Air-Aspected Archery Charms
These are custom out-of-aspect and rule-heretical Charms. See DragonBloodedMelee/Resplendence comments.
Archer’s Favorable Wind
Aspect: Air Cost: 1 mote Duration: Instant Type: Supplemental Minimum Archery: 2 Minimum Essence: 1
Persuading the winds to let her arrow fly true, the Dragon-Blooded cancels one point of environ-mental difficulty per permanent Essence.
Army’s Favorable Wind
Aspect: Air Cost: 1 mote per subject Duration: One scene Type: Simple Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Archer’s Favorable Wind
This Charm grants the blessing of Archer’s Favourable Wind to the Dragon-Blooded’s allies (but not to herself). A maximum of five subjects per point of permanent Essence can be affected. They must all be within speaking distance when the Charm is activated.
Fortunate Wind Attack
Aspect: Air Cost: 1 mote Duration: Instant Type: Supplemental Minimum Archery: 2 Minimum Essence: 2 Prerequisite Charms: Archer’s Favorable Wind
Through this Charm, the Dragon-Blooded per-suades the winds to guide and propel his arrow. The range increment for her weapon is doubled.
Aspect: Air Cost: 3 motes Duration: Instant Type: Reflexive Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Fortunate Wind Attack
If the Dragon-Blooded can see an arrow be fired, her supernatural understanding of the medium it travels through lets her sense its trajectory and thus making it easier to dodge. The Charm adds the Archery rating to a dodge action against an arrow or similar physical projectile. If unable to perform a dodge action, she may dodge with a dice pool equal to her Archery rating.
Eagle-Eyes Arrow Method
Aspect: Air Cost: 3 motes Duration: One shot Type: Supplemental Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: Trajectory-Sensing Method
Imbuing an arrow with her Essence, the Dragon-Blooded temporarily shifts the focus of her senses to to it. As she lets it fly, she perceives the world as if she was a bird of prey, flying along the arrow’s path. The Essence seems to slow the world down and bring it into sharp focus, despite the arrow’s speed. The Charm ends as soon as the arrow’s flight ends. The Dragon-Blooded doesn’t receive any range penalties for spotting anything within the reach of the arrow. She might be required to roll Wits + Awareness to notice minor details and to take in large amounts of information during the arrow’s quick flight. She can only receive perceptions from one arrow at a time. The sight granted is perfectly mundane and will not pierce scrying wards and such. Targets that are spotted through this Charm can be fired at as if firing blind (+2 difficulty), but only in the same turn as the Charm was activated.
Aspect: Air Cost: 3 motes + 1 per distance increase Duration: Instant Type: Simple Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Fortunate Wind Attack
As the far-traveling winds far above ground carry migrating birds unfailingly to their home, as does it carry the Dynast’s arrow to a far-away home. While the arrow can’t be aimed as an attack, it can carry swift messages over vast distances. The Homeward-Bound Arrow can only carry things that a normal arrow would without impeding its flight – usually a piece of paper. The arrow can travel to any place within 100 miles the Dynast has visited or seen clearly through magical means. Extra motes doubles the distance (200 miles, 400 miles, 800 miles, etc). A number of extra motes equal to the Dynast’s Essence can be spent on this. The ar-row travels around 200 miles per hour. Normal weather and winds will not hinder it, but other dis-turbances can force it off course. The arrow arrives with a loud whistling noise. Unless disturbed in flight, it will land within yards of its intended target.
Traveling Winds Attack
Aspect: Air Cost: 3 motes Duration: Instant Type: Supplemental Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: Fortunate Wind Attack
The Winds lifts and propels the Dragon-Blooded’s arrow as it leaves her bow, carrying it over long dis-tances to its target. The range increment becomes one mile for every point of permanent Essence. Dis-tance, bad sight and similar environmental conditions affect the shot normally, but a difficulty equal to the Dragon-Blooded’s permanent Essence due to strong winds can be ignored.
The Wind Is My Arrow Method
Aspect: Air Cost: 1 mote Duration: Instant Type: Supplemental Minimum Archery: 2 Minimum Essence: 2
When the Dragon-Blooded draws her bow, the very air in her hands shape itself to a frost-glittering, transparent arrow which appear to have little sub-stance, but works just as well as an ordinary arrow. Any type of arrow can be created. After hitting its target, the arrow shatters into a ice shards and a chilly breeze.
Aspect: Air Cost: 2 motes Duration: Instant Type: Supplemental Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: The Wind Is My Arrow Method
This Charm infuses an arrow with crackling ele-mental energies. Should the arrow penetrate its tar-get’s soak and cause at least one level of damage, it releases its lightning load. The target must soak a number of lethal health levels equal to the Dragon-Blooded’s Essence rating. Armor is ineffective against this damage – only natural soak counts.
Aspect: Air Cost: 2 motes Duration: One scene Type: Simple Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Lightning-Touched Arrow
When the arrow touched by this Charm reaches the desired height, a sparkling Essence glow con-sumes it and casts a cold white light over the sur-roundings, temporarily turning night into day. The light illuminates an area with a radius of 100 yards per point of permament Essence.
Thunder Follows Lightning
Aspect: Air Cost: 4 motes Duration: Instant Type: Simple Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Lightning-Touched Arrow, Traveling Winds Attack
A a writhing bolt of lightning appears in the Dragon-Blooded’s hands and shapes itself to an ar-row as the she draws her bow. The arrow flies through the air with the speed of actual lightning, and hits its target with a spectacular discharge and a deafening clap of thunder. The arrow’s damage is equal to twice the Dragon-Blooded’s Essence, plus extra successes as usual. The lightning arrow has a range equal to 100 yards per point of permanent Essence. It is unaf-fected by winds and similar environmental penalties. The arrow cannot be parried. It is dodged at +2 dif-ficulty because of its speed. Everyone within Essence x 2 yards from the target is automatically hit by the thunderclap, which has a damage rating equal to that of the arrow’s total base damage (without extra successes counted), but bashing instead of lethal. The lightning bolt cannot be enhanched by Charms that physically affect arrows.
Fire-Aspected Archery Charms
The Charms in this cascade can only be used with firewands and similar flame weapons.
Flame Desires Target Method
Aspect: Fire Cost: 1 mote per 2 dice Duration: Instant Type: Supplemental Minimum Archery: 2 Minimum Essence: 1
Noone knows the nature of fire better than the Dragon-Blooded, for it is part of their very beings. Respectful of this bond, the fire shot from a firewand twists and bends according to the Dynast's desires, seeking her target.
Add two dice per mote, to a maximum dice bonus equal to the Dynast's Archery rating, including any specialty relevant for firewands.
Hungrily Leaping Flame Technique
Aspect: Fire Cost: 2 motes Duration: Instant Type: Reflexive Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Flame Desires Target Method
As the flames enhanced by this Charm leave the Dynast's weapon, they are concentrated into a thin line, longingly snaking towards the target and reaching far longer than they normally would. This Charm adds Essence x 10 yards to the range of a firewand shot.
Aspect: Fire Cost: 1 mote Duration: Instant Type: Supplemental Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Hungrily Leaping Flame Technique
Instead of deadly flames the Dynast's weapon emits a heat-dazzling, smoke-swirling shock of air with a loud thud. The air shock burns and pummels a target and disorients it with smoke, but generally isn't fatal.
The base damage of the weapon if halved and converted to bashing. Additionally, a target hit by the attack must resist the attack successes with a Stamina + Resistance roll or suffer a two-dice penalty to all combat actions due to the blinding, choking and disorienting effects of the smoke and heat. The penalty lasts a number of turns equal to the attack successes and isn't cumulative. The Smoke Fist Attack consumes only a minimal amount of a charge and mainly feeds of the spark of Essence used to power the Charm. It only requires the weapon to be loaded, but doesn't consume a significant amount of the charge unless used repeatedly.
Unfolding Brillant Fan Attack
Aspect: Fire Cost: 3 motes Duration: Instant Type: Supplemental Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Hungrily Leaping Flame Technique
With the usual grace and flair of the Fire element, the Dynast flicks and twirls her firewand around her, weaving a wide pattern of shooting flames that can strike several targets at once. The attack successes and base damage can be divided as the Dynast sees fit on any targets within range. At least one success and one die of base damage must be placed on each target.
Fiery Orchid's Distant Blossoming Attack
Aspect: Fire Cost: 6 motes Duration: Instant Type: Simple Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Unfolding Brilliant Fan Attack
Swirling sparks form in the air around the Dynast as she activates the Charm. They fly into her firewand, leaving the surroundings noticably colder. For a moment before firing, the weapon glows with heat. Instead of a stream of flames the firewand shoots out a concentrated ball of painfully bright fire. It arcs towards the target like a meteor, trailing smoke and flames, and exploding violently on impact. The Charm adds the Dynast's Essence rating to the attack dice pool (which counts towards the maximum dice bonus) and damage to the target. It also inflicts the base damage, without attack succeses added, to anything within a distance from the target equal to half the base damage in yards. Within this radius, the flames continue to bloom for a short while - reduce the base damage by four every turn until it reaches zero.
Fading Embers Rekindling Technique
Aspect: Fire Cost: 2 motes Duration: Instant Type: Reflexive Minimum Archery: 2 Minimum Essence: 2 Prerequisite Charms: Flame Desires Target Method
The slightest breeze can reignite a fire reduced to embers. With similar ease, the Dynast reloads her firewand. The motion is so quick and effortless it's hard to see, but it leaves a trailing blur of heated air and sparks.
The Dynast can reflexively reload her firewand as long as she has a charge available within reach.
Spark To Flame Technique
Aspect: Fire Cost: 1 mote Duration: Instant Type: Reflexive Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Fading Embers Rekindling Technique
A loaded firewand charge is through this Charm made to last for a number of shots equal to the Dynast's permanent Essence. A proportional amount of the charge remains in the weapon, but is useless for normal firing after the first use of this Charm on it. It either has to be fired with several applications of the Charm or removed and reloaded.
Wood-Aspected Archery Charms
One With The Bow Method
Aspect: Wood Cost: 1 mote per two dice Duration: Instant Type: Supplemental Minimum Archery: 2 Minimum Essence: 2 Prerequisite Charms: Spring Follows Winter
The Dragon-Blooded extends her Essence into her weapon, making it part of her own body. Each spent mote increases the dice pool with two. No more dice can be gained than the Archery rating.
Hawk Turns On Handler Technique
Aspect: Wood Cost: 3 motes or 5 motes and 1 Willpower Duration: Instant Type: Reflexive Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: One with the Bow Method, Dragonfly Finds Mate
The Dragon-Blooded rolls Dexterity + Archery to parry an arrow aimed at herself that she is aware of. On a successful parry she catches the arrow and may fire at back at her attacker, provided she has a bow in her hands and there are remaining successes in her favor. These successes count as hit successes on the attack roll. Should the parry roll result in a tie, the arrow is simply caught and may be fired normally in the next action. No more arrows can be parried and fired back during one turn than the Dragon-Blooded’s Archery rating.
If the arrow is strengthened or created by Charms, the Dragon-Blooded may choose to expend a temporary Willpower and two additonal motes as part of the Charm cost to preserve their effects long enough that they strike her attacker with his own arrow as it returns.
Compassionate Arrow Technique
Aspect: Wood Cost: 2 motes Duration: Instant Type: Supplemental Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: One with the Bow Method
Sometimes it is necessary to disarm or disable a target. By touching an arrow with the energies of life, the Dragon-Blooded can prevent it from killing or injuring while still being effective. The Dragon-Blooded may ignore an difficulty increase equal to her Compassion or Essence rating (whichever is higher) for shots that aren’t meant to do harm, like nailing someone’s clothes to a wall, shooting out a lamp or knocking a weapon out of someone’s hand. In fact, arrows touched by this Charm are unable to inflict injury, even at a botch or because of other Charms or sorcery.
Sapling To Tree Method
Aspect: Wood Cost: 2 motes Duration: One scene Type: Reflexive Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: One with the Bow Method
Weak saplings become strong trees in time. The Dragon-Blooded’s bow likewise grows with Essence to become stronger, yet flexible. The bow loses its Strength limit and can be used with any Strength rating. Half the permanent Essence rating (rounded up) is added to the bow’s damage and Essence x 25 yards to its range. The bow cannot benefit from more than one use of this Charm at a time.
The Forest Grows Strong Method
Aspect: Wood Cost: 1 mote per subject Duration: One scene Type: Simple Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Sapling to Tree Method
This Charm grants the benefits of Sapling to Tree Method to the Dragon-Blooded’s troops. A maximum of ten archers for every point of permanent Essence can be affected.
Lead The Arrow Flock Method
Aspect: Wood Cost: 2 motes per subject, 1 Willpower Duration: Essence turns Type: Supplemental Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: The Forest Grows Strong Method
The arrow enhanced by this Charm leads the arrows of the Dynast’s troops, like one bird heads a whole flock. If the arrow hits its intended target (it doesn’t have to inflict damage but cannot be fully parried or dodged for the Charm to work), the arch-ers included in the Charm receive a dice bonus equal to the Dynast’s successes, to a maximum of her Archery rating. The bonus is for that target only, and lasts a number of turns equal to the Dynast’s Es-sence rating. A single target cannot be affacted by several instances of this Charm at once. No more subjects than five times her Essence can be affected.
Heart-piercing Thorn Attack
Aspect: Wood Cost: 3 motes Duration: Instant Type: Reflexive Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: One with the Bow Method
The Dynast's arrow seeks out the strongest points of life in the target, burrowing into vital areas. The Dragon-Blooded may reroll damage once for an arrow and pick the best result. If it's enhanced by magic or Charms that directly increase damage, the Essence for it has to be paid again. The Charm only works again living opponents – not the undead, automatons and the like.
Poisonous Needle Thorn Attack
Aspect: Wood Cost: 4 motes Duration: Instant Type: Supplemental Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: Heart-Piercing Thorn Attack
Essence soaks the Dynast’s arrow with supernatural poison, twisting and blackening the shaft, often causing small blood-red leaves to grow from it.
If it inflicts at least one level of damage, the poison enters the target. It has a difficulty equal to the Dragon-Blooded’s Essence to resist with a Stamina + Resistance roll. It inflicts a number of lethal health levels equal to the Essence rating if unresisted, half that (rounded down) if resisted. Hallucinations and painful convulsions also inflict a dice pool modifier equal to the Dynast’s Essence for one scene.
I never understood why Archery didn't have a basic dice adder Charm, so I made one. Resplendence
You might as well go all the way and give us some Earth- and Water-aspected Archery Charms. :) - Quendalon
- I can't think of anything Watery or Earthy enough, to be honest. I'll continue blashpeming with other Abilities though. :P Resplendence
- I've got something in mind; Earth-aspected Charms could harden the arrow and enable it to make more damage, to cut deep into the flesh. They could be heavier or strike the target as if they were small flying earthquakes, making them tumble. Or they could even destroy or fly through walls. Water-aspected Charms could ignore armour and soak or hit more targets by flowing through the victims body and still causing damage. Jiba
- I don't really like the idea of Earth archery. Fire Archery maybe, since Fire floats, but Earth seems like it would be more suited to anti-archery - making their arrows drop out of the air before they hit you, etc. Also, I can see no good reason why Archery is Wood and Thrown is Air, but since there's 5 elements, I suppose it has to be for rules reasons... -- Xarak
- I agree. Not every element is suitable for every Ability, like Fire-aspected Bureacracy. Well, maybe not that - being so contrary in nature might be an exciting combination. Resplendence