Fairy Abilities

-----------------------------=<< Air Magic >>=------------------------------

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The Fairy Magic of Air and Flight.

With the learned ability of Air Magic, a fae can attempt to control the actions of the air about them, allowing obvious minor effects as causing or ceasing local winds and breezes, the less obvious major effects of flying and working with winds and breezes in the neighborhood, and the not terribly obvious stupendous conversion of one gas to a dissimilar one or working with winds and breezes over the city.

It also can afford a degree of protection against an "imbalance of vapors", be it stumbling due to a heavy breeze, suffocation, air-pressure woes, poison gases, et cetera.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


----------------------------=<< Earth Magic >>=-----------------------------

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The Fairy Magic of Minerals and Plants.

This learned magic is two-fold, allowing manipulation of and protection from both plants and rocks. With it, one can attempt to heft heavy masses of stone or soil, encourage plants to take root in poor planting areas, infer details of minerals in a given sample, among other things. Major effects include the ability to move stone, soil, and metals without directly coming in contact with the object(s), and hastening the growth of plants to supernatural rates. Stupendous effects can include creation of minerals and plants from seemingly nothing at all, as well as reasonable geologic events.

Although fae magics normally loathe iron, both Earth and Flesh Magic seem to indicate that it involves iron that has been worked or crafted in some way, since the latent iron in the soil is nothing worse than distracting.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


-----------------------------=<< Fire Magic >>=-----------------------------

Fire.jpg

The Fairy Magic of Flame and Cold.

This departmental field of learned magic can cover both heat and cold, although many fae tend to use one or the other (and occasionally are unaware that they could use the other by reversing the first). Creation of warmer or colder areas are fairly minor, while actual creation of flame or frost is
a major trick. Stupendous use of this can be truly astonishing, while the protective aspects against overheating or overcooling are often taken for granted.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


----------------------------=<< Water Magic >>=-----------------------------

water.jpg

The Fairy Magic of Fog and Fluids.

Preternatural hydrodymanics is the key range of the minor aspects of this learned fae magic. Getting a "feel" for the nature of nearby fluids, inducing fluids to swirl slightly within their containers, and other results that may be produced by hand or examination. Major effects involve water flowing uphill, division of mixed fluids or the precipitation of a solution, or the transmutation of a fluid into a dis-similar one. Stupendous effects can tie water into knots and move storm-clouds about.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


----------------------------=<< Light Magic >>=-----------------------------

light.jpg

The Fairy Magic of Illusion and Illumination.

Unlike Dream Magic, the learned ability of Light Magic can produce visions and illusions that would actually register to photographic equipment or to viewers who were not targeted by the effect. Minor effects can produce tricks of the light, heat-wave shimmering, or slight glowing. Major effects include free-standing and mobile apparitions that are only lacking in solidity and sound, as well as illumination equal to any human-made lamp. Stupendous illusions can change the appearance of entire city blocks down to precise detail, although no fae has yet to magically produce a sunlight that is anything other than distracting and disconcerting to the undead.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


---------------------------=<< Darkness Magic >>=---------------------------

darkness.jpg

The Fairy Magic of Shadows and Ghosts.

This learned Fairy Ability allows the closest a fae can get to invisibility in this day and age. Although awfully ineffective when in a normal situation, one can attempt to wrangle shadows about oneself to conceal or obscure one's form (combining the best results of camouflage and a swinging overhead bulb) when in already bad lighting; When done in good lighting, it's still rather creepy. On the subject of creepy, those who have learned Darkness Magic seem to have a degree of affinity with ghosts, sometimes attracting them, and some times being able to influence them.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


----------------------------=<< Dream Magic >>=-----------------------------

Dream.jpg

The Fairy Magic of Thoughts and Dreams.

Often matched up with Light Magic to become what most folks consider the single ability of "Glamour", this learned ability allows one a degree of control over the minds and perceptions of others. Minor effects include basic empathic reading or transmitting of emotions, hallucinations on the edge of vision, suggestions on how one should carry out an already planned action, et cetera. Major effects can include telepathic reading/sending of thoughts and hypnotic suggestion that can last quite a while. Although it has the stupendous effect of fortune-telling and fortune-crafting, that aspect is often looked upon with disdain by many Fae, much like how those who work on crossword puzzles with pens look down on those who use pencils.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic
AND SEE: 'news scare tactics'


----------------------------=<< Flesh Magic >>=-----------------------------

flesh.jpg

The Fairy Magic of Healing and Shapeshifting.

Control of the learned ability of Flesh Magic is useful in more ways than a tongue can tell. Minor reshaping of the living form can ease pain, cause discomfort, or save on the cost of cosmetic supplies. Major reshaping can open wounds, knit damaged areas, or gradually work the target to a dis-similar form over repeated castings. Stupendous effects can tear a being in half or change
a mouse into a monster of legend.

Detection of fluctuation in the element is rather easy. One has a range of as many feet away as the Ability, adding Observation or Senses to the Ability (depending on the situation) if a +roll/per is needed.

The odds of pulling off minor magics are a percent chance equal to Ability + <Skill and/or Stat>. The odds of pulling off major magics are a percent chance equal to the fey's Ability. The odds of pulling off stupendous magics are a percent chance equal to 1/10th of the fey's Ability.

Minor magics are generally when a Skill or Stat is helped out by the magic; percent of success that casting is the success of the roll. Major magics are effects beyond that with the same amount of success. Stupendous magics generally create permanent un-natural effects. Damage or healing is deemed 'major' and does/heals 1/10th the success. If used with Luck Magic, the luck boost is added to the original Ability rating.

If fae-magic fails the +roll and the failure is less than the number they were rolling + their Power, it just didn't work (like if '+roll/per 10' with Power:12 and a 21 failure). Each multiple of Power after that is how much +Drain the really bad failure caused (EG: '+roll/per 10' with Power:12 and a 23 failure is 1 Drain, 35 failure is 2 drain, 48 failure is 3 drain, etc). If you don't want to do the math, use +roll/fae instead of +roll/per (SEE: +help roll). NOTE: Silver can help out fae magic. Try 'news fairies'.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


-----------------------------=<< Luck Magic >>=-----------------------------

Luck.jpg

The Fairy Magic of Chance and Myth.

This magic differs from the other Fae Magics given that it doesn't have 'direct effects'. Instead, it can be used to boost any other known Ability or Skill (+roll 1d<Luck Magic> to see how much of a boost), although any results of the boosted Skill/Ability will not last any longer than <Luck Magic> number of hours (although it can end sooner due to salt, iron, a pre-named triggering event, death of the caster, etc..)

When the effects fade, all that remains is what could've been done in a mundane manner in the same span of time (digging a grave in under a minute would revert to a small hole with the corpse sitting in the hole. A corpse would revert back to a living beaten-up person, etc..), roughly.

For the wrangling of fortune, please see Dream Magic.

Also: Air, Darkness, Dream, Earth, Fire, Flesh, Light, Water, and Luck Magic


hair%20and%20wings.jpg

-----------------------------=<< Sensitive >>=------------------------------

Sensitive is the ability to sense another being's magical ability. All non-human beings with Power are able to Sense to some degree, as are those who have the Sensitive Ability (some humans are just good at that kind of thing). To raise the ability is to raise the keenness of the Sensing, thus cutting through active Masking or active Dominate or any other attempt to conceal or bluff the findings.

Although a Sensitive being can't detect what magic has done or if magic even has been done, it can detect if magic is stored in a particular target or is moving through a particular target.

  • Example 1: A fairy makes a magical grinder that can turn chalk into cheese. The fairy, unless successfully Masked, could be detected by a Sensitive. The box would turn up to some degree, and while being used the box would really be noticeable. The resulting cheese wouldn't register to a Sensitive as anything odd, though.
  • Example 2: A sorcerer has magically zapped an injured person so their body is healing at ten times the normal rate. For as long as this magically boosted healing is active, a Sensitive has a chance in detecting something is up with the injured person, and/or that the sorcerer is doing something from afar, and might even be able to detect and trace the 'paper trail' from one to the other.

If the magical effects are being produced by a spirit from the great beyond, after being sent on a mission by a Faithful's invocation or a Summoner's evocation, the paper trail won't lead back to the Faithful or Summoner, but to the spirit itself (and from there to the black box of the great beyond). The best readings a Sensitive can get about a spirit are insight into the nature of the spirit itself; to find out who sent it, one will have to ask/interrogate the spirit (usually involving Faith, and/or Occult, and/or Theology, in conjunction with Sensitive).

If someone has a far better Masking than you can sense, your findings will often result in the person seeming no stranger than a standard person on the street, or perhaps just having a bit more 'oomph' than one would expect. If someone has a far better Dominate than you can sense, your findings will often be much higher than the person's true 'oomph'.


-------------------------------=<< Focus >>=--------------------------------

A focus can assist another's ability above standard levels. It is easier to do this with those who have a similar ability, but more powerful focii can use it with other alien abilities as well. A link must be created in some way for this to happen, either telepathically, physically, or magically, but it must be a binding link for the power to last beyond simple physical contact.

With each point in Focus, one can boost the Ability rating in a target by +5% if that ability is known to the Focuser as well. If it is an Ability the Focuser could know, but doesn't know (SEE: +abilities/me), the boost is lowered by 25. If it's an Ability the Focuser couldn't know, -50. For each 10 points of Focus one can assist more than one person at a time. To save on math-work, try '+focus' or '+focus/here'. If you want to see how to boost an Ability that is normally at 12, '+focus 12' or '+focus/here 12'. Obviously, this works for numbers other than 12. A Focus cannot use this power to help themselves nor force others; Focus is purely a 'Good Samaritan' Ability. If used on multiple folks, it must be for the same Ability (IE: No Focusing Bob the Vampire's Rolling, Carol the Shifter's Dominate, and Ted's Sensitive at the same time), and nothing else can be done save for standing there and concentrating when using Focus.

If you're Human and have Focus:20 and I have Raising:10..

Lyle types -=> +focus 10

GAME> Lyle's Focus: 20 Ability: 10
GAME> Known Human Ability by 100%….. 20
GAME> Unknown Human Ability by 75%…. 18
GAME> Any Ability by 50%………….. 15
GAME> This can be done for 3 folks at a time.

…If you know Raising, you can boost my Raising to 20. If I have Empathy:10 but you don't know Empathy, you can raise it to 18. If I'm a vampire with Mind Rolling:10, you could raise my Mind Rolling to 15. If it's you, me, and two other Animators around, you could '+focus <Raising>' for each of us to see how much you could help our Raisings.

Focus is a purely philanthropic ability and can not be used to help oneself.


------------------------------=<< Masking >>=-------------------------------

Masking is the ability to conceal one’s true nature or magic from a Sensitive. It is used only as a defense to Sensitive. If the question ever arises that a person would Sense another, without the other actively Masking, simply compare Sensitive to Masking.

SEE ALSO: 'news sensitive' '+help sense' '+help masking'.


--------------------------=<< Magical Ability >>=---------------------------

The 'Magical Ability' is used to cover most everything not already covered under other departments found in '+abilities' nor under +cnotes. Good for if you have a Knack that you can actually get better at, so a quantified measurement would apply.

  • Ability Under 5 - Good luck making anyone believe you actually have an ability. You actually -can- affect things, but it's so subtle and coincidental that if you run around saying 'I did that! I did that!' you'll get locked up.
  • 5 to 10 - Your ability is rather blatant, but nothing earth-shattering. Generally, it'd leave folks wondering if that happened on its own or by your design. WoD Mage-wise, it's the 'Coincidental Effects' that only sort've seem coincidental, but really aren't. Do it three times in a row quickly, and it's quite evident you're doing something funky.
  • 10 to 15 - It's blatantly funky, but still falls in the realm of the understandable. As in, someone could sit down and think, "ok, their powers made this do that, and these go over here, and moved this around". Impossible, but not illogical.
  • 15 to 20 - It's blatantly funky and kind of non-understandable. The effects of the Lycanthropy virus manifest at least 'Level 15' effects with the unnatural strength, healing, and ability to change to a critter. None of the effects of Lycanthropy could really have a pseudo-science basis, but are mostly just adaptations of plausible things. Think of it as 'the impossible on demand'.
  • 20 to 25 - Same as before, but it's just all kooky. The effects of Vampirism (dead folks walking and talking, but not rotting, and actually doing better than they were when alive) manifest at least 'Level 20' effects. Unlike the previous range, the impossible things don't happen on demand but instead are just always happening.
  • Alpha Shifters have 25+ Power, so being able to whistle up the dead whenever you want (Channel Munin) or changing shape any time you please (Call Beast) gets around there. Master Vampires have 35+ Power, so being able to up and cause damage for no explainable reason (Wounding) or transmutate emotions to vital energy (Alternate Feeding) gets around there.

Please consult Staff for working out a +cnote to express what your Magical Ability can and can't do. Oftentimes, one can get away with a higher range of effects if there is a limiting flaw to it (like being able to do something often limited to the 15-20 range when you only have Magical Ability:10, if you can only do it when the moon is full, you're wearing your shoes on the wrong feet, and you've just turned around clockwise one hundred times).


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