Tricksters
(The contents of this page are NOT common knowledge)
"Every decent con man knows that the simplest truth is more powerful than even the most elaborate lie."
History
Introduction
Fae Magic is produced from the Fifth Pillar of Creation, the Pillar of Spirit. It’s origins are found in the whimsical plane of Wonderland. The Fae Realm is a land filled to the brim with fantastical and curious creatures and events. Although this normally would induce a magical state of ambience, the abundance of these events and peoples within give new passerbys a chaotic, confusing, and overwhelming experience. Such did Neva Soucy of Hide-Tide Harbor find when at the age of 10 she found herself whisked away to the Faerie Wonderland, heading to a friend of her father;s to drop off a book. On certain days every few Epochs, specific locations allow one to easily cross over to the Faerie Wonderland from the Prime Materia or vice versa. At first the young girl thought she was dreaming, scrambling for the copied journal of old fool Ophelius to grasp for protection.The Spring Court was naught like the stories said.
Neva wandered the sprawling forest around her, the book held against her chest as she inspected the world with awe and her head on a swivel. She walked for what felt like hours to her until finally from bushes rustling to the left of her, a faun appeared. She called herself Joli Singaagith. Joli was intrigued by Neva and after a round of riddles and questions decided to aid Neva in trying to return to her home. When they found the spot she entered did not return her, Joli stopped Neva’s tears with laughter and song. The pair instead turned to Neva’s book for possible answers. The book detailed instructions on how old man Ophelius bound himself to the Pillar of Forces and the idea that other Pillars exist, maybe with powers over space, creation or illusions. Thus Joli instructed Neva to meditate in order to possibly unlock this power.
I want to go home, I need to go home, I can go home.
Neva turned out to be a prodigy quickly leaping into the Primordial Dream wherever she wished only 1 Age after she arrived in the Plane. She then found herself at one of the Pillars of Creation, this pillar seemed to take on different shapes every time she blinked and it was in her vision, though this was not an illusion, it seemed to truly be something different. She bound herself to it and hurried back to reality to try and figure a way home. Joli attempted to guide Neva in utilizing her powers, using her ability to control plants and the techniques to do that as a guide. Another Age passed and while Neva could now create fey clones or talking objects she was no step closer to finding a way home. Now depressed in the Seasonal Court of happiness and music Neva set out in search of the Fey Lord of Spring to attempt to make a deal for her return despite Joli’s warnings resulting in a split.
She has no clue what it’s like. Two Ages of my life in this place and I haven’t a way home.
Eventually, the shifting forests and laughter lead her to the abode of current Spring royalty, while she was turned back at the gates by centaur she snuck her way in through clever use of creating living objects. Now within the main hall she strode up to the Lord of Spring and asked, pleading for a deal, a way to return to her home. The Lord of Spring took offense but an idea came to him, a twisted one. She would return home but in exchange every Age, she must force someone else into a portal of his creation into his home so he could always have new servants. Desperate and with no other options Neva took the deal and when she returned home, forced the man who she was supposed to deliver the book through the portal.
I…I had no other choice! I was young, afraid…I just wanted to go home!
The Pillar of Spirit
The Fifth Pillar of Nine rests at the home of faeries, The Faerie Wonderland. As one draws from the Whimsical Pillar, they will start to harness fairy magic in its purest form. Manipulation of the playful requires two things: Connection to the Pillar of Spirit, and an energetic personality. Through mixing phrases and gestures a mage can cast numerous spells.- Winter Essence, -.
- Spring Essence, -.
- Summer Essence, -.
- Fall Essence, -.
- If a student is being taught, the Teacher must be the one to perform the Roleplay of one’s initial connection to the Pillar of Spirit.
- If a student is being self-taught, a Senior Lore/Event Team Member must be the one to perform the Roleplay of one’s initial connection to the Pillar of Spirit.
- The initial connection can be any sort of vision/dream, so long as it relates to the Pillar and Magic sought. This roleplay should be meaningful to some degree to the one being taught.
- It is entirely possible for one to fail their attempt at connecting to the Pillar of Spirit, infact, without a teacher the success rate is often considered insanely low. It is very common for people to leave the trial within their mind with egregious tear damages, memory loss, or in some causes heart failure. One does not trifle with the Primordial Dream, and one can't bring anyone with them besides possibly their teacher.
Waking Dream
In order to actually cast any spells, a Spellcaster must enter a Waking Dream. This takes the form of a ‘Connection’ Emote, where the Spellcaster must remain stationary and focus upon their connection to the Pillar of Spirit. Their connection will strengthen and their mind will drift partway to this Pillar, causing them to enter a trancelike state where their eyes begin to glow. They remain in full control of themselves in this state, but will become numbed to fatigue and emotion until they leave it. This numbness to fatigue does not mean it doesn’t exist however, from time to time causes the unaware Spellcaster to cast beyond their limitations without being aware of it, tearing themselves apart. -=-Mechanics
Physical Limitations
A connection to the Pillar of Spirit is what allows an Enigma Mage to practice the magic of a Magician. This Pillar of Creation places as much stress upon the body of the Enigma Mage as some others may, as a result allowing them to forgo any degradation of their physical bodies. This does not mean, however, that they are entirely without limitations in the use of their magic and combative prowess - For the act of connection does place enough stress upon the body that the weight of wearing armor strains the Spellcaster’s use of magic, limited in the following ways:- The wearing of No Armor allows an Enigma Mage to cast Master level spells.
- The wearing of Light Armor limits an Enigma Mage to Expert level spells.
- The wearing of Medium Armor limits an Enigma Mage to Adept level spells.
- The wearing of Heavy Armor limits an Enigma Mage to Basic level spells.
Spirit Confusion
Spirit Confusion is what the illness on a Trickster is referred to, an effect that eats away at the edge of their mind. This confusion is what causes many Fae MageI to be known for their strange personalities and/or sudden changes in parts of their appearance. The more a mage practices this magic, the more likely it is that this confusion changes them and in worse cases permanently. On the lowest side, a mage might suffer from days of their ears changing to those of dwarf or a fox every few Phases while those who suffer the most may hold a completely new personality or hear voices and see faces in objects that have none.- The exact negative effects of the Pillar's confusion are left up to be aesthetically RP'd however the Magi wants. HOWEVER, these effects cannot have any form of positive effects, and they MUST follow the proper guidelines which are specified below no matter what. The explanations IRP as to why one's character cannot preform such is up to the Magi themselves to freeform and decide. LT may step in and enforce downsides if it looks as though one is trying to skirt the negatives.
- A Basic Spellcaster suffer the least from Spirit Confusion. Their suffering comes from a new cases of sudden changes in their appearance. These changes are for mere seconds and with proper concentration can be reduced to flashes.
- An Adept Spellcaster have been practicing the magic for a longer period of time than a Basic Mage, though this comes with a cost. At this point in the magic, the caster’s mind begins to slip in two possible ways. The first is that they may begin speaking to themselves more often, maybe due to a glance in a mirror or seeing/hearing their own name. The second is that they may hear their name being called from inanimate objects, causing them to perk up and look around. This occurs once every 7 IRL days.
- An Expert Spellcaster now deal with the true problems of this strange confusion as the sudden random changes that appear on the mage last for minutes and with concentration are reduced down to seconds. Their mind begins to worsen as those who begin speaking to themselves now find their reflections doing different actions and a whisper at the back of their mind that sounds like them but acts differently. The others that hear their name from inanimate objects will begin to see faces on these objects, smiling frowning still whispering their name. This occurs once every 3 IRL days.
- An Master Spellcaster have it the worst of all as the Pillar completes its confusion effects on the Magi’s body. The sudden random changes that appear on the mage last for hours and with concentration are reduced down to a few minutes. Those who began seeing their reflection moving differently from them would find they develop a split personality within themselves (or more in rare cases). This personality brings itself out in Fey Clones but the clone still obeys the caster. For others, inanimate objects will begin to speak to them. This occurs once every IRL day.
The Four Ranks
To judge the progression of a Trickster Spellcaster, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Spellcaster must abide by their Rank for a minimum of Two Months, allowing them to become a Master Spellcaster at six. If they are being self-taught, this instead turns to a minimum of Three Months per rank, nine until they are a Master. Each Rank achieved grants the Spellcaster access to a new use of their magic: (T1)Basic Spellcaster | House Magic, Fey Clone, Whimsical Transformation (T2)Adept Spellcaster | Switch Places, Adjust Appearance, Frenzied Bolt (T3)Expert Spellcaster | Living Objects, Camouflage (T4)Master Spellcaster | Chaotic Transformation, Enlarge/Reduce -=-Magical Abilities
This magic of the Fifth Pillar is one of practice and mischief. It requires both extensively to properly utilize and efficiently expel Tear.[ House Magic ]
Rank: 1 | Emotes: - | Tear: -Desc: Housemagic (often referred to as Culimancy, homemagic, Cleanmagic,domestic magic, etc.) is a magic that is employed by mages, chefs, husbands and wives that are capable. The magic involves the classic things of a household or kitchen from cooking to cleaning to putting on clothes for the caster. Mechanics:
- A Trickster gains access to all the spells and abilities of a House Mage.
- A Trickster immedietaly has Tier 1 in House Magic.
- A House mage always starts at Tier 1 Trickster if they deepen their connection to the Pillar of Spirit.
- Link to House Magic.
[ Fey Clone ]
Rank: 1 | Emotes: 3 | Tear: 15Desc: By using Wonderland Essence a Trickster can create a clone of themself out of thin air. The Trickster can control this spectral clone and themselves. They can do menial labour, tricks and also fight. Mechanics:
[ Whimsical Transformation ]
Rank: 1 | Emotes: 3+ | Tear: 10Desc: The action of changing or the state of being changed into another form is referred to as Whimsical Transformation. While alchemy is a form of the art, Fae Magic desires to take objects and turn them into other mundane things for only a while. Turning daggers into napkins or swords into shields or boots into a hat. Mechanics:
[Switch Places ]
Rank: 2 | Emotes: 3 | Tear: 20Desc: Ever slippery and tricky a Fae Magi may shift themself between spaces, causing anything currently occupying the space they target to swap places with them. By shifting to another space during combat one can avoid attacks, and can use this technique to escape from restraints or to discard any foreign weapons embedded in their body. Mechanics:
[ Adjust Appearance ]
Rank: 2 | Emotes: 4+ | Tear: 15+Desc: To temporarily take on a new personality from appearance to voice is the first instance of a Fae Magi transforming themselves. With this, they may change their own appearance or someone else's temporarily. Even further than that they may change their default appearance or someone else's permanently for a cost. Mechanics:
[ Frenzied Bolt ]
Rank: 2 | Emotes: 3 | Tear: 15Desc: The only real offensive spell of a Trickster, by conjuring raw Wonderland Essence and slinging the bolt at a target the Trickster can cause any number of damages to happen. The bolt can also head towards another target, though this is out of the Trickster’s hands. Mechanics:
1d11 | Damage Type |
1 | Acid - Eats away at flesh and material. This acid does not leave scars when healed. |
2 | Bludgeoning - A warhammer swing to the spot it made contact with. |
3 | Cold - Ice. |
4 | Fire |
5 | Force - Arcane |
6 | Lightning |
7 | Piercing - A dagger stab to the spot it made contact with. |
8 | Poison - Aching pains around the body for 1 round. |
9 | Psychic - Splitting headache for 1 round. |
10 | Slashing - A short sword slash to the spot it made contact with. |
11 | Thunder - Sound, bleeding from the ears for 1 round. |
[ Living Object ]
Rank: 3 | Emotes: 5 | Tear: 25Desc: The Pillar of Spirit allows those fully bound to it to give objects just that, a spirit, a personality. These animated objects give themselves names and have voices that relate to their personalities. While these objects will obey their creator they will also act in their best interest to survive. Mechanics:
[ Camouflage ]
Rank: 3 | Emotes: 5 | Tear: 25+Desc: The second instance of a Trickster changing their appearance is completely wiping the aspect of visibility from themselves and their possessions. This allows a Trickster to get into more mischievous deeds. Mechanics:
[ Chaotic Transformation ]
Rank: 4 | Emotes: 6 | Tear: 35Desc: Wonderland Essence is chaotic and hard to predict when used without a definitive plan for it. Infusing one’s body with it can lead to any number of strange things occurring, from becoming a centaur to walking through people or maybe growing a third arm. Mechanics:
1d10 | Mutation |
1 | A spindly third arm sprouts out of your shoulder. By using a fast action, you can use it to attack with a light weapon. |
2 | Your skin is covered by rough scales that increase give you resistance to a random damage type (roll a 1d4, on 4 the resistance helps in your current situation, on 1-3 inclusive, it does not help your situation). |
3 | A strange, puckered orifice grows on your back. You can use the orifice to forcefully expel air, granting you an increased block speed of 3 and pushes back those directly behind you within 1 block, when you move by atleast 2. |
4 | A second face appears on the back of your head, besides the obvious advantages perception rolls gain a +2. |
5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |
6 | Your hindquarters elongate and you grow a second set of legs. Your base block speed is set to 10 and you can carry another normal-sized creature on your back. You lose the advantages of any armor or equipment you are wearing. |
7 | You become incorporeal and can move through other creatures and objects (but not walls) as if they were difficult terrain. You take bludgeoning damage across your body and are forced to some side of it if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |
8 | Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed. In addition, your unarmed strikes do increase bludgeoning damage. |
9 | Your head fills with a light gas and swells to four times its normal size. You are a walking light source but are far easier to hit. +2 on ranged rolls against you. |
10 | You grow sets of feathered wings on your feet that have the ability to hover over dangerous terrain and increase your jump height to 2 blocks. |
[ Enlarge/Reduce ]
Rank: 4 | Emotes: 5 | Tear: 50Desc: The final form of transmutation available to a Trickster. By swirling together a mass Wonderland Essence from the Fifth Pillar a Fae Mage may enlarge or reduce the size of a being or object. The being’s strength and equipment grow to match its new size, for better or worse. Mechanics:
Forbidden Spells
The following spells are accessible by those who practice this magic, though are not included within self-teaching or normal-teaching guidelines, as they are not considered a required piece of the magic. These spells may be learned through events, and in theory through teachers as well, though by no means is it expected that a user of this magic is aware of even their existence. These are the ‘Forbidden’ Spells, acts of magic incredibly powerful and potent, but all at once consuming all 100 Tear a Caster may have, and ripping them into the Primordial Dream. These spells are devastating to both the environment and the user, for to cast one is to die. As a final note, these spells are rumoured to grow more powerful from time to time, if used in the right circumstances. Exactly why is unsure, but a popular rumour foretells that the gods will gaze down onto these self-sacrificing Mortals in their time of need, and turn their fading embers into a roaring inferno should they deem the Mortal to be worthy. In practice, this allows ETs to emote the Spell Effects as they please.[ Giant Form ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: The first of a Trickster’s Forbidden Spells. By pushing their Enlarge spell to the limit a a Fae Magi can expand themselves to enormous proportions, becoming the giants of old. While within this form they match the size of buildings or even towers. Mechanics:
[ Fey Clone Army ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: The next of the Forbidden Spells available to a Trickster. This spell pushes a Fae Magi beyond their limits, allowing them to conjure more than 1 Fey Clone at a time. These Fey clones each copy the caster’s equipment, and although they cannot cast spells, the sheer number of them will overwhelm most opponents. Mechanics:
[ Bloody Party ]
Rank: 4 | Emotes: 10 | Tear: ~Desc: The last of a Fae Mage’s Forbidden spells. Through concentration and sprinkling everything around them with Wonderland Essence, a Trickster can turn everything within range into a living object. These objects have faces, can speak and depending on what they are, fight. Mechanics:
Summary
Fae Magic exists as an attempt to give forth a whimsical magic that allows for tricksters and jesters. The culture of Fae Magi lies within their ability to bring objects to life and avoid fighting themselves in favor of fleeing. In terms of generally summarized redlines and other tidbits they go as follows:General Redlines
Artwork by Jessica Prando
Type: Magic
Rarity: Rare
Danger Level: Medium
Related System
Primordial Dream
Rarity: Rare
Danger Level: Medium
Related System
Primordial Dream
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