2.5e Errata

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This page is a collected reference of all Charms and other articles with changes in the 2.5e errata downloadable here. Post play notes and questions on this page's talk page or on the talk pages of the individual sections or charms. Keep long-winded discussion to the exalted forum, and please remember to add four tildes (~~~~) to tag your post with your name.

Errata subsections:

Plague of Hats's spoilers:

Contents

General Errata

Iconic Animas

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

This erratum applies equally to Solars, Dragon-Blooded, Lunars, Abyssals and Infernals. Where it contradicts their respective anima sidebars, this takes precedence.

The iconic anima display recedes when the Exalt’s DV next refreshes. It occurs automatically the first time in a scene that the Exalt spends Essence at this level, but for the remainder of the scene, such displays only occur when the Exalt’s player deems it dramatically appropriate.

Stunts

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Stunt rewards are granted regardless of whether the stunted action succeeds or fails.

A player may stunt as many of his character’s discrete actions as he wishes, including automatically successful actions such as perfect defenses. For example, a character that launched four attacks in a flurry while leaping through a window and parrying three incoming attacks could stunt each individual attack, the acrobatic leap through the window, and each particular defense. Each stunted action gains an appropriate dice bonus, as normal.

However, regardless of the number of times a character stunts per action, he is only granted stunt-based motes or Willpower once, based on the single highest-value stunt performed. In combat, this reward is granted when the character’s DV refreshes.

For example, a Solar stunts three attacks in a flurry—a pair of one-die stunts followed by a two-die stunt. When his DV refreshes, he gains either four motes or one point of Willpower.

Diminishing Stunt Returns

Stunts are granted as rewards for descriptions and actions which make the game more exciting and interesting. As such, stunts fail to provide rewards as soon as the Storyteller judges them to be repetitive or uninteresting—kicking off of the wall to impart extra force to a blow directed at the opponent is cool. Doing it five times in a row probably isn’t.

Withstanding Poisons/Environmental Damage

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Arrow Frog Venom and Coral Snake Venom have intervals of 1 action.

Blindness Penalties

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The delineation of penalties for being blind or in darkness given on page 135 is correct. Ignore contradictory references.

Thaumaturgy

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Without special powers that explicitly allow it, no one may spend motes to ignore the ritual ingredients of thaumaturgical procedures.

Defend Other

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

New Action: Defend Other

Without Charms, defending another individual is a Speed 5, DV -1 Miscellaneous action. It requires that the character be within (Dexterity) yards of his ward, and allows him to interpose his Parry DV against attacks which target the individual he is protecting. If an attacker bypasses the character’s Parry DV, she has the option of either letting the attack continue on to the guardian’s ward (in which case the attack will need to use its remaining successes to also beat the ward’s DVs), or she may simply let the attack strike the guardian himself. Parrybased perfect defenses such as Heavenly Guardian Defense may be used to automatically guard others, while dodge-based perfect defenses such as Seven Shadow Evasion do not impede attacks against the character’s ward at all. Only one Defend Other action may be placed in a flurry.

Unless explicitly noted otherwise, perfect defenses with a Duration longer than Instant apply to only one protected character per activation. To protect oneself requires one activation, and protecting anyone with a Defend Other action requires a separate activation per ward.

If multiple characters attempt to defend a single target, one guardian (generally the individual with the highest Parry DV) becomes the leader of the guard, who actually applies his DV against attacks. Each additional character guarding the same ward raises the leader’s Parry DV by 1 when defending the ward. Up to five characters may simultaneously guard one human- sized ward on open ground.

Minimum Damage

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The minimum damage value of attacks not absorbed by Hardness is one die, rather than the attacker’s Essence rating. Attacks made with weapons possessing the Overwhelming tag, as well as certain Charms (such as Violet Bier of Sorrows Form), may produce higher minimum damage values.

Dodge Mental Defense Value

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Dodge MDV is listed as being figured with ([Willpower + Integrity + pertinent specialty + Essence] ÷ 2) rounded down. In this specific instance, Willpower is treated as an Attribute for the purposes of Charm bonus maximums.

Threshold Successes on Social Actions

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Social attacks cost one additional point of Willpower to resist for every three full successes above the target’s MDV. Charms and other effects which list specific Willpower expenditures necessary to resist them (such as Heart-Compelling Method, which costs two Willpower to resist) replace the default one Willpower expenditure with these values before the addition of threshold successes.

For example, if a Solar used Heart-Compelling Method and rolled seven more successes than the target’s MDV, that target would need to spend four Willpower to resist the Charm (two for Heart-Compelling Method, and another two for the threshold successes). Threshold successes cannot force a character to spend more than five Willpower to resist a single social attack.

Charm Minima and Prerequisites

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

If a character somehow fails to meet the minimum trait requirements or prerequisite Charm requirements of a Charm, or any similar requirements for other powers such as Knacks, then they cannot use the Charms or powers for which they do not meet the requirements even if they have already learned them. Exceptions may occur, but these will be clearly noted.

New and Updated Keywords

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Emotion

When an Emotion effect instills a feeling but does not specify a particular result, treat the Emotion as a scene duration one-die situational internal penalty that applies to all actions that do not fall in accordance with the emotion (such as attempting to decipher a First Age text while enraged), and a three-die penalty for all actions that run directly counter to the emotion (such as resisting a seduction attempt while feeling lust). Beyond these mechanics, players should endeavor to represent their character’s emotional state in their choice of actions as befits the balance of the character’s Virtues, especially Temperance.

Holy

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

Holy effects fail to function when invoked by creatures of darkness, whether they attempt toactivate a Holy Charm or try to direct the Holy powers of an artifact.

Merged

Charms with this keyword can be bought from multiple sources, but they all count as a single Charm purchase. For instance, a Solar learning Call the Blade from Melee also learns Call the Blade from Thrown at no additional cost or training time. The list of other Charms with which one is Merged are listed at the end of the Charm.

Charm Roll-Offs

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

When two perfect or absolute effects come into conflict, and neither is clearly an attacker or defender, the resulting Charm conflict roll-off is not an action, and so cannot be enhanced by the use of Excellencies or similar Charms no matter the dice pool. Only Charms that explicitly enhance roll-offs may do so. In the event of a tied Charm conflict roll-off, roll a single die and assign victory to one side on an even result and victory to the other on an odd result.

Impossible Actions

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Characters who attempt to perform an action with zero dice automatically fail at that action, regardless how many successes they may garner from Charms or other sources.

Temporary Health Levels

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Temporary health levels may fit into any wound penalty category in the health track, but if the character gaining them is already suffering levels of damage in a worse wound penalty category, the damage does not “slide up” to fill the new health levels. Any new damage will fill the temporary health levels first before proceeding to more permanent levels, effectively shoring up the worse but yet unsurpassed set of health levels. Characters always suffer the worst applicable wound penalty from their health levels, even if they possess unfilled temporary health levels of a lesser penalty. (Unless, of course, the health level-granting effect explicitly says otherwise.) Damage will always “flow down” to fill in permanent health levels when temporary health levels vanish, unless the effect granting the temporary health levels explicitly says otherwise.

Combos

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Exalts need not spend experience to purchase or create Combos, nor spend Willpower to activate them. Characters may simultaneously activate as many of their Charms as they desire, so long as the combination of powers activated obeys the rules for creating Combos (for example, characters still may not activate two Simple Charms simultaneously, nor activate another Charm at the same time as a Charm that lacks the Combo-OK keyword).

Bonus Stacking

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Bonuses from equipment (including magical material bonuses) do not stack with one another; the character enjoys only the best among his various modifiers. For example, a Dragon-Blooded character with a jade daiklave and jade hearthstone bracers would only lower his Speed by one point—the two magical material bonuses will not stack to produce Speed -2. Likewise, a character wearing lamellar armor and a magic girdle that provides armored soak enjoys only the higher of the two soak ratings—they do not stack together.

Perfect Equipment

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Superior equipment only comes in fine and exceptional forms—all references to perfect equipment are now treated as exceptional equipment.

Magical Material Bonuses

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Orichalcum Weapons

Orichalcum adds +2 Accuracy, +1 Defense, +1 Rate for Melee and Martial Arts weapons.

Soulsteel Weapons

Soulsteel weapons cannot drain more motes on an attack than the total levels of damage dealt in Step 10.

Jade Armor

Jade shelters its bearer with the strength of the five elements. In addition to having no fatigue, jade armor subtracts two points from the Damage of any environmental hazard its wearer suffers.

Starmetal Armor

Starmetal armor offers incredibly auspicious protection. When fully attuned, starmetal armor adds one to both the armor’s lethal and bashing Hardness and reduces the minimum damage value of oncoming attacks by 1 (to a minimum of one die).

Hearthstones

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Hearthstone Terminology

An attuned hearthstone is a hearthstone whose bearer is attuned to the hearthstone’s manse. A resonant hearthstone is an attuned hearthstone set in an artifact to which the bearer is attuned.

The Monkey Stone

The Monkey Stone’s ability to double a character’s jump rating no longer stacks with Charms or Sorcery. Use the greater of two effects to determine jumping distance.

Wilderness Gem

The last sentence should read “...and it allows the character to take part in supernatural tracking contests."

Solar Errata

Zenith Anima

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Zenith Castes may add one die to their minimum damage with their anima effect, rather than (Essence) dice.

Twilight Anima

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Replace the text of this anima effect with the following:

Solar Exalted of the Twilight Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Twilight may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Solar’s Dodge MDV against unnatural Illusions. These effects come into play automatically once the Solar spends 11+ motes of Peripheral Essence.

The above also applies to the Daybreak and Defiler anima powers.

Solar General Charms

Infinite (Ability) Mastery (Solar)
(Ability) Essence Flow (Solar)
Supreme Perfection of (Ability) (Solar)

Solar Archery Charms

Accuracy Without Distance
Immaculate Golden Bow
Solar Flare Methodology
Rain of Feathered Death
Flashing Vengeance Draw

Solar Martial Arts Charms

Fists of Iron Technique
Stunning Deathblow Evasion
Lightning Strikes Twice
Storm Burst Explosion

Solar Melee Charms

One Weapon, Two Blows
Blazing Solar Bolt
Heavenly Guardian Defense
Protection of Celestial Bliss
Rising Sun Slash
Immortal Blade Triumphant
Sun-Sword Concentration
Molten Sun-Blade
Corona of Radiance
Dawn's Parable Defense

Solar Thrown Charms

Spirit Weapons
Call the Blade
Fiery Solar Chakram

Solar War Charms

Heroism-Encouraging Presence
Sharp Light of Judgment Stance

Solar Performance Charms

Phantom-Conjuring Performance

Solar Presence Charms

Hastening Night's End

Solar Resistance Charms

Glorious Solar Plate
Durability of Oak Meditation
Spirit Strengthens the Skin
Iron Skin Concentration
Iron Kettle Body
Adamant Skin Technique
Unbreakable Warrior's Mastery
Enduring Mountain Method
Surging Essence Reactor

Solar Survival Charms

Friendship with Animals Approach

Solar Lore Charms

Essence-Lending Method

Solar Occult Charms

Ghost-Eating Technique

Solar Athletics Charms

Unparalleled Acumen Meditation
Perfect Poise Stance

Solar Dodge Charms

Seven Shadow Evasion
Lightspeed Body Dynamics

Template:Charms:Burning Corona Evasion

Solar Socialize Charms

Wise-Eyed Courtier Method
Heartfelt Honorific Opportunity

Dragon-Blooded Errata

Dragon-Blooded Lore Charms

Elemental Empowerment Meditation
Elemental Bolt Attack

Dragon-Blooded Integrity Charms

Defense-From-Anathema Method
Dragon's Parable Defense

Dragon-Blooded Resistance Charms

Impervious Skin of Stone Meditation
(Element) Protection Form

Template:Charms:Purifying Blood Ascendancy

Dragon-Blooded War Charms

Wrath-Directing Gesture

Dragon-Blooded Dodge Charms

Threshold Warding Stance
Unassailable Body of (Element) Defense

Dragon-Blooded Melee Charms

Portentous Comet Deflecting Mode

Dragon-Blooded Martial Arts Charms

Dragon-Claw Elemental Strike

Dragon-Blooded Archery Charms

Dragon-Graced Arrow
Swallows Defend the Nest

Dragon-Blooded Medicine Charms

Jade Crucible Method
Most Beneficent Seed of the Five Dragons

Dragon-Blooded Performance Charms

Three-String Sword Prana

Lunar Errata

Lunar Strength Charms

Ferocious Biting Tooth
Lightning Stroke Attack
Claws of the Silver Moon
Unstoppable Lunar Wound
Burrowing Devil Strike
Consumptive Worm Hungers
Terrible Steel-Rending Talons
Beast Spirit Defense

Lunar Dexterity Charms

Flowing Body Evasion
Ground-Denying Defense
Octopus and Spider Barrage
Ferocious Guardian Beast Stance

Lunar Stamina Charms

Might-Bolstering Blow
Template:Charms:Mother Grizzly Attitude
Breath-Drinking Executioner Attack

Template:Charms:Snarling Watchdog Retribution

Relentless Lunar Fury
Frenzied Bear Fortification
Wound-Mastering Body Evolution
Stone Rhino's Skin
Invulnerable Moonsilver Carapace

Lunar Wits Charms

Moth-to-Flame Defense

Sidereal Errata

Colleges

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Colleges cost 2 bonus points per dot, or 1 if from the House of the Sidereal's Maiden.

Ronin and Sidereal Astrology

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Ronin can perform Sidereal astrology, as it is the natural purview of the Sidereal Exalted, but they will almost certainly be too unconnected and unfamiliar with procedure to carry out any of the tasks that ease the process (The Manual of Exalted Power—Sidereals, pp. 207-208). Ronin start with no dots of Colleges, but may buy them with bonus or experience points normally (usually at thrice the training time, since they likely have no teacher).

Ronin Sidereals who practice Sidereal astrology are not subject to censure, but nonetheless must avoid the grand artistry of the Loom if they wish to avoid entanglements with Heaven. Destinies strong enough to invite censure instead provoke the offices of Heaven to investigate and potentially try to recruit the rogue Sidereal. While a ronin is less likely to suffer close scrutiny and hassle from Heaven, when he finally gets the attention of the Bureau of Destiny, he is likely to face stiffer penalties than an audit, even if he thinks himself above and beyond the strictures of a Celestial Bureaucracy he never agreed to join.

Battles Anima Power

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The Lesser Sign of Mars adds (Essence) to the bashing and lethal soak of the Sidereal and all allies within range, rather than reducing the post-soak damage of attacks against them.

Endings Anima Power

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The Lesser Sign of Saturn adds (Essence) to the raw damage of attacks made by the Sidereal and all allies within range, rather than adding levels of damage in Step 10.

Keywords

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Fate

Omit this Keyword from all Charms. Replace it instead with the following general rule: Sidereal Charms which function by altering reality cannot alter the memories of beings outside of fate. For example, May Blossom is drinking in a bar in Nexus when Ligier enters the room. She uses Avoidance Kata, retroactively declaring that she was never present in the scene. The bar’s patrons are granted new memories which agree with the Charm's assertion—they remember that May Blossom was never present in the bar that day. Ligier, on the other hand, experiences no alteration to his memories—he remembers the Sidereal being present when he walked in.

Maiden

The Five Maidens cannot withhold Charms with this keyword. Their use may still be subject to sanction.

Sidereal General Charms

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Dice Caps

The Sidereal limit on dice added by Charms is (Essence). Their Second Excellency counts each success as only one die added by a Charm, instead of two as for most other Exalts.
Fateful (Ability) Excellency

Sidereal Resistance Charms

Water and Fire Treaty
Water and Fire Legion
Someone Else's Destiny
Shield of Destiny
Optimistic Security Practice
Heartless Maiden Trance
Storm's Eye Stance

Sidereal Ride Charms

Ordained Bridle of Mercury
Yellow Path
Glory Path

Sidereal Sail Charms

Stone Skipping Spirit
Salt into Ash Sleight
Walls of Salt and Ash
Mirror-Shattering Method
Five Ordeals Odyssey

Sidereal Survival Charms

Adopting the Untamed Face
Becoming the Wilderness
Dreaming the Wild Lands
Sky and Rain Mantra
Sky Spirit Demand
Wilderness-Commanding Practice

Sidereal Thrown Charms

Willful Weapon Method
Life Gets Worse Approach
Essence Thorn Practice
Pain-Amplification Stratagem
Shadow-Piercing Needle
Unrelenting Torment Technique

Sidereal Craft Charms

Elemental Vision
Excellent Implementation of Objectives
Destiny-Knitting Entanglement
World-Shaping Artistic Vision
Predestined Delivery Shaping
Mending Warped Designs
Implicit Construction Methodology

Sidereal Dodge Charms

Absence
Duck Fate
Avoidance Kata
Trouble-Reduction Strategy
Neighborhood Relocation Scheme

Sidereal Linguistics Charms

Favorable Inflection Procedure
Blue Vervain Binding
Abandoned Words Curse
Lover's Oath

Sidereal Performance Charms

Heart-Brightening Presentation Style
Faultless Ceremony
Perfection in Life
Defense of Shining Joy
Song of Spirit Persuasion
Ice and Fire Binding
Harmonic Completion

Sidereal Socialize Charms

Shun the Smiling Lady
Cash and Murder Games
Life Without Compunction
You and Yours Stance
Fortuitous Fellowship
Wanting and Fearing Prayer

Sidereal Archery Charms

Generalized Ammunition Technique
Every Direction Arrow
Many Missiles Bow Technique

Sidereal Athletics Charms

Burn Life
Inexorable Advance
Unswerving Juggernaut Principle
Forward-Thinking Technique
Invisible Motion

Sidereal Melee Charms

Harmony of Blows
Orchestration of Mirrored Fates
Impeding the Flow
Serenity in Blood
Meditation on War
Smiling at the Damned
Perfection of the Visionary Warrior

Sidereal Presence Charms

Force Decision
Presence in Absence Technique
Loyalty-Sacrificing Sidestep
Easily Accepted Proposition Stance

Sidereal War Charms

Auspicious Recruitment Drive
Red Haze
Training Mandate of Auspicious Battle
Predestined Triumph Practice
Training Mandate of Celestial Empowerment
Training Mandate of War-God Puissance
Essence-Draining Battle Pattern
Demon-Blocking Battle Pattern
Spirit-Binding Battle Pattern

Sidereal Investigation Charms

Auspicious Prospects for (Caste)
Efficient Secretary Technique
Research Assistant Invocation
Embracing Life Method

Sidereal Larceny Charms

Avoiding the Truth Technique
Thought Swiping Distraction
Sidereal Shell Games
Name-Pilfering Practice
Dream Confiscation Approach
Masque of the Uncanny

Sidereal Lore Charms

Of Truths Best Unspoken
Of Secrets Yet Untold
Of the Shape of the World
Of Things Desired and Feared
Of Horrors Best Unknown
Transcendent Hatchet of Fate

Sidereal Occult Charms

Mark of Exaltation
Telltale Symphony
Incite Decorum
Unweaving Method
Willing Assumption of Chains

Sidereal Stealth Charms

Soft Presence Practice
Walking Outside Fate
Subordinate Inspiration Technique
Gift of a Broken Mask
Blinding the Boar
Ceasing to Exist Approach

Sidereal Awareness Charms

Prior Warning
Expected Pain
Supernal Awareness
Inevitable Pursuit
Conclusive Wisdom

Sidereal Bureaucracy Charms

Icy Hand
Terminal Sanction
Underling Invisibility Practice
Paralyzed Mandarin Infliction
End Debate

Sidereal Integrity Charms

(Virtue) Essence Replenishment
Preservation of Resolve
Unwavering Well-Being Meditation
Creation-Preserving Will
Death-of-Self Meditation
One Direction Invocation

Sidereal Martial Arts Charms

Secrets of Future Strife
Flight of Mercury
Blade of the Battle Maiden
Joy in Adversity Stance
Violet Bier of Sorrows Form
Death-Parrying Stroke
Life-Severing Blow
Metal Storm
Conclusion-Pursuing Approach
Unobstructed Blow
Horrific Wreath
Crimson Palm Counterstrike

Sidereal Medicine Charms

Peaceable Conclusion
Smooth Transition
Invocation of the Storm-Following Silence
Terminate Illness
Deferred Wounds
Earth and Sky Bargain

Abyssal Errata

Abyssal General Charms

Ravening Mouth of (Ability)
Supreme Perfection of (Ability) (Abyssal)
Infinite (Ability) Mastery (Abyssal)
(Ability) Essence Flow (Abyssal)

Abyssal Archery Charms

Splinter of the Void
Flawless Archer Discipline
Exquisite Relic Bow
Gasp of Dead Gods
Doom Drawn and Imminent

Abyssal Martial Arts Charms

Five Knife Fist
Writhing Blood Chain Technique
Ravaging Blow
Grievous Agony Attack
Void Avatar Prana

Abyssal Melee Charms

Soul-Cleaving Wound
Ebon Lightning Prana
Death-Deflecting Technique
Fluttering Moth Defense
Life-Severing Blade
Charnel Emperor Stance
All Blades Cry for Blood

Template:Charms:Rending Steel Cruelty

Abyssal Thrown Charms

Lightning Clutch of the Raptor
Crypt Bolt Attack
Eyes Like Daggers Glance
Smoldering Devastation Technique
Hungry Missile Technique

Abyssal Performance Charms

Haunting Apparition Trick

Abyssal Presence Charms

Sanity-Eroding Diatribe

Abyssal Resistance Charms

Template:Charms:Walking Cadaver Grotesquerie

Wound-Eating Invulnerability
Wounds Mean Nothing
Template:Charms:Stitched-Flesh Resilience
Template:Charms:Patchwork Corpse Reassembly
Spirit-Hardened Frame

Abyssal Lore Charms

Breath-Draining Prana
Essence-Draining Touch

Abyssal Occult Charms

God-Slaying Torment

Abyssal Athletics Charms

Effortless Unnatural Grace

Abyssal Dodge Charms

Flickering Wisp Technique
Uncanny Impulse Evasion

Abyssal Socialize Charms

Honey-Tongued Serpent Attack
Cancerous Dissent Technique

Infernal Errata

Malefactor Anima Power

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Replace the text of this anima effect with the following:

Infernals of the Malefactor Caste may channel their anima through sweet words and honeyed promises, beguiling the weak with their silvered tongues. By spending five motes, a Malefactor gains +1 Appearance, and adds a single automatic success on all social attacks against demons or characters of lower Essence for one scene. She also adds a single automatic success on any roll to sorcerously bind a demon. These effects come into play automatically once the warlock spends 11+ motes of Peripheral Essence.

General Charms

(Yozi) Mythos Exultant
Effortless (Yozi) Dominance
So Speaks (Yozi)

Malfeas Charms

Scar-Writ Saga Shield
Viridian Legend Exoskeleton
Ablation of Brass and Fire
Skyfire-Seizing Repast
Vitriolic Corona Endowment

Cecelyne Charms

Wayward Divinity Oversight
Sands Through Fingers Defense
Soul-Sieve Transmutation
Sandstrike Blast
Inevitability of Law
Swallowed in Eternity

She Who Lives In Her Name Charms

Analytical Modeling Intuition
Counter-Conceptual Interposition
Mind-Hand Manipulation
Heuristic Logos Shintai
Lease the Flame

Adorjan Charms

Who Strikes the Wind?
Scarlet Rapture Shintai
Thousandfold Typhoon Hand
Pellegrina's Fury
Murder Is Meat
Unbound Freedom Infiltration
Beauteous Carnage Incentive

Ebon Dragon Charms

Life-Blighting Emptiness Attack
Bloodless Murk Evasion
Sweet Agony Savored

Kimbery Charms

Ichor Flux Tendrils
All Things Betray
All-Devouring Depths Shintai
Bitter Heart Unbleeding
Bitter Heart Unfeeling
Bitterness Beyond Wounds

Infernal Monster Style Charms

Screaming Meat Shield
One Hand Fury
Smoldering Rage Beast
Impatient Slaughter Speed
Leaping Smash Technique

Alchemical Errata

Combat Charms

Precalculated Evasion System
Omnisituational Evasive Equation
Impenetrable Repulsor Field
Integrated Arsenal System

Survival Charms

Transitory Invulnerability Engine
Light-Etched Interceptor Barrier
Bodily Integrity Field

Speed and Mobility Charms

Dynamic Reaction Enhancement System

Social Charms

Mind-Ripping Probe

Stealth and Disguise Charms

Optical Shroud

Analytic and Cognitive Charms

Anticipatory Simulation Processor

Labor and Utility Charms

Omnitool Implant

Spirit Errata

Divine (Ability) Subordination

Fair Folk Errata

Cup Charms

Soul-Consuming Hunger
Ravishing the Created Form
Devouring Revelation of the Wyld
Heart-Stealing Kiss
Banquet of Crumbs

Ring Charms

Limitless Wealth Conjuration Technique

Sword Charms

Endless Armies of the Storm (Waking)
Fearsome Mien (Dreaming)
Armament of Flesh
Glorious Hero Form
Racing Dragon Speed

Shaping Stances

World-Devouring Warlord Stance (Waking)

Martial Arts Errata

Air Dragon Style

Wrathful Winds Maneuver
Thunderclap Kata

Earth Dragon Style

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The weapon-specific benefits of this style do not add to the Overwhelming value of form weapons. Instead, it allows the martial artist to always deal lethal damage with those weapons.
Earthshaker Attack
Stillness of Stone
Avalanche Method
Perfection of Earth Body

Water Dragon Style

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The weapon-specific benefits of this style do not decrease the Speed of form weapons, but instead add +1 Rate.
Theft-of-Essence Method
Bottomless Depths Defense
Tsunami Force Shout

Wood Dragon Style

Unbreakable Fascination Kata
Enthralling Blow Attack

Cobra Style

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

This style has been removed from the system for revision.

Crystal Chameleon Style

Flashing Leaves Evasion

Dark Messiah Style

Five Knife Fist
Writhing Blood Chain Technique
Ravaging Blow
Grievous Agony Attack
Void Avatar Prana

Hungry Ghost Style

Lunging Phantom Method
Hungry Ghost Form
Power-Reaping Prana
Scuttling Apparition Defense

Infernal Monster Style

Screaming Meat Shield
One Hand Fury

Sapphire Veil of Passion Style

Into Infinite Depths
Sapphire Veil of Passion Form

Snake Style

Serpentine Evasion
Essence Fangs and Scales Technique

Solar Hero Style

Fists of Iron Technique

Terrestrial Hero Style

Dragon-Claw Elemental Strike
2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

The fire version of this Charm adds dice, not levels of damage.

Throne Shadow Style

Unobstructed Blow
Horrific Wreath
Crimson Palm Counterstrike

Violet Bier of Sorrows Style

Secrets of Future Strife
Flight of Mercury
Blade of the Battle Maiden
Joy in Adversity Stance
Violet Bier of Sorrows Form
Death-Parrying Stroke
Life-Severing Blow
Metal Storm
Conclusion-Pursuing Approach

Masters of Jade Errata

Thaumaturgy Rituals

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Wonder-Grasping Apperception

This ritual can also be used to activate artifacts that have a short-term cost, such as privacy veils. It can be used this way to activate an artifact that is also attuned with the procedure.

Privacy-Sanctifying Rite

This ritual lasts one day normally, and may be sustained with maintenance rituals.

Ward of Determination

This ritual’s time should be 10 min.utes, describing the purification of the precious stone. Eating a prepared stone is a non-ritual Miscellaneous action. The maxi.mum external penalty that can be provided by this Charm is -3, and it cannot be renewed or lengthened by any means before its normal duration lapses, even if it has collapsed due to over.whelming unnatural influence.

Shadow Majesty Ward

As Privacy-Sanctifying Rite erratum.

Creation Ruling Mandate

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Mentions of Size-based limit to project intervals are remnants of an earlier rules draft and should be ignored.

Books of Sorcery Errata

Ghosts and Spirit Charms

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Ghosts cannot learn normal spirit Charms
Source: Scroll of Errata, p. 183 (B&W version)

Scrolls of Esoteric Wisdom Errata

Artillery

2.5e Errata

This change is part of the 2.5e Errata package and is still under playtest. Please discuss these changes on this page's talk page.

Firing artillery is a Dexterity-based action, and Exalts without Ability-based Excellencies can apply their Excellencies (or Augmentations, in the case of Alchemicals) as appropriate.

Previously published weapons that should gain the ‘A’ tag include, from The Books of Sorcery, Vol. I—Wonders of the Lost Age Chapter Six: all implosion bows (p. 130); medium, large and very large concussive Essence cannons (p. 131); Essence twisters and lightning ballistae (p. 132); glorious scythes (p. 134) and storm hammers (p. 135).

Errata for the Errata

A Note on Charm Errata

Charm errata presented herein contains the fullest extent of the changed information for each Charm. This includes the entirety of any lines in the Charm header, such as the entire corrected Cost or Keywords fields. If such elements are unchanged, they will not be listed at all. This applies to similar fields found in other powers such as Lunar Knacks or Dragon King Steps.

Please note that some things, such as widely applicable new keywords like Mirror or Dawn (see page 17), do not merit a unique errata entry for a given Charm. A full entry with complete Keywords will be added if any more extensive errata applies to the Charm’s keywords.

See Also