Fallen Fey
Table of Contents
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The Fey Binder's Handbook
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In its original publication in Player’s Guide to Skybourne, the Fallen Fey sphere was limited to elves (and other fey-related races with GM permission). With the publication of The Fey-Binder's Handbook, this limitation is to be considered an optional setting-specific suggestion rather than a general rule.

Fey-Link

As a swift action, you may change your creature type to fey for 1 minute per caster level. You are treated as a fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possess any subtypes you previously possessed (thus, an elf using this ability would change from a humanoid with the elf subtype to a fey with the elf subtype).

Whenever fey-link is active, you may spend 1 spell point as a free action to gain the benefits of a fey-blessing until the end of the fey-link. There are no limit to the number of fey-blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the feylink. Renewing a fey-link does not increase the duration of a fey-blessing, and ends all fey-blessings you currently possess.

When you gain the Fallen Fey sphere, you gain the following fey-blessing:

Nature-Connection (fey-blessing)

You gain a +1 bonus on initiative checks and Knowledge (geography), Survival, Stealth, and Perception skill checks made within one terrain of your choice (chosen when this fey-blessing is cast). This bonus increases by +1 for every 5 caster levels you possess. Consult the ranger list of favored terrains to see potential terrain types. You may gain this fey-blessing multiple times, gaining this bonus in a different terrain each time.

Magic talents marked as (fey-blessing) grant additional fey-blessings.

Some (fey-blessing) talents have the polymorph descriptor. A creature may be under multiple of these fey-blessings at one time if they are from the same source.

Rule Notes

Alteration Sphere: Some fey-blessings have the polymorph descriptor. A willing creature under the effects of one of these abilities may still be targeted by the shapeshift ability of the Alteration sphere. Each such fey-blessing maintained during the shapeshift reduces the number of traits that may be assigned as part of the shapeshift by 1. Unthreatening Form functions as a base form and may have traits added to it as if it were blank form.

Fey creatures and Fey-Blessings: Creatures with the fey type are unaffected by the base function of fey-link, but its duration is still needed for determining the length of time fey-blessings remain active. Due to their inherent connection, creatures of the fey type (naturally, not via fey-link) may begin a fey-link on themselves (and only themselves) as a free action.

Fey-Blessing with Differing Caster Levels: Fey-link and the fey-blessings applied to it do not necessarily have to have the same caster level. The duration and any other parameters based on the caster level of the fey-link are determined by the caster level with which it was cast. Likewise, any variable parameters of each individual fey-blessing are determined by the individual casting.

Targets with Non-Ability Scores: Some creature types lack certain ability scores, such as constructs and undead lacking a Constitution score. If such a creature is under the effects of fey-link, any non-ability score is treated as being 10, with the exception of Intelligence, which is treated as being 1. Do not recalculate the creature's hit points, saves, or skills, and do not grant any feats. Note that changing creature type can have a significant effect on type-based immunities; the creature under the fey-link may find itself susceptible to many effects it was previously immune to.


Fallen Fey Talents

Greater Fey-Link

Your fey-link endures for 10 minutes per caster level rather than 1 minute per caster level. You may spend a spell point to increase this duration to 1 hour per caster level instead.

Share Link

You may grant a creature within close range the benefit of your fey-link. To target an unwilling creature, you must spend a spell point and it is allowed a Will save to negate the effect.

You may grant fey-blessings to a creature under the effects of your fey-link as long as it is within close range. If the creature is under the effects of a fey-blessing that requires the use of spell points, your spell points are used, though if you are not willing you can prevent the activation and end the fey-link as an immediate action.


Fey-blessing Talents

Aelfwine (fey-blessing)

You summon a flask, gourd, stein, or wineskin filled with fairy liquor, which replenishes itself after each drink. The flask is weightless and has hardness 5 and 5 hit points per caster level. If the flask is destroyed, this fey-blessing ends immediately.

You may determine the quality of the brew with a Craft (alcohol) or Profession (brewer) check made as part of activating this fey blessing, but the result has no impact on its efficacy. You may drink from it as a move action; you may allow a creature whom you are within the natural reach of to drink from it as a standard action on their turn with no action required on your part. This counts as consuming an alcoholic beverage. Choose one of the following effects when the flask is created:

Bolstering Brew: The imbiber gains temporary hit points equal to your caster level that last for 1 minute. As usual, temporary hit points do not stack with others from the same source.

Brawling Booze: The imbiber gains the Barroom sphere or a (drunk) talent of your choice from that sphere for 1 minute.

Calming Sip: You may make a magic skill check against any ongoing effects with the emotion descriptor currently affecting the imbiber. If successful, that effect is suppressed for 1 round per caster level. If you spend a spell point as part of the drink (no action required), the effect is instead dispelled.

Liquid Courage: The imbiber gains a +2 (+1 per 7 caster levels) circumstance bonus on saves vs. fear effects for 1 minute. If the flask is not in your possession at the start of your turn, you may summon it into your possession as a move action as long as you have line of sight to it. You may have multiple instances of this fey-blessing active at one time; select a different effect for each. Creatures that are immune to the effects of alcohol cannot benefit from this effect.

Animate Hair (fey-blessing)

Your hair grows long and animates. You may activate the following abilities as fey-blessings:

Entangling Locks: Any hostile creature must succeed on a Reflex save any time it becomes or starts its turn adjacent to you. A creature that fails its save cannot move away from you without first succeeding on a Strength check or an Escape Artist check against your sphere DC made as a move action.

Grasping Tresses: You may use your hair to grab objects. Your hair grants a slam attack (primary, 1d4 Medium, 1d3 Small, bludgeoning damage), but may not assist in wielding weapons, activate magic items, or wield a shield. It may hold items and as a swift action you can use it to draw a sheathed or hidden weapon, ready a shield, retrieve a stored item, load a crossbow, open a door, pick up an unattended item within your natural reach, sheathe or store an item, or take other non-offensive actions involving manipulating objects.

Beastward (fey-blessing)

You may activate the following abilities as fey-blessings:

Animal Affinity: Wild animals have a default disposition toward you of neutral and domestic animals have a default disposition of friendly. Creatures of the animal type will not attack you unless compelled to do so by a Handle Animal check or a compulsion effect.

Repel Beast: Creatures of the animal type will not approach closer to you than than 30 ft. unless compelled to do so by a Handle Animal check or a compulsion effect. Creatures of the animal type within this range are shaken as long as they remain within it. This does not apply to animals under your control such as animal companions, summoned creatures of the animal type, or creatures that are tame per the Beastmastery sphere.

Repel Vermin: Creatures of the vermin type will not approach closer to you than than 30 ft. unless compelled to do so by a Handle Animal check or a compulsion effect. Creatures of the vermin type within this range are shaken as long as they remain within it. This does not apply to vermin under your control such as vermin companions, summoned vermin, or creatures that are tame per the Beastmastery sphere.

Vermin Affinity: Vermin have a default disposition toward you of neutral. Creatures of the vermin type will not attack you unless compelled to do so by a Handle Animal check or a compulsion effect.

If you spend an additional spell point, the chosen effect extends to all allied creatures within 30 feet. You may not have the affinity and repel options for the same creature type active at the same time; attempting to do so ends the previous effect.

Beckoning Call (fey-blessing)

You gain the ability to, as a standard action, sing, speak, or dance in such a manner as to cause any creature of one non-fey specific form of creature (humans, rats, orcs, birds, etc., chosen when this fey blessing is activated) within 60 ft. who can see and hear you to become fascinated with you (Will negates). A creature that successfully saves cannot be targeted with your beckoning call for 24 hours. If a creature fails its saving throw, it approaches to sit before you, and follows you if you move, so long as you take a standard action each round to maintain the effect. As normal, fascinated creatures suffer a -4 penalty to Perception, but cease to be fascinated if attacked or approached with an obviously hostile intent, such as someone drawing a weapon. This is a mind-affecting effect.

Crown of the Courts (fey-blessing)

You don a crown representing a chosen court, usually seelie or unseelie (though others may be available depending on setting), gaining an aura of authority over the fey. The fey-blessing gains the descriptor matching the chosen court. The crown is weightless and has hardness 5 and 5 hit points per caster level. If the crown is destroyed, this fey-blessing ends immediately. If the crown is not in your possession at the end of your turn, you lose the benefits of this fey-blessing until it returns to your possession. You can summon it to yourself as a move action as long as you have line of sight it it. You may only have one crown active at a time; activating this ability again automatically ends any previous instances.

Creatures of the fey type that are associated with the chosen court (good and neutral for seelie, evil for unseelie) are incapable of taking hostile action against you without succeeding on a Will save; if successful, they may act as normal and do not need to save again against your use of this effect for 24 hours. On a failure they are incapable of knowingly taking hostile action against you (targeting with an attack or combat maneuver, casting a non-harmless sphere effect, spell, or spelllike or supernatural ability that includes you as a target or within its area of effect, or aiding or granting flanking bonuses to creatures taking hostile action against you) for 1 minute. If you take hostile action against a creature that has failed its save, it is treated as having succeeded on its save. This is a mind-affecting compulsion effect.

Creatures of the fey type not associated with the chosen court are shaken whenever they are within 30 ft. of you. This is a mind-affecting fear effect.

Enchanting Music (fey blessing)

As a move action, you may summon one masterwork musical instrument, be it a percussion, string, or wind, of a size no greater than 1 size smaller than your own size. The instrument is weightless and has hardness 5 and 5 hit points per caster level.

If the instrument is not in your possession at the start of your turn, you may summon it into your possession as a move action as long as you have line of sight to it. You can never have more than one such instrument summoned at one time.

You may perform, singing or playing (either on the summoned instrument or another that you possess) the songs listed below.

Starting a song requires a standard action and maintaining one requires a move action. Starting a new song ends any previous songs. A creature can only be under the effects of one song at a time; should a creature affected by one be subjected to another, the caster (not necessarily the performer, if using the Share Link talent) of the second effect must make a magic skill check against the MSD of the existing effect’s caster. All options are sonic mind-affecting effects with medium range unless noted.

Bewitching Melody: You may perform a haunting melody that opens the minds of those who hear it to outside influence, inflicting a -2 penalty (increasing by 1 at 7th caster level and every 7 caster levels thereafter) against charm effects on all hostile creatures.

Distracting Cacophony: You may fill the air with discordant notes, granting all creatures within medium range a +2 (+1 per 7 caster levels) bonus on saves against sonic effects, but imposing an equal penalty on hearing-based Perception checks and concentration checks. The penalty portion of this ability is not a mind-affecting effect.

Dancing Tune: You play a bouncy jig that compels any creature within close range to dance and caper. A creature can resist by making a Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as you continue to play. Once a creature makes the save against a this song, it is immune to further instances originating from you for 24 hours. This is a compulsion effect.

Lullaby: You may play a peaceful lullaby to inflict a -2 penalty (increasing by 1 at 7th caster level and every 7 caster levels thereafter) against effects that cause sleep or the staggered condition on all hostile creatures.

Performing one of these songs will occupy limbs and voice appropriate to the instrument (if any) such that they cannot be used to for other performances (such as bardic music) at the same time.

Fade (fey-blessing)

You fade from view while in a creature’s peripheral vision. You gain concealment from any creature that you are flanking.

You may dismiss this fey-blessing as a standard action to make a Stealth check to hide. You may reduce this to a swift action by spending a spell point. You may make this check even if you are observed and have no concealment. Any creature that fails its Perception check cannot see you and treats you as having full concealment until the start of your next turn. Making an attack, casting a spell or sphere ability with verbal or somatic components or subject to the Magical Signs drawback, speaking, or other loud or distracting actions ends this effect.

Fairy Dust (fey-blessing)

By activating this fey-blessing, you gain a pouch of fairy dust. This pouch has hardness 5 and 5 hit points per caster level. The pouch is weightless and may not be used to hold anything other than the fairy dust it contains. If the pouch is destroyed, this fey-blessing ends. Destroying the pouch fills a 10-ft. radius with the chosen fairy dust, affecting all creatures in the area, including the caster. A successful saving throw against any effect that allows it grants the affected creature immunity to that effect from that caster for 24 hours. You gain knowledge of two types of fairy dust when you gain this talent; you may activate any one type of dust that you know when activating this fey -blessing. Choose from the following options:

Amnesia: Affected creatures must succeed on a Will save or forget the past minute. This otherwise functions as the Amnesia talent of the Mind sphere. You must spend an additional spell point for this option.

Bleed: Affected creatures must succeed on a Fortitude save or bleed profusely when wounded. The next time the creature takes hit point damage, it begins taking bleed damage equal to your caster level. These bleed damage may be stopped by a DC 15 Heal check or by receiving any amount of healing. If this dust is applied to a weapon, the weapon attack triggers the bleed damage.

Blind: Affected creatures must succeed on a Reflex save or treat all other creatures as having concealment for 1 round per caster level.

Charm: Affected creatures must succeed on a Will save or have its disposition toward you increase by 1 step to a maximum of friendly for 1 minute.

Fear: Affected creatures must succeed on a Will save or be shaken for 1 round per caster level. You may spend an additional spell point as part of activating the fey-blessing to instead have affected creatures be frightened for 1 round per caster level on a failed save and shaken for 1 round on a successful save.

Glitter: For 1 round per caster level, affected creatures take a penalty to Stealth equal to caster level and do not gain concealment from any effect that provides invisibility.

Poison: Affected creatures must succeed on a Fortitude save or suffer from itching poison, being compelled to scratch at the wound for 1 round (treat this as being dazed) and taking 1d2 Strength damage per round for 1 minute or until they succeed on a Fortitude save. You must spend an additional spell point for this option.

Sleep: Affected creatures must succeed on a Will save or fall asleep for 1 round per caster level. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). You must spend an additional spell point for this option.

As a standard action, you may fill a 5-ft. cube within close range with the dust, affecting any creature in that space. As a move action, you may apply fairy dust to a weapon, natural weapon, or piece of ammunition, or to a number of weapons or pieces of ammunition equal to your casting ability modifier (minimum 2) as a standard action. A creature that is struck by the weapon within 1 round per caster level of it being so treated suffers from the effects of the dust. You may chose to end this fey-blessing early, drawing and throwing the pouch to create a 20-ft. radius spread of fairy dust within close range, affecting all creatures within the area.

The duration of multiple applications of dust stack. The pouch replenishes itself as a free action for the duration of the fey-blessing, then disappears when it ends. You may have multiple instances of this fey-blessing active at once; select a different option you know for each. Each instance creates a separate pouch. You may select this talent multiple times; each time you gain two more types of fairy dust. If the pouch is not in your possession at the start of your turn, you can summon it to yourself as a move action as long as you have line of sight to it.

If you possess Fairy Flight, you also gain the following option:

Flight: For 1 minute per caster level, affected creatures gain the benefits of your Fairy Flight fey-blessing. This flight speed requires maintaining the proper frame of mind; if an affected creature is under the effects of an emotion or fear effect while flying, its fly speed from this ability is suppressed and it falls at a rate of 50 ft. per round until it lands (taking falling damage as normal) or the emotion or fear effect ends.

Fairy Flight (fey-blessing)

You sprout wings (which can appear as insectile, feathered, or made of leaves at the caster’s choice); you take no damage when falling and may glide, moving with a speed of 30 ft with maneuverability (poor), but falling 1 ft for every 5 ft. traveled. At 5th caster level, you gain a fly speed of 30 ft with maneuverability (poor). This improves by 5 ft. and one maneuverability category (to a maximum of perfect) for each 5 additional caster levels. This is a polymorph effect.

Fae Light (fey-blessing)

You shed light like a torch. You may alter the color, extinguish, or resume this effect as a free action. If you possess the Light sphere, you may count as being under the effects of your own glow while this fey-blessing is active.

As a standard action, you may create a light that sheds light like a torch within medium range. You may move this light 30 ft. + 5 ft. per 2 caster levels per round as a move action, though it must stay within range of you. This light persists for the duration of the fey-link or until you create another one.

You may choose to have either your light or the moveable light shed an enchanting glow. Creatures within a 30-ft. radius of the light must succeed on a Will save or be fascinated. A creature that successfully saves is immune to your use of this ability for 24 hours. If a creature fails its saving throw, it approaches to stand adjacent to the light and follows it if it moves. As normal, fascinated creatures suffer a -4 penalty to Perception, but cease to be fascinated if attacked or approached with an obviously hostile intent, such as someone drawing a weapon. This is a mind-affecting effect. You may alter the color or dismiss the light as a free action.

Feast and Famine (fey-blessing)

You may activate the following abilities as fey-blessings:

Putrid Vomit: You can spew vomit up to 30 ft. as a standard action. Treat this as a ranged touch attack with no range increment. A creature struck by this attack must succeed on a Fortitude save or be for sickened for 1d4 rounds. If you spend a spell point as part of making the attack, the creature is instead nauseated for 1d4 rounds on a failed save and sickened for 1 round on a successful save.

Spoilage: As an instantaneous effect, you may cause an amount of food sufficient to feed 1 Medium creature per caster level to spoil. This does not remove other changes made to the food, such as adding poison or magical effects unless you spend a spell point and succeed on a magic skill check against the poison or effect’s DC. Restoring the food does not prevent future spoilage.

Unspoil: As an instantaneous effect, you may cause an amount of spoiled food sufficient to feed 1 Medium creature per caster level to return to a palatable state. This does not remove other changes made to the food, such as adding poison or magical effects unless you spend a spell point and succeed on a magic skill check against the poison or effect’s DC. Restoring the food does not prevent future spoilage.

Fey Beauty (fey-blessing)

You gain a +1 bonus to all Charisma-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.

Fey Potency (fey-blessing)

You gain a +1 bonus to all rolls made to overcome spell resistance. This bonus increases by 1 for every 5 caster levels you possess.

Fey Secrets (fey blessing)

You gain an attunement to nature, which gives you insight into the world around you. Once before the end of the fey-link, you may gain an insight bonus to a single skill check, ability check, attack roll, saving throw, combat maneuver check, or initiative roll equal to 1d4 + 1 per 5 caster levels you possess. You may gain this fey-blessing multiple times, gaining one use of this ability per fey-blessing. You cannot use this fey-blessing multiple times for the same roll.

Grace of the Sidhe (fey-blessing)

You may activate the following abilities as fey-blessings:

Evasion: You gain the evasion ability. When you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This ability does not function when wearing medium or heavier armor.

Supernatural Speed: Whenever you move at least 20 ft., you gain 20% miss chance against ranged attacks until the start of your next turn. If you spend an additional spell point, you instead gain this benefit against all attacks.

Gremlin’s Presence (fey-blessing)

You may activate the following abilities as fey-blessings:

Collateral Damage: Whenever a creature misses you with a melee attack, you may redirect the attack to another creature within the attacking creature’s reach as an immediate action. Make a new attack roll with the original bonus to determine the result.

Jinx: As a standard action, you can place a curse on a single creature within close range. A Will save negates the effect. On a failed save, the target is cursed for the duration of your feylink. The victim of the curse takes a -2 penalty on all attack rolls, saving throws, and skill and ability checks until the curse is removed. This penalty increases by +1 for every 5 caster levels you possess. A creature can only be affected by a single jinx at one time. This is a curse effect. A creature that succeeds on the save against this effect is immune to that caster’s use of it for 24 hours.

Pugwampi’s Aura: All hostile creatures within 30 ft. of you take a -1 bonus to all saving throws. This penalty increases by +1 for every 5 caster levels you possess. A creature benefiting from any luck bonus ignores this penalty.

Stymie Channeling: Any hostile creature that attempts to channel energy within 30 ft. of you must succeed on a Will save or be unable to channel for that round. The use is not lost, but the action is wasted.

Listen to the Wind (fey-blessing)

You can always find north, and always know what the weather will be within long range of you for the next 48 hours. This forecast reveals only the weather that would arise naturally, and does not take into account any magical occurrences that might change the weather.

Long Step (fey-blessing)

For the duration of the fey-link, you can teleport up to 10 ft. as a move action. This movement does not provoke an attack of opportunity and you must have line of sight to your destination.

This distance increases by 5 ft. at 4th caster level and every 2 caster levels thereafter. If you possess Tree Meld, while melded to a tree, you may move to another tree within close range as a move action or medium range as a standard action. Once you use this ability, you may not do so again for 1d4 rounds.

Mantle of Autumn (fey-blessing)

You may activate the following abilities as fey-blessings:

Cloak of Leaves: You may surround yourself in swirling leaves in a 10-ft. radius as a move action. This radius increases by 5 ft. at 5th caster level and every 5 caster levels thereafter. All allied creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If hostile creatures within this area attack creatures outside this area, the targets also have concealment. You may end this effect as a free action. Doing so removes the leaves at the end of your turn but does not end the fey-blessing; you may create and dismiss the cloak of leaves for the duration of the fey-blessing.

Touch of the Harvest: You may touch food-producing plants, causing them to sprout food spontaneously. You may touch a plant within your natural reach as a move action. Each plant produces enough food to provide 3 Medium-sized creatures or 1 horse with food for a day. This fey-blessing ends after you touch a number of plants equal to your caster level. This ability requires requires fruit trees, berry bushes, or food crops.

Mantle of Spring (fey-blessing)

You may activate the following abilities as fey-blessings:

Plant Growth: A single plant or creature of the plant type that you touch increases its size by one category. This increases to two categories at 10th caster level and one additional category every 10 caster levels thereafter. This effect persists for as long as you are within 30 ft. of the target, until you end it as a free action, you choose to apply it to a different target, or the fey-link ends. Unwilling creatures are permitted a Will save to negate this effect. This effect bypasses the immunity to polymorph effects of the plant type. For creatures of the plant type, adjust statistics per the following table:

Adjusted Size Str Dex Con
Diminutive - -2 -
Tiny +2 -2 -
Small +4 -2 -
Medium +2 -2 -
Large +4 -2 +2
Huge +4 -2 +2
Gargantuan +4 - +2
Colossal +4 - +2

This ability cannot cause creatures to grow larger than Huge. At 5th caster level and every 5 caster levels thereafter, this limit increases by one size category, to a maximum of Colossal at 15th caster level. This is a polymorph effect.

Verdant Step: You may cause flowers, grass, and small vines to spring up wherever you step. The rapid, clinging growth creates difficult terrain in any space you enter until the start of your next turn. You are not hindered by this difficult terrain. This effect may be halted or resumed as a free action. If you spend a spell point as a free action, this growth instead remains for 1 minute per caster level. This ability does not function if you are not touching the ground.

This growth is considered sufficient to be a target by any abilities of the plantlife package of the Nature sphere that requires plants (but not large growths such as trees) until the start of your next turn or for 1 minute per caster level when using the spell point option. After this time expires, the growth fades away and any ongoing effects requiring it end.

Misplacement (fey-blessing)

For the duration of the fey-link, you gain an uncanny ability to meddle with the possessions of other creatures. You may perform the Steal combat maneuver without provoking attacks of opportunity and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver check for the Steal combat maneuver.

Any time you make a Sleight of Hand check or Steal combat maneuver against a creature within your natural reach, you may also rearrange its possessions.

The next time that creature attempts to produce a weapon or item it finds its possessions misplaced or disarranged, thus requiring a standard action to retrieve a stored item or draw a weapon (unless you have stolen the item in question). After spending this standard action, the creature takes mental inventory and is no longer affected by this ability. You may choose to replace items you’ve stolen with worthless material (twigs, sand, etc.) that you have in your possession (but not something that has an effect like a primed grenade or cursed object) with a equal or lesser weight to the stolen object. This does not increase the difficulty of your Sleight of Hand checks.

Natural Blessing (fey-blessing)

You may activate the following abilities as fey-blessings:

Animal Blessing: All friendly creatures of the animal type within 30 ft. of you gain a +1 luck bonus to all saving throws. This bonus increases by +1 for every 5 caster levels you possess.

Plant Blessing: All friendly creatures with the plant type within 30 ft. of you gain a +1 luck bonus to all saving throws. This bonus increases by +1 for every 5 caster levels you possess.

Vermin Blessing: All friendly creatures with the vermin type within 30 ft. of you gain a +1 luck bonus to all saving throws. This bonus increases by +1 for every 5 caster levels you possess.

Natural Dominion (fey-blessing)

Choose one of the following creature types: animal, plant, or vermin. As a standard action you may command one creature of that type within 30 ft. of you whose CR does not exceed your caster level. If the creature fails a Will save, its disposition toward you increases to helpful for the duration of the fey blessing. Mindless creatures and creatures of animal intelligence (Intelligence 2 or lower) can be given simple commands as a swift action and will obey your orders even if dangerous or suicidal. Creatures of higher intelligence will fight for you and defend you, but will not obey suicidal orders. You may have multiple instances of this fey-blessing active simultaneously, but you may only command a single creature at a time; attempting to command a new creature, even of a different type, dismisses your influence on any previous creature, returning it to its previous disposition. This is a mind-affecting compulsion that bypasses the type-based immunity to mind-affecting effects granted by the plant and vermin types. A creature that succeeds on its save against this ability becomes immune to that caster’s use of it for 24 hours.

Nature’s Empathy (fey-blessing)

You may activate the following abilities as fey-blessings:

Vermin Empathy: You gain wild empathy as the druid class feature, but only affecting creatures of the vermin type, bypassing the immunity to mind-affecting effects granted by the vermin type. This ability treats swarms of the vermin type as if they were one creature possessing a single mind.

Wild Empathy: You gain wild empathy as the druid class feature, treating your caster levels as druid levels for this purpose. This ability treats swarms of the animal type as if they were one creature possessing a single mind.

Plant Friend (fey-blessing)

You may activate the following abilities as fey-blessings:

Arboreal Pacifism: Creatures of the plant type will not attack you or allies within 30 ft. of you unless compelled to do so by magical means. This effect is broken for a given creature if you or an ally attacks it.

Plant Empathy: You gain wild empathy as the druid class feature, but only affecting creatures of the plant type, bypassing the immunity to mind-affecting effects granted by the plant type. This ability treats swarms of the plant type as if they were one creature possessing a single mind.

Wood Defense: You gain damage reduction equal to caster level against wood. This applies to weapons composed entirely of plant matter (staves, clubs, etc.), the natural attacks or creatures of the plant type, and to magical effects manipulating or creating plants (the pummel geomancing option of the plantlife package of the Nature sphere, the wall of thorns spell, etc.).

Saboteur (fey-blessing)

You become adept at disassembling machinery, reducing even complex devices to trash with shocking speed. You gain a competence bonus on Disable Device checks equal to half your caster level (minimum 1) and treat all devices as being one category simpler for the purposes of determining how long it takes to use Disable Device. Thus, difficult devices count as tricky, tricky devices count as simple, and simple devices can be dismantled as a free action. Additionally, once per round, you may deal bonus damage equal to your caster level on any roll to damage unattended objects.

Shadow Collector (fey-blessing)

You may activate the following abilities as fey-blessings:

Shadow Reaver: You do not cast a shadow. When you kill a living creature with CR of at least half your Hit Dice that has a shadow, you gain 1 temporary spell point that expires after 1 minute and cast the shadow of that creature until the spell point is lost.

Steal Shadow: You may spend a spell point when making a Steal attempt against a creature that has a shadow, stealing its shadow instead of any item if successful. Creatures who have their shadows stolen gain 1 temporary negative level and lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. Creatures that possess spell slots instead lose spell slots, based on the level of the slot.

Each slot is equivalent to a number of spell points: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. You gain an equal number of temporary spell points that expire after 1 minute, though cannot gain more spell points than the target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after one round per caster level. This ability does not grant a way to use spell points to those that lack one.

You may restore shadows as a standard action, removing the negative level. Shadows are restored automatically at the end of your fey-link, or may be reclaimed by a Steal maneuver at any time or as a standard action with a touch if you are helpless or unconscious.

Snare Setter (fey-blessing)

You may make a snare that functions as a magic trap. You may conjure and set a snare as a standard action in a square within close range, which blends with its surroundings (DC 20 + caster level Perception check for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. The cord-like object tightens around the creature, dealing no damage but causing it to be entangled and preventing it from moving from that space.

The snare is magical and can be dispelled as a sphere effect. To escape, a trapped creature must make an Escape Artist check or Strength check equal to your sphere DC as a full-round action. The snare has AC and hit points equal to your caster level and hardness equal to half your caster level. A successful escape from the snare breaks the loop and ends the effect, though not the fey-blessing. A snare persists until triggered or until the fey-link ends. Only one snare may be set at a time; setting an additional snare dismisses all previous snares.

Stone Shape (fey-blessing)

You gain a competence bonus on Craft checks equal to your caster level for items primarily composed of stone and may craft such objects as if you had the appropriate tools.

As a standard action, you may spend a spell point to turn an adequately sized piece of stone into 50 pieces of ammunition, a suit of armor, a shield, a tool, or a weapon normally primarily composed of wood or metal. Objects created this way have twice their normal weight and weapons gain the fragile quality; this quality is retained even when gaining an enhancement bonus. You must succeed on the appropriate Craft check to make the chosen item as part of this action or else the item gains the broken condition, though you may attempt to shape it again. The item is considered masterwork and, if a weapon or suit of armor, gains an enhancement bonus equal to your caster level/5 (minimum 0).

Equipment made this way returns to its original form when your fey-link ends. Using special types of stone imparts the properties of that stone to the shaped object. If using stone taken from a larger piece of stone, the larger stone takes damage equal to the hit points of the item (before enhancement), ignoring hardness and dealing full damage to objects, which can be restored by putting the item back in place and dismissing the effect as a standard action.

You can spend a spell point as a standard action to restore 1d6 + caster level hit points to an object made primarily of stone or to a construct composed of stone (such as a stone golem).

Spores (fey-blessing)

You may activate the following abilities as fey-blessings:

Anxiety Spores: As a swift action or move action, you may coat a weapon, piece of ammunition, or natural weapon you possess with anxiety spores. You may coat those of a willing ally as a move action. The next time that the coated weapon (or piece of ammunition) is used to deal damage to a creature, that creature must succeed on a Fortitude save or be infested with the spores.

Anxiety Spores: Disease—injury; save Fort DC (sphere DC); onset 1 round; frequency 1/minute; effect cumulative –1 penalty on saving throws against emotion and fear effects (maximum –5); cure 2 consecutive saves

As a standard action, you can spend a spell point to cause mushrooms to erupt from any creature within close range already infected with its anxiety spores. The targeted creature takes 1d2 points of Charisma damage (Fortitude negates) as the growing spores siphon away its emotions. This damage increases by one die size for every 4 caster levels (1d3, 1d4, 1d6, 1d8, etc.). If the affected creature is currently shaken, frightened, or panicked, any creature within 10 ft. gains the same condition for 1d4 rounds (Will save negates). This is a mind-affecting fear effect.

Fungal Snare: You may create and hurl a fungal mass up to 30 ft. as a standard action, which explodes in a mass of sticky filaments with a radius of 5 ft. + 5 ft. per 7 caster levels. Once you do so, you may not use this ability again for 1d4 rounds. All creatures within this area must succeed on a Reflex save or be entangled and unable to move. Breaking free of the entangled condition is a move action, requiring either a Strength check or an Escape Artist check against the effect’s save DC. Additionally, the area counts as difficult terrain for 1 minute per caster level. The filaments may be destroyed by dealing 3 damage per caster level; doing so if sufficient to clear a single 5-ft. square. The filaments have vulnerability to fire.

Stunning Glance (fey-blessing)

You gain the ability to, as a standard action, gaze at a target within 30 ft. which must pass a Fortitude save or be stunned for one round. Once a creature fails a save vs. this ability, it is immune to your use of it for 24 hours.

(This talent has been modified from the original version found in Player’s Guide to Skybourne.)

Summon Fairy (fey-blessing)

You may spend a spell point to summon a creature of the fey type with a CR of no greater than your caster level/3 as a 1-round action. The creature appears within 30 ft. of you and remains and serves you for as long as you concentrate or for the duration of your fey-link if you spend an additional spell point. The creature obeys your commands, but unless you speak the creature’s language, only basic communication is possible (attacking an enemy, defending the caster, etc.).

The total Hit Dice of fey called at one time cannot exceed your caster level (temporary increases to caster level such as the thaumaturge’s forbidden lore ability or implements (staves) of the Fallen Fey sphere do not increase this capacity nor the highest CR creature you may summon). Attempting to summon an additional fey forces you to dismiss a number of existing fey to bring the total under this limit. If a summoned creature expends abilities with a limited use, those abilities are expended for all creatures of the same kind. Likewise, a creature that gains immunity to an ability of a summoned creature gains immunity to that ability originating from all creatures of that type that you summon.

Tree Meld (fey-blessing)

You gain the ability to, as a standard action, meld your form and up to 100 lbs. of gear into a tree. The tree must be large enough to accommodate you and your gear. You may hear (but not see nor benefit from other special senses) what happens around the tree, and while minor physical damage to the tree does not harm you, any partial or complete destruction of the tree (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.

You may still use magic while within the tree, although all effects must target yourself or your held equipment. So long as you are within a tree, you gain fast healing 1 and do not need to eat or drink. You are not automatically expelled from the tree when your fey-link expires.

Trickery (fey-blessing)

Whenever you use a spell or sphere effect to deceive, trick, or humiliate a target (at the GM’s discretion), you gain a +2 bonus to your caster level for that effect.

Unseelie Aura (fey-blessing)

You may activate the following abilities as fey-blessings:

Fear Aura: Any hostile creature entering within 30 ft. of you must succeed on a Will save or be shaken for as long as they remain in the aura and for 1d4 rounds afterwards. Once a creature succeeds on the save against this effect, it is immune to any instance of it originating from you for 24 hours. You may suppress or resume this effect as a free action. This is a mind-affecting fear effect.

Aura of Shattered Loyalties: Any hostile creature within 30 ft. of you that is shaken, frightened, panicked or cowering is unable to benefit from aid another bonuses, flanking, or teamwork feats and does not count as a willing target of its allies’ spells. This lasts for as long as the creature remains within this aura. You may suppress or resume this effect as a free action. This is a mind-affecting fear effect.

Unthreatening Form (fey-blessing)

You shapeshift into an animal whose size is Diminutive or Tiny. Attacking, using a supernatural ability that requires activation, or casting a spell, spell-like ability, or sphere effect immediately ends this fey-blessing. You gain the movement modes of the chosen creature as well as any of the following abilities it possesses: darkvision 60 ft., low-light vision, and scent. The chosen animal may only have climb and land speeds; at 5th caster level, it may have a burrow speed, and at 7th caster level it may have a fly speed. Your statistics change according to the change in size (effects are cumulative, minimum 1 for each attribute):

Adjusted Size Str Dex Con
Diminutive -2 +2 -
Tiny -4 +2 -
Small -2 +2 -
Medium -4 +2 -2
Large -4 +2 -2
Huge -4 - -2
Gargantuan -4 - -2
Colossal -4 - -2

This is a polymorph effect.

Ventriloquism (fey-blessing)

As a free action once per round, you can make your voice (or any sound that you can normally make vocally) seem to issue from any location within medium range, or long range if you spend an additional spell point when activating this fey-blessing. You can speak in any language you know. Any sonic-based abilities granted by this sphere (such as those granted by Beckoning Call and Enchanting Music) can be used through this effect, counting the chosen location as your location for the purpose of determining area of effect. Anyone who hears the sound and rolls a successful Will save recognizes it as illusory (but still hears it, though may choose not to be affected by any abilities used as part of it).

Water Mastery (fey-blessing)

You may activate the following abilities as fey-blessings:

Hydrokinesis: When touching a body of water, you may attempt the bullrush, drag, grapple, reposition, or trip combat maneuver against another creature touching that body of water within medium range as a standard action. Use your caster level in place of your base attack bonus and your casting attribute modifier in place of your Strength modifier for determining your combat maneuver bonus for this check. Failure on a trip attempt does not allow the target to trip you in return. You have no bonuses or penalties from size on this maneuver and are not limited by the size of your target.

Waterspout: When touching a body of water, you may attempt damage a creature touching that body of water within close range as a standard action. The targeted creature must succeed on a Reflex save or take 1d6 bludgeoning damage. This damage increases by 1d6 at 3rd caster level and every 2 caster levels thereafter.

Waveglide: As a standard action, you can create waves and currents to double or halve the speed of creatures or objects traveling on the surface of the water, affecting up to 10 contiguous 5-ft. squares per caster level within long range. This requires line of effect to some part of the area, and lasts as long as you concentrate. An unwilling target can ignore the effect for 1 round by succeeding on a Will saving throw.

Weapons of the Wild (fey-blessing)

You may activate the following abilities as fey-blessings:

Antlers of the Forest: You gain a gore attack (primary, 1d6 Medium, 1d4 Small). This gore attack does double damage on a charge as the powerful charge universal monster ability. At 7th caster level, this attack counts as chaotic for the purpose of overcoming damage reduction. At 14th caster level this attack gains the anarchic weapon special ability.

Gremlin’s Teeth: You gain a bite attack (primary, 1d8 Medium, 1d6 Small). At 7th caster level, this attack counts as evil for the purpose of overcoming damage reduction. At 14th caster level this attack gains the unholy weapon special ability.

Unicorn’s Blessing: You gain a gore attack (primary, 1d6 Medium, 1d4 Small). This gore attack does double damage on a charge as the powerful charge universal monster ability. At 7th caster level, this attack counts as good for the purpose of overcoming damage reduction. At 14th caster level this attack gains the holy weapon special ability.

These are polymorph effects.

Wild Walk (fey-blessing)

You do not leave a trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired. You are not inhibited by difficult terrain resulting from natural terrain, though magically manipulated difficult terrain affects you as normal.

(This talent has been modified from the original version found in Player’s Guide to Skybourne.)

Winterfey (fey-blessing)

You may activate the following abilities as fey-blessings:

Cold Touch: Your natural attacks do cold damage instead of their normal damage type.

Icebeard: You become rimed in jagged ice (often taking the form of a jutting beard, but formations vary according to the caster), posing a serious threat to anyone attacking the you in melee. An adjacent attacker must make a Reflex save or take 1d4 points of slashing damage when it succeeds on an attack roll against you. At 3rd caster level, this ability also deals 1d6 cold damage. This piercing damage increases by 1d4 at 6th caster level and every 6 caster levels thereafter and the cold damage by 1d6 at 9th caster level and every 9 caster levels thereafter. Additionally, you may break off sharp shards as a free action; treat these as daggers appropriate to your size. These shards melt at the end of your next turn.

Icewalk: You may ignore difficult terrain, speed reductions, and penalties to Acrobatics imposed by naturally occurring snow and ice.

Lower Temperature: As a free action, you can lower the temperature in a 10-ft. radius around your body by 1 step, +1 step per 10 caster levels (see the Weather sphere for the effect of Cold). The temperature changes at a rate of 1 step per round. This change does not stack with that from other magic effects; if another effect is present in the area, you must succeed on a magic skill check against the effect’s MSD or be unable to alter the temperature. Additionally, you are unaffected by temperatures down to -140°F (-45°C).

Snowsight: You can see clearly through snow and sleet as if they were perfectly clear, ignoring miss chance from these obstructions, up to the normal limits of your vision.

Wood Shape (fey-blessing)

You gain a competence bonus on craft checks equal to your caster level for items primarily composed of wood and may craft such objects as if you had the appropriate tools.

As a standard action, you may spend a spell point to turn an adequately sized piece of wood (including wood from a living plant) into 50 pieces of ammunition, a suit of armor, a shield, a tool, or a weapon normally primarily composed of wood. A weapon that normally would have a metal head, spike, or blade has its damage die reduced by one size. You must succeed on the appropriate craft check to make the chosen item as part of this action or else the item gains the broken condition, though you may attempt to shape it again. The item is considered masterwork and, if a weapon or suit of armor, gains an enhancement bonus equal to your caster level/5 (minimum 0).

Equipment made this way returns to its original form when your fey-link ends. Using special types of wood imparts the properties of that wood to the shaped object. If using wood from a living plant, the plant takes damage equal to the hit points of the item (before enhancement), ignoring hardness and dealing full damage to objects, which can be restored by putting the item back in place and dismissing the effect as a standard action. If an entire plant was used, it may be planted in a suitable location and the effect dismissed.

You can spend a spell point as a standard action to restore 1d6 + caster level hit points to an object made primarily of wood or to a creature of the plant type.

Zolavoi’s Mantle (fey-blessing)

You may activate the following abilities as fey-blessings:

Cindercloud: You may exude a cloud of smoke and embers in a 10-ft. radius as a move action. This radius increases by 5 ft. at 5th caster level and every 5 caster levels thereafter. All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Any creature other than you that enters or starts its turn inside this area takes fire damage equal to your caster level. This damage cannot be taken more than once per round by an individual creature. You may end this effect as a free action. Doing so removes the cloud at the end of your turn but does not end the fey-blessing; you may create and dismiss cinderclouds for the duration of the fey-blessing.

Sense Object: You may spend a full-round action to discern the distance and direction to one object that was within your possession for at least 24 hours prior to it leaving your possession within the past 1 day per caster level. You may only target a single object with each activation of this fey-blessing; selecting another object requires spending a spell point and dismisses the previous instance.

Smokesight: You can see clearly through ash, fire, and smoke (including the cindercloud ability above) as if they were perfectly clear, ignoring miss chance from these obstructions, up to the normal limits of your vision.


Fallen Fey Feats

Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.


Fallen Fey Advanced Talents

Why aren't these with the other Advanced Talents? Because that page is full and these talents literally won't fit.

Banish to Faerie

Prerequisites: 8th caster or higher. This talent requires the optional Traveling Through Faerie rules found below.

As a standard action, you may spend a spell point to make a melee touch attack against a creature and hurl it into Faerie. This provokes an attack or opportunity. A successful Will save negates this ability. Once within Faerie, if the target creature wishes to return to where it previously was, it must travel 1d12 miles to reach a fairy circle and find a way through, arriving within 1d6 miles of its former location. This is a teleportation effect.

Blinding Beauty (fey-blessing)

Prerequisites: 10th caster or higher.

Any humanoid within 30 ft. of you that looks at you must succeed on a Fortitude save or be blinded for 1 minute per caster level. A creature that succeeds on this save is immune to your use of this ability for 24 hours. You may suppress or resume this ability as a free action. Activating this fey-blessing costs an additional spell point.

Bound to Nature (fey-blessing)

Prerequisites: 10th caster or higher.

If you are slain while under the effects of this fey-blessing, you immediately reincarnate as the reincarnate spell at the start of your next turn (based on when your next turn would be, if you were not dead). You return in your same space, or the nearest space that is not intrinsically dangerous, though your equipment remains in the place you died. You may choose to delay your reincarnation by up to 1 hour. Upon your return, all spell slots and spell points you possessed are lost and you gain 1 negative level until you rest to regain spell points (this negative level replaces the negative levels normally incurred by the reincarnate spell). If you are slain by an effect that would prevent reincarnation, you may attempt a magic skill check against that effect to return regardless. You gain a +2 on this check if in a natural setting (not in a settlement or artificial structure). Once you have been reincarnated by this ability, you cannot benefit from it for 1 week.

Drowning Kiss (fey-blessing)

Prerequisites: 10th caster or higher.

You can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips) as a standard action. If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to –1 hit points and be dying; on the third round it must save again or die. Succeeding at any of these Fortitude saves causes the target to cough up the water and no longer be drowning, ending the effect. Activating this fey-blessing costs an additional spell point.

Fairy Ring Traveler

Prerequisites: 5th caster or higher. This talent requires the optional Traveling Through Faerie rules found below.

You know the secrets of traveling via the fey realms. You may spend a 1-round action to determine the direction to the nearest fairy ring. You may open a fairy ring with a 10 minute ritual or by spending a spell point as a standard action. Once opened, creatures may pass through the fairy ring into the realm of Faerie. The ring remains open for 3d6 rounds. While in Faerie, you may spend a 1-round action to determine the direction to the fairy ring connected to the spot nearest your desired destination.

When rolling on the Time Difference table, you may spend two spell points to shift the result by one step in the direction of your choice. These points must be spent before the result of the roll is known.

Fey Initiation

Prerequisites: Greater Fey-Link, 15th caster or higher.

You may spend 3 spell points and 8 hours to change your creature type to fey as an instantaneous effect. If you possess Share Link, you may instead target a willing and conscious creature. Fey Initiation fails if the target leaves the area before the casting is complete.

Fey Invisibility (fey-blessing)

Prerequisites: Fade, 10th caster or higher.

You may fade from view, becoming invisible. Creatures must make Perception checks to detect you. You gain a bonus to your Stealth checks equal to your caster level. You lose the benefit of this effect until the start of your next turn any time you take any action other than a free action.

In addition, since you are invisible, you may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making yourself invisible also hides any magical auras on yourself or your worn or held equipment from such effects as detect magic or the base Divination sphere divine ability. Activating this fey-blessing costs an additional spell point.

Steal Skin (fey-blessing)

Prerequisites: 5th caster or higher.

As a full-round action, you may steal the skin of a creature of Small, Medium, or Large size with a roughly humanoid shape. The target creature must be dead, helpless, or willing. If the target creature is alive, you must make a successful coup de grace attack to steal its skin. Should the creature survive this, it is nauseated as a pain effect, takes Constitution bleed of 1d4, bleed damage equal to three times your caster level, and takes a -10 penalty on saves against disease until its skin is regrown by regeneration or a similar effect. Should this bleed damage be halted by any means, it restarts in 1d4 rounds.

You then may don or remove the stolen skin as a move action. When wearing a stolen skin, you take on the likeness of the skin’s original owner, including the victim’s voice, build, and size, but gain none of the creature’s abilities. The stolen skin grants you a +10 bonus on Disguise checks to appear as that creature, with none of the usual penalties for different gender, race, age, and size. Stolen skins are preserved for the duration of the fey-blessing and remain as supple as living skin. You may only have a single skin stolen at a time; stealing another forces you to discard any previously stolen skins. Discarded skins rot and decay normally. Discarded skins may not be reused.


Archetypes Specializing In Fallen Fey

-Fey Incarnate

The Fey Incarnate is a Shifter who uses the powers of the Alteration and Fallen Fey spheres.

-Feylord

The Feylord is a Commander who blends martial and fey might.

-Sidhe Invoker

The Sidhe Invoker is a Fey Adept who manipulates the fabric of Faerie itself instead of shadowstuff.


Traveling through Faerie

The faerie realm (the precise name and nature of this plane will vary depending on setting) offers both potential and risk for travelers. Its chaotic and ever-shifting relation to the material plane allows rapid transit between distant points for those skilled or foolish enough to attempt it.

Entering and exiting faerie is simple enough; one simply performs the appropriate ritual at a fairy ring or fey mound and steps through. Reaching one’s intended destination, however, is another matter.

Fairy Rings

Fairy rings can be found in any wilderness. They are never present in any developed area unless deliberately created. A ring is usually within 1d6 miles of any given wilderness location. If using a 6 mile hex map, each hex that lacks a settlement of city size or larger will have 1d2 natural fairy rings. Hexes with cities or larger settlements will have only 1 natural fairy ring. The fairy ring consists of a circle 5 to 10 ft. in diameter, consisting of coral (salt water oceans only), mushrooms, small stones, or wildflowers. Noticing the formation requires a DC 10 Perception check (modified for distance) and identifying it requires a DC 15 Knowledge (nature) or DC 20 Knowledge (planes) check. If exploring a hex, any fairy rings in that hex can be located with a DC 10 perception or Knowledge (nature) check as part of the normal exploration.

Once located, rings may be opened using the Open Fairy Ring ritual or by those with the Faerie Ring Traveler advanced talent. Once opened, the gate formed to faerie remains open for 1d6 minutes, though fey creatures of sufficient power can hold it open longer or close it sooner. Rings tend to serve as focal points for local fey activity as well as attracting magical beasts native to the area. Accessing the ring may prove difficult without bargaining with the local fey and magic beast population. There is a 70% chance of a random encounter appropriate to the environment at each end of the fairy ring.

Creatures larger than the size of the ring may have difficulty passing through; most rings are of Medium or Large size, occupying squares accordingly; a creature whose size is no larger than the size of the circle may pass through unimpeded. Creatures of one size larger may pass by squeezing. Creatures of two or more sizes larger cannot pass unless they possesses an ability allowing them to squeeze through small openings.

Fairy rings can be broken if a section of them is destroyed. Each 5-ft. square that contains a ring or part of a ring can be targeted individually. The ring has an AC and touch AC of 10, with hardness 0 for flowers and mushrooms or 10 for coral and rocks, and each square has 30 hit points. Once broken, a ring cannot be opened until it is repaired. A fairy ring counts as a magic item with a caster level of 5 (higher level rings can exist) for the purposes of restoring its hit points, repairing it, or suppressing it’s magic.

The region of faerie the ring opens into is not apparent before crossing through, though the local fey are usually knowledgeable (if accurate information can be obtained from them) and may even be willing to open the way to favored persons. The connection point of a given ring may drift with time; using the same ring days apart is reliable, but over the course of a month it may change somewhat (roll 1d3; on a 1, move the random location result up one entry, on a 2 it is unchanged, on a 3 move down one entry) and over a year it may change significantly (re-roll).

Table 7.1 Land-based Fairy ring random connection table
d100 Roll Result
1-5 Island. Roll 1d20; on a roll of 20, there is a fairy ring to your destination within 1 mile on the island, otherwise reaching another ring requires crossing 1d6 miles of water.
6-20 Seelie forest
21-25 Unseelie forest
26-35 Seelie plains
36-45 Unseelie plains
46-55 Seelie caverns
56-65 Unseelie caverns
66-75 Frozen wastes
76-85 Mistlands
86-95 Swamp
96-100 Lake

Traveling through Faerie

The land of Faerie is a place where the usual rules of time, space, and location do not apply. Sometimes time moves faster or slower, and yet, a place might have a permanent weather pattern or even time of day, which changes as slowly as the seasons do on the material plane. The denizens of Faerie might populate entire cities, and look upon an intruder from the material plane with as much distrust as a mortal city might look upon a visiting ogre. As such, while the PCs might have incredible adventures in the realm of Faerie as determined by them and the GM, most mortal visitors to the world of Faerie do so only temporarily; using Faerie as a shortcut for their desired travels in the mortal world.

Once in Faerie, the travelers must locate a fairy ring that connects to a spot near their desired destination. Friendly denizens of the plane may be willing to help and indifferent ones may be bribed or persuaded to give directions. Once the return ring’s location is known, reaching it requires crossing 1d12 miles. There is a 25% chance each mile that the terrain will change (roll on Table 7.1). Random encounters are rolled for each hour of travel. When the destination is reached, just as with entering, there is a 70% chance of a random encounter appropriate to the environment at either end of the fairy ring.

Once the fairy ring has been reached, it may be opened by the same methods and passing through will deposit you near your target destination, with the distance determined by how successful you were in selecting it. See the below table:

Table 7.2 Distance from destination
Destination Accuracy Distance
Correctly Identified 1d6 miles
Close 1d6 miles per mile traveled in fairy
Random 1d20 miles per mile traveled in fairy
Malicious Misinformation 1d100 miles per mile traveled in fairy

Be aware that time travels differently in Faerie. Consult the following table to determine how much time has passed:

Table 7.3 Time Difference
d10 Roll Time
1 1 day passed per hour in Faerie
2-5 Twice as much time passed as you were in Faerie
6-9 Half as much time passed as you were in Faerie
10 1 minute passed per hour in Faerie

Fairy Mounds

Fairy mounds allow travel without these difficulties. Each side of the portal in a fairy mound remains fixed unless sundered by powerful magic and the difference in time flow is fixed by the mound’s creator. As the locations are known and constant, encounters at the mound are not random. However, creatures with the power to create such mounds rarely do so without cause. Mounds will usually be found deep in the desmenes of powerful lords of faerie and watched and guarded appropriately.


Setting Application

This section is not intended to present settings or advocate particular sets of options, but simply to present thoughts on different ways fey creatures and Faerie can be used to color and enrich a setting.

Faerie?

While throughout this book it is assumed that there is a separate plane that is the home or origin of fey creatures, this may not be true in all settings. In building or modifying a setting, it is important to ask what you want different elements to do. In some types of game, the fey are simply a creature type, more magical than humanoids, less strange than aberrations, and less aligned than outsiders. If that is all you need, the rest of this chapter may be of little interest.

Fey creatures could also be representatives of the natural world. If so, there isn’t necessarily a need for them to originate elsewhere; they are simply spirits tied to trees, streams, and rocks. Some work very well for this, such as dryads with their bond to trees and their nature magic. Others are less obvious.

In addition to or instead of representing nature, they can represent other things, selecting creatures as appropriate. Not every creature is appropriate for every setting and selecting or modifying creatures to suit the desired framework is a valuable tool for setting-building.

Having a separate plane offers some benefits. Adventures can be based on traveling through Faerie and having an entire plane makes room for all kinds of fey that may not fit well with narrower themes. Plots can also involve the relations between planes. Is Faerie at risk of invasion from the abyss? Do fey lords strive to increase their power by subsuming parts of the material plane into their domains?

The Courts

Courts are a convenient way to group fey creatures bound by some similar characteristics. This does not require that the courts are solitary, global, or exclusive. It is possible to have all fey tied to a court and each court organized into a single body, but this is by no means the only option. There may be many regions with or without a separate plane and each may have separate and even competing structures. There is no need for all fey to be tied to a court; court politics may only be of interest to a limited set of fey. Possibilities range from having one or two high fey that dominate a rigid structure all the way down to the lowliest brownie and gremlin to there being multitudinous ‘courts’, each based around a creature slightly more influential than the others, with membership in constant flux.

Moving towards the former emphasizes structure and the incredible power of alien beings and can work for showing how they are bound by rules, even if those rules are incomprehensible to mortals, while the later emphasizes the chaotic and variable nature frequently ascribed to fairies.

Seasons

If emphasizing the fey link to nature, tying fey courts to the seasons can be useful. In temperate climates, this could simply give you summer and winter courts, mapped roughly over the seelie and unseelie mentioned previously, or could be expanded to give spring, summer, fall, and winter courts.

Spring naturally carries themes of birth and rebirth, youth, growth, and change. The days are getting longer and the future is bright. On the darker side, the young are weak, the nights are still cold, and the melting snow can uncover buried secrets or cause sudden floods.

Summer is reaching adulthood, heat, and possibly drought. It is most often a time of plenty and the long days are filled with light. Areas tied to summer have towering trees, summer flowers, and may never see sunset. By contrast, they can also be battered by terrible storms.

Autumn also carries themes of change and transition, though mixes them with preparation, exemplified by the harvest. The dark and hunger of winter are in sight. Autumn regions are brilliantly colored in yellows, oranges, and red, with fruit hanging low from trees, but the wind is cool and there is an underlying unease.

Winter is the death of the world, a time of cold and hunger. Winter region are filled with snow and ice. Food is scarce and the inhabitants see others as either predators or prey.

If the setting is more focused on other regions, the fey there could instead be tied to wet and dry seasons, with a court of rain, flood, or monsoon opposed to a court of drought. Island fey may be divided between courts of land, sea, and storm, or even further divided between freshwater and saltwater.

In any case, the courts do not necessarily require moral alignments; a summer tornado and a winter blizzard can both deal death and destruction and both are equally natural.


Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 Ice forms around the feet and limbs of all enemies within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, the affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
2 The caster is fatigued.
3 The caster sprouts fairy wings for the duration for the remainder of the fey-link. These wings grant a fly speed of 10 ft. (clumsy).
4 The caster is nauseated for 1 round whenever touching metal. This includes wielding metal weapons, wearing metal armor, and donning metal shields but not being struck by a metal weapon.
5 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
6 For the remainder of the fey-link, the caster must succeed on a Will save or be fascinated for 1d6 rounds at his own appearance whenever he sees his reflection.
7 Thorns sprout from the caster’s footsteps for the duration of the fey-link, acting as caltrops in any space the caster exits. These thorns crumble to dust 1 round later.
8 Flowers sprout from the caster’s footsteps for the duration of the fey-link. These flowers wither 1 hour later if not in an appropriate environment.
9 For 24 hours, the caster is treated as having rolled a 1 on all checks made to influence good aligned creatures of the fey type.
10 All creatures within close range sprouts fairy wings for the duration for the remainder of the fey-link. These wings grant a fly speed of 10 ft. (clumsy).
11 For 1 minute per caster level, the caster gains the ability to speak but not understand aklo and the ability to understand but not speak sylvan. This overrides any knowledge of either language previously possessed.
12 All creatures of the animal type increase their starting attitude toward the caster by two steps for the duration of the fey-link.
13 For the duration of the fey-link, the caster gains vulnerability to cold iron.
14 For 1 hour per caster level, any object the caster touches becomes rimed in frost.
15 Bark grows over all allied creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
16 The caster is unable to tell a deliberate lie for the duration of the fey-link.
17 The caster turns invisible per the Invisibility talent of the Illusion sphere for 1 hour or until he makes a hostile action, whichever comes first.
18 The caster becomes invisible for 1 round per caster level. This invisibility ends the first time the caster makes an attack or other threatening action.
19 The caster is exhausted.
20 For the duration of the fey-link, the caster sheds light as a torch whenever he moved at least 5 feet.
21 The casting time decreases by 2 steps.
22 For the duration of the fey-link, the caster gains DR equal to caster level against all weapons primarily composed of wood.
23 For the duration of the fey-link, any allied creature within close range of the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently until they leave the affected area.
24 The caster becomes bound to the nearest tree (or other large plant) for the duration of the fey-link or for 1 hour, whichever is longer. When touching the tree, the caster gains fast healing 1. Anytime the tree is not within long range of the caster, the caster is sickened. If more than a mile from the tree (or on another plane), he is both sickened and shaken.
25 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
26 All creatures within close range of the caster when the effect is cast gain vulnerability to cold iron for the duration of the fey-link.
27 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
28 The caster grows a unicorn horn, gaining a gore attack (primary, piercing, 1d6 Medium, 1d4 Small) for the remainder of the fey-link.
29 (Combat) All allied creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
30 All creatures of the animal type decrease their starting attitude toward the caster by two steps for the duration of the fey-link.
31 For the duration of the fey-link, any hostile creature within close range of the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently until they leave the affected area.
32 All creatures of the animal type decrease their starting attitude toward the caster by one step for the duration of the fey-link.
33 For the duration of the fey-link, any creature that beholds the caster must succeed on a Will save or have its attitude toward the caster improved by one step for 1 hour.
34 For the duration of the fey-link, all flowers within close range of the caster for longer than 1 minute lose their petals.
35 Ice forms around the feet and limbs of all creatures within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, each affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
36 For 10 minutes per caster level, all creatures of the animal type within medium range of the caster have their disposition toward the caster increased by 2 steps to a maximum of helpful.
37 For the duration of the fey-link, any allied creature within close range of the caster is sickened for 1 round whenever struck by a metal weapon.
38 The illumination level of an area out to close range of the caster increases by 1 step for the duration on the fey-link.
39 The caster floats 1 inch off the ground for the duration of the fey-link. This has no impact on movement speeds but halves falling damage.
40 Bark grows over all hostile creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
41 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
42 The target can alter his appearance at will as a swift action for the duration of the fey-link. This ability functions as the option to change cosmetic appearance per the Blank Form ability of the Alteration sphere.
43 The caster loses access to this sphere for 1d6 rounds.
44 For 1 hour per caster level, creatures within close range of the caster must roll twice and take the worst result on saving throws made against disease.
45 Bark grows over all creatures within close range of the caster, increasing their natural armor bonus by 1 + 1 per 5 caster levels for 1 minute.
46 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
47 For the duration of the fey-link, any hostile creature within close range of the caster is sickened for 1 round whenever struck by a metal weapon.
48 The caster gains hooves as a satyr for the remainder of the fey-link and cannot benefit from any items in the boot magic item slot, which immediately fall off.
49 Ice forms around the feet and limbs of all allies within close range of the caster, who must succeed on a Reflex save or be entangled and unable to move. In addition, the affected creature’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
50 The caster is sickened for 1 round whenever struck by a metal weapon for the duration of the fey-link.
51 Roll again on the Universal wild magic table.
52 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
53 For 1 round per caster level the caster trails glittering dust while moving. This dust is never affected by any form of invisibility.
54 The effect fails and the action is lost. Spell points or spell slots are lost.
55 The caster takes 1d4 points of Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
56 For the duration of the fey-link, the caster takes 1 point of damage per round when touching any object made of cold iron.
57 The casting time increases by 2 steps.
58 (Combat) The caster is dazed for 1 round.
59 (Combat) The caster is stunned for 1 round.
60 All hostile creatures within close range of the caster when the effect is cast gain DR/cold iron equal to the caster level/2 (minimum 1) for the duration of the fey link.
61 The caster gains a 20-ft. aura for the duration of the feylink. All creatures within the aura must roll twice and take the worst on all d20 rolls. Pugwampi gremlins, gnolls, and any creature benefiting from a luck bonus are immune to this effect. The caster is is subject to his own aura.
62 For the duration of the fey-link, the caster gains a sinister appearance, taking a penalty on all Charisma-based checks (except for intimidate) equal to the caster level/2 (minimum 1).
63 For the duration of the fey-link, any creature within close range of the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently until they leave the affected area.
64 Ice forms around the feet and limbs of the caster who must succeed on a Reflex save or be entangled and unable to move. In addition, the caster’s square becomes slick with ice and counts as difficult terrain. Breaking free of the entangled condition is a move action, requiring either a Strength check or Escape Artist check against the effect’s save DC. A creature may also destroy the ice on a creature or square by dealing 3 points of damage per caster level to the ice. This removes the entangled condition from the creature and destroys the difficult terrain. The ice melts after 1 minute.
65 As an instantaneous effect, one tree (to a maximum size equal to that which you can control through the pummel geomancing ability) grows adjacent to the caster. The tree is under the effect of the pummel geomancing ability for 1d6 rounds and will attack the caster and its allies before attacking any other creature.
66 (Combat) All creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
67 (Combat) The caster is nauseated for 1 round.
68 A fiddle appears in the caster’s possession, disappearing at the end of the fey-link. The caster gains the Skilled Casting (Perform (strings)) drawback for the remainder of the fey-link and must perform on the conjured fiddle.
69 For 24 hours, the caster is treated as having rolled a 1 on all checks made to influence evil aligned creatures of the fey type.
70 The casting time decreases by 1 step.
71 For 10 minutes per caster level, all creatures of the animal type within medium range of the caster have their disposition toward the caster reduced by 2 steps.
72 For 1 round per caster level, all hostile creatures of the animal type within medium range of the caster grow 1 size per the Size Change talent of the Alteration sphere. This effect stacks with other polymorph effects.
73 All hostile creatures within close range of the caster when the effect is cast gain vulnerability to cold iron for the duration of the fey-link.
74 The effect fails and the action is lost. Spell points or spell slots are not lost.
75 The effect fails, but the action is not lost. Spell points or spell slots spent are lost.
76 All allied creatures within close range of the caster when the effect is cast gain vulnerability to cold iron for the duration of the fey-link.
77 All vegetation within medium range of the caster decrease in size for 1 round per caster level.
78 Effect receives a -4 penalty to caster level (minimum 1).
79 All creatures within close range of the caster when the effect is cast gain DR/cold iron equal to the caster level/2 (minimum 1) for the duration of the fey link.
80 All hostile creatures within close range of the caster must succeed on a Reflex save or become entangled by plants, shifting rocks, or ice as appropriate to the environment for 1d6 rounds.
81 The temperature of an area out to close range of the caster increases by 1 step (per the Weather sphere) for the duration on the fey-link.
82 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
83 Effect receives a +2 bonus to caster level.
84 The temperature of an area out to close range of the caster decreases by 1 step (per the Weather sphere) for the duration on the fey-link.
85 All vegetation within geomancing range of the caster increase in size for 1 round per caster level.
86 For the duration of the fey-link, any creature within close range of the caster gains DR equal to caster level against all weapons primarily composed of wood.
87 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
88 The casting time increases by 1 step.
89 All creatures within close range of the caster at the time the effect is cast float 1 inch off the ground for the duration of the fey-link. This has no impact on movement speeds but halves falling damage.
90 For 1 hour per caster level, creatures within close range of the caster must roll twice and take the best result on saving throws made against disease.
91 As an instantaneous effect, poison ivy grows in a 5-ft. radius + 5 ft. per 5 caster level around the caster. The caster and any creature who enters the area must make a Fort save or take -1 penalty (which increases by 1 per 5 caster levels) on all magic skill checks made to concentrate for 1 hour per caster level. This is a poison effect.
92 For 1 round per caster level, all creatures of the animal type within medium range of the caster grow 1 size category per the Size Change talent of the Alteration sphere. This effect stacks with other polymorph effects.
93 For the duration of the fey-link, any creature within close range of the caster is sickened for 1 round whenever struck by a metal weapon.
94 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
95 All creatures of the animal type increase their starting attitude toward the caster by one step for the duration of the fey-link.
96 All allied creatures within close range of the caster when the effect is cast gain DR/cold iron equal to the caster level/2 (minimum 1) for the duration of the fey link.
97 The illumination level of an area out to close range of the caster decreases by 1 step for the duration on the fey-link.
98 For the duration of the fey-link, the caster is filled with a malevolent influence, taking a -4 penalty on any effect that would make him behave violently.
99 For the duration of the fey-link, the caster gains DR/cold iron equal to the caster level/2 (minimum 1).
100 The caster sprouts fairy wings for the remainder of the fey-link. These wings have no effect.

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