Fey Calkers
Wielders of fey magic.
Bondsmage
A bondsmage is a user of ethereal magic. Ethereal magic is dangerous in that simply touching it will bond you directly to anything else you are touching at the time. It exists naturally in rare places (usually pools of a clear fluid found deep underground) and extracted via mystical means, then sold in small jars to bondsmagi for a heavy price for it - usually either money or an agreement with another bondsmage to give them some abstract quality such as a skill, stat, or power.
Certain materials are able to channel it safely, allowing a bondsmage to control it. They must take a whip woven from feathers of any fey-aligned bird and wash it in the ethereal magic. Once this is done, anything the bondsmage entangles in the whip will bond to the wielder. If the entangled target is inanimate, a bond is immediate, giving the bondsmage various qualities of the target. A skilled bondsmage will be able to control what qualities are taken. An amateur will usually end up dead. If the target is alive, then a contest of wills occurs. Once a bond is established, the bondsmage may release the whip, but they will have to re-establish the bond after a period of time if they wish to maintain the connection.
- Mutual connection: both parties agree and share through the bond. Only possible between two sentient beings.
- Dominant connection: the bondsmage has control of the bond and the subject does not. Most often done when the target is inanimate. A dominant connection to a living thing is considered cruel, but it happens all the same.
- Reversed connection: the target takes control of the connection. This is usually bad news for a bondsmage.
Multiple connections are possible if the bondsmage has enough ethereal magic. They may also transfer a connection to someone else. If a bondsmage bonds with another bondsmage, they create a nexus that allows them to transfer between everyone and everything within their network.
When bonds are formed, the bondsmage may draw upon the qualities of the target. They may only draw one quality at any given time, but they can change them. Changing the quality requires a new roll of bonding, and it requires dropping the old quality.
Qualities can be a property, power, skill, ability, or other characteristic of the bonded target. It can be literal or metaphorical. A bond with a rock may give the bondsmage stoneskin, a hardness of heart, or stability, for example. A bond with a dragon may give the bondsmage a breath weapon, scales, longevity, or claws. Taking these qualities can lessen the quality in the target; in a mutual connection, the bondsmage gives them something in return. More abstract qualities are more difficult to transfer, and transferring non-abstract qualities and applying them to more abstract qualities (a stoneheart to protect from emotional interference, for example) is very difficult.
If a bond breaks or if the bond fails somehow, there is often a backlash that causes harm to the bondsmage. This usually reflects the qualities transferred. For instance, if a bondsmage were borrowing strength from their target, the backlash would cause permanent loss of strength, proportional to the level of failure of the bond.
A bondsmage who fails a dominant bond or is betrayed in a mutual bond risks losing their sense of self and becoming a slave to the target. If their target were an unintelligent living thing, they will believe themself to be that thing - i.e., a tree, a cat, a mushroom.
Most bondsmagi will have two dominant connections with inanimate objects and enough materials for three more bonds to start.
PRO +1 ATH -1 STR -1 AWA +2 WIL +2 PRS +1 STH -1
Clairvoyant
A seer whose touch allows them to sense things going on in other places.
A clairvoyant may gain their powers either by being born with it (very rare and only for certain fey beings), gaining the power via a deal with the fey (usually offering up their past in exchange for heightening their awareness of the present), or being afflicted by some hex, geas, curse, or spell that gives them the ability against their will.
Those who wish to wield it consciously must attune themselves to the present moment, acting without plan. As they do this, their impulsiveness grows. Their awareness during the moment amplifies. As they do this, their attunement to the moment increases, and they gain the ability to control when their clairvoyance is triggered. It works in several ways:
- They may touch an object and ask a question about its owner’s present condition, location, or intentions, rolling AWA vs. the owner’s STH.
- They may touch an object and ask about something happening at its place of origination in the present moment, rolling AWA vs. a difficulty based on the place’s distance.
- They may touch an object and ask about any identical objects, such as where they are, what they are being used for, or how many there are, rolling AWA vs. a difficulty based on distance or number.
- They may touch a person and ask about their thoughts, feelings, abilities, powers, skills, motivations, etc., rolling AWA vs. the person’s STH or PRS.
- They may touch a person and ask about a person connected to that person, rolling AWA vs. the connection’s STH or PRS.
Other uses may be possible, but they must always be related to something happening in the present moment.
Clairvoyants are usually thought to be frauds.
PRO / ATH / STR / AWA +4 WIL +2 PRS +1 STH /
Dialectician
Dialectics is the study of how things change through history. Esoteric dialecticians learn to use the power of the past, which is the vast reserve of power from that which comes before by using special lenses to "review" the past, using memorization techniques to picture specific moments, and then drawing those moments. Once they are drawn, those moments can be invoked to give skills, powers, and insights from the past.
With a special lens, a dialectician can look into the past at their location. The past is a chain, a line that has been made and cannot be unmade without great risk to the present. In order to review it, one can only look to where the past has been, not where it could have been. This includes locations. The past is linked to place as much as anything else. The location of a planet changes greatly over a 100 years, but the past is a rigid line. Thus, if you look into the past 100 years while in your bedroom, you will see where your bedroom was 100 years ago.
What a dialectician does see is the flow of forces within the space they look into. This will be in the form of sepia-toned light that moves and shades based on the forces at play. They will also be able to see moments play out on loop. The amount of time they can go back, how long the loop is, and how far they can explore within that moment are determined by their own will and by the power of the lens they have.
A moment can be reviewed eight times before it is inaccessible to the reviewer. If the reviewer does not return to the moment within a year and a day of the first reviewing, that moment is then lost to them even if they did not review it eight times. One may only review a moment once per month (28 days). If the moment is invoked, it must be re-reviewed in order to be invoked again. Furthermore, because moments are all tied to one another, moments cannot be reviewed if they are connected. One may only choose one moment on a major chain. Identifying where a chain begins and ends is part of the study of history and dialectics done by the dialectician.
In order to create a dialectical lens, one must have the proper materials. The glass must be imbued with the energy of what has come before while it is made, and it helps if the glass is made from hari, a special kind of glass already imbued with the past. However, one can imbue glass with this energy during the glass-making process by special timing procedures that require a lot of waiting, a lot of heating of the materials, and observation of the world around. This usually requires a special place (a high mountain-top, for instance) where one can watch the world and its goings on. And then one must wait until something significant happens while they observe, then time the blowing of the glass to that. This creates distorted, strange glass pieces which are then broken up and ground into lenses.
Then the hard part begins. The lenses as they are have minor amounts of that which has come before, and are thus not useful to reviewing. If they are used fresh, they will be used up immediately. Instead, they lenses are placed into special cases (usually carrying eight lenses at a time), and these cases are carried on a long journey. The lenses must be in movement for at least a year and a day before they are usable. Truly useful lenses are used sparingly, once a year at most, usually once every ten years, until they have observed and absorbed many, many, many special moments and events in history. The best lenses are passed down through generations in a family.
New lenses are made every year, but the ones commonly in use have been in use for thousands of years.
| Age of Lens |
Number of Uses |
Reviewing Distance |
Moment Area |
Sensitivity to Forces |
| 1 day |
1 |
10 years |
10' |
-6 |
| 1 year and 1 day |
10 |
100 years |
100' |
-3 |
| 10 years |
100 |
500 years |
500' |
0 |
| 100 years |
1,000 |
1,000 years |
750' |
+3 |
| 1,000 years |
2,000 |
5,000 years |
1,000' |
+6 |
| 2,000 years |
4,000 |
10,000 years |
1,250' |
+9 |
| 5,000 years |
10,000 |
50,000 years |
2,000' |
+12 |
| 10,000 years |
20,000 |
500,000 years |
5,000' |
+15 |
Once reviewing a moment in the past, a dialectician must memorize the moment and the forces at play. This means memorizing as much as possible about it. Color, size, shape, people, sounds, tastes, smells, everything. To do this, they practice memorization and meditation for hours every day, as well as studying the history they are about to look into. The more they know, the more they can understand the forces at play. A good dialectician will be able to render what they memorized in significant detail. Sketching is best done on paper with simple drawing tools, charcoal or graphite. The better the sketch, the easier the invocation. The sketch must capture moments, and thus, usually, it is multiple sketches. If they render a perfect sketch, they will then be able to do one of the following things:
- Drawing from the past: the dialectician can temporarily take skills, stats, abilities, or powers from the people in their drawings as if they experienced the past in the same way as the person, thus gaining their scores. This uses up a certain amount of the sketch's power - 1 point per skill point, 2 points per substat, 3 points per main stat, 4 points per ability, 5 points per power.
- Historical insight: the dialectician can learn something from a sketch that gives them an understanding of the historical moment it is from. This is simply a roll of history, dialectics, or AWA, but the more complex the information they seek, the higher the difficulty.
- Ancient object: the dialectician can take an object from a sketch and make it temporarily real in the present moment. If they return it to the sketch, the past remains unchanged, but if they do not return it within eight minutes, the past is altered dangerously. The size and power of the object determines the difficulty of drawing it out.
- Present location: the dialectician can locate an object, descendant, or location from the sketch in the present by studying the sketch for eight minutes per 10 miles of distance from the present location of the dialectician.
- Deriving the present: by studying the sketch for eight hours, the dialectician can determine the present condition of the location in the sketch.
- Internal review: the sketch can be taken from for raw energy by the dialectician to examine their own past via meditation, 1 point per 5 years into the dialectician's past.
- Recreate: if the entire power of the sketch is used up, the dialectician can recreate the moment in the present in an illusory manner to learn everything about it.
- Alter the sketch: the dialectician can use the same materials they used to make the sketch to change it, thus changing the past, which is absurdly dangerous and renders the sketch useless
Sometimes a dialectician will seek a greater resonance with the past, and will thus either recreate costumes or other trappings of the moment, or they will find actual objects that were present at the time. This can give significant bonuses if done well.
PRO +1 ATH / STR / AWA +3 WIL +1 PRS -2 STH -1
Enigmatist
A user of fey lore who can use the magic of puzzles and riddles. Enigmatists are solvers of riddles and puzzles, and to gain magical power over them, they find and challenge a fey being of great power to a contest of such. If they win, they win power and magic. If they lose (or cheat), they are afflicted with a curse or geas that they must wield such magic to deal with. Either way, enigmatists have the magic.
Many enigmatists have a puzzle box, a box that opens to different chambers depending on how it was opened. It has six sides, and each side can be opened four different ways. The opening and closing of the sides creates different results. So every side has five states (opened from the right, opened from the left, opened from the top, opened from the bottom, or closed). The different combinations of the box as a whole are determined by the state of every side at any given time. They feed the box by collecting parts of magic and placing them in the box’s many chambers. Thus, when they open the different boxes, the spells come out in different combinations, creating different effects.
There are hundreds of potential effects. Consult the GM.
PRO / ATH -1 STR -1 AWA +3 WIL +2 PRS / STH /
Hjernist
A wielder of dream energy who can psionically read the subconscious mind.
They do this by practicing and learning psionic sciences and combining that with the use of hallucinogens. They practice for decades and have erratic, strange visions constantly because of it, but they are the finest wielders of subconscious psionics in the world. Many have fey benefactors, and all of them have imaginary friends whom they speak to constantly. The imaginary friend has its own special powers.
Their psionics abilities include the following:
- Messaging: sending a message to the subconscious system of a person.
- Reading: reading the subconscious mind.
- Dream sense: sensing whether someone is dreaming.
- Altering: altering the subconscious mind or dreams.
- Sharing: connecting people so they dream together.
- Constructing: constructing a dream.
- Sending: sending a dream to someone.
- Control: controlling the subconscious mind.
- Entering: entering someone’s dreams.
- Suffusing: suffusing someone’s dreams with some image or concept.
- Absorbing: absorbing someone’s dreams.
- Deleting: deleting parts of someone’s dreams or subconscious mind.
Hjernists are viewed as “mad” or “insane” and hospitalized, imprisoned, or killed as heretics.
PRO / ATH / STR -1 AWA +2 WIL +2 PRS -1 STH /
Imager
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
Mimic
An esotericist who has a magical mask that allows them to mimic the powers of others.
These masks either come from a fey with whom they have made a deal (trading part of their identity for it), from finding the object and being trapped with it, or from using a ritual to give up part of their identity for it.
The masks always require giving up some aspect of the self. Common sacrifices include the following:
- Permanent loss of blood or flesh
- Permanent loss of a certain emotion
- Permanent loss of specific memories
- Permanent loss of powers, abilities, skills, or faith
Once they have the mask, they can mimic the powers, abilities, skills, or actions of others by rolling the mask’s power (varies by what they gave up) against the score they are mimicking. If they wish to permanently take this power, ability, or skill on, they must give up another aspect of themselves. If they want to use it once, they lose a bit of the mask’s magic based on the success/failure rate of their roll:
| Roll |
Result |
Loss |
Recovery (for Temporary) |
| Critical failure |
Mimicry fails |
-3 points permanently, -6 more temporarily |
One day |
| Exceptional failure |
Mimicry fails |
-3 points permanently, -3 more temporarily |
One hour |
| Special failure |
Mimicry fails |
-1 point permanently, -3 more temporarily |
One minute |
| Normal failure |
Mimicry fails |
-1 point permanently, -1 more temporarily |
30 seconds |
| Tie |
Mimicry succeeds at -3 |
-1 point temporarily |
One round |
| Normal success |
Mimicry succeeds |
-1 point permanently, -1 more temporarily |
30 seconds |
| Special success |
Mimicry succeeds +1 |
-1 point permanently, -3 more temporarily |
One minute |
| Exceptional success |
Mimicry succeeds +3 |
-3 points permanently, -3 more temporarily |
One hour |
| Critical success |
Mimicry succeeds +6 |
-3 points permanently, -6 more temporarily |
One day |
Mimics can recover permanent losses by giving up more of themselves.
Mimics are little known or understood and very rare. They do not face persecution specifically, but sometimes they are accused of witchcraft or heresy due to not being understood.
Stats vary widely.
Nighbiani
An esotericist who has masks that allows them to understand and replicate characters from stories.
Nighbianis (pronounced “nee-byan-ee”) either get their masks from powerful fey in some sort of deal, or they gain them by creating them via a strange ritual that involves creating a clay mask of their own face and placing symbols of their own story into it, losing some of them during the creation process. This would mean losing skills, memories, motivations, abilities, anything coming from their past.
When they have their masks, they gain the power to draw from stories that they know and imitate the powers and characteristics of the characters therein. The stories must be fictional, legendary, folkloric, or mythic to the nighbiani’s perception, and they must be ingrained into the mask by ritual storytelling every week. Most masks can hold up to seven stories at once.
Stories will be developed between GM and player.
PRO / ATH / STR -1 AWA +2 WIL +2 PRS +2 STH +1
Seer
Viewers of fate who have special needle and thread that allows them to understand what is to come.
Fate, as an esoteric, fey energy, is woven in the form of invisible threads that flow throughout all of reality. They are often disrupted by other energies, but those with special skill and tools can feel them, touch them, and view them.
The threads of fate combine to form the tapestry of what is to come. It is a complex tapestry where colors, forms, and measurements have meanings only a few understand. The interpretation of the tapestry tells what fate there may be. When viewed, it appears to be a vast conglomeration of threads that, when taken as a whole or from a distant view, appear to be a woven tapestry the size of the sky, depicting scenes of cosmic birth, death, and rebirth. If viewed closely, the trillions of individual lives that thread together to form the story of reality are visible. A seer can trace the threads within the tapestry and see what lies ahead for individuals.
To view the tapestry, a seer must learn how to see without their eyes. They do this first by training with a blindfold or other device that blocks their eyes. If they cannot see already, they must train themselves to sense the threads in a similar fashion. Sight beyond sight is required, but also the ability to touch the invisible threads of the tapestry. This is done by first working with actual threads to know the feeling, then working up to more esoteric threads. Training to see without one's eyes requires years of meditation, working with actual thread, and the use of special drugs found in the deep deserts of Mahad or elsewhere. Due to the mental strength required to do this, seers go through extreme periods of deprivation of the body and heart, often going out into the deep desert or other harsh environments to live on their own for years. The average seer takes decades to learn to see the threads. Once they do, their next task is to learn how to do so safely, for being all-seeing has its risks.
Once one can see the threads, one needs to learn which threads to look at and which not to. There are some threads that are dangerous to follow. It is considered wise not to interpret one's own death, for instance, but other threads are dangerous because they can trap a seer. Beings who have fate resonating within them may draw others into their thread if viewed too closely, and some beings are powerful enough to know when they are being viewed - and to retaliate. These threads are, of course, rarely interwoven with the average person's threads, but one must know the risks all the same. Other forbidden threads include certain places where fate becomes knotted due to interference, and places where the tapestry is disrupted by other powers. It can be deeply traumatic to view a place disrupted by chaos, for example. Finally, one must never, ever attempt to view the whole tapestry at once. This will break the mind of even the most powerful seer.
The best way to view the threads is by having someone ask questions. This will draw the seer's attention toward certain threads that are relevant to the questions at hand. The more specific, the better, though the answers will always be draped in interpretive language due to the nature of the tapestry.
A seer can sense the threads and therefore affect them. Even viewing them can affect them. Seers must train to be careful when viewing so as not to affect too much, and they must be very careful if they choose to touch a thread. They often do this to better follow it, but they must be very gentle. Any damage to the thread or major shifts will alter fate.
A seer who looks at a broader view of the tapestry (not the whole, but a broader view than following an individual thread) may interpret what they see to speak a prophecy. Prophecies are usually cryptic due to the nature of the tapestry, but they are often less susceptible to fluctuation and disruption due to how vast they are. Thus, they are more often accurate.
Predictions come to seers in many forms:
- Precognition: they simply know what will happen before it happens. A priori knowledge of an event with a deep certainty.
- Insight: something happens that gives them an insight into the future wherein they know something they could not have even from advanced pattern recognition.
- Omen: they see something happen and know it is a good or bad omen, though not what it relates to nor why.
- Portent: an omen that has a clear meaning to them.
- Vision: they see something, either symbolically or literally, that will happen in the future.
- Prophecy: unbidden by anything, they begin speaking cryptic prophecy, saying what will be, with no control over what comes out of their mouths. Often accompanied by an uncontrolled vision.
Because of their previous failure in the threads, seers are experiencing these constantly, leading to an unstable life and difficulties with everyone around them. Even when their predictions are correct, it often causes trouble.
At the start of the session, anyone playing a seers will make 20-40 single-die rolls. These are their precognitions. They will note these numbers down and share with the GM. Throughout the session, these will be their rolls. They will pick which one they will use for a roll before the opposed roll is made. The opposed roll will still be a three-die roll.
If they want, they can give a roll to someone else before or after an opposed roll is made, even another player (if the player consents).
If they run out of rolls, they may spend tokens, and if they have none, they simply fail all rolls for the rest of the session (note: we’ve never run with this before, so adjustments may be made if there aren’t enough rolls). If they have rolls left, they can still choose to forgo a roll and accept a failure.
Insights will occur twice per session. The player may invoke one either by willingly forgoing a roll or by spending a token, or the GM can provide one at their discretion. Omens and portents occur on AWA or read people rolls if the player forgoes the roll and chooses to experience an omen or portent instead, or they can occur at the GM’s discretion or if the player spends a token.
Visions are invoked after six failures in a row, if the player spends a token, if the player willingly forgoes six rolls in a row, or at the GM’s discretion.
Prophecies only occur at the GM’s discretion.
PRO -1 ATH -1 STR -1 AWA +3 Sight 0 WIL +2 PRS +1 Prophecy -3 STH +1
Setter
An esotericist who can arrange a room or place to control the flow of magic.
Every location has a flow of energies through it. In a place with as much magic as Shem, there is an enormous flow of energy through most locations. Setters learn to affect that flow by arranging the objects, art, and design of a place, giving themselves or others certain bonuses, penalties, or abilities.
Most locations are unattuned to any specific energy unless there is an overwhelming amount of magic there, but a setter knows how to attune them very quickly. Specific materials and designs will emanate, repel, or attract energies, and a setter knows how to fine tune them so that one energy (or type of energy) is more prominent in a place than others.
A setter learns their abilities from a mentor, via a deal with the fey, or by attunement via meditation and other practices that allow them to sense the flow of energies. They do this first by attuning to a specific location (usually their home) and perfecting the flow of energies within it, then adjusting that to other places. They do this by finding and communing with the tutelary energy of a place.
Some common ways in which they may affect the energies in a place are as follows:
- Emphasize energy: make one specific energy more prominent in a place over others.
- Amplify energy: make a specific energy or energies stronger in a place.
- Weaken energy: make a specific energy or energies weaker in a place.
- Minimize energy: make one specific energy much less prominent in a place under others.
- Align energies: make the energies in a place entirely fey energy (as their magic is fey magic).
- Repel energies: repel specific energies from a place.
- Attract energies: attract specific energies to a place.
Other affects may be possible. Consult the GM.
If they are outdoors and wish to use their powers, they must first "define the space" by forming some sort of boundary around the location they wish to control energies in.
PRO / ATH -1 STR +1 AWA +2 WIL +2 PRS / STH /
Symbologer
Symbologers take symbols in the form of charms that they invoke to create myriad effects drawn from symbolism, the energy of signs and symbols, of allegory, of representation, of deeper meaning, of association. This is a potent effect of poioumenon's power, the flow of a story through all things. Just as a storyteller may invoke symbols to tell a deeper story, a symbologer evokes symbols to draw from deeper recesses of the narrative flow.
To invoke a symbol, a symbologer must have a charm in the shape of the symbol. Charms are kept on bracelets and snapped off when needed, linked to the other symbols they wish to invoke. Invocation requires use of the kalak symbol, which is triggered by either breaking the charm or rubbing it with the thumb a certain number of times (the more times, the greater the effect, capping at eight, but each rub takes a second, thus three rubs per turn in battle). Rubbing a symbol is a minor invocation, causing weaker effects. Breaking unleashes its full strength. A charm may be invoked as a sigil inscribed into something. This works if the symbologer wishes to enchant an object, but it has a very limited lifespan.
The symbols used most commonly in the Starfall region are as follows:
| Symbol |
Meaning |
| A |
A letter representing communication. |
| Azalea |
A flower representing nonlinearity. |
| Bear |
An animal representing animals. |
| Beaver |
An animal representing analysis. |
| Beech |
A tree representing location. |
| Beryl |
A stone representing the earth. |
| Black |
A color representing law. |
| Blindfold |
An object representing the future. |
| Blue |
A color representing rebirth. |
| Bridge |
An object representing connections. |
| Broom |
An object representing witchcraft. |
| Brown |
A color representing order. |
| Card |
An object representing a journey. |
| Chain |
An object representing debt. |
| Circle |
A form representing cycles. |
| Cloak |
An object representing shadows. |
| Clover |
A plant representing risk. |
| Coin |
An object representing fortune. |
| Cottontail |
An animal representing a catalyst. |
| Crossroad |
A location representing intersectionality. |
| Crow |
An animal representing death. |
| Cup |
An object representing inebriation. |
| Dice |
An object representing games. |
| Dish |
An object representing things too small to see. |
| Doll |
An object representing sympathetic resonance. |
| Drum |
An object representing celebration. |
| Eleven |
A number representing magic. |
| Elk |
An animal representing life. |
| Eye |
A body part representing perspective. |
| Fox |
An animal representing cunning. |
| Glove |
An object representing the present. |
| Gold |
A color representing exaggeration. |
| Green |
A color representing puzzles. |
| Grey |
A color representing the wind. |
| Hand |
A body part representing synthesis. |
| Harp |
An instrument representing music. |
| Hawk |
An animal representing war. |
| Hawthorn |
A tree representing wood. |
| Heart |
A body part representing emotions. |
| Indigo |
A color representing sex. |
| Jessamine |
A flower representing foolishness. |
| Leaf |
A part of a plant representing plants. |
| Lens |
An object representing the past. |
| Lily |
A flower representing imagination. |
| Liver |
A body part representing the body. |
| Lynx |
An animal representing mystery. |
| Mask |
An object representing a character. |
| Mirror |
An object representing identity. |
| Mockingbird |
An animal representing mimicry. |
| Mole |
An animal representing secrets. |
| Mushroom |
A fungus representing fungi. |
| Myrtle |
A tree representing the soul. |
| Net |
An object representing dreams. |
| Orange |
A color representing truth. |
| Owl |
An animal representing language. |
| Pine |
A tree representing conflict. |
| Pipistrelle |
An animal representing chaos. |
| Raspberry |
A plant representing mischief. |
| Red |
A color representing fire. |
| Rose |
A flower representing light. |
| Salt |
A material representing the Lore. |
| Scroll |
An object representing performance. |
| Shoe |
An object representing silence. |
| Silver |
A color representing metal. |
| Skunk |
An animal representing surprise. |
| Snake |
An animal representing endings. |
| Thread |
An object representing fate. |
| Threshold |
A location representing transitions. |
| Turtle |
An animal representing water. |
| Violet |
A color representing the Tradition. |
| Walking stick |
An object representing beginnings. |
| White |
A color representing confusion. |
| Willow |
A tree representing the subconscious mind. |
| Wolf |
An animal representing the Wild Hunt. |
| Yarn |
An object representing stories. |
| Yellow |
A color representing the harvest. |
PRO -1 ATH -1 STR -2 AWA +3 WIL +2 PRS -1 STH /
Wild Mage
A mage who triggers wild surges.
The power of magic is not always stable. In areas where magic is stronger, instability seeps in over time, and places where the energies of chaos and disorder are present become unstable much faster. This creates an energy called wild mana, which can be sensed by some who are more sensitive to the presence of magic. The use of magic in areas of wild mana, sometimes called blue zones, can risk surges of random effect. A wild mage knows how to create blue zones, and every use of magic by the wild mage causes such a surge. Anyone within 10' of them also risks the same effect if they wield magic.
To create wild mana, a wild mage has a few options. Some accidentally become this way by trying and failing to use magic. Others gain it intentionally by invoking the effect via a ritual, though this comes with the risk of burning them out and taking away all of their magical powers. And others still have it inflicted upon them by irate fey.
A wild mage creates blue zones by destabilizing any fey energy in the area. They do this by sending out waves of unstable magic, usually in a 30’ radius. When they do this, any following use of fey magic in the area will trigger a wild surge. This then requires the roll of a d100 to determine the effect. The wild mage then rolls their WIL to try to force the effect to affect those they wish to be affected within range. If they fail, the effect hits the wild mage and everyone within range of them. If they succeed, it hits everyone within range of a point they decide upon. Normal success/fail - 10', special success/fail - 20', exceptional success/fail - 40', critical success/fail - 75'.
| Roll |
Effect |
| 1 |
All magic of the target is completely and permanently drained |
| 2 |
Everyone within range dies |
| 3 |
Everyone within range is bound in a circle of magic equal to the range for 15 seconds; those who fail WIL vs. 11 suffer -6 permanently to one magical power or skill |
| 4 |
A meteor hits and leaves a crater the size of the range of the spell; everyone who fails an ATH vs. 11 roll suffer 17/23/29/35 fire, concussive, and smoke damage |
| 5 |
Everyone within range is fused into a single being |
| 6 |
Everyone within range falls asleep and shares a dream |
| 7 |
Everyone within range experiences good luck |
| 8 |
Everyone within range experiences bad luck |
| 9 |
Everyone within range is afflicted with lunacy (madness under the full moon) |
| 10 |
Everyone within range are burnt by the sun as if it were a 14 power flame |
| 11 |
Everyone within range is hit by a blast of pure mana; anyone who fails a WIL vs. 11 suffers physical and metaphysical damage |
| 12 |
The True Name of everyone in range is exposed for 15 seconds; those who fail their best base stat vs. 11 lose 6 points of their best stat |
| 13 |
Explosions go off and surprise everyone within range; anyone who fails ATH vs. 11 suffers fire, smoke, and concussive damage, lose their hearing, and are traumatized by surprises for the rest of their lives |
| 14 |
Everyone within range loses all of their money |
| 15 |
The personality of everyone within range is altered for 15 seconds; those who fail a PRS vs. 11 roll permanently lose up to six motivations |
| 16 |
Everyone within range knows everything about everyone else within range |
| 17 |
Everyone within range is teleported to the end of the road or path they are on |
| 18 |
Everyone within range becomes rich |
| 19 |
The deep emotions of everyone in range intensify to the point of incapacitation; those who fail PRS vs. 11 enter catatonia |
| 20 |
Everyone within range is consumed by fey mist and is lost forever |
| 21 |
All magical powers of those within range switch to a different alignment (celestial to elemental, elemental to fey, fey to celestial, unaligned to infernal, infernal to unaligned) |
| 22 |
Everyone within range is overcome by sexual attraction to one another |
| 23 |
Everyone within range is healed of all recent wounds and illnesses |
| 24 |
The subconscious mind of everyone in range becomes their conscious mind for 15 seconds; those who fail WIL vs. 11 become animalistic |
| 25 |
Everyone within range loses a magical power |
| 26 |
The location within range is radically transformed |
| 27 |
Everyone within range is granted a new magical power |
| 28 |
Everyone in range is teleported to the nearest bridge or crossroads |
| 29 |
Everyone within range suffers a deep wound |
| 30 |
Everyone within range grows 10' in size but does not gain equivalent mass, becoming stretched and strange; those who fail STR vs. 11 are permanently altered |
| 31 |
1-8 fey beasts appear within range and attack all targets |
| 32 |
Everyone within range is inflicted with an uncomfortable truth about their lives |
| 33 |
Everyone within range forgets where they were going |
| 34 |
Everyone within range finds their imagination becomes palpable, and images in their minds become real, for 15 seconds; if they fail an AWA vs. 11 roll, this lasts for 15 days |
| 35 |
Everyone within range becomes very, very drunk |
| 36 |
Everyone within range is stunned |
| 37 |
Everyone within range is hunted by the Wild Hunt the next Eigenihtes |
| 38 |
Everyone within range is sealed in a sigil of binding; if they fail a WIL vs. 11 roll, their bodies begin to decay |
| 39 |
Everyone within range suffers a broken bone |
| 40 |
The bodies of everyone in range become illusory for 15 seconds; those who fail STR vs. 11 are permanently faded into dream beings |
| 41 |
Fairy lights erupt within range, causing everyone who sees them to fall into wild confusion for 15 seconds; those who fail an AWA vs. 11 roll permanently suffer -6 to one lore |
| 42 |
Everyone within range is thrown three years into the past |
| 43 |
Everyone within range is hit with lightning; if they fail an ATH vs. 11 roll, they suffer 14/21/28/35 damage |
| 44 |
Everyone in range is sealed in dreamstone; if they fail an AWA vs. 11 roll, the stone is solid, if they succeed, it is illusory |
| 45 |
All metal and stone within range melts |
| 46 |
Everyone within range begins a quest |
| 47 |
Everyone within range feels nourished and well fed |
| 48 |
Everyone within range suffers a wound that is also felt by people within 100 miles who look like them |
| 49 |
The secrets of everyone within range are exposed for 15 seconds; those who fail STH vs. 11 lose 6 points of PRS |
| 50 |
All wood and fabric within range erupts into flame |
| 51 |
Everyone within range owes a debt to the afreolus |
| 52 |
Everyone within range forgets the past and is unware of the future for 15 seconds; anyone who fails an AWA vs. 11 roll will never regain their awareness |
| 53 |
Gravity stops working within range |
| 54 |
Everyone in range is bonded to one another, causing them to exchange feelings, base stats, innate powers, and weaknesses for 15 seconds; those who fail a WIL vs. 11 roll maintain the bond for 15 days |
| 55 |
Everyone within range begin fighting with one another |
| 56 |
Everyone within range loses their voice for 15 seconds, and all sounds cease in that area; anyone who fails AWA vs. 11 roll loses their voice permanently |
| 57 |
Everyone within range is sealed into a hawthorn tree |
| 58 |
All inanimate objects within range come alive and attack every living thing near to them |
| 59 |
Everyone within range share a fate that will be met in the next 15 days; the afreolus rolls a d10 -1 is a fate of death, 10 is a fate of prosperity |
| 60 |
Everyone within range is covered in fey waters that they will drown in if they fail an AWA vs. 11 roll |
| 61 |
Everyone within range is shifted into an alternate version of themselves (effectively, three motivations profoundly change) |
| 62 |
Mirror images form of everyone within range |
| 63 |
Everyone within range is forgotten and becomes a missing person if they fail a roll of PRS vs. 11 |
| 64 |
The souls of everyone within range are afflicted with a geas that will sap them of innate abilities if they do not complete a quest within a year and a day |
| 65 |
Everyone within range is sealed in fey frost; if they fail an AWA vs. 11 roll, they suffer damage, if not they are unfazed |
| 66 |
Everyone within range is sealed in fairy silver; anyone who fails an AWA vs. 11 roll experiences permanent delusion |
| 67 |
Everyone within range turns into salt |
| 68 |
Everyone within range must perform a full play in the space before they are allowed to leave |
| 69 |
Everyone within range is polymorphed to a form of similar size |
| 70 |
Everyone within range is lost in shadows for 15 seconds; anyone who fails a PRS roll vs. 11 vanishes permanently into shadow |
| 71 |
The worst nightmare of everyone within range comes alive in range |
| 72 |
A massive fey wind hits the target area and throws everyone 15 yards, causing damage to anyone who fails an ATH vs. 11 roll |
| 73 |
Everyone within range is burned with faeriefire; anyone who fails an AWA vs. 11 roll believes it is real and burns; those who succeed are unharmed |
| 74 |
Any large structure in range collapses; if only part of it is in range, that part collapses |
| 75 |
Everyone within range is hit with shards of glass; if they fail an ATH vs. 11 roll, they suffer 9/14/20/26 damage and become see-through |
| 76 |
Everyone within range succumbs to their intrusive thought and acts on violent impulse |
| 77 |
Any children within range are swapped with changelings |
| 78 |
Light vanishes from the target area and all within the space are lost if they fail a perception vs. 11 roll |
| 79 |
A cloud of spores from fey fungi erupts within range, causing intense hallucinations |
| 80 |
A stinking mound of rotting compost erupts out of the ground within the target area |
| 81 |
A loud sound rips through the target area; everyone in range rolls STR vs. 11 or suffers 10/15/20/25 damage |
| 82 |
Everyone within range is afflicted with a strange disease |
| 83 |
Everyone within range begins babbling nonsense for 15 seconds; anyone who fails a PRS vs. 11 roll never recovers |
| 84 |
Everyone within range becomes a different color that is not natural to their species; if all colors are natural to their species, they become clear |
| 85 |
Everyone within range is paralyzed |
| 86 |
Everyone within range suddenly have the same appearance for 15 seconds; anyone who fails a PRS vs. 11 roll is stuck in this form |
| 87-89 |
The target area becomes a blue zone permanently |
| 90 |
Everyone within range is trapped in someone else's story for the rest of their lives |
| 91 |
Everyone within range is poisoned; they must roll STR vs. 11 |
| 92 |
Everyone within range grows an extra limb |
| 93 |
Everyone within range changes occupation |
| 94 |
Everyone within range is hit by fey blades that damage both mind and body, 6/13/19/25, mind is WIL vs. 11 |
| 95 |
Everyone within range changes species |
| 96 |
Everyone within range remembers a story from their childhood and begins weeping |
| 97 |
Everyone within range changes gender |
| 98 |
The target area is filled with dangerous arthropods |
| 99 |
Everyone within range gains +6 to their best skill |
| 100 |
Everyone within range is transformed into a legendary form |
Wild mages have a handful of common spells they use to start a wild surge, other than their spell to create blue zone, but they can use these spells outside of that context as well. However, they run the risk of a wild surge on anything more than a special failure or special success when casting these. They roll a d100, and any roll equal to or below twice the difficulty is a surge. If it is a failure, they add another 3 for special, 6 for exceptional, and 9 for critical, and take -1, -3, or -6 to control it afterward. If it is a success, they take off 3 for special, 6 for exceptional, 9 for critical, and take +1, +3, or +6 for control rolls. Their common spells are as follows:
-
Sense magic: the wild mage can sense any esoteric energies within range, 10’ radius, minimum difficulty 8, +1 difficulty per extra 10’ radius added. If the wild mage has an AWA/perception over 8, the difficulty goes down by 1 per 3 points above 8. Success rates of casting can extend range, +10’ for special, +20’ for exceptional, +30’ for critical.
-
Analyze magic: the wild mage can understand what kind of energy or spell is being used or has enchanted something, gaining more information the more power or higher their success rate. Base difficulty is 5, +3 more for every level of information they add to it (base is just the type of energy [fey, infernal, celestial, elemental, unaligned], +3 is the specific energy used, +6 is the specific spell effect, +9 is the power-level of the spell, +12 is the power level of the caster, +15 gives you all relevant information). Success rates of casting can add more information, going up one level per level of success. If the wild mage has magical lore above an 11, the difficulty goes down by -1 for every 3 above 11.
-
Circle of power: the wild mage can create a zone that is the opposite of a blue zone. Anyone within this circle feels their fey magic stabilize and amplify. Base difficulty is 11 for +3 to fey magicks in a 10’ radius circle, but the circle can be adjusted with higher difficulties. For every extra 10’, it’s another 3 difficulty. For every +1 more bonus it is another +2 difficulty. And for +3 more difficulty, unaligned or elemental magicks can be amplified, for +6 more infernal or celestial magicks can be amplified, and impossible for the specific infernal energy of void (all of these stack).
-
Counterspell: the wild mage can send a disrupting blast that stops a spell being actively cast by someone else. The difficulty will be equal to the base difficulty of the spell with +3 more for every level of success of the target caster.
-
Renew energy: the wild mage can send a flow of energy into any caster of fey magic to restore a magical power, ability, or effect that has been lost. Difficulty is equal to the amount of energy they are delivering. Success rate can give extra energy to the target. If they wish to renew a non-fey spell, they add +3 difficulty for unaligned or elemental, +6 for infernal or celestial, and impossible for the specific infernal energy of void. The wild mage cannot cast this on themselves.
-
Spell lock: the wild mage can prevent a person from using a specific spell, ability, or power of fey magic. Difficulty is equal to the score of what they are trying to lock, +3 more if they wish to do this to unaligned or elemental, +6 more for celestial or infernal, impossible for the specific infernal magic of void.
-
Dispel magic: the wild mage can break an extant spell effect by disrupting it with a static charge of magic. The difficulty is equal to the base difficulty of the casting of the spell that created the effect being dispelled, +3 more for every level of success of the original casting. The GM will roll to determine this if it was not pre-determined.
-
Azure bolt: the wild mage can unleash a bolt of pure mana that harms anyone hit by it at a power equal to the base of what they roll to cast it (scaling up +3 special, +6 exceptional, +9 critical).
-
Absorb energy: the wild mage can absorb fey magicks directed at them at a difficulty equal to the base of what is cast at them plus 3. If they succeed, they absorb the base power -6 and neutralize the rest, special success absorbs base power -3 and neutralizes the rest, exceptional is -1 base power, critical absorbs all of it. They may opt to roll against a lower difficulty and absorb only part of what is cast and not neutralize it. If the magic is not fey, the difficulty is +3 more for unaligned or elemental, +6 more for celestial or infernal, impossible for the infernal magic of void.
-
Azure shield: the wild mage can create a shield that blocks fey magic directed at them at a difficulty equal to base power of the spell directed at them +1. If they wish their shield to reflect the energy back at the caster, it is +7. A critical success on a blocking shield will reflect it anyway. If the magic directed at them is unaligned or elemental, the difficulty is +3 more, and if celestial or infernal it is +6 more.
-
Doublecast: the wild mage can make it possible to cast two spells in one round, base difficulty is 14 for two rounds, +3 more for every extra round beyond that. Success rate adds +3 rounds per level above normal.
The amount of energy a wild mage has varies between mages depending on their experience, source of magic, and species, but average is 25 total points to spend.
PRO -1 ATH -1 STR -1 AWA +2 WIL +3 PRS -1 STH -1
Wyrder
Users of the lore and tradition that invoke fey energy, whose flow controls the narrative of the world. Pronounced weirder. The Tradition is a set of specific rules passed down via tradition that work for specific kinds of fey beings. These rules are often similar to those used in the lore, but they only work for fey nations. The lore is complex, varies by culture, and is accessible by anyone.
The most common method to accessing the lore is through simple rhymes, usually couplets or short poems, never very complex. Rhymes vary by culture, but always indirectly reference the intended consequence of the spell. Wives tales, superstitions, or other little habits and tricks used, such as throwing salt over the shoulder if spilled in order to preserve good luck, are common cantrips in the lore or the Tradition. The player must define those they know and use, but all such superstitions should either reflect real world superstitions or have a source in legend that the player or GM can define even if their character does not know it.
Rituals are for the more powerful wyrding spells. Rituals involve common fey tools. Common items with uncommon features, such as a silver knife or a mirror with special decoration or a hairbrush made from some rare wood are the kinds of things often used. Any object with a resonance to a legend will help - cinders from a fire, an old oil lamp, etc. They can be invoked through basic use of magical circles made with common materials and special chants or actions. Any ritual used must be justified by player or GM as having resonance with a legend on Shem.
The effects of wyrding are varied and will reflect legends and stories of past figures from Shem. While theoretically anything is possible, most powers are self-directed and simple, with limited timespans. More complex, powerful, wide-ranging, or long-lasting powers will require sacrifices that are borne of a legend as well - loss of a body part that reflects a legend (such as a hand lost to be replaced by a hook, for instance, or an eye shared between three sisters) or loss of a skill or knowledge or ability (loss of singing voice, loss of the ability to dance, etc.).
Consult the GM to create a spell list.
PRO -1 ATH / STR -1 AWA +2 WIL +1 PRS +3 STH +1