From: Andrew South 


THE COLLEGE OF FEY MAGICS 
 
The College of Fey Magics is the wild form of magic practised by beings that 
dwell in places where magical forces are concentrated. Known collectively to 
humans as "fairies" or "faerie folk", these creatures include brownies, 
dryads, elves, fossergrims, leprechauns, nixies, nymphs, pixies, satyrs and 
sylphs. These beings tend to be highly reclusive, and typically have little 
truck with mankind and other such races. Many of the Faerie Folk are merely 
shy, but others seem to actively dislike humans, and will go out of their 
way to make their lives miserable. This gulf between the Faerie Folk and 
humankind means that adepts of this College are almost exclusively Faerie 
Folk. Unless a suitable reason can be found, the GM should ensure that 
player character membership in this College is limited to the races listed 
above. 
 
I. Restrictions 
 
Adepts of the College of Fey Magics may practise their arts without 
restriction. 
 
II. Modifications 
 
The Base Chance of performing any talent, spell or ritual of this College is 
modified by the addition of the following numbers: 
 
Mana-rich area                          +10
Mana-poor area                          -20
Target is wearing a sprig of rowan       -5
 
III. Talents 
 
FaT-1. Witchsight 
 
The adept has a Base Chance equal to his Perception (+5/Rank) of seeing 
objects or entities which are normally invisible or which have been rendered 
invisible by magical means (i.e. spells such as Walking Unseen, Blending and 
Invisibility). This talent also allows the adept to see in the dark, with an 
effective range of vision equal to 150 feet (+15/Rank) under the open sky, 
and half this distance elsewhere: The Experience Multiple for this talent is 
125.  
 
FaT-2. Minor Magics 
 
Adepts of this College add 10 (+3/Rank) to their chance of performing any 
feat of minor magic. The Experience Multiple for this talent is 150. 
 
FaT-3. Sense Mana 
 
Adepts of this College are highly sensitive to the presence of mana and can 
automatically discern the mana concentration (rich, normal or poor) in their 
immediate vicinity. In cases where the background mana concentration is 
attributable to a particular source (such as a sacrificial altar or a 
dimensional gate), the adept has a Base Chance equal to his Perception 
(+5/Rank) of determining its approximate direction and distance. The 
Experience Multiple tor this talent is 200. 
 
IV. General Knowledge Spells 
 
FaG-1. Walking Unseen 
 
Range: 1 foot + 1/Rank 
Duration: 1 hour + 1/Rank 
Resist: None 
Experience Multiple: 100 
Base Chance: 60% 
Resist: None 
Effects: The target of this spell can move about unnoticed, but is not 
invisible. Even if someone looks directly at him, he will remain unseen. 
However, if someone comes into physical contact with the target of the 
spell, he is immediately located and the spell is broken. 
 
FaG-2. Invisibility 
 
Range: 1 foot + 1/Rank 
Duration: 30 minutes + 15/Rank 
Experience Multiple: 250 
Base Chance:30%, 
Effects: The target of this spell becomes invisible and is virtually 
undetectable provided he moves with a reasonable degree of stealth. Attacks 
directed at him suffer a negative Strike Chance modifier of 40%. At Ranks 
1-10, physical contact with another entity will cause the effects of the 
spell to dissipate immediately. However, at Ranks 11 and above, the 
invisibility will not be dispelled by physical contact, and the target of 
the s ell may even attack whilst invisible. Creatures affected b this spell 
may choose to become visible at any time, but may not become invisible again 
having done so unless another Invisibility spell is cast upon them.  
 
FaG-3. Animal Speech 
 
Range: 10 feet + 5/Rank 
Duration: Concentration (no maximum) 
Experience Multiple: 100 
Base Chance: 40% 
Resist: None 
Effects: This spell magically enables the caster's speech to be understood 
by any one animal in range and likewise enables him to exactly interpret any 
grunts howls, twitters, chirps, and other noises that it makes in return. 
 
FaG-4. Plant Speech 
 
Range: 10 feet + 5/Rank 
Duration: Concentration (no maximum) 
Experience Multiple: 200 
Base Chance 
Resist: None 
Effects: This spell magically enables the caster's speech to be understood 
by any one plant within range. The mode and extent of any reciprocal 
communication is left to the GM's discretion. 
 
FaG-5. Enchant Mortal 
 
Range: Touch 
Duration: 1 hour+ 1/Rank 
Experience Multiple: 175 
Base Chance: 30% 
Resist: None 
Effects: The Faerie Folk generally cast this spell on mortals to whom they 
take a fancy for some reason. It imbues its target with something of the fey 
nature of the Faerie Folk, bestowing Witchsight (as talent FaT-1) at a Rank 
equal to the adept's own. It also allows the target to enter a faerie ring 
(see ritual FaQ-1) without rendering it useless. This spell has no effect on 
other Faerie Folk. 
 
FaG-6. Disorientation 
 
Range: 20 feet + 10/Rank 
Duration: 1 hour+ 1/Rank 
Experience Multiple: 175 
Base Chance: 40% 
Resist: Active and passive 
Effects: This spell causes the target to completely lose his sense of 
direction; so that he can become hopelessly lost even in familiar terrain. 
The magic has little effect if the victim is following an unambiguous path, 
or being guided by another person. However, if the affected person is alone 
and is presented with a choice of routes (e.g. a fork in the path), the GM 
should roll randomly to see which one he chooses. The spell is quite capable 
of addling the victim's mind to the extent where he things he has gone left, 
but actually gone right. Rangers affected by this spell gain a Perception 
roll (with a difficulty factor of 3) to notice its effects. The spell has no 
effect on Faerie Folk, and is immediately dispelled if the victim turns his 
clothes inside-out. 
 
FaG-7. Fascination 
 
Range: 15 feet+ 15/Rank 
Duration: 1 hour+ 1/Rank 
Experience Multiple: 350 
Base Chance: 30% 
Resist: Active and passive 
Effects: The target of this spell will suddenly perceive the caster to be a 
source of fascination and wonder, and in this state becomes highly receptive 
to any suggestions that he might make. Any suggestion that is obviously 
against the victim's best interests (i.e. injurious or fatal in nature) 
allows the affected being to make another resistance check, and if it is 
successful the spell is broken: if the check is unsuccessful, the suggestion 
will be accepted and acted upon despite its self-destructive nature. This 
spell has no effect on Faerie Folk. 
 
FaG-8. Enchanted Sleep 
 
Range: 15 feet+ 15/Rank 
Duration: 1 hour+ 1/Rank 
Experience Multiple: 300 
Base Chance: 25% 
Resist: Active and passive 
Effects: The target of this spell will fall into a deep enchanted sleep 
which will last for the duration of the spell or until the victim is 
awakened by another being (by being shaken etc.) The target may not be 
wakened if the spell is Rank 10 or higher, but must continue to sleep until 
the spell wears off. This spell has no effect on Faerie Folk. 
 
FaG-9. Faerie Luck 
 
Range: 10 feet+ 10/Rank 
Duration: Variable according to Rank 
Experience Multiple: 200 
Base Chance: 25% 
Resist: Active and passive 
Effects: The target of this spell is either blessed or cursed (caster's 
choice). The spell increases the entity's luck or misfortune (depending on 
whether it operates as a blessing or as a curse) in every percentile dice 
roll in which he is directly involved, by 1 per Rank. This spell has no 
effect on Faerie Folk, and cannot be cast over oneself. Its duration is 
dependent on the caster's Rank, as shown below: 
 
Rank     Duration
0-4      7 Days
5-8      7 Weeks
9-12     7 Months
13-16    7 Years
17-20    Until Dispelled
 
V. General Knowledge Rituals 
 
FaQ-1. Create Faerie Ring 
 
This ritual may be used to create a Faerie ring in any secluded area that is 
not poor in mana. A faerie ring appears as nothing more than a circle of 
large mushrooms and toadstools that circumscribe an area roughly 10 feet in 
diameter, but it is actually much more. On the eves of all seasonal 
solstices and equinoxes, a faerie ring becomes charged with magical energy, 
so that any of the Faerie Folk who dance within it until dawn will be 
favourably affected by the experience for some time. Affected beings have 
all percentile dice rolls in which they are directly involved, modified in 
their favour by a number equal to one-half of the Rank of the faerie ring 
(round up, minimum of 1). The effects last for a number of days equal to the 
number of Faerie Folk who participated in the dance, or until the next 
seasonal solstice or equinox (whichever is the shorter duration). A faerie 
ring can be used in this way a number of times equal to his Rank. However, 
if the ring is entered by a creature not of the Faerie Folk, it is 
immediately rendered useless, and cannot be used again (Exception: See 
FaG-5). Animals will instinctively avoid a faerie ring, but humans (and 
other such races) are another matter. The Faerie Folk prefer to place their 
faerie rings well away from civilized areas to avoid their being discovered, 
but even this is sometimes not enough. For this reason, a faerie ring is 
often guarded or protected by a Warding ritual, to help deter the curious. 
The Base Chance of successfully creating a faerie ring by the use of this 
ritual is 40%, (+3/Rank). It takes an hour to perform, and must be done by 
the light of the full moon. If it is successful, the faerie ring will be in 
existence at its completion. The Experience Multiple for this ritual is 300. 
 
VI. Special Knowledge Spells 
 
FaS-1. Ventriloquism 
 
Range: 60 feet + 10/Rank 
Duration: 5 minutes + 3/Rank 
Experience Multiple: 100 
Bass Chance: 60% 
Resist: None 
Effects: This spell allows the caster to project his voice and alter it so 
that it sounds like any other voice he has heard. The voice may be projected 
so that it appears to be emanating from anywhere within the radius of the 
spell. 
 
FaS-2. Control Animal 
 
Range: 10 feet + 5/Rank 
Duration: Concentration (no maximum) 
Experience Multiple: 125 
Base Chance: 30% 
Resist: Active and passive 
Effects: This spell enables the caster to control the actions of any animal 
that does not successfully resist. It will serve him so long as ha continues 
to concentrate. If he releases the animal or his concentration is broken, it 
may attack him or flee. 
 
FaS-3. Control Plant 
 
Range: 10 feet + 5/Rank 
Duration: Concentration (no maximum) 
Experience Multiple: 250 
Base Chance: 15% 
Resist: None 
Effects: This spell imparts partial mobility to a number of plants 
(including trees) equal to the caster's Rank. The plants may not uproot 
themselves, but may move their branches and leaves while remaining in the 
same spot. The plant's actions remain under the control of the caster as 
long as he continues to concentrate. Once freed from the spell, the plants 
will subside back into their original positions. 
 
FaS-4. Limited Illusion 
 
Range: 15 feet + 15/Rank 
Duration: Concentration (maximum of 10 minutes + 10/Rank) 
Experience Multiple: 375 
Base Chance: 30% 
Resist: Must be disbelieved instead of resisted 
Effects: This spell conjures forth an illusion that will be fully as mobile 
as the object or entity it represents and will seem to have all the 
characteristics of that object or entity. The illusion can be disbelieved 
(as outlined in the College of Illusions), and is assigned a difficulty 
factor for this purpose according to the caster's Rank with the spell. The 
image has visual, auditory, and olfactory elements, but has no tactile 
component and will immediately fade away if it is touched by another entity. 
 
FaS-5. Prophecy 
 
Range: 10 feet 
Duration: Immediate 
Experience Multiple: 225 
Base Chance: 35% 
Resistance: None 
Effects: This spell allows the caster to see (unclearly) into the future of 
any one creature within range (excluding himself) for a number of hours 
equal to 1 (+1/Rank). The information gained is always accurate, but need 
not necessarily be of any great importance. 
 
FaS-6. Summon Fantastical Creatures 
 
Range: Unlimited 
Duration: Immediate 
Experience Multiple: 200 
Base Chance: 30% 
Resist: None 
Effects: This spell will summon forth 1 enchanted or fantastical creatures 
of the caster's choice (+1 additional creatures for every 5 Ranks, rounded 
down). Only creatures that are native to the area may be summoned. It will 
take them 5 minutes to arrive in the vicinity (-10 seconds per Rank), and 
when they do so they will be in an uncontrolled state. The GM must rule on 
the behaviour of such creatures if the spell succeeds. Creatures such as 
unicorns or centaurs are likely to be wall disposed to the spell caster, but 
others (such as chimerae or werewolves) are likely to simply attack anything 
in the area. 
 
FaS-7. Magic Mushrooms 
 
Range: 5 feet + 1/Rank 
Duration: Immediate 
Experience Multiple: 250 
Base Chance 
Resist: None 
Effects: When cast upon an area of fertile ground, this spell will cause 
[D+2] (+1/Rank) mushrooms to sprout there by the light of the next full 
moon. These mushrooms will always be highly magical, but their properties 
are highly unpredictable in nature and cannot be determined even by the 
caster of the spell. Mushrooms from the same "batch" will always have 
similar properties, which should be determined by the GM in keeping with the 
rather whimsical nature of the spell. The following sample effects may help 
to provide a guideline on what magic mushrooms are likely to do. 
 
1.  The mushrooms are a strange colour, but are otherwise perfectly ordinary.
2.  The mushrooms cause severe drunkenness when eaten. 
3.  The mushrooms cause hallucinations when eaten. 
4.  The mushroom temporarily add 1D5 to a random characteristic when eaten. 
5.  The mushrooms temporarily subtract 1D5 from a random characteristic when 
eaten. 
6.  The mushrooms will turn anyone eating them a random colour. 
7.  The mushrooms cause an overwhelming emotion when eaten (e.g. hate, lust, 
love). 
8.  The mushrooms cause enormous growth when eaten. 
9.  The mushrooms shrink anyone eating them to a minute size. 
10. The mushrooms transform anyone eating them into another creature. 
11. The mushrooms themselves change into some other creature when picked. 
12. The mushrooms transform into another object when picked. 
13. The mushrooms explode when touched. 
14. The mushrooms teleport anyone touching them somewhere else. 
15. The mushrooms begin to shriek like banshees when touched. 
16. The mushrooms taste like chocolate. 
17. The mushrooms are lighter than air and float away when picked. 
18. The mushrooms glow in the dark. 
19. The mushrooms will grow little legs and run away when approached. 
20. The mushrooms are intelligent and capable of speech. 
 
Effects produced by eating or touching magic mushrooms may be passively 
resisted, and are generally temporary in nature. They can be dispelled using 
either a Special Knowledge Counterspell to the College of Fey Magics, or the 
Remove Curse ritual (for which purpose they are treated as minor curses). As 
a general rule, magic mushrooms will last for 7 days before dying and 
withering away. Once picked, they remain potent for 24 hours at most. 
 
FaS-8. Confusion 
 
Range: 10 feet + 10/Rank 
Duration: 15 minutes + 15/Rank 
Experience Multiple: 250 
Base Chance: 30% 
Resist: Active and passive 
Effects: The target of this spell becomes befuddled and confused, and will 
wander aimlessly in a random direction unless something occurs nearby to 
attract his attention. The affected being will react to such stimuli in a 
bizarre and unpredictable manner as shown on the following table. If the 
event in question is a personal attack upon the contused being, add 50 to 
the dice roll. Note also that this spell has no effect on Faerie Folk. 
 
Roll     Reaction
01-15    Amused; convulsed with mirth.
16-30    Bored; may wander away.
31-55    Puzzled and disoriented.
56-70    Unhappy; may burst into tears.
71-85    Frightened; runs away if possible.
86-100   Enraged; attacks immediately.
 
FaS-9. Amnesia 
 
Range: 25 feet + 10/Rank 
Duration: Until dispelled 
Experience Multiple: 425 
Base Chance: 10% 
Resist: Active and passive 
Effects: This spell causes the target to forget everything he knows, 
including skills, Ranks, and magical abilities. The victim will not even 
know his own name, and will be rendered as naive and trusting as a child. 
The spell lasts until dispelled by the Special Knowledge Counterspell of the 
College of Fey Magics, but can also be removed using the Remove Curse ritual 
(treat as a minor curse). This spell has no effect on Faerie Folk. 
 
FaS-10. Irresistible Dance 
 
Range: 30 feet + 15/Rank 
Duration: Until music stops 
Experience Multiple: 400 
Base Chance: 10% 
Resist: Active and passive 
Effects: This spell can only be cast in combination with music of some kind. 
The caster himself can be the source of the melody, for the actual 
preparation and casting of the spell are in no way hindered by the necessity 
of having to play an instrument. All creatures within range of the spell 
that fail to resist are overcome with an uncontrollable urge to leap up and 
dance to the music. While doing so, they will be infected with unrestrained 
mirth and glee, and will find it impossible to hold onto thoughts of anger 
or hatred unless they are physically attacked. The spell lasts until the 
music stops. 
 
FaS-11. Faerie Curse 
 
Range: 20 feet + 15/Rank 
Duration: Until dispelled 
Experience Multiple: 500 
Base Chance: 15% 
Resist: Active and passive 
Effects: A Faerie Curse is similar in nature to a Major Curse spell, but 
does differ in some minor respects. Like a Major Curse, a Faerie Curse can 
only be removed by the Remove Curse ritual (for which purpose it is treated 
as a major curse), and it costs the caster one point of Endurance to cast 
successfully: However, a Faerie Curse has no effect on other Faerie Folk, 
and it cannot be used to place a deathcurse upon another being. It will 
generally assume one of three forms. 
 
Affliction: This type of curse is designed to torment its victim, and as 
such it may never be the direct causs of his death. An affliction may take 
almost any possible form but always has a "way out" that is determined by 
the GM in keeping with the nature of the curse. This should never be easy! 
The following list is a general guide to the type of afflictions that can he 
placed upon a being by the use of this spell: 
 
1.	Target is transformed into a frog, and may only be returned to normal by 
the kiss of royalty of the opposite gender. 
2.	Target is transformed into a hideous humanoid beast, and may only be 
returned to normal by winning the love of a member of the opposite sex. 
3.	Target falls into a never-ending sleep that can only be broken by the 
kiss of a Hero of the opposite sex. 
 
Ill Luck: This type of curse will unfavourably modify every percentile dice 
roll in which the target is directly involved by an amount equal to 
(Rank x 2)%. 
 
Doom: .A doom is a pronouncement by the caster upon an event that will occur 
in the target's future (e.g. "You will die by the hand of a loved one"). The 
statement, which should be indefinite, will be true unless removed. The GM 
should be careful as to precisely what he allows for dooms. 
 
VII. Special Knowledge Rituals 
 
FaS-1. Create Faerie Portal 
 
This ritual may be used to open a magical doorway to the faerie dimension, 
the place from whence ail Faerie Folk originally came. It is a place 
inhabited by strange enchanted creatures where bizarre occurrences and 
magical phenomena are almost commonplace. This dimension must be detailed by 
the GM to ensure that it remains compatible with his own world. A faerie 
portal is invisible to all but its creator, but can be discerned using 
Witchsight. It is typically opened in the side of a solid object (such as a 
boulder or tree), but can be free-standing if the caster so desires. Any 
creature that passes through it (whether they can see it or not) will find 
themselves stepping through a similar portal in the faerie dimension. 
Two-way travel is possible from the other side by simply passing through the 
arrival doorway (assuming it can be found). This ritual takes an hour to 
perform. It may only be cast by the light of the full moon in a place that 
is not low in mana. Once created, a faerie portal lasts indefinitely, but 
may only be used while the light of the full moon is shining upon it. When 
this is not the case, it closes and becomes "dormant", and can only be 
detected using a Divination ritual (NaR-1). The Base Chance for this ritual 
is 20% (+3/Rank), and it has an Experience Multiple of 500. 

DJA
holwinkle@oocities.com