The magic of the Fey tradition once belonged exclusively to the immortal faeries, but the secrets have slipped out and spread into the world, usually through the efforts of mischievous goblins.
Many Fey spells manipulate their targets by twisting emotions and perceptions to lead others into danger. The more powerful spells of the tradition can summon faerie allies, reveal secrets, and imprison powerful enemies.
Discovering the Fey tradition usually involves having some amount of interaction with a faerie. Goblins, imps, hags, and similar creatures might impart the secrets of the tradition to a worthy student. It might also be possible to discover the tradition by examining faerie writings or visiting places of great import to the fey folk.
Iron Abhorrence
You cannot cast Fey spells while you are in contact with iron or an alloy of iron. In addition, when you attack with a Fey spell, you make the attack roll with 1 bane if the target is wearing iron or an iron alloy, and the target makes any challenge roll to resist the attack with 1 boon.
Misdirect
Target One creature within short range
Make an Intellect attack roll against the target’s Perception. On a success, the target makes attack rolls with 1 bane while it is within short range of you for 1 minute.
Attack Roll 20+ The target also becomes impaired for 1 minute.
Prick
Target One creature within short range that you can see
Make an Intellect attack roll against the target’s Strength. On a success, the target takes 1 damage and becomes impaired for 1 round.
Attack Roll 20+ The target is impaired for 1d3 rounds.
Shrink Object
Target One Size 1 or smaller object you can reach
You touch the target, causing it to become Size 1/8 or half its Size, whichever is smaller. The object remains at this Size until you use an action to restore it to its normal Size.
Drunkenness
Area A sphere with a 2-yard radius centered on a point within medium range
Magical fumes spread through the area and then disperse. Each living creature in the area must get a success on a Strength challenge roll or become intoxicated. While intoxicated, the creature is impaired, takes half damage from all sources, and cannot gain Insanity.
Fade
Duration 1 minute
You become hidden for the duration. The effect ends if you use an action or a triggered action.
Triggered When you take damage, you can use a triggered action to cast this spell. The duration becomes 1 round when you cast the spell in this way.
Fumble
Target Up to three creatures within short range that you can see
A target must get a success on an Agility challenge roll with 2 banes or drop whatever it is holding. The object slides 1 yard away from the target. If the total of the target’s roll is 0 or lower, the target also falls prone.
Triggered When a creature draws a weapon or retrieves an object from a pocket or container, you can use a triggered action to cast this spell. Instead of the normal effect, make an Intellect attack roll against the target’s Agility. On a success, the target drops the object that triggered this casting. If the total of your attack roll is 20 or higher and beats the target number by at least 5, the target also falls prone.
Guiding Spirit
Area A cube of space, 1 yard on a side, originating from a point within short range
Duration See the effect
A compelled sprite appears in the area and remains for 1 minute. If you get a success on an Intellect attack roll against the sprite’s Will, you convince the sprite to remain, which increases the duration to 1 hour. If you give the sprite a gift, you make the attack roll with 1 or more boons depending on the quality of the gift.
Will-o-Wisp
Target A point in space within medium range
Duration Concentration, up to 1 minute
A 1-foot-diameter ball of fl ickering fl ame appears at the target point and remains for the duration. The fl ame sheds light in a 2-yard radius. When the fl ame appears, each creature within medium range of it that can see it must get a success on a Will challenge roll with 1 boon or become beguiled by the fl ame until the spell ends or until the creature takes damage.
Each time you use an action to concentrate on the effect, you can move the ball of flame up to 5 yards in any direction. While a creature is beguiled by the fl ame, whenever you move the ball of flame, the creature must move half its Speed toward the flame.
Faerie Gold
Target One leaf you are holding
Duration See the effect
The target transforms into a gold coin and remains in this form until the next sunrise, at which point it becomes a leaf once more. When a creature other than you touches the coin, it must make an Intellect challenge roll. It makes the roll with 1 bane if it is charmed by you. On a success, the effect ends immediately.
Sacrifice You can expend a casting of this spell to heal damage equal to your healing rate.
Iron to Wood
Area A cube of space, 3 yards on a side, originating from a point within medium range
Duration 24 hours
Each Size 1 or smaller object (about the size of a door or smaller) in the area that is made of iron and not under the effect of magic turns into wood. A weapon affected by this spell deals half damage.
Sacrifice You can use an action and expend a casting of this spell to teleport to an open space you can see within short range.
Maddening Revel
Duration 1 minute
The scent of wine fi lls a sphere with a 5-yard radius centered on you and moves with you for the duration. When a living creature in the area makes an attack roll, it can choose to gain 1 Insanity to make the attack roll with 1d3 boons. The spell grants boons only to creatures who gain the Insanity. Gaining Insanity in this way does not cause a creature to become frightened. Furthermore, a creature that goes mad as a result of gaining insanity from this spell rolls 3d6 instead of a d20 to determine the form the madness takes.
Repel Iron
Target Up to five creatures within medium range that are wearing armor made from iron or an alloy of iron, are made from such metals, or are wielding or carrying a weapon made from such metals
Each target must make a Strength challenge roll. If the target is wearing armor made from iron or an alloy of iron or the target is made from such metal, it makes the roll with 1 bane. On a failure, A target wearing metal or that is made of metal moves 2d6 yards in a straight line away from you and then falls prone. A weapon carried or worn in a scabbard or other sheath pulls free from the target’s body and flies 2d6 yards away from it on a failure, landing when it reaches the full distance or encounters a solid surface before then. If both effects apply to the same target, they happen at the same time.
Sacrifice You can use an action and expend a casting of this spell to cast the fumble spell (left).
Slumber
Area A sphere with a 3-yard radius centered on a point within medium range
Sparkling specks of gold swirl through the area and disappear. Each living creature with Health 10 or lower falls prone and goes to sleep for 8 hours.
Each living creature with Health 11 or higher must make a Will challenge roll. A creature makes the roll with 1 bane if it is injured and 2 banes if it is fatigued. A creature with Health 30 or higher makes the roll with 1 boon. With a failure on the challenge roll, the creature falls prone and goes to sleep for 8 hours. A sleeping creature immediately wakes if it takes damage or if another creature uses an action to shake or kick it awake.
Bewilder
Target Target A sphere with a 2-yard radius centered on a point within medium range
Multicolored lights spread through the area. Each living creature in the area must make a Will challenge roll. A creature with 1 or more Insanity makes the challenge roll with 2 banes. On a failure, the creature becomes confused for 1 minute. On a success, the creature becomes impaired for 1 round.
A confused creature must take a fast turn each round and on that turn roll a d6 to see what it does.
1d6 | Behavior |
---|---|
1 | The creature spends its turn laughing or weeping. |
2 | The creature moves up to its Speed along a straight line in a random direction. |
3 | The creature uses an action to charge the creature nearest to it. |
4 | The creature uses an action to claw at itself, taking 1d6 damage as a result. |
5 | The creature is frightened for 1 round but otherwise decides what it does on its turn. |
6 | The creature decides what it does on its turn. |
Conventicle of Brownies
Area A cube of space, 2 yards on a side, originating from a point within short range
Duration 1d3 + 1 hours (GM rolls and keeps the duration a secret)
You must make an offering of milk in a small bowl and then concentrate for 1 minute. When you finish, 1d3 + 1 brownies appear in the area having come from a hidden kingdom. The brownies are friendly to you and can be convinced to help you complete a task, share your danger, or accompany you on your travels. The brownies remain for the duration or until they are incapacitated, at which point they vanish.
Sacrifice You can use an action, or a triggered action on your turn, and expend a casting of this spell to teleport to an open space within medium range.
Erase Memory
Target One creature within short range that can hear you
Your words cause the target’s memories to fade from its mind. Make an Intellect attack roll against the target’s Intellect. You make the attack roll with 1 boon if the target is charmed. On a success, you erase the target’s memories of what it had experienced during the minute before your casting of this spell. Casting this spell also removes any Insanity gained by the target during the previous minute.
Attack Roll 20+ The target also becomes impaired for 1 minute.
Raiment of Stars
Target The clothing or armor you are wearing
Duration 4 hours; see the effect
You alter the appearance of your clothing and armor so you appear dressed in exquisite finery. Small specks of light form a crown around your brow. The spell lasts for the duration or until you remove your clothing. Until it ends, you gain the following benefits:
Entrancing Presence You can use an action to force each creature within short range that can see you to make a Will challenge roll. On a success, the creature becomes immune to your use of Entrancing Presence until it completes a rest. On a failure, the creature becomes charmed for 1 hour or until it is no longer within short range of you.
Intensified Shadows You are invisible when in areas obscured by shadows or darkness.
Hidden Door You can use an action, or a triggered action on your turn, to teleport to an open space you can see within long range. Once you use this effect, the spell ends.
Damn Your Eyes
Duration 1 minute
You weave magic around you that causes the eyes of other creatures to skip over you. For the duration, whenever you see a creature, the creature must make a Will challenge roll. On a failure, you become invisible to that creature until you use an action to attack. For as long as you are invisible to the creature, you are hidden from it, even if you speak or do something else to draw attention to your position. On a success, the creature becomes immune to this casting of the spell.
Hallucinations
Target One creature you can see within medium range
The target sees and hears things that are not real. Make an Intellect attack roll against the target’s Perception. On a success, the target hallucinates for 1 minute. Until the effect ends, whenever the target would use an action, it must first make a Perception challenge roll with 1 bane. On a failure, the target becomes dazed for 1 round.
Vengeance of the Wee Free Men
Target Up to five creatures within short range
Duration 1 minute
A swarm of tiny, invisible faeries besets the targets. When you cast the spell and again on each of your turns for the duration, each target must make an Agility challenge roll with 1 bane. On a failure, the target takes 2d6 + 2 damage as the invisible faeries pull, tear, and batter their victim. It also moves 1d3 yards in a direction you choose and becomes impaired for 1 round.
Call Unicorn
Area A cube of space, 2 yards on a side, resting on a solid surface and originating from a point within short range
Duration 8 hours; see the effect
A unicorn gallops out of thin air to appear inside the area. If you have a Corruption score of 0, the unicorn is friendly to you and will accompany you, share your danger, and help you to the best of its ability with one exception: it will bear only a virgin as its rider. The unicorn remains for the duration, or until it becomes incapacitated, at which time it disappears..
If you have a Corruption score greater than 0, you must make an Intellect attack roll against the unicorn’s Will. On a success, the unicorn becomes compelled for 1 hour, after which time the spell ends and the unicorn disappears. On a failure, the unicorn becomes hostile to you and takes the next available turn to attack you and other members of your group.
Strange Delusions
Target Up to ten creatures within medium range that you can see
A target must make an Intellect challenge roll with 3 banes, though a creature with an Intellect score of 7 or less makes the roll with 3 boons instead. A target becomes impaired for 1 minute on a success. It can make a Will challenge roll at the end of each round and removes the affliction from itself on a success.
On a failure, the target believes you have transformed it into a small animal of your choice for 1d3 hours. Until the spell ends, the target’s Intellect becomes 5, and it behaves as if it were the animal, though its other statistics are unchanged. The target can use actions only to do things the animal could normally do. The effect ends for a target if it becomes incapacitated.
Twisted Crown
Duration Concentration, up to 1 minute
A twisted wooden crown appears on your head and remains for the duration. When you cast the spell and again when you use an action to concentrate on it, each creature within short range of you must make a Will challenge roll. A creature becomes stunned for 1 round on a failure, or immune to this casting of the spell on a success.