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 less – Ritual: 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 10-14 – Ritual: 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 15-19 – Ritual: 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 20-24 – Ritual: 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 25-29 – Ritual: 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
Word count: 709