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What is a Charm?

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A form of Essence manipulation that focuses Essence through a character's Abilities. Charms allow Exalts to perform superhuman feats and are the most advanced form of supernatural powers that essence-users wield.

Charm Usage

In general, only a single Charm can be used at one time or in one action. This restriction is the main reason to develop and learn Combos. There are exceptions to this rule, such as Terrestrial Exalts who may freely use any Reflexive Charm they know without a Combo, or Raksha who may activate multiple Charms in conjunction with an Assumption Charm to create their shaped form without a Combo.

Charm Mechanics

Charms have a number of properties that determine their basic restrictions and usage. The properties are used within the rule system.

Cost determines the amount of motes, willpower and/or health levels the Charm uses costs the character. Sometimes this cost is variable, depending on the desired effects. An example for this is the First Excellency, which has a cost depending on the amount of dice added.

Duration describes the duration of the Charm's effects. Most often this is Instant, which means the effects of the Charm are applied directly and do not last. Other durations could be measured in Ticks, Actions or even days.

Keywords are used to quickly describe a list of common Charm properties. See the Charm keywords article for more information. This property is unique to Second Edition.

Minimum Ability is the minimum required level in the Ability that is associated with the Charm. If this requirement is not met, the Charm can not be learned.

Minimum Essence as with the Minimum Ability, this sets the threshold of the Essence Trait that a character has to possess to use the Charm.

Prerequisite Charms are the Charms a character has to know in order to learn the Charm in question.

Type determines both the conditions of use for the Charm as well as it's place within a Charm Combo. In Second Edition, the following types exist:

  • Enchantment
  • Extra Action
  • Permanent
  • Reflexive
  • Simple
  • Supplemental

See also

Charm Example

Arc Blinding Assault

Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Thousand Wounds Gear Form

One of the most common mishaps in the industrial world of the Alchemical Exalted is accidental blinding by exposure to unbearably bright arcs of energy. The martial artist learns to mimic this tragedy in a more direct fashion, throwing a shower of white-hot sparks as a counterattack in response to any attack she defended against with an unarmed parry using a close combat weapon that does not inflict bashing damage. She may choose any target for the sparks within (Essence) yards and need not choose the attacker who prompted the Charm, resolving her counterattack using the normal statistics for the weapon with which she parried. If her counterattack would inflict any damage, her victim is instead blinded (as per Exalted, p. 152). The blistered eyes of the Exalted repair themselves after a full day, but mortal eyes boil away completely to leave behind smoking sockets.

Custom Charm of the Month

The Custom Charm for the Month of August is:

Unavailable, as there were no nominations for the month of January. Please check back next month.

Would you like to nominate a Charm as the Custom Charm of the Month?

Newest Additions

These are the latest Charms added to the Exalted Wiki for your reference and enjoyment!

Official Second Edition Charms No pages meet these criteria.

Official First Edition Charms No pages meet these criteria.

Custom Second Edition Charms

  1. List of Second Edition Charms

Custom First Edition Charms

  1. List of First Edition Charms
To see a list of all Charms recently added to the Exalted Wiki, please check here or here.