Cost: 10m, 2wp
Mins: Lore 5, Essence 3
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Any two Lore Excellencies
Enlightened Lawgivers bring wisdom to the masses. This Charm involves training an organized social group such as a class, ministry or guild. This action requires five or more hours of effort in any given week to bear fruit. In each week of training, the trainer picks one trait to train: Conviction, Temperance, Perception, Intelligence, Craft (Air, Earth, Fire, Water or Wood), Investigation, Lore, Linguistics, Performance, Presence or Socialize. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the group or as a solo character, increasing her own traits. She cannot increase others' traits past her own.
Cost: 10m, 2wp
Mins: War 4, Essence 3
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Heroism-Encouraging Presence
Under the banner of the Solar Exalted, even bandits and peasants become deadly warriors. This Charm involves training a military unit. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others' traits past her own.