Scrivener’s Veil

Art: Glamourie

Ruling Planet: Mercury

Sphere: Common

This charm encompasses all the various expressions of the magicks that restrict the circumstances under which any writing’s made under its auspices may be read. The simplest use of the Veil is to cover those writings that are intended to be read only by a single recipient. Those who are allowed to see the writings under the Veil can be tuned as discussed under the heading “Fine-Tuning the Magick”, screening those who may read or those who may not, as the caster desires, but the result raising the DV for the casting in a Progressive manner. Another variety of restriction to place on the writings made under the Scivener’s Veil are those that dictate the sort of light by which they can be read, whether starlight alone, moonlight, or real sunlight, by light magickally conjured (sometimes called “Werelight”) or by Balefire, or by Spirit Fire (sometimes also called “Wizard Fire”). Some can only be read by firelight, some by candle light in specific, or torchlight, or rushlight.

When the Veil is keyed to the moon or sun, it is always to a specific phase of the moon, sometimes also to a particular month, even a particular day, for the sun it can be the time of day and even the season, and down to the month and even day. Whatever the particulars of the timing chosen, that is when the message must have been written under the Veil. That is why they can only be read when that time recurs. The specific day the message is written under the Veil can be chosen regardless of the moon and according to the sun only in general terms, such as tying the Veil to one of the equinoxes or one of the solstices.

Some Veils are keyed to a command word or phrase (no more than POT words), or a gesture, or a combination of both.

There are Blood Runes, which can only be seen when blood has touched the surface where they are written. Some Blood Runes are keyed to a specific bloodline, and cannot be seen except after that specific family’s blood has touched the surface.

For some it is the touch of water or wine, perhaps even from some particular source or location, the produce of a specific winery, a particular river, lake, artesian spring, etc.

Further, the lighting or other conditions like blood, command words, and the tuning only to respond to certain individuals can all be combined in whatever ways the caster desires and can devise, just so long as any physical keys like blood, water or wine are all present at the casting and the command word(s) is spoke and any gesture performed at that time of the casting (as applicable). This applies even to a cantrip form casting when those conditions are also to be set into the dweomer.

One notable and almost universal use of the Scrivener’s Veil is known as the “Wizard Mark”. This aspect of the charm enables the caster to scribe upon any surface (AoE), creature, object or being up to [(MGA att. mod.) x (POT)] characters, runes or glyphs. Alternately it can be restricted to a simple thumb, finger, or hand print, these being the most convenient when the High form is used to cast it. The Veil allows the Mark to be seen either by only those trained in the Arts, only members of a particular magick-wielding trade, or those simply gifted with the Sight. If the caster permits, this Wizard Mark Veil commonly allows the writings or marks made under it to become visible under the light of any magickally conjured light to any also standing within the Light’s area of effect, whether mundane or schooled in the Arts, regardless. This magick represents a bond of Resonance, easily traced with a “Charm of Direction”.

The presence of writings under a Scrivener’s Veil can be revealed to the sight of those bearing the “True Sight” or “Wizard Sight” magicks of greater POT than the Veil, BUT not what the message or mark(s) under it actually are unless they are cast directly in Opposition.

This charm cannot be resisted.

Piteous Plight, Wretched Sight

Art: Glamourie

Ruling Planet: Neptune, Jupiter

Sphere: Common

Under the effects of the glamour, the recipient presents so humble, piteous, vulnerable and even wretched a sight that all who come upon him with violence in their heart or any other form of personal ill-will must make a Contested HRT check vs. the POT of the charm and HRT of the caster or be forced to turn away for shame at the thought of doing ANYTHING to worsen his circumstances, protecting him in a manner very similar to the Mystic’s charm “Sanctuary”.

IF the foe coming upon the bearer of this charm leans to Vice over Virtue, the number of points by which that average exceeds the Virtue average is added to his AV for the Contested HRT roll to defeat the influence of the charm.

IF the bearer of the charm leans to Virtue over Vice, the number of points by which that average exceeds the Vice average is added to his foe’s DV for the Contested HRT roll to defeat the influence of the charm.

This glamour has NO effect whatsoever on un-dead and creatures of Darkness nor automatons possessed only of a simple animus, who are solely animal and not capable of feeling pity, much less showing it, nor any creature or being that lacks a soul (including zombies), necessary to feel compassion of any kind, nor any sentient being with an average Vice score greater than the POT of this charm.

This glamour cannot be directly resisted.

Enchant Sound

Art: Naming, Glamourie

Ruling Planet: Neptune

Sphere: Common

Enchant Sound” enables the caster to heighten, lessen, or completely mask any sound created by up to (POT) sources within RNG or the level of natural ambient sound, no matter how loud or faint the sound, present within or entering into the AoE designated at the time of casting. The caster may choose whether the effects of the dweomer apply only to his own ears, only to the ears of up to (POT) others specified at the time of the casting, or to all within the AoE or entering there for the DUR.

Enchanted sounds may either be amplified to the point where they mask other sounds, providing a DV equal to POT for an AWA/Perceive check which must be successfully rolled on d100 in order to hear other sounds or noises through the din, or muted to the point where the dweomer will again provide a DV against which an AWA/Perceive check must be successfully rolled on d100 in order to hear, OR adjusted to any volume in between.

IF the POT of any sound affected by the magick exceed any character’s AWA, or effective AWA in regards to the sense of hearing, that sound may effectively be silenced completely or deafen the character concerned, as applicable, able to hear nothing else while the sound endures. The deafness continues for (amount of time subjected to the amplified sound) + [(POT) – (P-RES), minimum one] in CS’s afterwards.

The frequency with which the source generates the sound affected will determine the repetition of the effect in the AoE, as applicable.

The effects the “Sound” dweomer creates will comprise a real and physical force which any characters within the vicinity will feel palpably on their skin, reverberating in their chests if the POT is greater than their (modified) STA. When the POT is greater than [(modified) STA x 2] it has a physical impact sufficient to cause damage not only to creatures and beings but also to objects, especially those that are fragile, in the same manner as the concussion from a “Thunderclap” of a POT equal to the amount by which it is greater.

The effects of enhanced sounds do not simply cease at the edge of the AoE, but will bleed over, declining at a rate of 1 point of POT per foot each creature or being is located beyond its limits.

This charm may not be resisted. See the notes regarding the resistance of glamourie under “Magick in Play”.

Enchant Light

Art: Naming, Glamourie

Ruling Planet: Sun

Sphere: Common

Enchant Light” enables the caster to increase or decrease the output of light from either up to (POT) specific light sources within RNG or the level of naturally occurring ambient light present within or entering into the AoE designated at the time of casting. The Enchantment may be used to multiply even dim starlight until bright enough to read by or even as bright as daylight, or divide broad daylight or even bright direct sunlight down into a romantic twilight or light as dim as starlight, or any effect in between. The effects of enhanced light doesn’t simply cease at the edge of the AoE, but bleeds over, declining at a rate of 1 point of POT per yard beyond its limits. In game terms, the Glare penalty of direct sunlight determined by the GM may be increased by up to (POT) by the brightening aspect of the dweomer, OR the Gloom penalty of dim lighting increased by the same amount by the darkening aspect. In the same vein, the darkening aspect may be used to take any Glare penalties down at a rate of 1 per point of (POT) and any remaining POT used to bring the level of light down past the range of comfort to impose Gloom penalties at the same rate, OR the brightening aspect may be used to ease any Gloom penalties at the same rate and any remaining POT used to bring the level of light up past the range of comfort to the point of imposing Glare penalties.

In any event, should the resulting penalty from Gloom or Glare exceed any character’s AWA, or effective AWA in regards to the sense of sight, that character is rendered effectively blind. Blindness due to POT of Glare leaves a character’s eyes residually dazzled once the dweomer has been dismissed or shelter taken from it for [(POT) – (P-RES)] CS’s afterwards, minimum one (1).

If the “Blinding Flash” is not already in the practitioner’s repertoire, as well, the “Enchant Light” skill provides the practitioner with a bridge to it, giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

This charm may not be resisted. See the notes regarding the resistance of glamourie under “Magick in Play”.

Dispel Common Magick

Art: Divination, Sorcery, Enchantment, Glamourie, Naming

Ruling Planet: Uranus, Neptune

Sphere: Common

This is the dweomer to be used when the caster wishes to attempt to dispel any existing work of magick woven by any other wielder of magick, regardless of their trade, when he has no magick in his portfolio that is “opposed” to use. In order to be effective, however, the caster must use the dispelling specific to the Art used to create the target magick – Divination, Sorcery, Enchantment, Glamourie, or Naming.

Once successfully cast, the GM will determine the chances of the Dispelling’s success against the target dweomer according to the procedures in The Grimoire.

The player should be aware that the GM will modify the strength of the character’s Dispelling, or effective POT, according to the magick against which it is cast, according to the respective Sphere of Power, the form (cantrip, prayer/spell, rite/ritual) in which both the Dispelling and its target dweomer were cast. Should the Dispelling’s effective POT be reduced comparatively to a number less than one, it simply will not have a chance of dispelling the target magick.

If a Dispelling succeeds, the target magick is utterly dispelled, its pattern undone, its power dissipated.

Displacement Glamour

Art: Glamourie

Ruling Planet: Neptune

Sphere: Common

This charm cloaks the recipient in invisibility while shifting his visible appearance, his apparent location, so he appears to be anywhere within a circle of up to (POT) feet. Despite making the bearer invisible, the charm has no effect on the traces of his passing. It cannot hide footprints in snow or mud, or mud and dirt tracked indoors, handprints, the trail of water if he should get soaked, etc.

To avoid any unnatural appearance to the movements of the displaced image, the proximity of it to the bearer of the charm can be adjusted at will, and the image can be made to move independently of the bearer so long as the bearer remains still and devotes his concentration to controlling the image’s movements.

In a similar manner, applied to an object, the caster can put the object wherever he likes while pinning its appearance, its apparent location, anywhere within (POT) feet. This is commonly used to display treasured items out in plain sight while holding the actual physical object in a secure location, such as a “Wizard’s Closet”.

If it is not already in his repertoire, the “Displacement Glamour” skill provides the practitioner with a bridge to the “Cloak of Confustication” magick, giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

This charm cannot be resisted unless applied to a living creature or being.

Cloud of Obfuscation, Veil of Obfuscation

Art: Enchantment, Naming, Glamourie

Ruling Planet: Neptune

Sphere: Common

This charm creates one of two sorts of barriers that block sight, either to inflict conditions under which sight is greatly inhibited or creating areas where those within are effectively rendered blind. The first is a Veil that creates a barrier which may run in any configuration the caster desires, and is roughly (POT) inches in thickness. For this use, either the length or height of the Veil provide the Size that sets the minimum POT for the casting (whichever is greater). The Veil can be wrapped into a circle of (length ÷ 3) in radius. The second is a Cloud that fills the AoE described by the caster, up to a height of (Cloud radius). Only those areas that are closed off from the AoE by walls, shutters, doors and the like closed off prior to the loosing of the magick remain unaffected, even though they physically lie within the AoE, i.e., in the event that a structure or part of a structure is encompassed.

The Veil or Cloud can be applied to any number of different substances to create the appearance of the Cloud and fulfill its purpose, but some sample of the substance used to fill the Cloud and make it visibly impenetrable must be present somewhere within the AoE for the caster to draw on and incorporate it, especially if it is something already falling through the air. This can be something as simple as Smoke; Dust (dirt, grit, debris); Ashes (from the site of any fire); Leaves (dead and fallen, still turning or green, alike); flowers or petals; Fog (from drifting streamers over chilly dales or hanging over water, even low-hanging storm clouds); Steam (off a boiling cauldron); Fire or Smoke (from any firepit); flower petals (falling like snow as they are being shed); or whole flowers (from any field); sawdust or woodchips; even a handful of torn or shredded papers and parchment tossed into the air with the loosing of the dweomer to create a confetti-like effect, and so on.

The charm automatically takes the substance on which the Cloud or Veil is to be based and multiplies it by conjuration to create sufficient density to warrant its Obscuring effects.

If the trees are filled with flowers or (autumn) leaves the caster wants to use, whether the flowers have begun to shed their petals or not, the dweomer can shake a few loose to make use of them in a wave crossing the AoE, multiplying them as it passes to fulfill its purpose. The caster can designate whether he wants whole flowers or just the constituent petals.

Such is the density of the material suspended and flowing about within a Cloud or making up a Veil that, no matter its specific composition, those caught within a Cloud can only see dim, flat silhouetted shapes of the objects, creatures and/or beings, differentiated only by shade or tone, as all color is essentially washed out or made virtually monochromatic by the overwhelming presence of that which comprises the Cloud. Even when standing with one’s nose up to it, objects, creatures and/or beings on the other side of it can be seen no better, in the case of the Veil.

Objects, creatures and/or beings within the Cloud or on the other side of a Veil can only be seen as well as described up to each observer’s own [(AWA) – (Cloud’s POT)] in yards, minimum one (1). Beyond this distance victims can see nothing but an impenetrable mass, according to that which comprises the Cloud of Veil.

Any attempt to see through a Cloud or Veil so as to recognize shapes, especially specific persons or even beasts already known, requires a successful Perception/AWA check on d100 vs. [(POT) + (caster’s MGA att. mod.)], PLUS the number of feet by which a given object, creature or being is removed from the viewer within the distance that allows such sightings. This DV is lowered by the (modified) STA of creatures or beings or the Size of any objects.

Failing this check, an observer may not be completely blinded by the Cloud, but is simply unable to identify just what the something he is looking at actually is with any certainty. In the case of Cloud magicks, this also effectively reduces all AV’s for skills relying upon sight by (POT), to a maximum penalty of 1/4th normal, so long as each remains in the AoE. A successful check only reduces the victim’s AV’s to 1/2 normal, again for as long as he remains in the AoE.

In addition, the “Cloud of Dust”, “Cloud of Ashes” and the “Cloud of Smoke” induce coughing, wheezing and choking in those caught in its confines who attempt to breathe normally, impairing breathing. IF the victims cover their mouths with scarves, veils, gauze, or some such to filter the debris out, they will be able to effectively reduce the POT by 1/2, but no more (too much of this swaddling and they cannot breathe at all and start to suffocate).

Those who hold their breath have only (CND) CS’s in which to exit the AoE, if they can find their way out, and should they open their eyes to try to see their way through, the Smoke makes their eyes burn to such an extent that an AWA check vs. POT must be successfully made in order to see at all, and this only allows functionally clear vision for (AWA – POT) feet. Should the POT be greater than (AWA), the subject is rendered effectively blind, beyond the ability of any AWA check to alleviate, so long as they remain in the AoE, and taking (POT) CS’s to recover once they have exited.

The greatest danger from the “Cloud of Steam” lies in the temperature of the steam of which it is composed, which is sufficient to inflict (magickal damage) to every inhabitant every third CS following the loosing, for so long as it/they remain so. Because the heat is trapped in water suspended in air, leaving the confines of the Cloud cannot completely or immediately stop the damage inflicted. The moisture of the Cloud of Steam sinks into textiles and condenses on skin, and that moisture and the heat it retains inflicts damage after leaving the Cloud that is halved immediately (in the same CS in which the confines are escaped), and halved again every third CS following until it results in zero points of damage, indicating the heat of the dweomer has been exhausted.

Textile based armors (padded) take (DR) Pulses to get soaked through, after which the heat damage from the steam will be passed through. Metal armors pass the heat damage through in (DR ÷ 2) CS’s and suffer damage itself from the heat as the metal is fatigued by it, as if it had been struck for the same amount of damage. If the heat damage is sufficient, the steam may make even metals slump or even flow, with the consequential damage (GM’s discretion).

The Storm of Sprite Lights conjures a massive Glamourie of glowing points of light whose purpose is to obscure vision in the fashion of a Cloud of Obfuscation, or Veil of Obfuscation, with the same effects, but adding a Glare penalty equal to (POT) again on top of the (POT) DV to any and all trying to see through a Veil or while in a Cloud.

The dweomer maintains the Cloud or Veil for the DUR under normal circumstances, BUT the presence of prevailing winds can tear at them, causing the Clouds to lose one (1) effective yard of diameter per mph of their speed at the end of each CS once they begin, and the AoE to drift by (mph) yards in the direction they are blowing, as well. Veils remain in place but lose one effective foot off their height per mph of the prevailing wind’s speed, continued exposure to the same wind does NOT cause additional deterioration. IF the wind is strong enough to reduce the effective POT of the Veil to zero (0), the charm is considered broken, as surely as if it had been dispelled.

The dust-based Cloud and Veil are also available to Water-aligned practitioners to create murky water effects similarly difficult to see through, with currents having the same effect as winds on the results.

The conditions and procedures described all assume normal ambient daylight, however. If light levels are less than optimal, Gloom conditions are likely to be imposed on top of the effects of the Cloud or Veil in play (GM’s discretion).

The “Cloud of Obfuscation” skill provides the practitioner with a bridge to the Noble Sphere magick “Conjuration of Multiplication”, the means and background allowing him to research and develop a treatise sufficient for its learning and use through his own efforts.

The effects of this magick may not be resisted.


Druid trades/Witches

The Cloud/Veil of Fireflies produces exactly the same effect as the Storm Glamourie above, except that the Cloud usage carries the same accompanying difficulty in breathing as described for the Dust Cloud.

Despite the fact that they have no glow to harness Glare penalties, butterflies or moths, gnats or flies or any other similar insects may be used in a similar manner to Obfuscate vision whether by Cloud of Veil. The Cloud aspect of this usage carries the same accompanying difficulty in breathing as described for the Dust Cloud.

The Cloud of Dancing Embers is available only to the Druid trades and Witches, and may be drawn from any common campfire, forge fire, domestic hearth-fire or even common torch, and inflicts a wound of 1/10th (magickal damage) in POT on everyone within its bounds (provided it is deployed as a Cloud) by accumulated burning at the end of every MT (6 CS’s). The amount of damage inflicted at any one time (NOT cumulatively) indicates the temperatures objects and substances are exposed to, according to the conversion table in The GM’s Toolbox, causing them to flash-over and burn when those thresholds are crossed (as applicable).

This dweomer also allows a “Veil of Fire” to be drawn forth from any open flame, even a simple candle or rushlight, but it may NOT be used to create a “Cloud of Fire”, which magick is represented by a distinctly different skill, due to the difference in the manner in which fire acts in large masses, relative to the effects of the other media addressed here. The “Veil of Fire” has the same effect as any other Veil, Obfuscating the vision of any trying see past it, in the same manner described above.

It represents a greater danger to those objects, creatures or beings coming too close to it and especially to those actually coming into contact with it, as it inflicts a wound of up to (magickal damage) in POT at the beginning of every third CS they remain so after they suffer that damage on the first CS of contact.

Due to the intensity of the heat of the Veil of Fire, the heat and even damage actually precede contact with the visible flames, a heat-shimmer visibly rolling forth from it, the damage suffered from being in proximity being reduced from the full (magickal damage) inflicted on contact by 1 point for every foot by which the subject is separated from the Veil. This heat emanates from both sides and the ends equally.

This charm cannot be resisted.

Cloak of Confustication

Art: Glamourie

Ruling Planet: Neptune

Sphere: Common

The charm cloaks the bearer in a crowd of replicated fuzzy, phantom images of himself, all floating and shifting in and out around the bearer of the charm, his own appearance growing fuzzy and indistinct until he becomes indistinguishable from among them. The images fill the bearer’s Zone, plus up to (POT) feet in radius surrounding him.

The number of feet beyond the bearer’s Zone that the Cloak extends adds that many feet to the Size of the weapon needed to strike at the bearer in common melée combat without entering the confines of the Cloak.

The POT of the Cloak is added to the DV for any foe to make a successful Dodge check to enter within the guard of the bearer. Once within the area covered by the Cloak, the POT is added to the DV for any and all checks for visually dependent skills for so long as he remains there, essentially raising all of the bearer’s defense DV’s.

The proximity of it to the bearer of the charm can be adjusted at will, he is not bound to be the center of it, but can decide to pin the circle in place and move about within it. He can then pick it up to center it on himself again when he wishes to move and then pin it in place to move about within all over again.

IF the optional rules for DUR are in play, he may do this up to (POT) times as he maintains the dweomer.

The “Cloak of Confustication” skill provides the practitioner with a bridge to the “Displacement Glamour” magick, giving him the means and background to research it and develop a treatise on it such that he may learn it by virtue of his own studies and practice if it is not already in his repertoire.

This charm cannot be resisted.

Candle in the Window

Art: Enchantment, Naming, Glamourie

Ruling Planet: Moon

Sphere: Common

Making use of any candle, oil lamp, torch, flambeaux, or any similar light source of the caster’s choice and lighting it upon the successful loosing of the dweomer, the practitioner then places the object on which the charm is fixed in an exterior window of any given building (regardless of its size or materials of which it is constructed). This makes of the “Candle” a beacon to guide travellers, after the old practice of leaving a candle burning in the window after dark so those seeking the house can find their way. This magick is commonly used to allow others to find the caster or the location he has marked with the “Candle” when he is expecting visitors, or to enable the caster himself to find his own way home or back to camp again when he ventures out in trackless terrain.

The Candle charm may be tuned so as to appear only to members of a whole particular species or race of creature or being, those who practice one or more particular trades, those who bear a particular badge or coat of arms or to specific individuals, or those who bear the blood of a particular family, but he must be sufficiently familiar with the basis for any such stipulations through previous personal experience, and each such element beyond the first to which it is specifically tuned to respond raises the casting DV on a Progressive basis.

This charm is specifically intended for use at night, and shows in the dark for a distance of [(caster’s MGA) + (POT)] miles, regardless of terrain. The “Candle” can be seen in the midst of any storm, for the full distance regardless of whether night or day, though a flash of lightning can wash the Candle’s light out completely for a few moments now and then. The light of the “Candle” may not be seen under the direct light of day except perhaps for the same distance in yards, or under heavily overcast conditions or stormy conditions at half the full night-time distance.

A “Candle” charm lit in a location that is very dark by nature, such as a forest so thick it creates twilight conditions naturally, can shine for the full nighttime distance in the midst of the day, or up to the outer limit or edge of such a setting, whichever distance is shorter.

The “Candle” guides those in sight of it only along the true direction, in a straight line to the location marked by it as the bird flies, in the manner of a “Charm of Direction”, regardless of terrain or vegetation or any topographical barriers that may lay between the traveller and the site of the “Candle”. The travellers must find their own path to it, using the “Candle” only as a point of reference towards which they must return as often as the topographical obstacles they encounter allow.

The dweomer itself sustains the light of the common mortal light source used as the basis and focus as the magick so that it burns until its DUR expires, regardless of what the DUR parameters are. Like any other magickal flame, the “Candle” may not be extinguished by being blown out, not even by a magickally generated wind, nor snuffed or smothered by any mundane means.

As with any magickal flame, fresh milk of which (POT) drops are allowed to drip on the “Candle” can douse the flame and break the magick. The “Snuffing” aspect of the “Enchant Fire” magick can oppose it and may be used as a counter-magick, as may any dweomer such as “Cloak/Pool/Veil of Darkness” or the like used to shroud the “Candle” in elemental Darkness.

This dweomer may not be resisted.

The “Candle in the Window” skill provides the practitioner with a bridge to the “Conjure Guiding Star” magick, giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

Blinding Flash

Art: Enchantment, Glamourie

Ruling Planet: Mars

Sphere: Common

The Blinding Flash charm unleashes an eye-searing flash of blinding light to burst forth from any point the caster chooses that lies within RNG. The Flash is only that, there and gone in an instant, but of searing intensity. It can render blind all those caught facing its direction also located within (POT) feet of the point from which the Flash emanates, perhaps even to the point of being Stunned. This charm always achieves Surprise over foes, except to those that are also practitioners of the Arts that have this dweomer in their portfolios, as well, thus allowing them to recognize it while it is being cast, but then only when it is cast as spell or ritual. Full normal M-RES is only allowed against it in combat situations when M-RES is instinctual due to the known presence of danger.

All those facing it who fail to resist and are also within (POT) feet are rendered blind for the DUR. Once this period of time has passed, the victim suffers the effects of a Glare penalty to all sight-based AWA checks equal to (POT) that declines by one (1) point every minute as his vision returns, until the penalty reaches zero and his vision is completely restored.

IF the POT of the Flash exceeds a victim’s AWA score, he is considered to have suffered a wound for every 10 points by which the POT exceeds it. This represents damage that must be healed normally, according to the rules for wound recovery. Each wound healed reduces the Glare penalty by one (1) point. The common rate of recovery from the Glare quoted above does not commence until the last of the effective wounds taken to the victim’s AWA has been healed.

All that are determined to have been blinded must also make a successful HRT check on d100 vs. the POT of the charm or be Stunned in addition by the incandescent burst of brilliance for one (1) CS per 10 points of POT.

When cast by the Art of Enchantment, the charm must be fixed upon an existing light source (candle/lantern, torch), even if magickal in origins, from which it gathers light and then amplifies it for the purposes of the magick. The Glamour carries no such restriction.

The blinding effect of the dweomer does not depend upon a STA limitation.

This charm may be resisted normally, but most commonly within the limitations imposed by the state of Surprise (GM’s discretion).