Wyld Containing Ewer Cost: 10 motes, 1 Willpower Duration: Indefinite Type: Simple Min Craft: 5 Min Essence: 4 Prereq Charms: Stability Conferring Establishment
Sometimes it is necessary to contain Wyld energies rather than eradicate them. This Charm allows for that. Using this Charm, an Exalt is able to imbue a container of any sort with the capacity to hold things that are of the Wyld. It can be a jar, a chest, a box or a tube. As long as it has some way of closing it can be used. Once the Exalt activates this Charm, the container sucks the Wyld thing in question into itself. Comparable physical size does not matter. The Wyld thing in question may be object, creature, or pure chaos. The Ewer will contain it for as long as the Exalt commits the motes. At a later point the Exalt may release the Wyld thing in question. When he does so, the thing in question will remain untouched by Creation for a number of turns equal to the Exalts Essence. After which Creation will act normally on it. This allows an Exalt with Wyld Shaping Technique to grab a small amount of chaos and shape it while in Creation. Any creature entering the Ewer must do so willingly. Further, it must have an Essence equal to or less than the casters. The caster may not contain anything with an Essence greater than his.
Weapon Breaking Skin Cost: 10 motes, 1 willpower Duration: 1 scene Type: Simple Minimum Craft: 5 Minimum Essence: 4 Prerequisite Charms: Body Forging Travail, Shattering Grasp
Once an Exalt's knowledge of Craft reaches mastery, made objects rebel at striking her. When an Exalt invokes this Charm, any made weapon striking her will break if wielded by someone with less than or equal skill in Craft, doing no damage. This will not affect Artifact weapons, but cut damage by half before soak, as the Artifact will try to shield the Exalt. This will effect anything that does not have an Artifact rating. So exceptional, perfect, Elementally Aspected weapons will break. This is a Perfect Effect. This has no effect on bare hands, claws, or elemental effects.
Weapon Knows It's Master Cost: 15 motes, 1 Willpower Duration: 1 Scene Type: Simple Minimum Craft: 5 Minimum Essence: 5 Prerequisite Charms: Weapon Breaking Skin
The Solar Craftsman further expands his authority over made objects. When this Charm is activated, all weapons currently being used to attack the Solar, or brandished in his direction rebel. They attack their owners instead. Swords turn in their owners hands, becoming lithe like snakes. Arrows turn in midcourse, attacking their archer. Even a Dynasts family Grand Goremaul is not immune, The attack pool for the weapons is the Solars Dex + Craft. Please add all weapon bonuses, included 5MM harmonizing. This will not affect any weapon wielded by an attacker with a Crafts score higher than the Solar, or an Artifact weapon with a Artifact rating equal to or greater than the Solars. The weapons will tend to attack once per turn, unless intelligent, in which case they will split actions as necessary. They will continue to attack until the end of scene, the Solars death, or the dropping of comitted motes. Please note that unlike the Terrestrial Spell: Manifestations of Design, the weapons can and will hover in mid air. They will not attack anyone but their owner.
Drawing the Portal Cost: 25 motes, 1 Willpower Duration: Permanent Type: Simple Minimum Craft: 5 Minimum Occult: 4 Minimum Essence: 4 Prerequisite Charms: World Within a Picture Style
Once a Solar can create art that resides in Elsewhere, further refinements are possible. One of them is this Charm. The Solar must draw, etch or carve a representation of a portal or door. It must be a duplicate of another door, portal, or window. This normally takes a few days, but this can be compressed using Craftsman Needs No Tools, as per usual. When the Portal is complete, someone wise in the ways of Essence can step through, opening it into wherever the original door stands. It costs 3 motes to step through a Portal. The original door can be no more than 250 miles away per dot of Essence. The Solar must have seen the original portal before, well enough to draw a picture of it. This will not transport people into areas warded against teleportation. One of the main uses for this Charm is in conjunction with World Within a Picture.Style. A Solar can create a Portal from within one of the magical still lifes that leads to another still life, or the outside world. It was held to be unsafe by some to be dependent on one door in or out of a magical realm. In the First Age this lead to some Twilights having houses that extended across many realms, some real, some imagined and many in far flung places.
Transitory Orichalcum Transmutation Cost: 8 motes, 1 Will Duration: 1 Scene Type: Simple Minimum Craft: 5 Minimum Essence: 4 Prerequisite Charms: Craftsman Needs No Tools, Durability Enhancing Technique
While Crafts is not held to be a combat ability, Solar craftsmen sometimes find themselves in emergencies where they must enter into combat. This was created as an "emergency Artifact" Charm, one they could use to bolster their strength at arms. When the Solar invokes this Charm, 1 weapon, or suit of Armor becomes temporarily transmuted into Orichalcum. The object is considered an Artifact for the rest of the scene, as unbreakable as a daiklave. Further, the Exalts may give bonuses to any of the weapons statistics. Add up the Exalts Int + Crafts + Permanent Essence. This pool may be divided among any bonuses the Exalt wishes to give, no more than 1/2 of the pool to any stat (these are fully compatible with Exceptional bonuses). Finally, the weapon or Armor gains the Orichalcum bonus as if it were fully harmonized with the Exalts anima. After the scene is over , the object crumbles into golden dust. No Artifact may be transmuted with this Charm.