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Master Duelists Eye
Cost: None Duration: Permanent Type: Special Minimum Melee: 1 Minimum Essence: 1 Prerequisite Charms: None
An Exalt with this charm is able to perceive the subtle flows of essence that make up a persons fighting style, allowing him to approximate his opponent’s skill at arms and some of the fundamentals of his combat style. With a reflexive expenditure of 1 mote, the Solar can spot the level of Melee ability that the opponent possesses, identify most Melee charms that might be in use (even if activated with Personal Essence), and derive a rough idea of the opponent’s combat style giving him an idea of his next action.
Example: Illhousen, engaged in negotiations with a number of Dynasts from Chiaroscuro, uses this charm. He determines that each of them has Melee 5, and have activated a number of Melee-affecting scene long charms using personal essence. They intend to attack him soon, two of them ganging up to hold him down while the third finishes him with a spear.
Dance of Blades
Cost: 2 motes Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Master Duelists Eye
The Solar with this charm adapts perfectly to the combat style of his opponent, unerringly searching for a weakness in his foes defenses. A Parry is followed by a Riposte, then a Reversal, duelist circles duelist, until eventually the Solar proves himself superior. Any time the Solar’s attack is successfully parried (his attack does not hit), he can use this charm to immediately make a second attack. If this charm is in a combo with other non-reflexive melee charms, all applicable attack charms must be reactivated for each additional attack. The Solar cannot make more attacks in a turn using this charm than his Essence rating, including his original attack. The use of a perfect defense at any point renders this charm inapplicable. Similarly, this charm cannot be used if your opponent opts to Dodge instead.
Foe-Barring Assault
Cost: 3 motes Duration: Instant Type: Simple Minimum Melee: 4 Minimum Essence: 2 Prerequisite Charms: Dance of Blades
Often the Solar must turn his great skill at arms to the defense of others, using blade to pry others from the jaws of death. This charm is slightly more proactive in it's defense of others, working as it does off a sense of deterence. With his castemark burning on his forehead, the Solar stands between his foe and his ward, his magic tuned toward making the foe instantly regret any action against those the Solar protects. When he activates this charm, the Solar picks a single enemy, and some action that the Solar wishes to prevent that ward from taking. So long as the targeted enemy does not undertake the action in question, this charm has no effect, and the Solar's action is "wasted." If the Enemy undertakes the forbidden action, however, the Solar can make a single melee attack. The Enemy must make a choice: He can either abandon the action, or suffer the attack without defending against it in any fashion. The use of any defensive charm is considered "abandoning the action".
Solars often put this charm in Combos: if used so, the Solar does not have to activate the other charms in the combo unless he actually makes the attack. If the enemy does not make the attack at all, or chooses to abandon the action instead of suffering the attack, no essence or willpower cost for the other charms need be paid. A Solar using this charm gives up his main action, but may still abort to defense if attacked. However, unless using a Reflexive Defense charm or action, doing such aborts the effects of this charm and leaves the enemy free to undertake the forbidden action. The "action" to be defended against must be some kind of attack, or non-combat action. One cannot choose to use this charm if the enemy "defends against my friends attack", or similar.