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Solar Archery Charms by CrownedSun

Brilliant Golden Arrow

 Cost: 2 motes per arrow
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: Phantom Arrow Technique

With this charm, the Solar transcends the need for mortal ammunition, conjuring brilliant arrows with a razor-sharp golden arrowhead and bright yellow fletching. Such arrows are superior in all ways to mundane ammunition, and inflict +3L damage while halving the armor-based soak of the target. In addition, the arrows are so perfectly balanced that the archer receives a +1 to any attack-roll using these arrows. These arrows can be summoned in the character’s hand, upon the bowstring, set in the ground in front of him, or securely set in his quiver with his mundane arrows. After about 24 hours, the arrows loose all magical properties and just become very pretty gold-tinted arrows.

Prey Immobilization Strike

 Cost: 3 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Wise Arrow

The force of the Solars arrow is magnified, causing it to effortlessly pierce armor and flesh and pull the target with the force of it’s impact! A victim hit with this charm is knocked back along the natural lines of an arrows path, up to the Archer’s Essence in yards. Moreover, if the target finds himself knocked against some obstruction the arrow sinks in with a loud THUNK and affixes him to that object. In addition to normal damage, any person so pinned must make a Strength + Athletics roll (difficulty 1) to free himself as a dice action.

Pouncing Anima Arrow

 Cost: 1 mote per 3L damage, 1 willpower
 Duration: Instant
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: Solar Spike

The Exalt draws a bolt of solar fire across his bow, which lets out a painful ear-bursting screech as it blossoms from the bow. Time seems to slow as the arrow grows brighter, burning and melting away in a display of Solar Essence, erupting into a totemic display of the Solar’s anima. This glorious fiery form rushes toward the target, attacking him before dissipating back into the Essence of the world. This attack cannot be dodged, only parried, and inflicts 3L damage for each point of Essence spent on the attack. The Anima Arrow is not subject to any penalties for range or wind, though poor visibility can hamper shooting and the maximum range of the shot is Essence x 100 yards.

The Exalt cannot spend more essence powering this charm than his Archery score, and cannot further boost the damage caused by this charm with Fiery Arrow Attack or other similar charms. The base damage of the arrow is improved by the damage boost of a power bow however, in addition to any successes rolled on the attack roll. Finally, this attack inflicts aggravated damage against Creatures of Darkness (demons, undead, etc.)


Am I right in thinking that 'make a simple action' up in Prey Immobilization Strike means that this is a full-round action - ie: you can't split to get a strength + athletics and then something else?
Pouncing Anima Arrow looks about right now though, and is still really cool!
-- Darloth (PS - is there a limit to the number of arrows created with BGA?)

I could have sworn I saw 'simple action' used somewhere in the rulebook, but looking for it I can't find. So, changed to just "as a dice action." And, nope, there's no limit to the number of arrows you can create with BGA, other than "you have to use them all in 24 hours, or you're just wasting them." It's a pretty powerful charm. - CS

Thought so. Thanks for clarification!
-- Darloth