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Charm List: Dusk Rose, Iron Blossom, Nerine, Rook, Silent Song, Stepper in Pale Shadows

Charm Table
Charm NamePage #TypeCost (duration)Keywords
Melee Charms    
Savage Shade Styleab. 127Supplemental1m (instant)Combo-OK
First Melee Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Blade-Summoning Gestureab. 129Reflexive1m (instant)Obvious
Void Sheath Techniqueab. 129Reflexive1m (indefinite)Combo-OK
Elegant Flowing Deflectionab. 130Reflexive2m (instant)Combo-OK
Vengeful Riposteab. 130Reflexive3m (instant)Combo-OK, Counterattack
Ravening Mouth of Meleeab. 122Reflexive3m (scene)Combo-OK
Five Shadow Feintab. 129Supplemental2m per DV (instant)Combo-OK
Unfurling Iron Lotusab. 129Simple3m (instant)Combo-OK
Melee Essence Flowpg. 187Permanent—— (Permanent) 
War Charms    
First War Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Morale-Shattering Methodab. 135Simple (3 LT)7m, 1wp (instant)Combo-OK, Social, War
Arise and Slaughterab. 135Simple (5 LT)10m, 1ahl (scene)Combo-OK, Obvious
Glorious Carnage Typhoonab. 136Supplemental5m, 1wp (instant)Combo-Basic, Obvious, War
Forging of Death's Footsoldiersab. 137Simple (Dramatic Action)10m, 2wp (week)Obvious, Touch, Training
Burning Soul Prowessab. 137Permanent-- (week)Obvious
Archery Charms 
First Archery Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Integrity Charms 
Undying Stagnation Defenseab. 138Reflexive5m, 1wp (one day)Combo-OK
Linguistics Charms 
Blood Calligraphy Techniqueab. 127Supplemental4m (instant)Combo-OK
Occult Charms    
Shadowlands Circle Necromancyab. 162Permanent-- (instant) 
Terrestrial Circle Sorceryab. 162Permanent-- (instant) 
Spirit-Sensing Meditationab. 162Reflexive3mCombo-OK
Spells - Iron Circle    
Rune of Sweet PassingBlk. 32Spell15 
Raise the Skeletal HordeBlk. 31Spell10m + 1m per zombie 
Flesh and Bone WindsBlk. 34Spell18m 
Summon Corpse-ElementalCustomSpell15+m 
Spells - Emerald Circle    
Mists of EventideWh. 53Spell15m (Instant) 
Corrupted WordsWh. 41Spell10m (Instant) 
Infallible Messengerpg. 254Spell15m (Instant) 
Presence Charms    
First Presence Excellencypg. 183Reflexive1m/die (instant)Combo-OK
Mad Fervor EnlightenmentCustomSupplemental5m, 1wp (instant)Combo-OK, Emotion, Social
Dread Lord's Demeanorab. 144Supplemental5m, 1wp (scene)Obvious, Social
Poisoning the Willab. 143Reflexive10m, 1wp (Char in days)Combo-OK, Compulsion, Social, Stackable, Touch
Driven As The DeadCustomSupplemental—— (Permanent)Emotion, Social
Presence Essence Flowpg. 187Permanent—— (Permanent) 
Resistance Charms    
Corpse-Body Resilience x 3ab. 149Permanent—— (permanent)Stackable, Tiered x2
Athletics Charms    
Raiton's Nimble Perchab. 164Reflexive3m (scene)Combo-OK
Corpse Might Surgeab. 165Reflexive3m per point (scene)Combo-OK, Obvious, Stackable
Larceny Charms    
Chains Cannot Holdab. 169Supplemental3m (instant)Combo-OK, Mirror (Lock-Opening Touch)
First Larceny Excellencypg. 183Reflexive1m/die (instant)Combo-OK


Iron Blossom's Melee Charms

Savage Shade Style (Abyssals 127) ^
Allowing refined homicidal instincts to guide his blows, the Abyssal strikes grievous wounds with a Melee weapon. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Abyssal's player to count extra successes on the attack roll twice for the purposes of determining raw damage.
Cost: 1m; Type: Supplemental; Duration: Instant -- Keywords: Combo-OK, Mirror (Hungry Tiger Technique)

First Melee Excellency (Core 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Melee roll up to a limit of your Attribute + Melee rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Blade-Summoning Gesture (Abyssals 129) ^
The weapons of the Abyssal Exalted fear their masters and swiftly leap to their grasp when bidden by an imperiously outstretched hand. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and Abyssal's hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
Cost: 1m; Type: Reflexive; Duration: Instant -- Keywords: Obvious, Mirror (Call the Blade)

Void Sheath Technique (Abyssals 129) ^
The weapons of the Abyssal Exalted have no reality except when they are needed, lessening the offense of their existence against the purity of Oblivion. As with Solars, separate committed activations of this Charm may concurrently banish multiple weapons. The Abyssal first draws a melee weapon that he owns and has used to inflict damage in battle. This Charm banishes that weapon to Elsewhere. The Abyssal can then draw the weapon directly from Elsewhere later, using a miscellaneous action. The Charm ends when he does so. If he cancels the Essence committed to this Charm while the weapon is Elsewhere, the weapon falls to the ground at his side. This Charm can banish only objects (including artifacts) deliberately created as melee weapons.
Cost: 1m; Type: Simple; Duration: Indefinite-- Keywords: Combo-OK, Mirror (Summoning the Loyal Steel)

Elegant Flowing Deflection (Abyssals 130) ^
The Abyssal’s weapon interposes itself in the path of an attack with contemptuous disregard for the laws of inertia, as if possessed of its own volition and horrid grace. This Charm is used in response to an attack. It allows the Exalt to ignore all penalties that apply to her Parry DV when resolving that attack. Her Parry DV is still 0 if it’s inapplicable, but it takes no further penalties.
Cost: 2m; Type: Reflex; Duration: Instant-- Keywords: Combo-OK, Mirror (Dipping Swallow Defense)

Iron Blossom's War Charms

First War Excellency (Core 183) ^
You use this charm at the declaration stage, spending essence to add dice to a War roll up to a limit of your Attribute + War rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Morale-Shattering Method (Abyssals 135) ^
Abyssal warlords are figures of incalculable dread to their enemies, needing only a few minutes of contemptuous laughter, inhuman screaming or similarly unnerving display to dissolve an opposing force. This Charm forces the player of an enemy unit most of whose members are within (Essence x 100) yards to make an immediate check for rout. The difficulty of this roll is 1 if the unit has Magnitude greater than the Exalt’s Essence, and 2 otherwise. This Charm can be used socially rather than in war, in which case the Exalt can treat any mob, gathering or social group he can reasonably chastise as the target military unit
Cost: 7m 1wp; Type: Simple; Duration: Instant -- Keywords: Combo-OK, Social, War, Mirror (Mob-Dispersing Rebuke)

Arise and Slaughter (Abyssals 135) ^
The Abyssal speaks to the corpses around her with calm and unquestionable authority, commanding them to awaken and make war upon the living. This Charm rips out a fragment of the Abyssal’s own life force as part of its cost, distributing this animating energy among the nearest corpses within a radius of (War x 100) yards. These bodies claw their way out of the earth to form an unordered unit of zombie extras under the Abyssal’s command, like a unit provided by purchasing an Abyssal Command with a rating equal to the Exalt’s Essence (maximum of Abyssal Command 5, see pp. 97-98). If the Abyssal abandons this unit for more than 15 long ticks or the Charm ends, the zombies collectively sigh and collapse back to lifelessness. Abyssals may instead use this Charm as an Avatar 3 effect summon any war ghosts loyal to the Abyssal, who may be summoned during the day, but pass back into darkness after the turning of one day in the Calender of Setesh. The number summoned is limited by the numbers who actually serve or are willing to serve the Abyssal (Command and/or Backing).
Cost: 10 motes 1ahl; Type: Simple; Duration: Scene-- Keywords: Combo-OK, Obvious, Mirror (Fury Inciting Presence)

Glorious Carnage Typhoon (Abyssals 136) ^
Legions fall like scythed grass before the Abyssal’s attack. Glorious Carnage Typhoon can enhance any attack against a Magnitude 3+ complementary unit, provided the Abyssal fights as a solo unit. This Charm negates the DV bonus for the target’s superior Magnitude and doubles the raw damage of the attack (or triples damage against units arranged in close formation). If the target unit loses Magnitude as a result of the deathknight’s attack, all members lost this way die rather than escaping. This effect does not affect the resolution of damage against the unit but prevents remnants from being gathered together as reinforcements by any rally action later in the scene.
Cost: 5m 1wp; Type: Simple; Duration: Scene-- Keywords: Combo-Basic, Obvious, War

Forging of Death's Footsoldiers (Abyssals 137) ^
This Charm takes raw recruits and brutally transforms them into incarnate weapons. Units composed of ghosts or the walking dead take twice as long to train as living troops, encouraging Abyssals to train prospective war ghosts prior to their final promotion. This Charm involves training a military unit. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Abyssal can train with the unit or as a solo unit, increasing her own traits. She cannot increase others’ traits past her own.

Unlike its Solar Mirror, this Charm cannot train Valor. As the charm comes to its finish, recruits find themselves infused with the essence of oblivion, transforming the trainees into Creatures of Death and Darkness.
Cost: 10m 2wp; Type: Simple; Duration: One Week-- Keywords: Obvious, Touch, Training

Burning Soul Prowess (Abyssals 137) ^
The most ardent disciples of darkness reap the greatest rewards of service, though these rewards are dubious at best. Unlike its Solar Mirror, this Charm cannot confer bonus dice. In exchange, they become immune to wound penalties until Incapacitated and automatically succeed on all Valor rolls when in service to their passion, giving units of these troops perfect morale. Note this is still an Emotion effect.

This special condition only be accessed if the Abyssal has Mad Fervor Enlightenment and activates it with Burning Soul Prowess (which as a special effect doesn't require a combo and commits the second charm's essence for the duration of Burning Soul Prowess).
Cost: --; Type: Permanent; Duration: One Week-- Keywords: Mirror (Legendary Warrior Curriculum), Obvious

Iron Blossom's Archery Charms

First Archery Excellency (Core 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Archery roll up to a limit of your Attribute + Archery rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Iron Blossom's Occult Charms

Spirit-Sensing Meditation (Abyssals 162) ^
This Charm lets the character see, hear, smell and feel—but not touch—dematerialized creatures. It makes dematerialized creatures within the normal range of the character’s senses valid targets for the character’s Awareness actions, including reflexive Awareness actions.
Cost: 3m; Type: Reflexive; Duration: Scene -- Keywords: Combo-OK, Mirror (Spirit-Detecting Glance

Shadowlands Circle Necromancy (Abyssals 162) ^
This Charm permits the Abyssal to take Shadowlands Circle Necromancy actions. These actions work exactly the same way as the various sorcery actions: one action for Shadowlands Circle spells, two actions for Labyrinth Circle spells, three actions for Void Circle spells.
Cost: ——; Type: Permanent; Duration: Instant-- Keywords: None

Iron Blossom's Linguistics Charms

Blood Calligraphy Technique (Abyssals 174) ^
The Abyssal writes with superhuman speed and exquisitely elegant penmanship, using his finger like a stylus to unnaturally scribe the words in sanguine ichor. Unlike its Solar Mirror, this Charm provides a writing implement and unlimited ink in addition to superior writing ability, but no one who sees the text can miss the fact that it appears to be written in blood
Cost: 3m; Type: Reflexive (2); Duration: Instant -- Keywords: Combo-OK, Mirror (Whirling Brush Method)

Iron Blossom's Presence Charms

First Presence Excellency (Core 183) ^
You use this charm at the declaration stage, spending essence to add dice to a Presence roll up to a limit of your Attribute + Presence rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 1m per die; Type: Reflexive; Duration: Instant -- Keywords: Combo-OK

Mad Fervor Enlightenment (Custom) ^
Much as Abyssals can destroy, so too can they build mortals up into a less potent but no less driven being than themselves. This charm may be used to supplement a Presence based attack to strengthen an intimacy. On a success, the intimacy is transformed into a Passion, if the target doesn't spend 2 willpower to resist this unnatural mental effect. This has a number of benefits and some drawbacks to it. First, the intimacy is inviolate and can not be reduced through natural means or unnatural means by anyone with a lower essence than the Abyssal at the time of this charm's use. Second, when channeling Conviction in the service of their Passion, they recieve half their Conviction in automatic successes (rounded up). But, these benefits come at a price. To ignore any good chance to further their Passion, they must spend a willpower to ignore it for a scene as well as fail a Conviction roll.

At Essence 4+, the subject of this charm may use their own Temperance as their Essence score to measure their MDV against any social attack which would act to the detriment of their Passion.
Cost:5m, 1wp; Type: Supplemental; Duration: Instant-- Keywords: Combo-OK, Emotion, Social

Iron Blossom's Integrity Charms

Undying Stagnation Defense (Abyssals 131) ^
Having passed from the dynamism of life into the stasis between life and death, Abyssals are highly resistant to Shaping effects. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character’s stomach or turn her armor to lava, whether it’s manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character’s DV is not applicable.

This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character’s body through shaping. Nor is it an “attack” when a Wyld effect transforms the character’s armor into harmless gossamer spider webs—simply an undesirable effect.
Cost: 5m 1wp; Type: Reflexive; Duration: One Day-- Keywords: Combo-OK, Mirror (Integrity-Protecting Prana)

Iron Blossom's Resistance Charms

Corpse-Body Resilience (Abyssals 149) ^
The Exalted are like the mountains: not easily worn down by such mortal things as men. This Charm gives the Exalt additional health levels. This Charm works exactly the same way for Abyssals as for Solars. Iron Blossom gains additional -1x1, -2x2 health levels.
Cost: --; Type: Permanent; Duration: Permanent -- Keywords: Mirror (Ox-Body Technique), Stackable, Tiered x1

Iron Blossom's Athletics Charms

Raiton's Nimble Perch (Abyssals 164) ^
Deathknights move like the ghosts they lord over, stepping lighter than a bird over all obstacles. This Charm lets the Exalt automatically succeed on any valid Athletics action to keep his balance. Moreover, this Charm allows the Exalt to keep his footing on any surface at least as strong and wide as a human hair. He treats it as a three-footwide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions he can take and what penalties to them might apply.
Cost: 3m; Type: Reflexive ; Duration: Scene -- Keywords: Combo-OK, Mirror (Graceful Crane Stance)

Iron Blossom's Spells

Mists of Eventide, (White Treatises 53) ^
The sorcerer focuses her Essence onto a visible point up to 50 yards away and makes the Sign of the Gates of Eventide, the metaphorical “gates of sleep” through which all must pass to reach the lands of dream. Opalescent mist spreads from that point to fill an area five yards in radius. The mists induce a magical slumber. Exalts, spirits and other creatures with active Essence receive a (Stamina + Resistance) roll, difficulty of the caster’s permanent Essence, to resist the effects for five ticks. The spell does not affect Fair Folk, the dead, intangible spirits or automata. The mists appear for 15 ticks of combat time, during which they affect any creatures that touch them.

Victims sleep until the sun passes the horizon twice. Sleepers can be awakened forcibly, but they suffer a -3 internal penalty to all actions, as though drugged with a powerful narcotic. The awakened victim still must spend a point of Willpower to remain awake for a number of hours equal to his Stamina.

The magical sleep is not restful. Slumbering creatures regain neither Essence nor Willpower while they sleep, and they find themselves needing normal sleep as if they had spent the time performing light labor. The magical sleep is also dreamless: Its targets are immune to effects that cause nightmares or otherwise rely on dreams to work.
Cost: 15m; Target: Area--


Combos

Dreadful Consuming Maw of the Void
[Five Shadow Feint, Elegant Flowing Deflection, Savage Shade Style, >Mastery<] (13xp)

Iron Blossom's sword flickers through the air, leaving trails of inky blackness behind as she strikes, merging with her anima to form a great maw of some underworld beast falling upon her foe.

Base Cost: 1m/attack, 1 willpower
Optional: 2m per point of DV decreased per attack, 2 motes to negate penalties to PDV, 4 motes to perfectly parry an attack, 3 motes to counterattack.
Effect: A supplemental charm doubles the raw damage, a reflexive negates penalties to PDV or can perfectly parry an attack, and a final reflexive charm allows counterattacks, also CAN add any one charm desired.


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