Wednesday, August 20, 2025

Gods of Fey Magic, Part I


Fey Magic Gods
One may wonder at such wonder.


Ways of 
Fey Magic

  • Honor the fairy folk
  • They can bestow great blessings
  • As long as the oaths are kept


Fey Enchanters
  • Special: Gods of Fey Magic are aligned with by fey enchanters. Treat them as magic-users except for following the rules herein. Each has a chosen aspect (whether made by or for them), which helps guide their enchantment via matching fey and the divinities to whom they are associated. Working with faeries is otherwise their forte. Others may wish to entreat with the fey as well.
  • Allowed Weapons: Staff, club, sling, sword, dagger
  • Allowed Armor: None.
  • Symbols: Per 2 divinities aligned with fairies that accord with the enchanter's chosen fey aspect (see below).
  • Can Turn: None. 
  • Mysteries of Fey Magic: Being quite lucky, fey enchanters can reroll one of their rolls up to once per level per day if their chosen aspect is present. See also Part II for additional fey blessings that they and others can bargain for.

Fey Magical Side-Effects
Now just what will the spell reveal? Note that rolling the same fey magical side-effect number thrice will result in a fey test too (see Part II). Roll 1d12.

1. Fairyland Cometh: Unless 1d3 aspects are given, either the enchanter or the spell's target will experience a fey test (equal chance of either). Time to choose...

2. Given or Dream: The magic will only arise normally if 1d3 aspects are provided. Alternatively, the spell can happen, but once its duration expires, it will be as if it never happened at all.

3. Relative Enduring: Unless 1d3 aspects are there, the spell's effects will only have a 50% chance of transpiring throughout its duration. Roll for each round it lasts, thereby making it perhaps manifest in an intermittent manner, starting and stopping again. If the spell has no duration, then its effect is simply at half its usual power. 

4. The Winding Path: If in no rush, the spell occurs d20 rounds later. To speed it up, 1d3 aspects will be needed.

5. Fairyland Arrives: In addition to the magic happening, everyone within 1d12 x 20' will have to save vs. spell/ make a Will save DC 15 or be obliged to experience a fey test.

6-8. Usual Fey: Though aspects can still be provided, they need not be- the spell works without a side-effect this time.

9. Freely Needed: The magic will be requiring 1d3 aspects now, causing the enchanter to increase its effect, range, or duration by 50%.

10. Fork Ahead: What will it be? 1d3 aspects with a 50% bonus to the spell's effect, range, or duration, or no aspect needed at all? The enchanter gets to pick.
 
11. High Fey Magic: The magic's effect, range, or duration is improved by 50%, 100% if 1d3 aspects are added in.

12. Fairyland Onward: Along with a doubling of the spell's effect, range, or duration, the enchanter gains a +1d3 bonus to his next 1d3 fey magic-related rolls if he includes 1d3 aspects too. It is also not expended, allowing it to be cast again that day.


Fey Aspects
An aspect is a fairy sign that can be present. Each fey enchanter focuses on one in particular, such as Winter, South, Dusk, Full Moon, or Blue. This choice not only determines what their magic may often require, but how they interact with fairykind, so fey enchanters should remember to have it or something that represents it available, whether as their symbol, garb, carried item, or simply where they dwell. 

Determining Required Aspects
  • When called upon by a fey magical side-effect, roll a d20 to see what category the aspect or aspects should be on the table below.
  • Next, roll a die that's 2 higher than the total number of aspect choices on the category's list to determine which aspect it should be. For example, if there are 4 choices, roll a d6.
  • If one of those numbers that's higher than the list is rolled, such as 5 or 6 for a list of 4, then ignore the category altogether and make the required aspect be the fey enchanter's chosen one instead. Otherwise, use the result that's rolled.
  • If more than one aspect is required in a situation, then the additional one(s) cannot be made present from something brought with the fey enchanter into the area. They must be something that's already there, or at least something reminiscent of them.
1. Season: Winter, Spring, Summer, Autumn
2. Direction: North, South, East, West
3. Time of Day: Dawn, Day, Dusk, Night
4. Lunar Phase: New Moon, Crescent Moon, Half Moon, Full Moon
5. Weather: Clouds, Winds, Rain, Mist, Clear, Storm
6. Charm: Trinket, Ointment, Potion, Treat, Saying, Gesture
7. RiddleOne's Name, Something of Three, Keeping a Secret, Knocking on Wood After Saying
8. Land Type: Forest, Highland, Waterway, Meadow, Cave, Mound
9. Home: Garden, Hearth, Washroom, Bed
10. 
Missing Parts: Heart, Brain, Courage, a Home
11. Land FeatureStone, Road, Tree, Rainbow
12. Sound: Music, Rooster, Children, Whistling, Yelling, Silence
13. Vitality: Blood, Dreams, Belief, Joy, Fear, Desire
14. ExchangeSomething Promised, Something Given, Something Traded, Something Taken
15. Guidance: Boundary, Privacy, Legacy (First Born), Telling a Tale, Smithing, Carving
16. Prop: Wand, Staff, Garment, Trinket, Weapon, Treasure
17. Trick
: Wearing Clothes Inside Out, Leaving a Libation, Never Saying Thank You, Walking Backwards
18. Color: Green, Red, Blue, White, Gold, Silver, Black, Purple
19. Convergence: Crossroads, Circling Something, Fairy Ring, Bridge
20. Tradition: Good Manners, Keeping Things Tidy, Following an Old Way, Performing a Service

For example, if a highland fey enchanter rolled a 3 for his fey magical side-effect (Relative Enduring), then 1d3 aspects will have to be included or else his spell will only work at around half its usual duration or strength. Two are needed in this case, so a 4 is rolled for the first category (Lunar Phase) and a 17 for the second category (Trick). Since they both have 4 choices, d6's are rolled next, indicating Crescent Moon and Walking Backwards are the required aspects. Therefore, if there is a crescent moon and the enchanter walks backwards, then his spell will happen normally. 

Note that if he had rolled a 5 or 6 for either one of them, then Highland (his chosen aspect) would be required instead. Whatever the case, since there is more than one aspect that is called for, some leeway can be granted with either Crescent Moon or Walking Backwards (or Highland), allowing for something reminiscent of one of them to be present instead (such as a symbol or other item) to determine if it is there, but not both. 

On the other hand, if only one aspect was needed and it was a 12 for the category (Sound), roll a d8 since it has 6 choices. If that result was Rooster, then if one can be heard (or something like it), the spell can remain at its usual magnitude.


Modifying Fey Aspects
Referees should feel free to adjust and develop additional aspects that match their game, changing the quantity and qualities of those available as they see fit. Fey enchanters who belong to a fairy tradition (see Part III) can roll from a shorter list of categories, but then become less likely to select spells from different fey divinities, as well as being more involved in fey court intrigue as a result.

Whatever may be the case, note that when compared to what would be required by most other types of divinities, fey aspects should remain morally neutral, practical, arbitrary, and/or whimsical.


Next week: Fey tests & bargains
RPG srd Old School 1st ed AD&D Pixie Sprite Wizard of Oz Alice in Wonderland Magic System