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Former Regionals

The magic within Chimeron is influenced by the people and beings within it, and as such, there are 6 paths of regionals: Seelie, Unseelie, Mortal, Wayland, Sir Shane, and the True Court. Once a path is chosen, it may not be changed for future events with the exception of Sir Shane. At any event a person may choose Sir Shane instead of their usual path and not be forced to choose Sir Shane instead.

Court of Fae: (also known as the True Court)


The powers of leadership

1. Moth-rider Contract
Uses: 1 MC: A Magic Missile Prop
Allows one to make a contract with a Moth-rider to attack a target once. Grants 1 throw of a magic missile with the call "magic missile". (does not provide prop)
2. Guiding Light
Unlimited uses. As per light, but un-disrupt-able and may leave the range of your voice. A true leader can see all, even when the sun has set upon him.
3. Resist Identification
Unlimited uses. You are able to call, "No effect," to the following spells: Identify Creature, and Detect Fae.
4. Weapon of Command
Uses: Unlimited MC :see below Verbal: "[Weapon name/type] to me!"
Caster can make a weapon that be summoned and un-summoned at will. Must have "Weapon of command" on it, caster's name, and the heraldry of the caster's army. A true leader is always prepared and able to strike down his foes. This weapon may not be stolen, used by another, or broken. The weapon disappears if the caster dies.
5. Iron Will
Uses: Unlimited MC: Wearing army's heraldry to use spell
The caster is not affected by mind altering effects. This includes, but is not limited to, commands given while undead, truth poison, magical compulsions, etc. A true leader's heart never sways from his true purpose.
6. Courtly Gift
Uses: 1 Quality of sacrifice determines quality of outcome, phrase it as Courtly Gift (must be given to a member of the Fae court. If that Fae is not present, then to Matt B. and is less powerful). With only one casting, if it is a poor gift then another can be presented to get the same boon (cannot change the request); must be showy. You may receive a boon based on the nature and quality of the gift.
7. Banner!
The caster flies the banner of his or her group, and it affects your group somehow; each group differs. A true leader will always fly his colors, inspiring his army and demoralizing his opponent.

Chimeron: "For King and Country! - All members of Chimeron must plant their feet where they stand. They must call all damage they receive, including any scalping blows, while the banner flies. Members of Chimeron are not affected by this damage until the spell ends.
Guild of the Bearded Mage: "Super Secret Special Beard Tug!" - All Bearded Mages present sit down together and may cast and receive the answer to a group version of the Divine Knowledge spell.
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Seelie Aspect of Fae:


The powers of healing and plants

1. Fairy Lore
Uses: 3
Tells you something about a fairy.
2. Protection from Fae
Infinite; just like protection from undead, but from fairies.
3. Circle of Mushrooms
Infinite; 10' CoP which no magic may cross, not even the caster's own; ends may not be broken by a fighter, though a fighter can still cross it;may be disrupted.
4. Fairy Task
Uses: 2
May give a single command to a lesser fairy, which will likely be followed.
5. Dark Transformation
Uses: 1
20 point transformation; player loses control of character actions immediately upon casting; character receives 3 ticks; PLACE A BLACK SPOT ON THE SPELL LIST PAGE OF ANY CASTER WHO LEARNS THIS SPELL; ANY CASTER WITH A BLACK SPOT MUST TAKE THIS SPELL; magic marshal provides the costume (you know what it is by now).
6. Nature Meld
Uses: 1
Transmute Self, but only one casting
7. Not There
Uses: 1
Caster is really a Changeling; may once in the event declare himself "not there" (even while dead, scalped, etc.), leave play, and come back perfectly fine at a point set by the magic marshal.

Unseelie Aspect of Fae:


The powers of combat and monsters

1. Steal Corpses
Uses: 5
Zombie Walk, but the caster and his corpses can run.
2. Darkling Dance - 2 uses
cast upon a living person; upon death, the spell recipient will arise after 30 seconds and Zombie Send to find the caster; if molested, the corpse will drop and raise again 30 seconds later; if raised before the spell goes off, the casting is not yet used.
3. Selfish Heal Limb - Unlimited Uses
3-word heal limb, for the caster only
4. Dark Transformation - 1 use
20 point transformation; player loses control of character actions immediately upon casting, character receives 3 ticks. PLACE A BLACK SPOT ON THE SPELL LIST PAGE OF ANY CASTER WHO LEARNS THIS SPELL; ANY CASTER WITH A BLACK SPOT MUST TAKE THIS SPELL; magic marshal provides the costume (you know what it is by now [Bedlam Boi])
5. Fae Missle - 1 prop as per magic missile, but only one prop, must call "Fae Missile."
6. Regeneration - 2 uses like the Omnibus spell
7. High Mask - 1 use caster may take the form of one generic monster he can see; magic marshal will assign powers as per appropriate (e.g. a Mace/Axe troll just give normal troll abilities)

The Court of Mortals:


The powers of the mortal influence in Fae

Wayland Regionals:

Detect Fae, Protection from Fae, Force the Cycle, Create Fae Missile Arrow, Craft Device of Entrapment, Fear the Purging, Craft Wayland Blade
Tags: Historical Account, Regional Magic
Created by Janus Kil'tra (Chris Donnelly) at 11-12-13 01:24 PM
Last Modified by Janna Oakfellow-Pushee at 06-07-17 10:39 AM