Understanding Sidhe Magick (Draiocht)
Original article about Draiocht can be found here.
These are more like guidelines than actual rules. Gives an idea of what their Magick is like, otherwise we are able to make up whatever we want.
There are slight differences between the O'Sullivans and the Fae. The biggest being they are not part of any Fae Court and only answer to their current Clan Leader: Declan.
The O'Sullivans are descendants of the Tuatha De Danann and therefore are considered Seelie even though they serve no Fae Court. They are immortal in the sense that when they die on the mortal plane, they return to Tir Na Nog. However, they are capable of being reincarnated except they do not retain their memories of their past lives. Not all of the O'Sullivans are Sidhe, however, as they're blood has been diluted. The women are more prone to obtaining their Sidhe Magick than the males. And once Sidhe blood has become tainted (IE: werewolf, vampire, etc.) they cease to have their Sidhe Magick, but still will be retired to Tir Na Nog in death, but this also means they will cease to be reincarnated.
Each O'Sullivan Sidhe is limited to the rule of 2 to 1, IE: 2 glamour and 1 charm or 2 charm and 1 glamour.
Charms - able to physically manipulate the feelings of others or the elements around you
Glamour - able to manipulate light, shadows, illusion magick
There are three learning levels: Student, Adept, and Master.
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).
Each rank is determined by a trials. One to go from Student to Adept, another to go from Adept to Master. These trials are held within Tir Na Nog and are given by the current Clan Leader. Should they fail any of the trials, then they will have to retake them when deemed ready. These trials occur at random, scheduled by the Clan Leader and the testee is given no warning before being Summoned to Tir Na Nog.
Upon completion of the Master trials, they attain the ability to open the veil and go wherever they wish whenever they choose. Anyone who has not Mastered their Sidhe Magick are not allowed to go to Tir Na Nog without seeking permission from their Clan Leader.
Charms
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 must touch the target. 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 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
Glamour
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. Requires user to touch the target.
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).
Traits
Enhanced Senses - they possess enhanced hearing, sight, smell, strength and taste, however they are not as enhanced as certain species (IE: werewolf, vampire, etc)
Sensing Magic - although they're blood is dwindled in some instances, they are still of pure magick. They are capable of seeing, smelling, touching, tasting, and hearing magick at all times. Sometimes nothing more than a whisper or a gut instinct, but 99% of the time they are right.
Glamour - most of the O'Sullivans Sidhe blood is watered down, however, they are still capable of seeing through ANY glamour/illusion not made by a full blood fae.
- They are able to use the traditional "Fae Glamour", such as changing their appearance or parts of their appearances at will.
"Elven Kiss"/Mark of the Fae - whosoever bears the mark of their "Elven Kiss" (more commonly called Mark of the Fae) means they are able to pass into Tir Na Nog. However, with this comes a consequence. Mortals are not able to return for the "world they left will have forgotten them."
Other Fae/Sidhe - they are able to detect other fae/Sidhe and will know what their alliance is (Seelie/Unseelie).
Promises/Vows - there are subtle differences between when a Sidhe promises versus when they make a vow, or give you their word as a Sidhe. A promise bounds the Sidhe to uphold except under special circumstances that affect their personal values. A vow "giving you their word as a Sidhe" is unbreakable and the Sidhe who makes such is bound until their vow is deemed carried out.
Weaknesses
Iron - *in best Gollum voice* "It burns usssss, it scars ussssss..." more or less sums it up. If even trace amounts are digested, it poisons them.
Steel - believe it or not, steel is about 96% iron. While not all of the O'Sullivans would be as affected by steel, those who are more pure in Sidhe blood will be. However, they are capable of wearing some charm or ward to lessen *some* of the ill effects. But still uncomfortable.
Rowan Wands - can break their Glamour.
Sidhe/Fae ADHD - can be distracted by shiny objects, things (or people) they find beautiful (not always an outside beauty). However, this is not a guarantee.
Lies - they are incapable of lying, but not telling an alternate truth. Ask carefully and detailed if you want a genuine answer. Unless they trust you.