Nocturne V.2
A World of Darkness Sim
​SUMMER
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The Summer Art is among the most celebrated magics of the Kithain, and is particularly associated with the Seelie
Court. This powerful seasonal Art harnesses the magic of fire, of passion, of hot days of longing and nights of dreaming. Many changelings regard it as an invaluable tool in coaxing Glamour from the cynical heart of the Autumn World. While the Summer Art is broadly thought of as Seelie magic, the truth is that Kithain of both courts value and practice it, noble and commoner alike. Indeed, the Unseelie have made passion their watchword, and find the Summer Art suits them exceptionally well. Out of all the Kithain, it is most popular among the sidhe, satyrs, and selkies.
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SUMMER ART ATTRIBUTE: CHARISMA
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SUMMER BUNKS
Summer bunks tend to involve the trappings of summer, of daytime and heat, of passion, freedom, and joy. Examples include: Rip up old homework, whoop with joy, do an energetic dance, climb a tree, chew a piece of grass, point out three shapes in the clouds, set a fire, stare at the sun, or some other bright light, catch a firefly, ring a bell, leap down a flight of stairs, paint a landscape, take a nap in grass high enough to disappear in, sing a song, or speak your true name through the blades of a spinning fan.
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SPEND: APPROPIRATE GLAMOUR COST (See Casting page)
ROLL: GLAMOUR RANK + RELEVANT REALM + SUMMER RANK + CHARISMA
DIFFICULTY: AREA BANALITY +5
OR
VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)
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CASTING PAGE (Opens in a new window)
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â—‰ FLICKER-FLIES
Everyone who comes near the front door of an old clurichaun grump tends to give up on whatever errand brought them, consumed by maudlin regret. A satyr shrouds herself in a flickering cloud of desire, preparing for a night out on the town. This cantrip summons bright, dancing motes of colored light from the substance of the Dreaming. Flicker-flies not only illuminate the area around them, but their softly pulsing colors evoke a subtle resonance of an emotion of the changeling’s choice in those who view them. Both the flicker-flies and the light they cast are invisible to mundane beings, yet mortals touched by their light still react to their emotional resonance.
SYSTEM:
The Realm used with this cantrip determines who or what the flicker-flies congregate around. They provide as much light as a brightly-burning torch for the rest of the scene, at least for those who can see things of the Dreaming.
More importantly, all who are touched directly by their light or who behold that radiance feel subtle stirrings of an emotion of the changeling’s choosing — anger, melancholy, lust, happiness, and so forth. Rolls that take advantage of this emotional resonance enjoy –1 difficulty.
NOTES:
Those touched by the light may roll mental defence as though the cantrip was directly aimed at them.
DURATION: 1 SCENE
TYPE: CHIMERICAL
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◉◉ ENKINDLE
A bully trembles in the dark, and a sluagh winds that tension into screaming terror. A pooka’s joke elicits little more than chuckles—until she forces a bit of magic into her audience’s response, filling the room with helpless laughter. Expelling a breath of Glamour, the changeling fans the flames of passion to a roaring and manic height.
SYSTEM:
The Realm used determines the target of the cantrip.
ACTOR /FAE
Any emotion an individual is feeling when enchanted with Enkindle intensifies dramatically — irritation becomes seething resentment, anger becomes full-blown rage, sadness deepens into crippling sorrow, happiness unfolds into leaping joy, and love becomes an all-consuming passion.
PROP/ NATURE
If directed at an object, then any emotions that object inspires in those who interact with it become similarly inflamed. (Characters may resist with mental defence as though they were the targets of the cantrip)
DURATION: Enkindle’s effects last for one minute per success when used on living targets, and one hour per success when used on objects.
TYPE: CHIMERICAL
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◉◉◉ APHRODISIA
Much-favored by the merfolk, satyrs, clurichaun, and certain other fae, this cantrip is the Art of creating all-encompassing awe, fascination, and even desire. The subject of this Charm gains a magnetic attraction. If a person is enchanted, their every word and action becomes entrancing and captivating. If Aphrodisia is cast upon an object, everyone who beholds that object immediately covets it.
SYSTEM:
The Realm used to cast Aphrodisia dictates who or what becomes fascinating and desirable, its enchantment affects all individuals who come into contact with the thing that is desirable.
SUCCESSES:
ACTOR /FAE
The target gains a bonus of + 1 bonus for each success rolled on the cantrip to social rolls.
PROP/ NATURE
the target of the cantrip becomes desirable those who are able to observe it, desire it. This serves to distract individuals from their duties as there attention inadvertently drifts towards the target. This manifests as a -1 modifier per cantrip successes to all actions.
NOTES:
Those interacting with prop or nature objects that have been targeted may roll mental defence as if they themselves were the targets of the cantrip.
While the fascinations of Aphrodisia are powerful, they cannot compel someone to violate his fundamental nature or Legacies — an honor-bound knight can’t be compelled to steal his lord’s jewels by this cantrip alone, though a less idealistic servant might, and other cantrips (such as Enkindle) might work to aggravate his sense of forced desire.
DURATION: This cantrip lasts for one scene
TYPE: CHIMERICAL
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◉◉◉◉ VESTA'S BLESSING
The hearth in a home represents safety and hospitality. By employing Vesta’s Blessing, a changeling creates the comfort of home anywhere she can create shelter or fire. Useful for travellers and anyone being hunted, the changeling’s Glamour acts as a sentry and provides an instinctual warning for any intrusion. Additionally, anyone invited into the sanctified space feels restored and rejuvenated.
SYSTEM:
The Realm determines the focal point of the secured space, and the cantrip requires the changeling establish some sort of shelter, camp, or enclosure to define the space protected.
Everything in the vicinity of the target that is welcomed by the changeling comes under the protection of Vesta’s Blessing.
The changeling becomes aware of anyone not invited approaching the target of the cantrip.
Anyone welcomed by the changeling can restore Glamour.
SUCCESSES:
The number of successes determines the additional amount of Glamour everyone within the Blessing can restore, provided they stay there for one scene.
1 success One point of spendable Glamour
2 successes Two points of spendable Glamour
3 successes Three points of spendable Glamour
4 successes Five points of spendable Glamour
5 successes Restores all spendable Glamour
AREA: A secured space must be made, generally this will be 10 meters in diameter.
DURATION: Vesta’s Blessing remains in effect until the next sunrise or until the focus of the cantrip leaves the established space.
LIMITATIONS: An individual changeling can only restore their own Glamour ONCE per night in this fashion. Meaning multiple uses of it by different changelings will not have any cumulative effects.
TYPE: WYRD
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◉◉◉◉◉ THE BELTANE BLADE
The changeling gestures, and the taint of Banality within her target erupts into brilliantly destructive red-gold flames. Once upon a time, this cantrip was the great and shining sword of Summer, used to drive mortals and the taint of the mundane away from the secret freeholds and hidden countries of the fae. Now that Banality has drowned the Autumn World, this cantrip remains a potent weapon, but one whose fierce heat seems woefully inadequate to keep the coming Winter at bay.
SYSTEM:
The Realm used determines the target of the cantrip.
SUCCESSES:
If the Beltane Blade is cast successfully, Each success causes 1 lethal damage.
If the player rolls five or more successes the damage is aggravated
Every two successes burn away a point of Balance
TYPE: WYRD
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