If you are not a Faerie, you must have Hidden Lore (Faeries) 15+ to know the information on this page.

Pureblood faeries can't take Magery, Power Investiture, or Sorcery.  This advantage functions as like Magery 1+, but is only available to those with faerie blood, and you can use your finger as an Implement. You do not need Magery 0 to select this. Otherwise, it is subject to the same enhancements, limitations, and point limits as Magery. You add your Glamour level to your IQ whenever a mage would add Magery, but Glamour and Magery do not stack for this purpose. 

Faerie magic is incapable of permanently changing the material world. It only works because it imposes belief on those who witness it. This doesn’t put any spells off limits. Instead, spells that would normally cause a permanent change fail to do so. They don’t have to be maintained, but the subject continues to register as magical as long as the spell is in effect, the spell can be dispelled, and any benefits it grants are mana-dependent.


Spellcasting Rituals: You do not need an Implement, you can draw symbols in the air with your finger. 

  • Skill 9 or lessRitual: You're having so much trouble drawing the symbol accurately while also concentrating on making the mana flow, that you have to draw it really big.  You need both hands and feet free. You also need to speak the words in a very firm voice. Time: Doubled. Cost: As listed.
  • Skill 10-14Ritual: You can draw the symbol in in the space of a square foot with relative ease, and the words, spoken softly, flow right off the tongue. Time: As listed. Cost: As listed.
  • Skill 15-19Ritual: As above if you wish, but the spell is so reflexive to you, that you can go without either the symbol or the words at no penalty. In the case of omitting the symbol drawing, you're simply visualizing the symbol instead of drawing it.  You are allowed to move one yard per second while taking the Concentrate maneuver. Time: As listed. Cost: Reduced by 1.
  • Skill 20-24Ritual: None! The mana flows at the command of a single thought.  You simply stare into space as you concentrate. Time: halved, minimum 1. Cost: Reduced by 2.
  • Skill 25-29Ritual: None. Time: Divided by 4 (round up). Cost: Reduced by 3.
  • Skill 30 or more – As above, but for every five levels of skill beyond skill 25 (that is, at levels 30, 35, 40, etc.), halve casting time again (always rounding up) and reduce energy cost by one more point.

Critical Failure Table:

  • 3 – Spell fails entirely. Caster takes 1d of injury.
  • 4 – Spell is cast on caster. If it’s beneficial, then he’s also stunned (IQ-2 roll to recover).
  • 5 – Spell is cast on one of the caster’s companions (roll randomly). If it’s beneficial, then the target is also stunned (IQ-2 roll to recover).
  • 6 – Spell is cast on a nearby foe (roll randomly). If it’s harmful, then the target automatically makes any HT rolls required as a result, and is filled with hatred for the caster.
  • 7 – The nearest tree or wooden object bursts into flower.
  • 8 – Spell is cast on something – anything – other than its intended target. Roll randomly or make an interesting choice.
  • 9 – Spell fails entirely. Caster takes 1 point of injury.
  • 10 – Spell fails entirely. Caster sees a wondrous vision of a mystical otherworld, and must make an IQ roll or be mentally stunned.
  • 11 – A brief rain of golden flowers falls on the caster, or over the target area of an Area spell.
  • 12 – Spell produces a weak and useless shadow of the intended effect.
  • 13 – Spell produces the reverse of the intended effect.
  • 14 – Spell has the reverse of the intended effect, on the wrong target (roll randomly).
  • 15 – Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers. Studying the spell before then is a waste of time.
  • 16 – Spell seems to work, but this is only a useless illusion.
  • 17 – Spell fails entirely. Caster turns into a wild boar for a week.
  • 18 – Spell fails entirely. Caster, his allies, and anyone else nearby are transported to a mystical otherworld, or an angry and powerful faerie is summoned to the scene, or caster loses a point of HT and gains a -10-point Divine Curse somehow related to the spell (GM’s option).


Full text: Glamour

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Glamour is Impermanent

In addition to being mana-dependent and dispellable, faerie magic can be banished by certain mundane means.

Faerie spells last more or less indefinitely, but don’t truly change physical reality. An Ignite spell doesn’t actually make things burn, though the image of flames will appear above a combustible object, and those close to it will feel a sense of warmth. A Fireball spell doesn’t inflict actual physical injury; determine its hits of damage as usual, and roll vs. HT when the “damage” equals the target’s HP to see if he loses consciousness from pain. However, further damage will not result in death, only in more chances for loss of consciousness. (A victim who is reduced to -5xHP will become comatose, but can be restored by healing spells or by the touch of iron.)

Spells that take away or restore Fatigue have full effects, since Fatigue is a temporary condition that mental and emotional states affect. Impermanent healing spells can restore the seeming injury inflicted by faerie attacks, but only seem to take away real physical injuries; the subject feels better and can function normally, but may die of cumulative wounds. (However, real healing through natural processes will eventually take place.) Impermanent resurrection does not actually restore the subject’s soul to his remains, but animates those remains with an illusion of life. The same principles apply to other spells.


Faeries are good at certain spells.

The following spells are at +1 for pureblood faeries:

  • Beast Speech
  • Rider
  • Fool's Banquet 
  • Create Mount
  • Illusion Disguise
  • Independence
  • Phantom
  • Seek Plant
  • Identify Plant
  • Hide Path
  • Plant Vision
  • Walk Through Plants

Clarifications for some Spell Colleges

  • Enchantment: An enchantment spell cast by a fae is not permanent. The effects will fade if the item loses contact with the person it’s created for.  Reduce energy cost by 10%.  An enchantment spell for which a fae contributes energy functions as normal. 
  • Fire: A person burned by fire magic perceives burns on their skin, but they will fade and leave no scars when the damage is healed.  Faerie fire can cook food, boil water, and burn wood normally… because it’s magic and I said so. >.< 
  • Food: faeries can’t sustain themselves off of conjured food from this college… but for everyone else? You know what they say about eating faerie food… 
  • Healing: healing HP damage is temporary. It can take away pain and make you functional and stop bleeding, but the effect fades over time and you will revert to the state you were in the moment you were injured. Rate TBD. 
  • Making and Breaking: Faeries can only use spells from this college with case-by-case approval.  If you need it as a prereq for a spell from another college, it’ll probably be okay, perhaps with caveats. 
  • Plant: think of these spells as infusing plants and soil with natural magic.  All plant spells function normally. 
  • Water: yes, you can drown. 
  • Weather: manipulating weather can also be viewed as infusing nature with magic. Damage from lightning spells functions like damage from fire spells. 

Clarifications for some types of spells

Glamour can move substances as normal, these spells are unaffected. Spells that take some substance and just move it somewhere else function as normal. This would include conjuring a rock and throwing it at someone; that would be actual damage. 

Create [Substance] / Shape [Substance] / [Substance] to [Substance], or anything with a similar effect: the effects can last indefinitely (if they would normally have some kind of permanent change), but the substance registers as magical, and it will start to slowly revert if it stops being observed.