Faerie Magic
The abilities of the faerie focus heavily on the appearance of things. Glamours—faerie illusions— are the mode of the day, leading to the truism: if it looks too good to be true, it probably is, and it’s probably fae.
Glamours |
You are able to create the basic glamours of the fae—minor veils and “seemings” that make something look like what it isn’t. Mechanics: Minor Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection. Use your Willpower or Con to oppose efforts to discover the veil. If the veil is discovered, it isn’t necessary pierced—but the discoverer can tell that it’s there and that it’s wrong. Seemings. You are able to cause someone or something to appear to be other than what it is—usually this is personal, but it may be used on other objects and people if they belong to you or have entered a pact with you. You may use your Willpower or Con skill to oppose any efforts to discover that the seeming is something other than real.
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Cost: 2 |
Greater Glamours |
As a pure fae of considerable power, you are able to create true seemings— Musts: Character must be a pure fae. This replaces Glamours, if the character previously had it. Mechanics: Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection, as with the Minor Veils effect of Glamours. Use your Willpower or Con at +2D to oppose any efforts to discover the veil. You may set aside this +2D bonus to draw a veil over a whole environment/area. Seemings. As with the Glamours effect of the same name (above). You may use your True Seemings. You may create an object—and with some difficulty, even ephemeral creatures— out of ectoplasm, the stuff of the Nevernever. These are not casually detectable as “unreal,” per se, save through magical means of perception, so they are immune to most efforts to discover the seeming. As far as the effects of the object are concerned, simply give it the same attributes a fully real object |
Cost: 4 |
Seelie Magic |
Drawing on the power of the Summer Court, you’re able to cast spells that fit its essential nature: wildness, birth, growth, renewal, fire. These magics are under the sway and watch of the Queens of Summer (Lady, Queen, and Mother), and inevitably making use of them will catch their notice. While some might think the Summer Court is all warmth and light, they should pause to consider that unbridled growth favors an ebola virus just as much as it does a pear tree. Note: The cost is 4 points unless you already practice another kind of true magic Mechanics: Summer Spellcasting. You are able to cast spells of a deep and true nature, drawing upon the magics of the Summer Court. Due to the faerie nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to the limitations described in its entry under “Sponsored Magic” in Spellcasting, page 287. |
Cost: 4 |
Unseelie Magic |
Drawing on the power of the Winter Court, you’re able to cast spells that fit its Notes: The cost is 4 points unless you already practice another kind of true magic Mechanics: You are able to cast spells of a deep and true nature, drawing upon the magics of the Winter Court. Due to the faerie nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to the limitations described in its entry under “Sponsored Magic” in Spellcasting, page 287. |
Cost: 4 |