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Bonding with the Steel
Cost: None Duration: Permanent Type: Special Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Summoning the Loyal Steel
An Exalt with this charm deepens and strengthens the bond with his weapon that was first utilized with Summoning the Loyal Steel. Both blade and weapon become as one, the player gaining a phantom speciality in appropriate weapon-type when he first purchases this charm. This phantom speciality stacks with other specialities that the character might have, and does not count toward the limit of his Melee specialities. The Solar gains a number of automatic successes equal to his Essence on any roll to avoid being disarmed, and can summon his weapon from anywhere within sight into his hand as a free reflexive action. He need simply reach out his hand, and his weapon quickly flies into his grip. Lastly, the character gains an innate sense of his weapon. He can roll Perception + Essence as a dice-action in locate his weapon, or as a full turn action in order to gain an idea of the weapons surroundings.
The character chooses which weapn benefits from the bonuses of this charm when he purchases it, and it must be the same weapon with which he can use Summoning the Loyal Steel. The character can only ever bond with one weapon. If this weapon is ever permanently lost or abandoned, the Solar must purchase this charm again in order to bond with another weapon.
All of the following charms only work with the weapon that the character has bonded to using Bonding the Loyal Steel.
Reforging the Broken Blade
Cost: Variable Duration: Instant Type: Simple, or Reflexive Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Bonding with the Steel
The Solar can use this charm to reforge his blade whole and pure, purified and regenerated in the light of the sun. If the characters blade is already broken, this charm is Simple and costs 4 motes and 2 willpower. The Solar must have access to most of the blades remnants, and concentrate for a few minutes. This charm can also be used in responce to an attack or spell that breaks the characters weapon, provided the Solar has his weapon in hand at the time. In this case the charm is Reflexive, and costs 4 motes. If used in such a way the characters weapon is never broken at all. In either case, this charm causes the characters castemark to burn pure gold. This golden light suffuses the characters weapon, burning so bright that no one can look at the blade. When the light fades, the weapon is whole.
Unconquerable Blade of the Sun
Cost: None Duration: Permanent Type: Special Minimum Melee: 5 Minimum Essence: 2 Prerequisite Charms: Reforging the Broken Blade
Once a Solar has learned this charm, it is impossible to harm his bonded blade while it is in his grasp. This exceeds even the potency of blades of the Fve Magical Materials, and is considered a perfect defense, undefeatable by any means. If your bonded blade is not an artifact made of the Five Magical Materials, it immediately becomes Artifact 1. This weapon is treated as perfect if it was not already, gains the attunement benefits of Orichalcum and one small minor specialized ability, and requires 1 mote to attune. A blade perfected in this manner is not actually Orichalcum, and does not count as such for charms that require such as a condition to work.
Tempering the Loyal Steel
Cost: 2 motes per point, 1 willpower Duration: One scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequiste Charms: Bonding with the Steel
The Solar spends a moment holding his bonded blade up toward the sun, channeling such essence into it such that the blade is perfected and ennobled by the power of the Unconquered Sun. The weapon grows in nobility of form and power, becoming a weapon fit for a God. For every two motes spent using this charm, the character can add +1L damage to the weapon, increase its Accuracy, Defense or Rate by 1, or add a +1 modifier to his Initiative rating when using this charm. The character cannot gain more than his Essence in total modifiers when using this charm, distributed as he wishes. Extensive use of this charm tends to have cosmetic effects on the blade.
Burning-Virtue Edge
Cost: 3 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Tempering the Loyal Steel
The Solar focuses some of the energy of his soul into his blade, channeling his virtues through his bonded weapon such that it erupts into a golden flame that burns cold. The amount and intensity of the flame depends on the rating of the virtue, anywhere from a light sheathing of flame to a roaring bonfire of gold fire. The Solar adds his Virtue rating to the accuracy pool of the attack, and any successful attack inflicts a number of automatic levels of lethal damage equal to the Solars virtue rating. The character must be acting in a manner appropriate to his virtue in order to use this charm.