(To be honest it kind of hurts that Dragon-Blooded don't have Infernal-Style Charms, so that I could just learn Fire Charms or Water Charms. They do that in Kerisgame right?)
I tried to do this, but it didn't wind up working as well as I thought it would. The themes for each element didn't resonate as strongly as those of each Yozi and the those of the Dragonblooded as a whole were lost within each individual element. In order to cover the needed bases, there was a huge pan-elemental tree which covered effects that every aspect should have or that have a lot of variability based on element(Dragon Graced Weapon, Elemental Bolt, etc). Important low-hanging fruit charms that said a lot about how Dragonblooded society works(Ten Thousand Dragons Fight as One) were locked deeper into trees than they had been with abilities to prevent every charm tree from becoming a pyramid or grouping of towers.
Though, that may have been caused by my own weakness as a charm designer at the time, instead of an issue with the concept as a whole.
I've found that expanding on the number of charms which can be used to aid allies worked out much better for me.
Here are some other charms I dug up.
Athletics:
Bolstering Updraft
Cost: 4m Min: Athletics 4, Essence 3 Type: Reflexive
Keywords: Combo-OK, Obvious, Cooperative
Duration: Instant
Requires: Falling Star Maneuver
With a wave of the hand the Dragon-Blooded may propel his allies across the battlefield and strengthen their blows with his own might.
This charm may be activated whenever an ally is moving and comes within Essence yards of the Dragon-Blooded. It adds his Strength+Athletics to the ally's movement. This additional movement can be done in any direction, including straight up or down, but must be in a straight line.
If the ally makes an attack on the same tick that this charm was used, add 2 to the damage dealt.
Multiple Dragon-Blooded may cooperatively activate this charm on the same target if the target passes within their Essence yards of each of them as part of the movement. Each additional activation further increases the target's movement by the initiator's Strength+Athletics(which may redirect the direction of the movement) and grants an additional 2 damage to the next attack.
An individual target can be aided by no more than her Dexterity activations of this charm during a single action.
Awareness:
Watching Your Brother's Back
Cost: 2m Min: Awareness 4, Essence 3 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Requires: One Awareness Excellency
While a Princess of the Earth may realize that there is something wrong, often her allies are not as aware of their surroundings. By activating this charm the Dragon-Blooded can remove the unexpected quality from any attack that she can perceive by signaling an appropriate response for the person to take.
The target of the attack must be able to sense the Exalt in some way for this charm to function
Eyes of the Crowd Technique
Cost: 3m Min: Awareness 5, Essence 4 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Requires: Sense Riding Technique
The Dragon-Blooded further refines her ability to borrow the senses of others. She may draw upon all within Essence*10 yards as if she were using sense riding technique. Though the sensations only persist for an instant.
This charm removes the unexpected quality from any event that anyone in her radius can perceive. However, the sudden burst of information is very distracting, inflicting a -1 external penalty on all rolls and static values during the tick that she activated this charm.
Beyond the defensive properties, this charm also allows for ease of gathering information. The Dragon-Blooded may make a Wits+Awareness roll at a difficulty equal to the magnitude of beings affected to pick out what a given individual was doing at the time.
Larceny:
Hiding in the Rapids Method
Cost: 2m Min: Larceny 4, Essence 2 Type: Reflexive(Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Requires: Any Larceny Excellency
The Dragon-Blooded carefully steps through the battlefield watching her foes, ready to respond to any moment of weakness or distraction. She may activate this charm whenever one of her allies successfully defends against a foe's attack to grant herself an attack against that foe in step 9. This attack is resolved as a counterattack.
A given foe may have this charm used on them multiple times during the fight, but the Dragon Blooded suffers a stacking -1 internal penalty on every attack after the first against a given target within the same scene.
Melee:
Ally Warding Stance
Cost: 3m Min: Melee 3, Essence 2 Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Requires: None
With her blade at the ready, none who stand with a Princess of the Earth need to fear for their lives.
During step 2 of any attack, the Dragon-Blooded may activate this charm and defend the target of the attack as if she had declared her last action to be Defend Other. She still must be within a valid range for the action in order for this charm to function.
She may not protect more targets than her Essence through use of this charm until her DV refreshes, though she may activate it multiple times for a single target without issue.
At Essence 4, the Dragon Blooded may purchase this charm a second time and gain the option to extend its duration to one tick when activating it to aid a single target, though doing so raises the cost to 10m.
Occult:
Anima Attunement Method
Cost: 2m Min: Occult 4, Essence 2 Type: Simple
Keywords: Combo-OK, Obvious
Duration: One Scene
Requires: Any Occult Excellency
Some say that the greatest power of the Princes of the Earth is their ability to strengthen each other. This charm strengthens that power though the user's knowledge of how Essence flows and interacts.
By touching another Dragon-Blooded, the user attunes their animas to each other, immediately making both active as if they spent 4 peripheral motes. The appearances of each are intertwined, making the bond Obvious to any who can see both.
The pair may now aid each other on any cooperative charm even if the one providing aid does not have knowledge of the charm themselves. In addition, this effect expands the range that they may cooperate on charms that both know to 50 yards.
If both the user and the target of this charm are sworn brothers, then the duration is changed to indefinite. However, their animas cannot fall below 4 mote level while this charm remains active.
A user may have this charm active on no more than Essence targets at once.