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Faerie Pacts and Spells

Aug 7th, 2016
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  1. Faerie Pacts and Spells:
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  3. The spells that you gain from a pact are tied directly to the pacts that you have sealed. One deal- one spell, though even among the Fae, the concept of like for like does exist. More impressive, cruel and imaginative deals will grant you greater boons, simpler and tamer deals will grant you more minor cantrips. You must know a lower level spell to learn a higher level one.
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  5. 0th level deals: To the fae, these sort of deals are effectively worthless. The favors and goods exchanged are of equal value, the deals do not significantly harm anybody involved and the target's life is impacted very little by the deal. Examples: Goods or Currency for Services to the courts, pain for gain, favor for a favor, and similar deals. Note, that the deals do still need to advance the cause of the Courts, you cannot simply buy something at the gas station to gain a 0th level spell.
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  7. 0th level spells:
  8. Ghost Sound: An illusory sound is created. You can choose the origin, nature and the volume of the sound, though it can be no louder than a gunshot, and since the sound isn't actually real, it shall not cause any damage to the hearing of anyone nearby. To use this spell to communicate, you have to roll a very simple (+20%) intelligence check.
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  10. Will-O'-The-Wisp: Create a seemingly sentient, floating ball of light. It moves where directed, and provides roughly as much light as a 40 watt light-bulb. If it floats by someone absent-minded, exhausted, or very stupid, they might follow the floating light.
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  12. Silver Tongue: The magic on your voice makes it sound supernaturally calming. When used with humans, the natural influence of the voice is all but cancelled out by the clearly supernatural nature of it. When used on animals, however, you can stop them from attacking, make them go to sleep from a calm state, and gain bonuses when attempting to tame them.
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  14. 1st level deals: These deals begin having the sort of poetic injustice that the fae appreciate, but are not openly deceptive, do not require death or slavery, and they are unlikely to change the life of one of the parties for more than a year. Unimportant limb for a significant sum of money, great pain for non-lethal revenge, a year of life for the restoration of a secondary sense (smell, taste), and similar.
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  16. 1st level spells:
  17. False Vision: The target is sent a dream at night. The dreams are convincingly prophetic, and the target is convinced that the events of the dream will occur. You decide the exact details of the dream. There is a significant chance that a part of the dream will come true in some ironic way.
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  19. Illusion: Unlike the basic illusion, the object appears to be absolutely solid. If it is the size of a horse or smaller, it can produce sound. If it is the size of an average human being or smaller, it can perform a loop of simple movements. The object is nonetheless ethereal and all other object would pass right through it.
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  21. Flash: Command your Will-O'-The-Wisp to explode into bright light. All non-faerie actors in the line-of-sight are briefly blinded, confounded and confused. This can be used to signal to other creatures with a sense of sight, but the light cannot be picked up by any electrical, mechanical, or otherwise artificial device.
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  23. 2nd level deals: The deals begin to be life-changing. As far as the Sidhe are convinced the deals are always skewed in their favor, but what the fae value does not line up with what humans do. Major sense (Sight, Hearing, Touch) for true healing, Half a life for incredible wealth, Love turned to hatred for physical change, and similar deals.
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  25. 2nd level spells:
  26. Binding Contract: Not a true spell, rather an agreement with Gwynn, that she will oversee deals made by you if you ask her to. Such deals cannot be broken. If either of the contractors attempt to break the terms, they first experience great pain. If they continue, they lose the use of their limbs. Finally, there is an 80% chance that they die outright. If they survive, they might attempt a difficult (-10%) magic check to break the contract.
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  28. Shock: A rare offensive spell, Shock causes such torment, surprise, or terror in the target that they experience physical damage. Upon prolonged exposure to the spell, death is possible.
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  30. Charm: A basic enchantment, when used on an unaware sapient creature, their disposition towards you is improved by one bracket without the need of a Charisma check, and can be used on enemies. If they notice the presence of magical enchantment in your relationship, the spell is broken and they lose an additional rank of relationship.
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  32. 3rd level deals: These deals fundamentally change the nature of a person's life, and impact those of many others. Death and Life are now on the table, and the total amount of pain and suffering in the world must be increased by these deals. Life for Life. Death for Death. Murder for Gain. All wealth, present and future, for a specific gain and similar deals. Lifetime service to the courts for a significant boon.
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  34. 3rd level spells:
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  36. Shroud: You become invisible and cannot be heard while you maintain this spell. Even if you bump into someone, you are very likely to be able to get away and become undetectable once more.
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  38. True Seeming: You create an illusory object. The object can be of any size, and it appears to be perfectly real to all senses. In order to disbelieve a true seeming the target must either make a Hellish (-60%) magic test, or own a specific magical artifact.
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  40. Task: You make a sapient being do something. Non-magical people cannot resist it, against people with magic you must succeed a standard Charm test. This task can be anything that you can phrase in five words or less, and can only take more than one day, if you are there to re-apply the spell each morning.
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  42. 4th level deals: These deals change the lives of at least a hundred people, significantly increase the power of the faerie courts in mortal world, lead to the destruction of a significant opponent, or enslave the population the size of a small town. Furthermore, the deals must be worded in such a way that the target of the deal does not understand the level of destruction that the deal would cause.
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  44. 4th level spells:
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  46. Domination: Make a permanent magical thrall out of a sapient creature. This target retains all of their mental faculties, except for the parts of their personality that would oppose you. They will do anything you ask of them with no regard to their personal feelings, morality, or even risk of death.
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  48. Mirror-Walk: All mirrors become doorways to you. You can move from any mirror to any other mirror you know. You must be invited in to use a mirror to walk into someone's home, 'home' being the place they sleep in, own, and hang their hat in. You leave the original mirror behind, so while you can use a portable hand-mirror for this spell, each time you will use the mirror behind.
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  50. Simulacrum: You create an illusory copy of a person. This illusion shall go on to perform the routine of the target if it has one, and a routine you make up if they do not. The copy is very nearly perfect and can react to simple changes in the environment. The only people with any chance of noticing this spell are family members and people otherwise very close to the target, as it cannot be detected by magic or magical senses, but only by noticing slight changes in the target's demeanor.
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  53. 5th level deals and spells do exist, but these are mythical and legendary, and can only be gained as a part of the plot. In theory, these deals would be world-shattering, such as destroying a supernatural faction altogether, revealing the existence of the supernatural to the world at large, removing a city from the face of Earth and so on.
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