Back to Solar Charms or Dawn Caste
Razor Pebble Grasp
Cost: 1 mote/item Duration: Instant Type: Reflexive Minimum Thrown: 3 Minimum Essence: 2 Prerequisite Charms: None
Sometimes one can’t quite find their favored weapon, or it’s simply not available for them at the given moment. In such cases this is a good charm to have for the Exalt can grasp any number of small easily held items, and with an investment of Essence convert them into shards of razor-sharpness. Each mote creates one ‘Razor Pebble’, though actual pebbles do not need to be used: Dominoes, coins, twigs, or any small item can be easily enchanted with this charm. The items created remain enchanted only as long as they remain in the possession of the character, and revert to normal if he should drop them or lend them to another.
The razor pebbles (or dominoes or whatever) themselves are quite potent weapons themselves and some Solars use this charm in favor of other thrown weapons. The pebbles do a base damage equal to (Essence/2, round up) lethal, with the character's Strength added in as normal. They have an Accuracy of +2, a Rate of 3, and a Range of 30 yards. Unlike many thrown weapons, they cannot be effectively used in close combat.
Greedy Fingers Prana
Cost: 5 motes Duration: One scene Type: Simple Minimum Thrown: 4 Minimum Essence: 2 Prerequisite Charms: Razor Pebble Grasp
A continuation of the magic taught in the Razor Pebble Grasp, the Razor Pebble Prana turns the Solar into a whirlwind of activity that can quickly leave an area barren of all it’s small easily-handled objects. For the remainder of the scene, anytime he needs an item to throw he quickly grasps something nearby and hurls it at his enemy with all the force and power of a Razor Pebble (with the same statistics shown above). The magic of the charm assists the character in his quick grabs, subtly pulling items closer to his grasp and weakening them when needed to allow the Solar to rip off banisters and hurl them when all of the smaller objects have already been used.
Note, in some locations where things are really barren and there’s nothing to either be grabbed easily or broken off, this charm won’t function. This might include a jail cell with nothing but hard iron bars (too strong to casually break) and hard stone walls (with no small bits you can crack off). This is the exception, however, not the rule.
Rain of Detritus Assault
Cost: 8 motes, 1 willpower Duration: Instant Type: Extra Action Minimum Thrown: 5 Minimum Essence: 3 Prerequisite Charms: Greedy Fingers Prana, Shower of Deadly Blades
“Hey?” the Dawn Caste Thrown-master thinks to himself, “Why should I bother picking up and tossing all these things at someone?” Maybe it was thinking like that which ultimately led to the creation of the Rain of Detritus Assault, one of the strangest Solar Mass Attack charms from the First Age. Similar to Greedy Fingers Prana, this charm makes use of everything that isn’t nailed down in the area where it is used – and even some things that are! However, instead of being thrown individually, the Solars Anima whips around and grabs all the item – hurling them toward his foes in a deadly maelstrom of castoff junk.
The Solar gets an individual number of attacks equal to his Dexterity + Thrown + Essence, each of which are made with his normal pool. Each individual attack uses the statistics given in Razor Pebble Grasp above, and each attacks a different person within the characters immediate area. If there are not enough targets available, the charm will not cause damage to a single person more than once.
This charm is not compatible with Cascade of Cutting Terror.
Maelstrom of Deadly Razors
Cost: 10 motes, 1 willpower Duration: Essence in turns Type: Simple Minimum Thrown: 5 Minimum Essence: 4 Prerequisite Charms: Rain of Deadly Detritus Assault, Whirling Razor Guardian Technique
Once a Solar sees the devastation wrought by a Rain of Detritus Assault, there is usually one thing on his mind. “Wow, how can I make that last longer!” This charm is the answer to that question, as it creates what is essentially a spinning chaotic tempest of everything in the immediate vicinity that purposely seeks out everyone nearby and skewers them as best as it’s able before coming back around for seconds.
This charm lasts for a number of turns equal to the Essence of the character using it, and during each turn it launches attacks identical to Rain of Deadly Detritus above. Similar to the above charm, the Maelstrom cannot attack one target more than once during a turn. It can attack the same targets, or different targets, during each individual turn of its duration. This charm is not compatible with Cascade of Cutting Terror.