![]() |
Starwood
XXI July 17 - 22, 2001 ~ Sherman, NY Live Action Role Playing |
| Use |
Glamour, in addition to being the vital essence of the fae, is the fuel by which magic is manipulated. All spells require the use of at least one glamour ticket. More glamour may be spent, intensifying the desired effect if successful. For every glamour spent, a bunk must be performed ranging from reciting a nursery rhyme or engaging in some silly action. Pooka should delight in this, Sidhe perform as if it's only natural to do so, Redcaps to be offensive and Sluagh as deadpan as possible. If a narrator doesn't feel as though you have successfully performed your bunk, the spell may fail or have unexpected consequences. Magic, especially faerie magic, being at best capricious, and at worst dangerous. When a faerie is stripped of glamour (through spending it or having it stolen), they are unable to cast any spells, cannot recognize or see magic working (but certainly can suffer it's effects), nor can they mount a very good defense against it. All endurance traits bid to prevent magical effects are halved for this purpose. Two endurance traits are neccessary to defend against a spell. |
| Spells
|
Most magic is performed through the use of spells, some may come from items and some fae are inherently magical and can emulate magical effects naturally. Following is a list of common spells. We'll entertain suggestions for additional spells, but such spells will be edited for playability and manageability. Initial starting spells are bought on a "point per level" basis. In order to cast a spell using 3 tickets (and performing 3 bunks), 3 points must be spent to "buy" the spell. Once bought, a spell is yours and can be cast repeatedly provided you have bunks and glamour to do so... Consider occasions in fantasy and faerie stories where weak appearing spells can turn the tide unexpectedly... This list is basic, more spells will be introduced later and may be granted as the result of quests, as favors, or from scrolls or items. |
| Mind
Talk |
Ranging from empathy to actual "mind reading", a
successful use of this spell allows the caster to gain or send information
to/from another mentally. Lasts for one minute. Range is line of sight. |
| Mental
Floss |
Also known as forgetting... |
| Mind
Dart |
Creates a small bolt of energy that does an amount of health
equal to the amount of glamour spent halved, rounded up. Adding an additional
glamour increases the range by 10 feet and must be declared at time of
casting. Base range: 10 feet. |
| Healing
|
The classic "laying on of hands", this spell restores
health to a wounded character. Range is by touch and requires a non-combat/challenge
setting. |
| Read
Magic |
Magical Scrolls, tomes and wards become comprehensible after
the use of this spell, although concepts are not neccessarily understood.
In addition to any bunks performed to cast the spell, the caster must
meditate undisturbed by anything for 5 minutes per glamour spent.
|
| Detect/
Destroy Wraith |
Use of this spell detects the presence of a wraith or other
summoned creature within a radius equal to the number of glamour times
20 feet. Generally one glamour will suffice for the typical wraith spying
on a small private meeting, although saavy summoners may command a greater
distance be kept for larger gatherings or visual serveillance only. This
spell can be additionally cast to destroy a wraith, range is as above.
A static challenge is required for this application, failure resulting
in the wraith immediately returning to it's summoner (who can send it
back out again). Intelligent wraiths may notice detection and retreat
rather than face destruction, neccessitating pursuit... |
| Animal
Tongue |
If I could talk to the Animals... - Dr. Doolittle |
| Sleep
|
Effects and duration vary based on glamour spent. Duration
of effect is approximately 10 minutes, mitigated by character intervention
(loud noise, cold water, slap in the face). |
| Eyes of the Vampire |
The casters eyes become hypnotic pools which steal the will from a selected target if they meet eyes. An affected subject will consider the caster to be their friend and will trust and follow them. They will not neccessarily betray comrades or act dishonorably unless tricked or made to feel that not doing so would harm the caster. Duration varies depending upon the number of glamour tickets used in ten minute increments. |
| Glamour
Sense |
Once active, this spell allows the recipient to sense glamour
being spent for purposes of a spell, and the presence of an active spell
or magic item. Effect and duration vary. |