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.
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