Archery Charms

There Is No Wind

Cost: 3m or 5m
Duration: Instant
Type: Supplemental
Keywords:

3m: Ignore all penalties (except for wound and flurry penalties) to a single Archery roll.
5m: As above, but increase the Range of your weapon to your range of vision. Requires Essence 3+.

Second Edition Core 187

Accuracy Without Distance

Cost: 1m, 1wp
Duration: Instant
Type: Supplemental
Keywords: Combo-OK Obvious

The supplemented attack will always hit its target. If it would normally have missed, calculate damage based on 0 net successes.

Second Edition Core 187

Forceful Arrow

Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK Knockback Obvious

If you roll even a single die of damage, the target must roll [Stamina + Resistance] versus Difficulty equal to post-soak damage or be knocked back [Essence] yards.
Objects weighing less than (raw damage × 50) pounds are knocked back automatically.

Second Edition Core 187

Trance of Unhesitating Speed

Cost: 2m or 4m/attack
Duration: Instant
Type: Extra Action
Keywords: Combo-OK Obvious

2m/attack: Make a magical flurry of up to [Essence + 1] Archery attacks, ignoring Rate and flurry penalties. Only applicable for weapons with Rate 1+.
4m/attack: As above but for weapons with Rate less than 1.
The Speed and DV penalty of the flurry are equal to the highest Speed and DV penalty of any individual attack.

Second Edition Core 187

Arrow Storm Technique

Cost: 8m, 1wp
Duration: Instant
Type: Supplemental
Keywords: Combo-Basic Obvious

Roll once and apply the supplemented attack to [Essence × 3] valid targets. You may not strike a human-sized target repeatedly, but large creatures or mass combat units may be targeted multiple times.

Second Edition Core 187

Flashing Vengeance Draw

Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-Basic

Add [Essence] bonus successes to Join Battle. An available Archery weapon is reflexively drawn and readied. You must have an available Archery weapon, though it need not be in your hands.

Second Edition Core 188

Essence Arrow Attack

Cost: 2m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK Obvious

Add [Essence] to the damage and choose one:

Second Edition Core 188

Phantom Arrow Technique

Cost: 1m/attack
Duration: Permanent
Type: Permanent
Keywords: Obvious

Create a single use of mundane ammunition (e.g., broadhead or frog crotch arrow). No Resources cost.

Second Edition Core 189

Summoning the Loyal Bow

Cost: 1m
Duration: Indefinite
Type: Simple (Speed 3)
Keywords: Combo-OK

Banish a ranged weapon you own and have used in battle to Elsewhere by committing 1m. Draw it later as a miscellaneous action.
If the commitment ends while it’s Elsewhere, it drops at your side. Compatible with Flashing Vengeance Draw.

Second Edition Core 189

Immaculate Golden Bow

Cost: 5m, 1wp
Duration: One scene
Type: Simple (Speed 5)
Keywords: Obvious

Manifest a golden bow with Range 300 yards. Rate, Accuracy, and Damage = your Essence. Requires normal ammunition.

Second Edition Core 189

Inexhaustible Bolts of Solar Fire

Cost: 8m, 1wp
Duration: One scene
Type: Simple (Speed 6)
Keywords: Combo-OK Obvious

Create unlimited Essence arrows (Resources 0). These arrows gain +1 damage die and cannot harm Solar’s allies.

Second Edition Core 189

Solar Flare Methodology

Cost: 5m, 1wp
Duration: One scene
Type: Simple (Speed 5)
Keywords: Obvious

Create a firewand with Range 15 yards, Rate 2, Accuracy = Essence, Damage 16L.

Second Edition Core 189

Rain of Feathered Death

Cost: 3m or 8m/duplicate
Duration: Instant
Type: Supplemental
Keywords: Combo-OK Obvious

3m/duplicate: Spend motes for up to Essence duplicate attacks. One roll; each duplicate deals damage separately. Cannot use expensive ammo (1+ Resources) or combine with arrow damage-boost Charms.

8m/duplicate: Removes the above restrictions.

Second Edition Core 189