Wednesday, August 27, 2025

Gods of Fey Magic, Part II


Fey Tests
The fey can give, and the fey can take. Whether rolling a 1 as a fey magic side-effect, getting the same side-effect number thrice, or via some other occurrence that runs afoul of them, such may indeed create a test. If called for, see Part I for a list of aspects, though fey enchanters cannot apply their chosen one in these cases.

1-12. The fey are at work. Each result lasts for 1d20 hours at first, but compounds to 1d20 days, weeks, months, and even years if experienced again. It may be removed as one would a curse, the fairy who may have caused this test might be found and convinced to end it early, or even one of the divinities that the fairy is aligned with (or one of their agents) possibly will intervene, but then that would be another matter, likely per the fairy's type (see Part III). Whatever is the case, roll 1d6 to see what befalls the one affected.
  1. Fey-shot, takes a -1d6 penalty to all their rolls unless an aspect is present (evens) or not (odds), sensed as a strange feeling or simply bad luck. For example, one might suffer -1d6 to all rolls when facing east or when not wearing the color green.
  2. Spells and magic items can malfunction, per Change to the Magic of Sorcery (link), when cast or used within 1d6 x 30' of the one affected (whether by themselves or by others), whenever an aspect is present (evens) or not (odds). The caster or user can save vs. spell/ make a Will save DC 15 to prevent it. For instance, a Magic Missile spell or wand might go haywire if it is not daytime or if in a meadow and the caster fails his save.
  3. An item of theirs is lost. It will be one most related to an aspect. For example, if something related to one's bed goes missing, it could be one's pajamas, sheets, or even the bed itself.
  4. An aid vanishes, whether livestock, a mount, or a human servant which corresponds to an aspect. For instance, if something that is red is to be gone, whichever aid has the most red on it (or the closest metaphorically) will be taken.
  5. Lose one's sense of direction, requiring an Intelligence (check DC 15) to find their way unless an aspect is present (evens) or not (odds). For instance, if a cave (or something like it) is around, then the one affected will likely meander.
  6. Become changed, taking on an appearance matching a fey aspect for a time. For example, having the aspect of fear might make one look either bizarrely scary or afraid. Those noticing the one affected in this state will likely have one of those same reactions, even if it is a different aspect being shown.


13-17. The one affected becomes more fey, indefinitely. Their appearance alters, becoming otherworldly and strange, with striking hair or eye color, or even becoming toylike, plantish, spritish, or confectionary. Along with also gaining some boon: 
  • The touch of iron now causes them 1d3 damage per round. 
  • Its presence, that of other fey banes (such as turning), and even a random fey aspect will also cause them to save vs. spell with a -3 penalty/ make a Will save DC 18 or be repelled and unable to use any of their abilities or spells for 3d3 rounds afterward. 
  • Normal folk may react badly to them regardless too thanks to their looking so peculiar. 
Roll 1d6, compounding the physical alterations and penalties above for each new change acquired and its matching restrictions below.
  1. No longer ages, though their experience points stop accruing within 3d3 years.
  2. Immune to charm, though they find it difficult to care about most others except family.
  3. Never again needs to sleep, though they still must engage in fey activities for 3d3 hours each day to recover spells and hit points.
  4. Gives up the need to eat or drink, though they are also unaffected by any boons from non-fey magic.
  5. Need not breathe nor be pestered by bugs, but takes 25% more damage from and is 25% more likely to be affected by fire.
  6. Immune to poison and suffers no disease. Still, they have a 25% chance of being unable to use helpful magic on someone, due to lack of understanding.

For example, an enchanter who experiences this test twice might become immune to charm and sleep, but must abide by the corresponding restrictions, in addition to taking 2d3 damage from iron per round and having to save at a -6 penalty or be repelled by and be powerless for 6d3 rounds from it, other things that generally repel the fey, and crossroads from now on. In addition, he might gain strange, silver-colored eyes and the scent of baked goods, making most commoners determine him to be outlandish too.


18+ Lost in Fairyland. The one affected departs this world for at least 1d12 days per fey test result over 17. They then only have a 75 - 5% chance of coming back per fey test over 17 (70% for 18, 65% for 19, etc.) In addition, they have the same chance of being made more feylike themselves from the experience, undergoing test results #13-17 above once for every 3 days gone. Changed six times or more, it would be shown that some sort of fairy imposter would return instead of the one originally sent. In any case, others may travel to Fairyland and seek to return the (true) individual home. Note that such travels may allow even more time to pass in the mortal world, let alone various other wonders and dangers. Some may be gone for  weeks, days, months, years, or even longer, especially if they are affected by this test more than once.

For example, one who experiences a fey test of 21 would be gone for at least 4 to 48 days and have a 55% chance of returning thereafter. However it turns out, he could experience 1 to 16 changes, likely becoming quite fey with great sensitivity to iron, other things, and immunity to many human needs, or even being replaced by some sort of changeling altogether.


Fey Bargains
In return for a deal, one can reap great fortune. Fey enchanters are of course most suited to navigating such arrangements, since they likely already have made one of their own for their enchanter powers, and will at least know much about the fey that match their chosen aspect, if not others. 


Contacting a Fairy
Relatively easy to come by, not all can bestow all benefits nor make the greatest of bargains. The most potent of fairies usually have to be sought out on adventures, or even bargains with lesser fairies will be required first in order to gain an audience with them. See Part III for what benefits various types of fairies can bestow.


Types of Benefits
  • Gain a bonus to certain rolls based on the fairy's nature, typically something with a narrow focus.
  • Gain the benefits of a fey spell once per day, up to 3rd level.
  • Receive wealth, a valuable, or a specific item.
  • Gain aid: whether a helper, servant, livestock, mount, or spouse (either as the fairy or another).
  • Be blessed with a chance of being able to use a fey immunity (unaffected by/ doesn't need to: age, charm, sleep, eat/ drink, breathe, or poison/ disease).
  • Counteract a negative fey effect or test.

Requirements
The benefit can last for as long as the mortal (roll 1d4):
    1. Maintains 1d3 aspects, keeping them on his person or within view, as much as possible- often as a service to the fairy.
    2. Avoids or gives up 1d3 aspects, the reverse of the result above- often as respecting a fairy's domain.
    3-4. Maintains 1d3 aspects and avoids 1d3 aspects, navigating both results above.

Mortals are usually only allowed to have up to 1d3 fey bargains active at one time. 
They are usually expected to keep the bargains they make secret from other mortals too.

For example, one could gain wealth from a fairy bargain in return for remaining around one's garden often, while avoiding anything to do with missing brains or having privacy.


Aspect & Bargain Parameters
Bargains require mortals to do their reasonable best to continually engage in or avoid the aspects the fairy requires. For example, while it is possible to always have one's clothes inside out, it isn't possible for one to always avoid winter. Therefore, the mortal in this case will only break the bargain if he wears his clothes the normal way, or if he doesn't bundle up and stay by the fire when he truly can during the cold months. Similarly, if supposed to always remain at or avoid forest, the mortal might be required to have it apply to just a specific forest or even part of a forest, depending on how common forests are where the bargain would be struck. Bargains should neither be too easy nor impossible, they should be hopefully just right.


Degree of Bargain
The greater the boon, the higher the stakes. For each, add 1 to the degree of the bargain per:
  • +1 bonus granted to certain rolls
  • Spell level +2
  • 100 gps of value given
  • Aid category (a helper is +1, a servant is +2, etc.)
  • Fey immunity 10% chance of working
  • Degree of other fey effect counteracted, generally up to every x5 result of a fey test if need be
For example, gaining a +1 bonus to certain rolls would be degree 1, being able to be immune to charm 20% of the time would be degree 2, gaining a cow would be degree 3, being able to gain the benefit of a 2nd level spell once per day would be degree 4, and receiving a 500 gp value item would be degree 5. 


Striking the Bargain
Once the bargain is made, then the mortal gains the benefit for as long as he holds up his end of it. 

If the mortal does not agree to the bargain at all, then he will not gain the benefit and will likely earn the fairy's ire (depending on whether it is seelie or not). He could then find another fairy that might strike a different bargain, but then it could be harder to come by, whether via fey politics or some other reason. Still, refusing a bargain outright is far better than agreeing to one and then breaking it.


Penalty for Breaking the Bargain
Whether through arrogance or mistake, or by revealing the bargain to others, those mortals foolish enough to break a bargain will lose the benefit forever and the trust of the fairy who bestowed it. They will also either experience a fey test equal to 1d10 + (the degree of bargain x 3) or take double that number in damage. Unseelie fey are particularly fond of the latter, particularly if it's memorable.

For example, one who failed to avoid their name and keep a certain trinket on them secret to receive the advantages of a Strength spell has broken the bargain and loses that benefit. And, because it was degree 4, he would also either experience a fey test of 13 to 22 or take 26 to 44 damage, depending on the fairy's mood and disposition.


Additional Sample Fey Bargains
In return for always wearing something blue and going to a certain part of a forest whenever possible, a woodland fairy might grant someone a +1 bonus to hunting rolls. 

A cold fairy might instead require one to avoid facing south and the daytime, in addition to always having a treat whenever he can in order to avoid sleep 50% of the time. 

Failure of the first bargain might lead to a relatively minor fey test. Failure of the second would be far more dire.


Next week: Fey spells, fairy types, and a fey encounter.
RPG srd Old School 1st ed AD&D Pixie Sprite Wizard of Oz Labyrinth Alice in Wonderland Magic System