When a Daoine Sidhe is sent out into the world of mortals upon reaching middle age to gain experience,
they slowly gain what we know as Faerie powers. Two types of abilities are involved here: fixed and discretionary.
Fixed AbilitiesAs a starting character, as well as the class abilities possesses, the character (no matter what class) starts out with 3 fixed abilities. These abilities are the root of being Daoine Sidhe and are able to be used, at will, any number of times a day. These fixed abilities are:
Glamour (at will) Immunity to all illusion spells, even that of other faeries (automatic - no saving throw required) Discretionary AbilitiesThese abilities are chosen by the player during the character's progression (at the GM's disgression) from the list presented. [For ability attainment, see "Allowable Classes"]. Unlike normal Wizard and Priest spells, discretionary abilities don't require the Daoine Sidhe to carry spell components, or to have to learn or pray for these abilities. They are renewed naturally come midnight.Note: In the case of the bard class, the abilities which are similiar to wizard spells are NOT considered as part of the number of spells able to be cast per day. If a bard with the discretionary abilitity of Invisibility, they are able to cast the similiar wizard spell as a separate entity. It may be noted that when trapped by iron, a Noble Faerie cannot use its natural abilities, but WOULD be able to cast the wizard spell if they have learnt it for that day. [See "Aversion to Iron"] The discretionary abilities are as followed:
2. Detect lie (at will) 3. Sleep (once per day) 4. Charm person (once per day) 5. Faerie Fire (twice per day) 6. Faerie Stroke (twice per level) 7. Shape Change (Polymorph Self) (once per day) 8. Teleport without error (once per day) HOME HOP (for want of a better name)This ability allows a Daoine Sidhe travel to and from the home world Annfwn. It is a form of teleportation, but is restricted. The caster can only use this if he passes through the Faerie Court and that is sometimes not a good idea. The Queen does not like her court being used like a train station.GLAMOURThe protective camouflage used by a Noble Faerie is generally termed a "glamour" and is often designed to deceive mortals into believing they are dealing with their own kind. It frequently occurs that Faerie gifts and rewards are merely the products of this illusion, and soon revert to their original forms. A pile of gold may really be a pile of leaves or mushrooms with this spell upon them. Alternatively, seemingly worthless objects such as leaves, ashes or toadstools given by a Noble Faerie to a mortal may turn into gold overnight if the mortal is polite enough to keep them.A glamour may be broken on a successful Wisdom role and if physically touched. A person will believe he saw the Faerie put gold into the bag, but if they actually reach out to feel it, the glamour will be dispelled and the gold will revert to its original form. Otherwise, the spell will last a full day until renewed by the Faerie. Note: A salve or ointment can be made by a Daoine Sidhe who possesses the herbalism proficiency which somewhat copies the affects of this spell. The main component for this spell varies, depending on the alignment of the preparer. It is either the ashes of an incinerated baby (yuck!) or a single four leaf clover. This is made into a salve or ointment and smeared on person or item which will then appear to look like what the applier wills it to look like. Anyone can use this salve which is usually supplied in a small pottery jar of 6 applications covering 5cm square each.. Ointment will last longer then a spell, almost by a week, and will survive the touch of its victums. More than one application of salve WILL NOT extend the life of the glamour. FAERIE STROKEThis is a type of paralysis induced by a touch of the caster's hand (roll to hit when used in combat). On failing their saving throw against paralysis, the victum is held for 1d6 rounds + 1 round per level of the caster.This spell can be reversed to heal as well. One touch will heal up to 6 hit points automatically.
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© 1997 | Last Revised Jan 1997 | |