Starwood XXI
 July 17 - 22, 2001 ~ Sherman, NY

Live Action Role Playing

Magic Storytelling | Rules | Characters | Joining
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.
1 glamour: Gain a sense of ease or distress. Ken how someone feels about something. Inflict a feeling of joy or distress on someone else. Scan for sentient beings.
2 glamour: Read surface thoughts - whatever they're thinking at the moment. Send thoughts as brief phrases.
3 glamour: Learn closely held thoughts, but as phrases instead of complete sentences. "Put words in others mouths", replacing their thoughts with yours. Deafen a specific wraith or engage in simple image based communication with animals, including shapechanged Pooka.

Mental Floss

Also known as forgetting...
A mind is a terrible thing - Dan Quayle
Depending on the number of Glamour, make a character forget the last minute, 10 minutes, or hour. All memories from that time are gone. Can be reversed, but double the glamour must be spent as the original spell (an exception to the 3 glamour limit), and cards are used to determine the outcome in a static challenge. Failure means those memories are permanently lost despite any measures taken to restore them.
1 glamour: Forget the last minute.
2 glamour: Forget the last 10 minutes.
3 glamour: Forget the last hour.

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.
1 glamour: 1 point dart
2 glamour: 1 point dart with 20 foot range
3 glamour: 2 point dart, or 1 point dart with 30 foot range.
Targets must be visible and unobstructed. Caster is incapacitated for 1 minute after casting due to the violent nature of this spell. Redcaps may not use this spell. An unaware or otherwise engaged character gains no defense, otherwise, defend as normal.

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.
1 glamour: 1 restored health level
2 glamour: 2 restored health levels
3 glamour: 3 restored health levels
A static challenge (simple test using cards) is required for success.

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.
1 glamour: Caster gains enough clues to read with a lot of work.
2 glamour: Caster reveals some passages, and can read the rest with minimal effort.
3 glamour: Caster can read entire text.
This spell lasts 1 hour minus the number of glamour spent. Unless recorded or memorized, the knowledge is lost at that time.

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...
1 glamour: 20 feet, 10 minutes detect time
2 glamour: 40 feet, 15 minutes detect time
3 glamour: 60 feet, 20 minutes detect time

Animal Tongue

If I could talk to the Animals... - Dr. Doolittle
This spell can be used to speak to shapechanged Pooka and any other normal mammal, avian, fish or reptile that will allow itself to be spoken to. The number of glamour spent determines how long, and the level of communication.
1 glamour: 1 minute, basic impressions (very vague)
2 glamour: 2 minutes, specific impressions (clear images)
3 glamour: 3 minutes, a friendly chat. Not that animals are great conversationalists...

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).
Additional uses of this spell have a cumulative effect...
1 glamour: character is groggy and unalert, can only defend.
2 glamour: character is stunned and can only defend against physical attacks.
3 glamour: out cold...

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.
1 glamour: 10 minutes.
2 glamour: 20 minutes.
3 glamour: 30 minutes.
Note: Once the spell is over, the subject will be aware they were charmed... and all further attempts to charm the same person again will require twice the number of tickets! In addition, they win any ties in the attempt.

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.
1 glamour: Basic Detection, 10 feet line of sight, 10 minutes.
2 glamour: Same as 1, add 10 feet or 10 minutes.
3 glamour: Same as 2, add additional duration or time, OR determine exact spell or general effect (magic items - static challenge applies, failure indicates incorrect conclusion).

Ask | Details | Program | Kids | Register