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Icy Enchantment

An Ice-affiliated Changeling may increase the potency of their basic Enchanting power by infusing their element into the spell. The target of this power, in addition to being able to see the dreaming and interact with it for a time, becomes serene, introspective, and unaffected by their passions. If the target character was already in an agitated or frenzied state, this power immediately sooths their fury and calms back to a normal state. A character under an Icy Enchantment gains a +1 Bonus to their difficulty To Enchant rating and +1 d10 for all rolls involving the Manipulation Attribute for the duration of this power.

System

  Cost: 1 Glamour Trait.   Range: A Changeling must be in physical contact with a target in order to Enchant them. If their target resists being touched, Roll Dexterity + Athletics (or Brawl) to establish physical contact.   Special 1: Typically, an Enchantment lasts for 15 minutes on a mortal. This length of time may be expanded for an additional half-hour for each additional Glamour point spent by the spell caster.   Special 2: A Changeling may choose to Enchant a real-world object leaving it as a magical booby-trap. In this case, the first unenchanted human or supernatural creature to handle the object becomes Enchanted.   Roll: N/A (No roll is required to activate this power).   Base Difficulty: N/A   Damage: N/A (This power cannot be used to cause direct damage to a target).   Prerequisites: Enchanting.

Elemental Powers

Elemental Cantrips harness the power of one of the eight primal elements of the Fae: Air, Earth, Fire, Water, Life, Death, Light, and Darkness. When a changeling casts an Elemental Cantrip in the Dreaming it is considered a Chimerical power. When the same spell is cast on the Prime Reality Plane, it is considered a Wyrd power.

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