and -1 to DDV, not a -2 internal/DV.
Source: [Official Errata]

Sail

p. 170Hurricane-Predicting Glance. The Charm can detect impending changes to the weather caused by magic that has already been activated at the time the Terrestrial checks. With Essence 2, the Charm functions above water aboard an aerial vehicle piloted with Sail. With Essence 3+, it functions onboard any Sail vehicle without needing water.
Source: [Official Errata]
p. 170Seven Seas Wind-Luring Chanty. This Charm functions on or above any body of water at least a mile across, but deactivates if the Exalt goes ashore. With Essence 3+, it works in any terrain.
Source: [Official Errata]
p. 170Storm-Outrunning Technique. This Charm can enhance any Sail vehicle, doubling the speed of its propulsion. Vehicles lacking propulsion receive no benefit; a massive caravan wagon without teams of yeddim to pull it is as helpless as a becalmed ship. Solar and Abyssal counterparts of this Charm exist named Fleet-Outrunning Flagship and Wave-Slicing Keel Method, both of which have Indefinite Duration, require Any Sail Excellency as a prerequisite and do not require any extra Sail checks to traverse dangerous waters.
Source: [Official Errata]
p. 170Fine Passage Negotiating Style. With Essence 3+, this Charm adapts itself to map the terrain hazards appropriate to a Sail vehicle the Exalt is aboard (so a skyship crewmember could sense turbulence and topographical features that rise high enough to pose a crash risk, etc.).
Source: [Official Errata]
p. 170Sturdy Bulkhead Concentration. This Charm adds Undamaged health levels. When these levels are gained or vanish with the Charm's deactivation, reapply the vehicle's current damage to its new health track. The soak bonus adds directly to bashing and lethal armor. Use of this Charm by separate Dragon-Blooded to enhance the same vehicle is permissible, but a character cannot use the Charm if the total number of extant activations exceeds his Sail rating. Any Sail vehicle is a valid target of this Charm.
Source: [Official Errata]
p. 171Deck-Striding Technique. Keyword: Leader 4. The Leader effect of this Charm extends its benefits to Magnitude (Essence rating) crewmembers of a naval unit under the Exalt's command. Any Sail vehicle is a valid target of this Charm.
Source: [Official Errata]

Archery

p. 172 - 174 – Terrestrial Archery Charms can be used to enhance attacks using any personal-scale Archery weapons, but add a one mote surcharge to their activation cost if the weapon isn't primarily constructed of jade/wood or doesn't launch jade/wood projectiles. For example, strafing a flurry of shots with a firewand using Swallows Defend the Nest would cost (number of attacks +1) motes. Some outcastes wield exceptional firewands carved of thaumaturgically-hardened ironwood to avoid this surcharge.
Source: [Official Errata]
p. 172Dragon-Graced Arrow. Keyword: Leader. The Wood power delivers a dose of poison if it hits with: Damage 4L/action, Toxicity (Exalt's Essence rating), Penalty -0. Only one use of this Charm can enhance an individual attack, but repeated use can enhance any number of attacks made as part of a flurry. Each additional purchase of this Charm after the first adds an additional element beyond the character's aspect. Every activation incorporates the Exalt's base element, but can also incorporate any number of additional elements unlocked with extra Charm purchases. The total cost to activate the Charm is half the number of elements unleashed, all of which provide their usual power.
Source: [Official Errata]
p. 172Dragon Graced Charms: Wood. Wood-based elemental charm impose a -1 internal penalty when the target fails a reflexive Stamina + Resistance roll.
Source: Alan Alexander
p. 172Swallows Defend the Nest. Keyword: Leader 5. The Charm's flurry ignores rate and has a total DV penalty equal to the highest penalty of any attack.
Source: [Official Errata]
p. 172Dragonfly Finds Mate. Keyword: Leader. Other characters may be protected with this Charm, provided they are within the base range increment of the Exalt's weapon. Used by any special character in a unit, the Charm can protect the entire unit or fellow officers within it. With Essence 3+, the Charm can parry any ranged personal-scale attack, even those lacking a solid component (such as a blast of elemental Essence). Essence 4+ allows parrying of larger ranged attacks, such as from siege weapons and warstriders.
Source: [Official Errata]
p. 172Seven Year Swarm Volley. Keyword: Leader. Replace Combo-OK with Combo-Basic. The Charm protects those within the base range of the Exalt's weapon; it can also protect an entire unit or fellow officers within it if the Terrestrial is a special character.
Source: [Official Errata]
p. 173Sparrow Dives at Hawk. Cost is — (4m, 1wp). Type is Permanent. This Charm upgrades Dragonfly Finds Mate. If that Charm successfully parries an attack, the Exalt can pay an extra 4m, 1wp during Step 9 to launch an unblockable, undodgeable counterattack that applies a number of successes to hit equal to the (parry successes rolled – original attack successes) in place of an attack roll. The attack otherwise uses the statistics of the Terrestrial's weapon. Using Dragonfly Finds Mate this way follows standard Dragon-Blooded Reflexive Charm rules.
Source: [Official Errata]
p. 173Harvest of the Hunter. With Essence 4+, this Charm may be used to harvest other non-artifact Archery weapon ammunition from appropriate concentrations of elemental Essence, such as collecting handfuls of firedust that spark out of a bonfire and fall to the earth. Collecting ammunition for immediate use requires a standard draw weapon action.
Source: [Official Errata]
p. 173Unobstructed Hunter's Aim. Keyword: Leader 4. For its base cost, the Charm only negates wooden cover. Adding +1wp allows negation of any cover, provided some indirect path exists to hit the enemy. If this Charm enhances Elemental Bolt Attack or another Charm that creates an attack out of raw elemental Essence, the Exalt may summon the destructive forces from an available source to strike indirectly (like calling down lightning strikes from the clouds).
Source: [Official Errata]
p. 173Life-Swelling Sap Strike. Keywords: Holy, Leader. The term “undead” encompasses ghosts, walking dead and necromantic war machines. Incorporeal undead are hit by the attack as though solid. With Essence 4+, all creatures of darkness with an equal or lesser Essence rating to the Terrestrial suffer as undead. A complementary unit must be chiefly comprised of undead to be a valid target.
Source: [Official Errata]
p. 174Ravenous Thorn Technique. Damage inflicted by the Charm is based on the base damage of the projectile without any Strength modifiers and has the appropriate type. For projectiles that do not have a listed damage less than the weapon itself (such as firewand blasts), the damage at each interval is 4 dice. Retry penalties apply to efforts to remove the embedded projectile and accumulate with each would-be surgeon's failure.
Source: [Official Errata]

Medicine

p. 174Infection-Banishing Prana. With Essence 4+, this Charm can also treat magical infections (but not other types of diseases), provided the Exalt's Medicine and Essence ratings are both higher than the Essence rating of the infection's source.
Source: [Official Errata]
p. 174Dread Infection Strike. Keyword: Sickness. Type is Reflexive (Step 1). This Charm can enhance any physical attack that successfully inflicts non-bashing damage. With Essence 3+, infection is automatic and must be overcome normally.
Source: [Official Errata]
p. 175Disease-Banishing Technique. Type is Simple. When time is of the essence, this Charm may alternately accomplish a standard diagnosis action in the span of time used to activate it and touch the patient. This only detects physical diseases, does not ensure a successful diagnosis and requires a second activation to administer treatment. The agony of purging a disease is a Crippling effect that only lasts one action.
Source: [Official Errata]
p. 175Wound-Closing Touch. This Charm can heal a patient's Dying levels of lethal damage outright (instead of converting them to bashing). Healing all Dying levels stabilizes the patient at Incapacitated.
Source: [Official Errata]
p. 176Madness-Analyzing Stare. The Charm can diagnose any externally-imposed conditions that negatively affect the patient's mind, as well as all insanity arising from external trauma or poor health. Having Virtues with a rating of 1 is considered madness. The Charm detects unnatural mental influence, but not natural. Learning the source of a particular effect means it becomes Obvious to the Exalt, not that he knows who specifically caused it or when.
Source: [Official Errata]
p. 176Purity of Mind Method. This Charm cannot cure influence imposed by Adamant or Obsidian spells and costs 10 motes when treating effects of Sapphire or Onyx spells. Treating a derangement mutation that offsets the cost of positive mutations or otherwise provides “free” experience points requires that the patient pay the appropriate number of experience points over time as a Training effect.
Source: [Official Errata]
p. 176Verdant Curtain of Serenity. Keyword: Leader. Type is Reflexive (Step 2). Prerequisites: Madness-Analyzing State (not Purity of Mind Method).
Source: [Official Errata]
p. 176Jade Crucible Method. Characters can't activate this Charm while holding more Peripheral motes than their Essence pools normally allow.
Source: [Official Errata]

Performance

p. 176Talented Improvisation. Type is Reflexive. Specialties aren't needed to use the Performance ability with any instrument. Instead, this Charm cancels all external penalties that apply to Performance rolls for its duration and increases the rating of a stunt by +1 (max 3) whenever the action involves creating a new routine or act on the spot instead of presenting a rehearsed work. As a reminder, an opponent's DV is not an external penalty.
Source: [Official Errata]
p. 177Dance of Flashing Swords. Keyword: Leader 5. Resisting the unnatural influence imposed by all activations of this Charm for a scene costs 3wp. It is possible to hide a fight in which the Exalt is merely an observer to two heroic combatants. With Essence 3+, the Charm can hide any number of heroic characters. The Leader effect allows the character to hide his unit's involvement in mass combat, paying as if cloaking a number of individuals equal to the total dots of Magnitude among all hidden units; a war can rage through the streets with the citizens none the wiser.
Source: [Official Errata]
p. 177Blossom Hides Thorns. Type is Reflexive. Use of this Charm enhances the (Dexterity + Stealth) roll needed to launch a surprise attack from plain sight, removing the usual +2 difficulty and instead adding a number of bonus successes equal to the Exalt's Essence rating. A single activation also adds a like number of successes to the Terrestrial's Join Battle roll. If the opening attack misses, the Charm exerts an unnatural Illusion forcing all witnesses to ignore that an attack was made (and thus not Join Battle), though anyone can pay 2wp to ignore all instances of this Illusion for a scene. Although it is tradition to make surprise attacks in the midst of performing, this is not required. An identical Stealth Charm also exists named Tempest From Blue Skies Ambush that requires Stealth 4 and has Wind-Walking Technique as a prerequisite.
Source: [Official Errata]
p. 178Hidden Petal Aria Method. Keywords: Leader, Stackable. Duration is one scene. With Essence 3+, the character may hide subtext in the oration of everyday speech. The Leader effect of this Charm costs only 2m to convey coded orders to all fellow officers, adding the Exalt's Performance to the difficulty of Read Strategy rolls to study the Terrestrial's unit (Scroll of Kings, p. 110).
Source: [Official Errata]
p. 178Soul-Stirring Performance Method. Keyword: Social. Type is Supplemental. This Charm enhances a (Manipulation + Performance) social attack, making it unblockable, unnatural influence and allowing it to be conveyed by any Performance-based action. The attack only affects mortals and may be selectively targeted to affect some observers and not others. If used to instill an Emotion, affected targets act accordingly and suffer a -2 MDV penalty for the rest of the scene against mental influence that preys on this emotional state. If used to incite action, the Compulsion is limited as described. In either case, affected characters can pay 3wp to become immune to the Charm for a scene. Ignore the roll to determine how many listeners are affected; as a performance attack, anyone who hears is potentially affected. With Essence 3+, the Charm functions against all beings with an Essence rating less or equal to the Terrestrial.
Source: [Official Errata]
p. 179Protective Performance. Keywords: Leader. This Charm provides a Dodge MDV bonus of (Exalt's Essence rating) against all unnatural mental influence from anyone other than the Terrestrial, followed by a +2 Dodge MDV bonus against specific unnatural influence as specified. Characters may pay 1wp to make them immune to all use of this Charm for a day, as it is a specialized unnatural Compulsion unto itself. The Leader use of this Charm turns the act of command into an artistic performance, protecting the unit itself and all members as individuals (except the leader).
Source: [Official Errata]
p. 179Invisible Street Performer Technique. This Charm may be used in conjunction with any form of artistic expression that falls under Performance, from a steady quiet monologue to a sensuous dance. Resisting the unnatural Illusion for a scene in the event of a failed roll to notice the Exalt costs 1wp. An applicable specialty is not required, but improves the Charm's effectiveness.
Source: [Official Errata]
p. 179Tireless String-Plucking Meditation. While this Charm is active, the character accumulates no fatigue from any Performance actions and ignores all internal penalties for such rolls except multiple action penalties. She can dance for a day while grievously wounded or spend a night in the embrace of her lover without breaking a sweat. The sharp beauty of well-manicured nails fittingly accompanies all art forms and therefore always applies; paying a mote to make an unarmed attack lethal does not count a Charm activation. Time spent performing while using this Charm also counts as sleep for all purposes if the performance is at the direct request or command of a Celestial Exalt.
Source: [Official Errata]
p. 179Vibrating Strings Defense. Keyword: Leader. Music is not the only medium for this Charm's power. Any mode of artistic expression that falls under Performance may serve as a focus for a parry. Eloquent prayers turn aside blows, while a dancer's gyrations drum staccato rhythms on enemy weapons mid-swing. No specialty is required to use this Charm, though applicable specialties improve its effectiveness.
Source: [Official Errata]
p. 179Three-String Sword Prana. Minimum Essence is 3. Damage is in dice, not levels. Like Vibrating Strings Defense, other Performance mediums may conjure destructive phantasms through the use of this Charm. Using the Charm in conjunction with prayers to the Elemental Dragons or any of the Incarnae makes the attack Holy, inflicting aggravated damage to creatures of darkness. As usual for its type, this Charm can't be part of a flurry without placing it in a Combo with an Extra Action Charm.
Source: [Official Errata]

Ride

p. 180 - 182 – Although horses are certainly the most common riding animal in the Second Age, they are hardly the only mounts Terrestrial Exalted use. Dragon-Blooded Ride Charms function on any familiar or non-sentient beast large enough to carry the Exalt. In addition, Ride Charms may enhance the piloting of vehicles piloted with that Ability, but any Charm with a Minimum Ride requirement of 1-4 requires an extra dot of Ride above the minimum to be used this way.
Source: [Official Errata]
p. 180Heaven-Graced Riding Technique. Cost is 1m. Duration is one action. A mount or vehicle targeted by this Charm doubles its speed (and jumping distance), rather than the listed bonus. When used in conjunction with other Dragon-Blooded Ride Charms that quicken a mount or increase its jumping distance, the increase provided by those Charms doubles before it is applied (so the Air version of Five-Dragon Horseman Prana multiplies the mount's jump distances by a factor of [Essence x 2] while boosted by Heaven-Graced Riding Technique).
Source: [Official Errata]
p. 181Ebony Spur Technique. Keyword: Leader. If this Charm is used to enhance an attack using a lance or other weapon with the L tag, the damage bonus increases to (Ride x 2). With Essence 3+, no activation roll is required.
Source: [Official Errata]
p. 181Charge of One Hundred Generals. Remove minimum War. Type is Reflexive. Any special character in a complementary unit can use this Charm to enhance it, but a unit can only benefit from one activation at a time. A unit so enhanced gains the listed bonuses while it is carrying out successive charge actions (i.e. dashes) and loses no Endurance from doing so. Once the unit stops charging or makes a close combat attack, the Charm ends. If aborted by making an attack, all benefits last through the resolution of that attack and the Terrestrial's Ebony Spur Technique becomes Stackable for that attack to a maximum number of activations equal to the actions spent charging (or the charging character's Essence rating, if lower). Disregard the Charm's printed rules for personal combat. Instead, this Charm allows successive mounted dashes to build up the potential for Stackable activations of Ebony Spur Technique as explained above. This benefit can be extended to any mounted characters who know Ebony Spur Technique within 100 yards who are also dashing at the time of activation, allowing them to build up separate momentum.
Source: [Official Errata]
p. 181Irresistible Penetrating Charge. Remove minimum War. Type is Reflexive. Duration is one charge. Disregard the Charm's printed rules. It enhances a mass combat unit's charges using the same overall rules as Charge of One Hundred Generals. However, the benefit conferred to a charging unit is an external penalty of the Exalt's Ride rating applied against all attacks aimed at the unit or its special characters. Once the charge ends for any reason (including to make an attack), the protective penalty lasts for one more action before receding.
Source: [Official Errata]
p. 181Great Heart Companion. A mount emboldened by this Charm is control rating 0, Valor 5 and automatically succeeds on all Valor rolls. Getting onto an unfriendly animal to tame it with this Charm requires a successful grapple, though it isn't necessary to win control of the clinch. When used on a Ride vehicle, the Charm keeps the character in her seat and lets her perform piloting actions reflexively, allowing her to devote full attention to other tasks.
Source: [Official Errata]
p. 182Elemental Halo's Mercy. Mins: Ride 2, Essence 2. Type is Reflexive. The Charm also protects Ride vehicles and any passengers on the mount/vehicle, as well as all personal possessions carried or worn by protected characters. Reduce the cost to 0m if targeting a mount or vehicle the Exalt owns.
Source: [Official Errata]
p. 182Five-Dragon Horseman Prana. This Charm is actually a cluster of five Charms. Dragon-Blooded must learn the version associated with their aspect first. A Ride vehicle is also a valid target, in which case the Air power adds the Exalt's Essence rating to its Maneuverability in addition to cold immunity. Once a Terrestrial has enchanted a target with one version of this Charm, the cost to apply other any other versions drops to 1m. With Essence 4+, the character can commit an additional mote per valid target within 500 yards, extending the Charm's benefits to that target as long as it stays within range.
Source: [Official Errata]
p. 182Dance of the Jade Bridle. Keyword: Replace Compulsion with Servitude. Type is Simple (Dramatic Action). Duration is Instant. If the activation roll succeeds, the Exalt spends a scene subduing the target animal, after which the benefits of Great Heart Companion automatically apply while riding it and the steed gains an Intimacy of loyalty toward the Terrestrial, doing all within the limits of its bestial intelligence to obey and please her. If the Exalt mistreats the mount, the effect only lasts a month; it is otherwise permanent. On a failed roll, the training scene goes very poorly and the Exalt suffers unsoakable levels of lethal damage equal to the net successes by which the mount won. Ignore the listed surcharge to apply other Ride Charms to large mounts. A Terrestrial can use this Charm to break a mount for a Celestial Exalt, in which case the animal transfers its loyalty as soon as it meets its owner.
Source: [Official Errata]

Survival

p. 182Quarry Revelation Technique. If contested by another Charm, standard roll-off rules determine which wins.
Source: [Official Errata]
p. 182Trail-Concealing Measurement. If contested by another Charm, standard roll-off rules determine which wins.
Source: [Official Errata]
p. 183Ration-Enhancing Method. Cost is 1m. Type is Supplemental. This Charm enhances a hunting/foraging action, allowing the hunt to be accomplished in one hour regardless of terrain or skill. The roll ignores penalties for lacking tools or weapons and further adds a number of bonus successes equal to the Exalt's Essence rating.
Source: [Official Errata]
p. 183Hostile Environment Preparation Method. This Charm reduces all external penalties imposed by hostile environmental conditions by the Exalt's Survival rating and provides a like number of bonus successes on all Survival rolls to avoid suffering and possible death from extreme climates.
Source: [Official Errata]
p. 184(Element) Shelter Creation Technique. Keyword: Shaping. Duration is Indefinite. The structure fills a radius in yards no larger than (intended number of occupants x 2). It has a soak of 5L/10B and crumbles apart once it suffers 10 levels of damage. With Essence 4+, the structure forms instantly. A second purchase of this Charm makes the shelter extremely restful, converting all dice to automatic successes when a character rolls to regain Willpower after a night's rest.
Source: [Official Errata]
p. 185Extension of the (Element) Dragon's Blessing. Once a character has any version of this Charm active, other known versions cost only 1m to activate and allies already protected by the first activation inherit other version benefits at no additional cost. Essence 5+ Exalted with all five versions active suffer no penalties, damage or other harm from any environmental conditions—even those not native to Creation like Primordial weather. Whenever an Exalt with this Charm creates a shelter with its prerequisite, the structure itself and all those within it automatically gain the protection associated with all known versions of Extension of the (Element) Dragon Blessing.
Source: [Official Errata]
p. 185Nature's Healing Bounty. Cost: —. Remove minimum Medicine and Medicine Charm prerequisites. Type and Duration are Permanent. A Terrestrial with this Charm can use Survival Excellencies to benefit Medicine actions as though they were Medicine Excellencies, provided she has access to medicinal plants. Enough plants for a single treatment can be foraged as per a day's worth of food or purchased at a Resource cost equal to the difficulty to forage in the local terrain. She may apply any combination of relevant Medicine and/or Survival specialties to the action, but remains capped at a +3 bonus.
Source: [Official Errata]

Chapter Six: Martial Arts

p. 188-215Martial Arts and Attacks. Any charm which imposes effects that are Attacks (using the core book definition, p.179) can be defended as could any other attack. I.e. Thunderclap Kata Technique could be parried or dodged with effects that can parry unblockable and dodge undodgeable attacks. Adamant Skin Technique will only reduce the potential raw damage to zero, not defend against the forced inactive state.

In addition, if a Charm says it works on an attack, it means a Martial Arts attack (which only indicates that it cannot be used as part of a Melee action). If the Charm says it must be performed unarmed, it can only be done unarmed or with form/signature weapons. If it has the Touch keyword, it must be performed unarmed, period.

Source: Peter Schaefer
p. 188-215Halving Speed. When halving speeds, round up.
Source: Peter Schaefer
p. 188-215 – Peter Schaefer has later stated that Speed should be considered to have a lower cap of 3. I thoroughly recommended this rule! Any effect that would reduce Speed below 3 instead adds 1 to Rate.
Source: --Kath 04:12, 14 October 2007 (PDT)
p. 211Unbreakable Fascination Kata . This charm imposes Unnatural mental influence.
Source: Peter Schaefer
p. 211Enthralling Blow Attack . After the set number of inactive actions, the target's player begins to roll to break free. "Successes on the opposed roll" should be treated as "extra successes above the target's MDV."
Source: Peter Schaefer
p. 212Death-Pattern Sensing Attitude. This charm costs 2m, 1wp to activate.
Source: Peter Schaefer

Chapter Seven: Storytelling

Manuals of Exalted Power

Dragon-Blooded Lunars Sidereals Abyssals
Fair Folk Infernals Alchemicals