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Fae Sorcery
Fae Sorcery
“Sell a man a fish, and you’re owed a single debt. Rent a man a fishing rod, and he’s indebted
for a lifetime.”
There’s nothing wrong with a deal with the Fae, is there? Yes, make a deal with a Demon and
your magic becomes tainted, leading you down a slow descent into the depths of your Beast’s
depravity, but the Fae? What do they really want from you? Little more than a favor here or
there. Nothing too complicated, nothing too dangerous, just tiny tasks in exchange for Sorcery
unheard of by most of Kindred society. Why delve into the depths of the infernal when the
friendly shopkeep at the goblin market is willing to offer you the same thing for a minor memory
or a promise to keep iron away from your haven.
That’s the way it seems, at least. That debt can add up quickly, though, for a Kindred that
doesn’t pay attention. Every time they call upon the magic of the Wyrd, it takes note, and
another “little favor” is owed to that same Goblin that offered you that magic in the first place.
Most Kindred that attune themselves in this way can learn ways in which they can shed this
debt, but even so, using it one too many times can find them drawn inexorably towards the
Hedge, where it can claim its new debtor as one of its own.
Fae Sorcery
Also called “Glamour,” “Pact Magic,” “Goblin Mysticism,” and a host of other one-off terms by its
sales-goblins, Fae Sorcery, simply enough, is Blood Sorcery that’s empowered by the Wyrd via
a deal made with a Hobgoblin or other denizen of the Hedge (or perhaps a True Fae…). Relying
as much on Glamour as the power of the blood, it draws less on the Kindred’s own reserves of
power, and more on the working of the Wyrd, building up debt: Goblin Debt, specifically (see
Changeling: the Lost pg. 162 and 256).
The initial purchase of Fae Sorcery typically involves a trip to the Goblin Market, or some other
chance encounter with a Hobgoblin or other Fae creature of some sort, and so few Kindred end
up learning of this strange Sorcery. Still, there are a few rare bloodlines that have an affinity for
the Hedge or for Fae, there’s Kindred with Changeling allies, and there’s always the random
whims of the Wyrd allowing for such a meeting to take place.
To gain the first dot of Fae Sorcery, the Kindred must typically give up a memory, experience, or
some aspect of themself, and an owed favor, which is represented by the accrual of a point of
Goblin Debt (which must be paid off like a mortal does), and the expenditure of 4 Experiences
(like with most forms of Blood Sorcery), which will grant the Linked Themes and Learned rituals
(or “Charms”) it normally grants. Further dots in the Sorcery and its Themes can be learned
normally for Experiences, but can often be gained more quickly by making further deals with the
Fae.
Once learned, a Kindred’s Humanity has no effect on how much further Sorcery can be learned,
but it they ever gain the equivalent of an Oathbreaker condition or a similar supernatural
condition implying a lack of trustworthiness in supernatural bargains, their Sorcery ceases
working until they resolve that condition. Similarly, if they ever break a Bargain with a Hobgoblin
or True Fae, they similarly lose access until they make amends.
The Sacrifice: 1 point of Goblin Debt per ritual. Goblin Debt gained from using Fae Sorcery can
be shed by the Storyteller in the same way it can for Changelings utilizing Goblin Contracts
(Changeling, pg. 162), but only for Debt accrued by casting Fae Sorcery (this does not include
the debt gained to learn Fae Sorcery in the first place).
The Request: Improvised and Mastered Charms use Manipulation + (primary) Theme. Learned
Charms use Manipulation + Politics + Fae Sorcery. On a dramatic failure, they gain the Guilty
condition, in addition to the usual effect.
Linked Themes: Guidance and Transmutation.
Limitations of Blood Sorcery: The Wyrd would never allow for the nature of Blood Sorcery to
be broken, but it can certainly skirt around the edges of these Limits much more closely than
other forms of Sorcery can. Blood Sorcery can’t get you into another realm, but a Charm might
let you borrow the nature of a Key for yourself, causing a Hedge Gate to happen to open. A
Vampiric magic user can’t conjure fire, but perhaps they can happen upon something in the
Hedge that produces it naturally. In general, Fae Sorcery skirts very close to the Limitations of
Blood Sorcery, perhaps breaking the spirit of the Limitation but never the actual word.
Similarly, though, Fae Sorcery can never be used to break a deal or promise, although again, it
can skirt close to the line. Guidance rituals can’t get the Sorcerer out of a Pledge or Oath of any
sort, for instance, but Divination might let you know how best to skirt the wording of it.
Transmutation can’t force someone to break their Oaths, but Guidance can be used to tempt
them to do it themselves.
Motifs: Fae Sorcery is the magic of tricksters, a comparatively subtle form of Blood Sorcery that
can allow one to skirt the rules, veil their actions, and forge miniature “bargains” with aspects of
reality itself. It calls upon the Wyrd, offering up a bit of one’s own Fate, or a promised favor to be
returned, in exchange for a more immediate change to the nature of the world around the
Sorcerer. Like all Blood Sorcery, it never truly changes the innate nature of what something is,
but it’s incredibly good at pulling that nature in another direction, or combining it with aspects of
something else entirely.
Charms often involve subtle little promises being made, along with strange, but meaningful
actions that align with the Wyrd’s concept of the effect being drawn out. There’s no visceral
sacrifices, or blatant pleas to holy avatars, just a tugging on the catches already built into every
aspect of reality. Often times, the ritual behind the casting is little more than setting up the right
circumstances or criteria for a period of time; this might mean closing one’s eyes and wearing all
black when striking someone blind from afar, for instance, or borrowing the healing power of a
goblin fruit (or stolen blood) with a simple request to mend a coterie-mate’s wounds. This
requires a Manipulation of the underlying nature of the world, and an understanding of how
these woven contracts and oaths between aspects of reality really work.
Its motifs are as follows:
Fae Sorcery is associative - Effects are managed by calling upon the infinite connections
between every aspect of reality, and their inherent associations with each other. By calling upon
the color black’s connection to darkness, you can conjure shadows. By calling on the
connection of anger with violence, you can destroy someone you hate from afar. You always
need some relation between your ritual and the desired effect, it’s never as simple as just
spilling blood or getting into the right state of mind (unless one of those is directly associated
with what you’re trying to do, of course).
● Charms can be Learned more easily if they require very specific materials, situations, or
circumstances to work at all, rather than relying on anything of an appropriate resonance
or connection; some call these the built in “Catch” or “Loophole” that can manage an
effect more easily than normal.
Fae Sorcery is subtle - While it can transform, it’s more likely to do so internally or to do so in a
way that can be seen as a twist of fate or a natural happenstance occurring at an unnatural time
than it is to create blatantly obviously supernatural effects. This doesn’t mean someone can’t be
given razor sharp claws or unnatural musculature, it just means those claws will come from
strangely sharp humanoid nails, or those feats of strength will seem like surges of adrenaline.
● Kindred can Learn charms more easily if they rely on some aspect of the process going
unseen. Perhaps a token needs to be hidden on someone’s person without them
noticing, or the magic won’t work, or the ritual itself must go unobserved. This always
must be combined with some criteria that makes it impossible to just cast alone from afar
for an easier effect; perhaps they need to blind a victim and still perform it on them, or do
it when they’re sleeping and can’t possibly stumble upon the caster.
Fae Sorcery is aware - Carrying a bit of the Wyrd in it, the magic that empowers it always
seems to be oddly aware of the caster and their victims (or beneficiaries), the effects shifting
slightly when observed or changing when the emotional state of the subjects do. Sometimes,
this means it works better in certain circumstances, but sometimes it means the magic will have
side effects or oddities born of the Wyrd’s own whims (especially in other realms like the
Hedge).
● A Fae Sorcerer can learn a Charm more easily if the Storyteller is given leave to
determine some aspect of the effect. Perhaps a curse that causes penalties has those
penalties decided by the ST instead of the Sorcerer, for instance, as the Wyrd sees most
suiting for the crime being punished, or perhaps a Creation ritual spawns what the Wyrd
specifically deems most helpful, rather than a chosen object.
Some sample Charms follow: