Archery

Dragon Graced Arrow
Cost: None Type: Permanent
Duration: Permanent
Keywords: Anima, Elemental
Mins: Archery 2, Essence 2 Prereqs: (Any) Archery Excellency

This power fills an arrow or other wooden projectile (such as a javelin) with elemental energy. In mid-air the weapon burst into a flare of elemental energy that strikes the target. This Charm grants the bonuses of Dragon Graced Weapon to a single Archery attack at a cost of 1m per attack.

Dragon’s Dust
Cost: None Type: Permanent
Duration: Permanent
Keywords: Anima, Elemental
Mins: Archery 5, Essence 3 Prereqs: Dragon Graced Arrow

The character takes a deep breath and then releases it down the barrel of a firewand. His breath coalesces into a ball of elemental energy which counts as a single charge. This effect cost 2m to evoke and takes as much time to use as normally reloading a firewand. When fired, this Charm will only produce a blast of flame if used by a fire aspect. If used by any other aspect it will produce a blast of energy appropriate to their aspect. This is mechanically identical to a firewand attack in all ways, but also adds the effects of the Elemental Bolt

Attack appropriate to the character’s aspect. If not fired this energy node disappears after one hour.

Elemental Arrows
Cost: None Type: Permanent
Duration: Permanent
Keywords: Anima, Elemental
Mins: Archery 4, Essence 2 Prereqs: None

The Dragonblooded archer is never at a want for ammunition, because Creation itself provides. So long as he has abundant access to his natural element, the character can shape natural parts of Creation into arrows for his archery attacks. The character takes a miscellaneous action and touches an abundant source of his element (in the case of Air Aspects this includes electricity, heavy storm winds and ice but not just air) and spends 1m. This transforms the source into a number of arrows equal to the character Essence x 10. Arrows created by this power last for one hour before returning to their native element. Until that time, they function exactly as normal arrows. A favourite tactic of Fire Aspects is to pepper a structure with “fire arrows” then just

wait until the magic runs out, at which point the arrows return to normal flameand the building goes up in smoke.

Swallow Defends The Nest
Cost: 1m/arrow Type: Simple (Speed 6, DV -1)
Duration: Instant
Keywords: Combo-OK, Obvious
Mins: Archery 3, Essence 2 Prereqs: (Any) Archery Excellency

The Exalt draws his bow and uses Essence to enhance it, allowing him to pull and fire arrows (or notch and fire multiple arrows at once) with inhuman speed. The character takes a single action and fires one arrow for each mote spent, up to his permanent Essence in arrows. Resolve this as a single attack against a single target, applying offensive and defensive Charms only once. However, if the attack hits it does damage a number of times equal to the number of arrows fired.

This Charm can only be used with bows, and only those made out of wood or Jade. It has no effect on any other weapon, even if that weapon is normally operated with the Archery ability.

Dragonfly Finds Mate
Cost: 3m Type: Reflexive (Step 2)
Duration: Instant
Keywords: Combo-OK
Mins: Archery 3, Essence 2 Prereqs: (Any) Archery Excellency

Using this Charm, the Exalt develops a preternatural sense for ranged attacks. He can nock, draw and fire an arrow with amazing speed, knocking attacks out of the air. Purchasing this Charm creates a special Parry DV equal to the Exalt’s (Dexterity + Archery + Essence)/2. The character can apply this Parry DV to any ranged attack made against himself or any ally within his line of sight provided his bow can reach that far (note: if you apply this DV at enough distance to involve an attack roll penalty that penalty also applies to your DV) at a cost of 3m. The victim of the attack can choose to take the benefits of this DV or his own DVs, whichever are higher, but not both. This DV is not subject to multiple action or onslaught penalties (but is to coordinated attack penalties). The character must expend one arrow each time he uses this Charm. This Charm can only be used in response to ranged attacks and may be enhanced with Archery excellencies.

Seven Year Swarm Volley
Cost: 3m,1wp Type: Simple (Speed 6, DV -0)
Duration: One Action
Keywords: Combo-OK, Obvious, Cooperative, War
Mins: Archery 5, Essence 2 Prereqs: Dragonfly Finds Mate

The Exalt draws back his bow and unleashes a swarm of arrows into the sky, forming a mobile shield over himself and his allies. He grants the benefits of Dragonfly Finds Mate to a number of allies equivalent to a Magnitude 1 Unit. Using this Charm requires 10 arrows be available and they are expended over the course of the action. If used Cooperatively the Dragonblooded can protect a unit of size equal to the number of Dragonblooded participants.

In War this Charm can be evoked by a Sorcerer unit on his action. The unit may then use its Ranged Attack Rating rather than its Close Combat Rating to determine its DV versus ranged attacks.

Block The Sun
Cost: 5m,1wp Type: Supplemental
Duration: Instant
Keywords: Combo-OK, Cooperative, War
Mins: Archery 5, Essence 3 Prereqs: Swallow Defends The Nest, Seven Year Swarm Volley

The Exalt signals his allies, and as one they raise their bows, unleashing a wave of arrows that can block the sun’s light to creation before falling down on their enemies. This Charm enhances a ranged attack made by the Exalt and a number of allies equal to his permanent Essence. If the attacks are made on the same tick against the same target the attack is automatically considered a coordinated attack inflicting the maximum penalty for the number of participants.

If multiple Dragonblooded know this Charm they can use it to create a chain. Each Dragonblooded adds a number of participants to the attack equal to their permanent Essence.

In War the Exalt can use this Charm to enhance an archery volley. A sorcerer can use this Charm to gain the normal Mass Combat bonus for his unit on his attack.

In the First Age this Charm was known as Cast the Sun’s Shadow.

Metal Piercing Barb
Cost: 1m Type: Supplemental
Duration: Instant
Keywords: Combo-OK
Mins: Archery 3, Essence 1 Prereqs: None

This Charm enhances a wooden arrow the moment it flies free. The arrow becomes as hard as jade and pierces through armour like paper. An attack enhanced with this Charm ignores Hardness.

Life Swelling Sap
Cost: 1m Type: Supplemental
Duration: Instant
Keywords: Combo-OK, Holy
Mins: Archery 5, Essence 2 Prereqs: Metal Piercing Barb

This Charm enhances a wooden arrow the moment it flies free. Like the roots of the great trees, it converts death back into life. This arrow has no special effects against the living, but when used against the dead it has special effects.

If used against a zombie or other necromantically animated construct this Charm makes any hit by the arrow almost invariably lethal. If even a single die of post soak damage is rolled, the arrow bulges and thick roots spread through the zombie’s body as leaves sprout from the arrow shaft. Consider any hit against a mindless undead or hungry ghost to instantly destroy it if this Charm is involved. Against larger horrors such as spine chains, this Charm converts all post soak damage dice into automatic successes.

If used against a ghost, this Charm inflicts the ghost with a magical illness. This illness manifests as a gradual transformation of the ghost’s corpus, flesh transforms into flowering petals which detach and drift away, dissolving into white light. Eventually the ghost fades away entirely. Ghosts “killed” by this illness are returned to Lethe for reincarnation. Treat this as a Sickness with Virulence: N/A, Difficulty to Treat: N/A or 5 with Magic, Morbidity: 10 and Treated Morbidity: 5.

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