Fey Calkers

Those who wield fey magic.

Arrangist

Type: Esotericist

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. Arrangists 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 an arrangist knows how to attune them very quickly. Specific materials and designs will emanate, repel, or attract energies, and an arrangist knows how to fine tune them so that one energy (or type of energy) is more prominent in a place than others.

An arrangist 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 /

Bondsmage

Type: Bonder

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

Cailleach

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.

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 /

Ceanglora

Type: Nommist

A ceanglora (chan-glor-uh) uses fey magic to gather True Names and wield them for spells.

Most ceangloras are fey beings who either have an innate power to gather True Names or have learned some ancient or obscure trick of the Lore or the Tradition that allows it. These tricks or powers are extremely rare, powerful, and difficult to learn and use. Other ceangloras trade away some important part of themselves away to fey beings for the ability to gather and wield True Names, which is either a full fourth of their own True Name (mind, body, heart, or soul) or something of equal value. Those who learn via ancient tradition how to wield True Names must perform rituals involving the four components of their Name:
  • Ritual of a Thousand Dreams: the ceanglora must perform a ritual that is repeated a thousand times in their dreams, involving use of hallucinogens to trigger the correct dreams, lucid dreaming, and performance of six spells on repeat in a cycle. On the thousandth dream, they will be required to place a potent dream in a net and leave it sealed away.
  • Ritual of Solid Glamour: the ceanglora must find and use a ritual that invokes a powerful glamour that permanently alters their body. This ritual requires finding a rhyme of great potency, using it, and then sealing it into the body, limiting their glamour abilities, then giving of their own blood.
  • Ritual of Gathering Souls: the ceanglora must gather a soul or souls and either trade them to the Wild Hunt or save them from it. The methods for this vary greatly, and often require terrible things, but they may also be merciful.
  • Ritual of the Shapen Heart: the ceanglora must find six songs that shape emotions and learn them backward and forward, then sing them in a ritual that leaves their own heart permanently reshaped, reducing one emotion and enhancing another.
Once they have attained the ability to wield and gather True Names, they have access to certain effects with them. These effects vary by True Name, depending on species, occupation, and experience of the person, place, or things whose True Name it is.

Basic abilities they have to help them gather True Names include the following:
  • Identifying sight: they may invoke use of their own True Name or another to see part of another True Name.
  • True form invocation: they may invoke a True Name to force themself or another into a True Form rather than any illusory or false self.
  • Snaring word: they may invoke part of a True Name to entrap something that has that True Name.
  • Nommic exchange: they may trade something of power for someone's True Name.
Many other abilities are possible. Consult the GM.

PRO / ATH / STR -2 AWA +2 WIL +4 PRS +2 STH -1

Enigmatist

Type: Puzzler

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 /

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

Poppeter

Type: Sympatheticist

Sympathetic magic involves taking a piece of someone (a bit of hair, a tooth, a fingernail, some skin), attaching it to an effigy (usually a doll, or a poppet), then inflicting damage to that effigy to harm the target. To make this work, they must prepare the effigy with a ritual that involves putting a piece of themselves into a magical circle, alongside the effigy and some symbols of power. The ritual must be peformed outside the view of the moons (under a triple new moon or inside where no moonlight spills in). Once the ritual is done, the piece of the caster must be placed on an effigy of the caster and kept somewhere safe. The effigy of the target is infused with magic and ready to be used against someone.

Once the effigy is prepared, the caster must get a piece of their target to apply to it. From there, they can inflict damage or healing to the target at their leisure. The range is generally one mile, but it can be reduced or extended with more potent pieces of the target. Esoteric parts of the target (their feelings, their memories, their soul) are the most potent and hardest to acquire.

Once they have the effigy prepared, they can cause harm by puncturing with pins, lighting it on fire, dropping it in oil, or ripping it asunder. Every harm applied to it must be rolled against the WIL of the target. If they fail, a pin causes a wound, fire causes burning under the flesh, oil causes suffocation, and ripping causes dismemberment. It can be filled with different substances which will have other effects: filled with seeds, it poisons them; filled with leaves, it causes disease; filled with sand, it causes weariness; filled with dirt, it causes personality changes; filled with insects (living or dead), it causes madness.

Fire, oil, and ripping render the effigy useless after one attack. Fillings last for as long as the filling is present and no other effects inflicted; once emptied, the effigy loses power. Pins can be used as often as the poppeter pleases so long as the effigy remains intact.

If anyone finds the effigy of the caster, they will have the same power over the caster.

PRO -1 ATH -1 ATH -1 AWA +2 WIL +3 PRS +1 STH /

Seer

Type: 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

Symbologer

Type: Esotericist

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 base symbol (and egg, usually), 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 on the Green Moon are as follows:
Symbol Meaning
A A letter symbolizing the soul
Antler A body part symbolizing life
Bag An object symbolizing debts
Blanket An object symbolizing the subconscious mind
Book An object symbolizing rules and traditions, the magical order
Bow A weapon symbolizing the Wild Hunt
Bowl An object symbolizing wild magic and chaos
Card An object symbolizing journeys
Chain An object symbolizing synthesis
Circle A shape symbolizing cycles of magic and witchcraft
Cloak Clothing that symbolizes shadows and darkness
Clock An object symbolizing the certainty of death
Closed mouth A body part symbolizing silence
Coin An object symbolizing changing fortune or luck
Cross A shape symbolizing crossroads and thresholds
Cup An object symbolizing celebration, inebriation, and games
Doll An object representing sympathetic magic
Droplet A shape symbolizing water
Egg An object symbolizing philosophy and meaning
Eleven A number symbolizing sex
Eye A body part symbolizing perspective
Face A body part symbolizing character and personality
Feathered rope An object symbolizing connection
Footprint A shape symbolizing lateral movement, literal and figurative
Fox An animal representing all animals
Grain A plant symbolizing the body
Hagstone An object symbolizing earth and stone
Hand A body part symbolizing the present time
Heart A shape symbolizing emotion
House A shape symbolizing places and settings
Ladder An object symbolizing the Lore and superstition
Leaf A plant part symbolizing all plants
Lens An object symbolizing the past
Mask Clothing symbolizing performance
Mirror Clothing symbolizing mimicry and replication
Mushroom An organism representing all fungi
Net An object representing dreams
Nine A number symbolizing the cycle of life, death, and rebirth
Open mouth A body part symbolizing hyperbole and exaggeration
Pentacle A symbol meaning the fey, fairies, the Lore and the Tradition
Powder A substance symbolizing microbes and small things
Prism An object symbolizing light and illusion
Quill An object symbolizing the truth and true stories
Raspberry A plant symbolizing mischief, chaos, and trouble
Scissor A tool symbolizing analysis, criticism, and insight
Scroll An object symbolizing True Names
Scythe A tool symbolizing the harvest
Seven A number representing luck and fortune
Silver A color symbolizing metal
Sword A weapon symbolizing war
Thread An object symbolizing fate
Three A number symbolizing witchcraft
Three lines A shape symbolizing wind and air
Tongue A body part symbolizing language and communication
Torch A tool symbolizing fire
Triangle A shape symbolizing endings
Veil Clothing symbolizing mystery and secrets
Walking stick A tool symbolizing the start of things, beginnings, and foolishness
Wand A tool symbolizing magic itself
Yarn An object symbolizing stories
PRO -1 ATH -1 STR -2 AWA +3 WIL +2 PRS -1 STH /

Wild Mage

Type: Esotericist

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


Weirdwife

Type: Witch

A weirdwife is a witch who wields the power of old wives' tales to invoke the Lore and the magic of superstition. They learn their Lore via oral tradition, passed down from parent to child usually, and learn to invoke the magic of it either via deals with the fey or by learning the secrets of it from their parents or other community members. This is an ancient form of witchcraft that relies on commonly told tales and histories for power.

The invocation of an old wives' tale requires either the telling of the tale so confidently that someone believes it, thus making it true, or by wielding it into a ritual to inflict its truth or lack thereof on someone. Common wives' tales include the following:
  • Avian omen: if a bird flies in a window, someone in the house will die soon.
  • Feed a fever, starve a cold: keeping someone warm heals a cold.
  • Gender prediction: how a fetus is situated in the womb predicts their eventual gender.
  • Healing soup: chicken soup or similar heals illnesses.
  • Knuckle cracking: cracking knuckles causes joint pain.
  • Pescataroneurology: eating fish improves the mind.
  • Swimming on a full stomach: swimming on a full stomach will cause you to cramp and drown.
All of these and similar can be invoked or inflicted, regardless of their scientific accuracy, by taking a part of someone, performing a ritual, and invoking it. Consult the GM to develop a full list of spells based on superstitions.

PRO -1 ATH -1 STR -1 AWA +2 WIL +2 PRS +1 STH /

Wyrder

Type: Esotericist

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
Topic revision: r6 - 14 Oct 2025, SallyJaneBlack
This site is powered by FoswikiCopyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.
Ideas, requests, problems regarding Foswiki? Send feedback