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Draíocht: Magic of the Sidhe

In the land of Cels the world for the natural ability for to manipluate light and the elements or the feelings of others is known as draíocht (magic in the old tongue of the Sidhe). Draíocht is an ability found in all Sidhe, one that is innate, but it must be controlled or the user cannot access it. For this reason a Sidhe must learn to channel their abilities via training and education.

All magic for the Sidhe is by extension a part of their half-divine soul gifted to them by their great progenitor Goddess, Danu. Through her the Sidhe are born with the ability to learn how to manipulate this semi-divine energy and use it to change aspects of the world around them. This magica is inherently weak to Iron which harms and saps the divine nature of the Sidhe. What causes this is unknown only that Iron seems to have a sacred ability to break the fate changing powers of the Sidhe. The energy of the theirselves simply called “anam” or soul in the Sidhe language.

 

Draíocht for the Sidhe can be defined into two major categories.

  • Charms – The ability to physically the elements around you or the ability to manipulate the feelings of others or the physical body.

  • Glamour – The ability to manipulate shadow, light or illusion.

Art by OakKs

 

It should be noted that a Sidhe’s magical ability and master of that ability is based age. As a Sidhe ages their ability to manipulate and use their anam grows. The ability to then add new Charm or Glamour then increases. For this reason magical abilities are marked into three levels for learning:

  • Unshaped – The ability to sense the usage of magic in either ones Sept affinity or the magic one is training in.
  • Amateur – Ability to use their magical Charm or Glamour in very limited means (creating minuscule illusions, changing one body feature, freezing a small amount of water).
  • Student – Ability to use their magical Charm or Glamour in limited means (moving a bit of earth, freezing water, creating a small illusion).

  • Adept – Ability to use their magical Charm or Glamour in greater means (moving a bull sized amount of earth, freezing a ponds worth of water, creating an advanced illusionary person).

  • Master – Ability to full use their Charm or Glamour in totality (moving a house size amount of earth, freezing and moving a hundred gallons of water, creating a room filled with deceptive illusions).

 

Ones skill level is then measured on their age, this also states how many abilities a Sidhe can learn:

  • Starting between the ages of 25 to 30 a Sidhe will have learned their first form of magic from Acadamh.

  • Sidhe may only learn three forms of magic (Two Glamours, One charm etc) in totality.

  • A Sidhe requires twenty years to expand the skill of any of their magical abilities. To move from Student to Adept takes twenty years.

  • To master an ability takes an additional thirty years afte\ar reaching Adept in a given ability.

  • To gain additional magical abilities takes twenty years (not exceeding the three number limit).

  • It takes a total of 210 years to master three forms of magic.

  • Amateur rank is earned with ten years of educated or uneducated experience. You automatically gain your Sept Magical Affinity if you have no other magical skill (rules on ranking Amateur applies to Affinities).

 

An example of magical skill advancement:

  • Ages 25-30 – Student in one ability.

  • Ages 45-50 – Student in two.

  • Ages 65-70 – Adept in one, Student in one.

  • Ages 85-90 – Adept in one, Student in two

  • Ages 105-110 – Adept in two, Student in one.

  • Ages 125-130 – Adept in three

  • Ages 155-160 – Master in one, Adept in two.

  • Ages 185-190 – Master in two, Adept in one.

  • Ages 215-220 – Master in three.

 

It should be noted that master level skills are far more taxing on the physical energy and strength of a Sidhe. The greater usage of the anam, the less bodily welfare a Sidhe presents. It should also be noted that those that do not use multiple abilities are often far stronger than those who do.

 

Charms

When a Sidhe uses their anam to move earth or free the very rain in the sky it is the usage of Charms. Charms are the ability to manipulate the physical plain, or the emotional plain. Through the master of a Charm a Sidhe can be very devastating in battle or proficient in negotiation or much more.

  • Fire Charm - The ability to control, summon and manipulate fire. The ability to also heat things by touching them.

  • Water Charm - The ability to control, summon and manipulate water. The ability to also freeze things by touching them.

  • Air Charm - The ability to control, summon and manipulate air. The ability to also manipulate the weather in minor amounts.

  • Earth Charm - The ability to control, summon and manipulate earth. The ability to also sense and move metals to a limited degree.

  • Body Charm - The ability to change and manipulate one’s body including shapeshifting at greater understanding. May also change minor aspects of other people.

    • NOTE: You may select only one bodily feature (more if you are a master) and you must touch the target. Full expression permission must be given by the target OOCLy before the use of this Charm on others. Body charms cannot regenerate flesh, it can be used to compensate for loss, but it cannot repair.
  • Humour Charm - The ability to change and manipulate the humors in a given target or targets. The four humor temperaments are:

    • Sanguine – Temperament of impulsiveness, desire, sensitivity,  and forgetfulness.

    • Choleric – Temperament of aggression, inspiration, leadership, and passion.

    • Melancholic – Temperament of consideration, sorrow, reflection, and cruelty.

    • Phlegmatic – Temperament of rational logic, sluggishness, observant, and curiosity.

    • NOTE: You may only select one humor and a one temperament feature (two if you are a master) and must have express permission from the target ( you must touch them) when using this Charm.

  • Venom Charm - The ability to manipulate, direct and summon poinsons. Can be used as a touch attack to poison a target.

    • Requires full permission of use on target before usage.

  • Wild Charm - The ability to summon and direct plant or animal life. May also be used to  sense animal or plant life, and give limited empathic abilities with either (must choose animal or plant, not both).

Art by KateMaxpaint

 

Glamour

The ability to use light and sounds to manipulate the preception of the world is known as glamour. Unlike Charms, Glamour is a very finesse based form of draíocht and requires more focus. Glamour using Sidhe are tricksters, pranksters, or in some ways masters of killing with what many thought could not kill.

  • Solid Glamour - The ability to take light or shadow and solidify it into various forms at will.

  • Illusion Glamour - The ability to bend the perception of sight and feeling to create mock images to a set of viewer or viewers.

  • Sound Glamour - The ability to use sound to deceive, enchant, or harm others ones own voice or by carefully manipulating the sound of instruments one is holding.
  • Mind Glamour - The ability to manipulate and change perception of the mind. Can be used to create dreams, change memories, or retain information in greater amounts (must choose dream, or memory specialty, not both).

  • Requires user to touch the target, requires permission from target’s player.
  • Death Glamour - The ability to sense and control the perception of death. May also grant the ability to see, sense, and communicate with those who have died (requires bone of the deceased or remains).

Art by SeeEffEye

 

Combining Draíocht Forms

The Sidhe have the ability to with practice combine the powerful magics at their command. The more skilled they are in a given field, or in both, the more powerful the combined effect. It should be note that a Sidhe can only combine two powers at a given time, and if one side is a higher level of skill it will eventually overpower the added effects of the other.

Here are some examples of combining various powers:

  • Death + Sound Glamour – The user is able to create voices for the dead and play them for specific targets, or in the area around them.
  • Solid + Illusion Glamour – The user is able to create solid illusions that can harm their enemies.
  • Mind + Death Glamour – The user can transfer memories or dreams from the dead to the living.
  • Water + Earth Charm – The user can manipulate mud, clay, and other materials.
  • Earth + Fire Charm  - The user can manipulate molten metals and rock.
  • Solid + Body Charm – The user can transform into a light like creation and then recreation themselves into flesh form.
  • Solid + Fire – The user can create a superheated piece of slid light or shadowy fire that burns everything it touches.
  • Humour + Water Charm – The user is able to create liquids that manipulate the humours of other.
  • Water + Air Charm – The user can summon and control lightning.
  • Sound + Earth – The user can create sound waves that shock and crack the earth and reshape it with song or sound.

 

Artifacts

The final form of magic is the ability to forge and create powerful items known as Artifacts. Artifacts are created when a mastersmith fuses a bit of his own anam into the the making of something. This is done by first heating the metal using Fire Charms (done by the smith or an assistant) and then the mastersmith must temper the metal while reciting over it ancient druidic incantations. These works are often always passed down secretly among specific Septs and Fine within the various Clanns.

The discovery of a new incantation is usually quite rare and is usually overseen by the leading members of the discoverer’s Sept. The abilities of a given Artifact are often unique to it. They might let the user cast a specific set of charms, summon allies or much more. However, the more powerful the ability the more dangerous and alive the Artifact.

Even the simplest Artifact is costly meaning that more often than not, Artifact smiths are highly sought after and are generally several Ormarcs or more for the creation of their works.

 

The rules of creating an artifact are as followed:

  • The item must be made partially of metal (not-Iron) or wood.

  • The incantation must be prepared beforehand including all the ingredients indicated within.

  • The weapon or item must then be forged or made with magically inclined fire providing the solvent for its form. The incantation read aloud as the ingredients are added to the mixture.

  • The item must then be inscribed with a name in the Ogham script.

 

Artifacts must also meet these requirements:

  • All Artifacts must be approved by a member of the Staff.

  • Any abuse of the artifact or of the Rules in general will result in loss of the artifact.

  • A Sidhe may possess only one Artifact at a time.

 

Examples of Artifacts:

  • Lugh’s Spear that would alight with fire on the tip if it was not placed in water.
  • A wooden cup that summons water to it.
  • A shield that causes the viewer to see his truest fears.
  • A dagger that poisons those who get cut by it.
  • A staff that can allow the user to change shape.
  • A set of arrows that  fly always fly true.

 

Creating Incatations and Artifact Powers

When a smith creates an Artifact they use what is known as an incantation as sort of direction to the very being of the weapon itself. Incantations can be described as a scroll covered in Ogham and blessed by a druid. The actual ritual requires soaking the scroll of parchment itself in water strained with the leaves of an Ash, and Oak and then doused with the ash of a burned Beech. Once that is complete the druid marks the Incatation with a payer to Danu or one of the Ancestors in Ogham and returns it  to the smith.

Incantations include the following:

  • The number of, and what magical abilities the artifact will hold.
  • What material and form of the artifact.
  • The cost the artifact has for using it (applied to complex or powerful artifacts).

Art by WarNick

 

As you design an artifact please consider the following:

  • Have you checked out the basic levels of magical item?
  • How many powers does this item or will it have?
  • How powerful are these power or is this power (some legendary items have one power that is VERY concentrated)?
  • What level of skill would these magical effects or powers be compared to?
  • What form is the item and what materials is it made out of?

 

To get an item created please write up a summary of its form, abilities, and suggest level and send it to a member of the staff. We will then look it over and discuss its creation. Please note if you wish to have it already in existence or to create it. Depending upon its power, level and a few other factors we may require a quest to create or other form of major character development to possess (primarily for Rumored and above level items).

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