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.