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.