Fae Magic Notes


Fae Sponsored Magic

This is a summary of the information from the core book.

  • Both: Downgrades the Toughness of Fae of the other faction by one step

Seelie/Summer

  • Sponsor’s Agenda
    • Summer wants the world to be warmer, wilder, and for things to grow
    • Good: hearthfires/central heating, campfires, bonfires, hot springs, doctors, physical therapists, healers, children, cubs/baby animals, gardens, nature preserves, national parks, new construction, passionate artistic movements/concerts, reconstruction, restoring antiques, impromptu music (Celtic music seisiún, drum circles, jazz, etc.), etc.
    • Bad: arson, greenhouse effect/global warming, heat stroke, heat exhaustion, melanoma, cancer, kudzu, urban sprawl, stampedes, passionate political rallies/protests, single parents/children out of wedlock, stimulants, unspayed/neutered animals, packs of feral dogs/hogs/etc., anarchy, etc.
  • Evocation
    • May be considered the element for spells that incorporate: wildness, birth, growth, renewal, and warmth.
    • May be used to replicate Biomancy effects
      • “scan for life forms”, first aid, lessen pain, physical therapy, begin recovery process for Consequences, reduce or increase severity of Consequences
      • “Boost” physical skills (Might, Athletics, Fists, Weapon) and things like running speed, jumping height, etc. etc.
  • Thaumaturgy
    • May be considered the element for spells that incorporate: wildness, birth, growth, renewal, and warmth.
    • Biomancy – due to game system restrictions, Thaumaturgic “boosting” can only come from temporary effects like potions and evocation or via items. You can’t use Biomancy to permanently boost stats.

Unseelie/Winter

  • Sponsor’s Agenda
    • Winter wants the world to be cooler, more savage, and for things to decay
    • Good: cool breezes, rain, snow, shade trees, ice cream, naps & sleep, water fountains, bullfights, football/rugby, sports rivalries, rodeos, demolition derby, monster trucks, sport/game hunting, commercial animal husbandry, capitalism/free market, antiques, museums, industrial/metal rock & roll, rap, etc. (though they didn’t create it, Winter Fae think Air Conditioning is a splendid example of human Ferromancy)
    • Bad: hail, sleet, nuclear winter, ice age, cock/dog fighting, the BDSM movement, riots, urban blights, gangs, terrorism, rape, domestic abuse, suicide, “law of the jungle,” “might makes right,” depressants, chemical addiction/substance abuse, long wars, serial killers, etc.
  • Evocation
    • May be considered the element for spells that incorporate: wildness (savagery), decay, slumber, death, and cold.
    • May be used to replicate Entropomancy effects
      • “make things fall apart,” inflict Aspects (Declaration or Maneuvers), deliberate hexing
  • Thaumaturgy
    • May be considered the element for spells that incorporate: wildness (savagery), decay, slumber, death, and cold.
    • Entropomancy – as per Evocation versions, but also bigger things that just seem like absurdly bad luck (falling power lines, random airplane parts fall from the sky, killer bee infestation in a car, etc.)

Thaumaturgic Complexity Ideas/Notes

  • Duration
    • No Fae spell that isn’t a curse lasts longer than “A Year and a Day” (the “A Year” value on the time increment chart on pg 315)
    • To reduce complexity having the spell last “until midnight” is very, very common
    • Geasa agus Mallachtaí (Taboos and Curses)
      • Summer Court prefer to levy a Geis (plural Geasa) – which is a taboo action. This is a rule for how a mortal must live to avoid some doom seen for him/her down the road. In the legends, the hero usually violates his/her Geis and dies because of it
        • Game mechanically this is a Divination and thus has no duration but I put it here for completeness due to needing to explain curses (the Winter Court thing).
          Some Fae get off on Mortals that get killed by exercising their much vaunted “Free Will”… this is one example of it. To the Fae, they “warned” the mortal already, they did their part. It’s not the fae’s fault that they didn’t do what they were warned to not do. Now, if the Fae is particularly mean, the “taboo” is so broad or vague as to be nearly impossible to avoid (ex: the Fae sees the character dying by drinking poisoned wine at a banquet with foreign dignitaries – the geis might be very specific like described above … or as general as “never drink wine offered by a foreigner” or “never partake of the fruit of the vine”.
      • Winter Court prefer to lay down the Mallachtaí (curses) – These have a duration of a single mortal Lifetime (see pg 315). However Complexity can be reduced depending on how easy the “escape clause” is to meet. The escape clause actually has to be “possible” for the victim otherwise there’s no Complexity reduction (“until you kill Ferrovax with a spoon” gets nothing).
        • Reduce by 3 = Fairly Easy Escape Clause = Wash three times in a faraway river, get married
        • Reduce by 2 = Kinda Difficult Escape Clause = True Love’s Kiss, Slay a Fae creature of 6 or less Refresh, etc.
        • Reduce by 1 = Tough Escape Clause = Kill some big bad nasty, save a kingdom
  • Cooperative Magic
    • Rule of Three – If not a single spellcaster, use multiples of 3 (including participants).
    • Three threes (9) is the maximum size of a group of spellcasters/participants.
  • Consequences
    • Blood & Human Sacrifice – Fae are totally ok with this (both courts); blood in this context means “taking Physical Consequences” (Minor Consequence: Deep, Bleeding Cut)
    • Liars and Oathbreakers
      • Fae get free Social or Mental (caster’s choice) Consequences against a target that is a compulsive liar (Minor: “False Heart”), has broken hospitality laws to a Fae (Moderate: “Ill Guest”), or who has deliberately made an oath and broken it (Severe: “Oathbreaker”)
  • Declarations
    • Gateway Times
      • There are free Scene Declarations available to Fae magic (game mechanically they will function as Skill Declarations of Alertness, Discipline, Investigation, Lore, or Scholarship – caster’s choice which is which)
        • Time of day: “Dawn” “Noon” “Dusk” “Midnight”
        • Lunar Phase:
          • Summer Court: “Full Moon”
          • Winter Court: “New Moon”
        • Weather condition: “In the Mist and Fog”
        • Time of year:
          • “Our Time Of Year” (each court, any spell cast during this 6 month span)
          • High Holy Days
            • Halloween (aka “Samhain”)
            • Summer Court: “Spring Equinox,” “Midsummer”
            • Winter Court: “Vernal Equinox,” “Midwinter”
    • Gateway Places (see notes for Gateway Times, also these might be Athletics, Resources, or Survival Declarations depending on how easy/difficult it is to get there)
      • “On the Shore” (large lakes and the oceans/seas, not rivers or streams unless very large)
      • “On a Mountaintop” (or “At the Cusp of the Sky” if at the top of a structure in a city)
      • “Edge of a Volcano”
      • “Standing Stones”
      • “Within an Ancient Grove”
      • “Lios” (old Gaelic word for the underground Faerie forts/mounds) – This can also gain a Craftsmanship Declaration if it’s heavily decorated with Celtic symbolism/carvings/etc.
    • Misc
      • Male/Female Conjugal acts during the Ritual gains “Ancient Consecration” (Rapport Declaration)
        • Depending on what happens this might instead be an Endurance or Performance Declaration (depending on circumstances a Social or Mental consequence may also be logical “Debauched in front of Witnesses” – poor Harry)
      • Performing the Ritual nude (jewelry is fine) gains “Skyclad” (Conviction Declaration)

Fae Magic Notes

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