Exalted Ontology
type: Ontology

Charm
type: Class

Charm type
type: Class
comment: A Charm type effectively identifies when a Charm may be used. They are of special importance when constructing Comboes.
subclass of: Class

Charm subtype
type: Class
comment: A Charm subtype more explicitly identifies when a Charm may be used than a CharmType.
subclass of: Class

Charm Exalt type
type: Class
comment: A Charm Exalt type effectively identifies the type of Essence-user allowed to learn this Charm (excepting Eclipse Caste Solars).
subclass of: Class

Charm keyword
type: Class
comment: A Charm keyword qualifies the Charm in some way (e.g. it is Obvious, Combo-OK, etc.).
subclass of: Class

Charm Ability
type: Charm Stat Class
comment: Denotes the ability that a Charm falls under.
subclass of: Class

Ability Property
type: Stat Property Class
subclass of: DatatypeProperty

Charm Stat Class
type: Class
comment: The class of all classes of charm stats used as the basis for charms (e.g. exalt:CharmAbility, exalt:CharmAttribute).
subclass of: Class

Stat Property Class
type: Class
comment: The class of all classes of charm stats used as the basis for properties (e.g. exalt:AbilityProperty, exalt:AttributeProperty).
subclass of: Class

Solar Charm
type: Charm Exalt type
subclass of: Charm
charm stat class: Charm Ability

Generic Excellency
type: Class
comment: A generic Excellency is not a Charm onto itself, but is a template of an Excellency charm.
one of: EssenceOverwhelming
one of: EssenceTriumphant
one of: EssenceResurgent
subclass of: Abstract Charm

Generic Excellency-Enhancing Charm
type: Class
comment: A generic Excellency-enhancing Charm is not a Charm onto itself, but is a template of an Excellency-enhancing charm.
one of: InfiniteMastery
one of: EssenceFlow
subclass of: Abstract Charm

Reflexive
type: Charm type
description: This Charm isn't part of the character's action.
subclass of: Charm

Combo-OK
type: Charm keyword
description: Exalted can place this Charm in a Combo.
subclass of: Charm

Simple
type: Charm type
description: The Charm is the character's action.
subclass of: Charm

Permanent
type: Charm type
description: Permanent Charms permanently enhance the character's capabilities.
subclass of: Charm

Charm Duration
type: Class

Charm Caste type
type: Class
comment: A Charm Caste type identifies the caste of Essence-user naturally allowed to learn this Charm as a favored charm.
subclass of: Class

Dawn Caste
type: Charm Caste type
intersection of: Solar Charm
intersection of: Class
  union of: Archery
  union of: Martial Arts
  union of: Melee
  union of: Thrown
  union of: War

Archery
type: Charm Ability
ability property: Archery
subclass of: Charm

Excellency
type: Class
subclass of: Charm

Excellency-Enhancing Charm
type: Class
comment: A Charm which is not an Excellency, but which enhances it.
subclass of: Charm

Supplemental
type: Charm type
description: The Charm enhances the character's action.
subclass of: Charm

Obvious
type: Charm keyword
description: Observers can tell that the Exalt is using a Charm, and they have a rough idea of its effects. Obvious permanent Charms are only obvious when actively in use.
subclass of: Charm

Knockback
type: Charm keyword
description: This Charm knocks its target backward. Appropriate Charms can resist this effect.
subclass of: Charm

Extra Action
type: Charm type
description: Extra action Charms are Charm-based flurries.
subclass of: Charm

Combo-Basic
type: Charm keyword
description: Exalted can place this Charm in a Combo with reflexive Charms, including the Excellencies. They cannot place this Charm in a Combo with simple Charms, extra action Charms or supplemental Charms.
subclass of: Charm

Martial Arts
type: Charm Ability
ability property: Martial Arts
subclass of: Charm

Crippling
type: Charm keyword
description: This Charm's special damage is a Crippling effect.
subclass of: Charm

Melee
type: Charm Ability
ability property: Melee
subclass of: Charm

Holy
type: Charm keyword
description: This Charm's special damage is imbued with the judgment of the Unconquered Sun. Such Charms have extra impact when used against creatures of darkness.
subclass of: Charm

Counterattack
type: Charm keyword
description: This Charm is or involves a counterattack—something extra that happens during the course of an attack resolution, usually but not always the defender counterattacking the attacker. Characters cannot use counterattacks to respond to other counterattacks, and characters cannot use multiple counterattacks to respond to a single attack unless otherwise stated. Making a counterattack imposes a cumulative counterattack penalty of -1 to your DV until your next action.
subclass of: Charm

Charm Cost
type: Class

Partial Charm Cost
type: Class
comment: The class of parts of the cost of a Charm (e.g. Essence motes or Willpower).

Essence Mote Cost
type: Class
comment: A partial cost of a Charm in motes of Essence.
subclass of: Partial Charm Cost

Willpower Cost
type: Class
comment: A partial cost of a Charm in Willpower.
subclass of: Partial Charm Cost

Charm Cost Quantum Property
type: Class
comment: The class of all owl:DatatypeProperties that are also quanta by which an exalt:PartialCharmCost may be measured.
subclass of: DatatypeProperty

Thrown
type: Charm Ability
ability property: Thrown
subclass of: Charm

War
type: Charm Ability
ability property: War
subclass of: Charm

War
type: Charm keyword
description: This Charm is often used when the character participates in a war, by means of the Join War action. It affects actions on the war time scale.
subclass of: Charm

Social
type: Charm keyword
description: This Charm is often used when the character participates in a social conflict. It affects actions on the social time scale.
subclass of: Charm

Dramatic Action
type: Charm subtype
description: The Charm is tied to a single action that usually takes a long time.
subclass of: Simple

Touch
type: Charm keyword
description: The Exalt must touch the target to use the Charm. Touching a non-consenting target requires a (Dexterity + Martial Arts) attack.
subclass of: Charm

Training
type: Charm keyword
description: This Charm trains other characters. Characters who receive training and aren't extras must pay the normal experience point cost for any trait increases. If they can't afford this cost, they go into "experience point debt." They must pay at least half of all awarded experience points, rounded down, toward this debt until repaid.
subclass of: Charm

Zenith Caste
type: Charm Caste type
intersection of: Solar Charm
intersection of: Class
  union of: Integrity
  union of: Performance
  union of: Presence
  union of: Resistance
  union of: Survival

Integrity
type: Charm Ability
ability property: Integrity
subclass of: Charm

Stackable
type: Charm keyword
description: Multiple invocations of this Charm are cumulative—the Solar can use it more than once to increase the bonuses or penalties the Charm inflicts.
subclass of: Charm

Performance
type: Charm Ability
ability property: Performance
subclass of: Charm

Compulsion
type: Charm keyword
description: This Charm's special damage is a Compulsion effect.
subclass of: Charm

Emotion
type: Charm keyword
description: This Charm's special damage is an Emotion effect.
subclass of: Charm

Illusion
type: Charm keyword
description: This Charm's special damage is an Illusion effect.
subclass of: Charm

Servitude
type: Charm keyword
description: This Charm's special damage is a Servitude effect.
subclass of: Charm

Presence
type: Charm Ability
ability property: Presence
subclass of: Charm

Resistance
type: Charm Ability
ability property: Resistance
subclass of: Charm

Survival
type: Charm Ability
ability property: Survival
subclass of: Charm

Experience Point Cost
type: Class
comment: A partial cost of a Charm in experience points.
subclass of: Partial Charm Cost

Twilight Caste
type: Charm Caste type
intersection of: Solar Charm
intersection of: Class
  union of: Craft
  union of: Investigation
  union of: Lore
  union of: Medicine
  union of: Occult

Craft
type: Charm Ability
ability property: Craft
subclass of: Charm

Investigation
type: Charm Ability
ability property: Investigation
subclass of: Charm

Lore
type: Charm Ability
ability property: Lore
subclass of: Charm

Shaping
type: Charm keyword
description: Integrity and Lore Charms treat this Charm's effects as a Shaping effect.
subclass of: Charm

Medicine
type: Charm Ability
ability property: Medicine
subclass of: Charm

Occult
type: Charm Ability
ability property: Occult
subclass of: Charm

Night Caste
type: Charm Caste type
intersection of: Solar Charm
intersection of: Class
  union of: Athletics
  union of: Awareness
  union of: Dodge
  union of: Larceny
  union of: Stealth

Athletics
type: Charm Ability
ability property: Athletics
subclass of: Charm

Awareness
type: Charm Ability
ability property: Awareness
subclass of: Charm

Abstract Charm
type: Class
comment: An abstract charm is not in and of itself a charm, but describes a set of closely related charms (e.g. Keen (Sense) Technique and Unsurpassed (Sense) Discipline).
subclass of: Class

Dodge
type: Charm Ability
ability property: Dodge
subclass of: Charm

Larceny
type: Charm Ability
ability property: Larceny
subclass of: Charm

Stealth
type: Charm Ability
ability property: Stealth
subclass of: Charm

Eclipse Caste
type: Charm Caste type
intersection of: Solar Charm
intersection of: Class
  union of: Bureaucracy
  union of: Linguistics
  union of: Ride
  union of: Sail
  union of: Socialize

Bureaucracy
type: Charm Ability
ability property: Bureaucracy
subclass of: Charm

Linguistics
type: Charm Ability
ability property: Linguistics
subclass of: Charm

Ride
type: Charm Ability
ability property: Ride
subclass of: Charm

Sail
type: Charm Ability
ability property: Sail
subclass of: Charm

Health Level Cost
type: Class
comment: A partial cost of a Charm in health levels.
subclass of: Partial Charm Cost

Socialize
type: Charm Ability
ability property: Socialize
subclass of: Charm

Supernatural Martial Arts
type: Charm Exalt type
subclass of: Charm
charm stat class: Charm Martial Arts Style

Charm Martial Arts Style
type: Charm Stat Class
comment: Denotes the martial arts style that a Charm falls under.
subclass of: Class

Snake Style
type: Charm Martial Arts Style
ability property: Martial Arts
subclass of: Supernatural Martial Arts

Form-type
type: Charm keyword
description: This Charm is a martial arts Form-type Charm. Characters cannot use more than one Martial Arts Form-type Charm at a time. The character must end one Form-type Charm to use another.
subclass of: Charm

Solar Hero Style
type: Charm Martial Arts Style
ability property: Martial Arts
subclass of: Supernatural Martial Arts

Martial
type: Charm keyword
description: Charms with this Keyword may also be used with or applied to the listed Abilities when the Solar's rating in those Abilities meets the Charm's minimum Ability rating.
subclass of: Charm

Mirror
type: Charm keyword
subclass of: Charm

Martial-ready
type: Charm keyword
description: Charms with this Keyword may also be used with or applied to the listed Abilities when the Solar's rating in those Abilities meets the Charm's minimum Ability rating. In addition, the Solar may use the Charm with or apply its benefits to any of the listed Abilities that he has as a Caste or Favored Ability, even if their ratings are lower than the Charm's minimum Ability requirement.
subclass of: Martial

Merged
type: Charm keyword
description: Charms with this Keyword exist in more than one Ability. Buying this Charm in any of the Abilities it exists in means the character also has that Charm in all other Abilities it exists in.
subclass of: Charm

Enhanced
type: Charm keyword
description: This keyword denotes 'hero style' Charms which grant an enhanced benefit when used by the Exalt type they belong to (for example, Solar Hero style Charms used by a Solar).
subclass of: Charm

Dawn
type: Charm keyword
description: Solars of the Dawn Caste may buy Charms with this Keyword for eight experience points, even if they do not Favor the Ability the Charm is located in. Training these Charms takes as much time as training a Caste or Favored Charm.
subclass of: Charm

Overdrive
type: Charm keyword
description: Charms with this Keyword create a temporary pool of Peripheral Essence, which can only be filled by terms outlined in the text of the Charm. Motes in these pools may only be used to activate offensive Charms with a duration of One action or less. Charms whose mote cost are paid for entirely from a character's Overdrive pool do not count as Charm activations, but must obey normal Combo rules if used in conjunction with other Charms. Other restrictions may be present in the text of the Charm. Motes gathered into the pools created by Overdrive Charms dissipate at the end of the scene, barring additional Charms to prolong their existence. Temporary mote pools created by the Overdrive keyword share their motes and stack together to determine the storage capacity of the overall pool. This Overdrive pool may store no more than 25 motes, regardless of the size of the pool generated by individual Charms with the Overdrive keyword.
subclass of: Charm

Native
type: Charm keyword
subclass of: Charm

None
type: Charm keyword
comment: A special Charm keyword class used to amend Charms via errata.ttl by removing all CharmKeyword classes from the Charm.
subclass of: Charm

ability property
type: ObjectProperty
comment: Relates a CharmAbility to the corresponding AbilityProperty.
domain:
  union of: Charm Ability
  union of: Charm Martial Arts Style
range: Ability Property

charm stat class
type: DatatypeProperty
comment: Relates a CharmExaltType to the CharmStatClass used by charms of that CharmExaltType.
domain: Charm Exalt type
range: Charm Stat Class

name
type: DatatypeProperty
sub property of: label
range: Literal

cost
type: ObjectProperty
comment: The cost to invoke a Charm.
domain:
  union of: Charm
  union of: Abstract Charm
range: Charm Cost

Essence motes
type: ObjectProperty
comment: The number of motes of Essence that are part of the cost of a Charm.
domain: Charm Cost
range: Essence Mote Cost

per die
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per die.
domain: Partial Charm Cost
range: integer

(Ability)
type: Ability Property
comment: The minimum ability required to claim an excellency.
domain:
  union of: Generic Excellency
  union of: Generic Excellency-Enhancing Charm
range: integer

Essence
type: Property
comment: May be used to denote the Essence needed for a Charm, the Essence for which a Charm cost may apply, or the current Essence score of a character.

step for attacker
type: DatatypeProperty
comment: The step on which an attacker may invoke a Reflexive Charm.
domain:
  union of: Reflexive
  union of: Abstract Charm
range: integer

step for defender
type: DatatypeProperty
comment: The step on which an defender may invoke a Reflexive Charm.
domain:
  union of: Reflexive
  union of: Abstract Charm
range: integer

step
type: DatatypeProperty
comment: The step on which a character may invoke a Reflexive Charm.
sub property of: step for attacker
sub property of: step for defender
domain:
  union of: Reflexive
  union of: Abstract Charm
range: integer

charm duration
type: ObjectProperty
domain:
  union of: Charm
  union of: Abstract Charm
range: Charm Duration

incompatible with
type: ObjectProperty
type: SymmetricProperty
comment: Denotes a charm with which the subject Charm is incompatible (i.e. The subject Charm may not be used at the same time as the incompatible Charm)
domain:
  union of: Charm
  union of: Abstract Charm
range:
  union of: Charm
  union of: Abstract Charm

tagline
type: DatatypeProperty
comment: Charm descriptions often lead off with some pithy one sentence tagline.
range: Literal

description
type: DatatypeProperty
sub property of: comment
range: Literal

defined by
type: ObjectProperty
comment: The pages on which the given thing is defined.
range: DocumentPart

per success
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per success.
domain: Partial Charm Cost
range: integer

per invocation
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per invocation.
domain: Partial Charm Cost
range: integer

per effectiveness level
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per additional effectiveness level (e.g. per mote reduction for Infinite (Ability) Mastery).
domain: Partial Charm Cost
range: integer

willpower
type: Property
comment: The cost of a Charm in Willpower or the current base Willpower of a character.

prerequisite Charm
type: ObjectProperty
domain:
  union of: Charm
  union of: Abstract Charm
range:
  union of: Charm
  union of: Abstract Charm

base Charm
type: ObjectProperty
sub property of: type
domain: Charm
range: Abstract Charm

Archery
type: Ability Property
comment: May be used to denote the minimum Archery score for a charm or the current Archery score a character has.
range: integer

per attack
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per attack.
domain: Partial Charm Cost
range: integer

speed
type: DatatypeProperty
domain:
  union of: Simple
  union of: Abstract Charm
range: integer

per duplicate
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per duplicate.
domain: Partial Charm Cost
range: integer

Martial Arts
type: Ability Property
comment: May be used to denote the minimum Martial Arts score for a charm or the current Martial Arts score a character has.
range: integer

DV
type: DatatypeProperty
domain:
  union of: Simple
  union of: Abstract Charm
range: integer

Melee
type: Ability Property
comment: May be used to denote the minimum Melee score for a charm or the current Melee score a character has.
range: integer

minimum
type: DatatypeProperty
comment: The minimum value of some quantity.
range: decimal

maximum
type: DatatypeProperty
comment: The maximum value of some quantity.
range: decimal

Thrown
type: Ability Property
comment: May be used to denote the minimum Thrown score for a charm or the current Thrown score a character has.
range: integer

per action
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per action.
domain: Partial Charm Cost
range: integer

War
type: Ability Property
comment: May be used to denote the minimum War score for a charm or the current War score a character has.
range: integer

speed (in long ticks)
type: DatatypeProperty
domain:
  union of: Simple
  union of: Abstract Charm
range: integer

Integrity
type: Ability Property
comment: May be used to denote the minimum Integrity score for a charm or the current Integrity score a character has.
range: integer

per 1wp
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per willpower point.
domain: Partial Charm Cost
range: integer

Performance
type: Ability Property
comment: May be used to denote the minimum Performance score for a charm or the current Performance score a character has.
range: integer

Presence
type: Ability Property
comment: May be used to denote the minimum Presence score for a charm or the current Presence score a character has.
range: integer

Resistance
type: Ability Property
comment: May be used to denote the minimum Resistance score for a charm or the current Resistance score a character has.
range: integer

per fatigue/mobility reduction
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per fatigue/mobility reduction.
domain: Partial Charm Cost
range: integer

per pre-soak damage die removed
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per pre-soak damage die removed.
domain: Partial Charm Cost
range: integer

Survival
type: Ability Property
comment: May be used to denote the minimum Survival score for a charm or the current Survival score a character has.
range: integer

experience points
type: ObjectProperty
comment: The number of experience points that are part of the cost of a Charm.

Craft
type: Ability Property
comment: May be used to denote the minimum Craft score for a charm or the current Craft score a character has (note that this is subclassed for each Craft ability sub-type).
range: integer

Investigation
type: Ability Property
comment: May be used to denote the minimum Investigation score for a charm or the current Investigation score a character has.
range: integer

Lore
type: Ability Property
comment: May be used to denote the minimum Lore score for a charm or the current Lore score a character has.
range: integer

per Essence
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per Essence.
domain: Partial Charm Cost
range: integer

Medicine
type: Ability Property
comment: May be used to denote the minimum Medicine score for a charm or the current Medicine score a character has.
range: integer

Occult
type: Ability Property
comment: May be used to denote the minimum Occult score for a charm or the current Occult score a character has.
range: integer

Athletics
type: Ability Property
comment: May be used to denote the minimum Athletics score for a charm or the current Athletics score a character has.
range: integer

per point
type: Charm Cost Quantum Property
comment: The cost of a Charm (Essence motes, Willpower, etc.) as measured per point of some other stat.
domain: Partial Charm Cost
range: integer

Awareness
type: Ability Property
comment: May be used to denote the minimum Awareness score for a charm or the current Awareness score a character has.
range: integer

Dodge
type: Ability Property
comment: May be used to denote the minimum Dodge score for a charm or the current Dodge score a character has.
range: integer

Larceny
type: Ability Property
comment: May be used to denote the minimum Larceny score for a charm or the current Larceny score a character has.
range: integer

Stealth
type: Ability Property
comment: May be used to denote the minimum Stealth score for a charm or the current Stealth score a character has.
range: integer

Bureaucracy
type: Ability Property
comment: May be used to denote the minimum Bureaucracy score for a charm or the current Bureaucracy score a character has.
range: integer

Linguistics
type: Ability Property
comment: May be used to denote the minimum Linguistics score for a charm or the current Linguistics score a character has.
range: integer

Ride
type: Ability Property
comment: May be used to denote the minimum Ride score for a charm or the current Ride score a character has.
range: integer

Sail
type: Ability Property
comment: May be used to denote the minimum Sail score for a charm or the current Sail score a character has.
range: integer

health levels
type: ObjectProperty
comment: The number of health levels that are part of the cost of a Charm.

Socialize
type: Ability Property
comment: May be used to denote the minimum Socialize score for a charm or the current Socialize score a character has.
range: integer

Martial Ability
type: ObjectProperty
comment: An Ability with which a Charm may be used when the Solar's rating in the ability meets the Charm's minimum Ability rating. The presence of this property implies the presence of the Martial keyword.
domain: Martial
range: Ability Property

Mirror Charm
type: ObjectProperty
type: SymmetricProperty
comment: The corresponding charm in another Exalt's Charm tree. Eclipse Caste Solars may substitute Solar Mirror Charms for Abyssal Charm prerequisites when purchasing a foreign Charm. Similarly, Moonshadow Caste Abyssals may substitute Abyssal Mirror Charms for Solar Charm prerequisites. The presence of this property implies the presence of the Mirror keyword.
domain: Mirror
range: Mirror

Martial description
type: DatatypeProperty
comment: An additional comment which applies to use of this Charm according to the Martial keyword.
domain: Martial
range: string

Martial-ready Ability
type: ObjectProperty
sub property of: Martial Ability
comment: An Ability with which a Charm may be used when the Solar's rating in the ability meets the Charm's minimum Ability rating. In addition, the Solar may use the Charm with, or apply its benefits to any of the listed Abilites that he has as a Caste or Favored Ability, even if their ratings are lower than the Charm's minimum Ability requirement. The presence of this property implies the presence of the Martial-ready keyword.
domain: Martial-ready
range: Ability Property

merged Charm
type: ObjectProperty
type: SymmetricProperty
comment: A corresponding Charm in another Ability. Purchasing this Charm means that the character also has all of the corresponding merged Charms in other abilities. The presence of this property implies the presence of the Merged keyword.
domain: Merged
range: Merged

enhancement
type: DatatypeProperty
comment: An enhanced benefit for an Exalt belonging to the appropriate Exalt type. The presence of this property implies the presence of the Enhanced keyword.
domain: Enhanced
range: string

Martial-ready description
type: DatatypeProperty
comment: An additional comment which applies to use of this Charm according to the Martial-ready keyword.
domain: Martial-ready
range: string

Instant
type: Charm Duration

Exalted
type: Book
edition: 2nd Edition
short title: 2E Core
author list: Alan Alexander
author list: Rebecca Borgstrom
author list: Carl Bowen
author list: Zach Bush
author list: Joseph Carricker
author list: John Chambers
author list: Genevieve Cogman
author list: Dawn Elliot
author list: Michael Goodwin
author list: Conrad Hubbard
author list: Peter Schaefer
author list: John Snead
author list: Andrew Watt
author list: William Wulf
editor: Carl Bowen
publisher: White Wolf Publishing
created: 2008
language: en
num pages: 400
asin: 1588466841
isbn10: 1588466841
isbn13: 978-1588466846
eanucc13: 9781588466846

One scene
type: Charm Duration

White Wolf Publishing
type: Organization

Indefinite
type: Charm Duration

One action
type: Charm Duration

Until next action
type: Charm Duration

Varies
type: Charm Duration

One week
type: Charm Duration

One day
type: Charm Duration

Permanent
type: Charm Duration

Instant (Story)
type: Charm Duration

Solar's Charisma in days
type: Charm Duration

One story
type: Charm Duration

Until the day ends
type: Charm Duration

One hour
type: Charm Duration

Solar's Essence in hours
type: Charm Duration

Until the character sleeps
type: Charm Duration

Until DV refreshes (Essence) times
type: Charm Duration

EssenceOverwhelming
type: Generic Excellency
name: First (Ability) Excellency— Essence Overwhelming
cost: CharmCost
  type: Charm Cost
  Essence motes: EssenceMoteCost
    type: Essence Mote Cost
    per die: 1
(Ability): 1
Essence: 1
type: Reflexive
step for attacker: 1
step for defender: 2
type: Combo-OK
charm duration: Instant
incompatible with: EssenceResurgent
tagline: Lawgivers with this Charm are known for their moments of brilliance.
description: Lawgivers with this Charm are known for their moments of brilliance. The Exalt's player can invoke this Charm when making a roll based on the relevant Ability. This Charm then adds one die to that roll for each mote spent. This Charm is the paradigmatic dice adder. The rule that Solars are prohibited from increasing a dice pool by more than their (Attribute + Ability) almost always refers to the purchase of dice through the use of this Charm. Characters can also use this Charm to enhance unrolled uses of the relevant Ability, usually to increase a Defense Value, for example, by increasing (Dexterity + Dodge) to protect against a physical attack. When enhancing static values, her player rolls one die for each mote spent on the First Excellency. Each success increases her effective (Attribute + Ability) rating for the task by two. Therefore, each success on the First Excellency roll increases an applicable static value by one. Characters cannot use this or other Excellencies or dice-adding Charms to "create" actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. A character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify. This Charm can be part of a Combo or used together with the Second Excellency, but it is incompatible with the Third Excellency. It can never be used on the same roll as the Third Excellency.
is defined by: Excerpt
  page start: 183
  page end: 184
  is part of: Exalted

EssenceTriumphant
type: Generic Excellency
name: Second (Ability) Excellency— Essence Triumphant
cost: CharmCost
  type: Charm Cost
  Essence motes: EssenceMoteCost
    type: Essence Mote Cost
    per success: 2
(Ability): 1
Essence: 1
type: Reflexive
step for attacker: 1
step for defender: 2
type: Combo-OK
charm duration: Instant
incompatible with: EssenceResurgent
tagline: Solar Exalted with this Charm are known for their unwavering perfection.
description: Solar Exalted with this Charm are known for their unwavering perfection. The Exalt's player can invoke this Charm when making a roll based on the relevant Ability. The Exalt then spends up to (Attribute + Ability) in motes. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice with the First Excellency or some other dice adder. Therefore, if a Solar had a (Dexterity + Melee) total of 8, he could purchase up to four successes with the Second Excellency. Any magical effects that hinge on the character buying dice will then react as if the character had just bought eight (Dexterity + Melee) dice. The character could not add dice from the effects of other Charms because he has reached his maximum of eight by purchasing the four successes. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases his effective (Attribute + Ability) rating for one task by two. This means that every two motes spent on this Excellency increase a static value like a DV by one. The First Excellency is thus considerably more efficient for increasing static values than the Second Excellency, but not reliably so. This Charm can be Comboed or used together with the First Excellency, but it is incompatible with the Third Excellency, and it can never be used on the same roll as the Third Excellency.
is defined by: Excerpt
  page start: 184
  page end: 185
  is part of: Exalted

EssenceResurgent
type: Generic Excellency
name: Third (Ability) Excellency— Essence Resurgent
cost: CharmCost
  type: Charm Cost
  Essence motes: EssenceMoteCost
    type: Essence Mote Cost
    per invocation: 4
(Ability): 1
Essence: 1
type: Reflexive
step for attacker: 4
step for defender: 6
type: Combo-OK
charm duration: Instant
incompatible with: EssenceOverwhelming
incompatible with: EssenceTriumphant
tagline: Exalted with this Charm recover smoothly from failure.
description: Exalted with this Charm recover smoothly from failure. An Exalt's player can invoke this Charm after making a roll based on the relevant Ability. This Charm allows her player to make the roll again, using the new result if the Exalt prefers it. The Exalt can also use this Charm to enhance static values derived from the relevant Ability. Doing so increases the character's effective (Attribute + Ability) rating for one task by the Ability rating. This means that the Essence Resurgent Excellency increases an applicable DV by half the relevant Ability.
is defined by: Excerpt
  page start: 185
  page end: 185
  is part of: Exalted

InfiniteMastery
type: Generic Excellency-Enhancing Charm
type: Solar Charm
name: Infinite (Ability) Mastery
cost:
  type: Class
    one of: CharmCost
      type: Charm Cost
      Essence motes: EssenceMoteCost
        type: Essence Mote Cost
        per effectiveness level: 2
        maximum: 6
      willpower: WillpowerCost
        type: Willpower Cost
        per invocation: 1
      Essence: 3
    one of: CharmCost
      type: Charm Cost
      Essence motes: EssenceMoteCost
        type: Essence Mote Cost
        per effectiveness level: 2
      willpower: WillpowerCost
        type: Willpower Cost
        per invocation: 1
      Essence:
        minimum: 4
(Ability): 4
Essence: 3
type: Simple
charm duration: One scene
prerequisite Charm: GenericExcellency
  type: Generic Excellency
incompatible with: EssenceFlow
tagline: The Solar Exalted are infinite wells of talent.
description: The Solar Exalted are infinite wells of talent. Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this Charm, while Exalted with Essence 4+ can spend as many motes as they like. Example: A character with Infinite Melee Mastery, a Melee of 4, a Dexterity of 4 and an Essence of 3 could commit up to six motes to the Charm. This would reduce the cost of any given Melee Excellency by three motes. While the character is technically using a Charm for the purposes of Combos, she could gain up to three bonus dice from the First Excellency on any action using Melee at a cost of 0 motes. She could buy one success with the Second Excellency at no cost in motes or reduce the cost of the Third Excellency to one mote. She could also gain one die with the First Excellency if the First and Second Excellencies were together in a Combo she had activated (see p. 244). Any additional effect—adding more dice or more success—would cost the normal price. So, the example character could purchase up to eight bonus dice using the First Excellency and apply a three-mote discount to the total cost, so buying the maximum eight dice would cost five motes. Apply the discount to the total expenditure on Excellencies relating to a given roll. A character who spends motes on the Comboed effects of the First and Second Excellencies does not receive the discount for the use of both Excellencies on a given roll. If the example character activated a Combo and spent four motes to buy two successes on a roll with the Second Excellency and four motes to buy four dice using the First Excellency, the cost would be five motes ([4 + 4] - [3 for the six motes committed to the Infinite Melee Mastery]). This Charm and the relevant discount are incompatible with any effect that invokes the effects of Excellencies as innate powers rather than as Charms. A character must have the Excell…
is defined by: Excerpt
  page start: 185
  page end: 187
  is part of: Exalted

EssenceFlow
type: Generic Excellency-Enhancing Charm
type: Solar Charm
name: (Ability) Essence Flow
cost: CharmCost
  type: Charm Cost
  Essence motes: EssenceMoteCost
    type: Essence Mote Cost
    per invocation: 0
(Ability): 5
Essence: 4
type: Permanent
charm duration: Instant
prerequisite Charm: GenericExcellency
  type: Generic Excellency
incompatible with: InfiniteMastery
tagline: The Essence of the Solar Exalted flows through them and brings their intentions and their actions into perfect harmony.
description: The Essence of the Solar Exalted flows through them and brings their intentions and their actions into perfect harmony. Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms. This means that the character can use them even with a Combo that does not contain them or when she has already used a Charm for an action. However, she cannot use them out of place on the order of combat actions (see p. 145), nor may she apply the same Charm repeatedly to a single roll. The character must abide by the dice pool maximums as normal. For instance, if a character has a (Dexterity + Melee) of 8, and the player buys four dice through the First Excellency, the player could not use the Second Excellency to buy more than two successes, even if one of those Excellencies was invoked as a natural ability. The Third Excellency remains incompatible with the first two, even if some or all of them are invoke as natural Abilities. The effects are the effects of a Charm used by the character in all ways, save that they can be used with other Charms from the Ability without being placed in a Combo. (See p. 244 for the Combo rules.) The character must first buy the relevant Excellency to use it with this Charm, but he need not buy this Charm for each Excellency. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. Characters using these Charms as innate powers cannot benefit from any discount.
is defined by: Excerpt
  page start: 187
  page end: 187
  is part of: Exalted

Scroll of Errata
type: Book
edition: 2nd Edition
short title: 2E Errata
author list: John Chambers
author list: Michael A. Goodwin
author list: John Morke
author list: Holden Shearer
editor list: Eric Minton
editor list: Charles Spaulding
publisher: White Wolf Publishing
created: 2010
language: en
num pages: 160

Glories of the Most High: The Unconquered Sun
type: Book
short title: Glories: Unconquered Sun
author list: Michael Goodwin
author list: John Morke
author list: Holden Shearer
editor list: Carl Bowen
publisher: White Wolf Publishing
created: 2009
language: en
num pages: 42