Solar Archery Charms

All charms are listed with their Ability / Essence requirements.

Normal font charms are canonical.

Italicized charms were created by John.

The Tree

Arrow Targetting Technique

The light of the Unconquered Sun shines down, trailing targetting lines across your vision. Add your Essence in dice to all Archery actions. This cannot excede Solar dice-adder limitations.

Expert Shooting Method

The Unconquered Sun rarely misses. Neither do you. When you make an Archery roll, you may buy extra successes to a limit of your successes on the roll (before defenses) + Essence.

Unfailing Shot Method

This charm makes an Archery check come up with all dice counted as successes.

Falcon-Slaying Shot

The Archer may fire an arrow to try to knock an incoming Archery or Thrown attack out of the sky. He can use his Dex + Archery pool to block the attack as per normal blocking.

Arrow-Piercing Shot

The Archer may fire an arrow to try to knock an incoming Archery or Thrown attack out of the sky. He can use his Dex + Archery pool to block the attack as per normal blocking. If his successes exceed the number of successes on the original attack, then the shot becomes an attack on the original attacker with a number of successes equal to the excess. (Ie, if Tokugawa fires a 5 success shot at Ieyasu, who responds with a 8 success Arrow-Piercing Shot, then the 3 extra successes become a 3 success attack on Tokugawa.) This charm cannot be used against attacks granted by Counterattack charms, but Counterattack charms can be used in response to it.

Bird-Hunting Defense

Until his next action, the Archer may fire an arrow to try to knock each incoming Archery or Thrown attack targeted at him out of the sky. He can reflexively use his Dex + Archery pool to block the attack as per normal blocking.

Solar Ranged Defense Prana

For the rest of the scene, the Archer may fire an arrow to try to knock each incoming Archery or Thrown attack targeted at him out of the sky. He can reflexively use his Dex + Archery pool to block the attack as per normal blocking.

Defensive Screen of Arrows Method

For the rest of the scene, the Archer may fire an arrow to try to knock each incoming Archery or Thrown attack targeted at him or up to his his Essence worth of allies out of the sky. He can reflexively use his Dex + Archery pool to block the attack as per normal blocking.

Narrow Miss

With an effort of will, the Archer turns aside an arrow or other ranged weapon headed at him, even if that weapon is normally undodgeable. However, he must be aware of the incoming attack to use this charm.

Hawk in Flight

Hawk in Flight doubles the range of a bow by doubling its base range for one shot.

Dragon in Flight

Dragon in Flight quadruples the range of a bow by quadrupling its base range for one shot.

Crack Shot

The archer fires his shot and rolls as normal, but he is guaranteed at least one success on his roll, even if he should have botched or failed. He can ignore all environmental factors for the shot. The shot cannot be blocked.

Unstoppable Shaft

The archer fires his shot and rolls as normal, but he is guaranteed at least one success on his roll, even if he should have botched or failed. He can ignore all environmental factors for the shot. The shot cannot be blocked or dodged.

Inescapable Bolt Attack

The archer fires his shot and rolls as normal, but he is guaranteed at least one success on his roll, even if he should have botched or failed. He can ignore all environmental factors for the shot. The shot cannot be blocked or dodged. He adds his Archery to the damage done after soak.

Unfailing Bolt Attack

The archer fires his shot and rolls as normal, but he is guaranteed at least one success on his roll, even if he should have botched or failed. He can ignore all environmental factors for the shot. The shot cannot be blocked or dodged. He adds his Archery to the damage done after soak.

Splitting the Arrow

This charm can only be used if the archer has already shot one arrow into the target during the previous round. The arrow strikes the target at exactly the same location the previous arrow did, gaining exactly the same number of successes before the target's defenses as the previous arrow did. The target can still attempt to dodge.

Shot Without Distance Exercise

If you can see it, you can take a shot at it, ignoring all weather penalties. Combined with enough of the right kinds of charms, you could shoot the Regent of the Realm from Rathess.

Tracking Shot:

The archer can now shoot at anyone he has seen within a number of rounds equal to his Essence as if they had no cover. Arrows will go round corners, over walls, or do whatever is possible to reach the chosen target. This both removes defensive bonuses for cover, and makes it possible to shoot at people with 100% cover so long as there is not an actual impermeable barrier blocking all approaches to the target. Only targets who are actually within the bow's range can be shot at. The arrow also will track invisible people.

Sniper's Accuracy

Most useful for attacks from ambush, Sniper's Accuracy requires one to spend a round carefully observing the target. The next round, the archer can add his Perception to all his archery attacks for that round against that target. (Such attacks can be boosted by other charms that round).

Trance of Unhesitating Speed Modified Core Charm

The Archer pays 3 motes per arrow he wishes to fire after the first. He can keep shooting until he has no more ammunition or essence.

Chain Lightning Arrow Assault

As Arrow Storm Technique, but you unleash a number of Arrow Storm Technique assaults equal to your Essence.

Exposed Foe Exploitation Method

When someone is stabbing you, it is hard for them to dodge or block your shots. This grants the Archer a free attack at full Archery pool against someone who has just attacked him in hand-to-hand. It is resolved after the foe makes his attack roll, but before damage is resolved. This is a counter-attack charm. It cannot be used in response to counter-attack charms.

Hedgehog Defense

When someone is stabbing you, it is hard for them to dodge or block your shots. This grants the Archer a free attack at full Archery pool against each foe who attacks him in hand-to-hand, each time they attack him, until his action in the next turn. It is resolved after the foe makes his attack roll, but before damage is resolved. This is a counter-attack charm. It cannot be used in response to counter-attack charms.

Glorious Solar Quill Defense

When someone is stabbing you, it is hard for them to dodge or block your shots. This grants the Archer a free attack at full Archery pool against each foe who attacks him, each time they attack him in hand-to-hand. It is resolved after the foe makes his attack roll, but before damage is resolved. This is a counter-attack charm. It cannot be used in response to counter-attack charms.

Retaliatory Rays of the Sun Defense

When someone is stabbing you, it is hard for them to dodge or block your shots. This grants the Archer a free attack at full Archery pool against each foe who attacks him, each time they attack him in hand-to-hand. It is resolved after the foe makes his attack roll, but before damage is resolved. This is a counter-attack charm. It cannot be used in response to counter-attack charms. Each arrow fired with this charm bursts into flame, adding the Solar's Essence in damage to the shot.

Opportunity Shot

If the archer has his bow in his hands, when a foe moves to Hand-to-Hand distance (from outside Hand-to-Hand distance) in order to launch a hand-to-hand attack, he may use this charm to recieve a reflexive attack on them at his full Archery dice pool. It is resolved before their attack is, and prevents it if they die or pass out.

Charge-Interrupting Shot

If the archer has his bow in his hands, when a foe moves to Hand-to-Hand distance in order to launch a hand-to-hand attack, he may use this charm to recieve a reflexive attack on them at his full Archery dice pool. Furthermore the foe must make a reflexive Dex + Athletics roll with a difficulty of the damage dice after soak from the shot, or else he falls down and fails to make the attack, losing the rest of his movement.

Foe-Intercepting Stance

If the archer has his bow in his hands, when a foe moves to Hand-to-Hand distance (from outside Hand-to-Hand distance) in order to launch a hand-to-hand attack, he recieves a reflexive attack on them at his full Archery dice pool. It is resolved before their attack is, and prevents it if they die or pass out. This lasts until his action in the next turn.

Onslaught-Shattering Kata

If the archer has his bow in his hands, when a foe moves to Hand-to-Hand distance (from outside Hand-to-Hand distance) in order to launch a hand-to-hand attack, he recieves a reflexive attack on them at his full Archery dice pool. It is resolved before their attack is, and prevents it if they die or pass out. This lasts until his action in the next turn.

Swift Firing Prana

The archer may fire up to his Archery in shots at a single target, rolling seperately for each.

Rapid Shot Method

The archer buys extra Archery attacks, one for every 2 motes he spends.

Pincushioning Assault Technique

The archer buys extra Archery attacks, one for every 1 mote he spends.

Hail of Death

You may fire one arrow at every single target within range of your bow. Assuming you have enough arrows, anyway.

Storm of Death

You may fire three arrows at every single target within range of your bow. Assuming you have enough arrows, anyway.

Swift Launching Technique

Add your Archery to the Rate of the bow you are using until your next action.

Rapid Launching Prana

You can add up to your Archery to the Rate of the bow you are using for the rest of the scene.

Fire-Bursting Arrow

A Fire-Bursting arrow arcs through the air, then explodes in flames when it hits its target. At its destination, it explodes in flames, doing its damage to everyone within Essence yards of the target. All of them may dodge or block their share of the attack.

Fire-Bombing Arrow

A Fire-Bombing arrow arcs through the air, then explodes in flames when it hits its target. At its destination, it explodes in flames, doing its damage to everyone within 5 * Essence yards of the target. All of them may dodge or block their share of the attack.

Call Down the Sun

A Fire-Bombing arrow arcs through the air, then explodes in flames when it hits its target. At its destination, it explodes in flames, doing its damage to everyone within 10 * Essence yards of the target. All of them may dodge or block their share of the attack.

Deep-Biting Arrow

A Deep-Biting Arrow doubles the damage from extra successes before soak.

Piercing Arrow

A Piercing Arrow does double damage dice after Soak.

Arrow of Slaying

One arrow shot by the Archer now does aggravated damage.

Brace of Deadly Shot

For one turn, all arrows fired by the archer do aggravated damage.

Flame Bolt

The fired arrow becomes a bolt of flame; it inflicts four extra damage dice before soak for every mote spent. You can spend up to your Essence in motes.

Immaculate Golden Bow Modified Canonical Charm

The archer creates an excellent quality composite bow out of Essence which can be used by anyone of any strength. (Acc 1, Dmg = Essence, Rate 4, 250 yard range) It does not create its own ammunition, unfortunately.

Solar War Bow

By burning the Essence, the Solar creates a potent bow made from Orichalcum. It has Accuracy and a Rate equal to his Archery skill, and does base lethal damage equal to his Archery + Essence (add his Strength to this base). He can create his own arrows from nothing by simply pulling the string, of all four standard arrow types. He can also fire flare arrows which explode in a burst of light visible for his Essence in miles. (If shot into someone's face, they must make a Stamina + Resistance roll with a difficulty of his Essence or be blinded for Archery + Essence turns.) The bow has a base range of his Essence * 100 yards.

Solar Lance Bow

By burning the Essence, the Solar creates a potent bow made from Orichalcum. It has Accuracy and a Rate equal to his Archery skill, and does base lethal damage equal to his Archery + Essence +3 (add his Strength to this base). He can create his own arrows from nothing by simply pulling the string, of all four standard arrow types. He can also fire flare arrows which explode in a burst of light visible for his Essence in miles. (If shot into someone's face, they must make a Stamina + Resistance roll with a difficulty of his Essence or be blinded for Archery + Essence turns.) The bow has a base range of his Essence in miles.

Unfailing Quiver

For one scene, you can conjure as many arrows as you like out of essence, of whichever of the four types you desire.

Ammunition Acquisition Technique

Instead of using his own arrows, the Exalted summons someone else's arrow (or an arrow he has fired already) into his hand as he draws back the bow to fire, then shoots that arrow. The Exalted can choose who to steal an arrow from; it must not be currently held by anyone. The arrow can be up to 100*Essence yards away.