Fey Adept

Fey Adepts specialize in using illusion and the creation of partially-real shadows to get their job done.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The fey adept’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (Local; Int), Knowledge (Nature; Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 4 + Int modifier.

Class Features

Table: The Fey Adept
Level Base Attack Bonus Fort Save Ref Save Will Save Special Caster Level Talents
1st +0 +0 +0 +2 Casting, fey magic, master illusionist, spell pool, shadowmark (1d6, -1), shadowstuff 1 1 (+2)
2nd +1 +0 +0 +3 Darkvision 2 2
3rd +1 +1 +1 +3 Shadowmark (2d6, -1) 3 3
4th +2 +1 +1 +4 Truesight (1/day) 4 4
5th +2 +1 +1 +4 Shadowmark (3d6, -1) 5 5
6th +3 +2 +2 +5 Create reality 6 6
7th +3 +2 +2 +5 Shadowmark (4d6, -2) 7 7
8th +4 +2 +2 +6 Truesight (2/day) 8 8
9th +4 +3 +3 +6 Shadowmark (5d6, -2) 9 9
10th +5 +3 +3 +7 Hide in plain sight 10 10
11th +5 +3 +3 +7 Shadowmark (6d6, -2) 11 11
12th +6/+1 +4 +4 +8 Create reality (improved), truesight (3/day) 12 12
13th +6/+1 +4 +4 +8 Shadowmark (7d6, -3) 13 13
14th +7/+2 +4 +4 +9 See in darkness 14 14
15th +7/+2 +5 +5 +9 Shadowmark (8d6, -3) 15 15
16th +8/+3 +5 +5 +10 Truesight (4/day) 16 16
17th +8/+3 +5 +5 +10 Shadowmark (9d6, -3) 17 17
18th +9/+4 +6 +6 +11 Create reality (improved) 18 18
19th +9/+4 +6 +6 +11 Shadowmark (10d6, -4) 19 19
20th +10/+5 +6 +6 +12 Feytouched, permanent illusion, truesight (5/day) 20 20

Weapon and Armor Proficiency

A fey adept is proficient with all simple weapons.


A fey adept may combine spheres and talents to create magical effects. A fey adept is considered a High Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

A fey adept gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A fey adept gains a magic talent every level, according to Table: Fey Adept.

Fey Magic

At 1st level the fey adept gains the Illusion sphere as a bonus magic talent.

Master Illusionist

Whenever the fey adept ceases to concentrate on an illusion he is maintaining through concentration, or if he decides not to maintain an illusion at all after its creation, it remains for a number of rounds equal to 1/2 his fey adept level (minimum: 1) before disappearing.


Fey adepts gain a limited ability to wield shadowstuff—the pure essence of shadows. With this power, the fey adept can affect the world around him with his illusions by weaving reality into the images.

The fey adept gains a pool of shadow points equal to his Charisma modifier + 1/2 his fey adept level (minimum: 1). A fey adept may spend shadow points to create any of the following effects.


The fey adept may spend a shadow point to hurl shadowstuff at a target within Close range, weakening its body and making its mind more susceptible to the fey adept’s magic. This requires a ranged touch attack. If successful, the target takes 1d6 damage and suffers a -1 penalty to Will saves against all the fey adept’s sphere abilities for 1 minute. This damage improves by 1d6 for every odd level the fey adept possesses, to a maximum of 10d6 at 19th level. The Will penalty increases to -2 at 7th level, -3 at 13th level, and -4 at 19th level. This penalty does not stack with itself.

Create Reality

At 6th level, the fey adept may spend a shadow point in conjunction with creating an illusion with the Illusion sphere to weave reality into the illusion. This follows all the usual rules for creating and maintaining illusions, except the illusion gains an additional benefit depending on what illusion is created. Many of these benefits improve at 12th and 18th levels.


The fey adept creates an object that has form, shape, and weight, as if creating an object with the Creation sphere, although it has a hardness of 0, 3 hp per inch, and weight as if it were made of wood regardless of what the material appears to be. The fey adept may only create an object in this fashion with a size equivalent to 1 small object per caster level, although this increases to 2 small objects per caster level at 12th level, and 3 small objects per caster level at 18th level.

Targets who succeed at their saving throw to disbelieve the illusion realize the object is shadowstuff and not the material it appears to be and suffer only half damage if the object is used to damage them (for example if the object was dropped on them from above).


The fey adept may create an illusionary creature that may interact with the world around it. This creates the equivalent of a companion from the Conjuration sphere, except it only possesses 1/5th a companion’s usual hit points. Targets who interact with the illusionary creature are allowed a Will saving throw to disbelieve. Targets who disbelieve the illusionary creature receive only half damage from the creature.

An illusionary companion possesses one (form) talent as is usual for companions, and gains an additional (form) talent at 12th level and 18th level.


If the fey adept possesses the Illusionary Disguise talent, he may add substance to an illusion applied to a creature. This grants the creature any one trait (except for becoming incorporeal or gaining an animal mind) from the Alteration sphere in addition to the illusionary disguise itself. The disguise must depict the trait to be applied (for example, the illusion must include wings to grant the creature a fly speed). This stacks with shapeshifts applied with the Alteration sphere (as it is an illusion and not an actual shapeshift), but only one illusionary disguise may be applied to an individual creature at a time in this manner. Applying a second illusionary disguise with shadowstuff to a creature dispels the first illusionary disguise, provided they were created by the same caster, or the second caster succeeds at a magic skill check.

A disguise created in this manner may grant up to two traits at 12th level, and up to three traits at 18th level.

Destructive Blast

The fey adept may give substance to an instantaneous effect such as a burst of fire, a bolt of lightning, or another simulated effect. This creates a destructive blast as the Destruction sphere, which may possess any blast type talent and blast shape talent of the fey adept’s choosing. The fey adept must pay all spell points costs associated with the mimicked destructive blast in addition to those required to create or maintain the illusion itself. An instantaneous destructive blast cannot be extended through concentration or spell points as is usual with illusions, but a destructive blast with a duration (such as Energy Wall or Energy Sphere) persist as long as the illusion is maintained, to a maximum of 1 round per caster level.

Targets affected by an illusionary destructive blast who succeed at their Will save to disbelieve suffer only half damage and receive a +4 bonus to any saving throw associated with the destructive blast itself.


The fey adept may create the illusion of a weather effect such as snow, wind, rain, or a storm. This creates a severity 4 wind, temperature (cold or heat), and/or precipitation effect (with the resulting storm and snow effects if applicable) within a radius of Close centered within the fey adept’s Illusion range. This cannot be used to calm the weather in an area, and has no effect in an area where the weather category to be affected already has a severity of 4 or higher.

If a target succeeds at its Will save to disbelieve, it treats the weather as being 2 steps lesser in severity in regard to itself. This cannot reduce the weather’s severity lower than what it was before the fey adept created the illusion. You may create effects of severity level 5 at 12th level, and severity level 6 at 18th level.


The fey adept may create an illusion of a natural effect, such as those created through the Nature sphere. This can recreate the effects of the entangle, vortex, fog, dust storm, create fire, or whirlwind (from the Whirlwind talent) geomancing abilities. The area to be affected needn’t have the usual materials such as water, dust, or plantlife to create this illusion. If a target succeeds at their Will save to disbelieve, they take half damage from the effect if it deals damage and gain a +4 bonus to any saving throw made against the effect.


At 2nd level, a fey adept gains Darkvision 60 ft. If he already possess Darkvision, the range increases by 30 ft.


Once per day at 4th level, a fey adept may grant himself the ability to see all things as they truly are to a range of 120 feet for 1 round per level. The fey adept sees through magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, succeeds at all saving throws against illusions and sees through them naturally, and sees the true form of polymorphed, changed, or transmuted things. The fey adept may use this ability an additional time per day for every 4 levels beyond 4th, to a maximum of 5 times at 20th level. This does not allow the target to see through mundane disguises, non-magical means of hiding things, fog, or other such effects.

This cannot be combined with other magic that enhances the senses, such as a crystal ball.

Hide in Plain Sight

At 10th level, A fey adept can use the Stealth skill even while being observed. As long as he is within 10 feet of an area of dim light, a fey adept can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.

See in Darkness

At 14th level, a fey adept can see perfectly in darkness of any kind, even magical darkness that normally impedes darkvision.


At 20th level, a fey adept is treated as a fey rather than as a humanoid (or whatever the fey adept’s creature type was) for the purpose of spells and magical effects. He also gains DR 10/cold iron, and a +2 luck bonus on all saving throws.

Permanent Illusion

At level 20, the fey adept can make one of his illusions permanent. Only one illusion may be made permanent in this way at one time. If another illusion is designated as permanent, the previous permanent illusion ends.


The following feats are especially helpful or appropriate for Fey Adepts.

Extra Shadowstuff [Core]

Prerequisite: Shadowstuff class feature.

Benefit: Increase the number of shadow points you possess by 2. You may gain this feat multiple times. The effects stack.

Greater Shadowmark [Core]

Prerequisite: Shadowmark class feature.

Benefit: Your shadowmark deals d8s for damage instead of d6s.

Psychosomatic Healing

Prerequisites: Create reality class feature.

Benefit: You may create an illusion around a creature that gives the appearance and feeling that the creature is in good health. This illusion works not only on the creature, but on anyone observing the creature. Whenever the creature takes damage from any source, the amount of damage taken is reduced by half your caster level to a minimum of 0 damage. Unlike damage reduction, this can not be bypassed, except if the attacker manages to disbelieve the illusion.

Shadowblast [Core]

Prerequisite: Shadowmark class feature.

Benefit: When using your shadowmark, you may spend an extra shadow point to change the effect from a ranged touch attack into a Close-ranged cone. All creatures within this area are allowed a Reflex save for half damage. If they succeed at this Reflex save, they do not suffer the penalty to Will saves.

Shrouding Aegis

Prerequisites: Protection sphere, shadowstuff class feature.

Benefit: You may spend a point of shadow stuff to create a shrouding aegis. A shrouding aegis protects its bearer through the use of illusion by either obscuring their image, making them appear in a slightly different location, or disguising their movements. The illusions act intelligently and are constantly shifting, causing the creature to have a somewhat ‘unreal’ appearance.

Creatures attacking anyone with a shroud must make a Will save against a DC equal to 10 + 1/2 your Protection caster level + your casting ability modifier to determine if they can see properly through the shrouding aegis. Those who fail this saving throw can not take attacks of opportunity against the shrouded creature, can not benefit from or participate in flanking it, and can not deal any precision-based damage to the shrouded creature. Critical hits work normally, however.

Those who pass or are immune to illusions are not affected by the shroud. Once a creature passes their saving throw, they do not need to make any additional saving throws against that shroud. The shroud is considered an illusion, and benefits from your abilities that enhance illusions.

Sphere Focus [Core]

Prerequisite: Casting class feature.

Benefit: Choose a sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere. You may take this feat multiple times. The effects do not stack. each time it is gained, apply this benefit to a different sphere.

Favored Class Bonuses


Gain +1/6 of an additional use of Truesight per day.


+1/2 to the hardness of objects made using Shadowstuff with the Create Reality ability.


Increase the saving throw penalty bestowed by the fey adept’s shadowmark by +1/6.


Increase the duration of all illusions by 1/4th of a round.


Gain a +1/2 bonus to Stealth checks and Perception checks made in low-light and darkness.


+1/4 of an extra use of shadowstuff per day.


Increase the damage dealt by the fey adept’s shadowmarks by +1/2.


Gain a +1/2 bonus to Stealth checks


+1/2 increase the hit points of creatures and objects made using the create reality shadowstuff ability. These hit points are added after the reduction is applied for the creature or item being made with Shadowstuff.


Increase shadowmark’s range by 5 ft.


Increase the Fey Adept’s Darkvision range by 5 ft.


Increase the duration of the Shadowmark’s penalty by 1 round.


-Seelie Disciple

The Seelie Disciple trades some of their affinity for stealth and darkness for more capability with bardic performances.


The Skulk loses some of their power over illusions, but gains control of the Dark sphere, including the ability to steal a target's shadow and mimic their powers.

-Unseelie Disciple

The Unseelie Disciple loses their shadowy powers and ability to create reality, but in return gains many of the capabilities of rogues.

-Word Witch

Word Witches use the magic of Creation to bring powerful effects into the world.


The Wunderkind is essentially a complete change to the Fey Adept's abilities, making it closer to an alternate class than an archetype. Their abilities focus on the manipulation of emotions and illusions.

Archetype Compatibility
Weapon & Armor Proficiency Fey Magic Master Illusionist Shadowstuff Shadowmark Create Reality
Seelie Disciple
Skulk X X X
Unseelie Disciple X X X
Wunderkind M X X X X X
Darkvision Truesight Hide in Plain Sight See in Darkness Feytouched Permanent Illusion
Seelie Disciple X X X
Skulk X
Unseelie Disciple
Wunderkind X X X X X X

Guide: M = Modifies, X = Replaces, Blank = No Change

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