Glamourite (Fae only)
Among the fae children, imagination blooms like a summer rose, bright and effortlessly beautiful. These young ones conjure illusions as naturally as they breathe, glimmers of stardust, shifting shadows taking playful shapes, delicate illusions that flit through parlour rooms and garden hedgerows alike.
Yet, this youthful talent, a sweet enchantment born of innocence and fancy, rarely survives the passage into adulthood. The bustling cares of maturity, with its sober manners and refined expectations, tend to fade the imaginative brilliance that once painted worlds unseen by mortal eyes. By the time a fae child reaches their majority, many have forgotten how their young hearts once effortlessly sculpted dream into illusion, leaving only faint memories of a magic lost.
Only a precious few retain and nurture this gift, their minds forever attuned to the whimsical currents of imagination. For these select fae, illusion becomes more than mere child’s play, it evolves into an art, delicate and powerful, hidden beneath the veil of Victorian propriety.
Acceptance
Most commonly known type of magic, recognised with some documentation. Considered illegal but rarely enforced due to detection and police time. Lots of misinformation about what it can do and practitioners like it that way.
Requirements
Merit: Glamorite
Purchase each illusion for its cost in freebie points, this is also the quintessence cost for casting the spell.
XP cost for learning a spell is cost times two xp. XP can be gained through practice or chapter completed xp rewards.
You roll Discernment (Resolve + Resolve + Wits) to create illusions, more powerful illusions may give bonus dice to this roll.
Reduces you maximum Possession by 16
Resisting illusions
Illusions are resisted with your Discernment roll against the casters roll, you need more successes to resist. You do normally need a reason to resist, you have to be expecting a illusion or notably suspicious.
Spells
Dabbles (free/ zero cost)
Distraction
Range: 5 yards
Duration: 1 initiative
Sends faint, unintelligible whispers near a target. Causes +1 black dice to the target doing anything that might involve concentration or focus.
Shadow Puppetry
Range: 5 yards
Duration: Minutes
You can make shadows perform simple shapes or gestures. Purely visual and artistic.
Pretty
Range: touch
Duration: Minutes
Your finger can trace a smudge of faintly glowing colour on touch, can be used to entertain or write a short phrase in the air before it fades.
Whimsey (Each spell costs 1, +1 dice to illusion roll)
Glowing light
Range: sight
Duration: Minutes
Creates a small ball of faerie light (moonlight glow). Moves at walking pace if directed. Causes no damage, but provides soft light (~1 yard radius). If the orb goes out of sight it becomes stationary.
Beauty
Range: self
Duration: Hours
Enhances the caster’s features with subtle fae beauty. +1 to Social rolls involving Charm or Persuasion.
Garden of Whimsey
Range: 15 yards
Duration: Minutes
Conjures illusory blossoms in a small area (3-yard radius). Beautiful and harmless. +1 to Charm, Art, Dance or Musical instrument rolls in the area.
Fanciful Double

Range: touch
Duration: Minutes
Creates a semi-transparent double that mimics simple movement but cannot attack. +1 black dice to enemies attempting to do violence to you as you become harder to decern from your illusion.
Shadow Moth
Range: 10 yards
Duration: Minutes
Conjures a fluttering insect-shaped blot of shadow. It can circle, distract, or seem to “land” on someone’s face. If used to distract, +1 black die to concentration or attack rolls for an initiative.
Trickery (Each spell costs 2, +2 dice to illusion roll)
Will-o'-the-wisps

Range: sight
Duration: Minutes
You create a series of glowing lights akin to a gas lamp in brightness (5 yards), you can create up to 6 orbs. Once created you can control them to go any place you can see, if they go beyond your sight they fade.
Disguise
Range: self
Duration: Hours
You are able to use your illusions to alter your appearance granting a Flat Disguise skill of 5 but requiring no materials.
Nausea
Range: 5 yards
Duration: Minutes
A targets inner ear is tricked into thinking its in a different motion to reality. This operation bestows a bout of nausea on the target if she fails a resistance roll. The target immediately becomes nauseous and suffers a 2 black dice penalty on all actions for the duration of the operation. Any failed roll during this time results in the target throwing up.
Veiled Truth
Range: 10 yards
Duration: 1 hour
Hides or disguises an object or area (up to 2 yards) under a false illusion (e.g., turning a door into a wall).
Illusory Audience

Range: 5 yards
Duration: Minutes
Creates a crowd of murmuring or applauding illusions. Affects morale of disheartened allies (+1 resolve vs negative morale or fear effects) of nearby NPCs or audience scenes. +2 to Charm, Art, Dance or Musical instrument rolls in the area if appropriately positioned. The spell can be reversed to have the opposite effects as the audience boos and jeers. Can also be used to obscure individuals in a crowd +2 black dice penalty to people searching a crowd.
Street of Shadows
Range: 15 yards or one street/ Alley
Duration: 3 initiatives
Turns a familiar street into a maze of shadowy illusions. Grants +2 dice to anyone wishing to use the shadows to hide or sneak, +2 black dice to ranged attacks targeting anyone using the shadows.
False Path
Range: 15 yards
Duration: Minutes
Creates the illusion of a either false tracks, a shadowy doorway, alley, or continuation of a street or path that doesn’t exist. Anyone failing a resist test wastes time or movement following the false path.
Glamour (Each spell costs 3, +3 dice to illusion roll)
Fool’s Gold
Range: Touch
Duration: Minutes
This illusion increases the perceived value of an item. It fools a jeweller into mistaking glass for diamond, brass for gold; it can even fool someone into mistaking a ha’penny for a guinea. At a casual glance, anyone looking at the item is automatically fooled. However, if someone scrutinises the glamoured piece, they may see past the illusion with an Discernment + Appraise roll if they exceed the casters successes.
See true Beauty

Range: 30 yards & eye contact
Duration: minutes
You show a person what true Beauty is, just for them in a glint of your eye. Most fall into a profound state of shock that may resemble unconsciousness until their mind recovers. 1 health of damage will have them react but as soon as they are safe they will return to their torpid state.
It is not unknown for people to pay to experience this Beauty.
Everyone has the option to resist.
Compelling voice
Range: 5 yards and in hearing range
Duration: Hours
You alter your voice for just one subject at a time, if they fail to resist you can compel them to do as you wish by simple phrase vocal command. Once one subject is under your sway you can continue onto others, as soon as one resists they are all free of your Compelling voice. Compelled individuals will not breach merits/ flaws, harm themselves, harm those they would not normally harm or the harm the Glamourite.
Others can make a Discernment roll to recognise a person has been compelled.
Spectral Messenger
Range: Miles
Duration: Until message delivered
Sends an illusionary messenger figure appropriate for the local area bearing a visual or sound-based message. The message is delivered according to a simple one sentence instruction.
The messenger can walk through walls/ doors etc but if it does so it will start to fade to nothing within a minute.
Glamour ball

Range: 20 yards
Duration: Instantaneous
Area of effect: 2 yard radius
The caster conjures a stunning, swirling orb of illusory flame (or other slow moving effect) bright, roaring, and utterly convincing. It arcs through the air like a true fireball and detonates in a flare of false heat and roaring noise. Though entirely unreal, the body reacts as if it were scorched, provided the target believes in it.
- Targets must be able to see and hear this effect or they get a +4 dice to resist the effect.
- If a target has a all out dodge they use it and take no side effects
- A ranged evade can be attempted (half Dodge pool vs successes) if successful no side effects
- If hit and failing the resist roll the Glamour ball does 12 Bruising damage (no armour) the target will now know it was illusionary but the body still thinks its been hurt.
- Anyone witnessing this effect to be illusionary gets +5 dice to resist this effect for the scene, +4 resist for the day, +2 resist for the next week.
Invisibility
Range: self
Duration: Minutes
You can make your self appear to fade out of sight, you though are still there and detectable by other senses. It takes 10 seconds to fade after which you can move. Any one seeing you fade or being suspicious that something is untoward get a resistance roll. This roll gains bonus dice of up to 5 if the Glamourite gives away their location in any way.
Veil of Living Night

Range: 20 yards (radius 3 yards)
Duration: Minutes
A dome of shifting shadow rises like liquid dusk. Inside, all light dims, and sounds are muffled. +3 dice to Stealth; ranged attacks into or out of the dome suffer +3 black dice. Anyone inside must resist or feel a rising sense of claustrophobic dread that will have them attempting to leave the area as first priority unless resisted.
Nightmare Silhouette

Range: sight
Duration: Minutes
You shape the shadows around a person into a terrifying monstrous outline. To others, they appear wreathed in a fiendish form (horns, wings, claws, etc.). Enemies who see the effect must resist or suffer fear penalties (–2 dice to offensive actions for the duration). Allies may be unsettled unless warned. This can give a successes bonus dice to your Interrogation and Intimidation roll.