Craft Rewrite
rating: 0+x

By Philippe "Sanctaphrax" Saner

Acknowledgements

My thanks to:

BlueWinds for posting her own take on this rewrite as part of her own larger rewrite. I'm happy to say that I stole a number of good ideas from her version.
Steamfunk for the temporary artifact recipe concept.
AtG for art Charm concepts.
Edward Eldritch for playtesting.
Primefactorx01 for making this into a PDF.
danelsan and Forn Clakes for Perfect Gemcutter's Art suggestions.
Root, Kyeudo, Irked, pfstrack, Giygas, DayDreamer, Peanuckle, Bursting Eagerness Soul, and norraba for miscellaneous feedback.

Rules

Craft, unlike most abilities, is not universal. A character with the Craft skill can only apply it in areas that are at least roughly related to a specialty that they have. A character with an architecture specialty, for example, can work as a carpenter or a stonecarver but not as a cook or a swordsmith.

To compensate for this requirement, each character who has any dots in Craft gets a free Craft specialty.

Many basic Craft actions require no roll and no real skill. Anyone can cook breakfast or make a club. And even for tasks that require rolls, a character without a relevant specialty can always rely on their Attribute. Appropriate tools and materials are always required unless magic is used to replace them, but sometimes players can stretch the definition of “appropriate” by using a stunt or taking a penalty.

Building, repairing, or modifying an item uses (Attribute + Craft). Which attribute to use is ultimately up to the ST, but in general players should be allowed to pick whichever Attribute they think seems appropriate. Dexterity and Intelligence are the usual choices.

Basic projects, in which a character works on a single item which is neither huge nor extremely complex, are generally resolved with a single roll.

Major projects, in which a character works on something larger than a man or more complex than a wheelbarrow (which is pretty complex), are generally resolved by extended rolls with no fixed terminus, where each roll represents an expenditure of time and materials.

Craft can also be used to assess crafted items. This is resolved with a (Perception + Craft) roll, with success allowing the crafter to determine how old an item is, how well it's made, what it's made of, and what condition it's in. A strong success may also allow the crafter to identify the maker if their style is distinctive.

A character making a painting, a sculpture, or another emotionally-impactful object may attempt to encode a social influence attempt in it with (Charisma or Manipulation + Craft). Such influence must be vague, and must play on an Intimacy to do anything other than inspire emotion. Intimacies exploited by art are always considered to be Minor, and characters who don't possess the targeted Intimacy may react unpredictably; for example, a painting that uses love of the Realm to make people like you will likely make you unpopular among people who hate the Realm.

A character can work on (Craft/2, rounded up) projects at once, making progress on them all at once by using the downtime required by one project to work on another. An Artifact or Manse counts as two projects, so Craft 3 is required to attempt one.

Only essence-wielders may attempt to create Artifacts and Manses. Doing so requires an extended roll. The difficulty, interval, and goal number are set by the rating of the Artifact or Manse, while the terminus is set by the crafter's available resources.

Making a 2-dot Artifact has a difficulty of 4, a goal number of 30, and allows one roll every two weeks or two rolls per session.

Making a 3-dot Artifact has a difficulty of 6, a goal number of 45, and allows one roll per month or per session.

Making a 4-dot Artifact has a difficulty of 8, a goal number of 60, and allows one roll per season or story.

Making a 5-dot Artifact has a difficulty of 10, a goal number of 75, and allows one roll every half-year or two stories.

Making a standard Manse is as difficult as making a 3-dot Artifact, while making a greater Manse is as difficult as making a 5-dot Artifact.

Repairing a broken Artifact is generally as difficult as building an Artifact one dot lower in rating.

Making Legendary Artifacts, which go beyond the 5-dot scale, uses this system with difficulties, goal numbers, and intervals chosen by the ST. Not all Legendary Artifacts are created equal, but they're all very very hard to make.

There are no temporary or single-use Artifacts. However, there are Artifacts which serve only to create temporary or single-use magical items. For example, the recipe for a magical injury-healing soup could be an Artifact. The rating of such an Artifact depends on the power of the item created, how easily it can be used to create that item, and how often it can create that item. It's possible for this type of Artifact to take the form of pure information, which can easily be copied into any number of books. Information Artifacts are obviously more useful than physical objects, and as such they have higher ratings than similar non-information artifacts.

Groups that intend to use these rules should discuss beforehand whether they intend to pace Artifact completion rolls by time in setting or by time spent playing. The two methods roughly equalize if there's a story per season and three sessions per story.

These intervals don't assume any specific amount of work per day, but a character may only accumulate rolls towards one Artifact at a time and may only spend their rolls when they have a chance to sit down in their workshop. Moreover, a character may only accumulate rolls if they're making a good-faith effort to work on the Artifact when they get the chance. A character who spends two sessions (using the story-based intervals) or two months (using the time-based intervals) in prison can make four rolls on a two-dot Artifact the next time they have a chance to work on it. This represents the character thinking about and planning their creation while unable to work on it properly, and it's up to the ST how far it can be taken.

To find the terminus for an Artifact-creation roll, add together the factors for their workshop and their materials. If you're missing either, you can't even start. Then add bonuses for extra time taken, the help of others, complementary abilities, relevant magic, and anything else that seems appropriate.

Workshop:
2 rolls for a basic workshop, with all the standard tools. A character using Craftsman Needs No Tools has this level of workshop for most projects. However, manses and extremely large Artifacts may require large numbers of labourers as part of the “workshop”.
3 rolls for a master's workshop, which contains a high-quality example of every tool a normal craftsman in the field would ever want.
4 rolls for a supernaturally excellent workshop. These are rare in Creation, but a few Dynasts and gods and other stranger things have them.
5 rolls for one of the legendary First Age factory-cathedrals.

Materials:
2 rolls for having a bit of magical material.
3 rolls for having some magical material and a few thematically appropriate wondrous ingredients.
4 rolls for having plenty of magical materials and at least one genuinely impressive wondrous ingredient.
5 rolls for having an embarrassing surplus of suitable ingredients.
6 rolls for having something that makes the ST say "holy shit".

Bonuses:
+1 roll for working with a master assistant or a team of competent workers.
+2 rolls for working with supernaturally excellent help. Sometimes such helpers will have Charms that provide bonuses above and beyond this one.
+1 roll for taking four times as much time as is standard.
+2 rolls for taking twenty times as much time as is standard.
+1 roll for having an Ability related to the Artifact at 5, or at 3 with a relevant specialty.
+1 roll for having a Charm, spell, anima power, or other magical ability that's related to the Artifact.

If you lose access to something that increases your terminus while working on an Artifact, you may either put the project on hold until you replace it or just accept the reduced terminus.

If you use up all of your rolls, all is not lost. Just ask the ST what you have to do to earn another roll, and they'll tell you. Chances are it won't be easy.

If you finish an Artifact with rolls to spare, then your workshop has extra resources left over from the project. Maybe you didn't use all of your materials. Maybe your assistants had free time, which they used in some productive way. Maybe you didn't really need to take extra time after all, and you ended up with a lot of spare time during the project. The ST decides what benefits you get for finishing early.

Solar Charms

General Charms

Craftsman Needs No Tools
Cost: 6m; Mins: Craft 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisites: None

This Charm supplements an attempt to build or repair something, allowing the Solar to work without tools or a workshop. If used to create or repair an Artifact or manse, it counts as a basic workshop and doesn't let the Solar work any faster than normal. If used on a mundane project, this Charm reduces the time required by two increments on the following chart:
Decades <-> Years <-> Months <-> Weeks <-> Days <-> Hours <-> Minutes <-> Seconds

Reduce the cost of this Charm by 2m if using it with tools that would be sufficient to complete the project normally.

Flawless Handiwork Method
Cost: 6m; Mins: Craft 1, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None

This charm supplements any Craft roll, granting it exploding 10s.

With a repurchase at Craft 3+, this Charm grants disappearing 6s as well.

Supreme Masterwork Focus
Cost: 4m; Mins: Craft 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: Flawless Handiwork Method

The Solar doubles 9s on a Craft roll.

This Charm may be repurchased at Craft 5 Essence 2+. This allows the Solar to spend an additional point of willpower to double 8s on a Craft roll instead.

This Charm may be purchased a third time at Essence 3+. This allows the Solar to double 7s instead when spending an additional point of willpower to activate this Charm.

Flawless Example
Cost: 5m, 1wp; Mins: Craft 5, Essence 1
Type: Simple
Keywords: Agnostic
Duration: Instant
Prerequisites: Flawless Handiwork Method

The Solar creates something, taking the normal time to do so. For as long as that thing endures, any character with Craft 1+ in a related field who examines it daily adds a success to all rolls to make a similar item. If they're trying to duplicate the item exactly, they add two successes instead. A character who uses this bonus repeatedly for a month may purchase a one-dot Merit which duplicates the effects of examining the item daily. Even with the merit, each success counts as two dice from Charms.

Shattering Grasp
Cost: 6m; Mins: Craft 5, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisites: Craftsman Needs No Tools

This Charm supplements a feat of strength to break a crafted object or structure. It allows the Solar to use Craft in place of Athletics. If the attempt is successful, the Solar may take the target apart neatly instead of smashing it. In addition, if the Solar spends a few extra minutes performing the attempt, she doubles 8s on the roll and may attempt feats with a Strength minimum up to twice her Strength score.

This Charm is fully compatible with Athletics Charms.

Durability-Enhancing Technique
Cost: 5m; Mins: Craft 5, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Craftsman Needs No Tools

The Solar touches an object no larger than (Essence + 2) yards in radius, rendering it virtually indestructible for the rest of the scene. It cannot be broken or damaged without magic, and any attempt to break or damage it with magic has its difficulty increased by (Essence + 1).

By spending five minutes to an hour (depending on the target's size) activating this Charm, the Solar may make some of its effects permanent. Objects permanently enhanced this way increase the difficulty of any attempt to damage or break them by (Essence + 1), but they're not permanently immune to mundane attack and they suffer from normal wear and tear at about one hundredth of the normal rate.

Master Craftsman's Eye
Cost: 3+m; Mins: Craft 4, Essence 1
Type: Reflexive
Keywords: Agnostic
Duration:
Prerequisites: None

This Charm allows the Solar to assess a crafted item reflexively. If the Solar receives at least three successes, they immediately recognize the work of anyone who they've met or seen the work of before, and know the name of the item if it has one. If the Solar receives at least five successes, they receive some insight into the nature of the creator and gain at least a loose understanding of any magical properties the item may have.

By spending an extra 2m when activating this Charm, the Solar may apply double 8s to their (Perception + Craft) roll.

Crack-Mending Technique
Cost: 10m, 1wp; Mins: Craft 3, Essence 1
Type: Simple or Supplemental
Keywords: None
Duration: Instant
Prerequisites: None

This Charm is an automatically successful repair attempt that requires no tools and can repair irreparably broken things like shattered crystals and burnt books. It takes (10 - Essence) hours, but Craftsman Needs No Tools may be used to speed it up. Each activation of this Charm may repair an object (or part of one) no larger than a human being, so using it to fix ruined buildings will require multiple activations.

This Charm does not allow the automatic or immediate repair of Artifacts, but it can supplement an Artifact repair roll. When used that way, it provides the equivalent of a basic workshop and ensures that even a thoroughly destroyed Artifact will be no harder to repair than an Artifact one dot lower in rating would be to build.

Arete-Shifting Prana
Cost: -; Mins: Craft 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None

Upon purchasing this Charm, the Solar gains two additional Craft specialties for each Craft specialty they have. Further specialties may be purchased for 1xp, and take one third of the normal time to train.

A Solar with at least 12 Craft specialties may repurchase this Charm to trade their Craft specialties for a universal specialty that applies to all uses of the Craft skill. If they lose more than 12 specialties this way, they gain 1xp for each extra specialty lost.

Benevolent Worker's Joy
Cost: -; Mins: Craft 5, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Crack-Mending Technique, Craftsman Needs No Tools, and Supreme Masterwork Focus

The Solar draws strength from their good works. The first time they use Craft to help someone else each day, they gain a point of willpower unless they're already at or above their maximum willpower. In addition, while using Craft to help people they recover motes as though they were resting. The power of this Charm comes from the satisfaction of helping others, so fixing your own problems provides no willpower and neither does giving people "help" that they neither want nor need.

The Craft Of War
Cost: 4m; Mins: Craft 5, Essence 1
Type: Reflexive
Keywords: Decisive-only, Agnostic
Duration: One scene
Prerequisites: Craftsman Needs No Tools

The Solar treats the battlefield as a workshop, forging chains to bind enemies and taking apart weapons as they are raised to strike. While this Charm is active, the Solar may use Dexterity + Craft to "attack" when attempting gambits. The Solar doubles 10s on the Initiative roll when doing so. Gambits enacted with this Charm represent battlefield applications of the Craft skill, and as such some gambits are not possible with this Charm while others are not possible without it. Solars with this Charm active are encouraged to include minor acts of craftsmanship when stunting their combat rolls, and do not need to activate Craftsman Needs No Tools to do so or to attempt Craft gambits.

Chaos-Resistance Preparation
Cost: 5m; Mins: Craft 5, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Durability-Enhancing Technique

The Lawgiver spends up an hour treating an object no more than (Essence) yards in radius. In the bordermarches of the wyld, the object and its wearer/wielder can go (Solar's Essence) weeks without rolling for exposure. This protection shortens to days in the middlemarches and hours in the deep wyld.

At Essence 3+, the Exalt may pay fifteen motes, one Willpower to use this Charm on the project scale, working for a full day to cover a considerable number of goods and vehicles or arms and armor, or perhaps a small ship.

Words As Workshop Method
Cost: 2+m; Mins: Craft 3, Essence 2
Type: Supplemental
Keywords: Agnostic
Duration: Indefinite
Prerequisites: Craftsman Needs No Tools

This Charm supplements an attempt to build a non-magical object. It allows the Solar to work without materials, creating constructs of glowing Essence. Objects created this way are obviously unnatural, and last only as long as the Solar keeps the cost of this Charm committed. Food and water created this way aren't real enough to nourish.

This Charm may also be used to supplement repair attempts, replacing non-magical missing components with glowing Essence. Repairs enacted this way likewise last only as long as the committed motes.

This Charm costs 2 motes when making something small and cheap, like a spoon or a cup. It costs 5 motes when making something a bit larger or more valuable, like a shirt or a spear. It costs 10 motes when making something big or complicated, like a tent or a compass. It costs 20 motes when creating something very big, complex, or valuable, like a catapult, a pearl necklace, or a hut. It can't create anything bigger than a hut or more valuable than a diamond.

Thousand-Forge Hands
Cost: -; Mins: Craft 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Craftsman Needs No Tools

This Charm reduces the interval of Artifact-crafting rolls made by the Solar. They can roll for a 2-dot Artifact once a week or four times a session, for a 3-or-4-dot Artifact once every two weeks or twice a session, and for a 5-dot or Legendary Artifact once a month or once a session.

Breach-Healing Method
Cost: 7m; Mins: Craft 5, Essence 2
Type: Simple
Keywords: None
Duration: One task
Prerequisites: Flawless Example

As the Solar builds or repairs something with Craft, everyone watching sees their work with vastly increased clarity and understanding. Characters who watch this way add the Solar's Essence to their Craft, Lore, Occult, and Medicine rolls for as long as they remain within Short range. This bonus does not apply to Shape Sorcery or Sorcerous Working rolls.

Design Beyond Limit
Cost: 10m, 1wp; Mins: Craft 4, Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites: Crack-Mending Technique, Craftsman Needs No Tools

The Solar spends (10 - Essence) hours reforging an Artifact with Evocations in her workshop. When she's done, the Artifact's wielder gains access to an additional Evocation from that Artifact that they qualify for for as long as the Solar keeps the mote cost of this Charm committed. At any time while this Charm is active, the Artifact's wielder may pay the xp cost of the Evocation to learn it permanently.

This Charm may only be used once per Artifact per story.

First Movement Of The Demiurge
Cost: -; Mins: Craft 5, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Supreme Masterwork Focus, Flawless Handiwork Method x2

For every set of three 7s, three 8s, or three 9s rolled when attempting to craft an artifact or manse, the Solar may change one non-success die to a 10. If using Flawless Handiwork Method, the Solar may reroll those dice and use successes rolled on them to form more sets of three and convert more failed dice to 10s.

Essence-Forging Kata
Cost: 2m per mote, 1wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: None
Duration: One day
Prerequisites: First Movement Of The Demiurge

This Charm is a five-minute action in which the Solar prepares for work. It reduces the cost of the Craft Excellency by 1m for every 2m committed when activating it.

The Art Of Permanence
Cost: 6m, 1wp; Mins: Craft 5, Essence 3
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: Chaos-Resistance Preparation

This Charm supplements an attempt to create or repair something. If it succeeds, the object will endure forever. The Wyld will never twist it and it will only ever be damaged by overwhelming traumatic events like explosions and avalanches. If it naturally consumes itself when used, like a candle, it will somehow last forever anyway. In addition, the object will be indelibly marked by the Solar's touch. The Solar will always recognize it as their own work, even after dying and reincarnating, and if they claim responsibility for it others will instinctively know the claim to be true.

The Solar may also spend 1m when creating or repairing something without this Charm, to eternally mark it as their own work.

This Charm may not be used to enhance food, medicine, or chemicals.

Anima Forge Technique
Cost: (+1wp or more); Mins: Craft 4, Essence 3
Type: Permanent
Keywords: Agnostic
Duration: Permanent
Prerequisites: Words As Workshop Method

This Charm enhances its prerequisite. When using Words As Workshop Method, the Solar may create a normal object rather than a construct of glowing Essence. This costs a number of points of willpower equal to a quarter of the mote cost of Words As Workshop Method rounded up. Objects created this way are permanent and require no mote commitment.

Celestial Reforging Technique
Cost: 15m, 2wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Design Beyond Limit

The Solar spends (10 - Essence) hours reforging an Artifact or group of Artifacts with Evocations in her workshop. When she's done, she can dissolve any number of Evocations into experience and spend that experience to buy other, different, Evocations. At the Storyteller's discretion, the Solar may also make changes to the structure and themes of the Artifacts. These changes can't alter the basic effects of the Artifact (unless the Storyteller sees fit to make an exception) but can change the Evocations available to it.

This Charm may only be used once per story. It may be activated alongside its prerequisite.

Divine Inspiration Technique
Cost: -; Mins: Craft 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Movement Of The Demiurge, Supreme Masterwork Focus x3

For every three successes rolled on an attempt to craft an artifact or manse, the Solar may roll an additional non-Charm die. This effect is recursive; each time successes acquired from the new dice raise the total success count above a new multiple of three, roll another die. These dice are fully compatible with First Movement Of The Demiurge and any other Charms used to enhance the Craft roll.

Vice-Miracle Technique
Cost: -; Mins: Craft 5, Essence 5
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: Divine Inspiration Technique

One per story, the Solar may produce a complete two-dot Artifact of their own design. This Charm works by revealing a side project that the Solar finished while working on other Artifacts, and as such in order to use Vice-Miracle Technique the Solar must have finished an Artifact normally since the last time they used it.

Specialization Charms

Glorious Solar Chef
Cost: 4m, 1wp; Mins: Craft 2, Essence 1
Type: Supplemental
Keywords: Agnostic
Duration: One day
Prerequisites: A specialty in cooking, baking, or something similar

This Charm supplements an attempt to make food. If the attempt succeeds, it allows the Solar to make an attempt to inspire happiness with (Charisma + Craft), targeting everyone who eats what they've made. Anyone other than the Solar who's affected by this regains a point of willpower, up to a limit of half their normal maximum, once per day.

With a suitable stunt, the Solar may attempt to inspire something other than happiness with this Charm. Those affected by attempts to instill other emotions may or may not regain willpower, at the ST's discretion.

Normally this Charm may only enhance enough food to feed five people. At Essence 2+, the Solar may spend an extra 3m to enhance enough food for a few dozen, and at Essence 3+ they may spend an extra 6m to enhance enough food for hundreds.

Perfect Gemcutter's Art
Cost: 5m, 1wp; Mins: Craft 4, Essence 1
Type: Supplemental
Keywords: Agnostic
Duration: Instant
Prerequisites: Flawless Handiwork Method, a specialty in gemcutting

This Charm supplements an attempt to cut and polish a gem. If the attempt is successful, the gem shines with light from within. The brightness of the glow depends on the value of the gem; a flawed quartz might only glow visibly in the dark, while a large and flawless diamond might be painful to look at. Gems cut this way glow until destroyed. If the gem would be worth at least Resources 4 without this magic, then it becomes so obviously intrinsically valuable that everyone in its presence is treated as though they had a minor Intimacy of desire for it or of admiration for its beauty. Resisting this effect costs 1wp.

Cloth Of Steel
Cost: 5m, 1wp; Mins: Craft 5, Essence 1
Type: Supplemental
Keywords: Agnostic
Duration: Instant
Prerequisites: Durability-Enhancing Technique, a specialty in tailoring

This Charm supplements an attempt to make a set of clothes. If the attempt succeeds, the clothes benefit from the effects of Durability-Enhancing Technique and count as light mundane armour. They look almost identical to normal clothes; a difficulty 5 roll is needed to notice their supernatural durability. When making unusually heavy clothing, the sort that might incur a mobility penalty, the Solar may instead have them count as medium mundane armour.

Arrows Of The Dawn
Cost: 2+m; Mins: Craft 2, Essence 1
Type: Simple
Keywords: Agnostic
Duration: Indefinite
Prerequisites: A specialty in weaponsmithing or woodworking

For two motes, the Solar creates a magical arrow which flies truer and pierces deeper than any normal arrow. As long as the Solar keeps their motes committed, an arrow enhanced with this Charm adds 1 die to any attack roll made with it. A withering attack made with it also adds 2 damage and 1 minimum damage, while a decisive attack or gambit made with it doubles 10s on the Initiative roll.

A Solar who knows Phantom Arrow Technique may add 1m to this Charm's cost to create the arrow without tools or materials. Once per story, if they can use the Adamant Arrow Technique, they may apply it to an arrow enhanced with this Charm. Once the arrow has been fired, it then remains inviolate even after the Solar removes the motes from this Charm.

A Solar who knows Wise Arrow, Fiery Arrow Attack, Force Without Fire, or There Is No Wind may add the effects of those Charms to arrows enhanced with this Charm. Doing so also adds the cost of the Charm or Charms in question to that of this Charm.

Instantaneous Architecture Technique
Cost: 12m; Mins: Craft 5, Essence 2
Type: Simple
Keywords: Agnostic
Duration: Indefinite
Prerequisites: Words As Workshop Method, a specialty in architecture

The Solar conjures an entire structure from their Essence. A house, a bridge, a wall - all can be created in a moment with this Charm. Structures created this way resemble the products of Words As Workshop Method, and disappear when the Solar withdraws their mote commitment. Roll Intelligence + Craft to determine the quality of the created structure if it becomes relevant.

This Charm is sometimes used to create walls in battle. A wall created this way may be climbed with a miscellaneous action and a difficulty 2 (Dexterity or Strength + Athletics) roll or smashed down with a Strength 10+, difficulty 15 feat of strength. Going around one takes two reflexive move actions. If the Solar chooses to wrap the wall around themself, they may form a cell that can't be entered without breaking through. This often ends a fight, but it's a delaying strategy only.

Structures created this way cannot be larger than an average house or a narrow bridge across a wide river. With a repurchase at Essence 4+, however, the Solar can spend an additional 13m to create something as large as a palace or a wall that encircles a town.

Twilight Chemistry
Cost: 10m; Mins: Craft 5, Essence 2
Type: Simple
Keywords: Agnostic, Stackable
Duration: Instant
Prerequisites: Flawless Handiwork Method, a specialty in alchemy

This Charm is a two-hour-long action in which the Solar brews a magical chemical from ingredients found in any respectable alchemical laboratory. With multiple activations of this Charm, the Solar may create multiple chemicals or multiple doses of the same chemical at the same time. Chemicals produced this way last for (Essence) weeks or until used.

Upon learning this Charm, the Solar gains access to three formulas. They may purchase more for 3xp apiece, selecting from the list below or inventing their own.

Sovereign Glue: A nearly perfect adhesive. It's waterproof, heatproof, lasts forever, can stick anything to anything, and requires a Strength 10+ difficulty 15 feat of strength to pull apart.

Alkahest: A universal solvent, capable of eating through any nonmagical material except glass. The amount produced is enough to destroy a finger-sized amount of matter. Being exposed to it is an environmental hazard with damage 5L, difficulty to resist 5. It may be delivered to an enemy with a difficulty 2 gambit. However, unless stored in packaging that takes a miscellaneous action to open, the vial will break and expose its carrier to its effects whenever that carrier takes falling damage or more than six dice of bashing damage.

The Spit Of Hesiesh: A potent incendiary that ignites when exposed to air. It burns for only a few seconds, but gives off as much heat as a bonfire. If used in combat, it has the same statistics as Alkahest.

The Philosopher's Stone: A grey rocky substance that, when rubbed into base metal, transforms it to gold. One dose can produce about an ounce of gold.

Adorjan's Blood: A foul-tasting liquid that fills its drinker with a strange mixture of rage and glee. A character who drinks a full dose has a Major Principle of "violence is wonderful", feels no fear whatsoever, reduces their wound penalties and defenses by 1, and adds 1 to their withering accuracy and damage. A dose may also be diluted, giving a Minor Principle to up to twenty people. A battle group can't hold together under the effects of a diluted dose unless it has Elite Drill, in which case it gains Perfect Morale at the cost of Poor Drill. It's pretty difficult to dose an unwilling target with Adorjan's Blood, but if it happens resisting a full dose is difficulty 3 and resisting a diluted dose is difficulty 1 using (Stamina + Resistance or Integrity).

Powdered Death: A tasteless and odorless poison with the following traits: damage 3L/hour, duration 5 hours, penalty -1, vector ingestion. Add 2 to the duration against a mortal. It's surprisingly painless to die this way.

Knife-Ice: A weapon poison that makes the affected area feel very very cold. It has the following traits: damage 3i/round (B in Crash), duration 6 rounds, penalty -3, vector damage.

Solar Ink: An ink/paint/dye (it works as any of those) that glows in the colour or colours of the maker's choice. It adheres to any material and, once used, will never fade or leak from the page. One dose is a full liter of fluid.

Liquid Peace: A silver liquid that causes pain to be felt as a pleasant numbness. It doesn't remove wound penalties, though: the numbness is fairly debilitating. Liquid Peace lasts for about a day for someone who weighs 150 pounds, and can be quite addictive.

The Kiss Of Venus: A genuine aphrodisiac. Anyone who takes a doze gains a Minor Intimacy of lust towards everyone. It lasts for about four hours, assuming a 150-pound subject, and can be resisted with a difficulty 2 (Stamina + Resistance or Integrity) if the person taking it isn't willing to experience its effects.

Consumption-Demanding Cuisine
Cost: 4m; Mins: Craft 4, Essence 2
Type: Supplemental
Keywords: Agnostic
Duration: Instant
Prerequisites: Glorious Solar Chef

This Charm supplements an attempt to make food. If the attempt succeeds, the Solar rolls (Charisma + Craft) and for as long as the food remains fresh anyone whose Resolve is overcome by the Solar's roll is compelled to eat the Solar's creation as soon as they see or smell it. Resisting this influence costs 2wp. If the food belongs to someone else, is full of broken glass, contains human flesh, is probably poisoned, or is otherwise obviously dangerous or unethical to eat, characters get +2 to their Resolve to avoid eating it and need only spend 1wp to resist the influence.

If this Charm is activated alongside its prerequisite, use a single roll for both. A character who resists a use of this Charm is immune to it for the rest of the day.

Painted Truth Prana/Philosophy Carved In Stone
Cost: 10m, 1wp; Mins: Craft 5, Essence 2
Type: Supplemental
Keywords: Agnostic
Duration: Instant
Prerequisites: Flawless Handiwork Method, a specialty in painting, sculpture, or some other form of visual art

This Charm supplements an attempt to create visual art. If the attempt succeeds, the Solar may roll (Charisma or Manipulation + Craft) as a social influence roll that targets anyone who takes some time to examine the artwork. If the Solar wishes to play on an Intimacy with their art, they must name it as they work. Apart from that, they may deliver any form of social influence in this way.

The influential nature of artwork created this way is obvious. Everyone can tell what the message is as long as they're familiar with the relevant characters and concepts. The social influence effect lasts as long as it remains relevant; a painting that instills sadness will remain effective as long as it's intact, but a sculpture that portrays Chejop Kejak as a bumbling fool will lose its effectiveness when Chejop Kejak is dead and nobody remembers what he looked like.

Living Statue Genesis/Clockwork Menagerie Technique
Cost: 5m (+1xp); Mins: Craft 4, Essence 2
Type: Simple
Keywords: Agnostic, Stackable
Duration: Indefinite
Prerequisites: Flawless Handiwork Method, a specialty in sculpture or clockwork

The Solar touches a statue of an animal, or a (possibly non-functional) mechanical imitation of an animal, that they've created. It springs to life and remains animate for as long as the Solar keeps their motes committed. An animal created this way is in all ways like a normal animal, except that it can understand its creator's speech, it reliably obeys its creator's instructions, and it looks obviously inanimate. Animals imitated this way must be at least as large as a mouse and no larger than a dog.

The Solar may spend a few hours and 1xp when activating this Charm to make it permanent. Animals created this way become Familiars to the Solar. When the animal "dies", the xp cost is refunded.

With a Craft 5, Essence 3+ repurchase, the Solar can commit an additional 5m to animate an imitation human or an imitation animal up to the size of a horse or tiger. Imitation humans are intelligent and can talk, but are totally uncreative and have no desires. They use the statistics of the Walking Statue from page 500 of the backer PDF. Animals use standard animal stats. Making a human or a large animal permanent takes a full day and costs 2xp.

With a second repurchase at Essence 4, the Solar can commit an additional 15m to animate a size 2 group of imitation humans or a single imitation animal up to the size of a tyrant lizard. Artificial battle groups have Average Drill and Perfect Morale. Making a huge animal permanent takes a week and costs 3xp. Groups of human statues cannot be made permanent.

Miraculous Mapmaker Method
Cost: 6m, 1wp; Mins: Craft 3, Essence 2
Type: Supplemental
Keywords: Agnostic
Duration: Instant or Indefinite
Prerequisites: Flawless Handiwork Method, a specialty in mapmaking

This Charm supplements an attempt to draw a map. If the attempt is successful, the map has details ten times as fine as it normally would. More supernaturally, the map changes as the area depicted does. A destroyed city disappears, a renamed mountain is relabeled. The map never loses its accuracy over time, though it's sometimes slow to update. The speed of the changes depends on how close the map is to its subject: a map of Creation stored in Nexus will quickly account for a change to Nexus's name, but it might take a while for it to note the sinking of an island in the far West.

The effectiveness of this Charm depends on the accuracy of the information provided. A false map will update falsely, preserving its errors. However, a Solar using this Charm has a near-perfect sense for the consistency of the geographical information they're working with. Tricking them into drawing a false map has a difficulty of their Perception + Craft.

A Solar may activate this Charm with Indefinite duration to draw a map of an area while exploring it. This removes all penalties for drawing on the move, and gives the Solar or their guide(s) an automatic success on all navigation rolls.

With a Craft 4+ Essence 3+ repurchase, maps enhanced with this Charm are improved in the following ways:

-As long as the map is in the territory that it depicts, a small mark appears on it showing the map's location. A "you are here" mark.
-As long as the map is in the territory that it depicts, it shows the local weather. This ability is limited by distance: a map of Creation, if held in Lookshy, will not show rain on the Blessed Isle.
-The map is so perfectly clear that absolutely anyone can understand it. No matter how many complex concepts the Solar depicts, the map is always clearly understandable.
-The map may depict an innately unplottable area like the Wyld or the Labyrinth or the world-body of a Primordial. Somehow, whatever spatial inconsistencies the area possesses are perfectly explained by the map.

Glorious Solar Arsenal
Cost: 5m, 1wp; Mins: Craft 4, Essence 2
Type: Simple
Keywords: Agnostic
Duration: One scene
Prerequisites: Words As Workshop Method, a specialty in weaponsmithing

The Solar shapes their Essence into a weapon with the traits of an artifact weapon. This Charm may create anything from smashfists to a dragon sigh wand, but if used to create a weapon that uses ammunition it doesn't provide any. The Solar may create the weapon in the hands of another character within Close range, if they so choose. Weapons created this way shine like a torch in the colours of the Solar's anima. They have no Evocations.

Glorious Solar Armoury
Cost: 10m, 1wp; Mins: Craft 4, Essence 3
Type: Simple
Keywords: Agnostic
Duration: One scene
Prerequisites: Words As Workshop Method, a specialty in armoursmithing

The Solar shapes their essence into a suit of armour with the traits of light, medium, or heavy artifact armour. The armour forms around the Solar or a willing character within Close range, and may replace the traits of any existing armour with its own. Armour created this way glows brightly in the colours of the Solar's anima. It has no Evocations, but a character who knows Armoured Scout's Invigoration may activate that Charm for free upon being armoured this way.

Forge of the Sun
Cost: -; Mins: Craft 5, Essence 3
Type: Permanent
Keywords: Agnostic
Duration: Permanent
Prerequisites: Glorious Solar Arsenal, Glorious Solar Armoury

This Charm enhances its prerequisites, increasing their duration to Indefinite. In addition, it allows the Solar to create multiple weapons or suits of armour with a single activation of either, paying 5m per weapon and 10m per suit of armour. The Solar may even create ammunition while doing so, paying 1m per shot and creating the first piece of ammunition within the weapon it's intended for.

Mind-Shattering Culinary Perfection
Cost: 5m, 1wp; Mins: Craft 5, Essence 3
Type: Supplemental
Keywords: Agnostic
Duration: Instant
Prerequisites: Glorious Solar Chef

This Charm supplements an attempt to make food. If the attempt is successful, the resulting food is delicious enough to turn a man into a babbling mess. The Solar rolls (Charisma + Craft) and compares their result to the Resolve of anyone who eats it. Any character whose Resolve is overcome must spend 2wp or be rendered insensate by the sheer perfection of the Solar's cooking (or baking, or whatever). Such a character gains a Defining Intimacy reflecting joy, admiration for the Solar, love of whatever food they ate, or something similar. He can take no useful action unless attacked. At the end of the hour, the Intimacy is reduced to the Major level and he may act normally once again. At the end of the day, it becomes Minor, and from then on it's a normal Intimacy.

If this Charm is activated alongside its prerequisite and/or Consumption-Demanding Cuisine, use a single roll for both/all.

Attention-Demanding Artwork
Cost: 4m; Mins: Craft 5, Essence 3
Type: Supplemental
Keywords: Agnostic
Duration: Instant
Prerequisites: Painted Truth Prana/Philosophy Carved In Stone

This Charm supplements an attempt to create visual art. If the attempt succeeds, the Solar may roll (Charisma or Manipulation + Craft). Anyone whose Resolve is less than half the Solar's successes is unable to walk past the artwork without stopping to examine it unless they've already done so. In addition, anyone whose Resolve is less than the Solar's successes is unable to destroy the artwork or allow it to be destroyed. Spending 1 willpower allows a character to ignore the art or an attempt to destroy it, while spending 3 willpower allows a character to deliberately destroy the artwork.

If this Charm is activated alongside its prerequisite, the Solar rolls only once. If multiple pieces of art enhanced with this Charm are present in a scene, a character may resist the effects of them all by spending willpower once.

Omniscient Surveyor Meditation
Cost: 15m; Mins: Craft 5, Essence 4
Type: Supplemental
Keywords: Agnostic
Duration: Until the map is finished
Prerequisites: Miraculous Mapmaker Method x2

This Charm allows the Solar to draw a map of an area they know nothing about. The Solar rolls Perception + Craft, and obtains information based on the result. One success gives the knowledge of an ordinary person from the area, three successes gives the knowledge of an educated and well-traveled person from the area, and five successes gives the knowledge of an extremely competent professional cartographer from the area. Further successes reveal forgotten secrets, or expands the map to include more information than any single mortal could know about the area.

The effectiveness of this Charm depends on how mysterious the area is. Five successes can tell a Solar everything they need to know about an ordinary city, but if used on the Labyrinth it will only reveal a small area. This Charm never gives false information, and the information it leaves out is never particularly misleading. Knowledge acquired by this Charm flows directly from the universe into the map the Solar is drawing, and never touches the Solar's conscious mind.

This Charm may only be used once per story per area.

Dual Magus Prana
Cost: 15m; Mins: Craft 5, Essence 5
Type: Simple
Keywords: Stackable
Duration: Indefinite
Prerequisites: Living Statue Genesis/Clockwork Menagerie Technique x3, Divine Inspiration Technique

The Solar creates a duplicate of themself. The duplicate is controlled by the Solar's mind and animated by their Essence, so it's not really possible for both original and copy to act simultaneously. But the Solar can use all of their abilities through their duplicate, and telling the difference between original and copy is difficulty 10. They can essentially be in two places at once, sharing a mind and an essence pool between two bodies. The duplicate is good enough to fool almost all magical tests, but not the Eye of the Unconquered Sun.

The Solar may create more than one duplicate when activating this Charm, by simply committing 15 motes multiple times. However, they may only create one batch of duplicates per story. A duplicate must stay within 3000 miles of its creator to remain functional.

Solar Charm Notes

Words As Workshop Method and Anima Forge Technique are thematically controversial. I like them, so they’re not going anywhere. But you should of course feel free to cut the whole sub-tree, or just AFT.

There are a few Charms I’m not terribly confident in the writing of. Shattering Grasp, Twilight Chemistry, Living Statue Genesis/Clockwork Menagerie Techique, and Dual Magus Prana are the main ones. I suggest keeping an eye on those if you use them in play.

If you don’t like the weird dice games created by First Movement of the Demiurge and Divine Inspiration Technique, feel free to replace them with non-Charm dice or something. It’s your game, after all.

Notes On Craft Magic

I intend to continue updating my rewritten Craft system as long as I continue to play EX3. Which means rewriting each Craft Charmset as it comes out. So here are my preliminary notes on the craft magic of different character types.

Solars: Good at everything. Lots of specialization Charms. Can generally crush Artifact difficulties with sheer success counts.

Abyssals: Like Solars but deathier. Some specialization Charms are cut to make room for necrotech, soulforging, and murder.

Lunars: Very good at crafting without tools/materials and at mastering multiple forms of Craft. Not so good at Artifact-making: they can get big success piles, but usually only by using unreliable Charms with conditions or drawbacks. No specialization Charms, and not many Charms overall, because they're Attribute-based.

Sidereals: Weird stuff, as usual. Probably strong Charms that are missing one or two important capabilities. If they've got any specialization Charms, they're the ones the Maidens saw fit to write in the stars. Maybe every Sidereal craftsman needs to learn how to make steel-hard paper in order to move up the Charm tree or something. Pretty good at making strong Artifacts, but not so good at making weak ones.

Dragonblooded: Plenty of Charms, but not able to reach the sheer success-count that other Exalts can pull off. Often focus on adding to the terminus instead, which is great for weak artifacts but not for strong ones. Good at using extra resources/time/assistance. Have access to the Assistant keyword that lets them add to someone else's Craft rolls with their Charms. Lots of specialization Charms, and some Charms that let them craft raw elemental energy. Pretty similar to Solars, in a lot of ways, but obviously weaker.

Dragon Kings: A few Charms for crafting crystals and plants. That's it. But they're good Charms.

Alchemicals: Very good at mass-producing mundane items and weak Artifacts, especially once they turn into cities. Mass-produced Artifacts are actually in-theme for Autochthonia. Pretty good at making high-end Artifacts too. They don't usually get specialization Charms, though, and they're dependent on infrastructure until they become infrastructure.

Mountain Folk: Much like Alchemicals, they're solid crafters with a focus in mass-production. But they need infrastructure and they don't get to specialize much. Like Dragonbloods, they can't generate all that many successes unless they work together.

Spirits: Only the mightiest spirits get broad crafting excellence. Most spiritual crafters either work very slowly, have some kind of special condition (like, say, needing souls to hammer out on their anvil) for using their full abilities, or are limited to crafting a single type of thing that suits their nature. Some spirits create objects automatically, like an elemental dragon that bleeds golden rings when cut, but very few beings can make Artifacts this way.

Raksha: Raksha crafting is impressive but fragile. Their creations often look more powerful than they are, and rarely last long. They're often limited by bizarre conditions, like spirits. One advantage Raksha have is that they can create basically anything; a living storm made out of moonbeams and surprise is no harder for them to make than a daiklave.

Exigents, Infernals, Liminals, Getimians: Who the hell knows.

Mortals: For the most part, mortals are stuck using mundane crafts. However, it's possible for a mortal to buy a Merit that lets them make a specific type of magical item. Usually such Merits will be limited by materials or other conditions, and the items created will rarely be actual Artifacts, but it's still a nice trick.

Solar Charms

These were written alongside the Charms in the main document. But I wanted a short-ish Charm list, one with noticeably fewer Charms than canon. Most of these were left out to save space. The exception is The Map Is The Territory, which was left out because it seems that nobody except me thinks it’s in-theme for Solars.

Awe-Inspiring Feats Of Craft
Cost: -; Mins: Craft 5, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Benevolent Worker's Joy

Whenever the Solar uses Craft to help another character, that character develops a minor positive Intimacy towards the Solar. A character who wishes to resist this may do so at no cost, but most people don't. The context of the Intimacy is usually respect or gratitude, but it can be anything positive. At the ST's discretion, a character who would've developed a minor Intimacy in response to the Solar's work without this Charm may develop a major Intimacy instead.

Tireless Workhorse Method
Cost: 10m, 1wp; Mins: Craft 4, Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites: Craftsman Needs No Tools

While this Charm is active, the Solar may apply the effects of Craftsman Needs No Tools to every Craft roll they make.

At Essence 3+, a Solar who's using assistants in order to get work done faster may also increase the speed of those assistants with this Charm.

Gaze Of The Great Maker
Cost: 8m; Mins: Craft 5, Essence 2
Type: Reflexive
Keywords: Agnostic
Duration: Indefinite
Prerequisites: Master Craftsman's Eye

As long as this Charm is active, the Solar may reflexively assess any crafted item they can perceive. They receive the benefits of the 5 mote version of Master Craftsman's Eye when they do so.

Candles of the Sun
Cost: 5m (+1wp); Mins: Craft 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: A specialty in candle-making

This Charm supplements an attempt to make a candle. If it succeeds, the light shed by the candle is twice as bright as usual and is treated as natural sunlight. Moreover, candles enhanced by this Charm last twice as long as they normally would and are significantly harder to extinguish; even underwater, they'll continue to burn. Only deliberate effort can put them out. The Solar can light or extinguish candles enhanced this way with a thought.

The Solar may spend 1wp when activating this Charm to apply its effects to as many candles as they can make in one sitting.

Sunfire Trapped In Wax
Cost: 10m, 1wp; Mins: Craft 4, Essence 2
Type: Supplemental
Keywords: Stackable
Duration: Instant
Prerequisites: Candles of the Sun

This Charm supplements an attempt to make a candle. If it succeeds, then the candle's flame is as intense as a bonfire. Anyone lighting it must be quick on their feet to avoid being burned. The candle lasts as long as it normally would, sheds as much light as a bonfire normally would, and is as hard to extinguish as a bonfire normally would be.

The Solar may activate this Charm more than once when making multiple candles, to enhance more than one candle. Activations after the first cost no willpower.

Flames Know Their Maker
Cost: -; Mins: Craft 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Sunfire Trapped In Wax

This Charm enhances Candles of the Sun and Sunfire Trapped In Wax. Candles enhanced with Candles of the Sun will not burn the Solar or anyone the Solar had a positive Intimacy towards when the candle was made. This effect is not omniscient: it opposes disguises and other attempts to confuse it with (Essence) successes. If a candle won't burn a character, it won't burn their equipment either.

The Solar may also make safe candles enhanced with Sunfire Trapped In Wax this way, but only by committing the mote cost of that Charm.

The Map Is The Territory
Cost: 20m, 1wp; Mins: Craft 5, Essence 5
Type: Simple
Keywords: Agnostic
Duration: Indefinite
Prerequisites: Omniscient Surveyor Meditation

The Solar makes or edits a map, and the world changes to match. The little gods of mountain, river, forest and city become aware of the Solar's work, and are embarrassed to discover that they are not where they should be. With all the speed they can manage, they drag themselves across the world until the imperfect world reflects the perfect truth of the Solar's map.

Geography does not move quickly, and its larger features move especially slowly. The more impressive the changes the Solar depends, the slower they occur. A mountain might only move a single meter each day. But as long as the Solar keeps their motes committed, the world will always gradually move towards the map.

This Charm also affects living things, but strong-willed creatures like humans can easily ignore the nagging feeling that their city is in the wrong place if they wish to. Particularly stubborn people might even abandon or demolish their homes if they find them moving away from where they want them to be.

This Charm may only be used on land that the Solar owns. The land surrounding a demesne or manse attuned to a Solar is always a valid target, as is any land created by the Solar through Wyld-Shaping Technique and any land owned by a vassal of the Solar.

Lunar Charms

These are for Irked’s Lunar homebrew, which is intended to serve as a stopgap until the Lunars book comes out. I wrote most of them, but Monkey Shaping Emulation is Irked’s work.

The formatting here is different because it’s meant to match the formatting in Irked’s homebrew.

Tool-Emulating Transformation (5m)
Type: Simple ; Duration: Indefinite ; Keywords: –
Prereqs: Dexterity 3, Essence 1; –

The Lunar's hands transform into whatever tool the Lunar needs. This allows the Lunar to perform one type of Craft without the use of actual tools for the duration of the Charm, and gives them a +1 equipment bonus to all such rolls. This provides the equivalent of a master's workshop for Artifact crafting.

Some Lunars accomplish a similar effect without transforming, by rendering the object they're working with strangely malleable. For such Lunars, Clay-Wetting Practice would be a better name for this Charm.

Instant Construction Technique (4m)
Type: Supplemental ; Duration: Instant ; Keywords: –
Prereqs: Dexterity 3, Essence 1; Tool-Emulating Transformation

This Charm supplements a roll to craft something mundane, making it blazingly fast. Most human-scale projects can be completed in a few seconds or minutes.

Wyld-As-Workshop Method (–)
Type: Permanent ; Duration: Permanent ; Keywords: Wyld
Prereqs: Dexterity 3, Essence 2; Tool-Emulating Transformation

A Lunar with this Charm treats the Bordermarches of the Wyld as a supernaturally excellent workshop while using Tool-Emulating Transformation. The Deep Wyld is treated as the equivalent of a First Age factory-cathedral.

Wonders Of The Moon (–)
Type: Permanent ; Duration: Permanent ; Keywords: –
Prereqs: Dexterity 4, Essence 2; Instant Construction Technique

The Lunar calculates the intervals of their Artifact-crafting rolls as though the rating of the Artifact was one lower. Artifacts reduced below rating 2 allow one roll every week or four rolls per session.

A Lunar with Wyld-As-Workshop Method may repurchase this Charm, adding the Wyld keyword and reducing the ratings of Artifacts by an additional 1 when determining the interval of an attempt to craft them in the Wyld.

Lunar Blade Reconfiguration (5m, 1wp)
Type: Simple ; Duration: Instant ; Keywords: –
Prereqs: Dexterity 5, Essence 3; Wyld-As-Workshop Method

This Charm allows the Lunar to attempt to transform one non-Legendary Artifact into another Artifact of the same or lower rating made from the same materials. If the Artifact is not made from moonsilver, the Lunar must first break it. The breaking must be done carefully; an already-broken Artifact is of no use to the Lunar unless repaired.

Transforming an Artifact uses the same rules as building a new Artifact. However, the difficulty is reduced to 0. The Lunar may roll once immediately, and may roll again twice a session or every two weeks. The old artifact is worth 5 rolls as materials.

If the new Artifact is extremely similar to the old one, like two melee weapons with similar enchantments, divide the goal number by 3. If the new Artifact is somewhat similar to the old one, like a bird-themed powerbow to a suit of winged artifact armour, reduce the goal number by one third instead.

This Charm must be activated once for each roll. The characteristics of a half-transformed Artifact are up to the ST.

Weaver To Weaponsmith Transformation (3m, 1wp)
Type: Simple ; Duration: Instant ; Keywords: –
Prereqs: Intelligence 2, Essence 1; –

The Lunar meditates for twenty minutes or so, and in the process re-assigns their Craft specialties. The new specialties need not be similar to the old ones, and this transformation is permanent. Many Lunars prefer to return to their original specialties eventually, though; it's disorienting to remember being a blacksmith without knowing how to shoe a horse.

Luna's Blessed Hands (5m)
Type: ; Duration: ; Keywords: –
Prereqs: Intelligence 3, Essence 1; Weaver To Weaponsmith Transformation

This Charm supplements an Artifact-crafting roll, giving it exploding 10s. If the Artifact is mostly moonsilver, the roll gains disappearing 1s as well.

An Intelligence 4, Essence 2+ repurchase lets the Lunar spend an additional 1wp to gain exploding 9s. If the Artifact is mostly moonsilver, the roll gains disappearing 2s as well.

An Intelligence 5, Essence 3+ repurchase gives the Lunar double 9s whenever they spend willpower to activate the enhanced version of this Charm.

Endlessly Shifting Expertise (–)
Type: Permanent ; Duration: Permanent ; Keywords: –
Prereqs: Intelligence 3, Essence 1; Weaver To Weaponsmith Transformation, three Craft specialties

Upon purchasing this Charm, the Lunar loses all Craft specialties. If they lose more than 3 specialties this way, they gain 3xp for each extra specialty lost.

A Lunar with this Charm benefits from a universal specialty on the Craft skill.

Material Substitution Technique (5m)
Type: Supplemental ; Duration: Indefinite ; Keywords: Wyld, Stackable
Prereqs: Intelligence 4, Essence 2; Weaver To Weaponsmith Transformation

This Charm supplements an attempt to build or repair something, allowing the Lunar to use ludicrously unsuitable materials. Making a set of cutlery out of paper or repairing a cracked wall with rotting meat are both completely possible. For as long as the Lunar keeps their motes committed, the substituted materials are just as effective as the proper materials would be. They don't become more or less edible than they were, though, and they don't change their appearance or chemical properties.

One activation of this Charm allows the Lunar to substitute about fifty pounds of material. Multiple activations may be required for large projects.

In the Wyld, the Lunar need not commit motes to this Charm. Substituted materials remain effective until the object comes into contact with reality.

Temporary Artifact Technique (10m, 1wp)
Type: Supplemental ; Duration: Instant ; Keywords: –
Prereqs: Intelligence 4, Essence 2; Material Substitution Technique

This Charm supplements a roll to create a non-Legendary Artifact, reducing the difficulty to 0, doubling the successes after rolling, dividing the interval by 3, and allowing the Lunar to work without magical materials. If this Charm was used on any of the rolls to create an Artifact, it falls apart eventually; after (Essence x 2) days if it was made without magical materials, after (Essence x 2) weeks if it was made with moonsilver, and after (Essence) weeks if it was made with other magical materials. Working without materials gives the Lunar no benefit to the Terminus from materials.

Flaw-Finding Examination (4m)
Type: Reflexive ; Duration: Instant ; Keywords: –
Prereqs: Perception 3, Essence 1;

This Charm allows the Lunar to assess something reflexively with (Perception + Craft). This roll is the same as a standard Craft assessment action, but it can be applied to any physical object and, if the Lunar tries to break the object with a feat of strength in the same scene, it grants a dice bonus equal to the number of successes gained on the (Perception + Craft) roll.

Monkey Shaping Emulation (5m)
Type: Supplemental ; Duration: Instant ; Keywords: –
Prereqs: Perception 3, Essence 2; Flaw-Finding Examination

The Lunar has learned to take the shapes of other beings; now he steals the forms of their creations,
as well. This Charm enhances any Craft roll made to produce an exact duplicate of an object. Doing so
requires completion of a crafting project of identical difficulty to that which would have been required to
make the original – but if this Charm is used to enhance all rolls of such a project, the duplicate is all-but identical. As the project is complete, roll the Lunar’s (Perception + Craft). Mundane senses are completely unable to detect the fake, and even superhuman senses can detect the difference only by defeating the above roll.

With a Perception 4+, Essence 3+ repurchase, this Charm can even (roughly) duplicate an artifact’s
Evocations. While it does not in general perfectly replicate an Evocation tree, it ensures that the copy’s
Evocations will be similar to those of the original; if the original had one or more Evocations unlocked, the copy may have one similar Evocation unlocked, as well. Using the Charm in this way increases its cost by 3xp, which may be paid by the weapon’s intended owner.

Sidereal Charms

These are for Grifftofer’s Sidereal homebrew, which is meant to serve as a stopgap until the Sidereals book comes out. Elemental Vision, Elegant Patterns of Fate, Wonder-Birthing Midwife, and Implicit Construction Methodology are my work. The others were written by Grifftofer. There are some inconsistencies between our work but they’re pretty trivial.

Elemental Vision
Cost: -; Mins: Craft 2, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

There are five crafts which represent the elements to the Sidereal Exalted. They are

Air: Painting
Earth: Architecture
Fire: Weapon-smithing
Wood: Weaving
Water: Cooking

Each costs only 1xp or 1/3 of a bonus point to a Sidereal with this Charm. A Sidereal who already has such specialties is refunded 2xp for each upon buying this Charm. In addition, any elemental or Terrestrial Exalt of an element that the Sidereal has the associated Craft for is treated as though they had a Minor Tie of respect for the Sidereal. Elementals and Terrestrials with Major or Defining Ties for the Sidereal ignore this effect.

Elegant Patterns of Fate
Cost: 10m; Mins: Craft 3, Essence 1; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None

This Charm reduces the difficulty of an Artifact or Manse creation or repair roll by half.

Wonder-Birthing Midwife
Cost: 10m; Mins: Craft 5, Essence 2; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Mending Warped Designs

This Charm converts all dice on an artifact or manse creation or repair roll to successes.

Implicit Construction Methodology
Cost: 10m, 1wp, 1hl; Mins: Craft 5, Essence 3; Type: Simple
Keywords: Prayer Strip
Duration: Indefinite
Prerequisite Charms: Predestined Delivery Shaping, Wonder-Birthing Midwife

The Sidereal's prayer strip transforms into a band of blue light that wraps around the Sidereal's wrists as the Sidereal touches an object or materials that could be used to make one. For as long as the Sidereal keeps their motes committed, the object builds or repairs itself. Mundane objects are built or repaired at 10 times normal speed, while non-Legendary Artifacts shorten their interval to two weeks or half a session and Legendary Artifacts shorten their interval to a month or a session. Tools are not required, and if there's no workshop available Implicit Construction Methodology acts as though it had a basic workshop for the purpose of calculating the Terminus of an Artifact or Manse creation or repair roll.

Implicit Construction Methodology does not roll to build or repair the object. It simply applies (Intelligence + Craft + stunt rating x 2 + Essence x 2) successes each time it would roll, and halves the difficulty of any Artifact or Manse construction or repair roll. The Sidereal's player may stunt the object's construction or repair even if their character isn't present, describing how the item comes together.

This Charm cannot be used to build or repair anything the Sidereal could not normally use Craft to build or repair. Moonsilver reacts dangerously with this charm and must thus be worked normally.

Excellent Implementation of Objectives
Cost: 4m; Mins: Craft 3, Essence 1; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Sidereal completes Basic and Major projects within minutes to hours.

Destiny-Knitting Entanglement
Cost: 2m; Mins: Craft 4, Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Elegant Patterns of Fate
After handling an object for an hour the Sidereal may bind it top her fate. A Sidereal may have up to (Essence) items bound to her in such a way. Thereafter the Sidereal may 2 motes to get a general description of the item's current circumstances. Given knowledge of the situation she may spend 2 motes to describe a reasonable method by which the item can be brought closer to her. Multiple uses of this ability over time allow the Sidereal to bring an item all the way across creation and into her grasp. In combat spending 2 motes and an appropriate stunt allows the Sidereal to call a lost object to her hand. The Sidereal may release the destiny of any object that no longer interests her reflexively.

Mending Warped Designs
Cost: 5m; Mins: Craft 4, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Excellent Implementation of Objectives
Roll (Dexterity + Craft[Fate]) each success heals on health level that the target lost to a creature or effect of Malfeas, the Underworld or the Wyld. This charm can also be used to counter the direct effects of the Wyld. 3 successes are required to 'cure' every merit point of a Wyld induced mutation. Fifty successes can cleanse a small region of Wyld influence. This charm does not permit extended rolls, but multiple Sidereals can apply it in the same turn, adding their successes together.

Predestined Delivery Shaping
Cost: 7m; Mins: Craft 4, Essence 2; Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: Destiny-Knitting Entanglement
Upon finishing an object that she has crafted herself the Sidereal may activate this charm. Doing so binds the object to the fate of a chosen person or place. As long as the essence remains committed to this charm the object is guided by fate to join with that of the person or place it is bound to. The progress is measured by an extended (Wits + Craft[Fate]) roll, with an interval of 1 month and a goal number based upon the distance the item must travel. The goal number ranges from 1 for across a town to 20 or more to cross Creation. A botch indicates that the item has been destroyed or otherwise cannot proceed any further. The character knows when the object has reached it's intended destination. This charm may be used as a transfer method for Astrological Destinies as an alternative to touching the intended target, carrying the destiny until the intended receives it.

World-Shaping Artistic Vision
Cost: -; Mins: Craft 3, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Elemental Vision (Any 2)
Each purchase of this charm allows to create a circumstance, with the same breadth as a speciality, during which she reduces the target number of all rolls by 1. The character may purchase this charm up to (Essence) times. Each time the charm must apply to a different circumstance. Only one instance of this charm may apply to any dice roll, but regular specialities can be used as normal.

Charm Ideas

I did a lot of brainstorming for this project. Came up with a lot of Charm ideas that I may or may not ever write up fully. I’m putting a bunch of them here partly as a record for my own use, partly to give y’all an idea of what I have in mind for various splats, and partly for the use of anyone who needs inspiration for Charm-writing.

Solar architecture Charms building off Shattering Grasp, Durability-Enhancing Technique, and Crack-Mending Technique, which allow buildings to be quickly destroyed, reinforced, or repaired.
Solar architecture Charm building off Anima Forge Technique and Instantaneous Architecture Technique which allows the construction of permanent buildings without materials.
Solar architecture Charm which allows the Solar to build huge buildings single-handedly.
Solar architecture Charms for messing with Manses.
Solar gemcutting Charms for messing with hearthstones.
Solar Charms like Arrows of the Dawn, but for ships or horseshoes or musical instruments or weapons other than arrows. Commit motes to give a small bonus, with an option to share your expertise in the relevant ability through your creation.
Solar shipbuilding Charm that restores health to a damaged ship in naval combat.
Solar painting Charms for creating lifelike illusions by painting things.
Solar painting Charm that animates an image and allows it to make sounds.
Solar farming Charm that quintuples the crop yields of the Solar and doubles the crop yields of followers who follow their instructions.

Lunar Charms that let you mimic Raksha Craft Charms.
Lunar Charm that lets you split off part of yourself to create an Artifact, which remains a part of you indefinitely.
Lunar Charm that lets you become an Artifact.

Sidereal Charm that creates a legend around whatever you just made, and draws people to seek it.
Sidereal Charm that lets you set conditions on the use of something you’ve made, like “only the (person I’ve decided should be the) true king of this land can draw this sword from the stone” or “only people loyal to me can wear this special hat”.
Sidereal Charm that lets you create a bane for someone, a weapon specifically fated to destroy them.
Sidereal Charm that lets you craft unborn children, shaping them to your specifications.

Abyssal Charm that instantly turns a ghost into soulsteel.
Abyssal Charm that makes the thing you’ve made capable of touching immaterial ghosts.
Abyssal Charm that lets you infuse murderous intent into an object, so that it drives its owner to kill.
Abyssal Charm that destroys soulsteel, releasing the ghosts inside.
Abyssal Charm that lets you make a phylactery, increasing your durability as long as it remains intact. With an upgrade, you can make phylacteries for other people.
Abyssal carpentry/blacksmithing Charm that instantly creates a coffin/chains around someone.
Abyssal painting Charm that lets you create creepy sentient moving talking pictures by imprisoning a ghost or the soul of a mortal.

Alchemical Charm that multiplies mundane production, letting you craft a hundred swords instead of one.
Alchemical Charm that coordinates a factory, making the work faster better and more efficient.
Alchemical Charm that makes it easier to create an Artifact that you’ve already made.

Terrestrial Charm that doubles the bonus from help and extra time.
Terrestrial Charm that boosts rolls, and which can be used to benefit another crafter while working as their assistant.
Terrestrial Charms that make it much easier and faster to work with your own element, and which provide the relevant materials from your anima.
Terrestrial alchemy Charm similar to Twilight Chemistry, with different formulas for different Aspects.
Terrestrial Fire blacksmithing Charm that removes the need for a forge.
Terrestrial Water weaponsmithing Charm that lets you make weapons with nothing but water, freezing it into shapes that’ll last for months.
Terrestrial Wood woodworking Charm that lets you shape wood barehanded.
Terrestrial Earth sculpture Charm that lets you shape stone like clay.
Terrestrial Air ropemaking Charm that lets you bind winds into knots, so that they’ll blow when untied.

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