TEXT: TM
  
  1
  BY CARL BOWEN
  TM
  LOST ARTS OF THE DEAD
  
  2
  CREDITS
  Authors: Carl Bowen
  Developer: John Chambers
  Editors: Carl Bowen and Josh Hein
  Creative Director: Rich Thomas
  Production Manager: matt milberger
  Art Direction and Layout: Brian Glass
  Artists: Saana “Kiyo” Lappalainen and Melissa Uran
  Cover Art: Adam Warren (with colors by Lee Duhig)
  COMING NEXT:
  THE COMPASS OF TERRESTRIAL DIRECTIONS, 
  VOL. III —THE EAST
  The third of five Terrestrial Direction books is devoted to 
  fleshing out the bare bones of Creation’s East presented 
  in Exalted. Beyond the Scavenger Lands lies more than 
  a rough frontier of rural backwaters and petty kingdoms. 
  The East is full of nations that rival its supposedly more 
  “civilized” neighbors in terms of size and sophistication, 
  from the warring states of Linowan and Halta to the 
  floating land of Metagalapa and grim Sijan, ancient city 
  of the honored dead. Still, the region’s reputation as a 
  land of untamed wilds and rough barbarians is not with-
  out merit, as the Eastern forests are home to a myriad of 
  human, once human and completely inhuman tribes.
  AVAILABLE IN THIS SERIES:
  THEBOOKS OF SORCERY, VOL. I — 
  WONDERS OF THE LOST AGE
  THEBOOKS OF SORCERY, VOL. II — 
  THE WHITE AND BLACK TREATISES
  THEBOOKS OF SORCERY, VOL. III — 
  OADENOL’S CODEX
  THEBOOKS OF SORCERY, VOL. IV — 
  THE ROLL OF GLORIOUS DIVINITY I: 
  GODS & ELEMENTALS
  THEBOOKS OF SORCERY, VOL. V — 
  THE ROLL OF GLORIOUS DIVINITY II: 
  GHOSTS & DEMONS
  © 2008 CCP hf. All rights reserved. Reproduction without the written permission of the 
  publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, 
  which may be reproduced for personal use only. White Wolf and Exalted are registered trademarks 
  of CCP hf. All rights reserved. The Books of Sorcery, the Roll of Glorious Divinity I, the Roll of 
  Glorious Divinity II, Lost Arts of the Dead, Oadenol’s Codex, Wonders of the Lost Age, the White 
  and Black Treatises, Scroll of the Monk, the Imperfect Lotus, the Manual of Exalted Power the Lunars, 
  the Manual of Exalted Power the Dragon-Blooded, the Manual of Exalted Power the Sidereals, the 
  Manual of Exalted Power the Abyssals, the Compass of Celestial Directions, the Wyld, Yu-Shan, the 
  Underworld, the Age of Sorrows and the Second Age of Man are trademarks of CCP hf. All rights 
  reserved. All characters, names, places and text herein are copyrighted by CCP hf.
  CCP North America Inc. is a wholly owned subsidiary of CCP hf.
  The mention of or reference to any company or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  This book uses the supernatural for settings, characters and themes. All mystical and su-
  pernatural elements are fiction and intended for entertainment purposes only. This book contains 
  mature content. Reader discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com/
  PRINTED IN THE UNITED STATES OF AMERICA.
  
  3
  TABLE OF CONTENTS
  ARCANOI 
  4
  TM
  LOST ARTS OF THE DEAD
  
  4
  EVOKE THE ANCIENT CLAY
  With the Charm called Weighted with the 
  Anchor of Flesh (see The Books of Sorcery, Vol. 
  V— The Roll of Glorious Divinity II, pp. 144-145), 
  a ghost can manifest physically in a shadowland during 
  the day or in the living world. Doing so is draining, 
  however, especially if the ghost has many respon-
  sibilities in Creation. Therefore, pioneering ghosts 
  developed this Arcanos to ease passage between the 
  parallel worlds.
  WHISPER
  Cost: 1m; Mins: Valor 1, Essence 1; Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: None
  Speaking softly, the ghost makes himself heard in 
  the region of Creation that parallels his present loca-
  tion in the Underworld. Anyone within one yard of 
  his mirror location hears the words as clearly as if the 
  ghost were whispering them in his ear. The player of any 
  character outside that radius may make a (Perception 
  + Awareness) roll to make out the whispered words. 
  The difficulty of that roll is 1 for everyone within 10 
  yards, and it rises by 1 every 10 yards farther away the 
  listener is from the ghost’s mirror location.
  The ghost’s words are as audible as normal in the 
  Underworld while he whispers into the living world. 
  If the ghost speaks louder than a whisper, however, 
  his words are inaudible in the living world. The ghost 
  may not use this Charm to whisper from Creation to 
  the Underworld.
   
  ARCANOI
  ARCANOI
  
  5
  MARSH LIGHT
  Cost: 1m; Mins: Valor 1, Essence 1; Type: Simple
  Keywords: Compulsion
  Duration: One scene
  Prerequisite Charms: Whisper
  With this Charm, the ghost causes a light one 
  foot in diameter (or a number of smaller component 
  lights) to appear in Creation parallel to her Under-
  world location. The light can take only a simple 
  shape (or shapes), and it moves in Creation only as 
  the ghost moves.
  If a living creature sees this light and is not do-
  ing something he considers vitally important at that 
  moment (such as fighting for his life or lashing a 
  comrade’s leg to a makeshift splint so they can escape 
  an imminent threat), his player must make a reflexive 
  Conviction roll. If the roll succeeds, the character 
  continues what he was doing. If it fails, he spends a 
  miscellaneous action staring at the light. Characters 
  with higher Essence ratings than the ghost’s are im-
  mune to this Compulsion effect.
  SWEET WINSOME LIGHT
  Cost: 4m or 5m; Mins: Valor 2, Essence 2; 
  Type: Simple
  Keywords: Compulsion
  Duration: One minute per success
  Prerequisite Charms: Marsh Light
  As his player makes a successful (Charisma + Oc-
  cult) roll, the ghost spends four motes of Essence to 
  create a beautiful, intriguing ball of light that drifts and 
  dances enticingly in the air. It lasts for one minute per 
  success on the roll, and the ghost can create it anywhere 
  within 20 yards of himself. It moves as he commands 
  and can go anywhere within his line of sight. For an 
  additional mote, a ghost in the Underworld can create 
  the ball of light in the living world within 20 yards 
  of his parallel Underworld location. It moves there as 
  he directs, but it cannot leave a 20-yard radius around 
  his parallel Underworld location—though that area 
  moves as the ghost does.
  Animals who see the light are drawn toward it, 
  compelled to approach at their top Move rate. More 
  intelligent witnesses who see the light might think it’s 
  a traveler’s torch, a playful spirit or some interesting 
  natural phenomenon, and they are also compelled to 
  approach. If the Charm’s activation roll scores more 
  successes than the witness’s appropriate MDV, the 
  witness moves toward the light at her top Move rate. 
  Spending a point of Willpower negates the alluring 
  
  6
  effect of this Charm for one minute. Controlling an 
  affected animal and keeping it from following the 
  light calls for a (Dexterity + Ride) roll that opposes 
  the Charm’s activation roll.
  TINKER’S BODY
  Cost: 4m; Mins: Valor 2, Essence 2; Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: Marsh Light
  An intangible ghost in the land of the living can 
  use this Charm to construct a physical body out of 
  any nearby loose objects. These objects fill the space 
  that her incorporeal body would take up if she were 
  manifest, and they provide a limited sense of touch. 
  The ghost cannot speak through this body of scraps, 
  but she can use it to make noise and to pantomime 
  her intentions. If she constructs a face out of enough 
  small, appropriately shaped pieces, she can even express 
  her emotions through it. Constructing a suitable face 
  requires a (Dexterity + Craft [Air]) roll, difficulty 2. 
  If that roll fails (or if the ghost doesn’t bother in the 
  first place), the ghost suffers a -2 internal penalty to 
  any social action.
  While the ghost’s Mental Attributes stay the same 
  in her scrap-body, her Physical Attributes depend on 
  what she uses to construct it. The body has one dot 
  in each Physical Attribute, with four more split up 
  among them based on the available materials (and 
  Storyteller approval). Light, fragile materials yield 
  higher Dexterity but less Strength. Firm or springy 
  materials lend themselves to higher Strength. Larger, 
  thicker pieces might yield more Stamina. The body 
  this Charm constructs has only four health levels 
  (-0/-1/-2/-4). The wound penalties represent only 
  the diminishing structural integrity of the body as 
  damage knocks it apart. The body does not transmit 
  pain to the ghost.
  SLEEPER’S CAUL
  Cost: 3m; Mins: Valor 2, Essence 2; Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: Marsh Light
  This Charm is the opposite of Tinker’s Body. With 
  it, an intangible ghost in the living world can create a 
  solid, immobile body for himself. It can hear, speak, see 
  and feel. It can’t move anything other than its mouth 
  and eyes, though. This shell can take damage (three 
  health levels worth), but although the ghost can feel 
  the pain while he’s in the shell, he doesn’t actually 
  take any of the damage himself.
  EMBODY
  Cost: 5m; Mins: Valor 2, Essence 3; Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: Sleeper’s Caul
  Using this Charm, a ghost in the living world can 
  weave a physical body of Essence. This body can move 
  and feel as the ghost wishes, and it looks like the ghost 
  looks (with an allowance for minor cosmetic variations). 
  The ghost retains her Intelligence, Wits and Social At-
  tributes in this created body, but her other Attributes 
  all decrease by two dots, to a minimum of 1. The body 
  has only four health levels (-0/-1/-2/-4), and the ghost 
  feels any pain inflicted on it. When she disperses the 
  shell and becomes incorporeal once more, though, 
  none of the body’s damage carries over to her.
  MANIFEST THE DARK STEED
  Cost: 3m; Mins: Conviction 2, Essence 2; 
  Type: Simple
  Keywords: Touch
  Duration: One scene
  Prerequisite Charms: Embody
  If the ghost is in the presence of his ghostly steed 
  in the living world, he can lay a hand on it and make 
  it manifest when he does so. The steed does not mani-
  fest when the ghost uses this Charm, but later in that 
  scene when he uses another Charm to make himself 
  manifest (provided he’s touching the steed when he 
  manifests). Other animals of the mount’s type shy 
  away from this weird beast that looks like one of their 
  own, though they can be trained to tolerate such a 
  steed’s presence.
  Mounts or other ghostly animals made mani-
  fest in this way retain all of their normal traits and 
  qualities. They remain corporeal until either the scene 
  after they manifest ends or the ghost ends his own 
  manifestation—whichever comes first.
  BIRTH THE PERFECTED MASTER
  Cost: 10m, 1wp; Mins: Valor 2, Essence 3; 
  Type: Simple
  Keywords: None
  Duration: Five minutes per success
  Prerequisite Charms: Embody
  Normally, when a ghost manifests, the physical 
  body he creates for himself in the living world is 
  only as good as (if not worse than) his Underworld 
  corpus. With this Charm, however, he can make 
  a better, idealized form. To do so, the player rolls 
  (Valor + Occult). The resultant body lasts for five 
  
  7
  minutes per success garnered and retains all the 
  ghost’s Attributes, health levels and other traits. It 
  also has six additional dots that the player can split 
  up among the body’s Strength, Dexterity, Stamina 
  and Appearance. The body manifests naked with 
  no equipment. (That is, no items that were in the 
  ghost’s possession before he manifested. The ghost’s 
  manifested “equipment” is as fine as he wants to 
  make it.)
  BIRTH THE WARRIOR FORM
  Cost: 10m, 1wp; Mins: Valor 4, Essence 3; 
  Type: Simple
  Keywords: None
  Duration: Five minutes per success
  Prerequisite Charms: Embody
  If a ghost needs to manifest for a fight in the 
  living world, she uses this Charm instead of its 
  prerequisite. To activate it, the ghost’s player rolls 
  (Valor + Occult). If the roll succeeds, the ghost 
  creates a physical body in her image (with the same 
  allowance for cosmetic variation) that has her full 
  Attributes and health levels. It lasts for five minutes 
  per success on the roll.
  Along with her body and clothes, the ghost may 
  also manifest a single weapon and set of armor. The 
  weapon and armor must be non-magical, and the 
  normal Resources cost of each may not exceed the 
  ghost’s Essence rating. The weapon and armor are 
  physical and work normally for as long as the ghost 
  remains manifest. When the Charm’s duration ends 
  (or before that if the ghost ends her manifestation 
  early), the weapon and armor disappear.
  UNENDING REBIRTH
  Cost: 8m, 1wp; Mins: Valor 4, Essence 4; 
  Type: Simple
  Keywords: None
  Duration: Six ticks per success
  Prerequisite Charms: Birth the Warrior Form, Birth 
  the Perfected Master
  When a ghost has learned this Charm, she can 
  switch at will from a physical form to her incorporeal 
  one and back again in the living world. She must 
  use some other Charm (usually Weighted with the 
  Anchor of Flesh) to make herself manifest to the 
  living, after which she can activate this Charm 
  with a (Wits + Occult) roll. If the roll succeeds, she 
  grants herself the ability to switch from her mate-
  rial form to her incorporeal one at will. That ability 
  lasts for either six ticks per success on the activation 
  roll or the remainder of the duration of the Charm 
  she originally used to materialize (whichever comes 
  first). Each switch from one state to another costs a 
  single mote of Essence and is considered a miscel-
  laneous action.
  CONJURE THE DEFEATED VESSEL
  Cost: 5m; Mins: Conviction 3, Essence 3; 
  Type: Simple
  Keywords: None
  Duration: One hour per success
  Prerequisite Charms: Pole the Black Depths (see The 
  Books of Sorcery, Vol. V — The Roll of Glorious 
  Divinity II,  p. 129), Tinker’s Body
  A dead pilot can steer a ghostly ship from the 
  Underworld through a shadowland and into Cre-
  ation. (Bringing larger vessels into Creation thus can 
  increase the Essence toll required to enter the land of 
  the living—see Exalted, p. 313—at the Storyteller’s 
  discretion.) Normally a ship and all ghosts aboard be-
  come intangible when the ship crosses into Creation. 
  If the ghost uses this Charm once the vessel arrives, 
  though, the boat becomes fully physical.
  Activating this Charm calls for an (Intelligence 
  + Sail) roll, after which the boat remains physical for 
  one hour per success. At any point during that period, 
  the ghost’s player may spend additional Essence and 
  roll again to extend the duration. The new duration 
  is based on the new roll, and it begins from that mo-
  ment. The boat lasts until its duration expires, the 
  ghost who made it manifest becomes incorporeal or 
  the pilot becomes incorporeal—whichever happens 
  first. If direct sunlight touches it, the boat disintegrates 
  into a cloud of ash. All Essence used in this effect from 
  the moment it first manifests in the living world is 
  committed until the effect’s most recently determined 
  duration expires.
  Boats from the Underworld made manifest with 
  this Charm often look like broken, derelict vessels 
  with leaning masts, holes in their hulls and rotting sails 
  and lines. Nonetheless, they function just as normal, 
  undamaged vessels of their type. Even their rusting, 
  barnacle-covered weapons still work as though new. 
  The only time this doesn’t hold true is when a ghostly 
  vessel suffers actual damage in the Underworld—such 
  as from savage storms or deathknight piracy—before 
  manifesting. If a vessel damaged in the Underworld 
  manifests in the living world, it remains in its same 
  damaged condition, though it’s still just as seaworthy 
  as it was in the Underworld.
  
  8
  SUNKEN ADMIRAL TECHNIQUE
  Cost: (8m per boat), 2wp; Mins: Conviction 4, Essence 4; 
  Type: Simple
  Keywords: None
  Duration: One hour per success
  Prerequisite Charms: Conjure the Defeated Vessel
  This Charm works in all ways just like Conjure the 
  Defeated Vessel, except that it can manifest multiple 
  boats at the same time. For every Underworld vessel 
  in the ghost’s line of sight that she wants to make 
  manifest in the living world, the ghost spends eight 
  motes of Essence. The ethereal fleet becomes physical 
  in Creation and lasts for one hour per success on the 
  (Intelligence + Sail) activation roll. (The ghost must 
  spend the Essence toll for exiting the shadowland—see 
  Exalted, p. 313—for each boat, though.)
  The ghost can renew the duration of the effect 
  just as she can with Conjure the Defeated Vessel, 
  but she may affect no more boats on each subsequent 
  renewal than she did on the previous renewal. Also, 
  as with the prerequisite Charm, all the motes devoted 
  to the effect remain committed until the final dura-
  tion expires.
  HONORED ANCESTOR WAYS
  This Arcanos is the most frequent means by which 
  ghosts venerated by ancestor cults reward their living 
  descendants for their observance of familial duties.
  COURIER IN DREAMS
  Cost: 2m; Mins: Compassion 1, Essence 1; 
  Type: Simple
  Keywords: None
  Duration: Eight hours
  Prerequisite Charms: None
  With this Charm, a ghost enters a meditative state 
  and speaks a message intended for a living being. The 
  message can be simple—“The White Walker will find 
  you, my apostate daughter!”—or complex—“I, Mara 
  Sparhawk, being of sound mind and spirit, do attest 
  and swear that this is my last will and testament, part 
  one…”—but it must be no longer than 50 words. The 
  message then seeks out the intended recipient in Cre-
  ation and waits for up to eight hours. If the intended 
  recipient goes to sleep within that period, she dreams 
  of the ghost standing before her and speaking the 
  message. Anything the listener might say in response 
  is not transmitted back to the ghost.
  The ghost can send this dream message from the 
  Underworld, a shadowland or Creation, and he can 
  send it to anyone anywhere in Creation.
  HONORABLE DESCENDANT BLESSING
  Cost: 5m; Mins: Compassion 2, Essence 1; 
  Type: Simple
  Keywords: Emotion
  Duration: One day
  Prerequisite Charms: Courier in Dreams
  If a ghost feels that a living descendant has attended 
  his familial duties to the fallen with due respect and 
  piety, the ghost may grant this blessing as a reward. 
  She speaks the descendant’s name and pictures his 
  face then activates the Charm. When she does so, the 
  descendant feels a sense of peace and self-confidence 
  deriving from a job well done, even if he’s not aware 
  of the ghost’s blessing.
  At some point in the next 25 hours, the descen-
  dant may draw upon a one-time, three-die bonus to 
  supplement a single roll of any action of his choosing. 
  This bonus cannot allow the character to exceed his 
  normal limit of bonus dice. Honorable Descendant 
  Blessing works only on living characters who descend 
  directly from the ghost granting the blessing. The 
  ghost knows immediately whether or not the blessing 
  is granted, but the Charm gives no knowledge of how 
  the descendant put the blessing to use.
  DISHONORABLE DESCENDANT CURSE
  Cost: 6m; Mins: Compassion 3, Essence 2; 
  Type: Simple
  Keywords: Crippling
  Duration: One hour per success
  Prerequisite Charms: Courier in Dreams
  When a descendant has behaved badly or failed 
  to uphold her responsibilities to the dead, a ghost 
  with this Charm can levy a minor punishment. (The 
  ghost can also levy it just to torture a descendant he 
  doesn’t like.) As with Honorable Descendant Blessing, 
  the ghost speaks the target’s name and pictures her 
  face as he activates the Charm. Likewise, the Charm 
  works only on living characters who descend directly 
  from the ghost.
  As the Charm goes into effect, the player of the 
  vengeful ghost rolls (Compassion + Lore). If the roll 
  succeeds, a dull pain suffuses the target’s body and 
  lasts for one hour per success. During that time, the 
  target loses one die from all dice pools and takes a -1 
  DV penalty as well. When the ghost has exhausted his 
  retaliatory Schadenfreude, he can reflexively dismiss 
  the curse at any time before the duration expires. A 
  ghost can levy only one such curse on the same descen-
  dant at a time, but any number of related ghosts can 
  curse the same person at the same time. The penalty 
  
  9
  in the latter case is cumulative, but it cannot exceed 
  an amount equal to the highest Essence rating among 
  the ghosts ganging up on the victim.
  SCHOLARLY WAYS
  The framing motif of this Arcanos is largely a 
  metaphor for the ways in which its Charms affect 
  a character’s knowledge and his relationships with 
  others. Originally, only ghostly pedagogues and their 
  students practiced this Arcanos in Stygia’s hallowed 
  centers of learning. Over the centuries, however, 
  knowledge of these Charms has spread wide across 
  the Underworld.
  UNSEEMLY LIBRARIAN NATURE
  Cost: 2m; Mins: Temperance 1, Essence 1; 
  Type: Simple
  Keywords: None
  Duration: One hour per success
  Prerequisite Charms: None
  The ghost knows more than he even realizes. All 
  the nights he spent locked away in his chambers poring 
  over Underworld manuscripts long lost to Creation 
  pay off every time he uses this Charm. As the ghost 
  activates the Charm, his player rolls (Intelligence + 
  Lore). If the roll succeeds, the character gains one 
  automatic success on any subsequent rolls of Craft, 
  Investigation, Lore, Medicine and Occult. This bonus 
  lasts for one hour per success on the activation roll.
  DISCERNING STUDENT TECHNIQUE
  Cost: 2m; Mins: Temperance 3, Essence 2; 
  Type: Simple
  Keywords: Social
  Duration: One minute per success
  Prerequisite Charms: Unseemly Librarian Nature
  The ghost with this Charm not only has a wealth 
  of information floating around in her mind, but she 
  can subconsciously compare statements made in her 
  presence to reliable patterns of information in her mind. 
  These patterns make up a “big-picture” view of human 
  (and ghostly) nature. While the Charm is active, the 
  character can measure a person’s statements against 
  this big picture to determine whether the speaker is 
  either lying or simply wrong.
  To activate the Charm, the ghost spends the 
  requisite Essence as the player rolls (Perception + 
  Investigation). The effects last for one minute per 
  success. During that period, if a speaker in the ghost’s 
  presence knowingly utters a false statement, the 
  ghost’s player receives one automatic success on rolls 
  to realize that the statement doesn’t ring true under 
  these circumstances in the big picture. (The ghost 
  doesn’t automatically know what the truth actually 
  is, though.)
  The Charm provides the same benefit when a 
  speaker makes a statement of fact that he believes is 
  true but is actually false. The fact in question must 
  be an objective one that is currently and accurately 
  on record in a scholarly storehouse somewhere in the 
  Underworld. If, for instance, a speaker made some 
  spurious claim about relative Underworld population 
  figures in Chiaroscuro and Sijan, the ghost would have 
  a good chance of recognizing the error, based on those 
  two cities’ current ghostly census records. The ghost 
  wouldn’t get any sense of whether a speaker’s claim 
  about the nature of the Emissary of Nexus was true, 
  however, as that being’s actual nature is not on record 
  anywhere in the Underworld.
  MASTERLY PEDAGOGICAL INQUIRY
  Cost: 3m; Mins: Temperance 3, Essence 2; 
  Type: Simple
  Keywords: Compulsion, Social
  Duration: Instant
  Prerequisite Charms: Discerning Student Tech-
  nique
  A ghost uses this Charm to compel someone to 
  answer one question truthfully. The ghost spends the 
  Essence and asks the question as his player rolls (Ma-
  nipulation + Presence). If the successes exceed the 
  target’s Dodge MDV, the target answers truthfully to 
  the best of his ability—assuming he knows the answer, 
  of course. The answer must be as full and honest as 
  the target is capable of giving, though the target will 
  normally keep it to about a paragraph in length.
  If the target’s Essence is higher than that of the 
  ghost using this Charm, the Charm automatically fails. 
  The user of the Charm is aware of the failure even if 
  the target pretends to comply.
  IMPERIOUS INSTRUCTOR’S DICTATE
  Cost: 5m, 1wp; Mins: Conviction 4, Essence 3; 
  Type: Simple
  Keywords: Compulsion, Illusion, Social
  Duration: One day
  Prerequisite Charms: Masterly Pedagogical Inquiry
  As the ghost’s player rolls (Charisma + Presence), 
  the ghost spends the activation cost and speaks a short, 
  imperative statement to a target. If the roll succeeds, 
  the statement makes no sound as the words go straight 
  into the target’s consciousness. If the roll’s successes 
  
  1010101010100100100100
  exceed the target’s Dodge MDV, the target carries out 
  the ghost’s order, believing that it was his own idea 
  to do so. The Compulsion effect lasts for one day, 
  after which the target changes his mind about what 
  he was trying so hard to do. He does not realize that 
  the ghost put this idea into his mind. If the roll fails, 
  the ghost speaks her command aloud and the target 
  treats it as any other command she might give. If the 
  roll botches, not only does the target treat the com-
  mand as any other verbal order the ghost issued, but 
  he automatically understands that the ghost tried to 
  supernaturally compel his obedience. 
  If an intended target has a higher Essence than 
  the ghost using the Charm, it automatically fails. The 
  ghost using the Charm is aware of the failure even if 
  the target pretends to comply.
  FAVORED STUDENT CHARM
  Cost: 10m, 1wp; Mins: Compassion 4, Essence 3; 
  Type: Simple
  Keywords: Emotion
  Duration: Varies
  Prerequisite Charms: Imperious Instructor’s Dictate
  Both prospective masters and ambitious students 
  use this Charm, which fosters cheery camaraderie 
  between themselves and their targets. As the ghost 
  pays the activation cost, his player rolls (Charisma 
  + Socialize) against the target’s Dodge MDV. If the 
  roll succeeds, the target engenders the friendly respect 
  that exists between a wise instructor and a favorite 
  student. The dynamic mirrors the relative status of the 
  ghost and the target unless the ghost and target are of 
  equal status. If that’s the case, the ghost determines 
  whether he is the figurative student or instructor for 
  the Charm’s purposes.
  The affected target of this Charm will do all 
  she can to help the ghost, though at minimal risk to 
  herself. She won’t fight the ghost’s battles for him, be 
  they physical or intellectual. She’ll do what she can 
  to help the ghost win those battles, though. If what 
  the ghost needs the target to do violates the target’s 
  Motivation, an Intimacy or a Virtue rated higher than 
  3, the target won’t do it.
  This Charm works only on ghosts, and only those 
  with lower Essence ratings than the ghost who uses 
  the Charm. The effect lasts for an amount of time 
  based on the threshold successes of the activation 
  roll, as follows:
  Threshold Successes 
  Duration
  1 
  One hour
  2 
  Until the next dawn
  3 
  One full day (25 hours)
  4 
  One week
  5 
  One month
  When the duration ends, the ghost may extend 
  the effect without a roll for another increment of 
  the same duration by spending the activation cost 
  again. Once the duration lapses and is not extended, 
  the target grows uneasy around the ghost, vaguely 
  aware of what he did to her. Thereafter, for a period 
  equal to the total amount of time the ghost had the 
  target under the effect, the difficulty of all social rolls 
  made for the ghost when he interacts with the target 
  increases by 1.
  ETERNALLY LOYAL STUDENT PRANA
  Cost: 10m, 1wp; Mins: Compassion 5, Essence 3; 
  Type: Simple
  Keywords: Compulsion
  Duration: Permanent
  Prerequisite Charms: Favored Student Charm
  This Charm is like its prerequisite in that it works 
  only on ghosts with fewer dots of Essence than the 
  character using the Charm has. With it, the ghost 
  can implant a permanent command in the target’s 
  mind. This command cannot run directly counter to 
  the target’s Motivation, an Intimacy or any Virtue in 
  which he has three or more dots.
  To implant the command, the ghost must spend 
  one whole day with the target, at the end of which 
  she spends the requisite motes and Willpower as the 
  player rolls (Manipulation + Presence). The roll must 
  garner at least two successes in excess of the target’s 
  MDV. If it does, the ghost implants the command 
  permanently into the target’s mind. The command 
  cannot be more complex than can be communicated 
  in about 100 words. If the activation roll garners more 
  than five successes in excess of the target’s MDV, 
  however, the command can be as complicated as the 
  ghost desires.
  SHADOW CONSTRAINT CRAFT
  Those who dwell in the Underworld follow 
  complex codes of taboos and secret laws. Some of 
  these strictures are unwritten laws set forth by the 
  Dual Monarchy or a reigning Deathlord. Others are 
  taboos carried over from Creation into the afterlife 
  by extinguished cultures the living have forgotten. 
  Ghosts who practice this Arcanos understand how 
  to manipulate these unwritten laws and punish those 
  who violate them.
  
  11
  ILLUMINATE THE SHADOW CONSTRAINT
  Cost: 1m; Mins: Temperance 1, Essence 1; 
  Type: Simple
  Keywords: None
  Duration: Instant
  Prerequisite Charms: None
  Ghosts who either travel widely in the Under-
  world or dwell in areas with richly multicultural 
  populations are wise to learn this Charm. To use it, the 
  ghost considers one aspect of the Underworld society 
  around himself and spends a single mote of Essence 
  as the player rolls (Perception + Bureaucracy). Each 
  success on the roll reveals a single taboo associated 
  with that aspect of society. The information revealed 
  is only as specific, however, as the aspect of society 
  the ghost considers as he activates the Charm. 
  Pondering “food” as an aspect of society might yield 
  general taboos such as “Never eat food outside” or 
  “Eat food only with the thumb, index and middle 
  finger of the right hand.” Pondering “apples” might 
  yield more specific information such as, “Never eat 
  an entire apple all by yourself” or “It is rude to eat 
  an apple you yourself have picked.”
  This Charm works only while the character is 
  immersed in the society whose taboos he hopes to 
  reveal.
  DARK SORCERY OBSERVATION
  Cost: 1m; Mins: Temperance 1, Essence 2; 
  Type: Simple
  Keywords: None
  Duration: Instant
  Prerequisite Charms: None
  Many taboos in the Underworld concern the use 
  (or inappropriate use) of necromancy. This Charm, 
  therefore, grants a ghost some insight into how necro-
  mancy is being used in the world around him. With the 
  proper activation cost and a successful (Perception + 
  Occult) roll, the ghost notices any active necromancy 
  effect in her field of vision. Any person, object or area 
  that is under the effect of a necromanctic spell seems 
  to the ghost to be surrounded by an effervescent black 
  aura. A single success on the activation roll grants 
  only that awareness. Three successes reveal the circle 
  of the spell in question, while five successes give the 
  observer a one-word description of what the spell is 
  doing (e.g., animating, disguising, binding, torment-
  ing, scrying, etc.).
  GHOSTLY MAGISTRATE PERCEPTION
  Cost: 1m; Mins: Temperance 2, Essence 1; 
  Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: Illuminate the Shadow 
  Constraint
  Using this Charm allows a ghost to tell who’s 
  breaking the law. First, he can tell who’s breaking the 
  natural law of the Underworld just by being there—i.e., 
  who in his line of sight is a living being. Second, he 
  can tell who in his line of sight has committed an un-
  forgiven violation of a local Underworld taboo within 
  the last 25 hours. The subject of the latter need not be 
  aware she has committed the violation. The awareness 
  granted the ghostly magistrate does not include the 
  exact nature of the violation or even the particular 
  taboo in question. All he knows is that the subject 
  violated a taboo at some point in the last day.
  This Charm functions only in the Underworld 
  and only while the subject is in the area governed by 
  the taboo she broke. Activating the Charm requires 
  a successful (Perception + Bureaucracy) roll.
  BRIEF EXEMPTION
  Cost: 3m; Mins: Temperance 3, Essence 2; 
  Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: Illuminate the Shadow 
  Constraint
  A favorite of corrupt enforcers of Underworld 
  law, as well as those who must use criminal methods 
  to ferret criminals out, this Charm grants a character 
  temporary immunity from a local taboo. On a success-
  ful (Manipulation + Stealth) roll, the character can 
  choose a local taboo of which she is aware and get 
  away with breaking it for one scene. If anyone sees her 
  break the taboo, she still has to deal with the social 
  consequences and the attention of other enforcers of 
  the law. For the purposes of any magical perception or 
  enforcement of the rules (such as Ghostly Magistrate 
  Perception), however, the character does not “read” 
  as one who has violated the taboo. Likewise, the 
  character suffers no internal penalties for violating 
  the taboo, regardless of whether anyone sees her do 
  so or not. When the scene is over, it is as if the ghost 
  had never violated the taboo at all during the scene 
  (unless she’s still violating it at scene’s end).
  
  121212121212121212
  Exempting oneself from a natural taboo requires 
  only a single success on the activation roll. Exempt-
  ing oneself from a taboo imposed by necromancy 
  or Charms (such as Impose Stricture) requires as 
  many successes on the activation roll as the 
  character who imposed the taboo had dots of 
  Essence at the time the taboo was levied.
  Using this Charm does not count as a 
  violation of any taboo.
  ACCEPT AMERCEMENT
  Cost: 3m, 1wp; Mins: Temperance 4, Essence 2; 
  Type: Simple
  Keywords: None
  Duration: One scene
  Prerequisite Charms: Brief Exemption
  Similar to its prerequisite, this Charm 
  allows one character to forgive or 
  alleviate another character’s trans-
  gression against a local taboo. The 
  criminal must admit her violation 
  of the taboo, though she need not 
  be repentant. When the absolving 
  confessor uses the Charm, the 
  criminal no longer “reads” as a 
  violator of the taboo in question. 
  If the violation was a one-time 
  action, such as eating a forbidden 
  fruit or making brief eye contact 
  with someone she was supposed to 
  pretend not to notice, this Charm 
  wipes it away as if it never hap-
  pened. She no longer suffers any 
  levied penalty for breaking the 
  rule, and magical perception (such 
  as Ghostly Magistrate Perception) 
  no longer registers her as an offender. 
  If the violation is an ongoing 
  defiance of taboo, such as 
  wearing armor in a place 
  it’s forbidden to do so, she 
  is exempt from that taboo 
  until either the end of 
  the scene or the mo-
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  This Charm applies 
  only to taboos the char-
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  she is currently violating. It cannot be 
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  used to forgive a character for a transgression she has 
  not yet committed.
  LEVY FINE
  Cost: 3m; Mins: Temperance 4, Essence 2; 
  Type: Simple
  Keywords: Stackable, Touch
  Duration: One scene
  Prerequisite Charms: Accept Amercement
  If an Underworld law-enforcement officer feels 
  that the punishment a criminal suffers for violating 
  a taboo is not harsh enough, she can add a punish-
  ment of her own. She need only touch the criminal 
  in question, which could require an unarmed Martial 
  Arts attack, and declare her additional punishment 
  aloud. This increased burden might include such hin-
  drances as a two-die penalty on all rolls, a visible brand 
  that declares the target a criminal or some ethereal 
  physical impediment (such as a translucent ball and 
  chain) that reduces the target’s Move or Dash rate 
  by one-third. Other punishments of similar scale are 
  acceptable as well.
  Excess punishments last for one scene. A character 
  can stack as many punishments on an offender as she 
  pleases, but she must activate the Charm separately for 
  each one, and she can add only one punishment per 
  taboo of which the criminal is currently in violation. 
  If the target is not guilty of the offense (or if another 
  Charm has rendered him exempt from it), this Charm 
  has no effect on him.
  HOUSE ARREST
  Cost: 5m, 1wp; Mins: Temperance 4, Essence 3; 
  Type: Simple
  Keywords: None
  Duration: Indefinite
  Prerequisite Charms: Levy Fine
  If an Underworld lawman catches a living person 
  violating a taboo in the Underworld, the lawman can 
  lay down a harsh penalty. Using this Charm, he can 
  confine the offender to the Underworld until such 
  time as the criminal is forgiven for her crime. Gaining 
  forgiveness involves having the user of this Charm or 
  a character with higher Essence use Accept Amerce-
  ment on the offender’s behalf.
  While the penalty remains in effect, the character 
  can use no means natural or supernatural to return 
  to Creation from the Underworld. She can emerge 
  into a shadowland, but she physically cannot leave 
  its borders during the day. If she tries to cross the 
  shadowland’s border at night, she always winds up in 
  the Underworld, regardless of whether she spends a 
  mote of Essence or not.
  This Charm has no effect on ghosts or on Ghost-
  Blooded individuals.
  HIDE THE LIVING NAME
  Cost: 10m, 1wp; Mins: Temperance 4, Essence 4; 
  Type: Simple
  Keywords: Touch
  Duration: Indefinite
  Prerequisite Charms: House Arrest
  An especially brutal or cruel Underworld mag-
  istrate can levy this extreme punishment on a living 
  offender of Underworld taboos. She must touch the 
  target, possibly as a result of an unarmed Martial Arts 
  attack, and loudly proclaim the nature of the taboo 
  the offender violated. If the offender did, indeed, 
  violate that taboo and was neither forgiven for nor 
  exempt from it, his hun (his intelligent higher soul) 
  is stripped from his body. His body is then magically 
  transported to a secret holding facility somewhere on 
  the border of the Labyrinth. From then on, the offender 
  is forced to exist as a ghost, with all the normal traits 
  and capabilities a ghost has. This sentence lasts until 
  either the ghost who imposed it or a character with a 
  higher Essence uses Accept Amercement to forgive 
  the crime.
  Aside from the drawbacks of being punitively 
  transformed into a ghost, an offender has a few ad-
  ditional things to worry about. The first is that his 
  confiscated body continues to age at its normal rate 
  even though he’s not in it. The second is that the 
  holding facility where his body is stored is neither 
  guarded nor wholly inviolable. From time to time, 
  spectres creep into these places to possess the empty 
  bodies, take them into Creation and wreak havoc with 
  them. These evil wraiths take special delight in using 
  the bodies of the virtuous for their wicked joyrides. 
  If the total of the character’s two highest Virtues is 
  higher than the number of Willpower points (not 
  dots) the offender had left at the time the sentence 
  was levied, his body is especially attractive to spectres. 
  The bodies of offenders of weak virtue or with the will 
  to resist their baser natures, however, are hardly worth 
  a spectre’s time.
  Fortunately, for all the trouble a joyriding spectre 
  can cause in a stolen body, it can’t actually destroy its 
  stolen vessel. If the body is “killed” in Creation while 
  it’s possessed, the spectre is ejected, and the body 
  returns to its holding facility where it regenerates at 
  
  141414144141414414414414
  its normal healing rate. If the body is gone when the 
  offending character’s sentence ends, the character’s 
  ghost is suddenly transported to the holding facility 
  where he may wait until the body returns. If he doesn’t 
  want to wait, he can follow his body into Creation 
  and try to take it back.
  Spectral possession is not necessarily a given while 
  a character is under this Charm’s effects. Whether or 
  not it happens is up to the Storyteller.
  IMPOSE STRICTURE
  Cost: 10m, 1wp; Mins: Temperance 4, Essence 4; 
  Type: Simple
  Keywords: None
  Duration: Three days per success
  Prerequisite Charms: Levy Fine
  This Charm allows a character to impose a taboo 
  over a local area of the Underworld. (It does not 
  function in Creation or any shadowlands.) To do 
  so, the character announces the new stricture aloud 
  and spends the required Essence and Willpower as 
  the player rolls (Charisma + Bureaucracy). The new 
  taboo lasts for three days per success on the roll, and 
  it applies to an area equal in radius to one mile per 
  dot of Essence the character has. Taboos created thus 
  must either forbid or require a single, simple behavior. 
  Such taboos cannot literally be impossible to follow, 
  but they can state inherent contradictions with sym-
  bolic solutions. A character could state, for instance, 
  that all residents of the area must be both blind and 
  able to see simultaneously. While that taboo applies, 
  residents could adhere to it by simply keeping one eye 
  covered or both eyes closed at all times.
  Taboos laid down with this Charm carry automatic 
  consequences for those who violate them. The basic 
  consequence is a one-die penalty on all rolls that 
  begins the moment the person violates the taboo and 
  ends one hour after the person ceases to violate the 
  taboo. The consequence applies only to violations of 
  the taboo that occur in the affected area during the 
  duration of the effect. If the violation is an ongoing 
  one—such as wearing a forbidden item of clothing—
  the consequence kicks in the moment the offender 
  engages in it. It lasts until either one hour after the 
  offender stops, one hour after the offender leaves the 
  area of effect or one hour after the duration of the 
  effect lapses, whichever occurs first.
  The character who laid down the taboo or a charac-
  ter with higher Essence can use Accept Amercement to 
  alleviate the penalties for violating the imposed taboo. 
  Exempting oneself with the Charm Brief Exemption 
  requires achieving more successes on the activation 
  roll than the character who laid down the stricture 
  has dots of Essence.
  CURSE OF THE DAMNED
  Cost: 10m, 1wp; Mins: Temperance 4, Essence 4; 
  Type: Simple
  Keywords: None
  Duration: Permanent
  Prerequisite Charms: Impose Stricture
  This Charm narrows and amplifies the effect of 
  Impose Stricture. With it, a character can lay down a 
  taboo with the same restrictions and consequences as 
  those allowed by Impose Stricture. The taboo applies 
  to only a single person, though, who must be in the 
  character’s presence at the time.
  This imposed taboo is effectively permanent, 
  barring certain conditions. First, the character who 
  imposed it can remove it with the Accept Amerce-
  ment Charm. Also, another character can remove it 
  the same way as long as that character’s Essence is 
  higher than that of the character who imposed it was 
  when he did so. A character whose Essence equals 
  the taboo-imposing character’s Essence at the time of 
  imposition can alleviate the taboo for only one scene 
  with Accept Amercement. The victim herself can 
  do the same for a single scene with Brief Exemption, 
  but only if her Essence exceeds the taboo-imposing 
  character’s Essence at the time of imposition.
  
  www.white-wolf.com/exalted
  The ancient dead 
  keep their own counsel, 
  and they have learned 
  from bitter experience to 
  hold onto any advantage 
  to avoid Oblivion. The 
  Charms within represent 
  such advantage in the 
  Underworld, a means of 
  bringing powers unknown 
  to most of its denizens 
  to bear when necessary. 
  Once practiced only by 
  the dark realm’s elite, 
  these arts have begun to 
  filter out to the masses in 
  this Time of Tumult. And 
  if these powers are rare in 
  the Underworld, they are 
  uniquely terrifying to the 
  inhabitants of Creation 
  who face them.
  A ghostly supplement for Exalted
  Exalted 
  featuring:
  • Four Arcanoi absent from 
  Second Edition, until now: Evoke the 
  Ancient Clay, Honored Ancestor 
  Ways, Scholarly Ways and Shadow 
  Constraint Craft
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Exalted 2nd Edition/3 Books of Sorcery (Magic Books)/Exalted 2E - Books of Sorcery Vol. 5a- Roll of Glorious Divinity 2 - Lost Arts of the Dead.pdf