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Solar Flare Methodology
Cost: 5m; Mins: Archery 5, Essence 3, Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Essence Arrow Attack(Dazzling Flare Version)

Before the light of the Unconquered Sun the powers and forces of the Underworld fade to nothingness and dust. A Solar burns with the Unconquered Sun's light and so they too can inflict his judgements on the denizens of the Underworld. A Solar charges an arrow with the sun's fire and luanches it. Where it strikes it bursts out in light illuminating an area equal to the Solar's essence times ten in yards with natural sunlight. This destroys any hungry ghosts exposed to it and grave goods touched by these rays burn away to nothing just like they would in Creation under the normal Sunlight. Like its predecessor it causes aggravated damage to creatures of darkness it strikes but does not have the ability to be seen from far away.

Graced Power Shot
Cost: -; Mins: Archery 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Forceful Arrow

The grace and power of the Lawgivers is unmatched. When they pick up the bow and arrow their foes scatter lest they be carried away by the attack. Even shields and armor are of no help as it is impossible to keep them in hand when they feel the force of the Solar's draw. Anytime the character uses Forceful Arrow and the defender attempts to parry they risk losing their weapon or shield. Count the characters attack as a disarm attempt on top of whatever else the attack is with the disarm roll being equal to the rolled successes of the attack.