Fey Calkers
Those who primarily wield fey magic. Mages.
Cailleach / Strega
Type: Witch
A witch of fey cycles. Cailleachs are quintessential witches who wield the power of legendary witches and stories passed down from mother to daughter, from mentor to mentee, from coven to coven. They have covens of three, the classic maiden, mother, crone trio, and they learn magicks that all three may cast together via ritual as well as ones they use individually. They also learn herbalism, medicine, and crafting, and they are considered the wise women of their communities. In the region, they are often called
stregae (sing.
strega), but by either name, their magic is the same.
Their magic derives from cycles of magic itself. They study and understand the flow of magic through the world, guided by the lore, and they learn the arts of witchcraft from one another. When they are young, they are initiated into studying witchcraft by an older cailleach, who tests them and guides them until they are ready to become a maiden-witch. “Maiden” does not mean virgin in this context, but simply a younger woman (or non-man) by tradition, though some men do become cailleachs in rare cases.
Because their magic is so deep and wide-ranging, there is no preset list of spells. Stronger spells are done via group ritual while other spells are able to be cast individually. Their magic often focuses on cycles, nature, and fairy lore, but they have many other spells.
Consult the GM to develop a list of magicks.
PRO -1 ATH +1 STR / AWA +2 WIL +3 PRS / STH /
Eccitate
Type: Quester
People who are infused with an intense form of fey magic because of a powerful geas. They are usually chosen by powerful fey, who have laid upon them some geas.
The geas is a compulsory quest they must go on or attend to. This quest will often be complicated and life-spanning, and thus, the more they complete it, the more intense their magic becomes. They make it a point not to complete it too soon, as completing it removes their magical power. They learn how to wield this magic via strange means, usually involving use of drugs, lucid dreams, and unexpected detours in their quest. Eventually, they see the burning fey plasma within themselves and can channel it, giving themselves wild and poweful magic:
- Wave of excitation: a wave of violet plasma excites everything around them, causing some things to burn, some to become excited emotionally, some to gain magic bonuses, and some to think faster.
- Fairy flare: a plume of violet flame burns those who believe it is hot and gives visions to those who do not.
- Phase form: they turn themselves temporarily into plasma and phase through solid matter, but must roll to return to a physical form.
- Light of the quest: they create a spark of violet light and follow it to the next part of their quest.
- Incandescent aura: they can exude an aura of violet light that burns those who think it's hot and charms those who do not.
Their magic intensifies and eventually consumes them if they do not complete the quest, but completing the quest leaves them without this magic. Thus, they walk a fine line trying to maintain control, do enough of the quest not to burn up, but not lose their magic. Sometimes, they give up parts of their body to the flaring magic. Sometimes, they lose complete control and roll from a wild magic chart to see what happens. Because this is not pure wild mana, the effects are more concentrated:
| Roll |
Effect |
Score |
| 1-4 |
A bolt of fairy lightning hits precisely 13' away from the eccitare |
20 |
| 5-8 |
A violet hum of soft light and buzzing noise suffuses the area |
9 |
| 9-12 |
A corona of somnolence surrounds the eccitare |
19 |
| 13-15 |
A wild conflagration of faeriefire erupts throughout the area |
18 |
| 16-20 |
A clarion call to adventure fills every seventh person within 1,313' |
10 |
| 21-24 |
A song that makes people's eyes and ears itch or convinces them to sing along |
11 |
| 25-28 |
A bird appears and tells a random person nearby a secret |
12 |
| 29-32 |
A nearby candle spells out the name of the killer of the nearest murder victimin wax, but in a distant languge |
13 |
| 33-36 |
A rain of tiny meteorites fall, but turn into dandelion fuzz if they hit anyone; every 100th person hit turns into a flower |
14 |
| 37-40 |
A vision of ancient legends speak directly to everyone within 50' |
15 |
| 41-47 |
The eccitare is teleported 2,613' away, rolling a d8 for direction |
16 |
| 48-53 |
The eccitare and someone else nearby trade breakfasts |
8 |
| 54-60 |
A ball of violet energy forms within the heart of the eccitare, shocking anyone who touches them for the next 13 hours |
17 |
| 61-62 |
The next part of the eccitare's quest interrupts their next action |
20 |
| 63-64 |
The person next to the person in the eccitare's line of sight (obstructed or not) erupts into burning flame |
19 |
| 65-68 |
The eccitare bounces like a rubber ball when they touch someone or take a step |
18 |
| 69-72 |
All machines within 130' begin working even without someone using them |
8 |
| 73-76 |
A copy of the eccitare appears for 13 minutes |
9 |
| 77-80 |
The sun turns violet for 13 seconds |
10 |
| 81-89 |
The eccitare's hair changes colors |
11 |
| 90-94 |
The fates of everyone within 26 yards are swapped for 26 hours |
12 |
| 95-98 |
The 39th person the eccitare talks to after this surge becomes convinced the eccitare is their long lost relative |
13 |
| 99 |
The eccitare explodes and roils burning plasma in every direction for 520' |
17 |
| 100 |
The eccitare's magic fades away permanently |
16 |
Every time a condition is rolled, it is taken off the chart, and half its numbers go up and half down to the next effect. Eventually, the worst effects are all that is left.
PRO +1 ATH +1 STR / AWA +2 WIL +2 PRS +2 STH +1
Imager
Type: Illusionist
Imagers are users of dream energy. They gather it up, mingle it with captured images in mirrors, and create glamours and illusions.
The art of capturing dreams is an ancient one, practiced by many peoples. Among the peoples of Palhur, it is often done with a willow hoop with a net within it, and this is generally seen as the first use of dreamcatching. However, they use them for protection as they sleep and not for gathering dream energy. For most, they use a net called a glan (pl. lionta), which is a loose net made from silver thread. The net is hung in the sleeping area only while gathering is wanted, and if the net is no closed before sunrise, the dream energy will escape.
Dream energy must be applied to a mirror specially crafted for imaging. The mirror must be kept covered by a cloth heavy enough to keep light from touching the reflective surface until the imager is ready to capture an image. If they fail to do this, the dream energy will escape (as will any other captured images). The quality of the mirror and the amount of dream energy determines how many images may be captured within the mirror. An average mirror with standard amount of dream energy can hold up to six images. The very best mirrors with maximum dream energy will hold 24 images.
Truly powerful imagers can capture an image so well that the targets lose part of their being, usually turning them into colorless versions of themselves with muted emotions and an inability to dream. Most imagers do not intend to do this.
Nets are made from dreamweave or silver thread. They are not bound by any other material--anything other than their basic thread will render them less potent. Nets must be large enough to cover the head and shoulders of the dreamer in order to be effective. The finer the mesh, the more dream energy is captured, but there must be a mesh--it cannot be a solid fabric. Mirrors should be made from a special fairy-made glass, with faeriewood or oneirium metal backing, for the very best imaging mirrors, but common mirrors can work if they are large enough (about 9" in diameter) with a backing and glass that are not corrupted by anything involving infernal powers. Coverings must be solid and thick enough to keep the mirror from seeing any light. Anything less will cause dream energy and images to escape
An imager uses the images in their mirrors in order to craft illusions and glamours. Glamours change the appearance of the user or the target (usually a small object), but the changes are superficial and only quasi-physical. Illusions are more complex. Unlike illusions made from infernal magic, these illusions are never solid, but they can implant in someone's mind so that they are convinced that the images are solid. Most are external illusions, like complex mirages. Images can only be shaped from the images captured; however, the captured images can be broken down into colors and the illusions painted to be almost anything. The illusion is limited to the colors captured and amount of light within the images.
To shape images into illusions or glamours, the imager must touch the surface of the mirror and redraw them with in it, then release them.
PRO -1 ATH / STR -2 AWA +2 WIL +1 PRS +1 STH +1
Puzail
Type: Puzzler
Puzails are wielders of the most ancient and powerful fey magic, but it is locked behind special puzzles which they try to unlock. The magic they know is both the Lore and the Tradition. The Lore is anything believed from stories which change based on what people believe. The Tradition is ancient rules of fey magic that are unchanging. Most fey magic is the Lore, but the Lore draws power from the Tradition as well.
Puzails have various tools they use which are ancient and potent, pieces of fey Lore or Tradition made into puzzles of various kinds. Riddles are the most basic and common form of puzzle they wield, but any kind of puzzle may hold a secret key to their magic. They seek puzzles out, learn them, study them, and wield them. The most potent puzzles are the ancient puzzle boxes, complicating shifting toys that have different configurations, but everything from crosswords to mazes to scavenger hunts to math problems will work. They solve a puzzle and gain an insight into the Lore and the Tradition. The more they do so, the more magic they gain.
Any magical ability of any other wielder of fey magic is available to them as they do this.
To become a puzail in the first place, one must solve a powerful riddle given them by a more powerful fey being - or make a deal with them, offering up something extremely valuable, like half their life, their first child, or their story. Either way, they gain access to the ancient power of puzzles and their connection to the Lore and the Tradition.
If a player chooses to be a puzail, they must solve this riddle first without searching online:
If you throw me out the window, you'll leave a grieving wife, but drop me in the middle of a door, and you might just save a life. What am I?
If they solve it, they may look through every fey occupation for this campaign and pick any five abilities they want. If they do not solve it, they will take five the GM picks out. During the campaign, they will have the choice between solving the puzzles and riddles themselves (when the GM has one prepared) or rolling to solve. If they do it themselves, the rewards will be greater.
PRO / ATH / STR -1 AWA +3 WIL +2 PRS +1 STH +1
Scaoileadh
Type: Petrolist
Scaoileadh (skwee-luh) are wielders of dreamstones. To become a scaoileadh, one must be a vivid dreamer. One must believe in dreams. And one must find and bring a dreamstone from their dreams into the waking world. This last is the tricky part.
To find a dreamstone in a dream, one must be aware of what they are. One must have learned the lore about dreamstones. One must believe in the stories. And then they must find any stone in a dream. Any stone at all. They must then find a way to hold onto it while waking up, and then be holding it in the waking world. Some do this by holding onto something as they sleep, hoping it will transform. Some do this by swapping the stone for one in the waking world. Some do this by making a deal with a powerful fey to be able to do it. Some do this by studying and attempting lucid dreaming for decades. Some do this by instinct. Some do this by accident.
But to do it, they must believe it will work. Sincerely. Deeply. Profoundly. More than anything.
When they do this, they then have a dreamstone, which they must then learn to wield the magic of. There are many ways to learn this - by the Lore and superstitions, by the Tradition and rules, or by making a deal with a powerful fey. Many have a mentor or other that can teach them, but most learn from opportunistic fey who seek to gain something by teaching them. Some just grow up being taught the stories.
Once they have learned how to wield its magic, they begin to dream strange dreams that give them their abilities:
- Solid illusion: they can create minor illusions that are solid to the touch but not entirely functional.
- Imaginary stone: they can imagine stone where stone isn't and attempt to make it real.
- Trickstone: they can make their dreamstone appear to be any other kind of stone, including gems, jewels, or ice.
- Psychogeology: they may intentionally have dreams to learn about any kind of stone, mundane or magical, they wish to research.
- Petrifying shine: they may unleash the full power of their dreamstone and make others believe they are petrifying. If they roll well enough, the targets actually petrify.
Sometimes they must restore their dreamstones or replace them if they use up their magic.
PRO / ATH -2 STR +1 AWA +2 WIL +2 PRS +1 STH /
Spellmasker
Type: Masker
Spellmaskers are those who have found or made - and learned to use - a magical mask that stores spells. They are a kind of mage who uses masks as their magical focus rather than wands.
To become a spellmasker, one must find or make a spellmask, a mask made of azure fabric, wood, stone, leather, or other material imbued with mana, a form of fey magic that is raw magical energy. It is one of the rarest and most powerful forms of magic, as it is capable of almost anything. Spellmasks always let the user see mana, which then allows them to wield it if they can figure out how. Making a mask usually requires pre-existing knowledge of mana and magic and access to the right materials, meaning one is already a crafter or mage, making a spellmask redundant. So most spellmaskers are those who find or are given them from other magic users.
To learn to wield the magic, one must study and train for many years. They learn the rituals to draw the mana into the mask. They learn how to transform it into specific spells. They learn how to maintain the mask, keep it from burning up with magic, and keep it from transforming them. And they must learn to differentiate between their own thoughts, feelings, and experiences, and those of the mask, which will slowly gain all of these things as the magic infuses it.
The most basic abilities of a spellmasker are as follows:
- Manasight: they can see mana and other esoteric energies.
- Azure form: they can let the mask choose what they look like.
- Spell shield: they can project a shield of mana from the mask.
- Replicating spell: they can analyze other magic and replicate it.
- Magical voice: they can let the magic infuse their voice, giving them the ability to speak magical languages.
- Absorb mana: they can absorb any magic cast at them and turn it into mana, but raw mana is the best.
However, any magic they absorb can be turned into specific, stored spells, which they can later expend.
PRO / ATH / STR -2 AWA +3 WIL +3 PRS -1 STH +1