<charms>
	<schema>
		<field name="group" label="Group" type="list" link="group">
			<option value="Solar"/>
			<!-- moved the DB up a level so I don't have a wasted column -->
			<!--<option value="Dragon-blooded"/>-->
			<option value="DB-Fire"/>
			<option value="DB-Water"/>
			<option value="DB-Earth"/>
			<option value="DB-Air"/>
			<option value="DB-Wood"/>
			<option value="Lunar"/>
			<option value="Sidereal"/>
			<option value="Abyssal"/>
			<option value="Fair folk"/>
		</field>
<!--		<field name="element" label="El" type="list" link="element">
		</field>-->
		<field name="skill" label="Skill" type="list" link="skill">
			<option value="Archery"/>
			<option value="Brawl"/>
			<option value="Martial Arts"/>
			<option value="Melee"/>
			<option value="Thrown"/>

			<option value="Endurance"/>
			<option value="Performance"/>
			<option value="Presence"/>
			<option value="Resistance"/>
			<option value="Survival"/>

			<option value="Craft"/>
			<option value="Investigation"/>
			<option value="Lore"/>
			<option value="Medicine"/>
			<option value="Occult"/>

			<option value="Athletics"/>
			<option value="Awareness"/>
			<option value="Dodge"/>
			<option value="Larceny"/>
			<option value="Stealth"/>

			<option value="Bureaucracy"/>
			<option value="Linguistics"/>
			<option value="Ride"/>
			<option value="Sail"/>
			<option value="Socialize"/>
		</field>
		<field name="name" label="Name" type="string" link="reqCharms"/>
		<field name="page" label="pg" type="number"/>
		<field name="minSkill" label="Min" type="number"/>
		<field name="minEssence" label="Ess" type="number"/>
		<field name="cost" label="Cost" type="string"/>
		<field name="duration" label="Duration" type="list" link="duration">
			<option value="Instant"/>
			<option value="Until next action"/>
			<option value="One scene"/>
			<option value="One turn"/>
			<option value="Five minutes"/>
			<option value="One hour"/>
			<option value="Six hours"/>
			<option value="One day"/>
		</field>
		<field name="type" label="Type" type="list" link="type">
			<option value="Reflexive"/>
			<option value="Simple"/>
			<option value="Supplemental"/>
		</field>
		<field name="reqCharms" label="Prereqs" type="string" link="name"/>
		<field name="description" label="Description" type="string"/>
	</schema>

<!-- Solar charms -->
	<charm>
		<group>Solar</group>
		<name>Wise Arrow</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>154</page>
		<cost>1m per die</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>For each mote of Essence the PC spends, he may add 1 die to an Archery attack roll, but bonus dice cannot exceed Dex + Archery. Must declare Essence spent before die roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Sight Without Eyes</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>154</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Wise Arrow</reqCharms>
		<description>PC makes an Archery attack without penalty for visual conditions. Other negative modifiers (high winds, range, etc.) still impose regular penalties.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Accuracy Without Distance</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>154</page>
		<cost>1m, 1w</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>5</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Sight Without Eyes</reqCharms>
		<description>The PC may make an absolute shot to the maximum range of the bow and it will hit. If he doesn't roll the successes needed to hit a target, he will still hit it, doing base damage for the arrow. It can also be used to hit small objects and for trick shots.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>There Is No Wind</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>155</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>4</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Sight Without Eyes</reqCharms>
		<description>The PC may make an Archery attack with no environmental penalties of any sort, for weather, bad ammunition. Splitting a dice pool is not an environmental penalty.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Trance of Unhesitating Speed</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>155</page>
		<cost>Varies</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Wise Arrow</reqCharms>
		<description>The PC declares how many attacks she will make this turn, then rolls. Each extra attack costs a number of Essence motes equal to twice the number of total attacks made so far. (1st free, 2nd + 4, 3rd + 6, etc.)</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Arrow Storm Technique</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>155</page>
		<cost>8m, 1w</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Trance of Unhesitating Speed</reqCharms>
		<description>As long as the PC hits (not "does damage") she may make another attack. Each attack must be at a different target and the PC must have enough ammo for the attack. The Charm ends when the PC misses or has hit every possible target.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Fiery Arrow Attack</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>156</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC charges arrow with Essence and it burst into flame, igniting flammable material and adding (PC Essence) to damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Dazzling Flare Attack</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>156</page>
		<cost>1m per 2 damage</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Fiery Arrow Attack</reqCharms>
		<description>Arrow is charged with Essence, glowing like a flare, adding one to PC's Archery pool. Every mote up to the PC's Essence spent adds 2 to damage. Must spend at least 1 Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Phantom Arrow Technique</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>156</page>
		<cost>1m per arrow</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Fiery Arrow Attack</reqCharms>
		<description>PC shapes mote of Essence into an arrow, with normal range and damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Solar Spike</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>157</page>
		<cost>1m per 2 dice of damage</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Phantom Arrow Technique</reqCharms>
		<description>PC creates arrow that does base damage of twice Essence motes spent conjuring arrow, up to Archery skill, not subject to penalties for rain or wind. Range of Essence x 100 yards, does at least Essence damage against demons, undead, &amp; other creatures of night. Do not add Bow damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Immaculate Golden Bow</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>157</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Phantom Arrow Technique</reqCharms>
		<description>PC creates bow from Essence, with range of compound bow, does Strength + Essence damage. Does not create arrows.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Rain of Feathered Death</name>
		<skill>Archery</skill>
		<book>Exalted</book>
		<page>157</page>
		<cost>3m per duplicate</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Phantom Arrow Technique</reqCharms>
		<description>PC creates duplicate arrows from arrow in flight, up to Essence score. Use one attack roll but apply damage separately, all must attack same target.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ferocious Jab</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>157</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>On a successful attack, PC may count extra successes twice for purposes of determining damage. May decide to spend Essence after rolling attack.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Fist of Iron Technique</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>157</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Ferocious Jab</reqCharms>
		<description>PC imbues fists with Essence. Until next action, strikes do Lethal damage and can parry Lethal damage with fists, but not spells or arrows without Stunt.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ox-Stunning Blow</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>157</page>
		<cost>1m per die</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Fists of Iron Technique</reqCharms>
		<description>The PC makes a normal Dexterity + Brawl attack, doing one point of base "stunning" damage for every mote spent on the Charm. Stunning damage is soaked with just Target's Bashing soak from their Stamina. Extra successes add to damage but instead of Health Levels, damage roll adds a - 1 to Target's dice pools for (7 - Target Stamina) in turns. PC cannot spend more motes on Charm than twice his Strength.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Dragon Coil Technique</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>158</page>
		<cost>3m per turn</cost>
		<duration>Varies</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Fists of Iron Technique</reqCharms>
		<description>PC performs Clinch maneuver doing Strength + Essence + 2 lethal damage, while target only does Strength + 2 Bashing. If target tries to escape, PC adds Essence in auto successes to roll to resist escape. PC cannot use simple or supplemental Charms while using this.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Thunderclap Rush Attack</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>158</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Ferocious Jab</reqCharms>
		<description>PC automatically wins initiative over any single opponent. PC cannot split dice pools on turn they use this Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Hammer on Iron Technique</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>159</page>
		<cost>4m, 1w</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Thunderclap Rush Attack</reqCharms>
		<description>PC gains a number of additional attacks equal to her Essence, but all must be against same target. This Charm cannot be comboed with defensive Charms that allow the PC to dodge or otherwise avoid attacks, but may be comboed with those that allow her to soak or ignore damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Sledgehammer Fist Punch</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>159</page>
		<cost>3m</cost>
		<duration>One Turn</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC doubles the amount of damage done after extra successes are added but before soak is applied. May only be used against inanimate objects.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Crashing Wave Throw</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>159</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Sledgehammer Fist Punch</reqCharms>
		<description>In addition to normal damage, PC throws opponent on successful attack a number of yards equal to PC's Strength + extra successes on attack roll. Attack cannot be blocked, only dodged. Target takes dice of Bashing damage equal to number of yards she would have continued flying if she hits object, and may take Lethal damage based on what she hits</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Heaven Thunder Hammer</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>160</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Sledgehammer Fist Punch</reqCharms>
		<description>PC's unarmed attack does normal damage, and hurls enemy a number of yards equal to presoak health damage. Target takes dice of Bashing damage equal to number of yards she would have continued flying if she hits object, and may take Lethal damage based on what she hits.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Shockwave Technique</name>
		<skill>Brawl</skill>
		<book>Exalted</book>
		<page>160</page>
		<cost>4m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Crashing Wave Throw</reqCharms>
		<description>PC makes attack against primary target that cannot be blocked, only dodged, and does no damage. If successful, PC makes reflexive Brawl attack at full dice pool against another target within range. If successful, both targets take Strength (+ the extra successes on Reflexive attack) Bashing Damage. If successful, both targets left in heap on ground and take an action to get up. If second attack misses, initial target flies a number of yards equal to PC's Strength.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Striking Cobra Technique</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>160</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>During turn in which this Charm is activated, PC adds Martial Arts to initiative total. May only be used once per turn.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Serpentine Evasion</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>160</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Striking Cobra Technique</reqCharms>
		<description>PC may add a number of dice equal to her Martial Arts score to any single Dodge attempt.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Snake Form</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>160</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Serpentine Evasion</reqCharms>
		<description>PC adds Martial Arts score to Initiative totals and bashing soak, while sinuous movements subtract amount equal to PC Essence from enemies' dice pools. Only works against Targets that can see PC. Incompatible with armor.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Essence Fangs and Scales Technique</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>160</page>
		<cost>6m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Snake Form</reqCharms>
		<description>PC does lethal damage with Martial Arts attacks and soaks Lethal damage with Bashing soak total. Incompatible with weapons and armor.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Armor Penetrating Fang Strike</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>161</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Essence Fangs and Scales Technique</reqCharms>
		<description>PC ignores target's soak from armor. Attack can only be soaked by target's Stamina.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Snake Strikes the Heel</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>161</page>
		<cost>4m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Snake Form</reqCharms>
		<description>When PC is attacked, she may immediately (before damage is determined) make a counterattack with a pool equal to PC's Martial Arts + attacker's extra successes on his attack. Damage is then applied simultaneously. Cannot retaliate against any other counter-attack Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Crippling Pressure Point Strike</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>161</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Snake Strikes Heel.</reqCharms>
		<description>PC makes attack as normal, including roll for damage. For every health level PC would have inflicted, target is at -1 to all rolls for a number of turns equal to PC's Martial Arts.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Uncoiling Serpent Prana</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>161</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Snake Form</reqCharms>
		<description>PC invokes this Charm and makes an attack a number of yards away equal to Essence. There must be a clear line to target and PC must be able to perceive them.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Striking Serpent Speed</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>162</page>
		<cost>6m, 1w</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Uncoiling Serpent Prana</reqCharms>
		<description>PC rolls Martial Arts ability, and for every success gains an extra action. PC may not split dice pool in same turn she uses Striking Serpent Speed.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Essence Venom Strike</name>
		<skill>Martial Arts</skill>
		<book>Exalted</book>
		<page>162</page>
		<cost>10m, 1w, 1 Health Level</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Armor Penetrating Fang Strike, Crippling Pressure Point Strike, Striking Serpent Speed</reqCharms>
		<description>PC makes a Martial Arts attack as normal, but adds her Essence score to damage and does Aggravated damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Excellent Strike</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>162</page>
		<cost>1m per die</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>For each mote of Essence spent, PC may add one die to single attack, but can no more than double regular Dexterity + Melee pool.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Hungry Tiger Technique</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Excellent Strike</reqCharms>
		<description>PC makes attack, and if successful, PC counts extra successes twice for purposes of damage. Essence must be spent prior to making attack roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Fire And Stones Strike</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>1m per health level</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Hungry Tiger Technique</reqCharms>
		<description>Motes for this Charm must be spent at the time of the attack. For each mote of essence spent, the PC converts one damage die done to the target to an automatic success. If the PC does less damage after soak than the motes of essence spent, the excess motes are wasted.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>One Weapon, Two Blows</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Excellent Strike</reqCharms>
		<description>PC may attack a target twice in one turn, both attacks occur on PC initiative, but are rolled separately. If defender dodges or parries, one roll is made and applied to both attacks.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Peony Blossom Attack</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>Varies</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>One Weapon, Two Blows</reqCharms>
		<description>The PC declares how many attacks she will make this turn, then rolls. Each extra attack costs a number of Essence motes equal to twice the number of total attacks made so far. (1st free, 2nd 4, 3rd 8, etc.) PC cannot split Melee pool in same turn she uses this Charm. Defenders must Dodge or Parry each attack separately.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Iron Whirlwind Attack</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Peony Blossom Attack</reqCharms>
		<description>PC may make a total number of attacks equal to her Dexterity. PC cannot split dice pool in same turn that they use this Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Retrieve the Fallen Weapon</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may summon his weapon to his empty hand as long as he can see it. It cannot defeat doors, chains, or other hindrances.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Call the Blade</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>163</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Retrieve the Fallen Weapon</reqCharms>
		<description>PC can call her weapon to her hand, even if she cannot see it. It does not cross space to get to the hand, but Charm only reaches (10 x PC Essence) in yards.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Summoning the Loyal Steel</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>164</page>
		<cost>1m to summon or banish</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Call the Blade</reqCharms>
		<description>The PC's weapon flashes to his hand, regardless of previous location. PC can also banish the weapon to Elsewhere. This must be a very important weapon to the PC, his favored weapon.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Glorious Solar Saber</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>164</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Call the Blade</reqCharms>
		<description>PC forms blade from pure Essence that does Strength + Essence lethal damage, lights area 4 yards across. The Blade has Speed + 3, Accuracy and Defense + 1.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Iron Raptor Technique</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>164</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Retrieve the Fallen Weapon</reqCharms>
		<description>PC can use weapon up to Dexterity x 5 yards away, flying back to his hand afterwards. Attack is with Melee pool and does normal damage based on PC Strength, may be blocked as normal. Botched attacks may result in stuck weapons.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Sandstorm-Wind Attack</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>165</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Iron Raptor Technique</reqCharms>
		<description>A wave of force leaps from the PC's blade. PC attacks with Dexterity + Melee Pool, does base damage of Strength + Essence up to (10 x PC Essence) yards away. It is blocked as a ranged attack.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Edge of Morning Sunlight</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Iron Raptor Technique</reqCharms>
		<description>PC focuses Essence through weapon, making it effective against creatures of darkness, the undead, and Abyssal Exalted. PC adds Essence to weapon damage against such creatures.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Corona of Radiance</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Edge of Morning Sunlight</reqCharms>
		<description>Attacks against PC by undead, creatures of the night, and Abyssal Exalted are at + 1 difficulty. If such creatures strike PC unarmed, they must soak Aggravated damage equal to PC Essence, and PC attacks against these creatures do Aggravated damage and have a damage bonus equal to PC Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Blazing Solar Bolt</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>3m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Corona of Radiance, Sandstorm-Wind Attack</reqCharms>
		<description>A bolt of Essence leaps from PC weapon and Caste mark, allowing PC to make attack with Dexterity + Melee, which cannot be blocked or dodged without use of Charms. Does Lethal damage and has base damage of PC Strength + Willpower. Against inhabitants of Malfeas or Underworld does aggravated damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Golden Essence Block</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC can trade Essence to parry any hand-to-hand attacks she is aware of, but cannot use more dice to parry any single hand-to-hand attack than her Dexterity + Melee dice pool. (Not double her Dexterity + Melee pool, as is typical with Solar Charms.)</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Dipping Swallow Defense</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Golden Essence Block</reqCharms>
		<description>PC may use full Dexterity + Melee pool to block any one hand-to-hand attack she is aware of.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Bulwark Stance</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>5m</cost>
		<duration>Until next action</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Dipping Swallow Defense</reqCharms>
		<description>Until next action, PC can use full Dexterity + Melee dice pool to parry any attack she is aware of, so long as it has physical component and is not noted as being impossible to block.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Heavenly Guardian Defense</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>166</page>
		<cost>3m, 1w</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Bulwark Stance</reqCharms>
		<description>The PC may block, without rolling, any one attack she is aware of, even if the attack is normally unblockable. Blocking incredible attacks may destroy weapon, but Exalted will be unharmed.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Fivefold Bulwark Stance</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>167</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Bulwark Stance</reqCharms>
		<description>PC may use his full Dexterity + Melee dice pool to block any attacks against him that he is aware of, even missile weapons and magical attacks that have a physical component.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Solar Counterattack</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>167</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>4</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Dipping Swallow Defense</reqCharms>
		<description>PC may make an attack against anyone executing a hand-to-hand attack against her, after roll to hit but before damage is resolved. PC can use this as many times per turn as she can afford to pay for, but not in response to any other counterattack Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ready in Eight Directions Stance</name>
		<skill>Melee</skill>
		<book>Exalted</book>
		<page>167</page>
		<cost>5m</cost>
		<duration>One turn</duration>
		<type>Reflexive</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Solar Counterattack</reqCharms>
		<description>PC may respond to all attacks until next action with an immediate counterattack at full Dexterity + Melee pool, after roll to hit but before damage is rolled, and not in response to any other counterattack Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Precision of the Striking Raptor</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>168</page>
		<cost>1m per die</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may infuse weapon with Essence, adding 1 die to her pool per mote spent, up to double her Dexterity + Thrown pool. Essence spent must be declared before the attack roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Joint Wounding Attack</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>168</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Precision of the Striking Raptor</reqCharms>
		<description>PC does damage as normal, but for every Health level inflicted target suffers a -1 penalty to all pools related to physical activity for one scene. It also works on automata, the undead, and so forth.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Observer-Deceiving Attack</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>168</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Joint-Wounding Attack</reqCharms>
		<description>PC makes an attack as normal, but the attack appears to come from a completely different direction, raising the Awareness roll to spot the PC by one or more.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Mist On Water Attack</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>168</page>
		<cost>3m per turn</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Observer-Deceiving Attack</reqCharms>
		<description>The PC may attack an unsuspecting opponent and hide the attack, muting the sound for (up to PC Essence) turns costing 3 motes per turn. Target cannot alert anyone for length of silence. If the target dies, his death will not be discovered for the length of the silence. It has no affect on an alerted opponent.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Falling Icicle Strike</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>168</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Joint-Wounding Attack</reqCharms>
		<description>If PC attacks from ambush, the defender applies soak as normal, PC rolls for damage as normal, but doubles the number of successes. Cannot be used against an alerted opponent.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Triple-Distance Attack Technique</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>169</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC's weapon's range is tripled for purposes of determining penalties based on distance to target.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Cascade of Cutting Terror</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>169</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Triple-Distance Attack Technique</reqCharms>
		<description>PC creates duplicates of his weapon, doubling Thrown pool for purposes of the attack, which cannot be dodged, only blocked. Affects only a single target. Can be used for utility purposes, such as clearing undergrowth.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Shower of Deadly Blades</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>169</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Cascade of Cutting Terror</reqCharms>
		<description>PC hurls a number of throwing weapons, making one attack roll and applying result to every weapon, at one or multiple targets without penalty. Cannot hurl more weapons than Essence and needs enough ammunition.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Fiery Solar Chakram</name>
		<skill>Thrown</skill>
		<book>Exalted</book>
		<page>169</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Cascade of Cutting Terror</reqCharms>
		<description>The PC hurls a mote of burning light at target, doing 6 + number of extra successes on attack Lethal damage, at a range of a 100 yards. Against demons, ghosts or creatures of the night the Charm adds a number of automatic successes to the attack roll equal to the PC's Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ox-Body Technique (SOLAR)</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>170</page>
		<cost>None</cost>
		<duration>Permanent</duration>
		<type>Special</type>
		<minSkill>varies</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Each time this is purchased, PC gains either : *One -0 Health Level *Two -1 Health Levels *One -1 Health Level and two -2 Health Levels. PC can get this Charm a number of times up to his Endurance score.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Armored Scout's Invigoration</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>170</page>
		<cost>5m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>Fatigue value and Mobility penalty of PC's armor is reduced by one each, cannot reduce value below zero.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Front-Line Warrior's Stamina</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>170</page>
		<cost>10m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Armored Scout's Invigoration</reqCharms>
		<description>Fatigue value and Mobility penalty of PC's armor is reduced by two each, cannot reduce value below zero.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Tiger-Warrior's Endurance</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>171</page>
		<cost>15m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Front-Line Warrior's Stamina</reqCharms>
		<description>Fatigue value and Mobility penalty of PC's armor is reduced by three each, cannot reduce value below zero.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Essence-Gathering Temper</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>171</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>1</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may activate this whenever hit in combat. For every point of damage taken before soak is applied, player may roll one die, each success meaning a mote of regained Essence. A PC cannot gain more Essence than his Stamina score on any given attack.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Willpower-Enhancing Spirit</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>171</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Essence-Gathering Temper</reqCharms>
		<description>PC may activate this whenever hit in combat. For every point of damage taken after soak is applied, player may roll one die, each success meaning a point of temporary Willpower is regained. A PC cannot gain more Willpower than his permanent value.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Battle Fury Focus</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>171</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Willpower- Enhancing Spirit</reqCharms>
		<description>For duration of scene, PC has +1 to all die pools related to combat and -1 to all wound penalties. PC must be engaged in combat or attempting to be engaged. She can attack at range and differentiate between friend and foe, but to retreat or do anything else other than combat, must make Willpower roll--failure means PC continues to attack, success means Charm ends.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Bloodthirsty Sword-Dancer Spirit</name>
		<skill>Endurance</skill>
		<book>Exalted</book>
		<page>172</page>
		<cost>10m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Battle Fury Focus</reqCharms>
		<description>While Charm is in effect, PC gets +3 bonus to all combat pools and suffers no wound penalties. PC can only attack foes until they are dead, must move to next one through most direct route, cannot use ranged weapons, or she may remain where she is and let her enemies come to her. Will not attack friends unless they try to stop her, lasts until PC cannot find enemy to kill. Difficulty for Willpower roll to end trance is 3, or 1 if loved one is the one attempting.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Respect Commanding Attitude</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>172</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PCs who use this Charm command the attention of an audience. While they may not be swayed or impressed, they will pay him heed, refrain from heckling, and avoid leaving performance in any numbers prior to its finish.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unruly Mob Dispersing Rebuke</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>172</page>
		<cost>8m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Respect Commanding Attitude</reqCharms>
		<description>The PC issues a strong rebuke and shatters the inertia of a mob. Without further impetus, they will disperse. This Charm does nothing to well organized or disciplined force.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Rout-Stemming Gesture</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>172</page>
		<cost>5m, 1w</cost>
		<duration>3 turns</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Unruly Mob Dispersing Rebuke</reqCharms>
		<description>All those within a radius of (10 x the PC's Essence rating) in yards are immediately steadied. Those who have failed Valor checks can roll again, and characters that must make new ones automatically succeed. Even works against supernatural panic.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Fury Inciting Presence</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>173</page>
		<cost>8m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Unruly Mob Dispersing Rebuke</reqCharms>
		<description>With 10 to 20 minutes of haranguing a crowd on a subject, a PC can turn into an angry mob, lasting for a number of hours equal to PC's Essence rating in hours. It can be stopped by organized opposition that cannot be overwhelmed or if it is left idle without things to destroy for 10 to 20 minutes.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Heroism-Encouraging Presence</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>173</page>
		<cost>10m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Fury Inciting Presence</reqCharms>
		<description>All friendly troops within PC's Essence x 100 yards all operate with a bonus die to combat-related dice pools from morale and do not fail Valor rolls, and ST should allow this Charm to considerably influence the outcome of a battle.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Tiger-Warrior Training Technique</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>173</page>
		<cost>10m, 2w</cost>
		<duration>One Week</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Heroism- Encouraging Presence, Rout-Stemming Gesture</reqCharms>
		<description>PCs may supervise training of (PC Essence x 100) troops a week, and after a month they become Elite troops. Already Elite troops will increase considerably in power.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Masterful Performance Exercise</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>174</page>
		<cost>2m per success</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC makes a regular Charisma + Performance roll, but may buy additional successes up to (PC's Essence rating + number of successes on the Charisma + Performance roll,) with each success costing 2 motes of Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Phantom-Conjuring Performance</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>174</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Masterful Performance Exercise, Respect-Commanding Attitude</reqCharms>
		<description>Images appear during a PC's performance, underscoring its beauty, adding a number of dice equal to PC's Essence to next Charisma + Performance roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Heart-Compelling Method</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>174</page>
		<cost>6m, 1w</cost>
		<duration>One scene</duration>
		<type>Supplemental</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Masterful Performance Exercise</reqCharms>
		<description>PC chooses an emotion and channels it through his performance, making a Manipulation + Performance roll. Targets with a Willpower lower than successes on roll are overcome with that emotion, those with below twice the Willpower of the successes make a roll, and those with greater than twice the successes are unaffected.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Memory Reweaving Discipline</name>
		<skill>Performance</skill>
		<book>Exalted</book>
		<page>175</page>
		<cost>10m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Heart- Compelling Method, Phantom-Conjuring Performance</reqCharms>
		<description>PC creates a narrative so compelling that those who hear it forget the truth and believe the narrative. PC makes a Manipulation + Performance roll, and every success means that the target needs to see one piece of evidence that disproves the narrative. Can be used in conversation.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Harmonious Presence Meditation</name>
		<skill>Presence</skill>
		<book>Exalted</book>
		<page>175</page>
		<cost>6m</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>While this Charm is in effect PC adds a number of dice equal to permanent Essence to any Socialize, Presence or Bureaucracy rolls that involve one-on-one interaction.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Listener-Swaying Argument</name>
		<skill>Presence</skill>
		<book>Exalted</book>
		<page>175</page>
		<cost>2m per die, 1w</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Harmonious Presence Meditation</reqCharms>
		<description>For every 2 Essence spent by PC, add a die to any Socialize, Presence, or Bureaucracy roll involving one-on-one interaction, up to twice the pool.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Hypnotic Tongue Technique</name>
		<skill>Presence</skill>
		<book>Exalted</book>
		<page>175</page>
		<cost>10m, 1w</cost>
		<duration>Special</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Listener-Swaying Argument</reqCharms>
		<description>PC programs a target to undertake an action later through a touch, then making opposed Willpower roll. If Willpower roll fails, target will know what happened, what the command was, and what the conditions were. If PC wins, she may give target elaborate unspoken command, and will keep it for (PC's Charisma) days. Command must be able to be executed in (PC's Essence) in turns, and target will forget the orders or not after completion if PC desires it. Target will not attack herself or others unless predisposed to do so.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Majestic Radiant Presence</name>
		<skill>Presence</skill>
		<book>Exalted</book>
		<page>175</page>
		<cost>8m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Harmonious Presence Meditation</reqCharms>
		<description>Targets attempting to attack the PC or stand against him in argument must make a successful Willpower roll to do so. Not compatible with Dawn Caste Anima ability.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Underling Promoting Touch</name>
		<skill>Presence</skill>
		<book>Exalted</book>
		<page>175</page>
		<cost>10m, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Majestic Radiant Presence</reqCharms>
		<description>PC's target is empowered with majesty of the PC, and will be treated with deference due. Others must make Willpower roll with a difficulty of 1 + Essence of PC to do otherwise.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Terrifying Apparition of Glory</name>
		<skill>Presence</skill>
		<book>Exalted</book>
		<page>176</page>
		<cost>10m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Majestic Radiance Presence</reqCharms>
		<description>While Charm is in effect, targets must make a Valor check to attack PC, most animals will flee, and allies must make a Conviction roll not to obey nonsuicidal orders. Last for a scene after the targets leave PC presence. Those who are able to attack PC do so at die penalty equal to PC Essence. Not compatible with Dawn Caste Anima Ability</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Durability of Oak Meditation</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>176</page>
		<cost>1m per 2 dice rolled</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC roll up to Stamina + Resistance in dice, paying 1 mote per 2 dice rolled. For each success, PC adds 1 to Bashing soak. Charm may be used again in later turns, but PC cannot gain more Bashing soak than Stamina + Resistance.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Iron Skin Concentration</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>176</page>
		<cost>3m, 1w</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Durability of Oak Meditation</reqCharms>
		<description>PC's soaks Lethal damage with Bashing soak. Cannot be used with armor.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spirit Strengthens the Skin</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>176</page>
		<cost>2m per Point</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Durability of Oak Meditation</reqCharms>
		<description>PC may add up to her score in Resistance ability to Bashing soak over and above Durability of Oak Meditation, for 2 motes per point. May be used more than once per scene, but cannot gain more than her Resistance ability.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Adamant Skin Technique</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>177</page>
		<cost>5m, 1 Health Level, 1w</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Iron Skin Concentration, Spirit Strengthens the Skin</reqCharms>
		<description>PC takes no damage from a single attack, or damage of any type. PC may still suffer from "secondary" damage as a result of the blow -- if the PC is punched into a fire, the punch would be absorbed but not the later fire damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unfailing Tortoise Technique</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>177</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Durability of Oak Meditation</reqCharms>
		<description>PC can resist even unanticipated attacks, so may spend 1 mote to add Resistance score to Bashing soak for that single attack. Must be invoked before soak is subtracted from damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Iron Kettle Body</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>178</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Unfailing Tortoise Technique</reqCharms>
		<description>PC can resist even unanticipated attacks, so may spend 1 mote to add Resistance score to Bashing and Lethal soak for that single attack. Must be invoked before soak is subtracted from damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Whirlwind Armor-Donning Prana</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>178</page>
		<cost>2m per turn</cost>
		<duration>Special</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC can don armor in number of turns equal to its Mobility penalty. Each turn costs 2 motes of Essence. Armor must be handy and readily available.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Hauberk-Summoning Gesture</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>178</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Whirlwind Armor- Donning Prana</reqCharms>
		<description>In an eye blink, PC's armor appears on her from as far away as 100 yards x her Essence rating. Armor must be player's own.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Glorious Solar Plate</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>178</page>
		<cost>10m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Hauberk-Summoning Gesture</reqCharms>
		<description>PC creates a golden lamellar armor around herself, with light bright enough to read by in a several-yard radius, with 10 Lethal soak, 10 Bashing soak and only a -1 Mobility penalty.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Poison-Resisting Meditation</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>179</page>
		<cost>4m</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may add a number of automatic successes equal to his Stamina to the Stamina + Resistance roll to resist toxins, spoiled food, etc. PC can also consume a number of drinks equal to his Stamina with no penalty.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Illness-Resisting Meditation</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>179</page>
		<cost>6m</cost>
		<duration>One day</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may add a number of automatic successes equal to his Stamina to the Stamina + Resistance roll to resist illness. PC can add the same number to his daily roll to recover from illness already contracted.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Immunity to Everything Technique</name>
		<skill>Resistance</skill>
		<book>Exalted</book>
		<page>179</page>
		<cost>6m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Illness-Resisting Meditation, Poison-Resisting Meditation</reqCharms>
		<description>While this Charm is in effect, PC cannot be injured by illness or poison, and will not become subject to illness later, after exposure.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Friendship With Animals Approach</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>179</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC can deal well with any animal, but must be within one yard of the target per point of Essence. Herbivores will become docile, and predators will not challenge the PC. Does not work on trained, sentient, or insane animals.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spirit-Tied Pet</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>179</page>
		<cost>10m, 1w, 1 Experience Point</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Friendship With Animals Approach</reqCharms>
		<description>Each time PC uses this Charm while handling an animal, she gains a dot of Familiar concerning the animal. PCs cannot have more than one Spirit-Tied Pet at a time.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Bestial Traits Technique</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>180</page>
		<cost>8m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spirit-Tied Pet</reqCharms>
		<description>PC can gain the Trait of a Spirit-Tied Pet, each use allowing the gain of a single characteristic. To gain a poisoned bite, the PC would need to emulate the bite and the poison, and the bite would be as the animal, not as the animal if it were the size of the PC.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Hardship-Surviving Mendicant Spirit</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>180</page>
		<cost>5m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can resist harsh (but not the most hostile) environments without special preparations. Blazing heat, icy cold, hypothermia, leeches, mosquitoes--all are overcome by this Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Trackless Region Navigation Charm</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>181</page>
		<cost>7m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Hardship-Surviving Mendicant Spirit</reqCharms>
		<description>The PC (and a number of people equal to twice his Essence score) travel over most terrain as if it were easily traversed ground, covering 20 miles per day. Very harsh terrain can be traveled over at a rate of 10 miles per day.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Food-Gathering Exercise</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>181</page>
		<cost>3m per person</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Trackless Region Navigation Charm</reqCharms>
		<description>With an hour of foraging for food, the PC will provide enough food for up to her Essence in people. Incredibly difficult environments will make this more difficult, but not more than reducing amount of food by half.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unshakeable Bloodhound Technique</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>181</page>
		<cost>8m, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Hardship-Surviving Mendicant Spirit</reqCharms>
		<description>PC can track anyone through any terrain as long as the trail is fresh. Over difficult terrain, trail is fresh for one day per point of PC permanent Essence, but is fresh for up to 3 times as long in more amenable territory. If foiled by Traceless Passage, both PC and target resolve tracking normally.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Eye-Deceiving Camouflage</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>182</page>
		<cost>6m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Hardship-Surviving Mendicant Spirit</reqCharms>
		<description>PC can camouflage himself or an object no larger than his Essence in yards so as to be undetectable. This takes one hour. As long as the PC or object does not move suddenly or at length, it will not be detected by any sense without intensive searching for a number of hours equal to the PC's Essence, or by a discipline enhancing the senses, which calls for an opposed test between enemy's Perception + Awareness and PC's Intelligence + Survival.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Traceless Passage</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>182</page>
		<cost>5 motes per person, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Unshakeable Bloodhound Technique</reqCharms>
		<description>The PC can make his trail and the trails of additional people equal to his Essence score totally traceless. They cannot be tracked, not even with the aid of tracking animals or other aids. Only characters with the Unshakeable Bloodhound Technique Charm can follow, played out as if they were tracking without magic.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Element-Resisting Prana</name>
		<skill>Survival</skill>
		<book>Exalted</book>
		<page>182</page>
		<cost>10 motes, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Hardship-Surviving Mendicant Spirit</reqCharms>
		<description>The PC is able to survive in any environment, such as active volcanoes, underwater, and in conditions as harsh as those of the elemental poles. While this Charm is active, the PC adds her Endurance to her soak when she takes damage from elemental sources such as cold, fire and lightning.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flawless Handiwork Method</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>182</page>
		<cost>3 motes per success</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can craft extraordinarily well. To use this Charm, the PC first makes a regaulr Intelligence or Stamina + Craft roll for the character. Then, the player may "buy" additional successes, up to the Character's Essence rating + the number of successes rolled on the Craft roll. Each success bought in this fashion costs 3 motes of Essence</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Object-Strengthening Touch</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>183</page>
		<cost>6 motes</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Flawless Handiwork Method</reqCharms>
		<description>The PC strengthens an object. Fragile objects like those made of glass cannot be damaged without Strength at least equal to the Essence of the PC who used the Charm on them. Targets that are not fragile take twice normal force to harm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Durability-Enhancing Technique</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>183</page>
		<cost>10 motes</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Object-Strengthening Touch</reqCharms>
		<description>The PC strengthens an object so that it will endure for years. Durability- Enhancing Technique add twice the PC's score in the Crafts Ability to the Strength + Athletics dice pool required to break objects treated by this Charm, and they last 10 times as long as untreated objects.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Chaos Resistance Preparation</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>183</page>
		<cost>10 motes, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Object-Strengthening Touch</reqCharms>
		<description>This Charm makes objects resistant to the effects of the Wyld. Objects protected by this Charm take 10 times as long to change due to the Wyld as it would normally. The effects of the Charm are permanent.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Crack-Mending Technique</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>183</page>
		<cost>10 motes, 1w, 1 health level</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Craftsman Needs No Tools, Durability-Enhancing Technique</reqCharms>
		<description>The PC can fix any broken object, so long as it was not wholly unmade. The character must spend a number of hours working on the object equal to 10 - her Essence, and cannot remake an object more yards in radius than the character's Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Shattering Grasp</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>184</page>
		<cost>5 motes</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Object-Strengthening Touch</reqCharms>
		<description>A PC using this Charm multiplies his Strength + Athletics by 2 for the purposes of breaking or damaging the basic material he works with for the focus of his Craft skill -- typically metal, stone or wood. If the character is making an attack against such an object, double his damage successes.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Craftsman Needs No Tools</name>
		<skill>Craft</skill>
		<book>Exalted</book>
		<page>184</page>
		<cost>7m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Shattering Grasp</reqCharms>
		<description>A PC who knows this Charm works directly with her chosen material, shaping it with her hands and voice, without any need for tools. PCs using this Charm do a day's work in a Scene. Tasks needing multiple days' work require multiple Scenes of use.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ten Magistrate Eyes</name>
		<skill>Investigation</skill>
		<book>Exalted</book>
		<page>185</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Supplemental</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC adds his Essence score in automatic successes to any Investigation rolls.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Crafty Observation Method</name>
		<skill>Investigation</skill>
		<book>Exalted</book>
		<page>185</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Ten Magistrate Eyes</reqCharms>
		<description>By examining the undisturbed physical evidence of an event, the character can reconstruct the physical process behind that event. If the evidence is disturbed significantly, the PC must make a Perception + Investigation roll with a difficulty determined by the amount of disturbance the evidence has been subjected to reconstruct the event.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Judge's Ear Technique</name>
		<skill>Investigation</skill>
		<book>Exalted</book>
		<page>185</page>
		<cost>6m</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Ten Magistrate Eyes</reqCharms>
		<description>The PC can tell if the target is lying to her. This Charm is infallible, but if the target refuses to answer or does answer in an unclear fashion, the Charm will not indicate him as having lied. If the target believes something to be the case but it is false, then the Charm will not detect it as a lie.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Evidence Discerning Method</name>
		<skill>Investigation</skill>
		<book>Exalted</book>
		<page>185</page>
		<cost>6m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Judge's Ear Technique</reqCharms>
		<description>A PC with this Charm may construct a psychological profile of the target that left the evidence. The depth of this profile is determined by the amount of material the PC employing this Charm has to sort through, and if there is material that does not belong to the target, then the PC's profile will be distorted.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Irresistible Questioning Technique</name>
		<skill>Investigation</skill>
		<book>Exalted</book>
		<page>186</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Judge's Ear Technique</reqCharms>
		<description>If the Target has Willpower equal to or less than the PC's Essence, the target is unable to lie, dissimilate or otherwise prevaricate. If the target has Willpower equal to or less than twice the PC's Essence, the PC may make a Manipulation + Investigation roll. For every success, the target must answer a single question. This Charm does not work on targets with Willpower higher than twice the PC's Essence, and if used by a PC on the same target more than once in [target's Willpower] weeks, the Charm has no effect.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unknown Wisdom Epiphany</name>
		<skill>Investigation</skill>
		<book>Exalted</book>
		<page>186</page>
		<cost>10 motes, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Crafty Observation Method, Evidence-Discerning Method</reqCharms>
		<description>By visiting the scene of an event the PC can psychically reenact history, gaining insight he could not receive from evidence. The character must be able to go over the scene, touch and examine mostly undisturbed evidence and "get into the shoes" of one of the people involved. The PC flashbacks to the event and gains info about the target's Nature, surface feelings and attitudes over the course of the event.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Integrity-Protecting Prana</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>186</page>
		<cost>5 motes, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC's mind and body is protected against the influence of Wyld energies, and will not be twisted by the Wyld.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Chaos-Repelling Pattern</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>186</page>
		<cost>10 motes, 1w</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Integrity-Protecting Prana</reqCharms>
		<description>The PC protects his possessions from the warping influence of the Wyld, an amount which can equal a fully laden horse if the character is mounted.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Wyld Shaping Technique</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>186</page>
		<cost>20m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC may shape the deepest Wyld. See the core rules for details on this extended action, pg. 186-187.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Essence-Lending Method</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>187</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can transfer Essence to the target by spending a turn in skin-toskin contact and burning 3 motes of Essence. She then transfers motes of Essence equal to 3 x her permanent Essence score, which cannot cause the target's Essence pool to rise above its normal maximum and any excess dissipates. PCs may activate this Charm over multiple turns but must pay the 3 motes for each turn the Charm is in use.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Will-Bolstering Method</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>187</page>
		<cost>5 motes, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Essence-Lending Method</reqCharms>
		<description>The PC can transfer Willpower to the target by spending a turn in skin-to-skin contact and burning the Essence and Willpower required by Charm. The PC may then transfer a number of points of temporary Willpower to the target equal to the highest Virtue that the two of them share. PC cannot cause the target's temporary Willpower to rise above its normal maximum. Excess points are wasted.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Wound-Accepting Technique</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>188</page>
		<cost>3m per Health Level, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Will-Bolstering Method</reqCharms>
		<description>The PC must be in skin-to-skin contact with Target for a turn, and the PC must spend the appropriate Essence and Willpower. The PC takes a number of health levels of bashing damage, and the target of the Charm heals a like number of levels of bashing or lethal damage. PCs cannot share more health levels than the lower of the pair's Stamina, nor heal aggravated damage, nor cause a target to gain more health levels than normal. Exalted can kill themselves through the use of this Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Power-Awarding Prana</name>
		<skill>Lore</skill>
		<book>Exalted</book>
		<page>188</page>
		<cost>5m, 1w, 1 XP</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Wound Accepting Technique</reqCharms>
		<description>The PC can lend her power to a normal mortal target. For each point of the PC's Essence, she can loan one Charm to the target. The target must meet appropriate minimum Ability to use the Charm, and if the Charm has prerequisite Charms, then the target must be lent those. The Charms draw directly on the Essence of the PC, but the target pays any non-Essence costs. While the Charms are lent, the Exalted cannot use them.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Body-Mending Meditation</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>188</page>
		<cost>10m</cost>
		<duration>One day</duration>
		<type>Reflexive</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>While this Charm is active, the PC heals at 10 times the normal rate. It cannot be used on others, does not speed the healing of aggravated damage, or allow the regeneration of amputated or destroyed tissue. Characters can activate this Charm even if unconscious.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flawless Diagnosis Technique</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>188</page>
		<cost>1m</cost>
		<duration>5 Minutes</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>By examining a target closely and hearing about her symptoms, the PC will diagnose their illness without error. This is a function of the PC's Medicine skill, so they will be unable to diagnosis an illness they've never heard of, and will never mistake one she doesn't know for one she does.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ailment Rectifying Method</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>188</page>
		<cost>10 motes</cost>
		<duration>Six hours</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Flawless Diagnosis Technique</reqCharms>
		<description>Allows the PC to recover from illness. Non-life-threatening illnesses dissipate immediately. A PC suffering from serious ailments makes a Stamina + Resistance roll (without any wound or disease-related penalties). Success indicates that the character's illness fades over the course of the Charm's duration. More serious illnesses require more successes.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Contagion Curing Touch</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>189</page>
		<cost>10m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Ailment Rectifying Method</reqCharms>
		<description>The PC makes an Intelligence + Medicine roll, curing normal diseases with 1 success; more serious ones may need up to five. The disease halts, and the illness will get no worse unless treatment stops. Nothing is required but bed rest. This Charm cannot affect more targets per day than PC's dots in Medicine.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Touch of Blissful Release</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>189</page>
		<cost>5m</cost>
		<duration>Six hours</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Body-Mending Meditation</reqCharms>
		<description>PC reduces target's wound penalties by 2, and sick targets ignore up to 2 dice of negative symptoms. Targets under Charm's influence are at a -3 die penalty to performing any action that requires thought, memory or coordination.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Grievous Injury Recovery Method</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>190</page>
		<cost>10m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Body-Mending Meditation</reqCharms>
		<description>During the duration of the Charm, spent in bed-rest, the PC heals her Essence score in health levels, plus additional levels equal to successes on a Stamina + Endurance roll. Does not speed healing of aggravated or regenerate lost limbs or tissue.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Wound Mending Care Technique</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>190</page>
		<cost>10m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Grievous Injury Recovery Method, Touch of Blissful Release</reqCharms>
		<description>PC heals her Essence in target's Health Levels for each day spent treating subject, plus Health Levels equal to successes on Intelligence + Medicine roll. Can only heal one target at a time, does not heal Aggravated damage or destroyed or amputated tissue.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Anointment of Miraculous Health</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>190</page>
		<cost>10m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Contagion Curing Touch, Wound Mending Care Technique</reqCharms>
		<description>The PC cures the target's injuries with a touch. Target heals a number of health levels equal to PC Essence, except for amputated limbs and Aggravated damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Bodily Regeneration Prana</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>191</page>
		<cost>10m, 1w</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Wound Mending Care Technique</reqCharms>
		<description>PC enters a healing trance, during which she heals Health Levels equal to her Essence. This will heal Aggravated damage and regenerate lost limbs, and organs, the former equal to two Health Levels, the latter equal to one. During period in trance, PC gains no Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Healing Trance Meditation</name>
		<skill>Medicine</skill>
		<book>Exalted</book>
		<page>191</page>
		<cost>10m, 1w</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Anointment of Miraculous Health, Bodily Regeneration Prana</reqCharms>
		<description>PC and willing target enter a healing trance, during which target heals Health Levels equal to PC Essence. This will heal Aggravated damage and regenerate lost limbs, and organs, the former equal to two Health Levels, the latter equal to one. During period in trance, PC and target gain no Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Terrestrial Circle Sorcery</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>191</page>
		<cost>1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>None</reqCharms>
		<description>By activating this Charm, PC can cast a single spell of the Terrestrial Circle. Additionally, PC must pay Essence cost of spell. Cannot be in Combo.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Celestial Circle Sorcery</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>191</page>
		<cost>2w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Terrestrial Circle Sorcery</reqCharms>
		<description>By activating this Charm, PC can cast a single spell of the Celestial Circle. Additionally, PC must pay Essence cost of spell. Cannot be in Combo.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Solar Circle Sorcery</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>191</page>
		<cost>3w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>5</minEssence>
		<reqCharms>Celestial Circle Sorcery</reqCharms>
		<description>By activating this Charm, PC can cast a single spell of the Solar Circle. Additionally, PC must pay Essence cost of spell. Cannot be in Combo.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spirit-Detecting Glance</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>192</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC can perceive unmanifested spirits, which are clearly distinguishable from manifested ones. PC is still unable to touch or harm such spirits with just this Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spirit-Cutting Attack</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>192</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spirit-Detecting Glance</reqCharms>
		<description>PC may launch a single attack at an unmanifested spirit. PCs without Spirit-Detecting Glance active will be attacking blind (+ 2 difficulty). Can be in combo with Charms of other abilities.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ghost-Eating Technique</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>192</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Spirit-Cutting Attack</reqCharms>
		<description>PC strikes unmanifested spirit target, doing Aggravated damage and draining away the spirit's Essence equal to twice PC Essence. This Essence is added to the PC's pool, and Essence above PC's maximum dissipates but is still drained. Can be in combos with Charms of other Abilities.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spirit-Repelling Diagram</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>193</page>
		<cost>10m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spirit-Cutting Attack</reqCharms>
		<description>PC creates warded area a number of yards in radius equal to the PC's Essence. Unmaterialized spirits with a lower maximum Essence pool than the PC must either flee the diagram or materialize. Unmaterialized spirits outside the diagram with maximum Essence pools lower than the PC's may not use their Charms to affect those within the diagram, and may not enter. Spirits that have materialized are no longer subject to the diagram.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>All-Encompassing Sorcerer's Sight</name>
		<skill>Occult</skill>
		<book>Exalted</book>
		<page>193</page>
		<cost>6m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spirit-Detecting Glance</reqCharms>
		<description>While using this Charm, PC can perceive flows of Essence due to spirits, Charms, Manses, Demesnes, sorcery and enchantments. With Intelligence + Occult roll, PC can identify type of enchantment and (if familiar with them) the Exalted who caused it.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Graceful Crane Stance</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>193</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC has near perfect balance and can stand on things too weak or narrow to support him normally, with no fear of falling or the object breaking, only needing to make Athletics rolls in the most extraordinary circumstances.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Monkey Leap Technique</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>193</page>
		<cost>1m</cost>
		<duration>One Turn</duration>
		<type>Reflexive</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Graceful Crane Stance</reqCharms>
		<description>PC may leap Strength x 10 feet vertically or twice that horizontally instead of a normal move, and may attack during that round, gaining no special bonuses from the leap.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Thunderbolt Attack Prana</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>193</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Monkey Leap Technique</reqCharms>
		<description>The PC leaps into the air, bringing their weapon down on opponent. Any damage done is doubled after it is rolled. PCs cannot move in same round they use Thunderbolt Attack Prana. Allowed to be used with Charms of other Abilities as long as other Charm does not force PC to move.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Lightning Speed</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>193</page>
		<cost>1m</cost>
		<duration>One Turn</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Graceful Crane Stance</reqCharms>
		<description>The PC doubles her sprinting distance for the turn, and has no chance of being winded from the exertion.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spider-Foot Style</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>194</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Lightning Speed</reqCharms>
		<description>The PC can run over the most uneven surfaces, up sheer walls, or dash upside down across ceilings or the underside of structures, circumventing obstacles such as shields and moving behind enemies, with bonuses assigned by ST. If a PC is in a position she could not be in normally and doesn't spend Essence to maintain this Charm, she falls, possibly taking damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Feather-Foot Style</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>194</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Lightning Speed</reqCharms>
		<description>The PC can run across fluid surfaces such as water and loose sand, treating them as solid earth but possibly taking damage from foot contact if the surface is dangerous, such as magma or acid. If a PC doesn't spend Essence to maintain this Charm and is still on a fluid surface, she falls, possibly taking damage.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Leaping Tiger Attack</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>194</page>
		<cost>3m, 1w</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Lightning Speed</reqCharms>
		<description>The PC can move up to his Sprint distance without penalty, striking as he goes. He attacks as normal but damage is doubled after soak but before it is rolled. He needs only a yard minimum, but cannot be bound or unable to move when he launches the attack. Can be used with other Ability Charms in a Combo, but PC must be able to move to use it in such a way.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Racing Hare Method</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>195</page>
		<cost>5m, 1w</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Monkey Leap Technique, Spider-Foot Style</reqCharms>
		<description>The PC enters a trance and moves in graceful leaps, going (Stamina + Essence ) x 10 miles per hour. The trance ends when the PC stops for any reason and his perceptions are vague, and so can become easily lost in a strange area.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Increasing Strength Exercise</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>195</page>
		<cost>3m per Dot</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>For every 3 motes the PC spends, her Strength increases by 1, though the PC cannot gain more Strength than her Essence. This increase effects damage done by the PC as if it were normal Strength.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Thunder's Might</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>195</page>
		<cost>2m per point.</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Increasing Strength Exercise</reqCharms>
		<description>For every 2 motes of Essence the PC spends, her Strength + Athletics pool increases by 1 for the purposes of lifting and breaking objects, up to a limit of twice her normal Strength + Athletic pool. For attacks against inanimate objects, each Essence point adds one die to the PCs raw damage against it. This Charm does not increase damage done in combat.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Ten Ox Meditation</name>
		<skill>Athletics</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>1m per 2 points.</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Thunder's Might</reqCharms>
		<description>The PC can increase Strength + Athletics pool by 2 for a single attempt to lift or break something, or increase his raw damage by two for each mote spent. The PC cannot use more Essence than he has permanent Willpower. This cannot be used against Animate objects.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Sensory Acuity Prana</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>All of the PC's senses increase, adding a number of dice to his Awareness equal to his Essence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Keen Sight Technique</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Sensory Acuity Prana</reqCharms>
		<description>The PC extends her sight several times past that of a normal mortal, able to see tiny details at 100 yards and see normally through poor visual conditions. Cannot be used with Sensory Acuity Prana--either all senses are affected or one.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Keen Hearing and Touch Technique</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Sensory Acuity Prana</reqCharms>
		<description>The PC extends her hearing and touch to a supernatural degree, judging the quality of fabric and metal with casual inspection and able to listen in clearly on conversations through thick doors. Cannot be used with Sensory Acuity Prana--either all senses are affected or one.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Keen Smell and Taste Technique</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Sensory Acuity Prana</reqCharms>
		<description>The PC extends her Smell and Taste to a supernatural degree, recognizing targets by scent and tracking with it, with a +2 bonus to Survival rolls to track and hunt for food. Cannot be used with Sensory Acuity Prana--either all senses are affected or one.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unsurpassed Sight Discipline</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Keen SightTechnique</reqCharms>
		<description>The PC's eyes become equal to the greatest raptor, able to see a fieldmouse out a mile away, a single face in a crowd with a glance, or tiny details without effort. Unsurpassed Hearing and Touch</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Discipline</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Keen Hearing and Touch Technique</reqCharms>
		<description>The PC's hearing and touch become supernaturally acute, and she can hear whispered conversations a mile away outside or 100 yards away indoors, and can read pages by feeling the ink.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unsurpassed Smell and Taste Discipline</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>196</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Keen Smell and Taste Technique</reqCharms>
		<description>The PC's senses of smell and taste become supernaturally acute, and he can track by scent like a hound, (with his Perception as automatic successes to all Survival rolls to track or hunt for food,) can read mood by scent, and can smell poisons at a distance.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Surprise Anticipation Method</name>
		<skill>Awareness</skill>
		<book>Exalted</book>
		<page>197</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Sensory Acuity Prana</reqCharms>
		<description>Whenever the PC is in imminent danger, this Charm activates, costing a mote of Essence. The PC is alerted to danger by subtle cues, making them almost impossible to catch off-guard but not prescient.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Reed in the Wind</name>
		<skill>Dodge</skill>
		<book>Exalted</book>
		<page>197</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>For each mote spent, the PC adds two dice to dodge an attack the PC can see coming, but cannot gain more than her regular Dexterity + Dodge pool. The PC must declare this Charm and how much Essence she is using before her opponent makes an attack roll. Fractional dice are lost.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Shadow Over Water</name>
		<skill>Dodge</skill>
		<book>Exalted</book>
		<page>198</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Reed in the Wind</reqCharms>
		<description>The PC may dodge a single attack that he is aware of with his full Dexterity + Dodge pool, spending Essence before his opponent makes the attack roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Seven Shadow Evasion</name>
		<skill>Dodge</skill>
		<book>Exalted</book>
		<page>198</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>5</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Shadow Over Water</reqCharms>
		<description>The PC may dodge any single attack she is aware of, without rolling, even if it has an area of effect. The PC must activate Charm before the opponent makes an attack roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Reflex Sidestep Technique</name>
		<skill>Dodge</skill>
		<book>Exalted</book>
		<page>198</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Reed in the Wind</reqCharms>
		<description>The PC may dodge attacks, even if she is not aware of it, by spending 2 motes with a pool equal 2 x her permanent Essence. The player does not have to dodge, but if she does, the Essence must be paid before the opponent rolls her attack.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flow Like Blood</name>
		<skill>Dodge</skill>
		<book>Exalted</book>
		<page>198</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Reflex Sidestep Technique, Seven Shadow Evasion</reqCharms>
		<description>The PC may use his full Dexterity + Dodge pool to dodge all physical attack, even those he is not aware of.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Seasoned Criminal Method</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>199</page>
		<cost>10m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC is aware of all criminal subcultures, able to tell small-timers from criminal bosses, able to spot corrupt police, and those willing to buy or sell illegal or stolen goods. This does not allow the PC to spot informers or turncoats.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flawlessly Impenetrable Disguise</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>199</page>
		<cost>7m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Seasoned Criminal Method</reqCharms>
		<description>The PC can disguise her voice, appearance, gender and scent, changing her apparent age by up to 20 years and height by six inches. She cannot imitate a specific person. Attempts to defeat this Charm with another Charm results in an opposed Wits + Larceny on the PC's part vs. a Perception + Awareness roll.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Perfect Mirror</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>199</page>
		<cost>10m, 1w</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Flawlessly Impenetrable Disguise</reqCharms>
		<description>The PC is able to imitate someone she is familiar with so well that pets, intimates and close friends will be fooled, including small mannerisms and injokes but not memories. She must know the target well enough to imitate them using the normal disguise ability.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flawless Pickpocketing Technique</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>200</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC may pick the pocket of someone she is close enough to touch with no chance of detection.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Stealing From Plain Sight Spirit</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>200</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Flawless Pickpocketing Technique</reqCharms>
		<description>The PC may steal something with no chance of being caught in the act, including items in plain view or on someone's person (a sword in a scabbard, a key off of a ring), as long as he is close enough to touch it and it is not actively in use. The theft will go unnoticed for at least a number of turns equal to the PC's Essence rating as long as notice is not drawn to the object.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Magpie's Invisible Talon</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>200</page>
		<cost>10m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Stealing from Plain Sight Spirit</reqCharms>
		<description>The PC may steal something with no chance of being caught in the act, including items in plain view or on someone's person (a sword in a scabbard, a key off of a ring), within 1 yard per point of Essence, and as long as it is not actively in use. The theft will go unnoticed for at least a number of turns equal to the PC's Essence rating as long as notice is not drawn to the object.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Lock-Opening Touch</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>201</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Flawless Pickpocketing Technique</reqCharms>
		<description>The PC can instantly pick any lock, even without tools. This Charm must be used once per lock.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Door-Evading Technique</name>
		<skill>Larceny</skill>
		<book>Exalted</book>
		<page>201</page>
		<cost>10m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Lock Opening Touch</reqCharms>
		<description>The PC may simply walk through locked doors, closed apertures, sewer grates, and windows, but not walls.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Easily Overlooked Presence Method</name>
		<skill>Stealth</skill>
		<book>Exalted</book>
		<page>201</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC becomes difficult to notice, and so long as they do not do anything to be obvious and no one is actively looking for them, or the targets of the Charm are not on "alert."</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Mental Invisibility Technique</name>
		<skill>Stealth</skill>
		<book>Exalted</book>
		<page>201</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Easily Overlooked Presence Method</reqCharms>
		<description>The PC bends the minds of those who see her. Characters who see the PC must make a Willpower roll and gain successes equal to the Essence of the PC in order to perceive her and not ignore her. This effect ends if the PC takes violent action or is pointed out by someone who notices her, directly or indirectly.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Vanishing From Mind's Eye Method</name>
		<skill>Stealth</skill>
		<book>Exalted</book>
		<page>202</page>
		<cost>10m, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Mental Invisibility Technique</reqCharms>
		<description>The PC vanishes from memory -- she is still as easy to detect as before, but no one will recognize her as she separates a new history for herself beginning at the activation of the Charm. Beings with Essence greater than the PC's are immune to this.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Invisible Statue Spirit</name>
		<skill>Stealth</skill>
		<book>Exalted</book>
		<page>202</page>
		<cost>5m</cost>
		<duration>Until Disturbed</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Easily Overlooked Presence Method</reqCharms>
		<description>The PC disappears, and no amount of searching will reveal them until they move or undertake offensive action. They can still be detected by touch, scent or hearing.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Blurred Form Style</name>
		<skill>Stealth</skill>
		<book>Exalted</book>
		<page>202</page>
		<cost>8m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Invisible Statue Spirit</reqCharms>
		<description>The PC blends into whatever background she is near. Attempts to spot her need a additional successes equal to the PC's Essence. Those who see the PC attack from a distance get a free attempt (Difficulty + 1) to spot her for each attack. If she attacks in close combat, watchers automatically spot her. Once noticed, attackers at range do so with a difficulty penalty equal to the PC's Essence, while those doing so in close combat get a + 1 difficulty.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Sound and Scent Banishing Attitude</name>
		<skill>Stealth</skill>
		<book>Exalted</book>
		<page>203</page>
		<cost>6m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Blurred Form Style</reqCharms>
		<description>The PC makes no noise and leaves no scent, and this extends to anything he is touching or carrying on his person.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Frugal Merchant Method</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>203</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can evaluate the quality and condition of goods, and can even tell if an object from the First Age is still functional. This Charm will not tell the PC if he's being overcharged or even if the item is being sold for a fair price.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Insightful Buyer Technique</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>203</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Frugal Merchant Method</reqCharms>
		<description>The PC gains an intuitive idea of how the market feels at the moment, such as how much an item can fetch. The PC does not have to be present at the market, but must have a specific one in mind -- the more specific the market, the more accurate the read. The read is accurate at the time the Charm is used, but circumstances may change based on the time it takes to get to the market.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Consumer-Evaluating Glance</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>203</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Frugal Merchant Method</reqCharms>
		<description>The PC can instantly evaluate a given buyer's intentions with regards to buying and whether they need to be swayed, as well as their budget. The PC also determines whether or not the target plans to swindle or betray him.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Irresistible Salesman Spirit</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>203</page>
		<cost>5m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Consumer- Evaluating Glance</reqCharms>
		<description>If the target's Willpower is less than or equal to the PC's Essence, the PC can convince the target to buy anything at any price. If the target's Willpower is less than twice the PC's Essence, the PC makes a Wits + Bureaucracy roll, with the number of successes determining how many times the normal price the PC can get for the item. The Charm does not work on those with Willpower equal to more than twice the PC's Essence. After the duration of the Charm is up, the target is aware of being swindled.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Deft Official's Way</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>204</page>
		<cost>6m</cost>
		<duration>One Task</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can navigate bureaucracies, adding his Essence in automatic successes to any Bureaucracy rolls to achieve a given result. This Charm does not make the impossible possible or allow the poor to pay bribes they cannot afford.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Speed the Wheels</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>204</page>
		<cost>8m</cost>
		<duration>One Task</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Deft Official's Way</reqCharms>
		<description>The PC can get a bureaucracy to finish a task faster, at (PC Essence + 1) times faster than normal.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Bureau-Rectifying Method</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>205</page>
		<cost>8m, 1w</cost>
		<duration>One Investigation</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Speed the Wheels</reqCharms>
		<description>The PC can aid in the reformation of a bureaucracy, causing individuals to become more helpful and corruption is easier to ferret out. Large tasks may need multiple uses of this Charm -- the PC can typically bolster the actions of (PC Essence x 20) individuals per use.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Indolent Official Charm</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>205</page>
		<cost>4m</cost>
		<duration>One task</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Deft Official's Way</reqCharms>
		<description>The PC uses his power to slow the wheels of bureaucracy, causing papers to be lost and officials to be even pettier. The time taken for the task is multiplied by the PC's Essence. Each use of this Charm hampers the efforts of a number of people equal to (PC Essence x 20.) The PC can invest the Essence on tasks he suspects may happen without knowledge of their existence.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Foul Air of Argument Technique</name>
		<skill>Bureaucracy</skill>
		<book>Exalted</book>
		<page>205</page>
		<cost>12m, 1w</cost>
		<duration>One Task</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Indolent Official Charm</reqCharms>
		<description>With this Charm, the PC causes an action to become the death knell for a bureaucracy. The initial project goes nowhere, eating up more resources and crippling the bureaus involved. Bureaucracies targeted by this Charm function at 1/(1+ Essence of PC) of their normal efficiency. The PC cannot use multiple invocations of this Charm at the same time.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Whirling Brush Method</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>205</page>
		<cost>4m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can write with superhuman speed (but not create,) copying a large book in a single day and transcribing even rapid conversations with multiple participants, containing as many errors as if the PC had done so at normal speed.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flawless Brush Discipline</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>205</page>
		<cost>6m</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Whirling Brush Method</reqCharms>
		<description>The PC can create a perfect facsimile of a document, at normal speed, and within the limits of the materials he has to work with. It allows copies of only text and illustrations, not seals or impressions.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Letter-Within-a-Letter Technique</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>206</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Whirling Brush Method</reqCharms>
		<description>The PC can create a hidden message within a normal document, readable only by the intended recipient. The message can be no longer than half of the length of the "cover" document.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Discerning Savant's Eye</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>206</page>
		<cost>6m, 1w</cost>
		<duration>One hour</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Flawless Brush Discipline, Letter-Within-a-Letter Technique</reqCharms>
		<description>The PC can read the minute traces of writing that was once legible but is now damaged or erased, as long as there are some traces to go by. This Charm does not give the PC the ability to read a language she doesn't understand.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Sagacious Reading of Intent</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>207</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can read a book or document and understand the author's biases, hidden agendas, and which way the material is slanted, even if the author herself was unaware of it. Very useful for detecting literary forgeries.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Poetic Expression Style</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>207</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Sagacious Reading of Intent</reqCharms>
		<description>The PC can communicate even complex subjects through pantomime, even across language barriers, but with little subtlety.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Twisted Words Technique</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>207</page>
		<cost>6m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Letter-Within-a- Letter Technique, Sagacious Reading of Intent</reqCharms>
		<description>The PC can secretly sway a listener or reader to a certain way of thinking. Those with a permanent Willpower less than the PC's Essence will agree with the PC's ideas. Those with Willpower less than twice the PC's Essence must make a Willpower roll or be swayed into a favorable view. The concealed message must be related to the topic at hand.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Unbreakable Fascination Method</name>
		<skill>Linguistics</skill>
		<book>Exalted</book>
		<page>207</page>
		<cost>8m, 1 Health Level per hour</cost>
		<duration>Special</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Poetic Expression Style, Twisted Words Technique</reqCharms>
		<description>The PC speaks in such a way that listeners can do nothing but listen, even if they do not share a language. The PC makes a Manipulation + Linguistics roll, and those with an Essence less than the PC must make a reflexive Willpower roll with a difficulty equal to the PC's successes. Those who fail are entranced until the PC stops talking, or acts openly hostile, or direct danger to the listeners disrupts the effect.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Master Horseman's Eye</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>207</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>1</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can instantly appraise the age, health, and temperament of a mount or draft animal, penetrating any ruses.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Horse-Summoning Whistle</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>207</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Master Horseman's Eye</reqCharms>
		<description>The PC can silently summon her mount from up to (10 x PC Essence) miles away, which proceeds at the best possible speed. The PC must have a relationship with the mount, and it cannot pass any barriers it could not normally in order to get there.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Phantom Steed</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>208</page>
		<cost>10m, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Horse-Summoning Whistle</reqCharms>
		<description>The PC summons up a steed from raw Essence, whose stats are those of a warhorse of excellent quality. The steed is tireless, fearless, and does not need to eat or sleep.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Spirit-Steadying Assurances</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>208</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Master Horseman's Eye</reqCharms>
		<description>The PC's mount is immune to terror for the duration of the Charm, and does not need to roll around terrifying stimuli.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Steed-Sustaining Method</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>208</page>
		<cost>6m per Mount</cost>
		<duration>One day's March</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Spirit-Steadying Assurances</reqCharms>
		<description>The PC reduces the need to care for a mount during travel, making them resistant to thrown shoes, injury, and rest, for the duration of the Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Horse-Healing Technique</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>209</page>
		<cost>4m, 1 Health Level</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Steed-Sustaining Method</reqCharms>
		<description>The PC heals a number of his mount's wounds equal to his Essence rating as he tends to it over the course of a scene. If the mount is unwounded, this will cure parasites and diseases.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flawless Partnership Meditation</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>209</page>
		<cost>5m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Spirit-Steadying Assurances</reqCharms>
		<description>The PC and her mount become one, and the PC never needs to roll to see if she is thrown or falls from the steed. The mount never panics, and the PC receives a bonus equal to PC Essence to all Ride rolls to make the horse jump, kick, or perform tricks.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Flashing Thunderbolt Steed</name>
		<skill>Ride</skill>
		<book>Exalted</book>
		<page>209</page>
		<cost>5m, 1w, 1 Health Level</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Steed-Sustaining Method</reqCharms>
		<description>The PC imbues their steed with limitless energy, allowing it to run at full speed (a full march) for a full scene, without becoming fatigued and with no effects on its health.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Salty Dog Method</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>209</page>
		<cost>3m</cost>
		<duration>One day</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC has perfect sea legs, never losing her balance or footing, even on a heavily-tossed ship, although collisions and so forth may call for Dexterity + Athletics rolls. The PC will never be seasick.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Shipwreck-Surviving Stamina</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>209</page>
		<cost>5m</cost>
		<duration>One day</duration>
		<type>Reflexive</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Salty Dog Method</reqCharms>
		<description>The PC can survive indefinitely in water, and will never tire from treading water or become ill from drinking seawater. She is protected from exposure and sunburn and can hold her breath for Five minutes per point of Stamina. This Charm will not protect her from bad weather or sea life.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Perfect Reckoning Technique</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>210</page>
		<cost>4m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Salty Dog Method</reqCharms>
		<description>The PC can exactly divine her location from landmarks and locations she knows and is familiar with.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Weather-Anticipating Intuition</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>210</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Perfect Reckoning Technique</reqCharms>
		<description>By placing a finger in the water, the PC may instantly predict the weather for a number of days equal to her Essence, up to and including freak weather, although it cannot foresee changes wrought by powerful magic.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Depth-Plumbing Intuition</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>210</page>
		<cost>4m</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>4</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Perfect Reckoning Technique</reqCharms>
		<description>The PC can sense the depth of the water for (100 x Essence rating) in yards, including channels and reefs.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Wind-Defying Course Technique</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>210</page>
		<cost>6m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Salty Dog Method</reqCharms>
		<description>The PC's ship cannot sail directly into the wind under this Charm, but very close to it, and the ship will handle more lightly and responsively. The pilot may add the PC's Essence to her Dexterity + Sail for the purpose of handling the ship.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Storm-Weathering Essence Infusion</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>211</page>
		<cost>6m, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Wind-Defying Course Technique</reqCharms>
		<description>The ship under this Charm's protection is immune to the effects of weather related disasters. PCs can protect a ship of up to (20 x PC Essence) feet in length.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Hull-Preserving Technique</name>
		<skill>Sail</skill>
		<book>Exalted</book>
		<page>211</page>
		<cost>8m, 1w, 1 Health level</cost>
		<duration>One turn</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Storm Weathering Essence Infusion</reqCharms>
		<description>The PC braces himself against the ship and protects it from damage, leaving it unharmed. PCs can protect a ship of up to (20 x PC Essence) feet in length..</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Wise-Eyed Courtier Method</name>
		<skill>Socialize</skill>
		<book>Exalted</book>
		<page>211</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC instantly reads the social subtext of a situation, including attitudes, relationships, and exterior motives.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Motive-Discerning Technique</name>
		<skill>Socialize</skill>
		<book>Exalted</book>
		<page>211</page>
		<cost>6m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Wise-Eyed Courtier Method</reqCharms>
		<description>The PC can tell the target's true motives after a short, topical interaction.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Mastery of Small Manners</name>
		<skill>Socialize</skill>
		<book>Exalted</book>
		<page>211</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>While this Charm works, the PC will never make an unintentional social faux pas, behaving in a manner appropriate to the situation, so long as it is a simple one -- greeting, eating, flirting, giving gifts. Too much active interaction spoils the Charm.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Knowing the Soul's Price</name>
		<skill>Socialize</skill>
		<book>Exalted</book>
		<page>211</page>
		<cost>10m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Mastery of Small Manners, Motive-Discerning Technique</reqCharms>
		<description>The PC using this Charm knows what the target's weakness -- the thing that will make them break their vows, betray friends, or engage in corruption.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Understanding the Court</name>
		<skill>Socialize</skill>
		<book>Exalted</book>
		<page>212</page>
		<cost>20m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Motive-Discerning Technique</reqCharms>
		<description>This Charm allows the PC to read motives on a grand scale after (10 - PC Essence) in days of observation, although this data can change and is based only on those who were observed.</description>
	</charm>

	<charm>
		<group>Solar</group>
		<name>Venomous Rumors Technique</name>
		<skill>Socialize</skill>
		<book>Exalted</book>
		<page>212</page>
		<cost>10m, 1w</cost>
		<duration>One day</duration>
		<type>Simple</type>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Knowing the Soul's Price, Understanding the Court</reqCharms>
		<description>The PC touches the target and turns the target into a social outcast, making all his words seem false, his behavior sinister, and all of it is true -- this Charm brings out the worst in the target, making him take a penalty on all Social rolls equal to the PC's Essence.</description>
	</charm>

<!-- Dragon-blooded -->
	<charm>
		<group>Dragon-blooded</group>
		<name>Language-Learning Ritual</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>177</page>
		<cost>5m, 1w</cost>
		<duration>One Week</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC spends an hour meditating with something to focus on and listening to a native speak. For the duration of the Charm the Exalt is completely fluent in the language without trace of an accent. The character may also read and write the language. Once the Charm expires, so does knowledge of the language.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Thousand Tongues Meditation</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>177</page>
		<cost>4m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Language-Learning Ritual</reqCharms>
		<description>The PC may speak and understand any spoken language up to a maximum of his Essence in different languages. Only the basics of a language are known and any attempt at social or communicative actions are at a –4 penalty. Each point of permanent Essence above the minimum required will reduce this penalty by –1.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Poisoned Tongue Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>178</page>
		<cost>2m, 1w</cost>
		<duration>Concentration</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Thousand Tongues Meditation</reqCharms>
		<description>The Charm's range cannot go past 100 feet x the PC's permanent Essence. To twist a conversation, the player must roll Manipulation + Linguistics. Number of successes determine the degree to which the conversation has been twisted. Conversation participants get reflexive Wits + Perception rolls (diff. equals the PC's permanent Essence) to notice the use of this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Voice of Mastery</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>178</page>
		<cost>5+m, 1w</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Poisoned Tongue Technique</reqCharms>
		<description>The PC may add his Essence dice to his dice pools involving speech. Each additional mote doubles the number of people affected by the Charm. The character must be able to speak the target's language either naturally or through magic.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wind-Carried Words Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>179</page>
		<cost>1m/sentence, plus distance</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>For base cost the PC may send a sentence (at least vaguely mouthed) to the ear of any person in range. The range of this Charm starts at roughly 100 feet multiplied by the PC's permanent Essence score. Doubling the amount of Essence spent on the Charm can increase the range by a factor of 10. The PC must only know the general direction of the target.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Voices on the Wind</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>179</page>
		<cost>3m, plus distance</cost>
		<duration>One Minute</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Wind-Carried Words Technique</reqCharms>
		<description>For the basic cost the PC can clearly hear normal speech from a distance, and he can gain the general direction of the speaker. The base distance is determined by multiplying the PC's permanent Essence by 100 feet. This distance can be increased 10 fold each time the character doubles the amount of Essence spent. The character must choose the target beforehand.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>With One Mind</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>179</page>
		<cost>2m per dot of increase</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Linguistics</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Voices on the Wind, Voice of Mastery</reqCharms>
		<description>For every 2m that the PC spends, a recipient gains one dot each of Wits, Perception, and Melee up to the caster's Linguistics rating. The characters are very well coordinated and may parry blows intended for their comrades who are in reach. The casting character may link as many people as she has dots of Essence and must include the character herself. She must also increase the recipients' traits by equal amounts.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Elemental Concentration Trance</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>180</page>
		<cost>5m, 1w</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Lore</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC concentrates on her aligned element allowing her to compact a week's worth of learning into a single day. Using this Charm for more days in a row than the character's Lore skill causes one level of unsoakable Lethal damage per day. This damage can only be healed by time and does not start healing until one week after the character suffers it.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Elemental Empowerment Meditation</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>180</page>
		<cost>1+ Willpower</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Lore</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Elemental Concentration Trance</reqCharms>
		<description>For every Willpower point the PC spends while maintaining physical contact with her element she will gain Essence motes equal to her score in Lore. If the character spends more Willpower in a single day than her permanent Essence score, each additional use of Willpower in this Charm causes one unsoakable level of bashing damage.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Elemental Succor Method</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>181</page>
		<cost>5m + 1w per lethal health level or 2m per bashing health level</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Lore</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Elemental Empowerment Meditation</reqCharms>
		<description>The PC must be able to immerse herself as much as possible in her aligned element and must spend the allotted cost for each health level she desires to heal. Lost limbs and other such extreme injuries cannot be healed.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Elemental Bolt Attack</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>181</page>
		<cost>1m per 2L damage</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Lore</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC rolls Dexterity + Athletics or Archery to hit with a bolt of her aligned element. The attack has a range of 20 yards x the character's permanent Essence and it does 2L damage for every mote spent. Accuracy equals the character's Essence. The D-B can only spend her Stamina's worth of motes on this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Elemental Burst Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>181</page>
		<cost>1m per 1L damage</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Lore</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Elemental Bolt Attack</reqCharms>
		<description>Similar to Elemental Bolt Attack only a blast of element is used rather than a bolt. The burst affects a circular area with a radius equal to the character's permanent Essence in yards. Everyone in that area who fails to parry or dodge takes a base damage of 1L per mote invested. A character cannot spend more motes than her permanent Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dragon Vortex Attack</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>182</page>
		<cost>10m, 1w</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Lore</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Elemental Empowerment Meditation, Element Burst Technique</reqCharms>
		<description>A deadly area of element is created by this attack. Anyone in the area other than the PC who summoned the Vortex takes lethal damage equal to the character's Essence every turn. The damage cannot be dodged or parried. The Vortex extends 10 feet from the character per point of permanent Essence. It remains stationary once invoked and will last through its duration unless the summoning character is killed.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Spirit-Detecting Mirror Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>182</page>
		<cost>2m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Occult</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can use any reflective surface to see spirits. If the PC can see a spirit reflected in the surface he can also hear what the spirit is saying.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Harmonious Wind-Luring Song</name>
		<group>DB-Air</group>
		<ref>DB P age 183</ref>
		<cost>5m</cost>
		<duration>One Hour</duration>
		<type>Simple</type>
		<skill>Occult</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Spirit-Detecting Mirror Technique</reqCharms>
		<description>The PC can call spirits to direct the wind. They must be able to speak the spirit's language and it takes 5 minutes to perform this Charm. It calls forth no more than a stiff breeze, and the character can direct the wind's direction by singing for a turn.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Spirit-Grounding Shout</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>183</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Occult</skill>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Spirit-Detecting Mirror Technique</reqCharms>
		<description>The PC utters the Charm and opposed Essence rolls are made for her and the target. If the PC wins the spirit is forced to materialize for no less than the PC's permanent Essence in minutes. The Essence comes from the spirit's reserves and any remaining cost comes from the PC using the Charm. If there is not enough Essence between the two the spirit remains immaterial. This will not work on a spirit with an Essence higher than the PC.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Spirit-Chaining Strike</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>183</page>
		<cost>3m, 1w</cost>
		<duration>5 minutes</duration>
		<type>Supplemental</type>
		<skill>Occult</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Spirit-Grounding Shout</reqCharms>
		<description>The PC must strike the spirit and then makes a reflexive Intelligence + Occult roll with a difficulty equal to the spirit's Essence. Each extra success gives the spirit a one die penalty to all his rolls. If the penalty exceeds the spirit's Essence score, it is immobilized and is unable to act for the rest of the scene. Uses of this Charm are additive so long as it is never allowed to lapse.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Spirit-Shredding Attack</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>183</page>
		<cost>4m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Occult</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Spirit-Grounding Shout</reqCharms>
		<description>The PC must be able to successfully strike the spirit. This blow will do normal damage to spirits. The player also reflexively rolls Willpower + Essence against a difficulty of the spirit's Essence. Each extra success reduces the spirit's temporary Essence by the PC's permanent Essence. The Essence drained from the spirit is dissipated and if its temporary Essence is completely drained, the spirit is irrevocably destroyed.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Terrestrial Circle Sorcery</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>184</page>
		<cost>1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Occult</skill>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>None</reqCharms>
		<description>Invoking this Charm allows the PC to cast one Terrestrial Circle spell. This Charm may not be made part of a Combo.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Feeling-the-Air Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>184</page>
		<cost>3m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC may move and act with her vision fully impaired without penalty, but she cannot read, tell colors, or discern information that requires vision or perfect spatial awareness. It reduces fighting blind penalties by half.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Soundless Action Prana</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>184</page>
		<cost>1m per minute</cost>
		<duration>Varies</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Feeling-the-Air Technique</reqCharms>
		<description>This Charm eliminates the noise of any action taken directly by the PC. It provides no direct benefit to Stealth rolls, but many actions will no longer have any chance of attracting attention, and there should be no difficulty penalties for moving through areas where it would most likely make noise. The PC may not speak while using this Charm, but may communicate in other ways.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Zone of Silence Stance</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>184</page>
		<cost>4m, 1w</cost>
		<duration>One minute per point of permanent Essence</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Soundless Action Prana</reqCharms>
		<description>A Zone of Silence suppresses all sound within an area that extends a number of yards equal to twice the PC's permanent Essence. Each extra mote of Essence invested increases the radius by a single yard, but the D-B may spend no more extra motes than her permanent Essence. The Zone moves with the character.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Distracting Breeze Meditation</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>184</page>
		<cost>1m per 2 successes</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Every mote of Essence invested in this Charm acts as 2 automatic successes against a single target that might detect the PC's presence. The Charm can be directed at more than one target so long as the appropriate Essence has been paid. The PC must not be easily detectable when the Charm is activated, and it does nothing to conceal her passage. The PC cannot spend more motes than her permanent Essence</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Trackless Passage Style</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>185</page>
		<cost>2m per being per mile</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Distracting Breeze Meditation</reqCharms>
		<description>Every two motes invested in this Charm completely obliterate all traces of one being's passage for a distance of one mile. Normal tracking attempts fail automatically and magical tracking attempts simply allow the magic user to track normally. The PC may conceal as many beings as he has points of permanent Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wind-Walking Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>186</page>
		<cost>2m</cost>
		<duration>Until broken</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Trackless Passage Style</reqCharms>
		<description>The PC gains the ability to walk across any roughly horizontal surface including those normally impossible to cross. The Charm also gives perfect balance and excellent timing thus reducing difficulty modifiers in some situations. The PC can cross these surfaces in any manner he chooses, but he must keep moving otherwise the Charm ends. The PC can carry his normal gear and up to his own weight in additional burdens.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dragon Shroud Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>186</page>
		<cost>6m, 1w</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Stealth</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Soundless Action Prana, Wind-Walking Technique</reqCharms>
		<description>The Dragon Shroud blurs the character's form as well as muffles sound, masks scent, and suppresses body heat. The Charm gives a flat +2 difficulty bonus to attempts to spot the PC. It is quite effective at masking the PC's identity and does nothing to hide his tracks.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Seeking Throw Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>186</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Thrown</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>For every mote spent the PC gains 2 dice for a Thrown attack roll. This cannot increase the PC's dice pool by more than her Thrown Ability score. The player must declare how many motes she will use before making the attack roll.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Loyal Weapon</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>186</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Thrown</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Seeking Throw Technique</reqCharms>
		<description>This Charm allows the PC to retrieve any valuable weapon after throwing it at a target. It works on any weapon at all and a Melee weapon will have the same accuracy, speed, and damage as usual with a range in yards equal to 10 times the character's Essence, but they must use the Thrown Ability, rather than Melee. A successful Dexterity + Athletics roll will allow someone else to catch the weapon but only if they beat the PC at a Strength + Athletics roll.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Persistent Hornet Attack</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>187</page>
		<cost>3m</cost>
		<duration>Essence in turns</duration>
		<type>Simple</type>
		<skill>Thrown</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Loyal Weapon</reqCharms>
		<description>A weapon enchanted with this Charm strikes a single target each turn with the PC's Perception + Thrown skill. The weapon acts on the same initiative as the character. Once a weapon has been assigned a target it cannot be changed. The weapon can be attacked, but the difficulty to hit is the PC's Essence. If struck it is simply knocked out of the air. The player must declare that he is using this Charm before throwing the weapon.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Invisibly Hidden Chakram Method</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>187</page>
		<cost>10m per weapon, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Thrown</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Persistent Hornet Attack</reqCharms>
		<description>Attacking with one or more of these waiting weapons, which must be designed to be thrown is a reflexive action that must be done at the same time that the character takes his regular action and it can be done in conjunction with any other simple action. It takes a Dexterity + Thrown attack. There is no limit on how many can be thrown in a turn and each is thrown with the PC's full Dexterity + Thrown pool. The PC can hide as many weapons as his Essence x 2.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Whirlwind Shield Form</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>188</page>
		<cost>3m +1 for each additional person protected</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Thrown</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC's Essence acts as a number of automatic successes that are subtracted from any attempt by an attacker to make a ranged attack against the target. This Charm can be used to protect others, but they must remain within the character's perception range.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Vengeful Gust Counterattack</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>188</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Thrown</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Whirlwind Shield Form</reqCharms>
		<description>If the PC knows she will be the target of a ranged attack, the player may make an immediate Dexterity + Thrown check in place of a dodge or parry attempt. If this roll exceeds the attacker's roll, the missile's path is reversed and will strike the attacker with a number of successes equal to the extra successes rolled on the above check. If the roll does not beat out the attacker's roll the successes can be used to deflect the attack.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wind Weapons</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>188</page>
		<cost>3m per weapon</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Thrown</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Persistent Hornet Attack, Vengeful Gust Counterattack</reqCharms>
		<description>A wind weapon has a base damage and accuracy of the PC's permanent Essence. The maximum number that can be created is equal to the PC's permanent Essence. The weapons are thrown as a reflexive action using the PC's Dexterity + Thrown, plus the accuracy of the weapon and any appropriate modifiers. If multiple weapons are created, they are thrown all at once at full dice pool and can have one or multiple targets.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wind Armor Technique</name>
		<group>DB-Air</group>
		<book>DB</book>
		<page>189</page>
		<cost>1m per 1B/1L</cost>
		<duration>One scene per point of permanent Essence</duration>
		<type>Simple</type>
		<skill>Thrown</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Vengeful Gust Counterattack</reqCharms>
		<description>The Wind Armor has a 1B/1L soak rating for every mote of Essence committed to it and has no mobility penalty or fatigue value. Its maximum rating is the PC's permanent Essence. It also works and can be added to physical armor. This Charm can be used on others, but they cannot move farther away than 5 x the PC's permanent Essence in yards.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Precision Observation Method</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>189</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Awareness</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Each mote invested enhances the PC's Awareness by 2 dice for a single roll only. The PC cannot more than double her Awareness with this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>All-Encompassing Earth Sense</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>190</page>
		<cost>2m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Awareness</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Precision Observation Method</reqCharms>
		<description>The PC cannot be surprised by any means. Two extra motes per person allows the PC to extend this effect to her fellows. The PC must be in contact with the ground in some manner.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Feeling the Dragon's Bones</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>190</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Awareness</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>All-Encompassing Earth Sense</reqCharms>
		<description>Roll Intelligence + Awareness. The range is the PC's Awareness x 25 feet (double for each additional mote spent). More successes will yield more information about things touching the ground within the range.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Entombed Mind Technique</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>5m</cost>
		<duration>5 Minutes</duration>
		<type>Simple</type>
		<skill>Awareness</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Feeling the Dragon's Bones</reqCharms>
		<description>Roll Manipulation + Presence, difficulty is the target's Essence. A simple success puts the target to sleep for an hour, additional successes add hours. Nothing can awaken the target while under the effects of this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Sight-Riding Technique</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>4m</cost>
		<duration>Until Disrupted</duration>
		<type>Simple</type>
		<skill>Awareness</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Precision Observation Method</reqCharms>
		<description>Range is PC's Essence in miles. Roll Awareness + Essence against target's. If PC gets one success he successfully Sense-Rides the target. If the two characters tie, and the target is Exalted then the target gets to roll Awareness (diff. 3) to sense that he was a target of this Charm. The PC can see through the eyes of the target and gets full benefit of any sightenhancing enchantments that the target has applied to himself.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Hearing &amp; Touch-Riding Technique</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>4m</cost>
		<duration>Until Disrupted</duration>
		<type>Simple</type>
		<skill>Awareness</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Precision Observation Method</reqCharms>
		<description>Range is PC's Essence in miles. Roll Awareness + Essence against target's. If PC gets one success he successfully Sense-Rides the target. If the two characters tie, and the target is Exalted then the target gets to roll Awareness (diff. 3) to sense that he was a target of this Charm. The PC may perceive anything the target hears or touches, including any magical enhancement that the target applies to himself. The PC cannot understand languages that he does not know, even if the target does.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Smell and Taste-Riding Technique</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>4m</cost>
		<duration>Until Disrupted</duration>
		<type>Simple</type>
		<skill>Awareness</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Precision Observation Method</reqCharms>
		<description>Range is PC's Essence in miles. Roll Awareness + Essence against target's. If PC gets one success he successfully Sense-Rides the target. If the two characters tie, and the target is Exalted then the target gets to roll Awareness (diff. 3) to sense that he was a target of this Charm. The PC may perceive anything the target tastes or smells, including any magical enhancement that the target applies to himself.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Sight-Destroying Method</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>3+ Motes, 1w</cost>
		<duration>1 Turn per point of permanent Essence</duration>
		<type>Supplemental</type>
		<skill>Awareness</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Sight-Riding Technique</reqCharms>
		<description>Roll Essence + Awareness against the target's Perception. Each extra success adds a –1 penalty to any task involving sight. If the number of successes exceeds the target's Perception, then the target is rendered blind for the duration of the Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Hearing And Touch-Destroying Method</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>3+ Motes, 1w</cost>
		<duration>1 Turn per point of permanent Essence</duration>
		<type>Supplemental</type>
		<skill>Awareness</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Hearing and Touch- Riding Technique</reqCharms>
		<description>Roll Essence + Awareness against the target's Perception. Each extra success adds a –1 penalty to any task involving Hearing or Touch. Each success allows the target to ignore one level of Wound Penalties. If the number of successes exceeds the target's Perception, then the target is rendered deaf for the duration of the Charm and ignores all wound penalties.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Smell and Taste-Destroying Method</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>191</page>
		<cost>3+ Motes, 1w</cost>
		<duration>1 Turn per point of permanent Essence</duration>
		<type>Supplemental</type>
		<skill>Awareness</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Smell and Taste- Riding Technique</reqCharms>
		<description>Roll Essence + Awareness against the target's Perception. Each extra success adds a –1 penalty to any task involving smell and taste.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Essence Disruption Attack</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>192</page>
		<cost>3+ Motes, 1w</cost>
		<duration>1 Turn per point of permanent Essence</duration>
		<type>Supplemental</type>
		<skill>Awareness</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>All three (Sense)- Destroying Method Charms</reqCharms>
		<description>PC spends up to 3 + perm. Essence. Roll Awareness + Essence (diff. 3). If successful, roll Willpower + Essence (diff. target's Essence). Each extra success adds 1m to the cost of all Charms used by the target, to a maximum of the number of extra essence spent on this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Shaping Hand Style</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>192</page>
		<cost>2m</cost>
		<duration>One Hour</duration>
		<type>Simple</type>
		<skill>Craft</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC's hand functions as a single chosen tool. The hand can perform any function that the normal tool is capable of performing. The character may also use the hand regularly while the Charm is activated. Each hand may be</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Stone-Carving Fingers Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>192</page>
		<cost>1m per cubic foot</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Craft</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Shaping Hand Style</reqCharms>
		<description>Roll Wits + Craft. The PC must spend at least a full minute carefully striking the stone. The number of successes affects whether the stone is broken away or a piece of art.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Perfect Climbing Attitude</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>194</page>
		<cost>1m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Craft</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Stone-Carving Fingers Form</reqCharms>
		<description>PC can climb a sheer stone wall at rate of 10 feet per turn, 20 feet or more per turn up a rough surface. No ability roll needed. Those following the PC get 2 automatic successes for any climbing check. Ultra sheer surfaces require multiple successes.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Flaw-Finding Examination</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>194</page>
		<cost>1m (touch), 3m (sight)</cost>
		<duration>One Minute</duration>
		<type>Simple</type>
		<skill>Craft</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Character studies the object for at least a minute. If trying to fix a flaw, roll Intelligence + Craft and spend a Willpower to do so. If trying to break the object, the next physical attack does double the damage.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Charm of Lesser Unmaking</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>194</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Craft</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Flaw-Finding Examination</reqCharms>
		<description>Roll Essence + Craft (diff. varies as the complexity of the object). Enchantments increase the diff. by 1. Max. volume is equal to Essence in cubic yards. PC must remain in contact with item for a number of turns equal to diff. If the roll succeeds, the object is disassembled into its component parts.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Charm of Greater Unmaking</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>195</page>
		<cost>10m, 1w</cost>
		<duration>Instant</duration>
		<type>Special</type>
		<skill>Craft</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Charm of Lesser Unmaking</reqCharms>
		<description>Similar to Lesser Unmaking, only item is reduced to materials rather than parts. Diff. 1 for normal items, diff. 3 for exceptional items, diff. 5 if the item includes one of the five Magical Materials.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Ox-Body Technique (Dragon-Blood)</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>195</page>
		<cost>None</cost>
		<duration>Permanent</duration>
		<type>Special</type>
		<skill>Endurance</skill>
		<minSkill>Varies</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC buys extra health levels. Each level of the technique provides one –1 and one –2 health level. The character cannot take Ox-Body more times than they have points of Endurance.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Unsleeping Earth Meditation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>196</page>
		<cost>1m</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Endurance</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC can go without sleep for 24 hours. Using the Charm more than the PC's Essence + Endurance will cause the PC to lose one point of temporary Willpower per day. Willpower cannot be recovered until PC's had 24 hours of uninterrupted sleep.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Uneating Earth Meditation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>196</page>
		<cost>2m</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Endurance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Unsleeping Earth Meditation</reqCharms>
		<description>Character does not need to eat or drink. Using the Charm more days than the PC's Essence + Endurance will cause 1 bashing health level per day. PC cannot heal until discontinuing use of the charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Unbreathing Earth Mediation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>196</page>
		<cost>2m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Endurance</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Uneating Earth Meditation</reqCharms>
		<description>PC does not need to nor can she breathe during the scene where this Charm is invoked. This means also that the PC cannot speak or create noise with her voice. Can be used on a voluntary target by touching him.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Unfeeling Earth Mediation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>196</page>
		<cost>3m, 1w</cost>
		<duration>Varies</duration>
		<type>Reflexive</type>
		<skill>Endurance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Unbreathing Earth Mediation</reqCharms>
		<description>PC may ignore all wound penalties for turns equal to his Stamina + Endurance.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Untiring Earth Meditation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>196</page>
		<cost>5m, 1w</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Endurance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Unsleeping Earth Meditation</reqCharms>
		<description>As long as the PC's feet touch the earth once every two turns, he incurs no fatigue from any source. The Charm does not relieve already present fatigue. PC may also ignore wound penalties up to his permanent Essence rating.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Unflagging Vengeance Meditation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>196</page>
		<cost>3m + 1w/person</cost>
		<duration>Until Satisfied</duration>
		<type>Simple</type>
		<skill>Endurance</skill>
		<minSkill>4</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Unfeeling Earth Meditation, Untiring Earth Meditation</reqCharms>
		<description>PC requires no food, sleep, or rest till his vendetta is fulfilled. Experiences no fatigue. Soaks lethal and bashing damage with Stamina + Endurance. No ill effects till Essence in days has passed. See Exalted: DB, Page 196 for more details.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Fortitude</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>197</page>
		<cost>1m/2B or 1L</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Martial Arts</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC soaks damage before it is rolled. The Charm is compatible with armor.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Blocking Technique</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>197</page>
		<cost>4m, 1w</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Martial Arts</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Five-Dragon Fortitude</reqCharms>
		<description>PC adds his Essence to all parry rolls. Bonus applies to parry rolls after dice pool splits. PC may make reflexive parries rolling permanent Essence. PC may parry lethal damage without a stunt if he is weaponless.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Claw</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>198</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Martial Arts</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Character does lethal rather than bashing damage on an unarmed attack.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Force Blow</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>198</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Martial Arts</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Five-Dragon Claw</reqCharms>
		<description>Doubles normal base damage of Martial Arts attacks (extra successes do not double). In addition, roll Strength + Martial Arts, add to normal damage in a reflexive opposed roll against the target's Strength + Resistance. If PC wins target is knocked down.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>199</page>
		<cost>5m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Martial Arts</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Five-Dragon Blocking Technique Five-Dragon Force Blow</reqCharms>
		<description>PC does lethal damage and soaks lethal damage with bashing soak levels. Adds Essence to Dexterity or Strength for running speed, jumping distances, and the weight she can lift or carry. PC may only use one form-type Charm at a time.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Fist</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>199</page>
		<cost>6m, 1w, 1 Health Level</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Martial Arts</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Five-Dragon Form</reqCharms>
		<description>A normal Martial Arts attack does aggravated damage. Cannot be used in a Combo or with a weapon.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Invulnerability</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>199</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Martial Arts</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Five-Dragon Form</reqCharms>
		<description>PC ignores damage from any single non-magical attack. If the attack was magical, then the PC adds a bonus of his permanent Essence to his lethal and bashing soak levels.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Five-Dragon Wrath</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>199</page>
		<cost>1m/attack, 1 health level</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<skill>Martial Arts</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Five-Dragon Invulnerability, Five-Dragon Fist</reqCharms>
		<description>PC may make an extra attack per mote spent, all against a single target. All attacks are rolled as normal. If the target dodges or parries, one roll is compared to all the attacks. The maximum number of attacks possible with this Charm is the PC's Permanent Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Strength of Stone Technique</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>200</page>
		<cost>2m per person</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC meditates with a pebble for 5 minutes and gains 1 dot each of Stamina and Strength. This effect can be used on others if a circle is formed with a pebble between each pair of hands. Each character only benefits from one application of this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Impervious Skin of Stone Meditation</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>200</page>
		<cost>1m per 2B/2L soak</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Strength of Stone Technique</reqCharms>
		<description>Bonus to soak cannot be greater than the character's Essence. The soak does not apply to damage caused by sorcery or attacks enhanced with Charms.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Mountain Toppling Method</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>200</page>
		<cost>4m</cost>
		<duration>One Turn</duration>
		<type>Supplemental</type>
		<skill>Resistance</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Strength of Stone Technique</reqCharms>
		<description>After a moment's concentration the character's Strength increases by 5 with or against objects of earth or stone (includes jade weapons).</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Air Protection Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>3m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Impervious Skin of Stone Meditation</reqCharms>
		<description>PC gains a bonus (equal to Essence) to lethal and bashing soak against environmental or non-magical attacks of Air. Does not apply to magical attacks. Air Aspects learn this Charm as if it is Air Aspected.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Earth Protection Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>3m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Impervious Skin of Stone Meditation</reqCharms>
		<description>PC gains a bonus (equal to Essence) to lethal and bashing soak against environmental or non-magical attacks of Earth. Does not apply to magical attacks. Earth Aspects learn this Charm as if it is Earth Aspected.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Fire Protection Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>3m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Impervious Skin of Stone Meditation</reqCharms>
		<description>PC gains a bonus (equal to Essence) to lethal and bashing soak against environmental or non-magical attacks of Fire. Does not apply to magical attacks. Fire Aspects learn this Charm as if it is Fire Aspected.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Water Protection Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>3m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Impervious Skin of Stone Meditation</reqCharms>
		<description>PC gains a bonus (equal to Essence) to lethal and bashing soak against environmental or non-magical attacks of Water. Does not apply to magical attacks. Water Aspects learn this Charm as if it is Water Aspected.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wood Protection Form</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>3m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Impervious Skin of Stone Meditation</reqCharms>
		<description>PC gains a bonus (equal to Essence) to lethal and bashing soak against environmental or non-magical attacks of Wood. Does not apply to magical attacks. Wood Aspects learn this Charm as if it is Wood Aspected.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Chaos-Warding Prana</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>5m, 1w</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>3</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>(Element) Protection Form</reqCharms>
		<description>The PC may ignore the warping effects of the Wyld. Neither his person nor his gear can be affected. This protection can be extended if the PC pays the full cost of the Charm and touches the other character.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Defense-From-Anathema Method</name>
		<group>DB-Earth</group>
		<book>DB</book>
		<page>201</page>
		<cost>6m, 1w</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Resistance</skill>
		<minSkill>5</minSkill>
		<minEssence>4</minEssence>
		<reqCharms>Chaos-Warding Prana</reqCharms>
		<description>PC adds permanent Essence to the difficulty of magical attacks (Charmbased and Sorcery) made against her by an Anathema. These are automatic successes, but do not protect against subtle effects like mind control.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Effortlessly Rising Flame</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>202</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Athletics</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>This Charm allows the PC to rise from a prone or supine position without taking an extra action. Also may be used to add two dice to the PC's Athletics when determining how far she can jump.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Falling Star Maneuver</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>202</page>
		<cost>1m per 2 Dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Athletics</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Effortlessly Rising Flame</reqCharms>
		<description>Charm adds two dice per mote expended to the damage of an attack. No more motes can be spent than the PC's permanent Essence rating. Damage is added before soak is applied.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Bellows-Pumping Stride</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>203</page>
		<cost>1m</cost>
		<duration>One Scene</duration>
		<type>Reflexive</type>
		<skill>Athletics</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Falling Star Maneuver</reqCharms>
		<description>Exalt can move up to Dexterity + 12 yards and still act in a turn and up to (Dexterity x 5) + 25 yards as his only action. Character leaves behind fiery footprints when walking and a fire trail when running. This fire will spread as normal.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Incense Smoke Ladder</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>203</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Athletics</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Bellows-Pumping Stride</reqCharms>
		<description>The character can run up vertical surfaces (requiring at least a 2 step running start) and across the surface of liquids. However, he cannot stop and if the liquid is dangerous his feet may still be badly damaged.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dancing Ember Stride</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>203</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Athletics</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Incense Smoke Ladder</reqCharms>
		<description>PC moves a distance up to twice his ordinary movement rate upward, or if already in the sky, he can move horizontally as if he were on the ground. The Charm requires that he remain moving. PC carries weight of Strength + Athletics as usual.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Phoenix Mate's Lament</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>204</page>
		<cost>1m per 2 Soak</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Athletics</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Falling Star Maneuver</reqCharms>
		<description>The PC may add 2 to his soak against non-magical environmental hazards for every mote spent (max. of Athletics score) as long as he is moving at least half his maximum running speed.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Fiery Prowess</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>204</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Athletics</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Effortlessly Rising Flame</reqCharms>
		<description>PC improves his Athletics Ability by two dice per mote spent. The Charm cannot be used to more than double the base value of his Athletics score. Extra Essence spent is lost. Increase lasts for a full turn.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Swift Legion Technique</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>204</page>
		<cost>2m per subject</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Athletics</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Bellows-Pumping Stride, Fiery Prowess</reqCharms>
		<description>All targets of this Charm (which may include the PC himself) double their basic speeds (as in Bellows-Pumping Stride). The PC may not aid more companions than his permanent Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Threshold Warding Stance</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>204</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Dodge</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may dodge while leaving his feet in place. The Charm will not work if he is completely immobilized, but otherwise allows him to use his full dodge pool. This Charm does not generate a pool for the doge, but merely allows the PC to Dodge when he normally could not.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Hopping Firecracker Evasion</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>204</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Dodge</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Threshold Warding Stance</reqCharms>
		<description>PC can leap, dive, or tumble up to his normal running pace (half of Dexterity + 12 yards) when he succeeds in dodging an attack while using this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Virtuous Negation Defense</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>205</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Dodge</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Hopping Firecracker Evasion</reqCharms>
		<description>PC shoves a companion within reach (5 yards) out of the way of an attack. PC rolls his own dodge. If he doesn't dodge he takes the damage, if he gets no successes on the roll the attack strikes its original target.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Flickering Candle Meditation</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>205</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Dodge</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC gains 2 Dodge dice for every mote spent. No more dice can be added than the character's Dodge Trait.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Smoke Obscuring Effect</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>205</page>
		<cost>1m per 2 dice + 1 per ally</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Dodge</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Flickering Candle Meditation</reqCharms>
		<description>PC can only contribute as many dice as he has dots in Dodge. Allies cannot more than double their own Dodge scores. PC may not use the Charm on more allies than he has Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Safety Among Enemies</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>206</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Dodge</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Flickering Candle Meditation</reqCharms>
		<description>PC redirects an enemy's attack to another target (preferably an enemy) within 3 yards of the PC. Player rolls Dexterity + Dodge, needing 4 successes. If successful, attack acts as though it were aimed at the new target all along.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Arrow-Consuming Flame Defense</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>206</page>
		<cost>5m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Dodge</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Safety Among Enemies</reqCharms>
		<description>Arrows fail to harm the PC. He gains +2 soak against metal and wooden weapons. Weapons of Hard Stone or the 5 MM are unaffected. Unarmed attackers take 3L fire damage each time they attack, soaked normally.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Smoldering Karma Strike</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>207</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Dodge</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Virtuous Negation Defense, Smoke Obscuring Effect, Safety Among Enemies</reqCharms>
		<description>If PC is attacked in close combat and the attacker fails to achieve any net successes on his attack roll, the PC with this Charm can activate it and make a reflexive hand-to-hand attack with his full pool. This Charm cannot be used to respond to a counterattack.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dragon-Graced Weapon</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>207</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Melee</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC pays cost before attack roll. Effect is based on PC's Aspect. Air: target rolls Dexterity + Athletics (diff. 2) or is knocked prone. Earth: target loses 2 dice from all action rolls until next turn. Fire: target soaks additional 4L on next action. Water: -3 from target's initiative one turn. Wood: Raises attack damage by 2L.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Ghost-Fire Blade</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>208</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Melee</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Dragon-Graced Weapon</reqCharms>
		<description>Allows character to hit dematerialized spirits. Otherwise attack is completely normal.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Refining the Inner Blade</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>208</page>
		<cost>3m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Melee</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Dragon-Graced Weapon</reqCharms>
		<description>After a few seconds of concentration the PC can conjure a weapon of his favored element. This weapon has the same stats as an ordinary weapon of its type and it will be enchanted as though using the Charm Dragon-Graced Weapon.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Stoking Bonfire Style</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>208</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Melee</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Adds 2 dice to Melee pool for every mote spent. PC cannot more than double his Melee Ability. Essence must be spent before making the attack roll.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Portentous Comet Deflecting Mode</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>208</page>
		<cost>3m, 1w</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Melee</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Stoking Bonfire Style</reqCharms>
		<description>Spend necessary Essence and roll Dexterity + Melee after an opponent's unenhanced hand-to-hand attack. If one success is obtained the PC blocks his opponent's attack completely.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Deadly Wildfire Legion</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>208</page>
		<cost>1m per 2 dice + 1 per ally</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Melee</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Stoking Bonfire Style</reqCharms>
		<description>PC may ensorcel one ally per mote spent, up to permanent Essence. PC spends additional motes to improve Melee Abilities, two dice per mote spent. Cannot add more dice than PC's Melee, nor can you more than double their Melee.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Threshing Floor Technique</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>209</page>
		<cost>2m + 1m per ally</cost>
		<duration>One turn</duration>
		<type>Simple</type>
		<skill>Melee</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Stoking Bonfire Style</reqCharms>
		<description>PC chooses a target, and spends the essence. Then, so long as an ally is within movement distance from the target, she may make a melee attack on the target on her action and then return to her original position.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Ringing Anvil Onslaught</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>209</page>
		<cost>8m</cost>
		<duration>Instant</duration>
		<type>Extra Actions</type>
		<skill>Melee</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Threshing Floor Technique</reqCharms>
		<description>PC chooses a target, player rolls Melee only. For each success, the Exalt gains an extra attack against the target this turn. The PC cannot gain more extra attacks than his Melee.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Phantom Fire-Warrior Horde</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>209</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Presence</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>Charm creates fire phantoms that increase the PC's intimidation abilities. The character gains 2 dice for every mote spent to his Presence but can no more than double his Presence Ability.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Blazing Courageous Swordsmen Inspiration</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>209</page>
		<cost>1m per subject</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Presence</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Phantom Fire- Warrior Horde</reqCharms>
		<description>Each subject (up to 2 times perm. Essence) receives one additional bashing health level. This level is the first one lost when damage is taken. Charm can only be used on characters that are under the PC's command.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Glowing Coal Radiance</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>209</page>
		<cost>2m</cost>
		<duration>One Turn</duration>
		<type>Simple</type>
		<skill>Presence</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Any foe that wishes to attack the PC in hand-to-hand combat any time before the PC's next turn must first succeed at a reflexive Willpower test. One success will allow the enemy to act normally. Enemies at range may attack without concern.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Aura of Invulnerability</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>210</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Presence</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Glowing Coal Radiance</reqCharms>
		<description>PC gains a point of soak and three temporary bashing health levels. PC can benefit from this Charm only once per scene. The health levels are the first lost when damage is applied and cannot be healed back even with magic during the scene.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Warlord's Convocation</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>210</page>
		<cost>8m, 1w</cost>
		<duration>One Scene or Instant</duration>
		<type>Simple</type>
		<skill>Presence</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Blazing Courageous Swordsmen Inspiration, Aura of Invulnerability</reqCharms>
		<description>Roll Manipulation + Presence and the target reflexively resists with Willpower. Every net success causes the target to serve the PC as a loyal servant for one week. 5 or more and he will serve longterm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Unbearable Taunt Technique</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>211</page>
		<cost>2m</cost>
		<duration>Essence in turns</duration>
		<type>Simple</type>
		<skill>Presence</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Glowing Coal Radiance</reqCharms>
		<description>Target loses 2 dice from dodge and parry pools when fighting anyone other than the PC. Out of combat a successful Manipulation + Presence roll and cutting comment will make the target look foolish.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Moth to the Candle</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>211</page>
		<cost>4m, 1w</cost>
		<duration>One turn</duration>
		<type>Simple</type>
		<skill>Presence</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Unbearable Taunt Technique</reqCharms>
		<description>Target must be within 10 yards and have an Essence lower than the PC. Target must use his next action to attack the PC, regardless of the intervening danger in doing so. Intervening dangers cannot be so dangerous as jumping into a chasm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Loquacious Courtier Technique</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>211</page>
		<cost>1m per 2 dice</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Socialize</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC adds 2 dice per mote spent to her Socialize ability. She can add no more dice than she has dots in Socialize.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Sweeten-the-Tap Method</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>211</page>
		<cost>2m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Socialize</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Loquacious Courtier Technique</reqCharms>
		<description>Reduces the difficulty of all Socialize rolls for anyone present and drinking the affected alcohol.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wary Yellow Dog Attitude</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>212</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Socialize</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Sweeten-the-Tap Method</reqCharms>
		<description>During an unexpected combat, the PC can activate this Charm to add 3 to her Initiative roll. This Charm can only be used during the first three turns of an unexpected combat.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Seizing-the Tongue Technique</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>212</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Socialize</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Loquacious Courtier Technique</reqCharms>
		<description>Allows the PC's player to reroll any Socialize roll. The reroll must be accepted and only one reroll may be made. If part of a Combo, the motes must be spent again for the whole Combo when this Charm is activated.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Brother-Against-Brother Insinuation</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>212</page>
		<cost>4m, 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Socialize</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Seizing-the-Tongue Technique</reqCharms>
		<description>Both targets must be present. A comment should be made to one about the other that may seem untrustworthy. Targets must have a lower Essence than Exalt. Charm is well known in the Realm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Warm-Faced Seduction Style</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>212</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Socialize</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Loquacious Courtier Technique</reqCharms>
		<description>PC who uses the Charm momentarily increases her Socialize pool by up to 5 dice for seductive purposes. Cannot more than double the character's Socialize Ability.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Friend-to-All-Nations Attitude</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>213</page>
		<cost>2m</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Socialize</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Warm-Faced Seduction Style</reqCharms>
		<description>PC suffers no penalties to her Socialize Ability when in a strange land, so long as she knows the local tongue. Charm is less effective in melting pot cultures as the Charm picks up on several standards at once.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Smoothing-Over-the-Past Technique</name>
		<group>DB-Fire</group>
		<book>DB</book>
		<page>213</page>
		<cost>3m, 1w</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<skill>Socialize</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Warm-Faced Seduction Style</reqCharms>
		<description>PC must have higher Essence than target. Charm causes target to forget about a past event that may reflect poorly on what the PC is trying to do now. Can be used more than once on same target.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Drowning Embrace</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>213</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Brawl</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>The victims of this Charm drown on dry land; survivors actually cough up water. This Charm must be used in conjunction with a clinch attack. The PC's clinch does lethal rather than bashing damage. For each successive turn the clinch is maintained and this Charm is invoked, the clinch does an additional +1L damage. Stopping the use of this Charm for even a turn will reset the damage of the clinch to normal.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Riptide Method</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>213</page>
		<cost>1m per attack/foe</cost>
		<duration>One turn</duration>
		<type>Extra Action</type>
		<skill>Brawl</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Drowning Embrace</reqCharms>
		<description>PC can wrestle up to 4 others at once. Make a Dex + Brawl roll to initiate each attack, which must be a clinch or hold. Each attack (max. 4) costs 1m. Each must be against a different target, who may dodge or parry. In later turns the PC may, after the initiative roll but before anyone else acts, spend motes to keep the Charm active — cost is as before. If he has less than 4 victims held, on his action he may pay more motes and attempt to clinch or hold others within reach. If the PC doesn't pay motes each turn, he must let one or more victims free. PC may not move while using this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Pounding Surf Style</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>214</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Brawl</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Drowning Embrace</reqCharms>
		<description>The PC makes a Brawl attack. Damage for the first such attack ignores one point of target's soak. If the PC uses this Charm again and strikes the target again later in the scene, each later blow ignores an additional point of soak (thus 2nd attack is - 2 soak, 3rd -3, etc). The target's armor is not actually damaged by this Charm; no other attackers gain this benefit against the victim, and the armor penalties expire at the end of the scene.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Fist-Spinning Maelstrom</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>214</page>
		<cost>2m per attack, 1w</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<skill>Brawl</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Pounding Surf Style</reqCharms>
		<description>Grants extra attacks; each costs 2m. The PC must be facing multiple opponents, and must attack each opponent at least once. The PC cannot launch more attacks in a turn than she has dots of Brawl.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Blade-Deflecting Palm</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>214</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Brawl</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Upon activating this Charm, the user may parry any incoming brawl, martial arts or melee attacks with his Brawl, including specialties, and with no penalty or harm for fighting unarmed. This Charm does not generate a Parry Pool, but rather allows the PC to use their bare hands to parry lethal attacks without fear.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Become the Hammer</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>215</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Brawl</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Blade-Deflecting Palm</reqCharms>
		<description>A punch or kick delivered with this Charm does lethal damage rather than bashing and is treated as an attack with a weapon for the purpose of parrying. As usual, additional strikes made using this Charm during the same turn require that the Essence cost of the Charm be paid again.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Flow Past Defenses</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>215</page>
		<cost>2m + 1m each add. Turn</cost>
		<duration>One turn</duration>
		<type>Supplemental</type>
		<skill>Brawl</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Riptide Method, Pounding Surf Style, Become the Hammer</reqCharms>
		<description>After the PC makes a successful hold attack, she may use extra successes on that roll to reduce her enemy's lethal and bashing soak totals by that amount until her next action or until the enemy breaks the hold. The result may be maintained by paying 2m per additional turn. Once each turn the hold is maintained, the PC may roll Essence: every success on this roll further reduces the target's soak by a point. The PC is not normally harmed by attacks on the held foe, although a botched attack may hurt her.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Benevolent Master's Blessing</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>215</page>
		<cost>1m, or 1m per 2 dice</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC may grant an assistant a Bureaucracy bonus of 2 dice per mote spent. The assistant can't more than double her Bureaucracy, and the PC can't donate more Ability than he has. Alternately, for 1m, the PC may split his Bureaucracy amongst a group of people (making them into temporary help), giving a maximum of one point to each. The assistants must be able to find the PC for answers to their questions, and if they can't, the Charm fails. While supervising, the PC technically has no Bureaucracy, and can only look after his charges. Assistants must have originally possessed no dots in Bureaucracy.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Confluence of Savant Thought</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>216</page>
		<cost>2m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Benevolent Master's Blessing</reqCharms>
		<description>The PC may use this Charm to tap into whatever bureaucracy lies around her and to understand its general nature, and some specifics, such as where goods or documents are kept or who is responsible for what area of administration. This Charm doesn't grant unfettered access to guarded or locked areas, but the PC can use her Bureaucracy in place of her Socialize for purposes of dissembling about paperwork, permissions and passage.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Geese-Flying-South Administration</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>216</page>
		<cost>5m, 1w</cost>
		<duration>One task</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Confluence of Savant Thought</reqCharms>
		<description>The PC may focus her entire network to expedite one task: tax collection, recruiting, selling merchandise, etc. At the task's completion, profits in money increase by 1% per success on an Intelligence + Bureaucracy roll, or in goods by 2%. Recruitment/conscription are increased by 2% per success on a Charisma + Bureaucracy roll. The Storyteller must determine base results before any adjustment is made. These improvements are magical; the bureaucracy is not improved in the long term.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Bestow the Saffron Mantle</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>216</page>
		<cost>1m + 1m per dot lent</cost>
		<duration>Special</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Geese-Flying-South Administration</reqCharms>
		<description>Before going on a journey, the PC may designate a proxy (usually a token of some kind is given), who administers precisely as, and as skillfully as, the PC would have. This Charm is effective for a number of weeks equal to the successes on a Perception + Bureaucracy roll, but the <i>exact</i> duration is not known to the PC or the proxy. The PC may end the Charm sooner than this, and if he does so, committed Essence begins to return normally.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Thrashing Carp Serenade</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>217</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>Benevolent Master's Blessing</reqCharms>
		<description>By means of this Charm, the PC may slow the tasks and deliberations of a targeted bureaucracy or deliberative body to a near standstill. The range of effect is the sound of the PC's voice. In order to make progress, the opposing bureaucrat must best the PC in an opposed Stamina + Bureaucracy roll. Note that only the experienced or rash would use this technique in an august body such as the Deliberative.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Thoughtful Gift Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>217</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Thrashing Carp Serenade</reqCharms>
		<description>Using this Charm, the PC intuits the perfect gift (for public presentation) or bribe (for private dealings). This can, for example, smooth social situations, or help gain favors or access that might seem otherwise unattainable. Specifying gift or bribe, the PC rolls Perception + Bureaucracy. The PC must know the intended recipient; if known by reputation only, increase Difficulty by 2. Note that the Charm does not provide the gift, merely the information.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Testing the Waters</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>217</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Bureaucracy</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Thrashing Carp Serenade</reqCharms>
		<description>With but a moment's consideration, the PC using this Charm knows how many votes yea, nay or abstaining would result should the matter under discussion be called to a vote. It doesn't reveal by whom the votes would be cast. This Charm can only be used on groups of 7 or more.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Indisputable Physical Analysis Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>217</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Investigation</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can improve his Investigation dice pool by 2 dice per mote spent. He can't more than double his Investigation Trait, and must pay full motes even if he needs to raise a Trait by only one die.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Scent-of-Crime Method</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>217</page>
		<cost>2m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Investigation</skill>
		<minSkill>3</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>After spending Essence, the PC makes a Manipulation + Investigation roll. A success points the investigator to the person within eyesight with the greatest load of guilt, from whatever source, through observation of nervous habits, mannerisms etc. This is subjective, and mostly left to the Storyteller. Note that this Charm will not point to those who feel no guilt for crimes that they may have committed, and does not indicate the reason that the person is suffering from guilt.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Falsehood Unearthing Attitude</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>218</page>
		<cost>5m + 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Investigation</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Scent-of-Crime Method</reqCharms>
		<description>With this Charm, the PC can target one person, and for the rest of the scene he will get a tingling sensation at the back of his neck whenever the target utters a statement that he knows to be false. The Charm doesn't detect evasions or half-truths. If the target is aware of this scrutiny, he may conceal lies by spending 1w per statement. This Charm has no effect if the target's permanent Essence is equal to or greater than the PC's Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Bloodhound's Nose Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>218</page>
		<cost>6m + 1w</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Investigation</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Indisputable Physical Analysis Technique, Scent-of-Crime Method</reqCharms>
		<description>The PC spends 10 minutes walking around the scene of a crime or event and makes an Investigation roll to find pieces of evidence. Then, in connection with this evidence, the PC spends the price of the Charm and rolls Intelligence + Investigation. With 1 success, the PC receives an impulse pulling him in the direction of the person who left the evidence. With 3 or more successes, the PC also receives a fleeting glimpse of the person as he appeared at the time of the crime or event.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Revelation of Associates Hunch</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>218</page>
		<cost>4m + 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Investigation</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>: Indisputable Physical Analysis Technique</reqCharms>
		<description>By meeting a person, the PC can sense the identities of that person's closest associates. Roll Perception + Investigation; each success gives the name and one-sentence description of 2 of the target's compatriots. Even if the roll fails, the PC will learn information on 1 of the target's associates. Associates are revealed roughly as follows: family, members of sworn brotherhoods, allies, mentors, connections and henchmen. The Storyteller can change this order as he sees fit.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Homeward Trail Discovery Method</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>219</page>
		<cost>5m + 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Investigation</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Revelation of Associates Hunch</reqCharms>
		<description>By meeting a person, the PC can determine the place that the person calls home. This is either the primary residence, or the place the subject truly considers to be his home. If the subject has the Manse Background, the Charm will almost certainly point to this (except if this Manse is protected from such divination by sorcery, in which case the Charm will point to another residence). The Charm will only identify a building, not parts thereof, and can indicate that that subject has no true home if that is the case.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Observer Awareness Method</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>219</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Larceny</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>This Charm tells the PC if he is being observed. Spend the Essence and roll Perception + Larceny. One success indicates whether or not the PC is being observed. Each additional success points out the location of an observer, starting with the closest.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Trackless Walk Style</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>220</page>
		<cost>2m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Larceny</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Observer Awareness Method</reqCharms>
		<description>By activating this Charm when entering a location, the PC prevents himself from leaving inadvertent evidence of any kind, such as a footprint, or even a single hair. It does not prevent the PC from being observed, or from deliberately leaving evidence. Characters using this Charm can only be tracked supernaturally, but the short duration makes it expensive to conceal one's passage for a long while.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Ears of the Snowy Owl</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>220</page>
		<cost>1m</cost>
		<duration>One minute</duration>
		<type>Simple</type>
		<skill>Larceny</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Observer Awareness Method</reqCharms>
		<description>By using this Charm in conjunction with a listen-oriented Perception roll, the PC can hear conversations and movement in other rooms as clearly as if the walls weren't there. This Charm eliminates only those penalties that may exist for physical obstructions to listening, not those for distance.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Window-in-the-Door Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>221</page>
		<cost>2m</cost>
		<duration>One turn</duration>
		<type>Simple</type>
		<skill>Larceny</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Ears of the Snowy Owl</reqCharms>
		<description>Using this Charm, the PC renders transparent an area before his eyes of roughly two feet square. The area doesn't move with the PC's gaze. The PC can see through about 3 inches of stone, about 6 inches of wood, or about an 1½ inches of iron or jade. The material is only transparent to the user of the Charm, and remains so for the full turn. Note that walls etc. can be enchanted to prevent this kind of voyeurism.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Resetting Tumblers Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>221</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Larceny</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can immediately discard his most recent failed Larceny action by spending motes to reroll. This must be done immediately after the first roll, and before the Storyteller describes its success or failure. The PC must accept the result of the reroll. Also, if the Larceny action and this Charm are part of a Combo, then using the Charm forces the PC to re-spend all necessary Essence to reactivate the other Charms in the Combo, even if he doesn't need to reroll or reactivate them.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Artful Sprinting Theft</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>221</page>
		<cost>1m</cost>
		<duration>One turn</duration>
		<type>Supplemental</type>
		<skill>Larceny</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Resetting Tumblers Technique</reqCharms>
		<description>With this Charm, the PC can use his full dice pool on simple Larceny actions (those taking one turn to complete) while running flat out. (Ordinarily, even the simplest Larceny actions require the PC to slow down somewhat, using only ½ maximum movement.) The action can take place at the beginning, middle or end of the movement.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Space-Crossing Theft Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>221</page>
		<cost>5m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Larceny</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Window-in-the-Door Technique, Artful Sprinting Theft</reqCharms>
		<description>The PC can cause an object that is in his sight to disappear from its current location and reappear in his hands. This applies to objects worn by other sentient beings, but not those they are holding in their hands. Also, the object must not weigh more than about 15 pounds (the Storyteller will also use her judgement about what can be taken).</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Hurricane-Predicting Glance</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>221</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Sail</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>Looking at the sky, the PC can predict the weather for the next day or so. This Charm will fail if a magical event or sorcery is changing the weather. This charm can sometimes be used to predict events other than, but connected to, the weather; for example, a PC might be able to determine exactly when a fleet will set sail if he is aware that said fleet is waiting for the storm to break. This Charm only works when the PC is on water.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Storm-Outrunning Technique</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>222</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Sail</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Hurricane-Predicting Glance</reqCharms>
		<description>This Charm allows a ship's officer to double the ship's movement rate for the scene (allowing, possibly, for outrunning a fleet to port, beating a storm, etc). The greatly increased speed may require 1 or more Sail rolls, especially if moving through hazardous waters. Note that this Charm will have no effect if used on the deck of a becalmed vessel.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Fine Passage Negotiating Style</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>222</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Reflexive</type>
		<skill>Sail</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Hurricane-Predicting Glance</reqCharms>
		<description>With this Charm, the PC knows, within 5 miles of the ship's location, all of the following: submerged hazards, prevailing current, danger spots and safe channels. The net effect is to increase the pilot's Sail dice pool by 3 dice for the scene for the purpose of avoiding hazards. Note that this Charm does not directly protect the ship from such hazards; if the pilot makes a bad mistake, this Charm will not prevent the hull from being rent asunder.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Sturdy Bulkhead Concentration</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>223</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Sail</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Fine Passage Negotiating Style</reqCharms>
		<description>This Charm adds 3 health levels and 2 soak to the ship's hull for the scene. The Charm can only be activated by the character while aboard, and the benefits remain only as long as the character remains so.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Pirate-Masquerading Method</name>
		<group>DB-Water</group>
		<book>DB</book>
		<page>223</page>
		<cost>3m</cost>
		<duration>One scene</duration>
		<type>Simple</type>
		<skill>Sail</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Fine Passage Negotiating Style</reqCharms>
		<description>When a ship under the PC's command comes into contact with hostile ships, this Charm will camouflage it as a ship of that allegiance, whether it be merchantman, pirate vessel, or any other. This is largely a visual illusion — the vessel's flag changes appearance, the crew appears to be of the appropriate kind, etc. The Charm doesn't change the line of the ship itself (no hiding warships in a fleet of fishing smacks, for instance). The Charm fails should any viewer set foot on the ship; once aboard, visitors and raiders see the ship as it really is.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Spring Follows Winter</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>223</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Archery</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC may re-roll their entire Dexterity + Archery attack. She must accept the second result. If this Charm is included in a Combo, the Essence costs for all other Charms in the Combo must be paid again as if for a second shot, but only one arrow is actually fired.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Swallows Defend the Nest</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>224</page>
		<cost>1m per Arrow</cost>
		<duration>Instant</duration>
		<type>Extra Action</type>
		<skill>Archery</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spring Follows Water</reqCharms>
		<description>PC may fire up to her Permanent Essence arrows per turn at a cost of 1m per arrow. PC rolls her full Dexterity + Archery dice pool for each shot.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Harvest of the Hunter</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>224</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Archery</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spring Follows Winter</reqCharms>
		<description>PC can create normal arrows from any plant. The number of arrows made per use of this Charm is equal to the PC's Permanent Essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Life-Swelling Sap Strike</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>224</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Archery</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Harvest of the Hunter</reqCharms>
		<description>The PC can cause his arrows to bloom into trees and plants when they hit the undead (includes ghosts, hungry ghosts, nemissaries, and walking dead). Such creatures suffer Aggravated damage from this attack. This Charm has no effect on living creatures, Abyssal Exalted, or Deathlords.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dragonfly Finds Mate</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>225</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Archery</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Spring Follows Winter</reqCharms>
		<description>PC may fire an arrow to parry another ranged projectile launched at her. If the PC's Dexterity + Archery (do not include specialties or item bonuses) exceeds the number of successes rolled to attack the character with a ranged attack, that attack fails.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Seven-Year Swarm Volley</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>225</page>
		<cost>3m, 1w + 1m per person defended</cost>
		<duration>One Turn</duration>
		<type>Simple</type>
		<skill>Archery</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Dragonfly Finds Mate</reqCharms>
		<description>PC can defend multiple people from ranged attacks. PC must have and fire two arrows per person that is to be protected. PC makes a Dexterity + Archery roll. Until her next action, compare any ranged attacks against a protected character to the result. The PC's successes are subtracted from the incoming attack, like any other defense, if the result is less than one, the attack misses.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Sparrow Dives at Hawk</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>225</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Archery</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Seven-Year Swarm Volley</reqCharms>
		<description>PC may use her Dexterity + Archery to defend against any attack within range of her bow. If the PC's successes exceed the attack's, then the excess successes are imeediately applied as an archery attack against the attacker. PC may not use any other Charms in the same turn that this Charm is used.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Infection-Banishing Prana</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>226</page>
		<cost>1m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Medicine</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>None</reqCharms>
		<description>PC can remove Infection from a wound with but a touch. The wound will not become re-infected afterwards under any circumstances.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dread Infection Strike</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>226</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Medicine</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Infection-Banishing Prana</reqCharms>
		<description>The PC's weapon is far more likely to cause infection. The Stamina + Resistance roll to avoid infection has its difficulty increased by 2, even for Exalted.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Disease-Banishing Technique</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>226</page>
		<cost>4m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Medicine</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Infection-Banishing Prana</reqCharms>
		<description>PC may banish one disease from a target with a touch. The target will lose his next turn if one would be available, but will be cured of one disease.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wound-Closing Touch</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>226</page>
		<cost>2m per Health Level converted, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Medicine</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Disease-Banishing Technique</reqCharms>
		<description>Spending at least one mote causes all bleeding wounds to close. For every 2m spent, 1 lethal wound level is converted to 1 bashing wound level. PC does not have to convert all of her wounds. This Charm can be used on others.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Grievous Wound Alteration Energy</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>227</page>
		<cost>3m and 1w per health level converted</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Medicine</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Wound-Closing Touch</reqCharms>
		<description>Allows the PC to covert 1 Aggravated health level to 1 Lethal health level. This Charm can be used on other characters.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Madness-Analyzing Stare</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>227</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Medicine</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Infection-Banishing Prana</reqCharms>
		<description>PC makes a Perception + Medicine roll with a difficulty of 2. If she succeeds, then she can detect any external influences on the target, including low- Willpower compulsions or mind affecting sorceries. She can even trace magical influences back to their sources.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Purity of Mind Method</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>227</page>
		<cost>5m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Medicine</skill>
		<minSkill>4</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Wound-Closing Touch, Madness-Analyzing Method</reqCharms>
		<description>PC can remove any one insanity or external influence affecting the target. PC must have used Madness- Analyzing Stare on the target first. Sorcerous effects that are ongoing must be countered by Emerald Countermagic.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Memorable Performance Technique</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>228</page>
		<cost>1m per 2 dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Performance</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can add dice to her Performance dice pool. She can no more than double her Performance Ability. Adding just one die still costs one mote of essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Talented Improvisation</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>228</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Performance</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Memorable Performance Technique</reqCharms>
		<description>PC may re-roll any Performance roll, as long as this Charm is activated before the results of the roll are described. If this Charm is included in a Combo, the Essence costs for all other Charms in the Combo must be paid a second time, but if they require dice rolls, those rolls are not re-rolled.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dance of Flashing Swords</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>228</page>
		<cost>2m, 1w, +1m per extra enemy</cost>
		<duration>One Scene</duration>
		<type>Reflexive</type>
		<skill>Performance</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Talented Improvisation</reqCharms>
		<description>PC can cloak a real combat in the appearance of a Stage Combat. This cover can only be applied to the PC, her enemy, and any extras in the fight. It cannot be applied to anyone that joins the fight later. Characters with an Essence higher than the PC's are not fooled.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Enchanting Performance</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>229</page>
		<cost>8m, 1w</cost>
		<duration>Instant</duration>
		<type>Simple</type>
		<skill>Performance</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Memorable Performance Technique</reqCharms>
		<description>PC must make a Charisma + Performance roll. The number of successes determines the size of the crowd affected. The affected crowd is instilled with simple suggestion of the PC's choice.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Protective Performance</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>229</page>
		<cost>8m</cost>
		<duration>Until Performance Ends</duration>
		<type>Simple</type>
		<skill>Performance</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Enchanting Performance</reqCharms>
		<description>PC can protect a crowd from ranged attacks and mind-affecting sorceries. The crowd's Essence scores are considered to be one point higher for resisting sorceries, and they have 2 additional lethal and bashing soak.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Scattered Pearl  Hoof  Falls</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>229</page>
		<cost>1m</cost>
		<duration>One Turn</duration>
		<type>Reflexive</type>
		<skill>Ride</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The mount's speed is increased by the PC's Ride Ability in yards. Additionally, the PC receives 2 additional dice for Ride checks. These bonus dice do not raise the Ride Ability for purposes of attacking while mounted.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Heaven-Gracing Leap</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>229</page>
		<cost>3m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Ride</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Scattered Pearl Hoof Falls</reqCharms>
		<description>PC makes a Charisma + Ride roll. Two successes will allow the mount to safely jump half its movement for that turn. Other distances and numbers of successes are at the Storyteller's discretion.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Cloud-Harnessing Method</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>230</page>
		<cost>4m</cost>
		<duration>One Turn</duration>
		<type>Reflexive</type>
		<skill>Ride</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Heaven-Gracing Leap</reqCharms>
		<description>PC makes a Dexterity + Ride roll. If successful, the mount's movement for this turn is doubled and suffers no environmental Ride check penalties.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Ebony Spur Technique</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>230</page>
		<cost>1m per 2 damage dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Ride</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Scattered Hoof Falls</reqCharms>
		<description>With a successful Dexterity + Ride roll, the PC may add up to her Ride Ability in damage dice to her hand-to-hand attacks. Ranged attacks are not affected by this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Charge of One Hundred Generals</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>230</page>
		<cost>1m per mount/rider pair, Plus 1w</cost>
		<duration>One Charge</duration>
		<type>Supplemental</type>
		<skill>Ride</skill>
		<minSkill>5</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Ebony Spur Technique</reqCharms>
		<description>All of the riders covered under this Charm attack on the PC's initiative and all of the attacks are resolved before any delayed attacks on the part of the defenders. Any defender who is damaged and not knocked out or killed must make a Ride or Athletics check to avoid being unhorsed or knocked down. The number of attackers may not exceed the PC's permanent Essence x 5.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Great Heart Companion</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>231</page>
		<cost>2m</cost>
		<duration>One Turn per success</duration>
		<type>Reflexive</type>
		<skill>Ride</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Scattered Pearl Hoof Falls</reqCharms>
		<description>PC makes a Charisma + Ride roll; each success guarantees a turn during which the PC's mount will not bolt or flee for any reason.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Dance of the Jade Bridle</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>231</page>
		<cost>10m, 1w</cost>
		<duration>Special</duration>
		<type>Supplemental</type>
		<skill>Ride</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Great Heart Companion</reqCharms>
		<description>PC can break even the wildest of mounts. PC rolls Charisma + Ride, mount rolls Stamina + Willpower. The specific difficulty is determined by the Storyteller, but expect an Extended Test.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Wild-Wandering Forester Charm</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>232</page>
		<cost>1m per 2 Dice</cost>
		<duration>Instant</duration>
		<type>Supplemental</type>
		<skill>Survival</skill>
		<minSkill>2</minSkill>
		<minEssence>1</minEssence>
		<reqCharms>None</reqCharms>
		<description>The PC can add dice to her Survival dice pool. She can no more than double her Survival Ability. Adding just one die still costs one mote of essence.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Forgiveness-of-Nature Invoking Prana</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>232</page>
		<cost>2m</cost>
		<duration>Instant</duration>
		<type>Reflexive</type>
		<skill>Survival</skill>
		<minSkill>2</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Wild-Wandering Forester Charm</reqCharms>
		<description>PC may immediately re-roll any failed Survival roll. She must accept the second roll. If this Charm is part of a Combo, then the PC must pay the costs for all of the other Charms in the combo a second time even if they do not contribute dice to this roll.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Quarry Revelation Technique</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>232</page>
		<cost>2m</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Survival</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Wild-Wandering Forester Charm</reqCharms>
		<description>PC may use this Charm to magically aid her in tracking nearly any creature. The trail must be less than a week old and not concealed by magic. PC rolls Perception + Survival and needs only one success to follow the creature regardless of the terrain.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Trail Concealing Measurement</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>233</page>
		<cost>3m</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Survival</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Quarry Revelation Technique</reqCharms>
		<description>PC's trail is concealed so that no one without magical aid can track her. Those with magical aid make normal tracking rolls.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Ration-Extending Method</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>233</page>
		<cost>2m</cost>
		<duration>One Hunt</duration>
		<type>Simple</type>
		<skill>Survival</skill>
		<minSkill>3</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Quarry Revelation Technique</reqCharms>
		<description>PC's successes for hunting and finding food are doubled through the use of this Charm.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Hostile Environment Preparation Method</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>233</page>
		<cost>3m, + 1 per companion</cost>
		<duration>One Day</duration>
		<type>Simple</type>
		<skill>Survival</skill>
		<minSkill>4</minSkill>
		<minEssence>2</minEssence>
		<reqCharms>Wild-Wandering Forester Charm</reqCharms>
		<description>The PC, and any companions, may reduce the difficulty of Survival rolls to avoid damage from the environment. If the difficulty is reduced below 1, then they do not even need to roll.</description>
	</charm>
	<charm>
		<group>Dragon-blooded</group>
		<name>Shelter Creation Technique</name>
		<group>DB-Wood</group>
		<book>DB</book>
		<page>233</page>
		<cost>5m + 1m per person beyond 6</cost>
		<duration>One Scene</duration>
		<type>Simple</type>
		<skill>Survival</skill>
		<minSkill>5</minSkill>
		<minEssence>3</minEssence>
		<reqCharms>Hostile Environment Preparation Method</reqCharms>
		<description>The PC can rapidly create a semi-magical shelter out of local materials. The shelter will only last for a day.</description>
	</charm>

</charms>
