Glamour Sorcery
The
great spells of the raksha are artifacts forged from raksha Graces and bound to the aspects of Dharma. Most come
from the Graces of the unshaped.
Spells
are the poisons and drugs of the Wyld. They undermine or change the Essence
patterns of those they encounter. The raksha use them
as tools of ravishment.
They are
aphrodisiacs, depressants, euphorics, opiates and hallucinogens.
They make the experience of others’ shaping more intense, more confusing or
more unbearable and, in so doing, facilitate the arts of the Cup. In Creation
and within the worlds of raksha-shaped fate, they
manifest as patterns of changing circumstance.
Waking Circle Spell
(Artifact •)
These are the pettiest of spells, from
the circle of waking visions — more the caffeine or sugar of the Wyld than its
cocaine. In Cup-shaping combat, they have qualities similar to a normal one-dot
artifact weapon — by default, a piercing clinch enhancer with Speed -5,
Accuracy +1, Damage +4, Defense +4 and Rate 1.
Invoking these spells in Creation takes
one scene, 10 motes and 1 gossamer. Once invoked, they
remain invoked for a full story, but the motes are not committed.
To determine the tangible effects of a
They must have exactly 1 point of
Assumption-type Charm mutations, normally Assumption of Elemental Shape. The
remaining mutation points are spent on non-Assumption-type mutations to craft
the spell itself.
For example, a
Dreaming Circle
Spell (Artifact ••)
These spells are the substance of dream,
disruptive to elements of pattern. In shaping combat, they have qualities similar
to a normal one-dot artifact weapon. In addition, most offer a positive
pharmaceutical effect to the user or disruptively poison their victims.
Pharmaceuticals usually add two dice to a shaping Ability. Poisons usually
force a Stamina + Resistance check at difficulty 3 each time the shaping weapon
damages a target lest the target suffer an extra point
of Cup damage.
Invoking these spells in Creation takes
one scene, 15 motes and 1 gossamer. Once invoked, they
remain invoked for a full story, but the motes are not committed.
The tangible effects of a
For example, a Dreaming Circle spell
might blanket a hamlet-sized region with the ignorance of pain — though pain
and suffering remain real, people there naturally conceal and forget about its
existence, so that they believe themselves living in a utopia. This might take
form as a spherical gem with the permanent versions of Assumption of the Land’s
Heart and Fall of Night Shadows the Truth. When conjured into
Creation, the Assumption of the Land’s Heart effect Magistrate Eyes. A
simple stunt such as marking one’s way with chalk or navigating by the stars
would also suffice.
These spells are crafted to influence
the endless primordial dreams of the Wyld, the Graces and the mortal soul.
These are also called “True Self Spells,” and no raksha
can cast them that does not own his own Heart. In
shaping combat, Samadhi Circle spells have qualities appropriate to a three- or
four-dot artifact weapon, defaulting to Speed +6, Accuracy +1, Damage +8,
Defense +1, Rate 5 and a special power, such as the ability to ready the spell
without a shaping action.
Invoking these spells in Creation takes
two scenes, 25 motes and 2 gossamer. Once invoked,
they remain invoked until some condition inherent to the spell is met. If that
condition is the passage of time, the spell lasts up to one year and one day.
The motes are not committed.
The tangible effects of a
For example, a
These spells are crafted to influence
the substance before dreams, the primal substrata of the Wyld and the world
from which the shinma, the Primordials
and certain of the unshaped were made. These spells are the most terrifying of
the shaping weapons of the Cup. In shaping combat, Samadhi Circle spells have
qualities appropriate to a four- or five-dot artifact weapon, defaulting to
Speed +6, Accuracy +1, Damage +8, Defense +1, Rate 5 and a major special power,
such as a mote-fueled persistent defense or the ability to fight on its own.
Invoking these spells in Creation takes
three scenes, 30 motes and 3 gossamer. Once invoked,
they remain invoked until some condition inherent to the spell is met. If that
condition is the passage of time, the spell lasts up to one century. The motes
are not committed.
The tangible effects of a
It takes an appropriate Charm or stunt
to see through
These rules apply only to player-created